Mods / Scraps Revived
- Tags:
- Authors:
- Echoweaver, Corvie, snailchimera
- Side:
- Both
- Created:
- Sep 15th 2025 at 3:26 PM
- Last modified:
- 13 hours ago
- Downloads:
- 4749
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.4):
scrapsrevived_2.2.1.zip 1-click install
Hello! This is snailchimera. I'll be working to update Scraps Revived to 22.x. The most recent release is still a work in progress, with only a handful of newly updated items, but it covers the lanterns and crates.
The next update will have additional common clutter (for a subjective definition of common), and the one after that should have the rest of it. After that I'll be tweaking and rebalancing, as well as squashing any bugs that arise. Thank you SongOfSilence for your assistance testing and documenting clutter items with missing recipes!
Have fun!
(I've left the original mod description below unedited. The previous maintainers wrote it. That said, if Medeka, the author of the original Scraps mod, requests that this version be taken down, I will still remove it.)
___
This is an update of the Scraps mod by Medeka to 1.21. All credit goes to the original author. I will take this down if Medeka asks me to.
Changes:
- Updated recipes to 1.21. Tested most of them, but there are a LOT of recipes.
- Haphazardly added new ruins clutter where I found it. I'm sure there are plenty I missed. Added a section of recipes for chains and manacles (fun).
- Standardized all the recipes to be vertical with the tool on top. In the original most wood recipes were horizontal and everything else seemed to be vertical, and I found that confusing.
- Fixed a crash when you tried to empty temporal fluid on the ground.
For those still on 1.20, it looks like everything worked from the 1.19 release except the bookcase->aged plank recipes. (Nerd notes: Those are the only recipes that use variantGroups, and the notation to include that in recipes looks like it changed in 1.20.)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.2.1 | scrapsrevived | 23 | 13 hours ago | scrapsrevived_2.2.1.zip | 1-click install | ||
|
done: to do:
| |||||||
| 2.2.0 | scrapsrevived | 3989 | Oct 17th 2025 at 2:32 AM | scrapsrevived_2.2.0.zip | 1-click install | ||
|
Major rebalancing by Corvie. Massively OP metal bit outputs have been downsized. Clutter that looks copper or bronze now has output of that metal. Ruined beds output appropriately colored fabric in addition to aged planks. | |||||||
| 2.1.1 | scrapsrevived | 703 | Sep 15th 2025 at 3:38 PM | scrapsrevived_2.1.1.zip | 1-click install | ||
|
Initial release. | |||||||



Echoweaver
You released update this with the name of zip file as, 'scraps-progress7' instead of 'scrapsrevived_2.2.1'. Was this a mistake?
Also love this mod so much. Bugs so hard that in vanilla you can't break down things even if it means you dont get much from it. Im super huge on recycling anything I pick up.
Thank you so much for bring this back. You have a discord or maybe you can get this on the VS mods group on Discord? Would love to help getting some things added or adjusted to this.
snailchimera Must have uploaded that update. When I first uploaded a mod, an experienced modder took me aside and told me that the correct naming convention was name_version.num.ber, and sometimes folks put the version of VS too if it's known to be important. So I'll pass that info along :).
Snailchimera might appreciate the help! Corvie's help was invaluable to me when I updated this thing. It takes a lot of work.
That was me, and it was a mistake, yes. It's identical to the one I meant to upload aside from the name, so feel free to use it still, but I'll replace it. (I do tend to use dashes instead of underscores, but I'll switch to an underscore for continuity's sake here.) And yes, I would definitely welcome some assistance! I'm Molluscs&Monsters over on the discord. jsyk I do have a strong anti-LLM stance and don't want any LLM code in a project I'm working on. That okay with you?
I think when you follow a mod and get an alert for it, it just names whoever the primary author is as the one updating. I'm the supreme lord of missing things directly in front of my face though, so please correct me if I'm wrong.
Nah, your suspicion is right - got a notification that Echoweaver uploaded as well.
"I do have a strong anti-LLM stance and don't want any LLM code in a project I'm working on." Reading that makes me unreasonably happy.
SongOfSilence snailchimera Were you able to update this mod? You have my blessing to take over. Is there a way to publish a blanket statement on your mods someplace? I am thrilled if someone wants to take over, and that's for pretty much anything I ever write. I think I could grant you permissions to just update on this listeing? I've been out of modding for this game for a bit, so I have to review.
!!!
Thank you so much!
I know you can hand your mod off to someone else on this site, or just add an additional person with publishing privileges, though if you'd prefer to leave Scraps Revived untouched I can always publish a separate version so long as I have your blessing to do that. You can also update your license for your mods. A creative commons license lets anyone use your work while still ensuring correct attribution, non-commercial use, etc. with different ones granting different permissions. All you have to do is say you're using X license. You could also leave a statement in your bio? People would see it when looking at your mods all together at least.
If you do grant me permission to use this listing, I have a version that's nowhere near done but does have some updates ready to go, and I'll put that up the second I have the go-ahead. If you'd rather I make my own new listing, let me know and I'll do that! I'd prefer the former if that makes a difference, since it'd keep your and Corvie's names on the project, be easier for people currently or formerly using the mod to find, and leave fewer outdated copies of the same mod just floating around the site. I don't know if you'd need Corvie to also sign off on that or what.
Thank you again! I love this mod and I'm excited to keep it going!
SongOfSilence Yep! Honestly having Corvie's to do list published right there on the github is really convenient, and I'm probably going to follow it for the most part. I definitely don't mind someone else making the roadmap for me! I might lean a little more towards brass, since it's really useful for light fixtures but not a tremendously OP metal to have on hand otherwise. Rebalancing is gonna take a backseat to just getting all the new or renamed stuff working, so it might be a bit, but I'll get there. Also, do you want to work on it with me? Even if not, how would you like to be credited? Your testing was very helpful.
I am going to sink so much more time into this now that I know it's not just going to sit on my computer forever.
Great! Is there a formal place to list the license for my mods? I read some discussion about mod licensing on the forum, but I'm failing on my site navigation skills. I'm surprised I never put up a modder bio. I can at least do that.
I granted you write access to this listing. I tend to get involved in stuff for a long period of hyperfixation and then take a long break. I just started updating my VS game from the last time I played. I don't know when, or if, I'll be ready to dip back into modding myself, but I am excited to support you in updating this mod.
Mind, I don't think you can set a license for this one in particular without a go-ahead from Medeka. Since they didn't use a creative commons license themselves, this whole situation is legally murky, or would be if anyone cared enough to make it so. But for stuff that's just yours, you can just put it somewhere visible wherever your mods are published. Some sites even have a drop-down menu for selecting the license you want.
Echoweaver This. Is. AWESOME! Thank you! :) (And no, I don't consider it weird to thank you on snailchimera's behalf even after they already thanked you! ;D) I do understand the ups and downs of hyperfixations. Glad you saw this at all. And sorry for what I assume was an ambushing mountain of comment notifications. ^^;
snailchimera I don't have (or understand) Github, Discord, coding and stuff, so I'm not sure what I can actually help with, but I don't mind lending a hand when it would be helpful. As for being credited, uhrrr... I don't insist on being credited at all, really, but if you feel better with it, just... I don't know... a little footnote or something somewhere in the mod description, maybe? "Did some of the tedious list sorting stuff." xD Oh and I agree with brass, for what that's worth, for light fixtures. I would probably also go for more copper/tin bronze tools and such, just 'downgrading' some of the metal types slightly. Iron fence needs to be iron, obviously, duh, but a random broken hoe can just as well be lower value metal. It would be funny if a few pieces gave you (usable) steel bits you could then re-smelt into ingots, just one or two ruined items or such, basically as a kind of 'uh, I hit the jackpot!' But again - stuff for later, if at all. And I'm glad you got the green light afterall. :)
JustDavid Huzzah, progress has been achieved! ;) (Tagged you just to keep you in the loop, you seemed enthusiastic as well.)
If you don't mind me picking your brain, what do you think should be done with the new metal beds and tables? They certainly look more like iron or steel than anything else, but they're big and relatively common, so I'm wondering if I could get away with making them something less valuable. Tin maybe?
I don't mind at all, no. Hm. They look more silvery, from a color-perspective, don't they? That said, while being big, most of those things are basically 'thin lines' - tables and beds are, for the most part, just frame parts. So despite how much space they take up in the world, I don't think they need to give stupid amounts of whatever. Tin might work, I think - I'm wondering if meteoric iron is an option as well. That would fit the color better and despite being iron, it's a 'dead end' in terms of further uses. You can resmelt it into ingots and work with those, sure, but that still requires you to have a bloomery and you're not going to make steel from it.
snailchimera: Hope this is okay, I started losing sight of what comments were where. At one point, you mentioned "maybe even rebalancing". There's something I keep wondering about. (I'm out of winter and recently started looting ruins again.) This mod gives you a lot of iron. Like - A LOT. At one point, Corvie made a bunch of suggestions already changing some values down and changing some iron things to metals. If you're open for suggestions, I might vote for continuing that. There's still a lot of things that are iron, and other metals are kind of... underrepresented, I feel like?
That said, with everything else going on, this is obviously just a 'if time and patience allows'-sidenote.
Noticed I can't break down Large Crate (X), anyone else had this issue? Tried for both Tools and Pottery, will check more when able.
Also anyone care to share how they altered the files to be able to repair lanterns? I'm not familiar with rewriting, or where exactly I should look.
You can break down the broken lanterns into Molybdochalkos plates, which makes sense to me, as they should just need new glass and candles.
There are newly coded things in 1.22 There's new ruined lanterns we can't break down. Any pottery that says "ceramic" in the name we can't breakdown. I have no clue how to change the files. We need someone that can mod pick this up but I don't think there's enough interest.
Further down in these comments, there's one by snailchimera - they sounded eager to take over, but can't seem to be able to contact the author of this mod for permissions.
That's disappointing. I really love this mod. It's in my top 10 for sure.
I'm not publishing anything until I have permission or... maybe if I'm absolutely certain it's been abandoned, with an "I'll take this down if contacted" caveat. I really, really would prefer permission, but given Scraps Revived is itself a fork of this type, I won't rule it out. That said, I'm still working on recipe updates right now, whether I eventually publish or not. Adding or fixing recipes is easy enough. It's just that there are so many, and it's easy to miss one. If you feel like listing anything/everything you've noticed is broken, and you're willing to accept the possibility that this update still won't see the light of day, I can use that to guide my own efforts and it'll at least be ready to go as soon as I've either gotten ahold of someone or decided to plow ahead anyway.
I don't mind listing stuff, even at the risk it might never see the light of day. In that case, next time I'll loot a big ruin, I'll write here. Might be a little bit until then, though - I'm currently in winter, and I don't explore right now. Too cold. (And with 30 day-months, winter takes a while.) That said, I'm in late February, so... almost time to go hunting again. xD
Also, this was in no means intended as critique. I can fully understand being careful about publishing rights and not wanting to step on someone else's toes. If anything, I am grateful that you're willing to do this in the first place.
I completely understand that you want the authors permission before moving forward. Absolutely no presure from here. I do play in Passive I can make a list of items but I'm not sure how you will separate things that are named the same ex: Ruin Lantern. There's new one's that hang on the wall not quite right and I know I can't break those down. I also think they are why we get error messages in the load screen. But there's other item's that are more straight forward like pottery sherds that are tagged 'ceramic pottery sherds.' But to be honest I don't think the list is horriblly long. Thank you for considering taking up this project up even if it dosen't get published. At least someone tried.
I was wondering that as well - about the name thing. Then this mod popped up: https://mods.vintagestory.at/whatsthatitemcode And in the comments, it said: You can just go into settings and enable developer mode. I did verify that part, but haven't tried yet. (Still in winter, so no ruins for me for now.) But apparently with developer mode enabled, it tells you the exact item name. (As long as the item name isn't too long. Apparently it gets cut off, potentially.)
Edit: Come to think of it... it should probably be possible to just create a creative world, lob a single piece of every item into your inventory, plus hammer, knife, chisel and saw, and see what can be broken down and what can't, shouldn't it? Maybe that's worth a go. Sounds more... thorough than just plundering a ruin 'naturally' and see what doesn't break down.
I was building in Creative today and found in ruined lanterns they have an additional tag that say clutter/ruinedlantern7. But I only recognized it from not being able to break it in Survival. It might be the combination of both to get the correct tags for items.
Oh, sorting through multiple variants is no trouble at all! Dev options are indeed handy for that, and sifting through the clutter item JSONs is time consuming but not hard. The handbook doesn't list most of the deconstruction or restoration recipes for reasons I haven't yet discovered, possibly intentionally to avoid spamming the relevant materials entries, so I have in fact been in a creative world slowly testing each thing to see what I can do with it and then checking the things that don't work to see whether they have an existing recipe that's broken or require a new entry. (All the lanterns are done already; they were the very first thing I fixed.) In theory all I have to do is work my way down the list, documenting each item, but in practice I worry about skipping something by accident, especially given the large chunk of things you can't actually move and won't find outside of story locations that I'm skipping on purpose. A list of things people are actually encountering could also help me prioritize bug testing and maybe even rebalancing.
I'm sure someone who knew what they were doing could come up with a more efficient method, but I'm making progress regardless.
Sooo... I might've spent a few... hours...
I used the aforementioned method and also skipped stuff that usually only shows up in story locations. Mind you, I might very well have included stuff that the Better Ruins mod adds - I'm simply not sure if the mod adds clutter, and if it does, what belongs to it. But I kind of refuse to play without it, and it's a rather big and much-used mod anyway, so including it might be beneficial anyway. All that said, I put together a list of ID, game- and type-stuff.
ID 331 game:clutter-aquatic type boat1 (1-3)
ID 331 game:clutter-aquatic type wreckage1 (1-4)
ID 331 game:clutter-aquatic type oar1 (1-3)
ID 331 game:clutter-aquatic type driftwood (1-4)
ID 2152 game:clutter-devastation type junkchain1 (1-6)
ID 2152 game:clutter-devastation type junkelevatorrail (1-3)
ID 2152 game:clutter-devastation type junkpipe1 (1-4)
ID 14083 game:clutter type barricade3 (&4)
ID 14083 game:clutter type chains/chain-section
ID 14083 game:clutter type crate-large-ruined1 (1-3)
ID 14083 game:clutter type crate-large-ore1 (1-3)
ID 14083 game:clutter type golem-foot (+1&2)
ID 14083 game:clutter type golem-hand (+1-3)
ID 14083 game:clutter type wallhook-leg1 (1-2)
ID 14083 game:clutter type music-box4
ID 14083 game:clutter type bed/crib1 (1-2)
ID 14083 game:clutter type shelf-toys1 (1-3)
ID 14083 game:clutter type shelf-clothing1 (1-3)
ID 14083 game:clutter type shelf-shoes1 (1-2)
ID 14083 game:clutter type table-long-with-cloth-blue
ID 14083 game:clutter type table-tavern-double
ID 14083 game:clutter type table-tavern-single
ID 14083 game:clutter type table-noble-double
ID 14083 game:clutter type table-noble-single
ID 14083 game:clutter type ladder-aged1-noclimb (1-5)
ID 14083 game:clutter type lantern/ceiling1 (1-4)
ID 14083 game:clutter type lantern/ground7
ID 14083 game:clutter type lantern/wall1 (1-5)
ID 14083 game:clutter type claylamp-wall-ruined1 (1-3)
ID 14083 game:clutter type claylamp-ruined1 (1-3)
ID 14083 game:clutter type bed/bed-metal-ruined3
ID 14083 game:clutter type bed/bed-straw-double1
ID 14083 game:clutter type bed/bed-straw-ruined1 (1-2)
ID 14083 game:clutter type bed/bed-straw-single1 (1-2)
ID 14083 game:clutter type bed/bed-straw-small1 (1-2)
ID 14083 game:clutter type wallhook-single-suit
ID 14083 game:clutter type washboard1 (1-3)
ID 14083 game:clutter type pottery/container1 (1-6)
ID 14083 game:clutter type pottery/art1 (1-27)
ID 14083 game:clutter type pottery/utensils1 (1-8)
ID 14083 game:clutter type scrap-art1 (1-11)
ID 14083 game:clutter type crate/large-clothing1
ID 14083 game:clutter type crate/large-generic-junk1
ID 14083 game:clutter type crate/large-metaljunk1
ID 14083 game:clutter type crate/large-pottery1 (1-3)
ID 14083 game:clutter type crate/large-tools1
ID 14083 game:clutter type crate/medium-toolbox1 (1-2)
ID 14083 game:clutter type crate/large-oldore
ID 14083 game:clutter type chair-metal1
ID 14083 game:clutter type chair-metal1-pillow
ID 14083 game:clutter type chair-metal1-ruined1 (1-3)
ID 14083 game:clutter type bed/metal2
ID 14083 game:clutter type bed/metal2-mattress
ID 14083 game:clutter type bed/metal2-pillow
ID 14083 game:clutter type bed/metal2-ruined1 (1-3)
ID 14083 game:clutter type shelf/metal1-empty
ID 14083 game:clutter type shelf/metal1-ruined1
ID 14083 game:clutter type shelf/metal2-empty
ID 14083 game:clutter type shelf/metal2-ruined1
ID 14083 game:clutter type table/metal1
ID 14083 game:clutter type table/metal1-cloth
ID 14083 game:clutter type table/metal1-ruined1 (1-3)
ID 14083 game:clutter type trough/large1 (1-3)
ID 14083 game:clutter type trough/small1 (1-2)
ID 14083 game:clutter type drafting-table-empty
ID 14083 game:clutter type drafting-table-stuff
ID 14083 game:clutter type jars1 (1-4)
ID 14083 game:clutter type pile-alchemy01 (1-3)
ID 14083 game:clutter type pile-lab-equipment2
ID 14083 game:clutter type pile-reagents01 (1-6)
ID 14083 game:clutter type pile-shoes1 (1-2)
ID 14083 game:clutter type sacks1 (1-3)
ID 14083 game:clutter type shelf/shelf-alchemy01 (1-3)
ID 14083 game:clutter type shelf/shelf-drafting-instrument-clean
ID 14083 game:clutter type shelf/shelf-lab-equipment
ID 14083 game:clutter type shelf/shelf-precisiontools-clean
ID 14083 game:clutter type shelf/shelf-reagents01 (1-3)
ID 14083 game:clutter type shelf/shelf-stuff01 (1-2)
ID 14083 game:clutter type censer/ceramic1
ID 14083 game:clutter type censer/ceramic1-ruined1 (1-2)
ID 14083 game:clutter type censer/ceramic2
ID 14083 game:clutter type censer/ceramic3
ID 14083 game:clutter type censer/metal1
ID 14083 game:clutter type censer/metal1-ceiling
ID 14083 game:clutter type censer/metal1-ruined1 (1-3)
ID 14083 game:clutter type censer/metal1-wall
ID 14083 game:clutter type censer/metal2
ID 14083 game:clutter type censer/metal2-ceiling
ID 14083 game:clutter type censer/metal2-ruined1 (1-3)
ID 14083 game:clutter type censer/metal2-wall
ID 14083 game:clutter type censer/metal3
ID 14083 game:clutter type censer/metal3-ceiling
ID 14083 game:clutter type censer/metal3-ruined1 (1-3)
ID 14083 game:clutter type censer/metal3-wall
ID 14083 game:clutter type tablet-clay1 (1-9)
ID 14083 game:clutter type tablet-metal1 (1-9)
ID 14083 game:clutter type tablet-stone1 (1-9)
ID 14083 game:clutter type pillory1 (1-4)
ID 14083 game:clutter type palisadestakes1 (1-6)
ID 14083 game:clutter type bellowsagedcrude1 (1-3)
ID 14083 game:clutter type bellowsagedlarge1 (1-3)
ID 14083 game:clutter type bellowsagedsmall1 (1-3)
ID 14083 game:clutter type bloomerybase1 (1-4)
ID 14083 game:clutter type bloomerychimney1 (1-4)
ID 2983 game: jonas-steamengine-gear12-south
ID 2983 game: jonas-steamengine-gear24-south
ID 2983 game: jonas-steamengine-gear36-south
ID 2983 game: jonas-steamengine-gearjunction-south
ID 2983 game: jonas-steamengine-valve1-south
ID 2983 game: jonas-steamengine-valve2-south
ID 2983 game: jonas-gasifier-south
ID 2983 game: jonas-gasifiertank-south
ID 2983 game: jonas-hydraulicsystem-genvalve2-south
Hope that helps. @_@
Wow! Good job. I hope it's helpful too.
Thanks! :)
Holy frig. Yes, that's extremely helpful! I can check this against my list and see if there's anything you caught that I missed.
Also, BetterRuins doesn't add clutter items. If you ever want to check if a mod adds items for yourself, just unpack the zip and go to assets -> itemtypes, and then check the patches or compatibility folders if they exist. If you do that with BetterRuins, you can see that it adds maps and schematics, and it has some tools for utilizing things other mods add if those mods are installed, but it doesn't add any blocks itself.
You know, if you have the patience to do this, you'd probably do just fine working through the content mod tutorials on the wiki. JustDavid you might want to take a look at those too. VS was made with modding in mind, and the tools for mod making are straightforward and sensible. I'm dumb as a box of rocks (read: chronic insomnia is not great for memory or complex reasoning tasks) and I made my own functional mod in a couple weeks.
Glad to be of service. :)
Interesting, and good to know. I did snoop around in the mod files a little, but it felt kind of... forbidden, for lack of a better term? xD I didn't really knew what I was doing and I didn't wish to break something by accident, so I didn't dig too far in either. Still, good to know.
As for the tutorials... not sure if it's patience, or maybe just 'if I want something, I can be stubborn as heck'. Either way, where I'm living, we're currently looking at the next two weeks orbiting around 40°C (104°F, apparently), and I stop operating with reliability at about... 28°C max (82°F). So yeah, uhm - sleep deprivation is something I get to be intimately familiar with in summer months as well. (Yay. >_>) That said, I thought about getting into it myself last winter, but in the end discarded the idea. Mostly because I didn't have any idea that really screamed 'can't live without!' at me. The mods I use are good, they cover my needs and gripes with the current state of the game, and what's left in terms of dissatisfaction... well, that led to this, right here. xD
And as a sidenote: Don't put yourself down, please. Sleep deprivation is a bitch, and that's not your fault. Plus, you seem to have some measure of patience of your own, and despite having a conversation online, you actually don't devolve into a 10-year-old with anger issues and entitlement - can't really be that bad, then. ;)
... oh no. x_x I just remembered... was it vanilla, or scraps revived, that lets you deconstruct clothing? Please say 'vanilla', otherwise, there's... more. xD
StillUsefulThings mod was what I was using to deconstruct clothing but it's completly dead. And No one has picked that one up to update as well.
I truly wish I knew more about modding and such. My base knowlege is in trauma surgery. I hope SongOfSilence list will be helpful.
I love that this mod and the original allow you to break down and get useful materials from the scraps of the old world, now the only thing I think of that could make it better is if you could craft fresh and new looking versions of most of these clutter items as well.
so i can't find any handbook enities for what we can break down
The handbook doesn't show (anymore), yes. But as far as I can tell, most recipes still work, aka - trial and error. What looks like metal and sounds like metal probably breaks down with a chisel. What looks like bones or glass probably requires a hammer. Cloth and candles use a knife, and everything else - and boy, is there a lot - is a job for the saw.
I recently looted a bigger better ruins location. Burned through 32 tin bronze saws. xD (In return, I filled up my 11x11 charcoal pit by 2/3.)
nice find there then :P.
i thank you for doing this.
Thank you for keeping the Scrapping going! Probably like everyone else, I'm seeing the Lantern issue on loading up the game.
snailchimera fork incoming? ;)
Everything that previously existed appears to be working except for the lanterns, due to the update adding small and large lantern variants and thus changing the names. I edited the lantern recipes myself and got those working just fine. There's also a lot of new clutter, so obviously those items don't have associated recipes yet. Overall though, an update looks extremely doable.
Might do my first ever pull request and see if I can help with this.
That would be incredible, as this is such a great idea for a mod.
So, how is it looking? Still up for it?
Funny you commented now! I just forked it on github today, with the updates I've done so far. Waiting to see if... anyone in the chain of ownership here wants to take the little bit I've done and move forward with it themselves.
The updates would all be simple enough, but I can't find the license for either this version or the previous one, which makes me hesitant to publish anything. I'd really like to at least talk to Echoweaver or Corvie. I'd be more than happy to adopt the mod if that's an option.
That's just great timing on my part, albeit utterly accidentally. xD And that's awesome to hear! :) And thank you so much for the already invested time.
I imagine it's kind of difficult to get hold of the people you'd need, isn't it? I've certainly seen plenty of 'couldn't reach original author, if they ever show up again and take issue, I'll take this down no questions asked'-description addons.
I wonder. I play with the Better Ruins mod, and every now and then, I ask myself if the clutter I can't make use of is new, but vanilla, or if that mod adds their own clutter.
Just saw this mode and wanted to deeply thank both you and the original author for it. Looking forward to playing with it once 1.22 stable releases
I love the scraps mod and I'm so glad someone decided to continue it! Thank you!
I would say "I LOVE YOU!" for updating the mod, but that might be a bit more than either of you might like so I'll just say, "Thank you so very much!!" If I find anything that won't still break down for recycling where should we put the info?
There doesn't seem to be a use for aged books. I assumed they would be the same as rotten books, and probably should be.
You wouldnt happen to have a table of what clutter can be disassembled by what tool/method would you? I cant seem to disassemble some stony rubble blocks.
DarwinsRevolver Yes, I think that's exactly what I'm doing -- confusing chests with crates. Now I'm not sure I've encountered a collapsed chest in a live game, or if I did I confused it with crates. I'll try to do some testing.
Echoweaver Are you sure you are not confusing chests and crates? I can collect and repair crates no worries.
DarwinsRevolver It sounds like you're configured the same as I am, so I doubt that's it. I have repaired collapsed decor chests that contain things like pottery. I'm not actually sure if I tested a normal collapsed chest. It's possible that can't be collected, though it seems weird. I'll have to test it out when I get some time.
Echoweaver I have clutterObtainable set to yes in the worldconfig, which I assumed would also apply to the collapsed chest variants, but perhaps not? I'll make some glue and report back.
DarwinsRevolver Are you using glue? I have that turned off in the world settings. It might be that. I'm pretty sure I have repaired a collapsed chest, but there are more than a dozen varieties if you include clutter chests with objects in them, so I'm not totally sure.
I'm still on 1.20 but this goes for the old version of the mod also - I see there is a recipe to repair collapsed chests, but how do you collect them? They just dissapear for me when I break them.
Woohoo! First mod contribution :> Big thanks to Echoweaver for letting me help, I hope to add many missing recipes in future & pick your brain on making other mods too!
Corvie Yeah, I wasn't storing my content mods in git because somehow json didn't seem like code 😅. I do have Storage Urn stored in git locally, and I defined a github repository but haven't actually pushed to it. I'll set things up properly and can link you to it. I'm echoweaver everywhere (except friggin' Bluesky where someone gakked me -- there's not exactly a line for this username). That includes Discord and Github, so I'm easy to find. Just give me a bit to get my act together.
Echoweaver I should have time tomorrow & this weekend, you can DM me on discord at corvijay for better coordination. I'm working on reviving an old code mod but haven't worked with content mods yet. Already had a peek inside the mod in vscode, I think I could edit stuff without trouble, but making new entries might take some help. I don't see a github, so let me know how best to share code.
Also, nice to know that about rotten books! I've just been tossing them. And lol on the ruined pipe. Re clothing: I don't blame you, that would more than double the scope of the mod.
Corvie That's awesome. I rebalanced some recipes but couldn't get through the whole collection. I think I happened upon a ruined pipe that output 60(!) iron nuggets. Your recommendations for output changes look really good to me.
Re rotten books: There's a barrel recipe to soak these in water and output linen pulp. Lecterns that have books on them output books as well as either aged planks or iron bits, depending on whether the lectern looks like metal or wood.
Re clothing: I'd consider only unusable clutter to be in the scope of this mod. There's a set of clothes racks that output cloth. I don't recall if there's ruined clothing specifically.
I don't think there's any particular tool for this, just a text editor that can handle json. Have you messed with content mods before? Seems like the first task ought to be rebalancing the existing recipes. If you unzip the mod, the recipes are pretty well organized, and changing quantities or metal type of the output ought to be pretty quick in theory. I'd certainly love help if you have time.
Echoweaver I'm sick & bored today, so here is my (mostly exhaustive & opinionated) list of suggested changes & missing recipes. I do have free time, so i could help make recipe files if you know a good tool for that.
Change output to bronze:
Ruined Bardiche
" " Gladius
" " Sabre
" " Spiked mace
" " Baselard
" " Ranseur
" " Shovel
" " knife
Change output to brass:
Ruined Chandeliers
Change output to copper:
Orange-colored tanks
Ruined hammer
- Change all orange tanks to output copper plates, as that's how you make them
- Reduce all Ruined weapon/tool recipes to 5 bits
- Reduce some outputs that give 2x iron plate to 1x
- Nothing should give 5x iron plates, that's so OP
- Reduce all outputs that give metal parts to 1-3 - I literally have a barrel with hundreds of metal parts from breaking down items containing junk lol
- Halve coat rack outputs
- Halve bell parts outputs
- Halve brazier outputs
- Halve metal fence outputs
- Halve locust part outputs
- Halve rusted pipe outputs
- Halve mech-helper
- Halve inactive locus nest
- Reduce Jonas lamp recipes to 8 bits
- Consider adding flax fiber or flax twine to output of clutter with cloth materials, like ruined beds
- Consider adding recipes to break down clothing (yeah that's a fuckton of recipes, don't blame you if not)
-- Fur-lined items can return small pelts
-- Items with leather in the name or made of leathery material can return 1-2 leather
-- Most cloth items return some combination of flax twine, flaxe fiber, & maybe linen/cloth
Missing recipes (some of these items might not be mineable in survival):
Large crate (pottery) (all types): blue clay, aged boards
Large crate (clothing): cloth x1 or twine x2, aged boards
Large crate (tools): bronze bits, aged boards
Large crate (junk): metal parts x2-3, aged boards
Spider web: flax fibers x2
Ruined machinery (column6-broke): iron
" " Static translocator: cupronickel bits, temporal gear
Anchors: iron bits 5-10
Wrecked boats: aged boards
Wreckage: aged boards
Wrecked oar: aged boards
Waterlogged driftwood: aged boards
Whale * (all whale bones): bones
Boiler body: iron plate x2
Boiler end: iron plate x2
Boiler door: iron plate x1
Aged boiler door: iron plate x1
Inscrutable Machinery (all types): cupronickel bits
Gauges: bronze bits
* Gear: iron bits according to size
Gear box: iron plates
Mechanism (geartreain3): iron bits
Broken beams (junkbeam*): aged boards
Broken chains: iron bits <5
Broken pipes (junkpipe*): iron bits <5
Reflector debris (junkreflector*): aged boards, iron bits, bronze bits (may depend on type)
Tower machinery (swing*): aged boards, bronze bits
Switch*: bronze bits
Tanks (tank* & tank*-aged): bronze bits, quartz dust
Tank brackets: aged boards
Tanksmall*: iron plate x1
Huge tanks (tower*): iron plate x2-3
Valve*: bronze bits
vtankend: iron bits
tablefancy*: aged boards
swageblock*: iron bits, aged boards
stakeblowhorn: iron bits, aged boards
chair-crude: aged boards
chair-ebony: ebony boards
Rotten books: parchment x1, rot
Rotten ebony boards: ebony boards x2
Metal tablets: brass bits
Debris (all types): aged boards or iron bits x3 depending on type
Machinery debris (all types): bronze plate x1
Tank debris (all types): iron bits x12
Coffins & coffin parts: andesite stone
Artistic bottle: crushed quartz
Gasifier tank: iron bits x12
Bony cow skull: bonemeal
Gear junction: iron bits
36-tooth gear: iron bits x12
24-tooth gear: iron bits x7
12-tooth gear: iron bits x2
Strange device: cupronickel bits
Strange device prototype: iron bits
music-box4: aged boards
pottery/art*: blue clay
Owl treasure chest: aged boards
Golden treasure chest: gold bits x8, aged boards
Gold gear amulet: gold bits x5
Corvie I'm open to it. There are so many recipes -- do you have some objects in mind?
Any chance that some of the metal recipes could be changed to give something other than iron? Especially the ones that don't take iron to craft or look like iron. We're drowning in so much scrapped iron that we barely need to mine for it at all.
Echoweaver
When i opened the handbook for the metal barrel and clicked in the recipe for the plate ( under the barrel) just got yeeted from the game! tomorow i'll check if it happens repeatedly.....
in anyway for metals i'll try the chisel! xD tks anyway
i literaly forgot about this post.... and i tried again and again..... did not have any problems.... i think i got some other wierd interaction! xD
Kyassady I was unable to reproduce this. You crashed with no error log when accessing the handbook for metal barrel -- or when you access the handbook for metal plate, which contains the recipe? Does it happen repeatedly?
FWIW, I'm pretty sure metal is always chisel.
Kyassady Eeeek. I did so much testing on the recipes themselves. Now I'm not sure if I ever checked the handbook. I'll look at it asap.
hello there,
i had a crash to desktop without an error log, as soon as i opened the handbook to see the tool used for scrap the metal barrel! i just did not tested with other clutters yet! just so you know!
IvanZS Ha. You got me really fast. I just had a small issue to resolve when uploading. The ModDB wizard says that a mod will be hidden as a draft until there's at least one release. 🤷
At any rate, it's up now.
Echoweaver Can you please attach the mod archive file to the release? There is nothing to download...