Mods / Botanical Leathers

Tags:
Technology Crafting
Author:
Laerinok
Side:
Both
Created:
Dec 16th 2025 at 5:41 PM
Last modified:
May 24th at 6:24 AM
Downloads:
4587
Follow Unfollow 194
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
botanicalleathers_1.3.2.zip  1-click install

 🌿 Botanical Leathers: The Art of Vegetable Tanning 🌿

From petal to pelt. Thrive without the hunt.

 


 

Playing a pacifist character? Tired of hunting wolves just to make a backpack, or managing massive cattle farms? Botanical Leathers offers an immersive, ethical, and complete alternative to obtain leather solely from the flora of Vintage Story.

This mod doesn't just "give" you leather; it introduces rewarding crafting processes that fit perfectly into the game's existing balance.


Main Features

This mod introduces four distinct methods to craft Vegetable Hides, tailored to your biome and resources:

 

🍄 I. The Fungal Path (Fast & Damp)
Don't let your common mushrooms rot away. This is the most direct method: soak your fungi, press them to extract the water, and beat the remaining fibers.

  •  Ideal for: Temperate zones and humid forests.

 

🍎 II. The Fruit Path (Recycling & Cooking)
A great way to value your waste! Recover the mash from your Apples and Mangoes after pressing them for juice. Transform this pulp into a hot Botanical Paste, bound with wax or resin.

  • The Challenge: The paste hardens as it cools, requiring careful time and temperature management.

 

🌵 III. The Fiber Path (Resilience & Climate)
Survive in deserts and tropics using structural fibers. Harvest Pineapple Leaves or Cactus Fibers to create a tough hide capable of rivaling animal leather.

 

🌳 IV. The Cork Path (Engineering & Assembly)
The pinnacle of botanical crafting. Collect the bark when stripping your Oak logs to extract a unique, resilient material.

  • The Process: A realistic production chain. Bark must be soaked, dried, then bundled and steamed in a fire to gain elasticity.

  • The Assembly: Unlike pastes, cork is worked in sheets. Use Resin to glue sheets together, and Linen to reinforce the huge hides (Vegetable Composite).

 


 

🤝 Compatibility & Mod Support

Botanical Leathers is designed to play well with the ecosystem. It features native support for:

  • Wildcraft Fruits: Massive expansion of the Fruit Path adding 14 new compatible fruits (Grapes, Citrus, and Exotics like Jackfruit or Pandan).
  • Mycodiversity: All modded mushrooms are fully recognized and integrated into the Fungal Path.
  • A Culinary Artillery: Bark can be used to produce soaked cork. Stripping an Oak log now yields 4 barks for recycling.
  • Ancient Tools: Barks are valid inputs for the cork path.
  • In Dappled Groves: Barks are valid inputs for the cork path.

⚙️ Seamless Integration

  • 100% Vanilla Compatible: All methods result in the creation of a standard Soaked Hide. Once obtained, you finish the work exactly as usual (Scraping, Oak/Acacia tanning, etc.).
  • Zero Waste: Extracting fibers via the Fruit Press generates a nutrient-rich liquid residue, perfect for boosting your Compost.
  • Balanced: Vegetable leather requires work, tools (Fruit Press, Cooking Pot, Hammer), and time. It is not an "easy mode," but a different, rewarding path.

 

Rediscover crafting. Leave the beasts in peace.

 


Roadmap:

  • balancing based on potential feedback.

  • compatibility with mods

  • have specific leathers and not just provide an alternative to raw hides

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.3.2 botanicalleathers
1.22.0 - 1.22.2
665 May 24th at 6:24 AM botanicalleathers_1.3.2.zip 1-click install
v1.3.2 - fix - 2026-05-24
FIXED
- Updated the pressed mash patch to restore compatibility with VS 1.22, resolving a conflict that disabled vanilla olive oil pressing.
1.3.1 botanicalleathers
1.22.0 - 1.22.2
106 May 23rd at 10:39 AM botanicalleathers_1.3.1.zip 1-click install

v1.3.1 - 2026-05-23

  • Fixed an issue where pressing mushrooms would not complete, leaving a small amount of liquid stuck in the fruit press.
1.3.0 botanicalleathers
1.22.0 - 1.22.2
600 May 10th at 7:12 AM botanicalleathers_1.3.0.zip 1-click install

v1.3.0 - Compatibility Update

  • feat: add In Dappled Groves compatibility
1.2.2 botanicalleathers
1.22.0-rc.1 - 1.22.2
1167 Mar 8th at 9:47 AM botanicalleathers_1.2.2.zip 1-click install

FIXED

  • Fixed: Updated mushroom hide texture paths to reflect changes in Vintage Story 1.22.0-rc.1, resolving missing texture issues for prepared mushroom hides.
1.2.1 botanicalleathers
1.21.5 - 1.21.6
749 Feb 26th at 8:46 AM botanicalleathers_1.2.1.zip 1-click install

FIXED

  • Fixed a bug where tree mushrooms (polypores) were not recognized in the soaking barrel recipe.
  • Improved recipe logic: separated "Ground" mushrooms (Items) and "Tree" mushrooms (Blocks) to ensure correct engine detection.
1.2.0 botanicalleathers
1.21.5 - 1.21.6
418 Jan 29th at 6:40 PM botanicalleathers_1.2.0.zip 1-click install

ADDED

  • Full processing chain (pulp, paste, hide) for 14 new fruits from 'Wildcraft: Fruits and Nuts'.
    • Exotics: Jackfruit, Pandan, Quince.
    • Grapes: Black, Red, White, Fox, Virgin.
    • Citrus: Grapefruit, Pomelo, Citron, Lemon, Lime, Lemon Aspen.
  • Added vanilla 'Orange' variant for broader botanical leather options.
  • Compatibility for 'Mycodiversity' mushrooms. Added a dedicated patch to include modded fungi in the soaking process with full Handbook support.

 

TWEAKED

  • Adjusted 'botanicalhide' GUI transform scales for better item previews in the Handbook and inventory.

 

FIXED

  • Resolved an issue where ingredients were not displaying in the Handbook for Barrel recipes.
1.1.0 botanicalleathers
1.21.5 - 1.21.6
702 Dec 19th 2025 at 12:41 PM botanicalleathers_1.1.0.zip 1-click install

v1.1.0 - Compatibility Update - 2025-12-19

  • Added: compatibility recipes for Ancient Tools: barks are now valid inputs for the cork path.
  • Added: compatibilty for A Culinary Artillery users. bark can be used for making soakedcork. debarked-oak-log gives back 4 barks.
  • Refactor: Added unique internal codes to all grid recipes for better debugging.
1.0.0 botanicalleathers
1.21.5 - 1.21.6
180 Dec 16th 2025 at 7:06 PM botanicalleathers_1.0.0.zip 1-click install
  • Initial release

53 Comments (oldest first | newest first) (threaded | flat)

Forest_Mystery, May 22nd at 8:24 PM

I am trying to use the Botanical Leather mod, but I am having no luck. I am using Mushrooms and it seems no matter how many of the "slop" I add to the Press I only ever get wet Mash - not dry. Is there only one specific number that I can be used? No more - no less? 

Laerinok , May 23rd at 10:17 AM (modified May 26th at 8:26 AM)
@Forest_Mystery: I am trying to use the Botanical Leather mod, but I am having no luck. I am using Mushrooms and it seems no matter how many of the "slop" I add to the Press I only ever get wet Mash - not dry. Is there only one specific number that I can be used? No more

The process is exactly the same as with fruit. There has always been a bug with the fruit press in vanilla, which sometimes causes everything not to press correctly. That being said, it is quite rare.
However, I just tested it, and the mushroom slop indeed no longer presses completely. A small amount remains, making it impossible to finish the pressing process.
In the meantime, the solution is simply either to press without the bucket, or to remove the bucket just when it 'jams' to allow the last few deciliters to finish pressing, which turns the wet pulp into dry pulp.

EDIT: Fixed! The problem was on my end. Thanks for the feedback!

Forest_Mystery, May 23rd at 10:18 PM
@Laerinok: The process is exactly the same as with fruit. There has always been a bug with the fruit press in vanilla, which sometimes causes everything not to press correctly. That being said, it is quite rare.However, I just tested it, and the mushroom slop indeed

Thank you! I installed the updated version. I haven't had a chance to try it with Mushrooms yet, but when I tried to load some Olives into the press it crashed my game. This wasn't happening before I installed the updated version. I unloaded your mod altogether, tried the press again with the olives, and it was fine. I am using VS 1.22.2.

Forest_Mystery, May 27th at 12:57 AM
@Laerinok: My bad! I hadn't noticed that v1.22 introduced olive oil. It is fixed now!Sorry and thank you ;)

Since adding your mod my fruit press will no longer press honeycomb properly. I just getting the wet mashed honeycomb and no honey. I updated your mod, finally deleted your mod, and broke and replaced the press - but it still isn't working. It was working great before. Any clues what might be going wrong?

Laerinok , May 27th at 5:04 AM (modified May 27th at 5:05 AM)
@Forest_Mystery: Since adding your mod my fruit press will no longer press honeycomb properly. I just getting the wet mashed honeycomb and no honey. I updated your mod, finally deleted your mod, and broke and replaced the press - but it still isn't working. It was working

I just tested it and it works normally on my end. I can see two possible causes for your issue:

  • You might not be putting in enough honeycombs. To extract honey, you need at least 16 honeycombs (I believe). It's just like with fruit, this is vanilla behavior. If you don't put in enough raw material, you won't get any juice.

  • The latest Expanded Foods update is interacting with it. Honey extraction was specific to EF before version 1.22. Maybe their fix is interfering. However, I haven't tested it with the latest EF update yet.

But in my opinion, it's simply that you are not putting in enough honeycombs

Forest_Mystery, Jun 2nd at 7:51 PM
@Laerinok: I just tested it and it works normally on my end. I can see two possible causes for your issue: You might not be putting in enough honeycombs. To extract honey, you need at least 16 honeycombs (I believe). It's just like with fruit, this is vanilla behavi

I discovered the problem with my press! It was actually the bucket. It said, "empty", but I got I noticed a sort of "flash" of something in the bottom - which looked like that mushroom juice. I couldn't get rid of it so I threw away that whole bucket. With a new bucket the press worked for my previous "wet mash" of honeycomb. Unfortunately my wet musrooms rotted, but I'll try again asap. Thanks!

El_Neuman, May 10th at 11:55 AM

I need to make collab with this mod))

Laerinok , May 10th at 4:51 PM
@El_Neuman: I need to make collab with this mod))

I'm contacting you on Discord!

Ganlhi, May 4th at 8:15 AM

Is this compatible with bark from In Dappled Grove?

Laerinok , May 4th at 11:00 AM
@Ganlhi: Is this compatible with bark from In Dappled Grove?

It is indeed something I was asked for, and I forgot... Sorry.
"In Dappled Grove" has not been updated for v1.22. I don't know if it's functional, but given the log errors I've seen pop up, I don't think so. If it doesn't involve too many changes, I'll work on compatibility for v1.21, but it's very likely I'll wait until it moves to v1.22.

Ganlhi, May 4th at 1:18 PM
@Laerinok: It is indeed something I was asked for, and I forgot... Sorry."In Dappled Grove" has not been updated for v1.22. I don't know if it's functional, but given the log errors I've seen pop up, I don't think so. If it doesn't involve too many changes, I'll wor

Indeed it's not yet. It's the last one on my "must have" list I'm waiting for my hardcore survival playthrough ˆˆ
I would be glad to add yours when all that is ready!

Laerinok , May 10th at 7:15 AM
@Ganlhi: Indeed it's not yet. It's the last one on my "must have" list I'm waiting for my hardcore survival playthrough ˆˆI would be glad to add yours when all that is ready!

I haven't used "In Dappled Grove" for a long time, so I don't remember the changes anymore. I've made the bark generated by IDG usable in The Cork Path. But if I've forgotten any modifications, don't hesitate to let me know.

Laerinok , Apr 14th at 7:16 AM

breeze108

Great! I'm glad you found the solution, and thanks for the feedback.

breeze108, Apr 13th at 7:01 PM

I found the problem, I hadn't downloaded Wildcraft Compat Fixes for Expanded Foods.  I figured after what you said it must be some kind of mod conflict. It works perfectly now. Thanks for being so helpful.

Laerinok , Apr 13th at 7:12 AM

breeze108

I haven't encountered this kind of problem, even with EF/ACA. I'll check again.
What version of the game are you on? And which mod versions are you using? Are you sure you have the right mod versions for your game version?
The update to v1.22 broke the texture paths for mushrooms, which probably explains the red question mark if you don't use the right mod version.

breeze108, Apr 12th at 9:26 PM

So  after I press the muchroom mash it makes a question block.I was hoping I could press the mash as in the directions,but it won't press the question block. It occured it may be a conflict with another mod, like maybe Expanded Foods. but if I dissable thatone it is still a question block. With Culinary Artillery the game won't load if I delete it.  Has anyone had this problem before or do you have any suggestions.

 

breeze108, Apr 12th at 8:07 PM

Thanks

Laerinok , Apr 12th at 7:55 AM

breeze108

It's a mistake in terminology... it's just the crafting grid in your inventory.

breeze108, Apr 11th at 8:25 PM

I'm trying the Fungal Path. in the directions in part 3 it says put the pressed mash on a crafting table.  Where is the crafting table? there are no directions in the handbook for a crafting table. Also the Dry Mushroom Mash is a ?block.

porkjorker321, Apr 10th at 6:36 AM

I'm fine with butchering animals but if theyre too cute this mod is good for morale


Spoiler!
thank you creature
 
 
Anteeksi, Mar 30th at 9:10 AM

Thank you. 🙇‍♀️

Laerinok , Mar 30th at 7:44 AM

breeze108

You are very welcome! I’m happy I could help provide a path that doesn't require hunting. Enjoy your peaceful journey in Vintage Story!

breeze108, Mar 27th at 6:07 PM

Thank you, thank you, thank you. I've been a vegetarian 50 years and it always bothers me that games force you to kill animals to survive.

 

 

Laerinok , Mar 7th at 8:02 AM

FeaturedCreature
It’s the same recipe as the vanilla one. It just adds an item as "waste": the bark. You get vanilla debarked logs, so no. You can't use debarked logs to make tannin; it works exactly the same way as in vanilla. Only the bark is specific to the mod.

FeaturedCreature, Mar 7th at 2:24 AM

can logs stripped for the cork path still be used to make tannin?

BraniyaKz, Feb 27th at 3:49 PM

Laerinok - I've already got some commits. I don't know how to delete folders/files in github, as ive made some vital corrections already. But I'll get back to it sometime later on today, then merge request it so you can take a look.

Laerinok , Feb 27th at 3:07 PM

BraniyaKz

If you want to take a look, be my guest. But I should warn you, I'm a beginner at modding and the code might be a bit of a "mess."

And unless it’s just a simple patch, I don’t think I’ll get to it right away. Right now, I’m working on a compatibility patch between Mycodiversity and Expanded Foods, and I have some ModsUpdater updates to finish, as well as getting back to the Spooky Nights update...
;)

BraniyaKz, Feb 27th at 2:48 PM

Laerinok - I get it. IDG has relistic tree chopping and woodworking mechanics, adds tree hardness variation, sawbucks, wood chopping blocks, etc. Disables Ancient Tools features that overlap, and both mods have alot of cross-compat with eachother. If you don't mind, I can take a look at your source and try to add the patches as necessary.

Laerinok , Feb 27th at 1:05 PM (modified Feb 27th at 1:15 PM)

BraniyaKz

I don't have any compatibility patches for IDG. I only make them "on request." It’s quite a bit of work and I don't want to do it "for nothing" (I mean, if no one is interested.). Most importantly, I have no idea what all the other mods do, so I wait for people to tell me about them.
I'm always open to adding patches, but there's no guarantee on the timeframe.

BraniyaKz, Feb 27th at 12:31 PM

Laerinok - I just found your mod and i am intrigued at what you made here. I just have some questions about your work on compatibility, as I play with In Dappled Groves, which replaces Ancient Tools Bark and Baskets, etc. Do you have compat recipes to work with IDG?

Laerinok , Feb 26th at 7:44 AM (modified Feb 26th at 8:48 AM)

player032

Good catch. No, that wasn't intentional. I must have broken that during the last update.
Thanks!

EDIT: Fixed!

player032, Feb 26th at 1:58 AM

Enjoying this mod! I noticed that Polypores (mushrooms on sides of trees) can't be used to create Soaked Mushroom Slop. Is that intentional?

Laerinok , Feb 23rd at 7:30 AM

Cass1a

Thanks! Happy to hear you like the mod!

Cass1a, Feb 23rd at 5:38 AM

I love this so much 

Laerinok , Jan 18th at 8:07 AM

LadyJynx

No worries, once you get the hang of the fruit press mechanism, it becomes easy.

Instructions:

  • Place an (empty) bucket in the lower part of the press.

  • Place the fruits/mushrooms etc. in the top part. Note that you need a sufficient quantity to be able to operate the press.

  • Turn the screw all the way down. If there are enough fruits/mushrooms, you will see juice flowing into the bucket.

  • Once the screw is fully lowered, you can release it and wind it back up.

  • In the press (middle section), you will find the mash/pulp.

  • In the bucket, you will find the fruit juice / mushroom residue.

 

If you haven't already, take a look at the wiki.

LadyJynx, Jan 17th at 11:26 PM

I'm having problems with the mushroom path, I have the mush but when I put it in the fruitpress nothing happens? I might be doing it wrong because I haven't used the fruit press before in vanilla VS, so I'm not sure what I'm doing.

onyxibara, Jan 2nd at 12:10 PM

Laerinok Thank you for the reply! The main problem was the incompatibility for In Dappled Groves, the mod completely takes over thecrafting of tree bark, I thought that if I installed Ancient Tools it might play nice but still no recipe for the raw oak bark. Art of Growing mainly adds more steps in harvesting and processing crops so it may not be at fault. I also just remembered that I also have NDL Expanded Growth (Mushroom Module) on so that might be the reason why the mushroom recipes aren't showing properly

Laerinok , Jan 2nd at 9:09 AM

onyxibara

Thanks for your feedback, I'll look into it.

I'm currently adding the fruits from "Wildcraft fruits," and I'll check if the recipe is visible. I'm not familiar with the changes made by "Art of Growing" or "In Dappled Groves," so I'll go take a look. Can you provide more details about "Ancient Tools"? I patched it to be able to use the tools and the bark, and I don't recall having any other issues.

onyxibara, Jan 2nd at 3:31 AM (modified Jan 2nd at 4:09 AM)

I can craft the mushroom slop but the handbook doesn't show the amount of shrooms needed per 10L of water. The only mod I can think of that might be interfering is the Art of Growing oh and Wildcraft fruits and nuts? There's also incompatibility with the In Dappled Groves mod, can't make soaked oak bark, tried with Ancient Tools but still not possible to craft.

Laerinok , Dec 19th 2025 at 12:43 PM (modified Dec 19th 2025 at 6:22 PM)

v1.1.0 - Compatibility Update

  • Added: compatibility recipes for Ancient Tools: barks are now valid inputs for the cork path.
  • Added: compatibilty for A Culinary Artillery users. bark can be used for making soakedcork. debarked-oak-log gives back 4 barks.
  • Refactor: Added unique internal codes to all grid recipes for better debugging.



If there are other things to make compatible for 'A Culinary Artillery' and 'Ancient Tools', let me know. I haven't played with them in a while, so I just did what seemed most important.

Hydromancerx, Dec 19th 2025 at 7:09 AM

Woo that's great about mycodiversity!

Laerinok , Dec 17th 2025 at 9:24 AM

Hydromancerx

The 'mycodiversity' mushrooms are already taken into account. Since they are integrated into the game as vanilla items, my recipe recognizes them natively.

 

Calbain

I'll look into that. Thanks for the feedback.

Calbain, Dec 17th 2025 at 8:50 AM

This overrides the oak bark from Culinary Artillery

Laerinok , Dec 16th 2025 at 8:55 PM


Hydromancerx

It's noted on my to-do list! Probably Mycodiversity and Ancient Tools first, as they seem the easiest to integrate. Thanks.

Strelitzia
Thank you!

Strelitzia, Dec 16th 2025 at 8:36 PM

Oh this is really cool!

Hydromancerx, Dec 16th 2025 at 8:00 PM

Also the Mycodiversity mod

Hydromancerx, Dec 16th 2025 at 7:58 PM

Please add compatibility with the Floral Zone and Wildcraft mods
Thanks!

Laerinok , Dec 16th 2025 at 7:38 PM

Jhoulana

Yes, I think that will be the first one I'll look into. But I haven't played with it for a while; I can't remember what it currently does. From memory, it had a technique for stripping trees, which could be interesting.

Jhoulana, Dec 16th 2025 at 7:33 PM

Sounds interesting. You think u can make it compatible with Ancient Tools ?