Mods / Flexible Tools (a Veinminer, a Magnet, and Other Tools)
Author: Buggi
Side: Both
Created: Apr 25th 2022 at 2:47 AM
Last modified: Apr 3rd at 9:51 PM
Downloads: 7807
Follow Unfollow 114
Latest file for Various v1.19.x:
FlexibleTools-119-3.2.1.zip
1-click install
Flexible Tools is the new home for all my tools. Many people wanted the tools but not the changes with, say Ores A Plenty or Random Changes so here's a mod with not only those tools...
But 3 MORE brand new gadgets to enjoy!
First the 3 NEW Gadgets:
Diamond Scythe: This beast has a few Modes (default "F" Key). Able to clear 3x3, 5x5, 7x7, and a 9x9 area of grass. Get to mowing or clearing for building!
Diamond Shears: Another AOE upgraded tool. Clears leaves with ease... 3x3x3 to a 9x9x9 area of leaves. An expensive tool for sure, but worth it.
Item Magnet !
I'm quite proud of this one, it took a lot of learning to get it to work and it was WELL worth it. Craft this and put in in your neck slot, once there it'll always be looking around you for things to vacuum up. Radius is 4 blocks around you. To disable the effect, just take off the item and put it in your general inventory!
----- Okay those were the new tools... here's the other ones -----
Rock Sniffer: Break a rock block with this to learn what rock types are directly under the broken block. ONLY reports unique rock types, ignores all ores nor does it give you depth information. Use to find those rare rock types.
Diamond Tipped Steel Pickaxe: Just a simple late-game pickaxe. Fast and very durable, mainly used as an ingredient for...
World Eater: This beast can clear 3x3 and 5x5 sections of material as well as a AOE Vein Mine of ores. Clear HUGE areas of ore in no time. Fills your inventory VERY fast. Use F as always to select tool modes. With this new mod I've added sand, gravel, snowblocks, and glacier ice to the veinmine list. Will also do both clays and peat.
NOTES on the World Eater:
To prevent absolute FPS crashes when in 3x3 or 5x5 mode, or when veinmining it does NOT drop material on the ground if you have space in your inventory. Because the game doesn't merge item stacks on the ground, when you mine 300 sand, 300 sand is on the ground which crushes your FPS.
Two bugs appear because of this behavior. First and for reasons I simply cannot figure out, when 3x3 or 5x5 mining, grass lingers if the block under it was mined. This does not happen when vein mining, even though I process the blocks in exactly the same way.
The Second and more dangerous issue is using the World Eater around your base. This thing will obliterate crates, chests, and other storages without dropping their contents. I could find NO simple way of detecting custom blocks and preventing it from mining them. So do NOT use it near your base!! If a skilled modder knows how to do this easily I'm eager to learn. Plus it seems to mess with the item codes when it does this. Very bizarre because I call the same function the game calls if you break the block normally.
My YouTube channel: https://www.youtube.com/c/FlexibleGames
Dedicated to moddable games. Hit me, Buggi, up on Discord for questions. Source and issue links now active.
Please consider being a Patron or donating. This mod took me 9 hours to get done. Links on my channel banner on Youtube.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v3.2.1 | 1881 | Apr 3rd at 9:51 PM | Show | FlexibleTools-119-3.2.1.zip | Install now | |
v3.1.0 | 189 | Mar 30th at 4:46 AM | Show | FlexibleTools-119-3.1.0.zip | Install now | |
v3.0.1 | 310 | Mar 16th at 4:23 AM | Show | FlexibleTools-119-3.0.1.zip | Install now | |
v3.0.0 | 94 | Mar 15th at 8:36 PM | Show | FlexibleTools-119-3.0.0.zip | Install now | |
v2.2.0 | 529 | Jan 26th at 12:04 AM | Show | FlexibleTools-1.19-2.2.zip | Install now | |
v2.1.0 | 1763 | Apr 10th 2023 at 8:31 PM | Show | FlexibleTools-1.18-2.1.zip | Install now | |
v2.0.0 | 1227 | Aug 31st 2022 at 11:45 PM | Show | FlexibleTools_v2.0.0.zip | Install now | |
v1.3.1 | 537 | Jun 25th 2022 at 10:10 PM | Show | FlexibleTools-v1.3.1.zip | Install now | |
v1.3.0 | 281 | Jun 25th 2022 at 10:01 PM | Show | FlexibleTools-v1.3.0.zip | Install now | |
v1.2.0 | 431 | Jun 7th 2022 at 8:45 PM | Show | FlexibleTools-v1.2.0.zip | Install now | |
v1.0.0 | 565 | Apr 25th 2022 at 2:51 AM | Show | FlexibleTools-v1.0.0.zip | Install now |
Vintage Engineering takes almost all my development time, but I do ensure when a new version goes stable I update all the mods that need it. I can't do it for every release though.
The next update will take some time to add config options it won't be a quick recompile of the code.
@rabah The magnet can be toggled on/off with Y key (can be rebound).
I might even make the magnet require recharging, what are your thoughts on that everyone?
Buggi Is there any way to convince you to make a hotpatch for the latest prerelease version so I can use the item magnet? It sounds so useful :')
Buggi
the item does not work for some reason. next to the name its written like this 'item magnet disabled'
"...when 1.20 comes out, I'll make sure to add some config options..."
Excellent news! The only tool from this mod which fits the modpack on my server is the item magnet, which is an amazing bit of kit btw. Great work!
Delete the drifterdrops.json in the patches directory.
Im not entirly sure why its happining but when i add this mod it makes it so drifters explode instantly after they are killed and drop a piece of medium hide.
9x9x9? Your server can't handle the diamond shears?
simply disable the recipe by adding
"enable": false,
into the recipe
Best way is to create a little patch mod that tweaks all the mods you have on the server to meet your needs.
It is simply impossible to split all the features of every one of my mods as seperate mods and managing that, when customizing them is so easy to meet your individual needs.
A config is not needed as you can customize any mod to meet your needs very easily. Editing or deleting the JSON of the item or block or recipe.
But fine, when 1.20 comes out, I'll make sure to add some config options to outright disable the entire point of this mod.
I agree with DejFidOFF would love to add this but not a fan of most of the tools this adds. Hopefully a config will get added.
Buggi
Ok thank you, but I can´ t find where or how I can disable some tool from this mod. I want this mod at my server but need to disable some or configure the area. The 9x9x9 is to much for server.
@Coer that is a known crash bug with the base-game. Not sure why you thought that was my mod as the mod doesn't appear at all in the StackTrace.
and @dejfidoff It has to be on clients too so they have all the icons and art. Serverside only mods work for things that don't contain custom art, iirc.
Buggi
Hello o/
Can be this server side mod? Will it works?
Can be tools disabled in modconfig (exept item magnet ) ?
Thank you for answer
I should specify my pulv set up. It's a simple hopper in, hopper out system where the pebbles drop into a hopper that goes to a chest. I'm going through other items right now to see if it's only the pebbles that kill the game.
I went ahead and re-downloaded the mod as a just in case. The error script below was something I pulled from the server and the actual debug I get on the client-side is as follows:
Running on 64 bit Windows 10.0.19045.0 with 16295 MB RAM
Game Version: v1.19.8 (Stable)
6/25/2024 9:36:46 AM: Critical error occurred
Loaded Mods: autopanning@1.0.1, axleinblocks@1.0.19, backpackpackplus@1.0.3, bettercrates@1.7.1, cavecontent@1.0.1, craftablejparts@1.0.0, decor@1.1.0, DeepStorage@0.0.4, FlexibleTools@3.2.1, foundrymod@1.0.0, geoaddons@1.3.4, instanddrifterdrops@1.1.0, lanternpost@1.0.8, millwright@1.1.5, moreclasses@1.2.5, moredrifterloot@1.5.4, OresAPlenty@3.2.0, primitivesurvival@3.5.5, qptech@1.15.1, dzsalvageplus@1.0.1, translocatorengineeringredux@1.5.1, game@1.19.8, beehivekiln@1.6.1, delaylamavoice@1.0.0, knapster@2.9.4, morepiles@1.5.0, oneroof@0.11.2, passthruchutes@1.0.1, postsandbeams@1.3.2, claywheel@1.1.1, smeltableingots@1.0.0, storagecontroller@1.0.11, techmolds@1.0.0, tieredsuperiority@1.1.2, usefulstuff17@1.3.2, vinconomy@0.2.7, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.1.9, xlib@0.8.5-pre.1, em@2.6.0, plankable-nmnd@0.1.2, xskills@0.8.7, bricklayers@2.5.3, notenoughsand@2.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I went ahead and isolated myself in various places in my base, and it seems like the number 1 crash area is my windmill. At the time, I was pulverizing granite stones into pebbles (Not enough sand mod) in order to produce gravel for the sluice. I removed the stone from the pulverizer and stood there for 20 minutes with no issues, but as soon as I slap the granite stones into the copper hopper it'll crash after about a minute.
Line 290 in TorcMagnet.cs is "return false"... Are you using the most up-to-date version of the mod? I did fix a bug regarding this on the latest version. I looks like you might be on an older version where line 290 is something else.
If you can find more information, a way to reliably reproduce this, or any other helpful info let me know.
Just want to give you a heads up that there might be an issue with your item magnet with other mod compatibility. I'm attempting to isolate the issue, but it seems like the following code gets spammed roughly 100 times in the span of a second and causes the game to crash.
24.6.2024 09:25:40 [Error] Exception: Object reference not set to an instance of an object.
at FlexibleTools.TorcMagnetBehavior.entityMatcher(Entity foundEntity) in C:\_Programming\Vintage\FlexibleTools\code\FlexibleTools\TorcMagnet.cs:line 290
at Vintagestory.Common.GameMain.GetEntitiesAround(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in VintagestoryLib\Common\GameMain.cs:line 244
at FlexibleTools.TorcMagnetBehavior.OnGameTick(Single deltaTime) in C:\_Programming\Vintage\FlexibleTools\code\FlexibleTools\TorcMagnet.cs:line 203
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 330
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 169
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
To busy making the mods to make a spotlight for the mods. :D
I find it surprising you have a youtube channel but never made a spotlight or anything for this mod. 😕
Now includes a hotkey to enable/disable magnet without needing to take it off.
DOH, yeah, cracked rock has a different code than rock and the sniffer looks for rock-*
a minor thing, I'm sure it'll be fine, plenty of other rock to use it on :)
The rock sniffer doesn't work on cracked rock.
Nice update! Thank you.
HUGE update, check the changelog in "Files" for all the details.
Buggi you told Tiggy, "Yes, remove the drifterdrops.json from the assets/game/patches directory." I also had an issue with how high the drop rates were so I turned them way down, to something like a quarter or an eighth of what they were. Is it possible you can turn that drifterdrops.json into a config with an "Enabled": true, so it's easier for players adjust and/or turn it off completely? Thanks for the great mod.
The tools are meant to be expensive. They last a long time, but the cost is meant to counter-balance a bit of the power they have.
It would be awesome if your tools worked with the Tiered Superiority mod and/or the Still Necessaries mod.
mod updated
Does this work in 1.19?
Just got the game when it went 1.19 stable and I found this Mod. I can't wait for it to be updated. Mining at 3x3 and 5x5 will make QoL so nice.
Reaper1981
Yes! Check moddb list of mods
Thanks! Will be included for the 1.19 release when 1.19 goes stable.
Japanese translation here.
FlexibleTools-1.18-2.1_ja.zip
Why Reaper? Just don't make the other things.
Any chance we get only the magnet in a seperate mod?
Hope the trimming grass function isn't too hard to implement! No worries if not, but it would help feeding an army of pigs.
As for the area cut, I meant more like, being able to aim at the central block in a 7x7 inside diameter greenhouse and have it cut all the crops, even if the central block is a water source or waterlogged block. Though I guess if it only cuts same type of thing that it's aimed at, I could just set it to 9x9 size and aim it at a block to the side of the center that has a crop on it and have it still harvest all, so that's not the most critical support feature I'd need. If at all. Would just annoy the "everything symmetrical centered!" part of my brain then and I can mute that.
Sharpness of the axe? You mean the damage it does to entities? The diamond pick isn't meant as a weapon. You can edit the JSON all you want for your own personal use.
If it's a good weapon you want, try my Ores A Plenty mod for the ultimate falx weapon. :D
I can look into making it trim grass as an option sure, not sure how I'd do it yet. The scythe already searches the area around it for things to cut. It does limit itself to the thing you triggered the cut on, to prevent unwanted behavior.
The magnets are great.
I use it all the time.
I would like the sharpness of the axe to be improved.
I love this mod and the things it adds! The magnet is beutiful in its function.
I have two feature requests with the scythe though.
One: Option to make it trim grass instead of entirely removing it, so I can harvest my giant field to feed my pigs and have it regrow.
Two: If targeting a full block and using it, say like a grass block, make it search the 3x3/5x5/7x7/9x9 (depending on what size mode you're on) area around the top of the block for grass/crops to cut. Would be double plus extra useful when you have a greenhouse full of ready crops and you target the block in the middle. In my case it's a furrowed farmland, but it's essentially just a waterlogged block. Gotta moisturize my crops.
Asil "I'd like to carve some decorative entrances on my mountain bases." - Use a chisel?
Tiggy Yes, remove the drifterdrops.json from the assets/game/patches directory.
If a cast iron skillet in the hands of a baby boomer can send a real wolf or aligator running for cover, why not create a game axe that can fell trees and felons, or a shovel that can ring the bell of a drifter? It would also be great if a bush could be dug up and replanted closer to home. Oh, and is there any way to enchant or enhance the pick to create more stone rock? I'd like to carve some decorative entrances on my mountain bases.
@Tiggy There is most likely a file in the mod zip that you can remove to stop this feature, if it's anything like Ores O'Plenty. That has all of its features separated as well.
Would love to see an alternate version that didn't touch drifters. Too many other QoL mods touch on it that the benefit of not having to carve them goes away. That and getting that much leather is kind of overpowered. Love everything else I've gotten to try in the mod. The ony downside is that drifter poof. Hoping you can make another version without it if it isn't asking too much ♥
Done.
It would be great if all tools in the mod would be ground storable
@_@ That is very odd @infinitetech. Yes let me know what the log says about the crash. Also what version of the game are you playing with?
quick question, have you ever had a problem with the magnet item causing a crash due to its texture? im on a server, and although i have tried all sorts of re-install and compatibility tests with it, i seem to be stuck crashing any time a magnet is in view (book, inventory, world, you name it), insta booting me to desktop, i can post the crash msg if so desired, its very repeatable
v1.3.1 - Fixes Vein mine durability crash.
Was tough to find these as the tool has so much durability.
v1.3.0
Next version will likely be for 1.17+ only. Waiting for that to go RC at least.
v1.2.0 - Drifers now drop their loot instead of you having to harvest them. Tweaked loot tables a bit. The toughest two-headed drifer now has a chance to drop diamonds, which are used in all my advanced tools.
Might conflict with other drifter-based mods. Depending on what is loaded first.
It should not crash if your inventory is full, it should drop the items on the ground. I need server or client log printouts to track the issue.
Ah okay i was about to tell about the Crash when using AOE Vein Mine but that is prob. the relative full Inventory
Hope u find someone who can help with the Bugs i love this Mod!
Great Work!