Mods / Hammer's Ringing Fall
Author: Vinter_Nacht
Side: Both
Created: Mar 29th 2022 at 12:20 AM
Last modified: Nov 7th 2022 at 5:08 AM
Downloads: 7104
Follow Unfollow 127
Latest file for v1.17.9:
HammersRingingFall-1.17_v1.2.5.zip
1-click install
A Smithing Mod By Aetherial Labs
Author: Vinter_Nacht, Texture Artist: AnxietyPealope
JSON Files Assist: Raccoon
AdvancedSmithing Recipes Courtesy of OpPointBaker
Sanity Checks: WesCookie and many others
And catch us with Ommadon on Fridays starting at Noon or 1pm PST until we decide to quit.
"With measured beat and slow, Like a sexton ringing the village bell" - Henry Wadsworth Longfellow
So what is Hammer's Ringing Fall?
This mod has been in the wings since November of 2021, which seems like another world now. At that time I was pondering the fact that the progression from clay and stone storage to chests was rather abrupt. Chests were so easy to make, you could simply put them together with nary a bit of effort. Once you had your saw, it was chests all around. That was the first "problem" this mod was made to solve, an abrupt jump in tech precipitated with a simple saw.
Quite simply, it increases the importance of metal in the lives of the Seraph. Everything from tools and weapons to planks and shelving requires some degree of a metal component. Chests require hinges and nails, metal tools require rivets and metal bands (with the sole exception of the copper ax/pickaxe/etc, whose recipe is only slightly changed). You'll find that there is a need for metal at every turn you make.
It is worth mentioning that this mod was primarily made with the concept of a multiplayer environment in mind. Blacksmiths typically find themselves relegated to making armor, tools, and weapons, but precious little else. Little else, that is, unless you count a seemingly endless number of chutes for the automation inclined. With Hammer's Ringing Fall there will always be a need for the smith to be at his forge, and an endless supply of charcoal to feed him. Surely a good thing for any virtual economy.
Added By Hammer's Ringing Fall Are:
Rivets - Used in all manner of metal craft, such as chutes, weapons, and tools.
Metal Bands - Used in recipes where reinforcement or securing is required, such as your helve hammer base.
Nails - All manner of woodwork requires these, including shelving, planks, and stairs.
Hinge Flange Top/Bottom - Two of the three parts required to make hinges
Pins - Used with the Hinge Flange Top/Bottom to create a hinge.
Tool Hafts - An oiled tool haft is made using a log, an ax, and a bit of fat and then cured for 48 hours to become a finished haft. Comes in three sizes. Small for swords and knives, medium for axes and hammers, and large for scythes, hoes, shovels, and spears.
New Smithing Recipes - OpPointBaker was kind enough to allow me to include his AdvancedSmithing recipes in HRF.
Frequently Asked Questions:
- Does the mod increase the durability of tools/weapons? Not at present, though that is an intended feature. I wanted to get it out to get tested, determine the interest levels, and get some feedback about how that modification should happen. Based on the increased costs, I'm speculating about 35%
- What mods does Hammer's Ringing Fall Support? Currently, it only supports vanilla items. That will be changing rapidly, see above about testing interest and feedback.
- Can I toss a coin to my modder? Of course, you can, and we thank ya kindly. As always, the first updates supporting new mods will be released to supporters on Patreon, as a thank-you for your encouragement and kind words.
Upcoming Features:
There's a lot planned here, but you'll have to wait for me to share it. I don't want to make promises without knowing how to achieve them. For now, I'm just Tinkering with some ideas.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.2.5 | 3313 | Nov 7th 2022 at 5:08 AM | Show | HammersRingingFall-1.17_v1.2.5.zip | Install now | |
v1.2.4 | 265 | Nov 6th 2022 at 4:57 PM | Show | HammersRingingFall-1.17_v1.2.4.zip | Install now | |
v1.2.2 | 851 | Jun 11th 2022 at 9:58 PM | Show | HammersRingingFall-1.16_v1.2.2.zip | Install now | |
v1.2.1-rc.1 | 859 | May 8th 2022 at 5:53 PM | Show | HammersRingingFall-1.16_v1.2.1-rc.1.zip | Install now | |
v1.1.2-dev.1 | 764 | Apr 3rd 2022 at 9:52 PM | Show | HammersRingingFall-1.16_1.1.2-dev.1.zip | Install now | |
v1.1.1-rc.1 | 349 | Mar 30th 2022 at 2:42 AM | Show | HammersRingingFall-1.16_v1.1.1-rc.1.zip | Install now | |
v1.1.0-rc.1 | 306 | Mar 30th 2022 at 1:09 AM | Show | HammersRingingFall-1.16_v1.1.0-rc.1.zip | Install now | |
v1.0.0-rc.1 | 341 | Mar 29th 2022 at 1:08 PM | Show | HammersRingingFall-1.16_v1.0.0-rc.1.zip | Install now |
@Thorin - No. I don't want to give such a definitive answer, but no. I've got a lot of groundwork to lay before I start on this mod again. You'll notice the "Upcoming Features" sections comment above? That's still true. I've learned some tricks, but I've promises to keep, and miles to go before I sleep.
Vinter_Nacht is this coming back to 1.19
Looking foreward to seeing this mod return!
Hello
I can't craft a knife from any metal, what could be the reason?
I'm not currently supporting this mod, as it's due for a major rewrite. However, I'm trying to polish some issues in my other mods before finishing a utility mod that will serve as the backbone for the update of all my current mods. I'm thrilled about all the support.
I was able to slap together a fix for 1.18 with on my friend's server for the metal axes, spears, and knives. patches>recipes>grid>tool> hrf_axe needs felling added in "output": { "type": "item", "code": "axe-felling-{material}"}, same folder hrf_knife needs generic added in the same place ("output": { "type": "item", "code": "knife-generic-{material}"}), and under hammersringingfall>recipes>grid> metalspear needs "material" swapped to "metal", {material} swapped to {metal}, and an added generic after spear ("output": { "type": "item", "code": "game:spear-{material}", "quantity": 1 })
No guarantees that this doesn't break something else, but seems to work so far.
I'm not even looking at 1.18 until it gets a stable version.
Nails are obsolete since 1.18
Seems to be working just fine in 1.18.
@Korzhyk - This mod is due for rebalancing and upgrades in the future. It was an experiment that was remarkably well received.
plank block with nails? And so many nails? Made switch in config file, for old recipe planks.
Actually that is true but that would be best used alongside the In Dappled Groves mod, which allows for coppicing/pollarding and has saplings. But bending wooden staves into a barrel shape still requires metal - usually iron - rings to help force the shape. And also metal vessels for boiling or steaming the wood. Metal riveted hoops were a status symbol, it is thought. Though one might surmise, all wooden construction would likely fail a lot sooner and there's no way to do that without getting needlessly complicated. This seems like a good compromise to me. Found an article about that sort of thing. https://journals.lib.unb.ca/index.php/MCR/article/view/17536/22466
The most of time, barrels was maded without metall. Only wood
That's a good idea allowing the recycling of those bits. I will add it to the development list.
Don't know if it's already planned but I would really like to have smelting mechanics for rivets, nails, pins and such... It would really be great since I'm using xSkills, which hads quality, and obsolete materials would be nice to be smelted :3
Thanks for the response. I play on a smaller multiplayer server and we are beginning to rotate "parts" duty. I think a more concise version of my sentiment is: I like the requirement for metal parts, keeping the smithing process relevant, but I'm not fond of the repetiveness of manually smithing the parts in the late game. I think there's a way to mitigate the tedium, and it seems like you are on the case. Thanks for the awesome mod! I'm looking forward to seeing how it progresses.
@DiegoKilla - The underlying purpose of this mod is to ensure that the smithy's job continues to be necessary for a multiplayer environment. It's intended to ensure that they require time and effort, which makes them impractical to perform in a single-player environment while also maintaining the broad scope of other activities a player may otherwise wish to perform. That being said, I have been considering finding ways to balance this process a bit more. However, every step along the way will be taken with a focus on multiplayer settings and keeping smithing as a career path that can encompass a full-play experience. I acknowledge this will need to rely on more than grindy tedium so we may see some reduction in that element.
"It may not surprise you to learn that I deliberately did not add that kind of thing on purpose. Smiths? Swing your hammer."
I'm all for thoughtful gameplay. In vanilla accessing the saw makes storage solutions absolutely trivial. I like that this mod encourages players to think about their resources and how to use them a bit more... however, Once I've made components a few times I would prefer not to sit and repeat that process for extended periods. The high efficiency recipes are especially tedious. Adding progressive ways to manufacture simple components adds a sense of achievement to the player. Whether it be helves, mod-crossover, or a mod add-on, something to reduce the tedium would definitely mitigate player burnout in the late game.
TLDR: increasing challenge/ thoughtful gameplay should not come at the expense of long-term tedium imho
Great Mod. I just wish you would increase the durability of said items as you already have written in your FAQ.
My suggestion would be 30-35% more durability. That would work as a good balance between realism and the benefit of crafting them with additional cost.
It just feels more like a chore than an immersive addition without any added durability.
Still, I appreciate the work that has been done. Hopefully, we'll see a new update soon. :)
Gotrek65 - I don't have an issue with that. Though I must ask, are seed oil and soybean oil base game? I thought those were introduced by a mod.
I think oiled hafts should have the ability to be crafted using either, fat, seed oil, or soybean oil. Using just fat makes them quite the limiting factor considering that gears can be made out of resin and soybean oil it just makes sense to me.
Sorry about the miss there. Updated it to be compatible with the new shield recipes for 1.17, and implemented In Dappled Groves compatibility
squ1b3r provided me with a fix to the Null Reference Exception issue some time ago. It's only just now getting released for... Reasons.
Thank you!
I'm not surprised that it isn't; I haven't touched 1.17 with it at all. I currently am neck-deep in another project for VS. Will address existing mods as soon as I have a free moment.
As for the haft crafting, I'll take a look at that as soon as I get there.Not compatible with 1.17.0rc3
An exception was thrown when trying to start the mod:
System.NullReferenceException: Object reference not set to an instance of an object.
at HammersRingingFall.HammersRingingFall.Start(ICoreAPI api)
at Vintagestory.Common.ModLoader.TryStartSystem(Mod mod, ModSystem system
as well as a few patch incompatiblities.
Are you implying that the "processing" time for the haft should be removed? Because that's not a thing that's going to change at all ;)
Great mod, horrible name.
EDIT: Playtested it, don't like haft crafting at all. Should be Axe on top, Wood in middle, Fat Left for small, Bottom for middle, and right for large.
Response: No not the processing time, that's what beds are for. The grid crafting is really weird and feels unintuitive.
@YourCreator - Can you give me more information? What version are you using? Does it happen on every launch? Does it crash only occasionally? What version are you playing on?
10.7.2022 13:47:29 [Error] [hammersringingfall] An exception was thrown when trying to start the mod:
System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
в HammersRingingFall.HammersRingingFall.Start(ICoreAPI api)
1.2.2
- Fixed Stone Quarry Tools Compat
- Correct Recipe Output for hinges
- Condensed hinges into two recipes, flanges, and pins
I think it one of the best gameplay mods. Seriously
Alright! So that botched release never happened. (>.> <.<). This one is stable enough it should be ready for release, but that's why it's an RC, not a release. Go break it.
1.2.1-rc.1
- Refactored patch files
- Patches moved out of game domain
- game: prefix added to all vanilla references
- hrf_ added to precede all patches
- Refactor hinge recipes
- hingeflangebottom recipes now produce hingeflange-{metal}
- hingeflangetop recipe removed
- hinge recipe now accepts any hingeflange*-{metal} as top/bottom hinges.
- Updated smithing recipes to drop correct number of items and eliminate traps
- Nail recipes now drop 20 and 36
- Rivet recipes now drop 16 and 28 respectively
- Hinge pin recipe now drops 20 hinge pins
- Update stonequarry recipes
- Update AniMiTech recipes (tonwexp) to correct recipe requirements.
- Add breakdown recipes with chisel for spearheads and arrowheads to metal bits
- Crucible Capacity Functionality integrated, set to default two ingots per crucible. (10 per space) - By Craluminum2413
- Remove rowboat compatibility for later assessment
that was me
edit: i got the comma error. i got hung by a comma like this irish lad. www.theguardian.com/education/2019/jun/27/the-man-hanged-because-of-a-comma
If you were the poor soul who downloaded that latest "release"... Delete it. Eek.
Can you hit me up on Discord before you do this? Unless you're planning something wacky, I'd like to see if we can just add them to the default mod. Otherwise, I don't mind at all.
I went ahead and made sure to post a thing in the issue tracker for the hinge flange recipes!
Vinter_Nacht
I'm thinking of making some balance tweaks and changes and patching a few recipe bugs on my own so we can have them for my private server. Would you be okay with me posting the patches for these changes on the Mod DB for ease of distribution to the players on my server since they'll primarily be tweaks to this mod?
It can be somewhat difficult to juggle husbandry, farming, smithing, mining, hunting, etc. as a one-man operation. - BoomerBill
"Shoot, He's on to me!" -> Me.
Also, some of the recipe issues that you're experiencing are bugs or unintended, will be fixed when I get a hot minute.
Want to make *sure* they're fixed? Post them as an issue on the issue tracker link at the top.
I KNOW BILL... I ain't talkin' about you. XD
BoomerBill
I mean, yeah, I see that. The top flange and bottom flange are seperate pieces, one with 2 knuckles and the other with 3 knuckles. But the recipe when you craft 1 hinge flange for either top or bottom clearly has you forging 3 seperate flanges and the recipe for crafting 2 flanges clearly has you forging 5 seperate flanges. Looking in the files for the mod they're also labeled as "3hingeflange[top/bottom]" and "5hingeflange[top/bottom]" respectively as well, which implies that you're supposed to be crafting 3 and 5 hinges at a time, not 1 and 2.
WesCookie
You're only making the one hinge. Look at your door hinge in your house. There are interlocking rolled sections that the pin runs in, three on one half, two on the other, with nail or screw holes in the mounting plates. That's what you're seeing there.
Why do the smithing recipes for hinge flanges show you making 3 and 5 flanges for the 1 and 2 flange recipes respectively? The 2x top flange recipe is also unable to be crafted using a single ingot because of this (while the 2x bottom flange is easily craftable with a single ingot).
A respectable decision, and perfectly understandable, though it would add a certain sense of progression as advancements are made - especially in single-player. Perhaps locked behind the iron or even steel age. Of course, if something like that seems like it would go against your vision for the mod, I absolutely get that. I just think it would make the mod more enjoyable for single-player play. It can be somewhat difficult to juggle husbandry, farming, smithing, mining, hunting, etc. as a one-man operation. Perhaps if the helvehammers were expanded in some way so that they weren't only useful in processing iron blooms and blister steel. I don't really know and it's hardly my place to make demands; simply sharing my thoughts on the matter.
BoomerBill
Edit: As for a friendly suggestion or two instead of just yet more bug reports (Sorry to seemingly be the bearer of bad news so often, by the way), if such is welcome, perhaps a smith's swage block would be a reasonable addition, with dies to make the added metal component parts like pins, rivets, nails, and such in a more expedient (or at least less reliant on the smith's attention and care) manner.
It may not surprise you to learn that I deliberately did not add that kind of thing on purpose. Smiths? Swing your hammer.
BoomerBill
The crafting recipe for spears includes uncured oiled long hafts, rather than the cured variants. This makes them uncraftable with hafts made in advance - the same is true for iron to steel age swords, and possibly other tools. The curing period also seems to be ignored in other tool recipes as either haft variant can be used.
None of this is 'bad news' to be honest. It's simply not possible for me to test the mod thoroughly before it's released. Even when I do, bugs crop up later. (In one case: A bug went unnoticed for 6 months before someone caught it). You guys keep me driven to make mods, and you find the bugs I miss. I appreciate your hard work and diligence in reporting them to me.
The crafting recipe for spears includes uncured oiled long hafts, rather than the cured variants. This makes them uncraftable with hafts made in advance - the same is true for iron to steel age swords, and possibly other tools. The curing period also seems to be ignored in other tool recipes as either haft variant can be used.
Edit: As for a friendly suggestion or two instead of just yet more bug reports (Sorry to seemingly be the bearer of bad news so often, by the way), if such is welcome, perhaps a smith's swage block would be a reasonable addition, with dies to make the added metal component parts like pins, rivets, nails, and such in a more expedient (or at least less reliant on the smith's attention and care) manner.
I haven't actually gotten to play with this mod yet, so if the feature is already present please forgive me, but the ability to recycle chiseled-off bits from the forging process would be very welcome.
A new release is out. Be aware that this is still a developmental release, and maybe buggy. Don't put it anywhere important. It has added compatibility with From Golden Combs and Ancient Military Technology. Keep me posted of any bugs or weirdnesses you find along the way.
This last release appears to be something of a disaster. The old and new errors appear to be fixed. However, I'm going to wait until Sunday to release the next patch to give myself time to thoroughly test it. I appreciate you all hanging with me, I am the messiest modder.
The new release will also include cordage as a component for making stone tools. (This recipe will use Primitive Survival's cordage if PS is installed)
Looks like new server build
While I can't promise that happening quickly, I can tell you that we're of the same mind. I try to eliminate grid crafting as much as possible. And I do have a way in mind of making that more of a reality.
Wanted to suggest using Physical Crafting as much as possible, like Tool Making on the Anvil, rather than the inventory crafting grid. My favorite thing about VS.
Oops.... That is all.
Patched release out! Now compatible with From Golden Combs!
Thank you for mentioning this HersheysWaffles! I thought I had uploaded the release but apparently, I didn't.
Looks interesting, where's the download?