Mods / Infantry Dolabra
Author: JeanPierre
Side: Both
Created: Jan 16th at 2:50 PM
Last modified: 3 days ago
Downloads: 3953
Follow Unfollow 205
Recommended download (for Vintage Story 1.21.5 and 1.21.6):
Infantry-dolabra_1.0.8.zip
1-click install
Overview
A dolabra is an ancient tool that combines an axe blade with a pick on the opposite side. It was commonly used by Roman soldiers and workers for digging trenches, cutting wood, breaking soil or stone, and occasionally as a solid weapon in times of need. Due to its multitool nature, it is slightly slower than its counterparts. Unlike other tools, you can also attach it to your elk. Metal progression starts from iron tier. I highly recommend playing with Salty & Toast's Immersive: Mining for better immersion!
The mod is a proof of concept that solves very small issue I had of constantly running out of space for tools in my nomadic playthrough.

Main content

- Iron dolabra mining speed:
- Axe:
- Wood - 6.0
- Plant - 4.0
- Leaves - 3.2
- Pick
- Ceramic - 2.0
- Stone - 5.0
- Ore - 4.0
- Metal - 5.0
- Ice - 3.0
- Soil - 2.5
- Gravel - 2.5
- Snow - 2.5
- Axe:
- Steel dolabra mining speed:
- Axe:
- Wood - 8.0
- Plant - 5.0
- Leaves - 3.5
- Pick
- Ceramic - 3.0
- Stone - 7.5
- Ore - 5.5
- Metal - 7.5
- Ice - 4.0
- Soil - 4.8
- Gravel - 4.8
- Snow - 3.5
- Axe:
How to use
Press F to change tool mode from axe to pick or from pick to axe, just like prospecting pick
Who may find it useful
Architects, explorers, hikers etc. If you don't mind trading a bit of speed for durability and comfort of having a 3 in 1 tool, you may find it useful!
Roadmap
- Metal progression: bronze -> iron -> meteoric iron -> steel
- Toolsmith, smithingplus compatibility (if someone would like to share with me how to do that i would be grateful!)
- "crowbar" mode to easly remove support beams
- Animation for tool switching (suggested by SaltyWater)
Compatible with
- Salty & Toast's Immersive: Mining
- Salty´s Falling Trees (compatible since 0.4.11, thank you salty!)
- XSkills
- Immersive Wood Chopping
Known issues
- (0) Critical Issues:
- (0) Moderate Issues:
- Attacking any entity loops hit animation indefinitely. For now, switching tool modes quickly fixes the issue (working on a permanent solution). Fixed in update 1.0.7
- (1) Minor Issues:
- Recipe not showing up? Salty´s Manual: Tool Crafting tool recipes are disabled by default, enable the recipes again in the manual tool configs to get the recipes back.
Important notes
.
- Always back up your world saves before installing any mods. As a new modder, I’m still learning and improving my skills. While I test each mod before uploading, there’s always a chance of human error. With that being said, I won’t take responsibility for any issues that may affect your save or character, so please make sure to back up your files.
For modders
Feel free and most welcome to modify or to use any of the assets from the mod!
Check out my other mods!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.8 | dolabra | 510 | 3 days ago | Infantry-dolabra_1.0.8.zip | 1-click install | ||
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| 1.0.7 | dolabra | 246 | 5 days ago | Infantry-dolabra_1.0.7.zip | 1-click install | ||
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| 1.0.6 | dolabra | 379 | Feb 8th at 7:01 PM | Infantrys-dolabra_1.0.6.zip | 1-click install | ||
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| 1.0.5 | dolabra | 955 | Jan 31st at 9:14 PM | Infantrys-dolabra_1.0.5.zip | 1-click install | ||
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| 1.0.4 | dolabra | 1136 | Jan 21st at 8:57 PM | Infantrys-dolabra_1.0.4.zip | 1-click install | ||
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| 1.0.3 | dolabra | 48 | Jan 21st at 6:37 PM | Infantrys-dolabra_1.0.3.zip | 1-click install | ||
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| 1.0.2 | dolabra | 41 | Jan 21st at 5:29 PM | Infantrys-dolabra_1.0.2.zip | 1-click install | ||
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| 1.0.1 | dolabra | 577 | Jan 16th at 6:09 PM | Infantrys-dolabra_1.0.1.zip | 1-click install | ||
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| 1.0.0 | dolabra | 61 | Jan 16th at 3:03 PM | Infantrys-dolabra_1.0.0.zip | 1-click install | ||
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awesome. thank you.
Maestro_ Nice! My pleasure, glad it works now ^^
Wow, that was a quick fix! It works perfectly. Thank you.
Maestro_ I believe i fixed the animation issue, would you mind trying it out? Nice modlist btw!
Sure, here you go. Be warned that it is quite large!
Maestro_ Sure, i'll try to add a patch for it. Strange, would you mind sharing your modpack with me? I've tried it both in the vanilla game and in the 80+ mods modpack
Can you add compatibility for Storage Options? Currently, the tool lays flat on the rack instead of properly laying against the top support. (Also, animations are broken this update for me)
Rambo_Turkey Hehe the need fits your name quite well!
Yukari_75 Yeah! I recently learned that humanity moved from bronze to iron not because iron was necessarily better, but because it was more common and easier to find, i'll add it in the next patch hehe
I think it would be nice to have a tin bronze one as well, since bronze is much more accessible in my nomadic gameplay experience.
And realistically high quality work hardened tin bronze can be as good or better than plain wrought iron for most tools, historically, all but the cheapest iron tools and weapons would have had a steel edge forge welded to them, but that's not represented in-game
Now i Just want a a real falx / machete
Scope My pleasure! Thank you for trying it out ^^
Thanks for the answer. I'm happy with the tool nevertheless — the design is awesome! 👍🏻
Scope Hey, generally I'm not a fan of multitools, with this one I specifically added that feature so changing the tool would be a person's conscious decision. It might be silly but i love manual, tideous things hehe, auto switching, block detecting etc. does not feel right for me in vs and would require writing a whole new item class. As I can't really help you here, I can recommend some other mod that maybe you will find useful tho!
smartcursor - it adds auto detection which will switch your tool for the best one for the given job
ohh fancy JeanPierre
Is there an option to unite the item into a single tool mode instead of two separate mods? Kinda tideous to switch back and forth each time.
I mean, you still can apply different animations for attacking different objects, right?
I don't make mods, not for VS at least, so... just thoughts 🙄
wael6 Just added a steel one :)
ohhhh even new fancy models :)
Cast in high-purity iron, the dolbara assisted the empire in it's times of war.
wael6 Oh yeah! I'm working on the 3d models for them as we speak ^^
would be cool if you could make a meteoric iron and maybe even steel one
Sameal Checkout new update from the falling tree mod, salty came through and added a patch 🙌
Sameal Yea dolabra is a new item class his mod probably checks for the axes, i'll poke mr salty see if anythin can be done
JeanPierre doesnt work with saltys falling tree just breaks like a vanilla tree
Sameal If the digging wells is connected to the ground/worldgen and not the tool itself then yea it should work just fine
JeanPierre will this mod work with HoD with digging wells
Ourcasula yup, it will act as a normal vanilla tool. I'm unfortunately having trouble with making a compatybility to toolsmith, i'll try asking around for some advice maybe something will come up :)
What will happen if I have Toolsmith and this mod installed? I'm assuming it will just be crafted normally and nothing changes
Following. Would love to see Smithing plus compatability, but the big one I'd like to see is the inclusion of the other metals. Probably going to grab your waking stick mod.
Dietzee Thank you!! I'm a dumbass and i dont fully understand how to patch toolsmith, but i will try my best!
Awesome mod man! I can't wait to roll it out on my server, it's just the smiths would kill me because it doesn't have compatability with smithing plus and toolsmith. But I'll wait patiently and keep on the lookout!
Serefinwen Thats so kind, thank you so much 😀always happy to provide!
Binksi Nice! Great to hear that ^^
can confirm it indeed does work with xskills nice job and my modlist got expanded
JeanPierre alrighty imma check it out then
You're now my favorite Mod Author. My gameplay can now catch up with my lore.
Binksi check out the new update it should be compatible with xskills now, i'm unfamiliar with the mod so if you find any issues just let me know!
Binksi Im unsure what the xskills mod does but i guess it shouldn't interfere i guess. My mod adds new tool class Edit: okey i tried it out, i'll try to push a compatybility patch
works with xskills?
CleverMagpie My pleasure! Its incredibly fun :D
JeanPierre that's fuckin awesome; maybe I'll do this too! Thank you for the explanation :)
JeanPierre NICE!
BilloDahka Centerion Check out the new update! Added ability to quickly switch tool heads via tool mode by pressing F
onyxibara hopefully everything goes fine from here! If anything comes up just let me know! ^^
JeanPierre I think it was the walking stick mod, looked at the logs again and there was still the warning but the game didn't crash. This mod might have been the straw that broke the camel's back XD just updated the walking stick mod and redownloaded this mod. hopefully smooth sailing from here. Thank you for updating the walking stick mod! <3
onyxibara Hey, are you sure its this mod? Or the walking stick mod? Cuz axe-rest is used in the walking stick mod but not here, i'll fix it up but i just want to confirm
I've been getting this warning from the log:
[Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'axe-rest'. This will lead to undefined behavior.
I'm gonna test if this is due to In Dappled Groves mod. It leads to crashes most of the time.
EDIT: Can confirm the incompatiily is with In Dappled Groves, tried running IDG and Dolabra without Combat Overhaul and still getting the crashes
For the reinforcement/customizations of the Dolabra: the Toolsmith mod adds custom handles and bindings that render on the finished tool itself, maybe add a native integration with that mod in the future? I believe Toolsmith also has a feature where you can add 2 more materials to a tool using the toolsmith workbench, maybe that can add to cusomizations?
great idea, and love your screenshots/description of your playthrough
Using the tool mode function would be so helpful with this. Love the idea
JavaBeans Yup! I’m currently learning how to patch things and add compatibilities, so I’ll let you know once I add that, hopefully it wont take long ☺️
Jobnor Thank you! ^^ I highly recommend it! Its very fun and challenging but also very cozy. Not a problem at all, mattock sounds like a great addition 😊
Any chance there can be a compatability with toolsmith?
Wow, I love your tent. Maybe I'll have to try something like that out sometime.
Thank you for taking the suggestion for a mattock, too! It sounds super useful.
Centerion I think i know what you mean, I think its called mattock, nice suggestion i'll gladly add it! ^^
also another one i thought of was the shovel and hoe combo, i dont remember the actual name of the tool tho but think it be nother useful addition for those of us tryna farm with HOD and prim surv.
CleverMagpie Ohhhh i'm more than happy to tell you all about it cuz Im having sooo much fun with it. Its sort of doable without mods however I'll tell you which mods are core for me. I use a mod called TentBag-Reworked which adds a tent bag, meaning you can build a small shelter pick it up with a tent bag and carry it with you and place wherever you want. I also use mod called Antique Atlas which adds a phsical map in a form of a book for a better immerson and also better ruins to make exploration more fun.
I started the game with a tamed elk, saddle bag and 4 backpacks. I set a rule for myself that i cannot stay in one place for longer than a week or week and a half if the place im in is very cozy (week in game ofc), what i do is i basically travel, explore the ruins of the lost civilization and i try to progress the game. And how i progress the game is imo very fun cuz what i do is i set up camps for the given time. I unpack my tent i set up workstation such as my forge and anvil, i put down pelts etc. After that im doing a scout around the place im in to see if anything grows there or if there are any animals or ruins. I play as a malefactor so i gather a lot of grains and thats my main source of food, i store it in the ground and if im on the move i put it on my back thanks to the carry on mod. Recently i've found resonator so i'm able to play music from the cyliders. My tent is also insulated thanks to heat retention mod so its nice and warm there. Here are couple of screenshots from my current camp that i set up yesterday, mind you everything there i can pick up whithin couple of minutes! If you need more info about it just let me know! My current goal is to reach the north and see the northern lights
I'm curious how you get by doing a nomadic playthrough? That sounds super interesting- is it viable with or without mods? Is there more information about this that I could read from?
Jobnor Just added immersive mining compatibility in the newset patch! ^^ Also I was unfamilair with the Toolsmith mod but i'm researching it right now so i hope i'll get a hang of it!
Centerion Ohhhh great point! I forgot about this function, I'll look it up, its something i'd like to do
Would it be possible to utalize the tool mode function instead of putting into crafting grid? such as how the prospecting pick works ?
The_True_Goo Yesssir! Already added into a roadmap ^^
Maestro_ Thanks for trying it out!! Yes!! It's great for architects as well ^^ sure thing! i'll add the Toolsmith compatibility to the roadmap
Please make this compatible with -Toolsmith it would be really nifty system.
Love the mod! It'll definitely come most in hand when building. Less time spent swapping tools around for sure. (also asking for Toolsmith compatibility please!)
Very excited for the Immersive Mining compatibility! Toolsmith, as well (please).
onyxibara Thanks!! Yes, exactly. It’s slightly slower than normal iron tools. However I’ll keep an eye on it and may add more balance if needed ^^
Oh cool! I prefer this over the paxel mod, the mining speeds are slower than normal iron tools yes? I always believe that multitools should not be as efficient as specialized tools.