Mods / Material Needs: Geology

Tags:
Author:
Nephelangelo
Side:
Both
Created:
Dec 17th 2025 at 6:16 AM
Last modified:
Jun 26th at 1:46 AM
Downloads:
51174
Latest release (for Vintage Story 1.22.3, potentially outdated):
MaterialNeedsGeology_2.0.10.zip  1-click install

OBLIGATORY PLUGS:

Material Needs
Material Needs: Geology
Material Needs: Flowers
More Fog Please
Terra Prety
Nephelangelo's Let's Play Series

Nephelangelo's Donation Page

2.0.10 UPDATE NOTES: Adds recipes for Aged Ashlar and Cracked Ashlar block varieties which I somehow missed.


I strongly recommend checking this mod out with the latest release of Terra Prety 7.10.2 and its recommended worldgen settings for the full geological experience, in combination with Rock Strata Variety to prevent vanilla rock regions from taking priority in spawning and making the new rocks hard to find, Better Forest for much more open and breathable forest exploration, and of course the flagship Material Needs mod. This mod is compatible with Geology Additions.

This mod introduces 10 new stone varieties to add more color and life to the landscape. These stones and their colors, classifications and physical formations are based on known real world rock varieties, and are equipped with geologically accurate ore generation balanced for gameplay, thanks to the consultation of geologists small_fern and Calamity2000, and geology enthusiast Illuminati. Several of the new stone varieties serve as geologically accurate alternative sources of Lime, Olivine, and Crushed Corundum as substitution for Crushed Bauxite.

New Rock Varieties
Arenite - Sedimentary
Arkose - Sedimentary
Komatiite - Igneous - Source of Olivine. Source of Corundum (substitute for Crushed Bauxite).
Marl - Sedimentary - Source of Lime.
Monzonite - Igneous - Source of Corundum (substitute for Crushed Bauxite).
Pyroxenite - Igneous - Source of Olivine. Source of Corundum (substitute for Crushed Bauxite).
Serpentinite - Metamorphic - Source of Olivine. Source of Corundum (substitute for Crushed Bauxite).
Syenite - Igneous - Source of Corundum (substitute for Crushed Bauxite).
Tufa - Sedimentary - Source of Lime.
Wacke - Sedimentary
Compatibility
Material Needs: Geology is now compatible with:

Geology Additions
- Fully compatible!
Rock Strata Variety - Fully compatible!
Interesting Ore Gen 
- Fully compatible!
Expanded Matter - Fully compatible! 
Terra Prety - Fully compatible!
Material Needs - Mostly compatible, still need to incorporate recipes.


Enormous thank you to small_fern of the Geology Additions mod, geologist Calamity2000 and enthusiast Illuminati from the Discord for consulting me on this to make Material Needs Geology as geologically accurate and faithful to the spirit of Vintage Story as possible.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.0.10 mngeology 6732 Jun 26th at 1:46 AM MaterialNeedsGeology_2.0.10.zip 1-click install

Adds recipes for Aged Ashlar and Cracked Ashlar block varieties which I somehow missed.

2.0.9 mngeology 5764 Jun 12th at 1:34 AM MaterialNeedsGeology_2.0.9.zip 1-click install

Fixed Spear Head textures not showing up.
Tweaked Mortar recipe output to now match vanilla at 4.
Tweaked slight darkening of Arkose to distinguish it more from Arenite.

2.0.8 mngeology 4010 Jun 3rd at 6:57 AM MaterialNeedsGeology_2.0.8.zip 1-click install

Fix for a sneaky bug Anego introduced in 1.22, causing Stone Spear textures to not render properly. Be gone, trecherous bug!

2.0.7 mngeology 3461 May 30th at 2:03 AM MaterialNeedsGeology_2.0.7.zip 1-click install

Fixed Tufa not crushing into Lime.

Slight softening to Syenite, Pyroxenite, and Komatiite textures. Because I can't help myself apparently. :D

2.0.6 mngeology 4651 May 21st at 12:49 AM MaterialNeedsGeology_2.0.6.zip 1-click install

Slight softening of the grain texture of Komatiite, Monzonite, Pyroxenite, Serpentinite, and Syenite since the last release.

I must now stop obsessing about this and go look at something else lol. :D

This release should be safe to update for a 2.0 world, as it is just a texture rework. But always make a backup just in case!

2.0.5 mngeology 123 May 20th at 10:43 PM MaterialNeedsGeology_2.0.5.zip 1-click install

Reworked Komatiite, Monzonite, Pyroxenite, Serpentinite, and Syenite stone textures to fit more in line with vanilla design aesthetics, adding grain levels to the stone based on their material composition.

2.0.4 mngeology
1.22.0 - 1.22.2
3851 May 11th at 6:40 AM MaterialNeedsGeology_2.0.4.zip 1-click install

Adds Fanned Cobblestone variants to all new stones.
Reworked Arenite textures for more consistent saturation.
Various little texture reworks to Marl, Komatiite, Pyroxenite, Serpentinite, Tufa, Monzonite.

2.0.3 mngeology 4119 Apr 25th at 6:39 AM MaterialNeedsGeology_2.0.3.zip 1-click install

2.0.3 UPDATE NOTES: Adds compatibility for 1.22. Should no longer spit out errors. As always, this being a worldgen mod, make sure to BACKUP YOUR WORLD before updating.

2.0.2 mngeology 755 Apr 15th at 6:32 PM MaterialNeedsGeology_2.0.2.zip 1-click install

ATTENTION: This update is not immediately compatible with older pre 2.0 versions of MNG without a block/item remapping. I will be releasing an unstable pre-release of a Remapping Mod shortly, you will need to BACKUP YOUR WORLD, then read the full instructions here on the Mod DB to execute a safe remapping of your world.

This 2.0 series update replaces Travertine stone type with Tufa to make room for vanilla's new Travertine stone in 1.22.


This 2.0.2 update adds original textures to better reflect the texture of their real world stones for Komatiite, Monzonite, Pyroxenite, Syenite, and Serpentinite, and adds some subtle texture adjustments to Arkose.

2.0.1 mngeology 2373 Mar 14th at 6:15 AM MaterialNeedsGeology_2.0.1.zip 1-click install

Very tiny update from 2.0.0 which adds a richer consistency of saturation to the Arenite rock texture. This update is compatible with 2.0.0 worlds.

ATTENTION: This update is not immediately compatible with older pre 2.0 versions of MNG without a block/item remapping. I will be releasing an unstable pre-release of a Remapping Mod shortly, you will need to BACKUP YOUR WORLD, then read the full instructions here on the Mod DB to execute a safe remapping of your world.

This 2.0 series update replaces Travertine stone type with Tufa to make room for vanilla's new Travertine stone in 1.22.
This 2.0 series update also updates Tufa and Marl textures to incorporate some of the porous texture of vanilla's new Travertine stone.

2.0.0 mngeology 465 Mar 7th at 10:38 PM MaterialNeedsGeology_2.0.0.zip 1-click install

ATTENTION: This update is not immediately compatible with older versions of MNG without a block/item remapping. I will be releasing an unstable pre-release of a Remapping Mod shortly, you will need to BACKUP YOUR WORLD, then read the full instructions here on the Mod DB to execute a safe remapping of your world.

This update replaces Travertine stone type with Tufa to make room for vanilla's new Travertine stone in 1.22.
This update also updates Tufa and Marl textures to incorporate some of the porous texture of vanilla's new Travertine stone.

2.0.0-pre.1 mnggaremap 110 Mar 7th at 11:41 PM MNG_GA_REMAP_2.0.0-pre.1.zip 1-click install

This Remap Mod is an UNSTABLE PRE-RELEASE test for updating worlds which use both MNG 1.0.7 and Geology Additions to MNG 2.0.0 in preparation for Vintage Story 1.22. If your world does not use Geology Additions then you can use MNG_REMAP_2.0.0 (though using this one should be fine as well, it will just spit a bunch of "errors" at you when it fails to find Geology Additions blocks and items). Because vanilla is now adding its own Travertine stone, this remapping is necessary to make room for it by changing MNG's Travertine stone to Tufa.

ATTENTION: Material Needs: Geology 2.0.0 is NOT IMMEDIATELY COMPATIBLE with older worlds without a block/item remap. I will be releasing an unstable pre-release of a Remapping Mod shortly to update your worlds. You will need to BACKUP YOUR WORLDS first before attempting to remap your world, and follow these instructions to attempt a safe remapping. Please be advised that this Remapping Mods are UNSTABLE PRE-RELEASE tests for remapping, and I will need your feedback on them. Please follow these instructions exactly, and report your results in the comments below. If these instructions are not followed correctly, there is a potential to damage world chunks which can crash your world. When these instructions are followed correctly, I have not been able to reproduce any issues, but I will need this feedback to assess any potential issues with the Remapping Mod. Thank you!

REMAP INSTRUCTIONS:

1. As always, !!! BACKUP YOUR WORLD !!! before attempting a remap or updating your world.
2. You must make sure you are running this remap in 1.21.6, as this remap WILL NOT WORK in 1.22.
3. You must ensure you are the only player on this world. It may be best to do this remap on a singleplayer world.
4. You must travel to a location far away from any ungenerated / unexplored chunks. Your base is likely a good location, as it will likely be deep inside your explored regions.
5. You must deactivate Farseer, because this can inadvertently load new chunks, which can break chunks.
6. You must lower render distance to 32, because this can inadvertently load new chunks, which can break chunks.
7. Download the correct Remap Mod for your world. If your world uses Geology Additions you will need to use MNG_GA_REMAP_2.0.0. If your world does not use Geology Additions you can use MNG_REMAP_2.0.0.
8. Log out of your world, remove MNG 1.0.7 from your mods folder, and add MNG 2.0.0 as well as add the correct Remap Mod to your mods folder.
9. Log back into your world. You should immediately be prompted to remap your world. (You can also backup your world here if you haven't already, which you should do.) Select "Okay, Apply now".
10. Wait for the client to finish remapping every block/item in your world. When It has finished, it will tell you that you can restart your game/server in the General text chat on the left.
11. Log out of your world and remove the remapping mod from your mods folder.
12. To test to see if the remap worked safely, reactivate Farseer, restore your render distance, log into your world, enter Creative mode and fly around exploring formerly "Travertine" regions to see if there is any crash. Please report your findings in the comments below.

2.0.0-pre.1 mngremap 70 Mar 7th at 11:39 PM MNG_REMAP_2.0.0-pre.1.zip 1-click install

This Remap Mod is an UNSTABLE PRE-RELEASE test for updating standard MNG 1.0.7 worlds to MNG 2.0.0 in preparation for Vintage Story 1.22. If your world uses Geology Additions you will instead need to use MNG_GA_REMAP_2.0.0. Because vanilla is now adding its own Travertine stone, this remapping is necessary to make room for it by changing MNG's Travertine stone to Tufa.

ATTENTION: Material Needs: Geology 2.0.0 is NOT IMMEDIATELY COMPATIBLE with older worlds without a block/item remap. I will be releasing an unstable pre-release of a Remapping Mod shortly to update your worlds. You will need to BACKUP YOUR WORLDS first before attempting to remap your world, and follow these instructions to attempt a safe remapping. Please be advised that this Remapping Mods are UNSTABLE PRE-RELEASE tests for remapping, and I will need your feedback on them. Please follow these instructions exactly, and report your results in the comments below. If these instructions are not followed correctly, there is a potential to damage world chunks which can crash your world. When these instructions are followed correctly, I have not been able to reproduce any issues, but I will need this feedback to assess any potential issues with the Remapping Mod. Thank you!

REMAP INSTRUCTIONS:

1. As always, !!! BACKUP YOUR WORLD !!! before attempting a remap or updating your world.
2. You must make sure you are running this remap in 1.21.6, as this remap WILL NOT WORK in 1.22.
3. You must ensure you are the only player on this world. It may be best to do this remap on a singleplayer world.
4. You must travel to a location far away from any ungenerated / unexplored chunks. Your base is likely a good location, as it will likely be deep inside your explored regions.
5. You must deactivate Farseer, because this can inadvertently load new chunks, which can break chunks.
6. You must lower render distance to 32, because this can inadvertently load new chunks, which can break chunks.
7. Download the correct Remap Mod for your world. If your world uses Geology Additions you will need to use MNG_GA_REMAP_2.0.0. If your world does not use Geology Additions you can use MNG_REMAP_2.0.0.
8. Log out of your world, remove MNG 1.0.7 from your mods folder, and add MNG 2.0.0 as well as add the correct Remap Mod to your mods folder.
9. Log back into your world. You should immediately be prompted to remap your world. (You can also backup your world here if you haven't already, which you should do.) Select "Okay, Apply now".
10. Wait for the client to finish remapping every block/item in your world. When It has finished, it will tell you that you can restart your game/server in the General text chat on the left.
11. Log out of your world and remove the remapping mod from your mods folder.
12. To test to see if the remap worked safely, reactivate Farseer, restore your render distance, log into your world, enter Creative mode and fly around exploring formerly "Travertine" regions to see if there is any crash. Please report your findings in the comments below.

1.0.7 mngeology 4343 Feb 9th at 2:00 AM MaterialNeedsGeology_1.0.7.zip 1-click install

Fixes compatibility for Expanded Matter.

1.0.6 mngeology 283 Feb 8th at 4:10 AM MaterialNeedsGeology_1.0.6.zip 1-click install

Adds compatibility for Expanded Matter courtesy of Droseran! 

1.0.5 mngeology 4943 Jan 11th at 8:05 PM MaterialNeedsGeology_1.0.5.zip 1-click install

Added full compatibility for all Geology Additions ores, which should now make Material Needs: Geology, Geology Additions and Interesting Ore Gen all totally compatible and functionally harmonious together in any combination. Thanks to Droseran, N_Azurik, and Arybeki for helping to put together these cross compatibility patches!

1.0.4 mngeology 1823 Jan 3rd at 5:26 AM MaterialNeedsGeology_1.0.4.zip 1-click install

Fixed Corundum Ore not generating in stones.
Fixed all server-main.log warnings.
Fixed stone knives using metal knife item shape instead of stone knife shape.
Added Quartz Native Silver and Quartz Native Gold to Marl, Wacke and Monzonite.
Slight adjustment to Marl colors.

Preparing for Interesting Ore Gen compatibility, should come in the next update after some testing.

1.0.3 mngeology 1643 Dec 24th 2025 at 10:50 PM MaterialNeedsGeology_1.0.3.zip 1-click install

Fix for Bone Knife recipes.
Fix for Spear recipes.

1.0.2 mngeology 246 Dec 24th 2025 at 1:31 AM MaterialNeedsGeology_1.0.2.zip 1-click install

Fixed Monzonite and Syenite not being knappable.
Fixed Peridot ore blocks not generating.
Cleaned up a number of benign warnings in the server-main log. 

1.0.1 mngeology 394 Dec 22nd 2025 at 9:41 PM MaterialNeedsGeology_1.0.1.zip 1-click install

This update should be safe to update from 1.0.0, but as standard precaution, it's always recommended to backup your world first, just in case.

* Removed Olivine deposits from Syenite because Geology™οΈ, though the blocks should remain unchanged in any already generated worlds.
* Hue adjustments to many textures to more accurately fit their real world rock varieties (Komatiite and Monzonite).
* Fixed all metal shovels showing copper shovel texture.
* Added nifty mod icon.

1.0.0 mngeology 269 Dec 22nd 2025 at 3:12 AM MaterialNeedsGeology_1.0.0.zip 1-click install

This is the official release of Material Needs: Geology 1.0.0. Everything should be generating properly and fully playable now. 

Added ability to display Crushed Corundum on shelves and in display cases.
Removed tools for Arenite, Arkose, Marl, Travertine and Wacke as they are too soft.
Rebalanced ore distributions, nerfed a couple stone types that were op.
Countless tiny color adjustments and refinements across the board.
Activated Cracked Stone variants, which should now generate in the terrain.
Gave instability properties to Arenite, Arkose, Marl, Travertine and Wacke.
Slightly adjusted vanilla's Bauxite cobblestone textures to tone down some of the saturation in the shadows.
Countless other little tweaks trying to get it as geologically accurate and balanced for gameplay as possible.

0.0.3 mngeology 190 Dec 21st 2025 at 5:45 AM MaterialNeedsGeology_0.0.3.zip 1-click install

This remains a test release, and will very likely be the last test release before official release. Almost everything seems to be implemented and working properly.

Added Monzonite stone variety.
Added Syenite stone variety.
Changed Komatiite textures.
Added stone tools.
Added ores.
Caught a few bugs. 

0.0.2 mngeology 281 Dec 19th 2025 at 8:41 AM MaterialNeedsGeology_0.0.2.zip 1-click install

Added recipes for almost all core gameplay needs.
Removed tools for Arenite, Marl and Travertine as they are too soft.

This release is now almost complete, I believe all that is left is a few recipes here and there. Please let me know if you find something unfinished. If I don't find any issues, I will be releasing soon. Speak now or forever hold your peace.

0.0.1 mngeology 85 Dec 19th 2025 at 1:33 AM MaterialNeedsGeology_0.0.1.zip 1-click install

This update remains a TEST VERSION but should now be semi-playable. The only thing left to add should be recipes. This may be the last version before full release.

Added all ore items.
Added all tools.
Added Komatiite and Pyroxenite querns.
Added Crushed Corundum as a substitute for Crushed Bauxite in Refractory Bricks.
Added language file naming almost all of the new blocks and items.

0.0.0 materialneedsgeology 190 Dec 17th 2025 at 6:18 AM MaterialNeedsGeology_0.0.0.zip 1-click install

This is a bare bones test release, it is not yet functional for gameplay, but all rock types are implemented and generating. Strongly recommend checking it out with Terra Prety and its recommended worldgen settings, as well as the main Material Needs mod. This version will very likely not be compatible for long term play as I will be adjusting balance for the full gameplay ready release, which will be released as 1.0.0.

This mod introduces 8 new stone types to add more color and life to the landscape. These stones are:

Arenite
Arkose
Komatiite
Marl
Pyroxenite
Serpentine
Travertine
Wacke 


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

tempestinateacup, 15 hours ago

Hi, when I launch my server I get errors saying certain blocks can't be resolved, screenshot behind the spoiler tag.

 

Spoiler!
CmdrKrunch, Jun 27th at 1:27 AM

This mod is really cool, thank you! There is a bug when this and Geology Additions are installed at the same time, causing tools using rocks from this mod like pyroxenite, syenite to be uncraftable. I'm not sure which mod needs updating, but I did test all my mods and geo additions was definitely the cause, in case anyone reading this also has the problem.

nomad_delta, Jun 28th at 3:46 PM
@CmdrKrunch: This mod is really cool, thank you! There is a bug when this and Geology Additions are installed at the same time, causing tools using rocks from this mod like pyroxenite, syenite to be uncraftable. I'm not sure which mod needs updating, but I did test al

I can confirm I got the same issue with this mod & Geology Additions installed - I could craft a knife blade from syenite, but then it wouldn't let me combine it with a stick to make an actual knife.

JustaKobold, Jun 26th at 2:51 AM

If i update this on a currently running world is there a likely hood that it will cause chunk border uglyness when moving into new areas?

Nephelangelo , Jun 26th at 6:02 PM
@JustaKobold: If i update this on a currently running world is there a likely hood that it will cause chunk border uglyness when moving into new areas?

I haven't tested that, but I think you would see an abrupt change in the type of stone that populates an area, but that probably wouldn't be much different than normal vanilla transitions. It should have no impact on the overall shape of the terrain. But as always, make a backup of your world just in case, and you should be fine.

Skyforger007, Jun 25th at 8:35 AM

Getting logs flooded with errors,

Spoiler!
25.6.2026 07:25:35 [Warning] Deposit game:worldgen/deposits/metalore/iron.json: No block with code/wildcard 'game:ore-*-limonite-tufa' was found (unresolved code: game:ore-*-limonite-{rock})
25.6.2026 07:25:35 [Warning] Deposit game:worldgen/deposits/metalore/iron.json: AllowedVariantsByInBlock for game:ore-*-limonite-tufa does not match any block! Please fix
25.6.2026 07:25:35 [Warning] Deposit game:worldgen/deposits/metalore/iron.json: No block with code/wildcard 'game:ore-*-limonite-serpentinite' was found (unresolved code: game:ore-*-limonite-{rock})
25.6.2026 07:25:35 [Warning] Deposit game:worldgen/deposits/metalore/iron.json: AllowedVariantsByInBlock for game:ore-*-limonite-serpentinite does not match any block! Please fix

 

worldgen log is at 100mb with messages like this:

Crash Report
25.6.2026 06:39:19 [Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=3000,Z=2769 in world 'A new world' with seed 2125553311
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.ServerMods.ChildDepositGenerator.GenDeposit(IBlockAccessor blockAccessor, IServerChunk[] chunks, Int32 originChunkX, Int32 originChunkZ, BlockPos pos, Dictionary`2& subDepositsToPlace) in C:\Users\office-desktop2\Documents\game\VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\Generators\Disc-ChildDeposit.cs:line 50
at Vintagestory.ServerMods.GenDeposits.GeneratePartial(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Int32 chunkdX, Int32 chunkdZ) in C:\Users\office-desktop2\Documents\game\VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 212
at Vintagestory.ServerMods.GenPartial.GenChunkColumn(IChunkColumnGenerateRequest request) in C:\Users\office-desktop2\Documents\game\VSEssentials\Systems\WorldGen\Standard\GenPartial.cs:line 45
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1957
Ryannktsu, Jun 17th at 4:23 AM (modified Jun 17th at 7:44 AM)

Hey - I wanted to start by saying I love your mods!

I am currently experiencing a LOT of log spam on my server while generating new chunks.  Examining the generation of the ore in the chunks after they have loaded, there are 'breaks' along chunk borders with following areas having nothing in them other than rock, though usually running /wgen regen 1 will force the chunk to fill correctly.

Testing has been done with only MN/MN:G/MN:F and simply walking towards unexplored areas the server will throw the error on repeat as the chunks load until I stop moving.  Removing MN:G fixes the issue.  I'm currently on 1.22.2 (I rolled back from 1.22.3 to test - I was experincing the same issue using MN:G 2.0.9) with MN 1.1.16, MN:G 2.0.7, and MN:F 1.0.0.

Crash Report
17.6.2026 04:12:06 [Server Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=16011,Z=15999 in world '[redacted]' with seed 1817337144
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.ServerMods.ChildDepositGenerator.GenDeposit(IBlockAccessor blockAccessor, IServerChunk[] chunks, Int32 originChunkX, Int32 originChunkZ, BlockPos pos, Dictionary`2& subDepositsToPlace) in C:\Users\office-desktop2\Documents\game\VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\Generators\Disc-ChildDeposit.cs:line 50
at Vintagestory.ServerMods.GenDeposits.GeneratePartial(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Int32 chunkdX, Int32 chunkdZ) in C:\Users\office-desktop2\Documents\game\VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 212
at Vintagestory.ServerMods.GenPartial.GenChunkColumn(IChunkColumnGenerateRequest request) in C:\Users\office-desktop2\Documents\game\VSEssentials\Systems\WorldGen\Standard\GenPartial.cs:line 45
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1965
JerreyRough, Jun 10th at 11:58 PM

Hey, just a quick minor balancing note that was overlooked: in 1.22 sand now makes half the mortar as it did previously, at 4 mortar per block. The sands in this mod still need to be updated (they still make 8 mortar per block).

PresidentCash, Jun 8th at 1:57 AM

Syenite stick knife doesn't have a recipe or something...?  I can see it but it has no recipe and a stick and knife head doesn't make it.

Nephelangelo , Jun 12th at 12:32 AM
@PresidentCash: Syenite stick knife doesn't have a recipe or something...? I can see it but it has no recipe and a stick and knife head doesn't make it.

Tested it and it's working on my end. Both Syenite stick and Syenite bone knife. Likely a mod conflict, something which patches tools.

MrShootMe, Jun 7th at 12:46 AM

Hey, pardon but i think i have a crash coming up from this mod.. i attempt to look up olivine and select the ores they spawn in other than peridotite, and down she goes..

 Thank you for your time and any effort put into the madness in the log, i am not a tech guy so its a small miracle this has been my only real issue..

Crash Report

Running on 64 bit Windows 10.0.26200.0 with 16164 MB RAM
Game Version: v1.22.3 (Stable)
6/6/2026 8:34:08 PM: Critical error occurred
Loaded Mods: walkingstick@3.0.9, betterforest@0.1.2, biggerpockets@1.0.6, bulkmoldsmod@1.3.0, cbr@2.0.1, chiseltools@1.17.2, clickuptorches@1.1.1, containersbundle@1.3.1, cutthefat@2.0.0, darcesdriftersredone@1.3.0, darkvision@1.3.4, elstoneforge@1.0.5, elivory@1.0.4, elshadowsp@1.0.2, fagothic@1.3.4, fagreenwich@1.4.5, fahussar@1.1.6, fajousting@1.0.5, falandsknecht@1.2.5, fatemplar@1.4.6, favarangian@1.1.0, faviking@1.1.6, freelook@1.0.5, fuelbriquettes@1.0.2, hangingvessels@1.1.1, horperfopt@1.0.5, dolabra@2.0.0, ithaniabackpacks@0.5.5, jsonpatcheslib@1.5.3, metalleaf@1.4.1, millwright@1.3.3, overhaulliblegacycompat@1.1.15, overhaullib@2.0.8, plumpkins@1.1.3, primitivesurvival@5.0.5, scrolled@1.1.9, shelfobsessed@2.1.5, somedisassemblyrequired@1.9.9, sticksfromfirewoodmallow@2.0.1, stonequarryrepckfipil@3.6.3, tankardsandgoblets@1.4.2, temporalsymphony@2.3.2, temporalvessels@1.0.3, terratag@0.4.5, toolbelt@0.3.5, translocatorengineeringredux@1.6.6, usefultraders@2.5.2, valkyrjahair@3.0.0, game@1.22.3, vsimgui@1.2.5, wildfarmingrevival@1.4.3, aculinaryartillery@2.0.0-dev.19, alchemy@2.1.0-rc.64, ancienttoolsresinharvest@1.0.0, animalcages@5.0.0, animationslib@0.0.2, anvilperformanceoptimization@1.0.0, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.5, bedspawnv2@1.7.0, betterruins@0.6.2, bettertraders@0.2.0, bitterbrew@1.9.0, bloodtrail@1.2.3, butchering@1.13.4, carryonlib@1.0.0-pre.3, clothierheirloomsmod@1.1.0, commonlibforked@2.8.1, configlib@1.12.0, critchersgrapplehook@1.1.0, thecritterpackcontinued@1.4.1, dairyplus@1.0.4, decoclockrevival@1.22.2, easybuilding@1.2.2, elkphysics@3.0.3, elkvariants@3.6.2, extrafurniture@1.0.1, extrainfo@2.2.1, farseer@1.4.0, fastmap@122.5.0, fendragonbcs@0.2.3, firearmsfork@1.9.16, fixperishrate@1.0.1, foodshelves@3.0.4, footprints@1.2.3, grassroots@0.5.2, ithaniacannedgoods@2.0.5, kevinsfurniture@1.9.0, lunchbox@1.3.2, maketeaforked@0.9.42, mnflowers@1.0.0, mngeology@2.0.8, materialneeds@1.1.16, medievalexpansionpatch@1.4.1, mwi@1.9.0, naturalfoliage@0.0.4, opineuponpine@1.0.10, optitime@1.5.12, orekiwoofsbeehives@2.0.0, petai@5.1.1, pewter@1.4.0, pipeleaf@2.6.1, portcullis@1223.0.1, purposefulstorage@2.0.1, rivers@5.0.1, roamingbees@2.0.0, scaffolding@1.3.1, scarecrow@1.8.2, seamlessrapids@1.0.1, slowtox@5.0.0, smithingplus@1.9.0-rc.1, spawnhighlightcustom@1.1.3, spyglass@0.6.1, stonebakeoven@1.3.4, stonerailings@1.4.0, synergy@1.1.13, toolsmith@1.2.17, toomanytabs@1.0.0, unofficialbugfix@0.1.2, vanity@2.5.1-rc.1, visibleoresandminerals@1.1.1, vsairshipmod@1.1.4, creative@1.22.3, vsecomachina@0.6.1, vsroofing@1.5.7, survival@1.22.3, watersheds@6.3.7, xlibfork@1.0.15, xskillmmleaves@1.0.0, autoconfiglib@2.0.10, bettersmelting@0.3.0, blushandbins@1.2.1, carryon@2.0.0-pre.3, cats@5.0.1, combatoverhaulfork@0.17.51, comfybeds@0.4.2, rlldtco0001@2.3.0, crossbowsfork@1.9.13, expandedfoods@2.0.0-dev.9, em@3.7.0, functionalminerbeltandlantern@1.0.5, moreblueclay@1.0.2, playercorpseforked@1.14.1, quiversfork@0.9.8, storagetweaks@1.2.5, windowstoragelib@1.2.5, wolftaming@5.0.1, xskillsfork@1.0.54, zombpspatch@2.2.0, zrustdrops@2.1.0, armoryfork@1.10.38, bricklayers@3.2.2, efmealsmodule@1.0.0-dev.4, sandwich@1.3.0, vanillapanestorage@1.8.3, windowstorage@1.8.25, xskillsgilded@1.3.34
Involved Harmony IDs: attributerenderinglibrary, maketeaforked, extrainfo, toomanytabs
Newtonsoft.Json.JsonSerializationException: Error converting value 76573 to type 'System.UInt16'. Path 'hostRock[0]', line 35, position 9.
---> System.OverflowException: Value was either too large or too small for a UInt16.
at System.Convert.ThrowUInt16OverflowException()
at System.Int64.System.IConvertible.ToUInt16(IFormatProvider provider)
at System.Convert.ChangeType(Object value, Type conversionType, IFormatProvider provider)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)
--- End of inner exception stack trace ---
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent)
at Newtonsoft.Json.Linq.JToken.ToObject(Type objectType, JsonSerializer jsonSerializer)
at Newtonsoft.Json.Linq.JToken.ToObject[T](JsonSerializer jsonSerializer)
at Vintagestory.API.Common.JsonUtil.ToObject[T](JToken token, String domain, JsonSerializerSettings settings) in VintagestoryApi\Util\JsonUtil.cs:line 139
at Vintagestory.API.Datastructures.JsonObject.AsArray[T](T[] defaultValue, String defaultDomain) in VintagestoryApi\Datastructures\JsonObject.cs:line 222
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addFoundInInfo_Patch1(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch9(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 135
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 365
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 122
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 182
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 448
at Vintagestory.API.Client.GuiDialog.OnMouseUp_Patch1(GuiDialog this, MouseEvent args)
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 2031
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2061
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 365
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 944
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 217
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
System.OverflowException: Value was either too large or too small for a UInt16.
at System.Convert.ThrowUInt16OverflowException()
at System.Int64.System.IConvertible.ToUInt16(IFormatProvider provider)
at System.Convert.ChangeType(Object value, Type conversionType, IFormatProvider provider)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 6/3/2026 11:45:19 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.3.0, time stamp: 0x691d0000
Faulting module name: ntdll.dll, version: 10.0.26100.8328, time stamp: 0x0022b8e0
Exception code: 0xc00000ff
Fault offset: 0x0000000000014e2f
Faulting process id: 0x9b0
Faulting application start time: 0x1dcf3490a547e53
Faulting application path: C:\Users\jjfer\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 237e5b6e-e1ce-40ed-86c0-e4546a80292a
Faulting package full name:
Faulting package-relative application ID: }

Nephelangelo , Jun 12th at 12:36 AM
@MrShootMe: Hey, pardon but i think i have a crash coming up from this mod.. i attempt to look up olivine and select the ores they spawn in other than peridotite, and down she goes.. Thank you for your time and any effort put into the madness in the log, i am not a t

Tested on my end and not getting any crash related to looking up Olivine in the Handbook or messing with any of the Olivine ore stones or materials. Guessing this is another mod conflict, but I don't see any Olivine items mentioned in your crash. Might be worth deactivating all other mods, and then adding them back in one by one to see which crashes it. You can start by just testing any in particular you suspect, anything that patches things related to Olivine or Stone.

MrShootMe, Jun 13th at 9:20 AM (modified Jun 13th at 8:46 PM)
@Nephelangelo: Tested on my end and not getting any crash related to looking up Olivine in the Handbook or messing with any of the Olivine ore stones or materials. Guessing this is another mod conflict, but I don't see any Olivine items mentioned in your crash. Might be

i wouldnt be supprised if i coppied the wrong report some how.. Did some more digging, looks like the crash is being caused due to a block ID being higher than the game can register, possibly caused by the extrainfo mod (apparently). beyond that, ive gone through any other mods that could effect rock types, but i dont have many at all. the only mod i use to add new stones is this one, and rock strata to help things genorate better. Pardon the late response, ive been doing a lot of troubleshooting on my world and didnt want to comment till i had something of substance.. turned off extra info and got the same crash, expanded matter would be the only other likely related mod i can think of.. will probably start a fresh world tomorrow and do a mod list wipe as you mentiond so i can finally nail it down.. Thank you again for your time! (Second report is an AI attempting to help me understand what im reading, AI BAD! but its sadly a decent translator for such things, as long as you know how dumb it can be..)

 

'Edit' looks like the issue is just too many mods, and sadly the item IDs for this mod got the short end of the stick for some reason.. gonna look into ways to compress IDs or figure out where the massive bloat is.. sorry for any time wasted.

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 16164 MB RAM
Game Version: v1.22.3 (Stable)
6/13/2026 4:47:42 AM: Critical error occurred
Loaded Mods: walkingstick@3.0.9, betterforest@0.1.2, biggerpockets@1.0.6, bulkmoldsmod@1.3.0, cbr@2.0.1, chiseltools@1.17.2, clickuptorches@1.1.1, containersbundle@1.3.1, cutthefat@2.0.0, darcesdriftersredone@1.3.0, darkvision@1.3.4, elstoneforge@1.0.5, elivory@1.0.4, elshadowsp@1.0.2, fagothic@1.3.4, fagreenwich@1.4.5, fahussar@1.1.6, fajousting@1.0.5, falandsknecht@1.2.5, fatemplar@1.4.6, favarangian@1.1.0, faviking@1.1.6, freelook@1.0.5, fuelbriquettes@1.0.2, hangingvessels@1.1.1, horperfopt@1.0.5, dolabra@2.0.0, ithaniabackpacks@0.5.5, jsonpatcheslib@1.5.3, metalleaf@1.4.1, millwright@1.3.3, overhaulliblegacycompat@1.1.26, overhaullib@2.0.8, plumpkins@1.1.3, scrolled@1.1.9, shelfobsessed@2.1.5, sticksfromfirewoodmallow@2.0.1, stonequarryrepckfipil@3.6.3, tankardsandgoblets@1.4.2, temporalsymphony@2.3.2, temporalvessels@1.0.3, terratag@0.5.0, toolbelt@0.3.5, translocatorengineeringredux@1.6.6, usefultraders@2.5.2, valkyrjahair@3.0.0, game@1.22.3, vsimgui@1.2.7, aculinaryartillery@2.0.0-dev.20, alchemy@2.1.0-rc.68, ancienttoolsresinharvest@1.0.0, animalcages@5.0.0, animationslib@0.0.2, anvilperformanceoptimization@1.0.0, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.5, bedspawnv2@1.7.0, betterruins@0.6.2, bettertraders@0.2.0, bloodtrail@1.2.3, butchering@1.13.4, carryonlib@1.0.0-pre.4, clothierheirloomsmod@1.1.0, commonlibforked@2.8.1, configlib@1.12.0, critchersgrapplehook@1.1.0, thecritterpackcontinued@1.4.2, dairyplus@2.0.0-pre.1, decoclockrevival@1.22.2, easybuilding@1.2.2, elkphysics@3.0.3, elkvariants@3.6.2, extrafurniture@1.1.2, extrainfo@2.2.1, farseer@1.4.0, fendragonbcs@0.2.3, firearmsfork@1.9.16, foodshelves@3.0.4, footprints@1.2.3, grassroots@0.5.6, ithaniacannedgoods@2.0.5, jaunt@3.0.0-rc.3, lunchbox@1.3.3, maketeaforked@0.9.42, mnflowers@1.0.0, mngeology@2.0.9, materialneeds@1.1.16, medievalexpansionpatch@1.4.1, mwi@1.9.0, naturalfoliage@0.0.4, opineuponpine@1.0.10, optitime@1.5.14, orekiwoofsbeehives@2.0.0, petai@5.1.1, pewter@1.4.0, pipeleaf@2.6.1, playermodellib@1.20.7, portcullis@1223.0.1, purposefulstorage@2.0.1, riftwardtweaks@2.8.0, rivers@5.0.1, roamingbees@2.0.0, scarecrow@1.8.2, seamlessrapids@1.0.1, slowtox@5.0.0, smithingplus@1.9.0-rc.1, spawnhighlightcustom@1.1.3, spyglass@0.6.1, stonebakeoven@1.3.4, stonerailings@1.4.0, synergy@1.1.16, th3dungeon@1.0.0, toolsmith@1.2.17, toomanytabs@1.0.0, unofficialbugfix@0.1.2, vanity@2.5.1-rc.1, visibleoresandminerals@1.2.1, vsairshipmod@1.1.4, creative@1.22.3, vsroofing@1.5.7, survival@1.22.3, watersheds@6.4.2, xlibfork@1.0.18, xskillmmleaves@1.0.0, autoconfiglib@2.0.10, blushandbins@1.2.1, carryon@2.0.0-pre.4, cats@5.0.1, combatoverhaulfork@0.17.56, comfybeds@0.4.2, rlldtco0001@2.3.0, crossbowsfork@1.9.13, expandedfoods@2.0.0-dev.9, em@3.7.0, moreblueclay@1.0.2, playercorpseforked@1.14.1, quiversfork@0.9.14, storagetweaks@1.3.2-rc.1, windowstoragelib@1.2.6, wolftaming@5.0.1, xskillsfork@1.0.61, zombpspatch@2.3.0, zrustdrops@2.1.0, armoryfork@1.10.40, bricklayers@3.2.2, efmealsmodule@1.0.0-dev.4, sandwich@1.3.0, vanillapanestorage@1.8.3, windowstorage@1.8.25, xskillsgilded@1.3.35
Involved Harmony IDs: attributerenderinglibrary, maketeaforked, extrainfo, toomanytabs
Newtonsoft.Json.JsonSerializationException: Error converting value 76582 to type 'System.UInt16'. Path 'hostRock[0]', line 35, position 9.
---> System.OverflowException: Value was either too large or too small for a UInt16.
at System.Convert.ThrowUInt16OverflowException()
at System.Int64.System.IConvertible.ToUInt16(IFormatProvider provider)
at System.Convert.ChangeType(Object value, Type conversionType, IFormatProvider provider)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)
--- End of inner exception stack trace ---
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent)
at Newtonsoft.Json.Linq.JToken.ToObject(Type objectType, JsonSerializer jsonSerializer)
at Newtonsoft.Json.Linq.JToken.ToObject[T](JsonSerializer jsonSerializer)
at Vintagestory.API.Common.JsonUtil.ToObject[T](JToken token, String domain, JsonSerializerSettings settings) in VintagestoryApi\Util\JsonUtil.cs:line 139
at Vintagestory.API.Datastructures.JsonObject.AsArray[T](T[] defaultValue, String defaultDomain) in VintagestoryApi\Datastructures\JsonObject.cs:line 222
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addFoundInInfo_Patch3(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch36(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 135
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 365
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 122
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 182
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 446
at Vintagestory.API.Client.GuiDialog.OnMouseUp_Patch4(GuiDialog this, MouseEvent args)
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 2031
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 214
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
System.OverflowException: Value was either too large or too small for a UInt16.
at System.Convert.ThrowUInt16OverflowException()
at S
Spoiler
The Root Cause<!--TgQPHd||[]-->
A mod is attempting to register a custom ore or block with a numerical hostRock<!--TgQPHd||[]--> ID of 76582<!--TgQPHd||[]-->.<!--TgQPHd||[]-->
Vintage Story uses a UInt16<!--TgQPHd||[]--> (unsigned 16-bit integer) data type to store these structural asset IDs. The maximum possible value a UInt16<!--TgQPHd||[]--> can handle is 65,535<!--TgQPHd||[]-->. Because 76582<!--TgQPHd||[]--> is higher than this hardcoded limit, the game suffers an integer overflow (System.OverflowException<!--TgQPHd||[]-->) and instantly crashes while trying to format the "Found In" section of the handbook text.<!--TgQPHd||[]-->
<!--TgQPHd||[]-->
How to Fix It<!--TgQPHd||[]-->
<!--TgQPHd||[]-->
1. Pinpoint the Culprit (Geology & WorldGen Mods)<!--TgQPHd||[]-->
Look at your loaded Harmony IDs and mod list. The crash is highly likely coming from one of your geology, world generation, or structural overhaul mods that alters rock types or ores:<!--TgQPHd||[]-->
  • mngeology@2.0.9<!--TgQPHd||[]--><!--TgQPHd||[]--> (Material Needs Geology)<!--TgQPHd||[]--><!--TgQPHd||[]-->
  • materialneeds@1.1.16<!--TgQPHd||[]--><!--TgQPHd||[]--><!--TgQPHd||[]--><!--TgQPHd||[]-->
  • extrainfo@2.2.1<!--TgQPHd||[]--><!--TgQPHd||[]--> (Listed directly under involved Harmony IDs, which handles rendering the specific data the handbook is failing to read)<!--TgQPHd||[]--><!--TgQPHd||[]-->
<!--TgQPHd||[]-->
2. Perform the Elimination Steps<!--TgQPHd||[]-->
  1. Remove mngeology<!--TgQPHd||[]--> and materialneeds<!--TgQPHd||[]--> temporarily.<!--TgQPHd||[]--> Place them in a backup folder outside your mods directory.<!--TgQPHd||[]--><!--TgQPHd||[]-->
  2. Launch the game, open your save, and open the handbook<!--TgQPHd||[]-->.<!--TgQPHd||[]--><!--TgQPHd||[]-->
  3. Try clicking on various ores or items. If the game no longer crashes, one of those mods has an invalid ID configuration for game version 1.22.3.<!--TgQPHd||[]--><!--TgQPHd||[]-->
<!--TgQPHd||[]-->
3. Fix Extrainfo Compatibility<!--TgQPHd||[]-->
Because extrainfo<!--TgQPHd||[]--> injects custom tooltips and details directly into the handbook (addFoundInInfo<!--TgQPHd||[]-->), ensure you are running the absolute latest version compatible with game version 1.22.3. If you recently updated the game, extrainfo<!--TgQPHd||[]--> may need a patch from its author to prevent trying to read broken out-of-bounds array IDs
Nifelly, May 31st at 12:28 PM

Generating a world with this mod enabled (even with no other mods enabled) causes Querns to have graphical glitches. The moving top part either turns transparent or green (why it's different sometimes I don't know).

Disabling the mod fixes it again, but I'm worried that this could have negative impact on my world if there are already new blocks generated.

Nephelangelo , Jun 12th at 12:40 AM
@Nifelly: Generating a world with this mod enabled (even with no other mods enabled) causes Querns to have graphical glitches. The moving top part either turns transparent or green (why it's different sometimes I don't know). Disabling the mod fixes it again, but I

Been looking into this and have not been able to pin down the exact cause yet. Feels like it may be something hardcoded, as the Quern has had weird texture glitches for a while even in vanilla. So it's possibly an issue with vanilla not properly accomodating the patch, but not sure yet. It should be a strictly visual texture glitch though, so I wouldn't expect it to cause any issues with your world at all.

Jerbysius, May 30th at 7:35 PM

Is there a soft incompatibility with Toolsmith? Although Pyroxenite is knappable into a knife blade, I can't finish the craft into a knife via Toolsmith's crafting system. I would also perhaps assume it's an issue on Toolsmith's end, but I wanted to leave a comment here.

BriefRequiem, May 28th at 4:10 AM

I'm confused about how Tufa is a source of lime. I can't crush it in a quern and the handbook only shows blocks it can be used to craft. 

BriefRequiem, May 30th at 3:14 AM
@Nephelangelo: Fixed! Thanks for spotting that, I missed it when converting Travertine to Tufa.

No worries! Thank you for the quick fix. I really enjoy your modsπŸ˜„

AilurusHush, May 21st at 12:13 AM

So far playing this with watersheds and Vistas Beyond, this has been a perfect match <3

Is it okay to update mid playthrough?
Didn't see a warning or note about this above, so wanted to ask beforehand ^^

Nephelangelo , May 21st at 12:55 AM
@AilurusHush: So far playing this with watersheds and Vistas Beyond, this has been a perfect match <3Is it okay to update mid playthrough?Didn't see a warning or note about this above, so wanted to ask beforehand ^^

AilurusHush

I'm glad you like it!

Should be fine to update to any 2.0 release on a world made in 2.0. The last two releases are just texture reworks. But you can always backup your world just in case!

yurajoh, May 17th at 11:06 PM

Is this compatible with worlds generated using World Painter by chance?

Nephelangelo , May 21st at 12:57 AM
@yurajoh: Is this compatible with worlds generated using World Painter by chance?

I haven't tested it but based on what I've seen from that mod I believe it should work fine together.

Poppieskat, May 11th at 12:23 PM

Having a weird issue where the texture of the windmill parts are all messed up when combining this mod with compatible geology additions. When adding the two on a brand new world, there isn't an issue, but when activated on our server together the texture is not right. I have now done testing on a copy by disabling all other mods (including world generation ones) on the existing world, cleared the cache etc. the texture issue only resolves when I disable either this mod or Geology Additions. Any advice - I'm quite new to troubleshooting this further.

Nephelangelo , May 12th at 5:46 AM
@Poppieskat: Having a weird issue where the texture of the windmill parts are all messed up when combining this mod with compatible geology additions. When adding the two on a brand new world, there isn't an issue, but when activated on our server together the texture

Hmm, very peculiar, I don't know of anything in this mod which would effect windmill textures, which are all wood I believe. Theoretically could be a mod failing to add back in the wildcard at the end of an array, but I think that would only affect variants of the particular block being patched, so I don't have a clue what in either mod could be doing it.

MacroAggressor, May 5th at 4:30 AM

Is this compatible with Vanilla Variants and/or Juicy Ores?

Nephelangelo , May 12th at 5:48 AM
@MacroAggressor: Is this compatible with Vanilla Variants and/or Juicy Ores?

My guess would be yes for both of those but I haven't tested either. Based on what I've seen from them I think they should be compatible.

Alatyr, Apr 27th at 11:12 AM

There are problems with ore generation, it seems with this mod:
27.4.2026 14:07:15 [Warning] Deposit game:worldgen/deposits/metalore/iron.json: No block with code/wildcard 'game:ore-*-limonite-tufa' was found (unresolved code: game:ore-*-limonite-{rock})
27.4.2026 14:07:15 [Warning] Deposit game:worldgen/deposits/metalore/iron.json: AllowedVariantsByInBlock for game:ore-*-limonite-tufa does not match any block! Please fix27.4.2026 14:07:15 [Warning] Deposit game:worldgen/deposits/metalore/iron.json: No block with code/wildcard 'game:ore-*-limonite-serpentinite' was found (unresolved code: game:ore-*-limonite-{rock})
27.4.2026 14:07:15 [Warning] Deposit game:worldgen/deposits/metalore/iron.json: AllowedVariantsByInBlock for game:ore-*-limonite-serpentinite does not match any block! Please fix

Nephelangelo , May 12th at 5:51 AM
@Alatyr: There are problems with ore generation, it seems with this mod:27.4.2026 14:07:15 [Warning] Deposit game:worldgen/deposits/metalore/iron.json: No block with code/wildcard 'game:ore-*-limonite-tufa' was found (unresolved code: game:ore-*-limonite-{rock})27

Those should be harmless warnings, those host rocks are not meant to generate those ores and were removed. Those warnings just mean I need to remove it from another part of the code as well, but effectively it shouldn't do anything.

Nephelangelo , Apr 25th at 5:50 PM

Knuffeldraak

Should be fixed now!

Knuffeldraak, Apr 22nd at 7:26 PM

Mod works-ish in 1.22, but it's spewing a lot of errors.

RosstheGreat, Apr 17th at 4:03 AM

Nephelangelo <3

Appreciate it! 

IssaDwarf, Apr 16th at 12:08 AM (modified Apr 16th at 12:08 AM)

Nephelangelo Well, other than it only giving me the option to make my first knife with a bone handle, I have been loving your mod in my 1.22 world. And it wasn't an issue for long as I did find flint shorly after, so it was a rather funny glitch. Have not run into any other glitches so far. That is an interesting tidbit about the tool coding so I might go bug hunting this weekend while I'm off work if I don't get too caught up in wandering around looking for the perfect base location again.

 

~Totally didn't just discover how to use creative mode to zip around a world to scout out potential locations and sink 30+ hours accomplishing absolutely nothing but staring at VS sceanery. Eventuallly, I'll have a seed with a location I love rather than just like that has all my prerequisites checked off... Of course, we might also have rivers by then lol ~

 

Nephelangelo , Apr 15th at 4:52 PM

Queerwolf
IssaDwarf

Just tested Monzonite and Pyroxenite knife making with sticks and they both work in 1.21.6. The biggest culprit with any weird knife or tool behavior is usually another mod conflict, because patching stuff like tools requires the modder to do this very weird thing of deleting code from the original vanilla json code and then reintroducing the code back in after your own code, because the order in which the code is written can wind up interfering with other parts of the game. It's very easy to miss or screw up or simply not know about, so if another mod doesn't handle that properly, it can create weird behavior with other mods that patch in tool stuff. So that's my first guess. Haven't been able to test it with 1.22 yet.

Souroman

Yes, I haven't tested it yet, but the mod itself should work fine creating a new world in 1.22. It's just the remap which needs to be run on a world in 1.21 before switching to 1.22.

RosstheGreat

Wassup Ross! Welcome to the chat! :D

IssaDwarf, Apr 10th at 5:25 PM (modified Apr 11th at 1:47 AM)

Souroman roll a fresh world to check and let us know. 

 

edit: actually, i did just that. It loaded just fine. I'll check back in after I rack up some hours mining in various rocks.

 

Edit: I have come across an issue. It seems that Monzonite knife blades can only be made into knives with bone handles... I assume that's a base bug and not a 1.22 bug.

Souroman, Apr 8th at 6:58 PM

The page says the remap won't work in 1.22, but does anyone know if the mod itself works when just creating a new world?

Queerwolf, Apr 3rd at 7:35 AM

It seems like you've overlooked something by accident - I checked in the creative inventory and a pyroxenite knife made with a stick is in fact a thing that exists, but the recipe to make it doesn't.
This is super super helpful having started in a pyroxenite-based biome. Alas.

RosstheGreat, Mar 24th at 4:01 AM (modified Mar 26th at 7:45 AM)

Arcanum3000 Nephelangelo Hey sorry I'm a month late to the party. The logs are kind of a byproduct of basically patching in the whole ore generation to make all 3 mods compatible. Unfortunately vanilla ore generation code is pretty rigid when it comes to what can be disabled, so we have to methodically patch in each ore type and stone type depending on what combination of mods are installed. Unfortunately it's something that everyone has to live with until the devs allow ore-gen to simply be enabled=false in their JSON patches. πŸ˜…

I should note that it is entirely IOG's fault for the logspam.

Nephelangelo , Feb 22nd at 11:49 PM

Mollycoddle

Not all the stones are meant to spawn equally. Serpentinite is rare, you'll mainly find it underground alongside Peridotite. Syenite is a more common stone, it spawns at the same rate and conditions as Pyroxenite. All of the stones are less common than vanilla. Regions in the game are large, so whatever region you spawn in, it's likely to extend for a few miles in some directions. Rock Strata Variety mixes them up a bit so you will find more variety of stone within a region, but the size of the dominant stone of a region I think remains the same.

Arcanum3000

Haven't run into this myself, so not sure what is producing it. Tests with those mods were clean last I checked but I can look into it.

Mollycoddle, Feb 21st at 9:56 AM

So I'm currently using this with Terra Prety, Rock Strata Variety, Geology Additions and Material Needs, for some reason I'm getting a ridiculous amount of syenite spawning as top-layer, way out of proportion with sedimentary or metamorphic. It seems to be effectively guaranteed that whenever I gen a world I'll end up in a syenite region. Other rocks do occur, but elsewhere and I have to look for them. I don't think I've even seen Marl or Serpentinite.

Arcanum3000, Feb 20th at 7:06 PM

I'm not sure if this is important, but I'm seeing these errors in the debug log.  Running on 1.21.6 with the latest versions of MN: Geology, IOG, and Geology Additions.

 

Errors
20.2.2026 11:55:49.278 [VerboseDebug] Patch 85 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 86 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 87 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 88 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 89 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 90 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 91 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 92 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 93 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 94 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 95 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 96 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 97 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.278 [VerboseDebug] Patch 98 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/limonite.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 173 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/stibnite.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 174 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/stibnite.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 175 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 176 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 177 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 178 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 179 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 180 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 181 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 182 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 183 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 184 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 185 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 186 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 187 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
20.2.2026 11:55:49.282 [VerboseDebug] Patch 188 in mngeology:patches/blocktypes/ore-graded/mn-ore-graded-allowances.json: File game:worldgen/deposits/metalore/uranium.json not found
percyV13, Feb 8th at 5:39 AM

it is still doing it with all the mods in question updated

Nephelangelo , Feb 8th at 4:24 AM

Kyokui

I think I should be able to implement some sort of rework, either adopting vanilla's Travertine or reworking my Travertine to another similar rock type. Maybe Tufa.

percyV13

I'll have to look into that when I get a chance. I recommend testing the latest version of MNG to see if the problem still exists, since you're a few updates behind.

percyV13, Feb 7th at 5:33 AM
Spoiler

i have a glitch where the top of the quern becomes a random texture, mostly decorated vessels and plants, when you spin the quern. when it's still then the texture is fine. i've done some testing and it's stayed consistant across a reinstall of the game. i'm on 1.21.6, MNG 1.0.3. there appears to be some kind of interaction or similar glitch with geology additions 1.4.6 and vanilla variants 7.1.1

when testing GA by itself in a new world i had the glitch on all the querns added by the mod. when i added VV all the querns added from GA rocks also had the glitch

MNG on its own was incredibly strange, the querns loaded but with the ? missing block texture, they did function and when turned the top did get the right texture. adding VV gave the querns the right texture and they worked fine, as did the VV versions of those four rocks, but the other VV querns made from MNG rocks had the glitch

through all of this the VV querns made of vanilla rocks worked fine, but only when all three mods were installed at once did every single one of them get the glitch

if you need i can send you the creative world i did testing in, i marked the querns by way of signs and ground storage items

Kyokui, Feb 6th at 7:29 AM

this mod iS OBSOLETE in the new prerelease, travertine is NO MORE😑

TheWildGorocco, Feb 4th at 4:03 PM

Nevermind. I found my issue after a little digging. Seems Expanded Matter overwrites crushed corundum with its own.

TheWildGorocco, Feb 3rd at 7:38 PM

I can't seem to get crushed Corundum to make refractory bricks at all in 1.21.6. Not sure why. Is it just me or is anyone else experiencing this?

Nephelangelo , Jan 22nd at 10:58 PM

crumps

I will have to look into Salty's mod to see. But we did recently fix a few tool bugs around the time you posted, so update your mod and see if the issue persists.

zZalo

Thank you very much! That was my goal. :)

Schwartzy

Crushed Corundum has been added as an alternative to Crushed Bauxite! You can find Corundum in Komatiite, Monzonite, Pyroxenite, Serpentinite and Syenite.

Schwartzy, Jan 16th at 11:19 PM

Hi, I love your mods but I have a small issue, I only have bauxite as recipes for the late game stuff. I have Syenite and other type of rocks in my world, but I can't grind them or use them as alternative for recipes. I'm on V1.0.4, is that why?

Thanks!

zZalo, Jan 16th at 5:18 PM

The world looks way more beautiful with these extra colors πŸ‘

crumps, Jan 14th at 9:28 PM

Heyo! There seems to be an issue with Material Needs: Geology and the mod Salty's Manual: Tool Crafting. The material mod adds numerous rock types and subsequent knappable items. It seems, at least for Syenite, i cannot make the Syenite knife with sticks. The game tells me it requires bones, but the guide mentions that you can make the syenite knife with both sticks and bones. I tested the axe and it was usable with both stick and bone to craft a syenite axe.

ChimMAG, Jan 13th at 7:18 AM

Are marls similar to arkose in terms of tools, blocks made from them, and so on? Geologically, they are exactly the same in these respects, but how is this implemented in the mod?

ChimMAG, Jan 12th at 11:58 AM

It's just a big chunk to translate... which turns out not to need translating. 😡

Nephelangelo , Jan 12th at 11:05 AM

ChimMAG


Yep, that's why Arkose tools were removed in 0.0.2 before official release. I'm not terribly worried about them in the language files, but thanks for the tenacity. 

ChimMAG, Jan 12th at 9:46 AM

If we take a material such as arkose, language files contain a shovel made of it, a knife, polished blocks, and so on. But in fact, it is a sedimentary rock similar to sandstone, and it is impossible to polish it or make a knife or shovel out of it. It seems to me that such items rather undermine any claims to realism.

MaxVZD, Jan 12th at 8:57 AM

Nephelangelo Yeah my bad, removed the comment after doing some more testing. I'll disable GA for now cheers

Nephelangelo , Jan 12th at 8:53 AM

MaxVZD

Yes, I know. You must have only read the first half of my reply. The problem was that GA removed wildcard entries that need to remain at the end of the sequence before adding in their own entires, but never added the wildcards back in at the end. I fixed the GA patches for all the tools and tested it and confirmed it eliminated the errors and sent it to them. We're just waiting for them to push the update.

Nephelangelo , Jan 12th at 3:08 AM

VoiCat

Fern and I have been in contact recently and I'm like going to help them with some texture work in GA. We're also working on an additional collaborative mod together! :)

VoiCat, Jan 12th at 2:50 AM

Nephelangelo the author of GA had responded too and they've basically said that they have plans for stuff like that and have done some initial testing and it seems to work, but they don't know when they'll have it all ready, so if you are interested in working on either of those ideas, you could message them? Just wanted to let you know. Either way, thanks for the answer and for the wonderful mod.

Nephelangelo , Jan 12th at 1:52 AM

MaxVZD
Sarsaparilla
ChimMAG

I'm guessing you're also using Geology Additions? In which case, I found a knife error caused by a little missing code in Geology Additions, which I wound up patching in a fix for them and sent it over. Not sure if they have released it yet, but whenever they do that should fix the error you're receiving.

VoiCat

I haven't thought about introducing new marble colors but that seems pretty doable and backwards compatible, I can think about it.

As for distinctive textures for each rock, I'm generally trying to color within the lines of vanilla for this mod, so I tend to avoid introducing any original textures. It's a cool idea though, and I have some ideas for how to do them. After I finish everything else I'm working on with all these mods I may look into it, but not anytime soon.

DeeTales

You might be experiencing the same tool error as those above if you're using Geology Additions. Not sure if they released it yet, but their next release should have a fix for it.

MaxVZD, Jan 11th at 6:15 PM

Hi Nephelangelo - I updated the mod to fix the errors people are having below for my private use but I can send over the relevant files if you'd like?

Sarsaparilla, Jan 11th at 6:38 AM (modified Jan 11th at 6:40 AM)

I'm also encountering the issue/bug ChimMAG & DeeTales posted earlier. 'Can't craft stone knives with any of the new rocks. If the cause of this bug is what I think it is, it should be a simple fix. But I am an idiot, so what do I know?

ChimMAG, Jan 8th at 9:45 AM

DeeTales I have exactly the same series of errors. With the knife, the error appears twice (different ones):

Spoiler
8.1.2026 14:21:30 [Error] Patch 10 (target: game:itemtypes/tool/knife.json) in mngeology:patches/tools/mn-tool-knife.json failed because supplied path /shapeByType/* is invalid: The json path /shapeByType/* was not found. Could traverse until /shapeByType, but then '*' does not exist. Full json at this path: {
"knife-generic-chert": {
"base": "item/tool/knife/stone"
},
"knife-generic-granite": {
"base": "item/tool/knife/stone"
},
"knife-generic-andesite": {
"base": "item/tool/knife/stone"
},
"knife-generic-basalt": {
"base": "item/tool/knife/stone"
},
"knife-generic-obsidian": {
"base": "item/tool/knife/stone"
},
"knife-generic-flint": {
"base": "item/tool/knife/stone"
},
"knife-generic-peridotite": {
"base": "item/tool/knife/stone"
},
"knife-generic-bone*": {
"base": "item/tool/knife/stone"
},
"*-ruined": {
"base": "item/tool/knife/ruined/{type}"
},
"@knife-generic-(copper|tinbronze|bismuthbronze|blackbronze|gold|silver|iron|steel|meteoriciron)": {
"base": "item/tool/knife/copper"
},
"knife-generic-diorite": {
"base": "item/tool/knife/stone"
},
"knife-generic-gabbro": {
"base": "item/tool/knife/stone"
},
"knife-generic-quartzite": {
"base": "item/tool/knife/stone"
}
}
8.1.2026 14:21:30 [Error] Patch 17 (target: game:itemtypes/tool/knife.json) in mngeology:patches/tools/mn-tool-knife.json failed because supplied path /texturesByType/knife-generic-* is invalid: The json path /texturesByType/knife-generic-* was not found. Could traverse until /texturesByType, but then 'knife-generic-*' does not exist. Full json at this path: {
"knife-generic-chert": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-granite": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-andesite": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-basalt": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-obsidian": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-peridotite": {
"material": {
"base": "block/stone/rock/{material}1"
}
},
"knife-generic-flint": {
"material": {
"base": "block/stone/{material}"
}
},
"knife-generic-bonechert": {
"material": {
"base": "block/stone/rock/chert1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-bonegranite": {
"material": {
"base": "block/stone/rock/granite1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-boneandesite": {
"material": {
"base": "block/stone/rock/andesite1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-bonebasalt": {
"material": {
"base": "block/stone/rock/basalt1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-boneobsidian": {
"material": {
"base": "block/stone/rock/obsidian1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-boneperidotite": {
"material": {
"base": "block/stone/rock/peridotite1"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"knife-generic-boneflint": {
"material": {
"base": "block/stone/flint"
},
"handle": {
"base": "block/creature/bone-yellow"
}
},
"@knife-generic-(copper|tinbronze|bismuthbronze|blackbronze|gold|silver|iron|steel|meteoriciron)": {
"material": {
"base": "block/metal/ingot/{material}"
}
},
"knife-generic-diorite": {
"material": {
"base": "block/stone/rock/diorite1"
}
},
"knife-generic-bonediorite": {
"handle": {
"base": "block/creature/bone-yellow"
},
"material": {
"base": "block/stone/rock/diorite1"
}
},
"knife-generic-gabbro": {
"material": {
"base": "block/stone/rock/gabbro1"
}
},
"knife-generic-bonegabbro": {
"handle": {
"base": "block/creature/bone-yellow"
},
"material": {
"base": "block/stone/rock/gabbro1"
}
},
"knife-generic-quartzite": {
"material": {
"base": "block/stone/rock/quartzite1"
}
},
"knife-generic-bonequartzite": {
"handle": {
"base": "block/creature/bone-yellow"
},
"material": {
"base": "block/stone/rock/quartzite1"
}
}
}

 

 

 

 

VoiCat, Jan 4th at 9:20 PM

Asking both here and under Geology Additions since it would fit both mods, Nephelangelo out of interest, do you have any plans to add alternative colour variants for rock types? Like pink marble.

And in a similar vein, any chance for greater visual distinctiveness between rock types? Like making shale blocks look like they consist of slabs, rather than being granular like granite.

Here's a good video that, among other things, gives examples of what I had in mind for the visual distinctiveness:

DeeTales, Jan 1st at 11:50 PM

I'm getting a series of errors loading the mngeology tool and toolhead JSON patches for generic tools, starting with the axe-head and continuing through spear, like so:

 

image

 

are these safe to ignore?

Nephelangelo , Jan 1st at 3:57 AM (modified Jan 1st at 3:59 AM)

R0D96

Thanks, those aren't full on errors where something has gone wrong, it's just a warning from the game that certain blocks don't exist, and the game is not sure if they should or not. Currently they aren't intended to exist and I'm still deciding whether to add them or not, but I will eventually get around to cleaning up this warning. 

PreschoolKaiju

Thanks! I'm planning on doing a full rehaul of all the recipes in the future since more materials have been added, at which point I will incorporate recipes for these.

R0D96, Dec 31st 2025 at 2:29 PM

Im getting this error log 

Spoiler
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
ore-*-quartz_nativegold-marl' was found (unresolved code: game:ore-*-quartz_nativegold-{rock})
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: AllowedVariants for game:ore-*-qua
rtz_nativegold-marl does not match any block! Please fix
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
looseores-quartz_nativegold-marl-free' was found (unresolved code: game:looseores-quartz_nativegold-{rock}-free)
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
ore-*-quartz_nativesilver-marl' was found (unresolved code: game:ore-*-quartz_nativesilver-{rock})
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: AllowedVariants for game:ore-*-qua
rtz_nativesilver-marl does not match any block! Please fix
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
looseores-quartz_nativesilver-marl-free' was found (unresolved code: game:looseores-quartz_nativesilver-{rock}-free)
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
ore-*-quartz_nativegold-wacke' was found (unresolved code: game:ore-*-quartz_nativegold-{rock})
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: AllowedVariants for game:ore-*-qua
rtz_nativegold-wacke does not match any block! Please fix
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
looseores-quartz_nativegold-wacke-free' was found (unresolved code: game:looseores-quartz_nativegold-{rock}-free)
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
ore-*-quartz_nativesilver-wacke' was found (unresolved code: game:ore-*-quartz_nativesilver-{rock})
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: AllowedVariants for game:ore-*-qua
rtz_nativesilver-wacke does not match any block! Please fix
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
looseores-quartz_nativesilver-wacke-free' was found (unresolved code: game:looseores-quartz_nativesilver-{rock}-free)
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
ore-*-quartz_nativesilver-monzonite' was found (unresolved code: game:ore-*-quartz_nativesilver-{rock})
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: AllowedVariants for game:ore-*-qua
rtz_nativesilver-monzonite does not match any block! Please fix
31.12.2025 14:27:24 [Server Warning] Deposit game:worldgen/deposits/mineralore/quartz.json: No block with code/wildcard 'game:
looseores-quartz_nativesilver-monzonite-free' was found (unresolved code: game:looseores-quartz_nativesilver-{rock}-free)
PreschoolKaiju, Dec 30th 2025 at 11:05 AM (modified Dec 30th 2025 at 8:50 PM)

I really love the stones added! This is a really good mod :)

The only thing I think it's really missing are some recipies for wattle and daub

Nephelangelo , Dec 25th 2025 at 6:40 PM

Damage_Zedd

Yep, it's recommended above.

Damage_Zedd, Dec 25th 2025 at 2:01 PM
Nephelangelo , Dec 24th 2025 at 10:59 PM

Fragarach
Noche

Fixed, thanks for the heads up.

DocBees

Did you begin your world in a test release previous to 1.0.0? Olivine was removed from Monzonite in the official 1.0.0 release for geological accuracy.

DocBees, Dec 24th 2025 at 7:49 PM

I found a mising texture for Olivine in Monzonite rock

Fragarach, Dec 24th 2025 at 5:37 PM

It seems the recipes for some tools are missing. I can craft a pyroxenite spearhead, but not a pyroxenite spear, for example.

Noche, Dec 24th 2025 at 2:42 PM

Just a quick poke to alert you of something- I'm not sure if this is actually intended or not, but rocks from this mod (or at least Pyroxenite) can be knapped, but can't be used to make tools.

Nephelangelo , Dec 23rd 2025 at 7:28 PM (modified Dec 23rd 2025 at 7:37 PM)

Jomeaga

I'd love to create new textures but that would be opening up a whole new rabbit hole for me. The Material Needs mod is focused on coloring within the lines of vanilla, so I'm only trying to expand the variety of what already exists. Maybe in another mod in the future, I actually think the best way to do rock textures is to do a bunch of overlays, like the Cracked Rock overlay, and apply them to all the different stones for different patterns. But that's probably something for the VS team to do, or someone who is getting paid. :D I do intend to implement recipes for the main Material Needs mod, but I'm gonna do that as a whole overhaul of all the recipes, after I implement a few last colors.

Darcy

Ross said he is planning to create compatibility patches for Interesting Ore Generation and Material Needs: Geology! So hopefully he will have time for that soon.

Jomeaga, Dec 23rd 2025 at 5:00 PM

Loving the new rock types, any thoughts towards making some of them have different textures? eg. sedimentary layers

Also, will the sands and gravels be added to the Material Needs coloured stuff crafting recipes?

Darcy, Dec 23rd 2025 at 11:47 AM

Yay, more rocks!! I can't wait to play with this. Do you know if it's compatible with Interesting Ore Generation? Geology Additions only just recently made a patch for it so I'm not sure if that process will need to be repeated for Material Needs.

Nephelangelo , Dec 22nd 2025 at 9:43 PM

DocBees

Fixed! Thanks for the heads up.

DocBees, Dec 22nd 2025 at 7:55 PM

This is awesome, but I have a slight issue where having this mod active makes all metal shovels have the appearance of the copper shovel

Nephelangelo , Dec 22nd 2025 at 3:45 AM

duien

Added! :)

Strelitzia

Hope you enjoy it!

duien, Dec 21st 2025 at 11:09 PM (modified Dec 21st 2025 at 11:09 PM)

Thanks for this mod -- I'm really enjoying the new rock varieties added here! Lots of new color opportunities for builds, and some interesting combinations of ore availability!

One (very tiny) issue: the crushed corundum isn't storable in a display case like the vanilla crushed minerals.

Strelitzia, Dec 21st 2025 at 8:50 PM

So excited for this, I'll need to make a new world with all the rock types mwahahaha!

fallingthe3rd, Dec 20th 2025 at 5:54 PM

Kosmu came here to comment this.

Nephelangelo , Dec 19th 2025 at 5:01 AM

ausdog

I just loaded them up together and they do run together fine already, though I think the ores might not be generating in the new stones yet. But I believe Ross is already planning to add them in, so my guess is it won't be too long for that.

ausdog, Dec 19th 2025 at 3:04 AM

Will this be compatible with Interesting Ore Gen?

small_fern, Dec 18th 2025 at 6:50 AM

Sparkplug04 That's legitimate, I've been meaning to go back and clean a number of the stone types up, just a pain when there's so many :3

Sparkplug04, Dec 17th 2025 at 9:15 PM

small_fern I'm sorry mate, it's just that the processed stone textures really could use some work. Big fan of the new deposit and ore variations, but the dry stone textures especially hurt.

small_fern, Dec 17th 2025 at 5:06 PM

You cut me deep, Sparkplug04 😜

Sparkplug04, Dec 17th 2025 at 4:48 PM

Finally! A mod to topple Geology Additions, with good stone textures too!
I can actually use this to build with!

ChiliKing, Dec 17th 2025 at 1:32 PM

This is awesome! Always great to see more stone types! And they're pretty too😁

chkdsk, Dec 17th 2025 at 11:25 AM

YESSS I'm so excited to see this mod develop

Nephelangelo , Dec 17th 2025 at 9:45 AM (modified Dec 17th 2025 at 10:09 AM)

Kosmu


Lol, thank you! Funny enough he must have been making that video the entire time I was making this mod, which was a couple weeks. I saw it at the very end of the process, I felt like I was getting ready to release yesterday and then suddenly this big comprehensive VS geology video dropped. πŸ˜‚ I'm glad I saw it before I finished because it's one of the reasons I settled on including Komatiite since it was on his list of stones he'd like to see. 

Kosmu, Dec 17th 2025 at 9:25 AM

The advent of Gneiss Name video is here lol, looking fantastic!