Mods / Immersive Fibercraft

Tags: #Crafting
Author: HeadPilgrim
Side: Both
Created: Oct 30th 2025 at 5:20 AM
Last modified: 1 day ago
Downloads: 24831
Follow Unfollow 809

Recommended download (for Vintage Story 1.21.0 - 1.21.6):
spinningwheel_1.1.6.zip  1-click install
For testers (for Vintage Story 1.22.0-pre.1):
spinningwheel_1.1.7.zip  1-click install


๐ŸŽ‰ Version 1.1.0 — Flying Shuttle Loom Now Available!

Create linen cloth with the brand new loom! Check the in-game handbook for crafting details.

UPDATING TO 1.1.0 ON EXISTING SAVES WILL BREAK YOUR SPINNING WHEEL

MAKE SURE YOU DELETE THE OLD SPINNING WHEEL MOD FROM YOUR MOD FOLDER AS WELL OR YOU WILL GET MULTIPLE DLL CRASH ERROR

 

๐Ÿ’ฌ Have ideas for the loom? Stop by the official Vintage Story Discord post to share your feedback!

About This Mod

Transform fiber processing in Vintage Story with a progression system that takes you from the humble Drop Spindle to the efficient Spinning Wheel, and now to the Flying Shuttle Loom for cloth production!

Check the in-game guides in your handbook for extra info!

โš ๏ธ Note: Twine grid recipes are disabled by default as of v1.0.6+. Craft a Drop Spindle to begin spinning!

Features & Mechanics

๐Ÿ†• Flying Shuttle Loom

Weave flax twine into linen cloth! The final step in your textile production chain. Right click the seat and then right click anywhere else on the Spinning Wheel to open the crafting menu!

๐Ÿงต Drop Spindle

Early-game spinning at a 4:1 ratio (4 fiber → 1 twine). Requires two spins, taking 4 seconds total. Right click with the drop spinle in one hand and fibers in your offhand!

โš™๏ธ Spinning Wheel

Efficient spinning at a 2:1 ratio (2 fiber → 1 twine). Right click the seat and then right click anywhere else on the Spinning Wheel to open the crafting menu!

Crafting Recipes

Check your in-game handbook for full details!

Spinning Wheel Components:

  • Chair
  • Mother of All
  • Drive Wheel
  • Spinning Wheel Frame

"Take her for a spin around the block!" ๐ŸŽก

Mod Compatibility

Mod Added Support
Wool & More / Tailor's Delight Wool Fiber 2:1 Wool Twine → Wool Twine 2:2 Thread
Floral Zones of the Caribbean Cotton fiber support
Long Term Food Storage Papyrus and Algae fiber support
Wildcraft Trees & Shrubs Compatible via existing storage flags
Rustbound Magic Shifting fibers spin into twine which can be woven into mageweave
Ruderalis Stalks can be spun into hemp fibers which can be woven into hemp canvas.

For Modders

Want to add compatibility for your own fibers? Here are patch examples:

Spinning Wheel / Drop Spindle Patch

Add spinningProps to make an item spinnable. If using storageFlags, add 256 to your value (unless item already works in off-hand).

[
  {
    "op": "add",
    "path": "/attributes/spinningProps",
    "value": {
      "outputType": "game:flaxtwine",
      "outputQuantity": 1,
      "inputQuantity": 2,
      "spinTime": 4
    },
    "file": "game:itemtypes/resource/flaxfibers.json",
    "side": "Server"
  },
  {
    "op": "add",
    "path": "/storageFlags",
    "value": 257,
    "file": "game:itemtypes/resource/flaxfibers.json",
    "side": "Server"
  }
]

Flying Shuttle Loom Patch

Add weavingProps to make an item weavable on the loom.

[
  {
    "op": "add",
    "path": "/attributes/weavingProps",
    "value": {
      "outputType": "game:linen-normal-down",
      "inputQuantity": 9,
      "outputQuantity": 3
    },
    "file": "game:itemtypes/resource/flaxtwine.json"
  }
]

Known Issues

  • When mounting a spinning wheel for the first time after logging in, the player won't always face the correct direction (unless facing south).
  • Drop Spindle animation note: The animation appears choppy because animating held items requires heavy engine modifications. The current method mirrors how the bow animation works.

Configuration

Use ConfigLib (requires ImGUI) for easy in-game configuration, or edit the config file manually:

Config Location: VintageStoryData\ModConfig\spinningwheel.json

View All Configuration Options

Class Restrictions

  • RequireClassOrTrait — Restrict spinning wheel to specific classes or trait
  • AllowedClasses — Array of allowed class names (e.g., ["tailor", "clockmaker"])
  • AllowedTraits — Array of allowed trait names (e.g., ["clothier", "tinkerer"])

Recipe Control

  • DisableTwineGridRecipes — Disable vanilla crafting grid twine recipes

Spinning Properties

Each fiber type has configurable SpinTime, InputQuantity, and OutputQuantity:

  • Flax — Default: 4s, 2 in → 1 out
  • Cotton (Floral Zones) — Default: 4s, 2 in → 1 out
  • Wool Fiber (Wool & More) — Default: 4s, 2 in → 1 out
  • Wool Twine → Thread (Tailor's Delight) — Default: 4s, 2 in → 2 out
  • Papyrus (Long-term Food) — Default: 4s, 2 in → 1 out
  • Algae (Long-term Food) — Default: 6.5s, 1 in → 1 out
  • Shifting Fibers (Rustbound Magic) — Default: 4s, 6 in → 1 out
  • Fan Leaf (Ruderalis) — Default: 4s, 6 in → 1 out

Weaving Properties

Weaving converts prepared thread/twine into cloth on the loom. Quantities are per craft action:

  • Flax Twine → Cloth — Default: 9 twine → 3 cloth
  • Wool Twine → Cloth — Default: 9 twine → 3 cloth
  • Tailor's Delight Thread → Cloth — Default: 9 thread → 3 cloth
  • Shifting Fibers → Cloth (Rustbound Magic) — Default: 23 fibers → 3 cloth
  • Hemp Fibers → Cloth — Default: 24 fibers → 3 cloth

Default Configuration File

{
"RequireClassOrTrait": false,
"AllowedClasses": [],
"AllowedTraits": [
"clothier"
],
"DisableTwineGridRecipes": true,
"ShowDropSpindleProgressMessages": false,
"FlaxSpinTime": 4.0,
"FlaxInputQuantity": 2,
"FlaxOutputQuantity": 1,
"CottonSpinTime": 4.0,
"CottonInputQuantity": 2,
"CottonOutputQuantity": 1,
"WoolFiberSpinTime": 4.0,
"WoolFiberInputQuantity": 2,
"WoolFiberOutputQuantity": 1,
"WoolTwineSpinTime": 4.0,
"WoolTwineInputQuantity": 2,
"WoolTwineOutputQuantity": 2,
"PapyrusSpinTime": 4.0,
"PapyrusInputQuantity": 2,
"PapyrusOutputQuantity": 1,
"AlgaeSpinTime": 6.5,
"AlgaeInputQuantity": 1,
"AlgaeOutputQuantity": 1,
"FlaxTwineWeaveInputQuantity": 9,
"FlaxTwineWeaveOutputQuantity": 3,
"WoolTwineWeaveInputQuantity": 9,
"WoolTwineWeaveOutputQuantity": 3,
"TailorsDelightThreadWeaveInputQuantity": 9,
"TailorsDelightThreadWeaveOutputQuantity": 3,
"ShiftingFibersSpinTime": 4.0,
"ShiftingFibersInputQuantity": 6,
"ShiftingFibersOutputQuantity": 1,
"ShiftingFibersWeaveInputQuantity": 23,
"ShiftingFibersWeaveOutputQuantity": 3,
"StalkSpinTime": 4.0,
"StalkInputQuantity": 1,
"StalkOutputQuantity": 2,
"HempfibersWeaveInputQuantity": 24,
"HempfibersWeaveOutputQuantity": 3
}

Translations

Currently available in:

  • English (default)
  • Ukrainian
  • Polish

Credits

  • kessir (freesound.org) — Amazing spinning wheel sound effect
  • ZapSplat For the loom foley sound effects I used to mix together.
  • Captanredbeard — Advice and guidance during initial development
  • Ruddi (Medieval Fashion) — Spinning wheel retexture
  • DeanBro — Ukrainian translation

Thank you for trying my mod! Leave your feedback below — I'd love to hear from you!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.7 spinningwheel 84 1 day ago spinningwheel_1.1.7.zip 1-click install

compiled for .NET 10 and updated for API changes. 

Please let me know if you run into any issues especially as other mods update!

1.1.6 spinningwheel
1.21.0 - 1.21.6
4195 Jan 20th at 11:11 PM spinningwheel_1.1.6.zip 1-click install

Changed ruderalis support to stalks instead of leaves which makes more sense.

1.1.5 spinningwheel
1.21.0 - 1.21.6
116 Jan 20th at 8:52 PM spinningwheel_1.1.5.zip 1-click install
  • Ruderalis Compatibility
  • Polish translation support thanks to Zsuatem on github for making me aware!
1.1.4 spinningwheel
1.21.0 - 1.21.6
1789 Jan 17th at 12:48 AM spinningwheel_1.1.4.zip 1-click install

Rustbound Magic compatibility with shifting fibers for spinning and weaving.

Rustbound magic config options added as well.

1.1.3 spinningwheel
1.21.0 - 1.21.6
19 Jan 17th at 12:06 AM Release Retracted

Retraction Reason:

wrong values in rustbound patch

Changelog:

Rustbound Magic native compatibility patch

1.1.2 spinningwheel
1.21.0 - 1.21.6
346 Jan 16th at 8:29 PM spinningwheel_1.1.2.zip 1-click install

Fixed loom sound range. (Wrong encoding on sound file)

Removed residual debug spam.

Renamed log outputs to new rebranded name

1.1.1 spinningwheel
1.21.0 - 1.21.6
618 Jan 16th at 1:05 AM spinningwheel_1.1.1.zip 1-click install

Wool & More: wool twine now outputs wool sheets instead of wool cloth. 

Updated UK lang files.

Added optional class traits requirements for config. You can use both or leave one blank it's up to you. 

1.1.0 spinningwheel
1.21.0 - 1.21.6
435 Jan 15th at 6:46 PM spinningwheel_1.1.0.zip 1-click install

New Features

• Fully implemented Flying Shuttle Loom — smoother, more complete weaving mechanics
• Custom pattern recipes for Tailor's Delight and Wool & More weaving.
• Distaff fiber colors now reflect input materials on the spinning wheel.
• Wood variants added for both the Spinning Wheel and Loom
• Handbook guides & direct links to improve onboarding and usability


Improvements & Changes

• Drop Spindle text dump toggles for cleaner UI/debugging
• weavingProps patches for twines to ensure proper behavior (Modders can refer to documentation for adding compatibility patches)
• Full mod compatibility (Implementations of colored threads and wool twines from Wool & More + Tailor's Delight)
• Hotkeys removed and moved to interactable actions for better consistency
• Recipes now properly removed from the handbook when disabled via config


CURRENT SAVE COMPATIBILITY
If you are currently using the spinning wheel mod ALL spinning wheels will become question marks with air blocks with the update!
There's no way to prevent this as I've updated and switched to wood variants. Sorry to rip the band-aid off.

Also, please delete your config so new settings can be loaded!

1.0.7 hpspinningwheel
1.21.0 - 1.21.5
10999 Nov 15th 2025 at 8:29 AM hpspinningwheel_1.0.7.zip 1-click install

ModConfig now fully configurable WITHOUT using ConfigLib (ConfigLib still supported)

Drop Spindle should now be easier to use, no longer prevents use if a block is selected by the player.

Added compatibility for Wildcraft Trees & Shrubs and most likely any other mod that changes storageflags for itemtypes I am also patching.

1.0.6 hpspinningwheel
1.21.0 - 1.21.5
1200 Nov 12th 2025 at 2:29 AM hpspinningwheel_1.0.6.zip 1-click install

Added the Drop-Spindle! A new early implement used to spin fibers and other spinnables into twine!

Drop-Spindle Includes:

  • Crafting recipe
  • Animations
  • Sounds
  • Tooltips
  • Mod compatibility patches

 

Updated lang files

ConfigLib option to enable/disable crafting grid recipe for twine. 

1.0.5 hpspinningwheel
1.21.0 - 1.21.5
2796 Nov 2nd 2025 at 5:40 PM hpspinningwheel_1.0.5.zip 1-click install

fixed lang files for payrus and algae from Long-term Food

Ukrainian translation from DeanBro

1.0.4 hpspinningwheel
1.21.0 - 1.21.5
551 Nov 1st 2025 at 9:39 PM hpspinningwheel_1.0.4.zip 1-click install

Server > Client ModConfig should sync now to players who join.

ConfigLib support for: class requirement toggle, spin time, input #, and and output #. See screenshot for more details

Improved Tooltip.

Nerfed spin times globablly.

1.0.3 hpspinningwheel
1.21.0 - 1.21.5
960 Oct 31st 2025 at 5:10 AM hpspinningwheel_1.0.3.zip 1-click install

Wool & More + Tailors Delight Patch

Wools fibers get the same ratio 2:1 twine

Twine can be turned into thread at a 2:2 ratio increased craft time to 8 seconds

1.0.2 hpspinningwheel
1.21.0 - 1.21.5
214 Oct 30th 2025 at 11:47 PM hpspinningwheel_1.0.2.zip 1-click install

Z-fighting visual fix

1.0.1 hpspinningwheel 65 Oct 30th 2025 at 10:55 PM hpspinningwheel_1.0.1.zip 1-click install
  • Updated Texture
  • 2:1 Ratio now (2 Flax = 1 twine) 
  • ModConfig generated for optionally requiring a class! add a class name to the AllowedClasses field to customize
    Example:
    "AllowedClasses": [
    "tailor", "classname"
    ]
  • Fixed certain directional CollisionSelectionBoxes
1.0.0 hpspinningwheel 444 Oct 30th 2025 at 6:48 AM hpspinningwheel_1.0.0.zip 1-click install

Initial Release


180 Comments (oldest first | newest first)

Refusake, 4 hours ago

I am loving this mod and its reward for realistic gameplay. However, as I played today I managed to find an exploit for infinite fiber. By breaking down a linen sack, you get 10 flax fibers=5 flax twine by using the wheel. This lets you break even but the shuttle loom makes 3 Twine=1 cloth, so this profits 1 twine/4 strings. This isnt a crazy exploit, but I'd lower the Linin sack to 6 fiber and other fiber breakdown recipes to make it balanced. 

Vari_Ares, 6 hours ago

Bro... I can't... I am shocked... your mod is soooo good ! Everything is perfect ! From the 3D models of all (and the fact that they are all woodtyped thx !) to the animations and sounds !!! It's so perfect it NEED to be Vanilla and I hope it will ! GG ty an other mod I can not play without anymore ! <3

HeadPilgrim , 1 day ago

Exohammer All good buddy hope you enjoy the mod!

Exohammer, 1 day ago (modified 1 day ago)

Ah it's for the new pre release, that'd be it, sorry for that I wasn't paying attention when I downloaded it.

HeadPilgrim , 1 day ago

Exohammer Just to be sure you've updated your game to Vintage Story 1.22.0-pre.1 and you've downloaded .NET 10 which is required for the pre-release update?

Exohammer, 1 day ago (modified 1 day ago)

Hey, just updated the mod to the version released a couple of minutes ago, and it seems to no loger work, no items in the handbook or creative inventory and blocks in world get turned into debug blocks. it also gave this in the logs during world load:

Crash Report
6.2.2026 11:40:06 [Error] [spinningwheel] An exception was thrown when trying to load assembly:
6.2.2026 11:40:06 [Error] [spinningwheel] Exception: Could not load file or assembly 'System.Runtime, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType)
at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
at Vintagestory.Common.ModContainer.<>c__DisplayClass37_0.b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 546
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 543
6.2.2026 11:40:06 [Error] [windowstorage] An exception was thrown when trying to load assembly:
6.2.2026 11:40:06 [Error] [windowstorage] Exception: Could not load file or assembly 'System.Runtime, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType)
at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
at Vintagestory.Common.ModContainer.<>c__DisplayClass37_0.b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 546
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 543
HeadPilgrim , Jan 29th at 6:18 PM

jerjerje
I think once I add the primitive weighted warp loom everything can get a bit of a reblance in price.

The spinning wheel was the first device I added in this mod and at the time I just wanted people to use it because I didn't disable the recipes yet. I agree that they are rather cheap and probably should be increased in price to craft.

Thanks for the feedback! Glad you enjoy the mod :) 

jerjerje, Jan 28th at 11:33 PM

I really love this mod. Makes the flax production much more immersive.
If I may suggest one small improvement, though: It feels weird to me (from a gameplay balancing perspective) to have both the spinning wheel and the flying shuttle loom unlocked at the same time.
I would suggest to require at least bronze nails for the spinning wheel and at least iron nails for the flying shuttle loom. With that, these machines would be a bit more spaced out progression wise.
Maybe this could be an additional configuration setting?
Again thanks for the cool mod!

Forceous, Jan 27th at 1:36 PM

DiPig7970 yeah you should probably stay away from mods that change massive gameplay elements as a beginner

DiPig7970, Jan 27th at 12:34 PM

JerreyRough Are you serious? I've already reached the Iron Age, and I haven't made any twine at all. As a beginner, it seems I probably shouldn't install so many mods.

crumps, Jan 24th at 2:46 AM

JerreyRough thank you!! that looks like its what i'm missing. missed finding that in the handbook 

JerreyRough, Jan 24th at 2:23 AM

crumps This mod adds three items, you're missing one of them (the drop spindle). It lets you turn flax fibers into twine as an early game method.

crumps, Jan 24th at 1:36 AM

Would you be able to add a recipe for turning flax fibers into twine without the spinning wheel? Or perhaps the new knitting mod will do it but i'm uncertain what to do. I just added immersive fibercraft and knitting, and it seems like in order to knit flax fibers i need to make a spinning wheel. to make a spinning wheel i need to make a chair, which requires a chair that needs cloth. In order to make any cloth I either have to purchase it or make the spinning wheel, which needs... etc. 

I'm uncertain if there is a way otherwise to turn flax fiber -> twine otherwise with the immersive fibercraft mod. 

Hube02, Jan 23rd at 4:32 PM

This is something I was trying to do for the last half a year, partially! Great job, insane work!!!

My idea was to introduce weaving system that would be kind of similar to clay forming connected with support beam mechanic. You'd have voxels that you'd need to click with thread that would render it and allow you to click on the other voxel.
Unfortunately that idea outgrew my C# skills but if that's something you think you could tackle, I'd love to see it someday!

Absolutely love it, cheers!

Averixus, Jan 23rd at 10:44 AM

I just published a little knitting mod, intended to add a more realistic early game / stone age phase before you can make looms. It replaces crafting grid cloth recipes with a simple immersive knitting process. :) https://mods.vintagestory.at/knitting

DeansOnToast, Jan 22nd at 8:40 AM

Loved watching the development of this, going straight in the modlist!

13lue27, Jan 21st at 4:10 PM

Awesome mod, wonderful animations. TYSM

HeadPilgrim , Jan 21st at 3:46 PM

koniu699 The spinning wheel input, output, and spintime is completely conifgurable. Please look at the modconfig section. These settings should all sync to clients as well from the server. Furthermore the inputs and outputs of the loom are modifiable but the processing time is hard coded due to the animation cycle being 8.53 seconds. That's why the loom as 3 slots for inputs because then you can do ratios like 27 twine > 9 cloth.
The balancing is really up to you, increase spin times or increase the ratio's to make things faster.

koniu699, Jan 21st at 12:20 PM

Great mod! Quick question: would it be possible for loom and spinning wheel to have different recipes with different processing time? Asking for server config, because it's great mod to add for Immersion and RP, but takes a lot of time to process village worth of flax production :P

SomeToast, Jan 21st at 9:47 AM

Not entirely sure if this type of compat would even be handled on your end but I'm using vanilla variants (https://mods.vintagestory.at/vanvar) and I believe it is preventing me from crafting the spinning wheel since it calls for the standard wood chair. But the mod makes it so the wood type affects the chair. 

Corrmac, Jan 21st at 1:07 AM

Oh I am gonna love this... <3

 

LumpyAcidFish, Jan 21st at 12:49 AM

thank you that was the issue

HeadPilgrim , Jan 20th at 11:09 PM

LumpyAcidFish delete the other spinningwheel mod you likely have. It should be called spinningwheel or hpspinningwheel. This is that old mod rebranded.

LumpyAcidFish, Jan 20th at 11:03 PM

hey does any other mod use your spinning wheel? I have it in my game despite not having your mod

and when I add your mod it says there is a duplicate 

HeadPilgrim , Jan 20th at 10:55 PM

KPaXz You're honestly right... I wish the author would have just added twine >:( 

KPaXz, Jan 20th at 9:56 PM (modified Jan 20th at 9:57 PM)

pretty sure for the mod Ruderalis, it should be taking the stems, not the fan leaves. hemp fibers come from the stems of the hemp plant.


image

HeadPilgrim , Jan 20th at 6:45 PM

NPH I'm testing on the latest version 1.1.4 and putting white wool twine in the loom ouputs white wool panels which can be combined with a stick to make white wool cloth so I'm not sure what you mean?

NPH, Jan 20th at 3:22 PM (modified Jan 20th at 3:26 PM)

Seems like wool twine from wool & more cannot be woven into wool cloth on the shuttle loom atm, hope that gets added soon not that its a big issue cause you can just craft it.

 

edit: actually seems like it's white wool twine that's the issue here? unsure if other colors are trouble too, plain works fine

HeadPilgrim , Jan 19th at 5:56 PM

Averixus I plan to disable the cloth recipes and make it configurable to turn them on/off once the Weighted Warp Loom is added. Will be a little bit though as I take a hopefully small break after this release.

Averixus, Jan 19th at 8:37 AM (modified Jan 19th at 8:47 AM)

This is a great idea for a mod. I'd like a config option to disable crafting grid cloth recipes as well for realism - and I agree that a more low-tech primitive loom would be a great corresponding addition. :) And maybe a knitting process (using a knitting needles item in the same way as a drop spindle) as the earliest way of making cloth?

HeadPilgrim , Jan 19th at 5:33 AM

Mantissa They are definitely a bit overdetailed but I couldn't help myself with the nice reference i found :)

Kompetan, Jan 18th at 8:31 PM

Absolutely love it when more grid recipes are transferred into awesome processes, thank you. Although I do wonder if I am the only one who finds the loom models oddly overdetailed in contrast to the usual VS items and blocks...

HeadPilgrim , Jan 17th at 5:54 PM

Tabbot I am planning on adding a weighted-warp loom soonTM in order to fullfill the more primitive tech period. 👍

Zsuatem, Jan 17th at 3:32 PM

HeadPilgrim have you ever considered collaborating with the creator of this mod?
https://mods.vintagestory.at/clothiersheirlooms

Tabbot, Jan 17th at 12:58 PM

Love your mod; love that it adds  a "time" element to both spinning thread and weaving cloth;

 

only critique I have is that a "flying shuttle loom" seems like quite the leap for getting basic cloth, and there should be a greater variety of looms-types 

 

  • backstrap loom
  • pit/hanging loom
  • etc.

 

but regardless thanks for the mod!

HeadPilgrim , Jan 17th at 4:19 AM

Zaelesh I'll see about disabling the recipes, also you can change the settings in the config if the values aren't to your liking.

 

berserkus, Jan 17th at 3:05 AM

This is one of my favorite mods, thanks for making it and putting so much work into making top tier models and animations(the loom might be the most impressive thing I've seen done in VS modding)

would be very interested to see Ruderalis compatibility added sometime for the hemp fibers

Zaelesh, Jan 17th at 1:52 AM (modified Jan 17th at 1:53 AM)

Fantastic! Thank you so much! I'm surprised you made sure that the spindle uses 8 shifting fibers instead of 4 as it should. But can you also disable the grid recipe for it?

HeadPilgrim , Jan 17th at 12:06 AM

Zaelesh done

Fantast, Jan 16th at 10:38 PM

absolutely gorgeous model work!!

Zaelesh, Jan 16th at 10:15 PM

Can you make this mod compatible with Rustbound Magic? I get most of my twine from shifting fibers and i'd like to be able to spin it.

Also, the twine grid recipe wasn't disabled by default. 

 

HeadPilgrim , Jan 16th at 6:15 PM (modified Jan 16th at 8:27 PM)

Chumber ah sorry honestly it's not something i really test cause I just test by myself my bad I'll see about lowering it lol

Can you give me a reference range though like are we talking 20 blocks away people hear you? What about the spinning wheel is this also too loud?

I exported the sound file in audacity wrong which is why it could be heard for miles. OOPS! Please download the new patch :)

Chumber, Jan 16th at 9:33 AM

The loom appears to have incredible sound range. My entire server can hear it when I start making fabric. Can we tone that down a bit to be more local?

 

Also, holy crap that loom is gorgeous and I LOVE the animation. Amazing work with this so far! I grabbed it when you first released it and have been nothing but ecstatic about every detail.

RangeCreed, Jan 16th at 8:10 AM

Wonderful work! Pairs so well with https://mods.vintagestory.at/show/mod/33768

MGThevenot, Jan 16th at 12:14 AM

HeadPilgrim Fair enough! I'm sure just adding a little warning to the mod page will be enough to prevent this from happening in the future. 

 

ParallelPenguins I guess we noticed it around the same time. I made the exact same mistake whoops!

HeadPilgrim , Jan 16th at 12:03 AM

ParallelPenguins MGThevenot

I kinda expected some issue and pain with changing the name so you're not entirely at fault. I did so to be more in line with name conventions as the modid itself from the beginning has always been spinningwheel. I thought about changing the modid as well but that would cause a lot of issues with existing code that I really didn't want to deal with. 

ParallelPenguins, Jan 15th at 11:50 PM (modified Jan 15th at 11:52 PM)

HeadPilgrim MGThevenot Holy cow I feel dumb. I think I figured it out. The old mod folder is hpspinningwheel_1.0.7 and I had not removed that. The new one is JUST spinningwheel_1.1.0 with no HP so when I was looking for the older version of the mod to remove it I was looking for something with the same name. I didn't realized it wouldn't be RIGHT NEXT to the update. >_< I am so sorry. It has loaded just fine now. So that was the problem. I hope I didn't make either of you guys run around frantically trying to figure it out and fix it. 

(I totally thought I had cleared everything out when I did that. I was just looking for 'spinningwheel' though not 'hpspinningwheel' and my brain did not brain properly. I am so sorry.)

MGThevenot, Jan 15th at 11:25 PM

HeadPilgrim ParallelPenguinsI solved it! It is because the old version was called hpspinningwheel and the new is called spinningwheel. I finally tracked the old hpspinningwheel down and deleted it, and now it works. Sorry for the confusion. It might help to rename the file to hpspinningwheel to prevent the confusion in the future.

HeadPilgrim , Jan 15th at 11:20 PM

MGThevenot Please send the crash logs it's very strange.

MGThevenot, Jan 15th at 11:16 PM

HeadPilgrim The newest version crashes on server startup. Same issue as ParallelPenguins. If I remove spinningwheel.zip, the server launches flawlessly. If I put the zip back in, it crashes before the server comes up. seems to be a dll issue. I'm not sure if it's a duplicate or a shared dll or what, but it's happening on multiple systems now. I do not have an older copy of spinning wheel in the files and I tried deleting the config already. I hope you can get to the bottom of it. Your efforts are appreciated. I can send you crash logs if you want.

 

HeadPilgrim , Jan 15th at 10:17 PM (modified Jan 15th at 10:43 PM)

ParallelPenguins That makes no sense. You went to wherever you vintage story modding folder is, which you can open from the game menu by clicking open mods folder and you ONLY have Immersive Fibercraft installed? The folder called spinningwheel_1.1.0.zip
Should be in VintagestoryData\Mods
If you on windows more specifically in: AppData\Roaming\VintagestoryData\Mods.
I delted all my mods and only launched the new mod version and I don't have the multiple dll issue.

ParallelPenguins, Jan 15th at 8:37 PM

HeadPilgrim I did that. I cleared out my whole mod folder and the mod data folder and the mod config folder of anything for this mod. No joy

Eulela, Jan 15th at 8:21 PM

AAAAAHHHHH!! YES! HELL YES! We've got flying shuttle looms baby! OMG I'm so happy! I've been enjoying the hell out of your spinning wheel mod and I'm so excited about the loom update. I recently did an icy start playthrough and sitting by the fire spinning wool and flax into yarn on the spinning wheel while watching the snow and aurora borealis through my cabin window was such a lovely, cozy experience. Thank you so much for all the work, you are Amazing! ^_^

HeadPilgrim , Jan 15th at 7:40 PM

ParallelPenguins You have to delete the old mod called Spinning Wheel. It should be in your mod folder. It's the old version which is why you're having issues.

ParallelPenguins, Jan 15th at 7:29 PM

Ok so I am getting an error saying the .dll is already loaded and cannot be reloaded, or that the mod has .dlls. I don't know why though. It says restart the game. I did that and got the same error. I restarted my whole computer and no joy. I uninstalled the mod and reinstalled it. Still no joy. I delteted the config and everything related to the mod and reinstalled it. No joy. I don't know what is wrong. Maybe there is a conflict with another mod but I don't know how or what mod. Maybe it just doesn't like my game or my computer. I give up. I am going to play with out it for now. If you have any advice or any idea what is wrong please help.

MiraLeaps, Jan 14th at 11:34 PM

Omg, my Boyfriend is going to be super exicted to hear abou the Loom! he loves being a Tailor haha

BurningJackal, Jan 14th at 11:08 PM

Very excited that the loom is almost ready! Question about it, have you decided what the crafting recipes it makes are yet? I want to start stockpiling resources for when it comes out, both to make it and to use it a bunch!

Narg, Jan 11th at 7:09 PM

HeadPilgrim sorry about that, I got way ahead of myself. turns out I had forgotten to subscribe to a patch mod and still had the broken 1.0 version

HeadPilgrim , Jan 11th at 5:53 PM

Narg No one else has reported the drop spindle missing from the handbook and the last release is November so I suspect there's either a conflicting recipe on your end from another mod or some other strange anomaly. 
It's called Wooden Drop Spindle in the handbook and shows up even if I just type Drop in the handbook search. 

Narg, Jan 11th at 4:47 PM (modified Jan 11th at 5:42 PM)

HeadPilgrim First, love the mod, currently the drop-spindle recipe is missing from the handbook.

edit: actually, I dug through the mod file to find the drop-spindle recipe, but I cant seem to get it to work at all

HeadPilgrim , Jan 5th at 3:34 AM

BarkNoi Possibly, tbh I'm not entirely well versed in handbook changes but I can look into it.

 

percyV13 I'll see about adding an option to disable text info from the drop spindle, but there's no visual feedback when using it so I thought the info was kinda necessary. 

BarkNoi, Jan 4th at 8:59 PM

I assume there is some complications in this but I feel I need to ask anyway:
Is there a possibility to make the crafting grid recipe for twine invisible if set to "false" in configs?
I thought I was having some mod conflict when I couldn't craft it properly (I'm very early game)

percyV13, Jan 1st at 4:45 PM

i LOVE the new drop spindle, but is there a way to turn off the chat notifications?

CassMeadowrose, Dec 3rd 2025 at 7:09 PM

Ahhh I get it now. Just like processing hides, thanks!

HeadPilgrim , Dec 3rd 2025 at 5:42 PM

CassMeadowrose like Liska said, for Wool & More you need to turn your fleece into fibers first before it can be spun into twine

LiskaShadowfox, Dec 3rd 2025 at 4:29 PM

are you trying to spin fleece or fibers? I know the fleece needs to be washed normally to become twine

CassMeadowrose, Dec 3rd 2025 at 3:53 PM

Love the mod, it's got a great vibe and spending time for efficiency feels fair.

I have Wool & More and a ton of other mods installed, and I can't spin brown/grey/light/quivet fleece on the wheel. Am I missing something? I'm using Dressmakers and Tailor's Delight, no idea if there's any kind of conflict there. Flax works fine.

osayra, Nov 30th 2025 at 9:32 PM

I AM IN LOVE WITH THIS WOW

JeanPierre, Nov 24th 2025 at 9:21 PM

Wow such a cool mod!! Went straight into my modpack. Well done!! beautifully animated ;D

HeadPilgrim , Nov 24th 2025 at 12:27 AM

ShadowFaux ? Like what class? Custom classes?

ShadowFaux, Nov 23rd 2025 at 10:30 PM

What about classes that give a discount for twine? This mod just completely negates that bonus in the end it seems

Introdile, Nov 22nd 2025 at 6:48 AM

Montcalm Once you're sitting in the spinning wheel, you have to press F to open the menu and put fibers in

Montcalm, Nov 22nd 2025 at 5:41 AM

in my game I can't use the spinning wheel. I interact with it, it sits me on the chair, and then it says "someone is already using that" whenever i try to right click any part of the wheel

 

Ziptiee, Nov 19th 2025 at 5:51 PM

how do i make it so you need to use spinning wheel on my server cant figure it out for the life of me?

HeadPilgrim , Nov 19th 2025 at 5:34 PM

ZeroAresIV Yeah I'm hopefully gonna figure that out and release it at the same time as the loom. Just so you know though the string around the wheel actually has nothing to do with the flax that's being spun it's just what turns the flyers which spins around the bobbin! This particular spinning wheel I made is a double drive wheel which is thought to have been traditionaly used mostly for flax spinning.

ZeroAresIV, Nov 19th 2025 at 8:45 AM

Would be cool if the flax fiber on the wheel itself moved with the wheel

 

HeadPilgrim , Nov 19th 2025 at 3:48 AM

Exmortis The loom model is in progress :) I still got a while to go with the coding and implementationt though! Check the discord link at the top for updates or give your input! (It's not a personal discord it's the official game discord)

Exmortis, Nov 19th 2025 at 2:49 AM

With the addition of the Config options to allow us to balance this against other mods like Tailors Delight, this is a great staple. Looks great in our tailoring workshop.
The function is also nice from an accessibility method. Not having to hold down a button or repeat motions is helpful, though I'd love to look at some sort of greater interaction.

Also, an absolutely pipe dream, but any chance there might be a Loom option on the horizon? For turning twine into cloth? 

HeadPilgrim , Nov 18th 2025 at 2:12 AM

JaeSaber Did you trying only using my spinning wheel mod and disabling all other mods?

JaeSaber, Nov 18th 2025 at 1:01 AM

HeadPilgrim yep, no animation, no progress bar, no text, nothing.

 

HeadPilgrim , Nov 17th 2025 at 4:09 AM

JaeSaber To be frank that makes no sense? There's nothing that changes in the functionality between first and third person. I could see maybe the animation not going off on FP for some strange reason but not the functionality. You're for sure holding down right click for 2 seconds with flax in your offhand??

JaeSaber, Nov 17th 2025 at 1:10 AM

Bug on Drop Spindle.

 

For some reason it will only work for me when I am in 3rd person. The animation nor function will work in first person.

HeadPilgrim , Nov 15th 2025 at 9:48 PM

Beedy if you're talking about the Tailor's delight spindle grid recipe I intentionally left that in as an alternative for tailors to quickly craft the twine. Basically a class perk if they don't want to use the spinning wheel. 

On the note of Wool & More thread to twine reversion I'll look into adding that maybe.

Nubbs, Nov 15th 2025 at 2:15 PM

Eagerly downloads update... Thanks again :)

Beedy, Nov 15th 2025 at 1:51 PM

Suggestion: Wool & More provides Wool Twine. Tailor's Delight allows us to create Wool Threads out of Wool Twine. Both are processes which you implemented beautifully in your mod. Unfortunatly, the authors of the other mods didn't provide a way to revert Wool Threads back into Wool Twine! Here's where this mod can shine once again, by allowing these two products to be created by one another in the Spinning Wheel with a 1:1 ratio!

Beedy, Nov 15th 2025 at 12:13 PM (modified Nov 15th 2025 at 12:13 PM)

Hey HeadPilgrim thank for the update!
Something I noted regarding wool from Wool & More and this mod,

Spinning Wheel is always more efficient. Either with Vanilla Flax or modded wool.
Wooden Drop Spindle is as efficient as vanilla grid recipes. But, with wool it is more costly than Wool & More grid recipe. We can configure that thanks to you but I thought I should bring that to your attention in case you want to change the default values.

HeadPilgrim , Nov 15th 2025 at 8:30 AM

Joulz I made everything configurable without configlib now, it was slightly painful but it's done and the process is set up for the future if I need to patch stuff now and add it to the mod config. 

HeadPilgrim , Nov 14th 2025 at 8:12 PM

Beedy Hopefully my comments didn't come off as hostile! I'm glad you like the mod, the animated icon is only because in order to animate items currently the only way is to do what the bow does and change the items shape through code. If you use the bow in-game it does the same thing! It's basically just changing the shape file in order to do a pseudo-animation rather than using the actual animation tools for keyframing things. So in my case I have 12 different versions of the drop spindle that's getting swapped in over 2 seconds. I'd have to look into the logistics of swapping the model based on the stages but it should be possible.

Beedy, Nov 14th 2025 at 6:48 PM

Since you already included Spindle animation, maybe these can be used to show the progress. They start as sticks, and by the first and second spin, it gets filled. I think this would be a perfect solution.
And by the way, I mentioned the dislikes but didn't mention the likes. I was JOYFULLY SURPRISED about the animated item icon you made with the Spindle. I've never seen icons used this way before. Very nice.

HeadPilgrim , Nov 14th 2025 at 6:32 PM

Beedy #1 I have a fix for which I will release soon I am just trying to work out Wildcraft Trees & Shrubs compatibility but I've hit a snag with other mods also patching storageFlags so I'm not sure yet if I'm going to rework the drop-spindle so that you have to hold it in the off-hand that way I can ignore storageFlags with fibers in general. 

#2 I can most likely do but how would you visually see it unless you're in 3rd person looking at the drop spindle spin? I get that having context getting dumped in your chat box isn't very immersive but I don't see a better way to convey to the player.

 #3 I could also remove the shift clicking which might be better overall.

Bonus inspiration: I'll think about it. The drop spindle is supposed to be more tedious than the spinning wheel. It's cheap and easy to make, but is way more manual than the spinning wheel where you just have to be present. The drop-spindle makes the Spinningwheel an upgrade and I'm not sure I see the value in reducing the drop-spindle time. Furthermore the drop-spindle is hard-coded to 2 seconds per spin because 1 that's how I balanced it but 2 the animation has to match the 2 second time and can't change variably. This is also an explanation of why it's not configurable.

 

 

Beedy, Nov 14th 2025 at 4:28 PM (modified Nov 14th 2025 at 5:33 PM)

Amazing mod. Looking forward for new features such as the Loom. Anything that makes crafting more manual with more active steps is welcome!
However there are three things that I didn't like so far and all revolve around the Drop Spindle:

1- That I can't spin the Drop Spindle if I'm aiming at a selected block (improtant)

2- The Drop Spindle progression status in chatbox/logs, it would be better if conveyed visually

3- Needing to squat/shift to collect the twine from the Drop Spindle. This doesn't make sense and feels like an unnecessary step.

An extra minor suggestion: You can take inspiration from the mod (Immersive Rope Crafting) which has a feature that if the player sits down, the rope spinning becomes faster. Such a feature can benifit the Drop Spindle for those who want the process faster for whatever reason. Good luck and looking forward for what's next!

Joulz, Nov 14th 2025 at 1:01 AM

I just seen that the release mentions a configlib parameter, but we aren't using that mod, is it possible to add the property to the normal config file?

Joulz, Nov 14th 2025 at 12:59 AM

Hello, is it possible to add a config to disable the wooden drop spindle? We would like to keep to keep the normal twine recipe in our server, otherwise we would be locked behind an old version indefinitely :( 

Khamul, Nov 13th 2025 at 8:58 PM

HeadPilgrim That's it exactly! I just tested, and when I look over the horizon, it works perfectly, and when I look at anything close, it doesn't! It'd be awesome if it could work in either case, but know that I know what happens, I'm off to enjoy this excellent mod. I've made the spinning wheel in my non-test world, and it's so detailed, like the "lever" from the pedal wobbling very slightly, as it should. Now I just need some more flax to spin!

HeadPilgrim , Nov 13th 2025 at 7:27 PM

Nubbs I see the issue both mods are changing the flax fiber's storage flags in the items JSON I'll release a patch that should fix it.

HeadPilgrim , Nov 13th 2025 at 7:04 PM (modified Nov 13th 2025 at 7:14 PM)

Khamul Ok I think I know what is going wrong for you, and I honestly need to look into seeing if there's a way to change this, but essentailly make sure there's no block highlighted where you're looking and it SHOULD work. I have to look back and see if I can change it so you can look at any block and it not cause issues while holding right click but it's essentially to prevent any weird interactions where you're holding right click and looking at a block or object that's interactable.

Nubbs, Nov 13th 2025 at 4:24 PM (modified Nov 13th 2025 at 5:10 PM)

I cannot seem to be able to put flax fibers into my offhand slot at all with the latest update. At first I thought it was Age of Flax messing with the fibers but with that mod removed I still cannot put any fibers into my offhand

edit: looks like mod conflict. Once I narrow it down I'll let ya know

Looks like this mod is incompatible with Wildcraft: Trees and Shrubs. Big sad

Khamul, Nov 13th 2025 at 3:57 PM (modified Nov 13th 2025 at 5:22 PM)

Edit: It's not this mod. Suddenly nothing in my offhand works. Very weird. Edit2: After restarting my pc, offhand worked for a few seconds, then stopped again. After restarting the game, suddenly everything works, including the drop spindle. I have no clue what's happening, but will leave my comment, in case it can help someone else.

I'm sorry, I feel really dense now, but I cannot get the drop spindle to work. I'm using the latest version of the mod, 1.0.6, and I have disabled all other mods to make sure it's not a mod interaction - only spinningwheel is active: I have 64 flax fibers in the off-hand slot (the one to the left), and the drop spindle in the quickslot-bar. The spindle correctly says that you need to use fibers and right-click to spin, with fibers held in the offhand. I have tried every combination of buttonpresses, including holding and not holding buttons, and the dang thing will not work. The actual spinning wheel works perfectly (and it's awesome!). I have tried the spindle in both creative and survival mode, if that matters. At one point, when I had tabbed away from the game, then entered it again, the animation was working - I could hear the sound - but it quickly stopped again. A bit later, after trying right-clicking some more, and moving items back and forth, it actually did spin, the spindle lost durability, and I got a message in chat that "spinning [is] complete, sneak + right-click to extract". I have been unable to extract it, however, no matter what buttons I press, including shift+rightclick. When I shift+rightclick, my hands move together and I go into sneak position, so it registers the action, but nothing happens. 

 

From the client-debug.log: 13.11.2025 16.38.21 [Debug] InteractStart: firstEvent=False, blockSel=True, sneak=True for trying to extract, and 13.11.2025 16.09.39 [Debug] InteractStart: firstEvent=False, blockSel=True, sneak=False for trying to spin. There's no errors in any of the log files. I use the default keys for interaction. 

Khamul, Nov 13th 2025 at 9:31 AM

HeadPilgrim Wow, that was fast answer! It was something obvious I missed. Sorry :). I have no idea how spinning works IRL, so I assumed the drop spindle was a part of the whole spinning wheel, and never even looked at it. 

HeadPilgrim , Nov 13th 2025 at 9:21 AM

Khamul make a drop spindle to start which allows you to make twine

Khamul, Nov 13th 2025 at 9:04 AM (modified Nov 13th 2025 at 9:05 AM)

I'm trying to craft the spinning wheel, but have a problem: I need a chair to make the spinning wheel so I can spin thread, but I need to spin some thread to make the chair... With the grid recipe for thread disabled, it isn't possible to make it. Am I missing something obvious here? 

 

I'll disable the mod to make the thread, then enable it again, but I figured I'd ask.

HeadPilgrim , Nov 13th 2025 at 1:13 AM (modified Nov 13th 2025 at 3:19 AM)

Ulpian Woah that's a new one... just to cover all conditions was there fiber left in the spinning wheel? How far way roughly are you from the spinning wheel when you get TP'd? How long was the period from using the spinning wheel to riding the elk? How often is this happening? Anything else that you think might be pertinent so I can try and replicate the issue would be great! 

Ulpian, Nov 12th 2025 at 11:54 PM

We are having this very weird bug where while riding the elk, one would suddenly get teleported sitting infront of the Spinning Wheel. There is no crash, so I do not know what logs to upload to help.

HeadPilgrim , Nov 12th 2025 at 11:39 PM

Ashleyyy33 100% I can look into this should be simple like all my other patches. I'll add it when I get time.

Ashleyyy33, Nov 12th 2025 at 10:44 PM

Ruderalis mod support would be cool too, using 4 leaves to make one fiber (vs the 6), or using 1 stem to get 3 fiber (vs the 2)

ShaeTsu, Nov 12th 2025 at 1:02 PM

HeadPilgrim If you change it so the player has to hold something down, people are just gonna do the same thing they do with the quern. Hold the button down, tab out, do something else until it's done. I don't see the point.

Mykara, Nov 7th 2025 at 9:23 PM

I for one appreciate not having to hold any input, I can use the timeframe to do something else for a moment (like use the bathroom or get a drink, make a snack-- yada yada)

Though who is to say you can't have both? Could be as simple as a config between manual and auto, but another idea could be you add an input players can do (just hold right click on it like everything else) and it goes a bit faster than if you just sat there?

HeadPilgrim , Nov 6th 2025 at 7:32 PM (modified Nov 6th 2025 at 7:33 PM)

The_Revisionist

It's intentional that you don't need to hold down anything but I suppose I could think about changing this in the future.
Also you can rebind the spinning wheel key in controls which is why I highlighted in red under features and mechanics...

The_Revisionist, Nov 6th 2025 at 6:50 PM

Pretty cool mod! Always nice to see a new mechanic that lets you move away from the crafting grid. I welcome the plan of disabling the crafting grid recipe eventually.

Can I suggest two improvements?

  • Could you bind the GUI key to "toolmodeselect" instead of hard-coding it to F? Currently if the user has their tool mode select button set to a different key, and they have something else bound to F, they can't open the spinning wheel GUI. You could also include the <hk>toolmodeselect</hk> tag in the tooltip (Sit and spin fibers (F to open GUI)), so that it shows the correct key instead of always saying F.
  • I'm not 100% if this is working as expected, but I don't need to hold down any key for the machine to operate, it just goes on its own as long as I'm sitting, which is slightly immersion-breaking. It would be great if you needed to hold down a button (e.g. right click) to spin the machine. Kind of like in the Simple Pottery Wheel mod, if you're familiar with that. Like this, it would also be a bigger incentive to upgrade to power the machine mechanically, once you added that feature.
Blizzzardofoz, Nov 6th 2025 at 3:22 AM

I love this mod! The only thing I have to say is - when you add the Drop Spindle, please allow the disabling of the crafting grid recipe for twine to be set in the config :) I enjoy this stuff, and play on a server, but some of my friends would rather just craft it in the crafting grid. Hopefully that's not too much of a pain!

HeadPilgrim , Nov 5th 2025 at 10:04 PM

Ellawyn_ The plan for the drop spindle is just to have it be a downgrade to the spinning wheel. It won't replace the tailor's delight drop spindle and that crafting recipe will stay the same. The drop spindle I plan to implement will have durability and will take 4 seconds total to craft 1 twine from 4 fibers. So you'll hold right click for 2 seconds which will do 50% of the craft and then again 2 seconds to complete 1 twine, 4 seconds total. 
This will make the spinning wheel a big upgrade because it takes the manual input out of the equation but still gives people a way to craft twine early on before getting a rusty gear or copper for nails & strips. 
I'm open to suggestions if that doesn't sound like a good way to implement it though!

Ellawyn_, Nov 5th 2025 at 6:59 PM

I love this so much, in case nobody else has mentioned it though since you plan on adding a drop spindle please keep in mind tailor's delight as it has  a spindle for the tailor that gives a better craft so it may cause compatibility issues and as a hard tailor main that sits at home spinning yarn and baking pies tailor's delight is a big mod for me since it adds logical and quality recipes for uncraftable clothes as well as good balance changes to clothing creation and items in general

 

ParallelPenguins, Nov 5th 2025 at 11:59 AM

Ok I love this mod!! I love the spinning wheel! This is amazing! Now all we need is a loom of some kind and we got the whole deal! Oh this is perfect!

Faeldray, Nov 5th 2025 at 9:56 AM

Absolutely love this mod! And for your first one too, it's very impressive. I'm really looking forward to the loom as well :D

HeadPilgrim , Nov 3rd 2025 at 9:17 PM

RaptorKhan

 

While it is the universal dismout key, I'm not sure how I could better intuitively convey that to the player :/

RaptorKhan, Nov 3rd 2025 at 8:46 PM

Love the mod. I did struggle to intuit that "Shift" is how I get out of the chair. I wasn't sure if I was supposed to hit the sit key again, or ESC, or something else. I ended up slamming pretty much my entire keyboard to figure out how to get up. 

HeadPilgrim , Nov 3rd 2025 at 6:17 PM (modified Nov 3rd 2025 at 6:33 PM)

CKitt

Yeah I gotta figure out how to get moving UV's to work to simulate motion

Joulz

Yeah it won't cause issues, I did fix it for whenever I release the next update though. It's honestly more of a bogus warning as the textures paths declared in the shape files are really only relevant to VSMC from what I understand.

CKitt, Nov 3rd 2025 at 4:47 PM

I really enjoy this mod so far! My one tiny little complaint is the thread around the drive wheel doesn't look like it's moving. With everything else, I can happily ignore that and heartily recommend this mod to anyone! 👍

Joulz, Nov 3rd 2025 at 4:21 PM

Hello, doesn't affect gameplay but your mod generates the follow warnings in our logs: 

3.11.2025 11:20:32 [Client Warning] Texture asset 'spinningwheel:textures/block/wood/crudechair/oak.png' not found (defined in Shape file spinningwheel:item/moaitem).
3.11.2025 11:20:32 [Client Warning] Texture asset 'spinningwheel:textures/block/wood/debarked/oak.png' not found (defined in Shape file spinningwheel:item/moaitem).
3.11.2025 11:20:32 [Client Warning] Texture asset 'spinningwheel:textures/block/linen.png' not found (defined in Shape file spinningwheel:item/moaitem).

WarBarista, Nov 3rd 2025 at 4:40 AM

Amazing mod! I hope that it will appear in Crowdin for translation

Corbie, Nov 2nd 2025 at 7:38 PM

Thanks for great mod! 

SpookyJ, Nov 2nd 2025 at 6:35 PM

ShaeTsu

At the very least it should be able to be automated using mechanical power. 

HeadPilgrim , Nov 2nd 2025 at 5:35 PM

DeanBro

Appreciate you taking the time! It made me realize that some of my language entries for algae and papyrus spin times weren't correct so hopefully I have them translated corrctly for papyrus and algae spin time!

DeanBro, Nov 2nd 2025 at 10:29 AM

HeadPilgrim  Hello! I have made a translation for this mod

HeadPilgrim , Nov 2nd 2025 at 2:06 AM

LunaMaris

If a number of people really find it an issue I'll change it but you can change it yourself by going to your mods -

 

hpspinningwheel\assets\spinningwheel\recipes\grid

Open up the file hpmoaitem.json and changing: "code": "game:gear-rusty" to something like "game:resin" or "game:fat"

ShaeTsu, Nov 2nd 2025 at 1:43 AM

SpookyJ That would make zero sense, spinning wheels are hand operated machines.

SpookyJ, Nov 2nd 2025 at 1:27 AM

the spinning wheel should require mechanical power once you add the drop spindle. A hand loom and powered loom for linen making would be cool as well

LunaMaris, Nov 2nd 2025 at 12:50 AM

Would it be possible to add an alternative recipe in regards to the rusty gear currently used for the 'Mother of All'? I play in Homo Sapiens mode almost exclusively and rusty gears are unobtainable in that mode, but I'd really love to use the spinning wheel since I'm a huge fiber arts nerd. I'm really happy you made this mod though, I love stuff like this!

HeadPilgrim , Nov 1st 2025 at 8:24 PM

Karmauh

You just made me think of a great idea to add the Hotkey in parenthesis into the tooltip that shows up when you look at the spinning wheel!
So for example it'll be "Sit and spin fiber! (F to open GUI)"

Also I'm getting ready to release Config Lib support so people can easily modify spin time, input # required and output # including compatibility with these mods!

Karmauh, Nov 1st 2025 at 6:06 PM

I think this mod is a really cool idea. I drop spin IRL, and I think the motion of it provides a similar cozy crafting vibe like using the quern. I really appreciate the Wool & More compat, because now I can shear sheep, wash my fleeces, spin my yarn, and knit my own clothes. :)

I did have to come back to the mod page to check how to use it again, but once I'd built it and placed it down, I didn't immediately know what to do. I saw the hotkey earlier, forgot, and turned back. I think it'd be neat if the pop-up also prompted the hot key for the actual GUI. If you do mess around with this more, maybe you could consider a specfic input location like the quern base?

This is, I gotta reiterate, really cool and I definitely think any bugs or raw edges you can find and smash will make it even better.

LunaTheFox, Oct 31st 2025 at 11:13 PM

Now we just need a loom for turning flax twine into the linen sheets!

FatRefrigerator, Oct 31st 2025 at 10:30 PM

This will combo super well with Art of Flax!

SpidersGeorg, Oct 31st 2025 at 9:58 PM

Looking at this mod and smiling like the grinch, nothing has ever catered to me and my agenda so perfectly. Life changing mod for the irl spinners that are also big into vintage story, which I can't imagine is a lot of people but there are at least two of us and we're thrilled about this.

HeadPilgrim , Oct 31st 2025 at 9:03 PM

tankmissile

Yeah that was my fault in the latest udate it SHOULD be defaulting to F now my bad I had it in the code set to E but had changed it to F in my game so I forgot I never fixed it when I was testing :|

tankmissile, Oct 31st 2025 at 7:12 PM (modified Oct 31st 2025 at 7:12 PM)

I also had the issue with the GUI access button - it seems that it defaults to E instead of F on initial installation.  I didn't have any textures break though.

RikuKlayton, Oct 31st 2025 at 6:18 PM

I haven't tested the mod yet but just the sound of it sounds amazing!
Love having more craftingstations and stations to process items. Waaaay more immersive and interesting than the 3x3

-Riku

HeadPilgrim , Oct 31st 2025 at 4:39 PM (modified Oct 31st 2025 at 4:39 PM)

Comax87, Tulikettu

You have to press F while mounted on the spinning wheel to access the spinning wheel!

Also as it concerns to breaking textures, that's really strange as no one else has reported that! I don't touch tools at all with this mod!

 

VincentMorgan I'm starting to agree I think I'm leaning too heavy into processing time and so instead of something be a fun new way to craft it's more just tedious and time consuming which is not the goal. Hopefully I get an accessible config working today otherwise I'll throw out an update just changing the spin times for default and all mod patches. 

In the meantime you can edit the spin times in the files like so:


...hpspinningwheel_1.0.3.zip\assets\spinningwheel\patches\ and edit the file "game-flaxfibers.json" - you can open it witn notepad++

Tulikettu, Oct 31st 2025 at 3:18 PM

My tool textures broke after installing this mod + the same problem "Someone is already using that!"

Comax87, Oct 31st 2025 at 12:54 PM

made the spinning wheel and sat on it, but no matter what i do it says "Someone is already using that!" and can't get it to do anything.

Yootah, Oct 31st 2025 at 10:45 AM

Loom when? /j

VincentMorgan, Oct 31st 2025 at 10:19 AM

I'd say processing speed is going to depend on what you plan on doing in the future.

If you're going to be adding more machines or making use of mechanical power, the current loom could mirror the quern in terms of speed. If there are no plans for further speed increases with windmills or better looms, then it'd be nice to have it be faster than the vanilla quern.

The idea is that the game makes mechanical power more desirable by having the quern be relatively slow. Having the spinning wheel follow the same principle would be good.

purple8cloud, Oct 31st 2025 at 10:17 AM

the modeling of machine
it is super cool

HeadPilgrim , Oct 31st 2025 at 7:49 AM

tankmissile

Now that I got what I deem the essential mod compatibility patches out the way, Config is next up on the list! 

Feedback on the duration of spinning is definitely what I need more of.

Blazha, Oct 31st 2025 at 7:45 AM

tankmissile you can easily change both input/output and speed, all you need is to open the zip file:


...hpspinningwheel_1.0.3.zip\assets\spinningwheel\patches\             and edit the file "game-flaxfibers.json" - you can open it witn notepad++

 

current input/output value is 2/1, you can change it to 4/2 to double the processing speed, or just lower the spin time to process faster

tankmissile, Oct 31st 2025 at 7:30 AM

Cool mod!  I'm using it now, and boy does it take a long time to wind up 8 stacks of fiber.  Maybe some configs for the crafting speed?  It's a little too immersive for me lol

 

Also, might as well make the ratio configurable.  I think 2:1 is about right but since it's a point of contention i don't see why not.

 

As for the animated string, you can cycle the texture's UV position instead of moving the entire block.  Should be a lot easier than animating the whole thing by hand

HeadPilgrim , Oct 31st 2025 at 7:26 AM

wojtek16 I'm not sure what compatibility is needed, at the end of processing the flax you still get flax-fibers which can still be used in the spinning wheel. I tested this with art of growing installed.

RiverTheSheep, Oct 31st 2025 at 6:31 AM

Please tell me a mechanically powered wheel is planned/already in? I always need more stuff to use mechanical power for, barely anything in vanilla

BraniyaKz, Oct 31st 2025 at 5:40 AM

This game truly needs more immersive crafting methods, moving farther away from and hopefully eventually replacing the crafting grid. Job well done!

sputim, Oct 31st 2025 at 4:56 AM

HeadPilgrim Totally understandable, that's a great solution! Looking forward to your future work on this mod and hopefully other great mods!

HeadPilgrim , Oct 31st 2025 at 3:45 AM

sputim I have a feeling balance is going to be an ongoing issue with a plethora of opinions. I talked briefly with the creator of Tailor's delight and Wool & More and since the spindle from tailor's delight already lets you get a 3:1 ratio I think 2:1 is a fair upgrade. I'm going to work next on adding more easily accessible configs though probably through ImGUI lib that way you can customize to your hearts content even individual patches. 

I'm almost done with the Tailor's delight and Wool & More patches though. Wool fibers will be the same 2:1 ratio and for tailor's delight it'll be like an upgrade to the needles which will no longer be consumed. So it'll be like plying twine into thread. For tailors delight it'll be the same 2:2 ratio but I'm going to increase the crafting time from 6 seconds per to 8 I think. Open to opinion and suggestions though!

sputim, Oct 31st 2025 at 3:28 AM

Really nice work you did there, love it! But it needs still a bit of balancing. I would love to see Wear and Tear support as well! Like Velaroz said, the ratio could be lowered a tad bit more and/or maybe add a stick to the recipe? It would be a good stick sink and the twine model has a visible stick in the middle already, but the vanilla recipe doesn't use one. (Which i find funny)

Tailor's Delight actually has already an alternate recipe for twine which is 6 fiber, a spindle and a stick for 2 twine. So maybe a 5:2 ratio with a stick on the spinning wheel would actually be a good compromise. After you implement your own spindle you could deactivate the TD recipe along with the vanilla one!

Velaroz, Oct 31st 2025 at 1:09 AM

Looking at this mod and keeping in mind that vanilla has it be a 4:1 initially, and thinking that such a mechanic might get added to the base game later, I can imagine that it might get either a 3:1 or 10:3 sort of ratio for somewhere between a 16.67%~25% discount.

Either way, love the concept and work put into making it look as nice as it does.

Calisto, Oct 31st 2025 at 12:58 AM

HeadPilgrim Thank you. That was the culprit. It chaged to E. 

HeadPilgrim , Oct 30th 2025 at 11:33 PM

Calisto 

Check if your keybind reset with the latest version?

Calisto, Oct 30th 2025 at 11:26 PM (modified Oct 30th 2025 at 11:26 PM)

Is anyone else having trouble opening the GUI in the latest version? 

ArmoredStone, Oct 30th 2025 at 11:04 PM

You should have a youtube video showing what the mod actually does :D

HeadPilgrim , Oct 30th 2025 at 8:42 PM

Eulela I'm glad you think so! I'd like to think that I did proper research on how the spinning wheel looks and functions! The only thing that may be slightly innaccurate is the footman is on the same side as the pedal but that was more of an issue of me just not being a good enough designer to figure out how I could get the pedal to line up properly...

Germwarfare, Oct 30th 2025 at 8:36 PM

outstanding mod works well with age of flax

wojtek16, Oct 30th 2025 at 8:21 PM

Not sure if you heard of the art of growing mods, but do you think you might ever add compatibility to that mode and the process of twine to fiber? Love the model and design!

purple8cloud, Oct 30th 2025 at 7:49 PM

1:2 ratio is too overpowerd

 

Eulela, Oct 30th 2025 at 7:19 PM

I LOVE YOU! I LOVE YOU! I LOVE YOU! I LOVE YOU! I LOVE YOU!! This is so Awesome! As someone who spins yarn in real life I'm so happy there's now a mod to do it in game. The model you made for the spinning wheel looks fantastic! The distaff is adorable and it's all so accurate too. I can't wait to try it out and see what future updates you'll have for it. Amazing work! :DDD

HeadPilgrim , Oct 30th 2025 at 6:34 PM

ItsAnny I'll try to work that in as a configurable option!

ItsAnny, Oct 30th 2025 at 6:32 PM

One of the tailor classes strengths is that it has a more efficient craft turning twine into thread.

I am personally a fan of letting all the classes be a little bit better at what they do, and this mod gives one of the biggest strengths of tailors to every class.

Thats why it would be nice if there was a config option to enable or disable the tailor class as a requirement to interact with/spin on the wheel!

 

(I am talking about actually requiring the tailor class to be able to spin the thread/interact with the wheel, not just to craft the spinning wheel, which might be really hard to code)

Teagan, Oct 30th 2025 at 5:00 PM

OMG i have been wanting a spinning wheel and a loom in game for soooo long! Thanks for this and please consider adding a loom into this awesome mod

HeadPilgrim , Oct 30th 2025 at 4:46 PM

I've looked at everyones comments and I'm definitely going to modify the ratio/made it configurable probably implementing config lib in some capacity! 
Also i'll be working on adding Wool&More as well as making sure it plays nice with Tailor's Delight if there are any issues!

Nartaga, Oct 30th 2025 at 3:18 PM

Ratio definitely needs to be nerfed. 2 fiber to 1 twine so it's half of doing it vanilla so it's not so OP. Or a way to configure the mod.

XyrVexus, Oct 30th 2025 at 3:01 PM

That's pretty neat!

oneil, Oct 30th 2025 at 1:46 PM

Awesome mod ! Just what we needed to revamp the tailor Gameplay ! compat with Wool&More and Tailor's Delight  and configurable would be Prime ^^ 

Wixard, Oct 30th 2025 at 9:37 AM (modified Oct 30th 2025 at 10:20 AM)

Hey, an amazing mod! Great job!
I also agree with the suggestions below from VincentMorgan, especially the 2:1 ratio (2 fiber to 1 twine) and 1:1 down the line (or make it configurable), would work great with compatibility for Wool&More and Tailor's Delight.
Cant wait to install it on my server.

Calbain, Oct 30th 2025 at 9:23 AM

Amazing work! This is exactly the sort of stuff I love to see, that gives you reason to build purposeful and distinct work areas instead of just storage. If you make those looms I'm gonna have some wonderful weaveries.

MrFastZombie, Oct 30th 2025 at 8:41 AM (modified Oct 30th 2025 at 8:50 AM)

This looks great but I think I'd also want to nerf it a bit myself (2:1 ratio). Would it be possible to make the ratio configurable?

Xephrock, Oct 30th 2025 at 8:30 AM

OK!
Love the concept, the model, and the process to make it.
problem comes from just how busted it is...

I use the mod 'Age of Flax', which makes processing flax a much more in-depth process, and this? is the PERFECT mod to go from flax FIBRE to flax TWINE...

but at a ratio of ONE fibre to TWO twine 1-2, when its normaly FOUR fibre to ONE twine 4-1, your four fibre is now giving you EIGHT twine, eight twine that used to cost 32 fibre... 4-32
and its this 4 to 32 ratio of value that makes it hard for me to justify using this mod in its current state because its just strong.

If I was to make a suggestion? a ratio closer to 2 fibre to 1 twine, would be much more balanced.

 

Verlia, Oct 30th 2025 at 8:08 AM

I was following your work in discord, it's all such lovely work! Congrats on first mod ^_^

Janoban, Oct 30th 2025 at 7:45 AM (modified Oct 30th 2025 at 7:45 AM)

This is pretty amazing! Especially for a first mod.
I was thinking exactly what VincentMorgan said below, a slightly improved output per fiber would make an incentive for more people to build this in their servers and will be a mainstay in my modded one.

VincentMorgan, Oct 30th 2025 at 7:32 AM

Very impressive for a first mod, moving away from grid crafting is always good.

My only suggestion would be to consider the Wool&More (wink wink) mod, since that adds a simple drop spindle crafting recipe that gives a 3:1 fiber to twine recipe. I have experience with that ratio and it's a good early to mid-game way to stretch your linen. Spinning wheel could likely be changed to a 2:1 fiber to twine ratio to avoid making twine too cheap. It also leaves the ability to make an even more expensive method for a lategame 1:1 ratio later down the line.

Shuttle looms that make linen cloth directly sound like fun, but that'd need an enitrely new model, so it's not something I expect, just tossing the idea out there.

ShaeTsu, Oct 30th 2025 at 7:21 AM

Another mod that should be vanilla. Anything that replaces grid crafting is cool in my book.

HeadPilgrim , Oct 30th 2025 at 7:19 AM

Hydromancerx Much appreciated, I play with these mods so I figured they have to work with my mod! But if there's another mod that needs compatibility I can easily add the patch!

Hydromancerx, Oct 30th 2025 at 7:16 AM

Well great job on this! I am impressed that you even Have Floral Zone cotton compatability already! I would have sudgested the cotton from the hide and fabric mod too but it hasn't been updated in forever.Though would be cool to have support for the spider silk mod if that ever updates too. But yeah keep up the great work!

HeadPilgrim , Oct 30th 2025 at 7:10 AM

Hydromancerx I would like to eventaully add a loom in some capacity. If I can figure it out I would like it to some how be more involved meaning actually controlling the loom rather than the player just sitting there like a manequin while things proccess but we'll see! 
This is my first mod and heck did I learn a lot but I also learned it's not easy to just add new features to the game all willy nilly haha!

Hydromancerx, Oct 30th 2025 at 7:06 AM (modified Oct 30th 2025 at 7:11 AM)

This is such a cool mod! Could you make a hand loom with the same idea? Such as 1:2 ratio of meaning 1 Twine = 2 Linen?

"Once I add a drop spindle I'll disable the crafting grid recipe for twine as a whole!"
I don't think making it by hand should be disabled. Especially if other mods need it. But making it more effecent than doing it by hand is a good idea.