Mods / Botanical Leathers
- Tags:
- 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Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):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.
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The Process: A realistic production chain. Bark must be soaked, dried, then bundled and steamed in a fire to gain elasticity.
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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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.2 | botanicalleathers | 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 | 106 | May 23rd at 10:39 AM | botanicalleathers_1.3.1.zip | 1-click install | ||
|
v1.3.1 - 2026-05-23
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| 1.3.0 | botanicalleathers | 600 | May 10th at 7:12 AM | botanicalleathers_1.3.0.zip | 1-click install | ||
|
v1.3.0 - Compatibility Update
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| 1.2.2 | botanicalleathers | 1167 | Mar 8th at 9:47 AM | botanicalleathers_1.2.2.zip | 1-click install | ||
|
FIXED
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| 1.2.1 | botanicalleathers | 749 | Feb 26th at 8:46 AM | botanicalleathers_1.2.1.zip | 1-click install | ||
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FIXED
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| 1.2.0 | botanicalleathers | 418 | Jan 29th at 6:40 PM | botanicalleathers_1.2.0.zip | 1-click install | ||
|
ADDED
TWEAKED
FIXED
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| 1.1.0 | botanicalleathers | 702 | Dec 19th 2025 at 12:41 PM | botanicalleathers_1.1.0.zip | 1-click install | ||
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v1.1.0 - Compatibility Update - 2025-12-19
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| 1.0.0 | botanicalleathers | 180 | Dec 16th 2025 at 7:06 PM | botanicalleathers_1.0.0.zip | 1-click install | ||
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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?
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!
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.
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?
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
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!
Glad to see the problem is resolved! Happy gaming!
I need to make collab with this mod))
I'm contacting you on Discord!
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.
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!
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.
Thanks! I have not tested IDG yet, I'm waiting for the actual release, not an RC. I'll let you know when I test it if something is missing.
👍
breeze108
Great! I'm glad you found the solution, and thanks for the feedback.
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.
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.
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.
Thanks
breeze108
It's a mistake in terminology... it's just the crafting grid in your inventory.
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.
I'm fine with butchering animals but if theyre too cute this mod is good for morale
Thank you. 🙇♀️
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!
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.
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.
can logs stripped for the cork path still be used to make tannin?
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.
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...
;)
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.
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.
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?
player032
Good catch. No, that wasn't intentional. I must have broken that during the last update.
Thanks!
EDIT: Fixed!
Enjoying this mod! I noticed that Polypores (mushrooms on sides of trees) can't be used to create Soaked Mushroom Slop. Is that intentional?
Cass1a
Thanks! Happy to hear you like the mod!
I love this so much
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.
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.
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
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.
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.
v1.1.0 - Compatibility Update -
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.
Woo that's great about mycodiversity!
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.
This overrides the oak bark from Culinary Artillery
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!
Oh this is really cool!
Also the Mycodiversity mod!
Please add compatibility with the Floral Zone and Wildcraft mods!
Thanks!
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.
Sounds interesting. You think u can make it compatible with Ancient Tools ?