Mods / TreeSplitting (WIP)

Tags: #Crafting #QoL #Utility
Author: HollowNumber
Side: Both
Created: Dec 1st at 4:25 PM
Last modified: Dec 3rd at 3:09 PM
Downloads: 157
Follow Unfollow 70

Latest release (for Vintage Story 1.21.0 - 1.21.6-rc.1, potentially outdated):
treesplitting_0.0.3.zip  1-click install


TreeSplitting

 


 

TreeSplitting is an overhaul mod, which aims to replace the current wood working system with a more in-theme system, akin to the knapping and smithing system. Currently the mod offers a couple of recipes to get started, such as crafting debarked wood, firewood, and ladders! The idea with this is to offer an extensive system that will make woodworking more fun. The system offers it's own in depth recipe system which loads from a new recipes/hewing path, so for other modders it shouldn't be hard to create their own recipes.


THIS IS HEAVILY WIP

 

Whilst i'd love to say it's perfect and done, and sweet. This is a heavily WIP mod, this is reflected by the release version being v0.0.1. As mentioned it currently only offers four recipes, but in the future i hope to expand upon the system to make it more extensive / more fun to use. This mod relies on Harmony to patch the inbuilt Axe to offer modes to use for the chopping block. I have not tested this mod with any other mods. Consider this your disclaimer! 

 

 

Currently the mod does nothing to base game recipes, and they work just the same.


 

KNOWN BUGS

 

The chopping block is technically a multiblock because of the height of the stump and the height of the generated stump. This is a non-exhaustive list of the bugs that I found and haven't fixed yet.

 

  • Going into axe tool selection mode (F menu) when looking at the top block of the stump causes it to not select a tool mode.
    • Furtherly you can also hit the stump whilst in the tool mode.

 

 


 

Let me know if there are any issues, or if there's anything you'd like to see!

 

Pictures to be added once the moddb isn't having a stroke :)

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.0.3 treesplitting
1.21.0 - 1.21.6-rc.1
85 Dec 3rd at 12:26 PM treesplitting_0.0.3.zip 1-click install

Minor change that adds proper variants to the chopping block.

 

 

Brekaing change: this will cause your already placed chopping blocks to break. 

0.0.2 treesplitting
1.21.0 - 1.21.6-rc.1
17 Dec 3rd at 12:34 AM treesplitting_0.0.2.zip 1-click install

Release 0.0.2

 

This release comes with some bug patches and additions :>

 

Additions!

  • Wooden Pan recipe, for all your panning pleasures
  • Wooden club, for all your... clubbing pleasures?
  • The ability to use a saw for woodworking - The saw has two modes line, and horizontal line perpendicular to the user, abtly named "Line" and "Sideways".
    • This is done via json patches, so it might conflict with other mods patching the saw.
  • The ability to use a knife for woodworking - The knife works as the axes precision mode, offering the user precision voxel destruction.
  • And lastly the ability to use a chisel - Same as the knife

 

Thanks to both @Heart_Afire and @Wahazarfor the ideas.

 

Note: Currently the chisel and knife acts and behave the same, and therefore there is no perks in using the chisel over the knife, for posterity i might make the chisel take less durability damage, once i come around to working htat in.

Removed!

  • The axes precision mode, to have recipes require different tools.

Changes!

  • Consolidated the axes modes to "Vertical" and "Horizontal" true to their names they will either take a horizontal slice, or a vertical one.
    • and the underlying logic was just stupid in general lol

Bug fixes!

  • Patched the bug where the tool mode was sloppy, and would cause you to interact with voxels. This however, comes at the cost you not being able to destroy voxels whilst being in "Gui" mode (holding alt or your equivalent)

 

 

Under the hood i also made myself a recipe visualiser, because quite frankly it's kinda hard to visualise lol. I also streamlined some of the underlying logic handling. Thanks for playing :>

0.0.1 treesplitting 55 Dec 1st at 4:37 PM Empty treesplitting_0.0.1.zip 1-click install

15 Comments (oldest first | newest first)

Fjall, 2 days ago

I love this mod as it does my favorite feature of IDG without as much compatibility issues with CO. The problem I am running into is that someone it just won't let me place a log on the chopping block. Does anyone else have issues like this, or is it a compatibility issues?

Tigerfang, Dec 4th at 2:59 AM

Very exciting concept! Watching with intent.

Attac_Mage, Dec 3rd at 7:43 PM

Sounds all good to me :)

 

worst-case scenario I just make a bastardized patch for myself if I like the mechanics lol. The only reason IDG was annoying to modify was because there were hidden duplicate recipes for compat/patches but I've learned my lesson now. 

HollowNumber , Dec 3rd at 7:28 PM

Attac_Mage I'm currently just working on making it a 1:1 system for base game, the recipes work the same way as say a clayforming recipe, or knapping recipe. In theory you could just go in and tinker with the output quanity there. Although I'm considering exposing a config file with multipliers or whatnot :> Mod compatibilities is definitely something i want to look into, in the future, but in the current scope of things i think we're still a ways off. Future automations definitley sound cool, and I would want to look at that, because as you mention it late game, systems like these become rather tedious so to say lol. I've definitely had my own gripes with even base game clayforming as i make my 20th storage vessel to store my large hoard of flax

Attac_Mage, Dec 3rd at 7:01 PM (modified Dec 3rd at 7:03 PM)

Really like the look of this. While I've enjoyed IDG it falls into a trap of making you take ages to just make a stack of firewood, sticks, etc. compared to how long it takes Vanilla for the first 10-20 hours of the game. I've gotten around this myself by just increasing recipe output by a bit. 

 

Don't wanna mess with your balancing too much, but did I want to mention time investment vs yield being a big motivator for me, and I assume at least a good chunk of other players interested in immersion mods. 

I don't know what your plans are with this mod, but anything from configurable options, reasonable recipe output, or even ways to improve processing down the line would be awesome. 

Eurielle, Dec 3rd at 4:15 PM

This seems like a lovely expansion on the foundation from In Dappled Groves, excited to see where this goes!

biggestjoe, Dec 3rd at 2:13 AM

This is really cool. I will certainly use this one on my next playthrough. Keep it up!!!

Michaloid , Dec 3rd at 1:03 AM

Will keep this one under my radar. It's still an alpha build it seems, but it looks cool as heck, maybe the type of woodworing mechanics vanila would use.

Heart_Afire, Dec 2nd at 7:48 PM

One thing you may consider for the future is the usage of the saw as well.

HollowNumber , Dec 2nd at 12:53 PM

Wahazar brilliant point! I forgot to mention it but debarked wood is a recipe, but i'll definitely look into adding prospecting pan and wooden mace :)

Wahazar, Dec 2nd at 12:36 PM

Great mod, I had similar idea of wood knapping.

For consistency, I propose to add recipies for debarked wood, prospecting pan and wooden mace (maybe with axe for removal whole row of voxels, knife for removal single voxel).

osayra, Dec 2nd at 2:30 AM

this is wonderful, I'm excited to see where you take this

BeloMaximka, Dec 1st at 11:38 PM

Very clever idea, I like it!

cowdragons, Dec 1st at 10:38 PM

this is super cool!

Asiltic, Dec 1st at 10:16 PM

Very interesting. Im looking forward to see how this mod develops