Mods / String Sense
- Tags:
- Author:
- Averixus
- Side:
- Both
- Created:
- Jan 23rd at 11:51 PM
- Last modified:
- 2 hours ago
- Downloads:
- 5010
- Follow Unfollow 366
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Recommended download (for Vintage Story 1.22.0 - 1.22.2):
StringSense-2.3.1.zip 1-click install
Ever thought it's weird that there's string visible in tool models, but it's not required in the recipes? Or that you can't make rope by braiding twine? Or that dried grass and thatch are visually almost identical but functionally distinct, while those distinctions make no logical sense? Or that rush mats made from different plants all look the same, and can't be used to decorate walls? Or that you can't weave baskets from many materials widely used in the real world? Or that you can turn flax plants into fine cloth in a matter of moments with no tools?
...No? Just me? Well, I fixed it anyway.
This mod overhauls the early stages of string technology with the aim of making it more true to life, more important in the game, more logically consistent, and more interesting.
- Working with 1.22!
- Configurable with Config lib.
- The default settings make early development slower and more challenging, while the most minimal settings just add colourful new basket and mat variants.
- See below for the long list of compatibilities with other mods. Pull requests and patches for other compatibilities are welcome.
- I consider this mod feature-complete, and I don't plan any major functional changes beyond game updates and bugs.
- Concept and json by Averixus, textures by Jim3141. No AI ever.
Overall concept
Features that require other mods are highlighted in different colours.

There are three basic types of string.
- Cord is made by simply twisting strands of raw fibrous organic matter into fairly coarse and inflexible string. Cord is easy to make from many common materials. It can be woven into colourful baskets and mats, and used as a fastening for primitive tools and equipment.
- Twine is made by carefully processing and spinning fine organic fibres into thin and flexible string. Twine is harder to make, from only specific materials which may be harder to find, and involves more processing steps. It can be turned into cloth, and used as a fastening for precise and longlasting purposes like metal tools and clothing.
- Rope is made by braiding multiple lengths of cord or twine, to make a much thicker, stronger, moderately flexible string. Rope uses a lot of material to make but doesn't require advanced processing. It can be used as a fastening for the heaviest purposes like rafts and fences.
This mod also clarifies the distinction between hay (dry grass) and straw (thatch). They are no longer interchangeable in any recipes, and they are retextured to be more visually distinct.
- Hay is soft and nutritious dried grass, harvested from long grass. It can be used for animal feed and bedding, as well as to make a primitive bed and start fires. Tie it up with cord or twine to make hay bales.
- Straw strands are tough indigestible stalks, harvested from mature grain crops and some wild plants. It can be made into cord, or used for many primitive constructions like thatch roofing and cob.
With default settings: Early in the game, natural strands will be an essential resource. You'll be dependent on cord for primitive tools and armor, as well as storage. You'll need to make rope to build crude wood structures like fences and doors. As your technology develops, you'll be able to process refined fibres into twine to make clothing and advanced tools. Metal fastenings and wood joinery will supersede string for most construction purposes, but you'll still need rope for some heavy-duty equipment. And when resources are abundant, you can decorate with colourful cord mats and baskets.
With the most minimal settings (using Config lib): Craft the new types of cord into a rainbow of colourful mats and baskets to decorate your world. Only a few vanilla recipes are changed, to make them more permissive by allowing new cord variants in place of some vanilla materials.
List of changes (default settings)
Bold = newly added items or variants.
Grass, straw, and thatch
- The thatch item is renamed to "straw strands", and retextured along with blocks and items made from it.
- The dry grass item is renamed to "hay", and the block is renamed to "hay bale", and both are retextured along with blocks and items made from them.
- Straw strands are dropped by tule, brown sedge, mature grain crops, and rarely by long grass (even when broken by hand - more likely from longer grass or when using a scythe).
- Hay is dropped by brown sedge and sometimes long grass (only when using a knife or scythe - more likely from longer grass).
- Hay can be used for animal feed, animal bedding, hay beds, and fire starting.
- Straw can be used for cord, wooden beds, armor stand, straw hat (recipe tweaked to prevent a clash with roofing), straw dummy, thatch roofing, cob, daub, and mudbricks.
Strands
- Bamboo strands are sliced from bamboo stakes with a knife in the crafting grid.
- Bark strands are produced when debarking logs.
- Flax strands are dropped from mature flax plants (more on flax below).
- Thatch is renamed to "straw strands" and retextured (see above).
- Wild vine is renamed to "vine strands" and the inventory item remodeled.
- Cattail tops are renamed to "cattail strands", and drop at a higher rate than vanilla.
- Papyrus tops are renamed to "papyrus strands", and drop at a higher rate than vanilla.
- All types of strands can be stored in piles of 32 on the ground (except for vines, because they are technically a block).
Cord
- Cord is a new and important item with eight vanilla variants: straw, reed, vine, bamboo, bark, papyrus, flax, and mixed.
- Cord is crafted in the grid using three of the relevant strand type - except for mixed cord, which is crafted 1:1 from any other cord type.
- The variants are functionally interchangeable but visually different.
Baskets and mats
- Every cord variant can be used to craft corresponding variants of hand basket, chest, basket trap, skep, and rush mat.
- The variants are functionally interchangeable but visually different.
- Mats can be placed on any block surface, not just on the ground.
Flax
- Mature flax plants drop flax strands, which can be crafted into cord like other strands (see above).
- Flax strands can alternatively be retted to produce flax fibers:
- Dew retting: The strands will cure into fibers after 30 days with no further action.
- Wet retting: Soak the strands in a barrel of water for 5 days to produce fibers quicker.
- Flax fibers are remodeled to look more like a bundle of roving (loose fluff) and less like finished string.
- Flax fibers can be crafted into twine and then cloth as in vanilla (but see recommended mods below).
- Flax fibers can be stored in piles of 32 on the ground.
Rope
- Rope can be crafted in the grid from 6 of any cord or twine (but see recommended mods below).
Existing recipes which now require cord
- Hunter backpack (instead of papyrus or cattails).
- Beenade (instead of papyrus or cattails).
- Crude bow (instead of rope).
- Improvised wood armor (instead of dry grass and rope).
- Jerkin armor.
- Wood lamellar armor (instead of resin).
- Necklaces and amulets (instead of rope).
- Crude shield (instead of papyrus, cattails, or bamboo).
- Fishing pole (instead of rope).
Existing recipes which now require cord or twine
- Stone and copper tools: axe, falx, hammer, hoe, knife, pickaxe, prospecting pick, saw, scythe, shovel, and spear.
- Hay bale.
- Tongs (instead of rope).
Existing recipes which now require twine
- Non-copper metal tools: axe, falx, hammer, hoe, knife, pickaxe, prospecting pick, saw, scythe, shovel, and spear.
Existing recipes which now require rope
- Wood bucket (twine is not accepted).
- Crude door.
- Rough-hewn fence and gate.
- Bamboo fence and gate.
Configuration using Config lib
This is a content mod, which means using Config lib is the only way to configure it. If you want to change any of the settings from default, you must install Config lib and its dependencies, then load a world at least once. You'll then be able to change the config settings either using the in-game gui from the "Mods settings" item in the pause menu, or by editing the stringsense.yaml file in your ModConfig folder.
FLAX_PROCESSING
Default: true
Controls whether flax strands need a slow retting process (either 30 days curing or 5 days soaking) to turn into fibers. If false, strands can be crafted straight into fibers 1:1 in the grid. (This setting has no effect if Age of Flax is installed.)
TOOL_RECIPES
Default: true
Controls whether tool and weapon grid recipes are changed to require string (cord or twine, depending on the tier). If false, vanilla recipes are unchanged.
EQUIPMENT_RECIPES
Default: true
Controls whether non-tool recipes like armor and wood construction are changed to require string (cord, rope, or twine, depending on the recipe). If false, vanilla recipes are unchanged.
HAY_STRAW
Default: true
Controls whether drops and recipes are changed to make a clearer logical distinction between hay and straw. If false, vanilla recipes and drops are unchanged, but some item names and textures are still changed.
ROPE_RECIPES
Default: true
Controls whether rope recipes are changed to require cord or twine. If false, vanilla recipes are unchanged.
STRICT_VS_ROOFING
Default: false
Controls whether VS Roofing material requirements are changed: stick and bamboo frames to require rope, and thatch to accept only straw. If false, default VS Roofing materials are required. Warning: If true, the game will crash when loading a world that contains old thatch roofing! (This setting has no effect if VS Roofing is not installed.)
SAILBOAT
Default: false
Controls whether sailboat construction is changed to require sail items, which allows compatibility with other modded cloth types. If false, linen items are required as vanilla. Defaults to false in case of other compatibility issues.
Compatibility and recommended other mods
Updated and working with 1.22
Compatible: Butchering
- Dry sinew is renamed to "dry sinew strands", and can be stored in piles of 32 on the ground, and used to craft sinew cord and corresponding baskets.
- Reed butchering bag is renamed to "cord butchering bag" and can be made using any cord variant in place of reeds or papyrus.
Compatible: Primitive Survival
- The cordage item is renamed to "limb trotline" because this is the only thing it's used for.
- Limb trotlines are crafted 2:2 from any cord variant in the crafting grid.
- All other Primitive Survival recipes accept any variant of cord in place of cordage.
- Snares drop themselves instead of their ingredients when broken.
Compatible: Wool & More
- Wool is functionally equivalent to flax for all non-clothing purposes.
- Wool fibers are remodeled to look like fluffy roving (matching flax fibers).
- Wool fibers can be stored in piles of 32 on the ground.
Compatible: Better Ruins
- Weaver small carpet recipes accept any mat variant.
- Mats in ruins default to reed.
Compatible: Tailor's Delight
- Coloured twine (thread) is functionally equivalent to flax twine for all non-clothing purposes.
Compatible: Material Needs: Geology
- New stone tool types require cord or twine to craft.
Compatible: Biodiversity: Trees
- New wood type versions of vanilla recipes require rope as applicable.
Compatible: Crude Building Elements
- Vanilla crude door no longer requires rope, to maintain a distinction from advanced crude door.
Compatible: Age of Flax (1.22 fork)
Note: You might need to unzip the mod and edit the modinfo.json file to change the modid to "ageofflax".
- Flax strands are disabled, and flax cord is instead made from rippled flax.
- All other String Sense changes to flax processing are disabled and overriden by Age of Flax functionality.
Compatible: Toolsmith
- Any cord can be used as a tool binding, with the same default stats as reeds.
Outdated but still working with 1.22
Compatible: Floral Zones
Warning: If you already have a world with Floral Zones installed, and then you add String Sense to it, any existing Floral Zones baskets will turn into unknown blocks/items! Either remap them from the old Floral Zones IDs to the new String Sense IDs, or start a new world.
- (Caribbean, Cosmopolitan, East Asiatic, Neozeylandic) All palm fronds are renamed to "_ palm strands", can be stored in piles of 32 on the ground, and can be used to craft palm cord and corresponding baskets.
- (Cosmopolitan) Coconut husk is renamed to "coconut husk strands" and remodeled, can be stored in piles of 32 on the ground, and can be used to craft coconut husk cord and corresponding baskets.
- (Cosmopolitan) Saltmarsh bulrush is renamed to "bulrush strands", can be stored in piles of 32 on the ground, and can be used to craft reed cord.
- (Central Australian) Porcupine grass bundle is renamed to "porcupine grass strands", can be stored in piles of 32 on the ground, and can be used to craft porcupine grass cord and corresponding baskets.
- (Neozeylandic) New Zealand flax bundle is renamed to "New Zealand flax strands", can be stored in piles of 32 on the ground, and can be used to craft New Zealand flax cord and corresponding baskets. They can also be crafted into flax strands, instead of flax fibers.
- (Caribbean) Cotton fibers are remodeled to look like fluffy roving (matching flax fibers), and can be stored in piles of 32 on the ground.
- (Mediterranean) Spanish broom drops flax strands instead of flax fibers.
Not tested or not updated to 1.22 - worked with 1.21
Compatible: Wildcraft: Trees and Shrubs
Warning: If you already have a world with Wildcraft installed, and then you add String Sense to it, any existing Wildcraft baskets will turn into unknown blocks/items! Either remap them from the old Wildcraft IDs to the new String Sense IDs, or start a new world.
- All variants of "_ canes" are renamed to "_ strands", and can be used to craft fourteen variants of cord and baskets: alder, aspen, bearnut, birch, bride-in-white, eucalyptus, honey locust, kapok, larch, poplar, red willow, sapele, arborvitae, and willow.
- Foraging basket can be made using any cord variant in place of canes and reeds or papyrus.
Compatible: Crupette's Agricultural Expansion
- Threshing flax sheafs produces flax strands.
- Threshing other grain sheafs produces straw strands.
Compatible: A Culinary Artillery
- Debarking oak logs produces ACA oak bark, other logs produce bark strands.
- Bark cord can be made from oak bark.
Compatible: In Dappled Groves
- Bark cord can be made from any soaked bark.
Compatible: Long Term Food
- Mature corn drops straw strands.
- Packs of pemmican, nutribar, mushroompate and chips can be wrapped in any variant of mat.
Compatible: Ancient Tools
- Bark cord can be made from any bark type.
Compatible: VS Roofing
By default, there are no changes to VS Roofing material requirements. To enable strict compatibility, set the STRICT_VS_ROOFING config option to true using Config Lib. Warning: If there is already VS Roofing thatch roof in the world, and then you enable strict compatibility, the game will crash! Start a new world or remove any existing thatch roof first. With strict compatibility enabled:
- Stick and bamboo frames require rope in the offhand to build, not cattails or papyrus.
- Thatch roof can only be built using straw strands, not hay.
Compatible: Combat Overhaul
- Hide jerkins require cord instead of plant strands to craft.
Compatible: Combat Overhaul: Armory
- Wicker shields require cord instead of plant strands to craft.
Compatible: Backpacks
- Baskets and pelt sacks require cord instead of cattails to craft.
Compatible: Geology Additions
- New stone tool types require cord or twine to craft.
Also recommended
Recommended: Immersive Fibercrafts
- Recommended to balance the technological complexity of producing refined twine. Without it, twine is unrealistically easy to make.
Recommended: Knitting
- Recommended to fill a gap in the early production of cloth in Immersive Fibercrafts. Without it, cloth is unrealistically easy to make.
Recommended: Immersive Rope Crafting (not updated to 1.22 yet)
- Recommended to provide a more realistic and immersive way to braid rope.
- You must edit ImmersiveRopeConfig.json (in your game's ModConfig folder) to be able to use String Sense items for rope braiding. Recommended config:
It's important to leave in the lines with a value of 0, because if you remove them completely then the default value is loaded instead. Items with a value of 0 don't contribute any fiber to the rope, but if you try to apply them to a rope in progress the item will be subtracted from your inventory anyway - beware! (This is a limitation in the code of Immersive Rope Crafting).
{
"fiberSources": {
"game:drygrass": 0,
"game:thatch": 0,
"game:cattailtops": 0,
"game:flaxfibers": 0,
"game:wildvine-section-north": 0,
"game:flaxtwine": 6,
"stringsense:cord-reed": 6,
"stringsense:cord-straw": 6,
"stringsense:cord-bamboo": 6,
"stringsense:cord-vine": 6,
"stringsense:cord-bark": 6,
"stringsense:cord-porcupine": 6,
"stringsense:cord-coconut": 6,
"stringsense:cord-sinew": 6,
"stringsense:cord-flax": 6,
"stringsense:cord-palm": 6,
"stringsense:cord-nzflax": 6,
"stringsense:cord-papyrus": 6,
"stringsense:cord-alder": 6,
"stringsense:cord-aspen": 6,
"stringsense:cord-bearnut": 6,
"stringsense:cord-birch": 6,
"stringsense:cord-brideinwhite": 6,
"stringsense:cord-eucalyptus": 6,
"stringsense:cord-honeylocust": 6,
"stringsense:cord-kapoc": 6,
"stringsense:cord-larch": 6,
"stringsense:cord-poplar": 6,
"stringsense:cord-redwillow": 6,
"stringsense:cord-sapele": 6,
"stringsense:cord-arborvitae": 6,
"stringsense:cord-willow": 6,
"wool:twine-wool-plain": 6,
"wool:twine-wool-mordant": 6,
"wool:twine-wool-black": 6,
"wool:twine-wool-blue": 6,
"wool:twine-wool-brown": 6,
"wool:twine-wool-gray": 6,
"wool:twine-wool-green": 6,
"wool:twine-wool-orange": 6,
"wool:twine-wool-pink": 6,
"wool:twine-wool-purple": 6,
"wool:twine-wool-red": 6,
"wool:twine-wool-white": 6,
"wool:twine-wool-yellow": 6,
"wool:twine-wool-darkblue": 6,
"wool:twine-wool-darkbrown": 6,
"wool:twine-wool-darkgreen": 6,
"wool:twine-wool-darkred": 6,
"tailorsdelight:twine-mordant": 6,
"tailorsdelight:twine-black": 6,
"tailorsdelight:twine-blue": 6,
"tailorsdelight:twine-brown": 6,
"tailorsdelight:twine-gray": 6,
"tailorsdelight:twine-green": 6,
"tailorsdelight:twine-orange": 6,
"tailorsdelight:twine-pink": 6,
"tailorsdelight:twine-purple": 6,
"tailorsdelight:twine-red": 6,
"tailorsdelight:twine-white": 6,
"tailorsdelight:twine-yellow": 6,
"tailorsdelight:twine-darkblue": 6,
"tailorsdelight:twine-darkbrown": 6,
"tailorsdelight:twine-darkgreen": 6,
"tailorsdelight:twine-darkred": 6,
"tailorsdelight:twine-gold": 6,
"tailorsdelight:twine-silver": 6,
"primitivesurvival:cordage": 0,
"floralzonescentralaustralianregion:triodiascariosabundle": 0,
"floralzonescosmopolitanregion:bolboschoenusmaritimusbundle": 0,
"floralzonescosmopolitanregion:coconuthusk": 0,
"floralzoneseastasiaticregion:palmleaf-trachycarpusfortunei": 0,
"floralzonesneozeylandicregion:phormiumtenaxbundle": 0
},
"secondsPerAction": 1,
"totalSectionsPerRope": 16,
"disableVannilaRopeRecipes": true
}
- 2026-03: Ukrainian translation by Yehoria
Here to report an issue? Read this first!
Troubleshooting
First, the error might be something you can fix yourself. Try each of these steps and see whether it solves the problem.
- Make sure you're using the latest recommended version of String Sense (I might have already fixed the bug).
- Make sure you're using a compatible game version (I don't support outdated or development versions).
- Make sure any other mods you're using are also compatible with the same game version (at least the same major version - like 1.21 or 1.22)
- Make sure the problem goes away when you disable String Sense, and comes back again when you enable it (if it doesn't, it must be caused by another mod or a game bug).
Once you've ruled out those things, it's time to...
Narrow down the cause
Most issues are caused by interactions with other mods. I can't resolve compatibility problems if I don't know which mods are responsible, so I need you to find out and tell me.
- Disable all your other mods, and see if the problem still happens with only String Sense installed.
- If the problem disappears with all other mods disabled, then re-enable your mods one or a few at a time, until you find the one or combination that causes it.
Now you know the cause, you just need to...
Show me the actual problem
I need to be able to see and replicate the issue in order to fix it.
- Describe exactly what I would need to do in the game in order to see the problem happen myself. For example, craft a specific recipe, place a specific block, look up a specific item in the handbook.
- Send me all the logs (including the crash report, if applicable) from a test run of the game where the problem happened. If you don't want to copy paste them all here, you can upload the files to a github issue.
Once you've followed those steps, post a comment or github issue telling me the results of each step so that I can look into it. If you don't give me all this information, I probably can't do anything about the problem.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.3.1 | stringsense | 29 | 2 hours ago | StringSense-2.3.1.zip | 1-click install | ||
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| 2.3.0 | stringsense | 3 | 3 hours ago | StringSense-2.3.0.zip | 1-click install | ||
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| 2.2.1 | stringsense | 488 | 6 days ago | StringSense-2.2.1.zip | 1-click install | ||
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| 2.2.0 | stringsense | 279 | May 9th at 5:51 PM | StringSense-2.2.0.zip | 1-click install | ||
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| 2.1.2 | stringsense | 485 | May 6th at 9:31 AM | StringSense-2.1.2.zip | 1-click install | ||
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| 2.1.1 | stringsense | 707 | Apr 28th at 8:10 AM | StringSense-2.1.1.zip | 1-click install | ||
|
Fixed lang entry for mixed cord item (oops) | |||||||
| 2.1.0 | stringsense | 21 | Apr 28th at 7:48 AM | StringSense-2.1.0.zip | 1-click install | ||
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| 2.0.0 | stringsense | 399 | Apr 23rd at 2:31 PM | StringSense-2.0.0.zip | 1-click install | ||
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| 1.8.1 | stringsense | 403 | Apr 6th at 10:05 PM | StringSense-1.8.1.zip | 1-click install | ||
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| 1.8.0 | stringsense | 30 | Apr 6th at 7:43 PM | StringSense-1.8.0.zip | 1-click install | ||
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| 1.7.0 | stringsense | 231 | Mar 29th at 10:34 AM | StringSense-1.7.0.zip | 1-click install | ||
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| 1.6.3 | stringsense | 307 | Mar 11th at 12:04 PM | StringSense-1.6.3.zip | 1-click install | ||
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| 1.6.2 | stringsense | 269 | Mar 5th at 9:09 AM | StringSense-1.6.2.zip | 1-click install | ||
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| 1.6.1 | stringsense | 73 | Mar 4th at 6:29 PM | StringSense-1.6.1.zip | 1-click install | ||
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| 1.6.0 | stringsense | 111 | Mar 3rd at 5:49 PM | StringSense-1.6.0.zip | 1-click install | ||
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| 1.5.2 | stringsense | 330 | Feb 23rd at 7:28 AM | StringSense-1.5.2.zip | 1-click install | ||
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| 1.5.1 | stringsense | 84 | Feb 22nd at 10:38 PM | StringSense-1.5.1.zip | 1-click install | ||
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| 1.5.0 | stringsense | 46 | Feb 20th at 7:37 PM | Release Retracted | |||
Retraction Reason:Bugged Changelog:
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| 1.4.1-dev.1 | stringsense | 52 | Feb 21st at 12:37 PM | StringSense-1.4.1-dev.1.zip | 1-click install | ||
|
Test version of latest release without VS Roofing support. Warning: may be broken, please report details of any issues!
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| 1.4.0 | stringsense | 254 | Feb 17th at 7:03 PM | StringSense-1.4.0.zip | 1-click install | ||
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| 1.3.1 | stringsense | 129 | Feb 16th at 10:26 AM | StringSense-1.3.1.zip | 1-click install | ||
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| 1.3.0 | stringsense | 128 | Feb 15th at 3:31 PM | StringSense-1.3.0.zip | 1-click install | ||
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Added Age of Flax compatibility:
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| 1.2.0 | stringsense | 36 | Feb 15th at 12:46 PM | StringSense-1.2.0.zip | 1-click install | ||
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Added Wildcraft: Trees and Shrubs compatibility:
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| 1.1.0 | stringsense | 47 | Feb 15th at 8:33 AM | StringSense-1.1.0.zip | 1-click install | ||
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| 1.0.0 | stringsense | 69 | Feb 14th at 11:16 PM | StringSense-1.0.0.zip | 1-click install | ||
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Initial | |||||||
Hello! Thank you for the Amazing mod!
Thank you for the kind words! :)
Since installing Toolsmith for 1.22, I have a problem with String Sense. 3 straw strands are no longer crafting into straw cord, although the recipe appears in the handbook. I've also put a comment on that mod.
The recipe works fine for me with Toolsmith active. Does it persist if you reload the world? I know there have been reports of desynchronisation issues in 1.22 vanilla making recipes randomly uncraftable, maybe that's what it was?
Yes it does work now, thanks!
having to wait 30 days before you can get your first knife, and that's IF you find flax on day 1, is nuts
You don't - you can pick vines, reeds, papyrus, tule, sedge, or long grass by hand to make cord for stone tools. (Also if you use config lib you can just disable the flax processing requirement)
oh ok thanks, the console said I needed 1x flaxtwine
Hello!
Would you consider including the new TinkerTailor Scrapworks (the one with the tools) into your recipes? (Compat request basically - not sure if this somehow already covers it, haven't tested it out but I would assume not)
I've taken a look at the Scrapworks recipes and I'm not sure it needs any compatibility changes. The tool recipes include metal scraps which seem like they'd serve the purpose of cord/twine bindings, so I don't think it would make sense to add extra string requirements to them. Are there specific recipes you think need compatibility changes?
Hello, Wildgrass has an updated fork for the current version: https://mods.vintagestory.at/wildgrassfork
Some of those grasses might be nice to drop material for cordage as well C:
I think this would be better directed to the wildgrass devs. Straw strands are just vanilla thatch, so if the devs want the wild grasses to drop thatch/straw, they can add that regardless of String Sense. :)
Hi!
I'm having trouble crafting the pure cord versions of baskets.
I've tried reed and straw so far.
I can place the cords out in the pattern but the basket disappears from the finished product slot when trying to take it out.
Afterwards, the cords are invisibly still in the crafting grid and I have to click the slots where they're supposed to be to gather them back.
This seems like a recipe issue obviously. I am not sure if its a conflict of some sort (I'm running a bunch of other mods, some of which are storage based)? But that seems unlikely considering the items used are from this mod specifically.
Edit: I'm using the latest version of this mod as of writing this comment. (2.2.1)
Edit2: Restarted the game seems to have fixed it (I installed the mod and immediately started playing earlier - maybe it was a config generating problem?) Idk, it works now.
This sounds like another example of the desync issues that have been reported in vanilla 1.22 - reloading the game should generally fix it, at least temporarily
I'm using 2.2.0 update but the hay bed is still 6x3 hay blocks. I have hay_straw false
Yes, same here. I deleted and recreated the config file as well.
Damn, I thought I fixed that. I'll look into it
I also had another question. I just began a new world with your mod and I discovered that I need a cord to make my first knife. Knife that I need to collect strands to make said cord...
Is there something I missed ? Is making my first knife supposed to be this difficult ?
You can collect most strand sources without a knife (although in some cases it's more difficult). You can break cattails, tule, papyrus, and vines by hand. You can also get straw by breaking long grass by hand, although it's a very low drop chance so the other sources are easier if you can find them.
Hi ! Age of Flax was forked and updated for 1.22, but it seems it is no longer compatible.
Is there something you could do ? I got this error at world gen.
{
"type": "item",
"code": "ageofflax:flaxbundle-unprocessed",
"quantity": {
"avg": 1
}
}
]
Hi, this issue is just that the Age of Flax fork has changed its modid. You can just unpack the AoF mod zip file and edit the modinfo.json file to change the modid value to "ageofflax". Let me know if there are still any issues once you try that :)
That worked, thank you very much ! 😀
Great mod, and thanks for adding Crude Building Elements compatibility!
I personally love the concept of this mod but i was disappointed to find the New Zealand Flax no longer gave usable Flax fibers . I was wondering if you would be willing to either have them be able to be made into Flax Strands or have them be able to be cured the same as the Flax strands.
I made a quick patch to satisfy me for now but i figured i'd share it if people want it.
It goes in the "assets/stringsense/patches/compatability/fzneozeylandic.json" file
There is in fact already a recipe to turn NZ flax into flax strands! It's the second patch in the file you mentioned. Is it not working in-game? Are you using any other mods that affect flax processing?
Huh, no its not working on v1.8.1. If you fixed it since then, maybe? And no, i have no mods affecting Flax except this one.
I have HAY_STRAW set to false, but the recipe for a hay bed is still 6x3 hay bales, which is not vanilla if I'm not mistaken. Should it to be reverted to the vanilla recipe?
Good catch, yes that's a mistake - will fix in the next release
This mod is causing an issue with flint knife recipe. I can make it once but after that it just doesn't let me make it. I tried disabling several mods but this one was the only one causing it. Really hope this can be fixed as I love the mod.
Please follow the troubleshooting steps above and give me all the details, otherwise I can't help!
Oddly enough if you mix this mod with the mod https://mods.vintagestory.at/improvedmetallurgy weird lines appear above the fruit bushes. Not sure whats going on but I tested it to be true just heads up for incompatibility
Bizarre! String Sense doesn't touch anything to do with berry bushes or rendering, and the Improved Metallurgy code isn't published so I can't look into it for clues, I'm afraid I have no explanation.
Thats alright. I'll ask the creator of Improved metallurgy whats up. very odd. thanks for reply
Hi! Can you please add biodiversity woods compatibility for crude constructions requiring rope? Thank you!
I'll add it to my list :)
Fantastic, thank you!
Added in version 2.2.0! :)
Checked! thank you!
Thanks for the reports Nitrometan KiriRae Xonoa - all fixed in the latest release.
The following errors were found when using the following mods on v1.22.2 server with all the mods updated to their latest possible version :
6.5.2026 08:13:14 [Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-aged in Grid recipe
6.5.2026 08:13:14 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-aged cannot be resolved.
6.5.2026 08:13:14 [Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-veryaged in Grid recipe
6.5.2026 08:13:14 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-veryaged cannot be resolved.
6.5.2026 08:13:14 [Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-aged in Grid recipe
6.5.2026 08:13:14 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-aged cannot be resolved.
6.5.2026 08:13:14 [Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-veryaged in Grid recipe
6.5.2026 08:13:14 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-veryaged cannot be resolved.
6.5.2026 08:13:15 [Warning] Failed resolving crafting recipe ingredient with code game:rushmat in Grid recipe
Potentially incompatible with either BetterRuins or Upholstery (this one also causes some recipe issues)
Is it intentional that monzonite axes can be made with reed cord, but monzonite shovels require flax twine?
prankb0y I can look into that. I'm not familiar with obsidiancraft, what changes would be needed? Is it just adding string as an ingredient in the recipes for the new tools?
Sorry about that, after double checking it looks like the mods are completely compatible with each other. No worries!
Would it be possible to add compatibility with Obsidiancraft sometime? love the mod <3
Embrace the sinew hand basket.
On a serious note, this looks fantastic! I'm excited to add this with immersive fibercrafts and knitting mod!
Thanks for the reports!
conspicuous_lotl Fixed in the latest release.
Fleurdelynx good suggestion - and conveniently, implementing it fixed one of the 1.22 bugs Merian reported! You can now craft mixed cord 1:1 from any other cord type in the grid. And to create mixed cord baskets, you must use mixed cord items rather than combining multiple cord types directly in the recipe. I've also fixed the crash when picking up basket traps containing animals.
I'm still getting the same error. Latest Better Ruins 0.6.0 and String Sense 2.1.1
Also getting these: But I think they are possibly from Some Disassembly Required (along with quite a few others I will forward along to them)
[Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-aged in Grid recipe
4.5.2026 17:05:01 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-aged cannot be resolved.
4.5.2026 17:05:01 [Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-veryaged in Grid recipe
4.5.2026 17:05:01 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-veryaged cannot be resolved.
4.5.2026 17:05:01 [Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-scrap in Grid recipe
4.5.2026 17:05:01 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-scrap cannot be resolved.
4.5.2026 17:05:01 [Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-aged in Grid recipe
4.5.2026 17:05:01 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-aged cannot be resolved.
4.5.2026 17:05:01 [Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-veryaged in Grid recipe
4.5.2026 17:05:01 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-veryaged cannot be resolved.
4.5.2026 17:05:01 [Warning] Failed resolving crafting recipe ingredient with code spinningwheel:hpflyshuttleloomheddle-scrap in Grid recipe
4.5.2026 17:05:01 [Error] Grid Recipe 'stringsense:recipes/grid/add.json': Output spinningwheel:hpflyshuttleloomheddle-scrap cannot be resolved.
Couple bugs for you. I'm reproing with no other mods enabled, just String Sense.
Gohgeh Glad I could be of use. ;)
Surprisingly tiny problem with big consequences.
Seems to no longer work with Toolsmith - at least, the Toolsmith fork that's on the market right now.
Edit: So, go into your Toolsmith Fork folder and rename the modid to Toolsmith instead of Toolsmithfork, that makes it work.
Thank you so much for updating to 1.22!
A small possible request, but would it be possible to perhaps combine cords so they stack together into an automatic "mixed cord" item? Sometimes early on I find myself a little strapped on space and it'd be handy in a pinch. Love the mod, here's hoping any future compatibility patches will be smooth :D
Awesome, thank you
Reporting a console error when loading:
"[Error] Patch 0 in stringsense:patches/compatibility/betterruins.json: File game:worldgen/schematics/overground/main/mediumruins/mediumruins-shikitochi-o4-lovebuiltbydread.json not found"
I am on the latest version of both mods.
Apotheotic_Crow You can unzip the mod folder and delete (or edit) the files under assets > game > textures > block > plant > grassroofing
Is there a way to have the thatch (specifically for vs roofing) use the old texture?
Ok I caved, String Sense is now updated to 1.22!
The new version seems to run without errors when no other mods are present. I've also confirmed and updated compatibility with the 1.22 versions of Config lib, Wool & More, Butchering, and Primitive Survival. It appears to still work with the Floral Zones series, which are outdated but run on 1.22 with only a few minor console errors. I have not tested or confirmed compatibility with anything else. If you have any issues, please make sure they still happen even if only String Sense and other up-to-date, known compatible mods are installed.
I'm not going to make any more releases for 1.21, and I'm not going to add compatibility for any mods which haven't updated to 1.22. If a mod I previously supported updates to 1.22, or you want me to support a new 1.22 mod, feel free to let me know and request a compatibility update. No promises though, maintaining compatibility is a sisyphean task and I'm doing this for fun!
Rung Yep, it's on my radar. I'm just playing chicken with other mod authors over when to start working on the update - the sooner I do it, the more other mod compatibilities I'll have to remove from my new version because they're not up to 1.22 yet!
The changes to papyrus baskets and basket traps in 1.22 may be causing issues with this mod. I received a crash to desktop when hovering the cursor over a piece of straw and pressing H:
Additionally, crafting a hand basket with only reed cord crafts a mixed fiber hand basket in 1.22
I know 1.22 came out today, so no rush - just giving you a heads up. Thanks for an excellent mod :)
MoxieMojo Follow the troubleshooting steps above (at the bottom of the description) and let me know the results
I noticed one small issue - when I debark logs I don't get the bark strands. I've been cheating in the handbook amount from creative to fix it for now.
Thanks, I hope a solution can be found! Also, the conquest stone age mod has a drying mechanic. so if you harvast grass, its wet and must dry. same for cattails. thanks again for putting it on the list to look into!
HarvestBluehaven I'll put it on my list to look into :)
Hello, This looks like a really cool mod! Would it be possible to add compatibility with Conquest: Stone Age mod? I understand if the answer is no, but i thought i would ask because i really wanna play with both mods. The thing is, conquest stone age adds cordage thats required in crafting tools, but also a resin, charcoal mixture is required to make tools. with the string sense mod enabled, it allows for a recipe that takes string sense rope or whatever it takes, and by passes the resing/charcoal mix required. and when i disabled the "tools need string" in the config of string sense, it added the vanilla recipe along side the conquest stone age recipe. Thank you for your time!
Souroman It is compatible with VS Roofing, but the change is that roof frames require rope (not cord). The changes are also disabled by default, because if you have old VS Roofing thatch in the world when you enable compatibility it will crash the game. You can enable compatibility using Config Lib, by setting STRICT_VS_ROOFING to true.
Would it be possible to make the cords from this mod usable in the vsroofing mod recipes, or is that something that would have to be done in a separate dedicated compat mod/by roofing mod themselves?
Also, not necessarily directed towards the mod author, but has anyone tested this mod on 1.22?
BrazenBard What a goat I had the same the same issue and you saved me having to test like a 100 mods separated!
Uladstron Thanks, good spot - will fix in the next release!
Hi Averixus, great mod, thanks!
For the missing crude-shield recipe, I noticed a typo ( "sheild" instead of "shield") in the client-debug-log, it originates here: assets\stringsense\patches\shield.json
{
"file": "game:recipes/grid/tool/sheild",👈
"op": "add",
"path": "/-",
"value": {
"ingredientPattern": "SSS,CCC,SSS",
"ingredients": {
"S": {"type": "item", "code": "game:stick"},
"C": {"type": "item", "code": "stringsense:cord-*"}
},
"width": 3,
"height": 3,
"output": {"type": "item", "code": "game:sheild-crude"},👈
"enabled": true
}
Best regards
@Averixus Thank you!
MoxieMojo If you unzip the mod folder and simply delete the game folder under assets, all the hay and straw textures will revert to vanilla. If you want to revert only the hay bale textures I think the files to delete are bundle.png, normal-side.png, and normal-top.png found under the assets/game/textures/block/hay folder.
I have a question - I love this mod concept, but i much prefer the texture of vanilla hay bales. Is there a way to revert the texture? I use the bales in most of my barn builds
GaylordZap Thanks, that does sound like something for me to resolve. I'll make a note of it for the next release 👍
Not sure which mod to post this under, since this is something of a three-way incompatibility going on, but I will post it here first since its principally based on an interaction between String Sense and Age of Flax.
When String Sense and Age of Flax are loaded together, String Sense's flax strands are disabled as intended, this however results in Spanish Broom from Floral Zones Med dropping nothing when harvested. This has also been effecting New Zealand flax from Floral Zones Neozeylandica for longer, but I had not realized something was amiss there, the issue there is that the crafting recipe to turn NZ flax into flax strands is not available.
Averixus Found it - it's Copper 4-way Hub that for completely unknown reasons breaks the cord recipe. Forgot I'd downloaded that at the same time as I got the latest version of String Sense - that's on me, it's a tiny mod that doesn't seem like it should have any effect on anything fiber-related... I'm letting the dev know.
BrazenBard Check the troubleshooting steps (at the bottom of the description above) and let me know your results
I just downloaded the latest version here... is the recipe for all cords broken for anyone else, or is it just me?
I can't seem able to make cords, and in the in-game handbook, the only recipe for cords is cutting up a basket made from cords - a basket which requires cords to make in the first place...
Zoot_The_Axolotl Good catch, I'll fix the bone tool recipes for the next release. And thanks :)
A Couple Things
1. Crafting a tool with a bone handle returns an equivalent, but only with a stick handle
2. Even with Strict VSRoofing compatability set to true, I cant seem to make any roof frames, despite hoding both ingredients needed to make a roof, and clicking the propper button.
(Tested with both reed cordage, and reed strands in offhand)
Ah, figured out that setting the vsroofing strict compatability to true is what caused this issue in the first place, imagine reading annotations amiright, anywho great mod i love having more ways to use materials, and being able to use tule intachangably with cattails (for the most part, poltice needs cattails still, which is fair imo), is amazing
ThePhantomX64 That sounds doable, I'll add it to my list :)
Hey, so, is it possible to have the mod compatible with Geological Additions and Materials Needed: Geology? Or at least have a way to make them compatible? The stones from the mod make it so they use the vanilla crafting of them, with the exception of the knife, as it makes it impossible, and some stones are just unable to make their tools, as they refuse to use the string and thus are unable to be crafted.
I dont know if this is a me problem, but all recipes that uses this mod are gone, just not showing up, I'll try and trobleshoot later and update this if something changes
Venipher Thanks, I've edited the recommended config!
I'm playing with stringsense and wildcraft trees and it's a great addition to have more uses for those stupid canes, one problem is that the config added in compatability for immersive rope crafting doesn't add the wildcraft cords as a valid fiber source. It was an easy fix on my own but wish it was included for others!
Averixus Oh wow! That was quick! Thank you so much!
Faeldray Wow that does sound impressively horrifying. I did accidentally cause a similar error a few updates ago, which broke ConfigLib and therefore destroyed all recipes in the game and every other mod 😅 But I'm glad to know it wasn't me this time!
Cuddly_Khan Good catch on the Wildcraft cord with Toolsmith, I've added them as valid bindings. I also hadn't noticed that Backpacks disables normal hand baskets, so I've patched it so SS basket recipes are disabled when Backpacks is installed. Both fixed in 1.6.3.
Averixus Faeldray I have run into a similar issue which seems to be that the Wildcraft cord compatibilities aren't compatible with Toolsmith. So the reed cords are working fine, but the Birch ones aren't.
On another note, Maltiez's Backpacks mod is currently incompatible, you changed the basket and pelt recipes, but none of the cord baskets from this mod, nor its compatibilities (such as Wildcraft and Floral Zones) can be crafted into the Small Basket or Large Basket, as well as the baskets crafted using this mods cords can go in the regular back slots, which shouldn't be possible or allowed with the Backpacks mod, as that breaks the balancing of that mod. I would assume this also goes for any other modded cord baskets too, such as bark cord baskets from many of the other mods that have that.
EDIT: I have looked into how this mod and Backpacks mod patches the baskets, and it looks like either your "remove" or "addeach" operation in your handbasket patch is removing the Backpacks patch that is trying to disable the vanilla handbasket recipe. So I'm wrong at the start of this comment, you probably CAN craft the Backpacks mod's Small and Large Baskets (I didn't actually test that, just whether you can craft baskets the vanilla way or not) but you can ALSO craft the vanilla Handbaskets as well, I'm not overly knowledgeable about json patching, though, so I could be wrong.
For the first issue, I suggest adding a patch to patch stringsence:compatibility/toolsmith/config/toolsmith/parts/bindings/bindings-stringsence.json with the Wildcraft cords if Wildcraft is detected.
For the second issue, I'm not too sure what to do. Maybe add the exact same patch that's disabling the vanilla recipe that Backpacks uses to your own Backpacks patch?
This took a while to figure out because I had 250+ mods and it also turned out that the issue isn't even related to your mod. Basically The Mighty Walnut has a compat patch for Useful Shears which is so egregious that it breaks CompatibilityLib and makes it so no compat patches get loaded from any mod. It's actually kind of impressive in a horrifying way. So I yeeted The Mighty Walnut from my game (which fixed things) and I'll report the issue to its dev. My apologies for thinking your mod might be the issue, I should have troubleshooted more!
Faeldray I've just double checked, and it's working as intended with only SS 1.6.2 and Toolsmith 1.2.14 installed. It's probably an interaction with a third mod, so try enabling/disabling your other mods until you can narrow which one is causing the problem, then I'll be able to look into it. Are there any errors in the logs?
I'm not sure if I'm missing something but I'm not able to use reed cords as a binding for Toolsmith. I don't have access to the others yet but judging by the handbook, I don't think any cord is usable as a binding.
StarvingSteve You'll have to ask the Conquest devs to resolve that, their code does something weird with texture mapping that I can't fix from my end.
Fenreki Send the crash report and all the logs please! You can upload them to a github issue if you can't paste them here.
Hey, this mod sadly seems to have issues with the Conquest VS Edition texture pack.
Almost all chests (and baskets traps from Wildracft:trees and shrubs) except for reed, vine and papyrus have no texture in use as soon as the texture pack is active.
Don't have the expertise to go after a cause but wanted to inquire if there might be a way to fix that or if that relies on the texture packs upkeepers to handle?
Crafting debarked logs crashed my game and only gave the bark strands.
P358 If harvestable skeps are dropping themselves instead of honeycomb when you break them, update to at least 1.6.1 - there was a bug in prevous versions.
This mod is really nice for versitility. I do wish that the compatability with VS Roofing mod would make it so you can use cords to make the frames instead of ropes. (Maybe not a replacement, but an either-or toggle for the compatibility setting)
P358 This mod doesnt have anything to do with honey...
Hi i love this mod but i want to ask how i harvest honey
woo-hoo! I'm glad its fixed :)
Wonderful mod!
El_Gandalfo Thanks for tracking that error down! Fixed in 1.6.2. (CC MiraLeaps Danodan)
MiraLeaps I had the same issue and narrowed it down to BetterRuins. The recipes in that mod seem to conflict.
I can't figure out what's up with the rushmat's and what mod conflict is causing it. I'll share my mod list so maybe someone else can figure that one out:
Danodan as a temporary fix, I changed the stringsense\patches\mat.json to the following:
[
{
"file": "game:recipes/grid/rushmat",
"op": "remove",
"path": "/1"
},
{
"file": "game:recipes/grid/rushmat",
"op": "remove",
"path": "/0"
},
{
"file": "game:recipes/grid/rushmat",
"op": "add",
"path": "/-",
"value": {
"ingredientPattern": "__K,CC_,CC_",
"ingredients": {
"K": { "type": "item", "code": "game:knife-*", "isTool": true },
"C": { "type": "item", "code": "stringsense:cord-*", "quantity": 2, "name": "material" }
},
"width": 3,
"height": 3,
"output": { "type": "block", "code": "game:rushmat" }
}
},
{
"dependson": [{"modid": "floralzonescaribbeanregion"}],
"file": "game:blocktypes/cloth/rushmat",
"op": "add",
"path": "/variantgroups/0/states/-",
"value": "palm"
},
{
"dependson": [{"modid": "floralzonescosmopolitanregion"}, {"modid": "floralzonescaribbeanregion", "invert": true}],
"file": "game:blocktypes/cloth/rushmat",
"op": "add",
"path": "/variantgroups/0/states/-",
"value": "palm"
},
{
"dependson": [{"modid": "floralzonesneozeylandicregion"}, {"modid": "floralzonescosmopolitanregion", "invert": true}, {"modid": "floralzonescaribbeanregion", "invert": true}],
"file": "game:blocktypes/cloth/rushmat",
"op": "add",
"path": "/variantgroups/0/states/-",
"value": "palm"
},
{
"dependson": [{"modid": "floralzoneseastasiaticregion"}, {"modid": "floralzonesneozeylandicregion", "invert": true}, {"modid": "floralzonescosmopolitanregion", "invert": true}, {"modid": "floralzonescaribbeanregion", "invert": true}],
"file": "game:blocktypes/cloth/rushmat",
"op": "add",
"path": "/variantgroups/0/states/-",
"value": "palm"
},
{
"dependson": [{"modid": "floralzonescosmopolitanregion"}],
"file": "game:blocktypes/cloth/rushmat",
"op": "add",
"path": "/variantgroups/0/states/-",
"value": "coconut"
},
{
"dependson": [{"modid": "floralzonesneozeylandicregion"}],
"file": "game:blocktypes/cloth/rushmat",
"op": "add",
"path": "/variantgroups/0/states/-",
"value": "nzflax"
},
{
"dependson": [{"modid": "floralzonescentralaustralianregion"}],
"file": "game:blocktypes/cloth/rushmat",
"op": "add",
"path": "/variantgroups/0/states/-",
"value": "porcupine"
},
{
"dependson": [{"modid": "butchering"}],
"file": "game:blocktypes/cloth/rushmat",
"op": "add",
"path": "/variantgroups/0/states/-",
"value": "sinew"
},
{
"dependson": [{"modid": "wildcrafttree"}],
"file": "game:blocktypes/cloth/rushmat",
"op": "addeach",
"path": "/variantgroups/0/states/-",
"value": ["larch", "tuja", "honeylocust", "birch", "brideinwhite", "alder", "bearnut", "willow", "redwillow", "poplar", "aspen", "eucalyptus", "kapok", "sapele"]
}
]
Sadly, it gets rid of all the variations and just makes a vanilla mat, but at least it makes something for now
Danodan if you see some mods in my list that we share, maybe we can figure that out togther too?
Averixus Here's the relevant portion of my server-main (I loaded up the regular one without the edit to the mat.json to get that)
4.3.2026 22:09:17 [Error] Grid Recipe 'game:recipes/grid/rushmat.json': Output Block code game:rushmat-straw-down cannot be resolved
4.3.2026 22:09:17 [Warning] Failed resolving crafting recipe ingredient with code game:rushmat-reed-down in Grid recipe
4.3.2026 22:09:17 [Error] Grid Recipe 'game:recipes/grid/rushmat.json': Output Block code game:rushmat-reed-down cannot be resolved
4.3.2026 22:09:17 [Warning] Failed resolving crafting recipe ingredient with code game:rushmat-papyrus-down in Grid recipe
4.3.2026 22:09:17 [Error] Grid Recipe 'game:recipes/grid/rushmat.json': Output Block code game:rushmat-papyrus-down cannot be resolved
4.3.2026 22:09:17 [Warning] Failed resolving crafting recipe ingredient with code game:rushmat-vine-down in Grid recipe
4.3.2026 22:09:17 [Error] Grid Recipe 'game:recipes/grid/rushmat.json': Output Block code game:rushmat-vine-down cannot be resolved
4.3.2026 22:09:17 [Warning] Failed resolving crafting recipe ingredient with code game:rushmat-flax-down in Grid recipe
4.3.2026 22:09:17 [Error] Grid Recipe 'game:recipes/grid/rushmat.json': Output Block code game:rushmat-flax-down cannot be resolved
4.3.2026 22:09:17 [Warning] Failed resolving crafting recipe ingredient with code game:rushmat-bark-down in Grid recipe
4.3.2026 22:09:17 [Error] Grid Recipe 'game:recipes/grid/rushmat.json': Output Block code game:rushmat-bark-down cannot be resolved
4.3.2026 22:09:17 [Warning] Failed resolving crafting recipe ingredient with code game:rushmat-bamboo-down in Grid recipe
4.3.2026 22:09:17 [Error] Grid Recipe 'game:recipes/grid/rushmat.json': Output Block code game:rushmat-bamboo-down cannot be resolved
Averixus Looks like they are compatible so far. Art of Growing basically overrides this mod somehow. Harvesting mature flax drops the wet flax from the art of growing and through its production chain you end up with flax fibers which can be used with this mod and all the recommended mods you listed. Same thing with the grass, it drops the wet grass from Art of Growing. Perfect! Yes I am using the unofficial patch right now and so far so good. Will be sad in 1.22 if someone doesnt keep it going though.
Vrael I haven't done any testing with AoG but at least one other player below has said they already work together. You can disable the changes to flax and hay/straw in the SS config if that helps. I'm keeping an eye on AoG but reluctant to put a lot of work into compatibility at the moment, because the official version is outdated and I'm not sure how stable or maintained the unofficial update is.
Kurtchekov Good catch - thanks! Fixed in 1.6.1 👍
Averixus Harvestable skeps are dropping skep blocks instead of cordage + honeycombs when broken. I've tested with this mod installed all by itself, no other mods enabled, just to be able to confirm.
Is this compatible with Art Of Growing? I know that mod messes with flax.
Protobean 1.6.0 adds compatibility for Combat Overhaul, Armory, and Backpacks! :)
I gotta praise this mod: we recently restarted after a break and really focused on making the little stuff in the game feel more important by adding mods like Toolsmith and such....and this one really really added to that so well. I love all the little changes this makes, especially paired with Toolsmith. Just....really really well done.
I had the rushmats error at one time too, and I can't for the life of me remember what I did to fix it. Its some other mod patching something ahead of this one and I think my solution was to make that mod depend on this one so it would load after, but I don't remember.
Anyway, great mod! Now tofigure out what to do with all this straw :P
The more i think, the more i am bewildered by your decision to not add strands as a separate resource for Anything. Like i get straw, but vines? You have replacef models for like four vanilla items, that are all different, instead of having the player expend a little bit of knife durability, like they would when gathering cattails or whatever?
I'm sorry, it just bothers me. I know you aren't changing it, that's why i'm making a massive patch collection...
Also i have finished the translation. Made a pull request on github.
Danodan Can you send the log with the errors? Also, hay bed does require hay to craft with this mod. (I'm guessing there may be an interaction with a different mod causing both problems)
Hey, I get a littany of errors relating to rushmats each time I load up. It hasn't impacted gameplay in any noticable way yet, but idk.
Also, the Hay Bed uses Straw to craft and not hay. I think it would be good to either change the name and tecxture to a Straw Bed or otherwise change the ingredient to hay or hay bales.
Protobean CO: Armory should be quite doable. And I should be able to change the basic recipes in Backpacks. I'd also like to be able to add my basket variants to it, but not sure how possible that is, especially with it being very new and unstable. I'll add both to my list to look into.
Thoughts on compatibility with Co armory(the hide jerkin uses cattails) and backpacks(Maltiez, same issue, uses cattails)?
BobEdJones I always play with both Art of Growing and String Sense and have had no compatibility issues! :>
Is this compatible with Art of Growing?
Maoman That's correct - plain thatch only (aged is unaffected). Or you can update and leave the config setting to false, in which case nothing will change for VS Roofing.
Averixus
>but, will also crash the game if there are old thatch roof blocks in the world
So I need to remove any of VS Roofing's thatch roof pieces before I update this mod, then? Is it only the plain thatch or is aged thatch (with a clay added to it) affected too?
TheFluffBoi Good catch, that was actually an old issue that no-one had noticed yet. Fixed for 1.5.2 👍
There seems to be an issue with the Basket Traps. Even with the new update the recipe doesn't seem to work
Okay it's fixed!! (hopefully).
The latest version should resolve the missing recipes issue when using Config Lib.
I've also restored compatibility with VS Roofing, but behind a config option (disabled by default). With STRICT_VS_ROOFING: false, the default VS Roofing materials will be required to build. With it true, stick and bamboo frames require rope (not reeds), and thatch requires straw (not hay) - but, will also crash the game if there are old thatch roof blocks in the world. And I see that the dev has already patched the texture issue from their side. :)
I'm building up evidence that the incompatibility is associated with Config Lib - is there anyone who has the broken recipes issue and doesn't have Config Lib enabled? I've managed to replicate the problem now so I should be able to resolve it!
Booted up a new test world on 1.21.6 and SS is on 1.4.1-dev.1 with other my other mods enabled, issue still persists with me having the ability to not craft boards from debarked logs. Interestingly enough just having "SS" & "Firewood From Debarked Logs" work fine together, Im able to craft the boards from the logs. My only guess is when you have other mods like ACA, Ancient tools, Expanded Foods etc. It loads so many different recipes that its unable to load some? I don't know just speculative guesses.
Hi I have 1.4.1-dev1. I cannot craft anything. When i check recipes that uses stick I see none. My mod list below and this set worked befor updatinf to 1.4.0 i belive.
Thanks for all the testing so far! It sounds like the issue is an incompatibitliy with some unknown - but presumably widely-used - other mod. So, if you want to help me track it down, please do the following:
Hopefully once I figure out which mod/s everyone has in common, I'll be able to replicate the problem myself and get to work on actually fixing it.
I noticed you missed vine chest in the english lang file, but it seems a good label was autogenerated, not sure where...
I got some logs that might tell you somthing. Not sure though.
Averixus, an example I could give is the crude shield, which still appears in the handbook, but does not display a recipe and is unable to be crafted. It seems to happen in any world (new and old) unless I disable equipment recipes in the config!
I absolutely adore this mod, thank you so much for all the hard work you put into it!! Its one of my essential, "can't-play-without's"!
Doing some tests as you requested right now... As for the questions: yes, they disappear from the handbook as well, the target items are still in the handbook (just with no recipes), happens on new and old worlds, using 1.21.6.
Enabling just SS doesn't seem to break anything, though I didn't exactly test extensively. I know one recipe that broke consistently for me was crafting dehydrated cranberries from dry cranberry mash via EF, so I threw EF and ACA in there... and with just ACA, EF, and SS, nothing breaks. If so many people are reporting it, it's gotta be a really popular mod, right? Like Primitive Survival or Ancient Tools. I'll keep testing, but no promises - my modlist is stupid big. Edit: I'm stupid - I was testing with 1.4.0, not 1.4.1. I'll test again with the right version and update the comment. Update: Still doesn't break with just SS ACA and EF.
This is so weird. There's nothing notable in the log from JavaBeans, and I still can't replicate the missing recipes even when I add Expanded Beekeeping or Firewood and Boards from Debarked Logs.
This is the diff between 1.4.0 and 1.4.1-dev.1 - it has such a small amount of changes, and even if any of them were introducing a problem I have no idea why I wouldn't be able to observe it myself! As another test, maybe you could try temporarily removing each of these files from the mod folder one at a time, and seeing whether anything changes:
If removing any one of those files fixes the problem, that might help localise it.
Another useful test would be to deactivate all your mods except SS, and check whether vanilla recipes still get broken. And if they don't, they reactivate your other mods one at a time until you find the one causing the incompatibility.
Do the recipes disappear from the handbook, as well as becoming uncraftable? Do the target items still show up in the handbook but with no recipes, or do the items disappear as well? Does the problem happen the same on both new worlds and old? What exact game versions are you using?
@duien in regards to the EF wood stripping/oak bark issue, i fixed that on my end by patching the EF recipe to be vertical instead of horizontal (since it only applies to stripping oak logs, as opposed to all the stripping logs for just normal debark or bark strips). just doing that allowed for both EF & SS to play nicely together.
Yeah i can confirm some recipes dissapearing when i activate this mod, like Expanded Beekeping, can't make anything of that mod.
Edit: Probably beeing too agressive with any remove/replace patch opertation?
Edit2: I have cheked the logs myself but i see nothing out of the ordinary. Its even weirder since Boards have no recipes at all, including vainilla ones. Going back to Version 1.4.0 (I was in 1.4.1 Dev1) returns the recipes to normal, so its something that changed there.
Averixus
I run a hefy modlist and just enabling string sense makes it so that I can't turn debarked logs to planks using that mod, disabling makes it so that it can be craftable. Im having trouble providing the log, can I message / dm you the log?
Edit: I @ed you in the mods-general chat in the vintage story discord
Squaddel Actually that's something else - an incompatibility with Bookbinders. It should be very easy to fix from their side, the patch on rush mat recipes just needs to be have String Sense added as an inverse dependency.
Does this help by any chance?
Someone please give me a console log or something 😭 I still can't replicate the recipe problems so there's no way for me to fix it without more information.
+1 on 1.5.0 breaking recipes. Haven't tested 1.4.1.
Still all recipes are missing. I'm on version 1.4.1-dev1. On version 1.5.0 I could craft tools using Toolsmith way but other recipes still didn't work.
For now I've added a development release which has the small changes from 1.5.0 but not the VS Roofing support. Let me know how that works.
Politehnik FNXR I don't think there's a good way for me to resolve the VS Roofing situation. Because of the way it's coded, I can only prevent hay from being used in roofs by editing the block file itself, and that (apparently) means that roofs made before installing String Sense break. So the options are:
Mercity JavaBeans I'm not finding any recipe issues when running 1.5.0 and no other mods. Can you check whether the problem still happens with other mods deactivated? Or narrow it down to an incompatibility with something in particular? If it still happens, could you send console logs?
Sorry all, I've retracted 1.5.0 while I try to work out the problem.
Like what Mercity said I narrowed half of my recipes disappeared after updating this, so far it made Firewood and Boards from Debarked Logs not craftable and I narrowed it down to this mod. Hopefully some patches can be made.
So I'll admit, I got a hefty modlist, but I narrowed it down to this mod's latest update. For me at least, nearly all my crafting recipes disappeared after updating this mod, thus preventing me from being able to craft anything. Downgrading fixed the issue, and not all recipes were unavailable, but a very large amount of them were, including vanilla recipes. Maybe something got messed up when fixing the straw hat recipe, or when creating the patch for VS Roofing? Either way, lovely mod that I've made a staple for my playthroughs.
I confirm what FNXR said. Looking at the hay/thatch roof block from the VS Roofing mod built in previous version of String Sense instantly crashes the game. All those blocks also became "?"
Mod broke when i updated to 1.5, probably because of the hay/thatch roof thing.
Edit: My roof made of hay was a bunch of ? squares then it crashed.
I absolutely love this mod! Great work :3
ok i have to say but for some god forsaken reason the mod seems to completly break using a knife in any recipe
Yehoria Nice one, VS Roofing compatibility added in 1.5.0. I also took the liberty of fixing the texture issues with thatch roofing (cc duien), although the devs really should fix it in their code - the same issue will happen with any other mod or texture pack that makes hay and thatch look different...
Averixus i ran some tests, and now i know how to add compatibility with VS roofing. You only need two .json patches, like so! Translation still coming
{"file": "vsroofing:blocktypes/roof"
"op": "replace",
"path": "/attributes/Frames/stick/Offhand/Code",
"value": ["game:rope"],},
{"file": "game:itemtypes/resource/rope.json",
"op": "addmerge",
"path": "/behaviors",
"value": [{ "name": "vsroofing.Offhand" }]}
No digging into C# code needed!
Yehoria Thanks, will fix for the next release.
Noticed a mistake in the lang file, as i was working on the translation. You called sapele canes larch strands accidentally i think. Misspelled eucalyptus as eucalpytus in a few places, too.
qtpihayley Oops! Thanks for pointing that out, I'll tweak the recipe in the next release.
loving the mod! but the change to the straw hat recipe makes the thatch roof ridge uncraftable :(
Yehoria Go ahead - you can send the lang file on github 👍
On a different note, i could provide a lang file with ukrainian translations. While i play in english, translations are a hobby of mine...
@Averixus maybe maybe. You know i am a a B tier rimworld modder, and that game is also coded in C#, but i managed to avoid learning it so far, with all the libraries people make. Maybe i'll be able to do that with vintage story too..
Look, i already started making a mod, for now i am only making tweaks and stuff, but i might try to implement planf fiber curing later///
Edit: it's actually incredibly easy. I read through the code that makes oiled hides turn to pelts, and it's fairly simple. I'd just have to add partially dried stages of items if i want the visuals to be very immersive...
Yehoria Another fun idea that's beyond my scope! Maybe it's time for you to start learning C#? :D
TheDarkPlague No compatibility for Age of Growing currently. From what I've seen, the original version of AoG doesn't run on 1.21+ (I don't intend to support older game versions). I can see there's an unofficial update, but I'm not sure how stable that is, and I'm reluctant to put a lot of effort into compatibility with something that might not be maintained. I'll keep an eye on it though.
i just had what is probably a bad idea, but i noticed how many vegetation-based textures look "fresh", and i was thinking about it. Vegetation becomes less flexible as it dried, so i thought. What if when you cut down cattails or papyrus or vines or or straw it starts off green or green-ish but begins to cure, like hides. You can't stop it, and progress is transferred from ingredients to the output in crafting. As it progresses, color slowly shifts to off-white, yellow or brown, grass could start as fresh grass and cure to vanilla-colored hay, and once it reaches 100%, you can no longer craft with it. If it was cord, you can only use it as a cord, but not weave a basket. You can still uncraft things, but then they stay that way. It could take a month so you're not in a rush, but it's a use it or lose it kinda deal. IF there's a weaving system(which there won't be for a long time, i know) it could also be a sort of unique challenge.
I also think it could be very statisfying, just visually, and interesting.
Thanks for the update Averixus !
Well spider webs are base game so maybe add a recipie so you can weave the silk into twine?
New release! Added compatibility for:
I'm still looking into Expanded Foods / A Culinary Artillery. It would be significantly simpler and more maintanable to add compatibility patches from their side rather than mine, so I'm going to see if the devs will consider that first.
Nice ! Is the mod compatible with Art of Growing?
notice the ends of straw/flax etc have striped patters, like the sides. It should be more a checkerboard, to show that it's cut off, and not weirdly folded
edit: another minor visual issue is straw matt not having the transparency set correctly
A humble request for compatability with ancienttools for bark strands conversion? Would be super happy to see.
In regards to VS roofing, i know costs can be modified in .json files, because i have done it. Admittedly i edited them directly instead of patching, and some behaviors didn't respond properly, but the secondary(offhand) material for stick roof frame was responsive(it both consumed and dropped upon breaking my changed material value, unlike the primary material(stick) which consumed the materials i assigned but dropped one stick like unedited. i suspect it's because the roof remebers what's it made of, when multiple items can be used, but the values were hardcoded in instances where there weren't multiple possible recipes).
If i remember correctly the costs are set in one of the blocktype files, you just have to find the correct node. It is also there that you can remove hay from the thatch roof crafting for consistency.
duien Thanks for the feedback! Regarding VS Roofing - it's a code mod and the source isn't published anywhere, and from what I can see of the json assets there's no way for me to patch into their crafting processes from a content mod. So if you want changes to required ingredients, you'll have to ask the devs to do it from their end!
I think I can see the cause of the textures issue as well. In the vanilla game assets, there are copies of the same identical hay block textures in two different places - one for hay bales and one for thatch roofing. For String Sense I changed those textures to be different from each other. But VS Roofing has mixed them up in their models, sometime using the ones meant for hay bales and sometimes using the ones meant for roofing. The mistake isn't noticeable because the vanilla textures are identical, but it shows up with the String Sense changed textures. The correct way to resolve this is for the VS Roofing devs to make sure their models all refer to the textures that are meant for roofing. It would be an easy enough pull request to fix, if the source was public...
I'll add Expanded Foods to my list of compatibility patches to add. If you get to it before me feel free to make a PR on github. :)
Yehoria I take your point about getting the straw texture from other things like sedge. I was basically just following vanilla in that. I don't think it would be worth the effort of adding separate cord variants for sedge, tule, etc, since they would all look so similar. An alternative might be to have each of those plants drop their own strand type, but all of those strands can be crafted into the same generic "reed cord"?
I also take your point about roofing. But again, I was following vanilla - thatch roofing is the only plant-strand roof type that already exists. And this mod is specifically about string, rather than about uses of plants in general. So I think adding a whole bunch of other plant roofing variants would be beyond scope here (although it is a good idea for another mod!).
Similar thing with hats as well. Since vanilla already has straw and bamboo hats with their own distinct models, there's no intuitive way to expand that to allow for all variants of cord (would a vine hat be shaped like a straw hat, or a bamboo hat, or something else? creating new models for entirely new items is beyond scope here). Again, a nice idea for another mod that could build on this one! I love the idea of people making more mods that add new blocks and items made from the cord variants I've introduced.
If you're not keen on the "strands" names, you could always edit the lang file yourself. It's no more complicated than editing a config file. :)
I've also had that thought about a clay forming style process for weaving. It's a great idea but would be a huge amount of work, and would obviously turn this firmly into a code mod. Maybe a separate mod one day...
Regarding VS Roofing - it's a code mod and the source isn't published anywhere, and from what I can see of the json assets there's no way for me to patch into their crafting processes from a content mod. So if you want compatibility, you'll have to ask them to add it from their end!
This mod is absolutely lovely! Thank you so much!
I'm currently trying it out with a few other mods that are outside of your recommended list and wanted to report on how it's working:
For now, I think I'm probably have to skip using this, but I may take a shot at putting together some simple compatibility patches. It would fit into my gameplay so perfectly -- it's such a great addition, and I really enjoy both the systems and the art you've added!
Really interesting mod! Might take it for a spin on my next save. See a lot of people have mentioned compatibility for other mods, but haven't seen any for Long term food by MrFlame (https://mods.vintagestory.at/longtermfood). The mod uses rush mats for packaging pemmican and some other food items, so probably need a patch for those.
Averixus well, no, i know reeds and palm leaves were also used for thatching, in fact, i've touched thatch roofs made of reeds specifically, so i would wager at least cattails should have their roof variant, and if tule gets its own strands, then that too. Maybe call it "[strand name] thatching", and as VS roofing mod* adds "aged thatch", which is grey and made with clay, i think that should be allowed to use any of the variants.
As for tule, and now that i think, also brown sedge - i lokked at a picture of it, and i don't think it's hay material. Tule IS also a kind of sedge, so it would make sense for them to share resource. I don't think they look right in Straw Gold, i would want them to look somewhat desaturated, like vanilla thatch, but a little darker. I think...
I understand why you don't add another processing step, i think i even agree ideologically, looking back, it's more that the aesthetic of every strand having "strands" in the name rubs me the wrong way — it's only really nescessary for things that have some distinct other thing of the same material, like flax(grain), bamboo and bark**.
Really like the golden straw texture, but green hay kinda just looks ugly(sorry), i get what you're going for, but it's like. WAY TOO GREEN, please tone it down a lot.
One other very minor thing is, i think metal tools should use nails and srips, because that's how metal tools are attached to their handles in real life. Axe heads usually use wedges, etc. I know it's out of this mods scope, but it bothers me just a little...
*When i said OneRoof i meant VS roofing mod, the spiritual successor. Which is my bad, i was a bit sleepy, or perhaps not sleepy enough?
There is one other change needed for compatibilty, which is that the stick roof frames should require rope or cord(make it a config???), rather than raw reeds(strands), like they normally do...
**And one more thing! Now that i started thinking about bark: ancient tools ads their own debarking mechanic, and in that case specifically, i think the only logical choice would be to make bark strands be cut from bark pieces with a knife, because there are already bark pieces, that already have other uses.
Okay, this came out a lot longer than i initially thought it would... I'm sorry////
Edit: Also would be nice to see woven hats from other types of strands, not just straw and bamboo. Reed hat sounds amazing. And make them be made of cord, since they are woven?
Edit 2: I just remembered something i was thinking about earlier. Extend the clayforming mechanic to weaving things out of cord. I would LOVE to build my hand baskets voxel by voxel. This might be a bit hardcore, though, and the shapes would take a long time to code, so. No rush. Gods, i think im like. Super emotionally invested in your work now...
The mod looks awesome! But I use Cagex to improve farming, so when I shake the flax stalks, I get flax fibres directly, just like in vanilla TwT.
beautiful connectivity mod, another step closer to modpacks👍
Idk if there's compatibility with with toolsmith?
Averixus thank you! I think In Dappled Groves overrides the recipe - Bark strands are uncraftable for me. I checked how it's done irl and it seems making strands out of soaked bark should be a more realistic easy solution (maybe with a knife?).
Yehoria I'm interested to know why you'd like tule to be distinct from regular straw? And how would you want it to look visually? (No promises, but I'll think about it!)
I don't intend to add more processing steps between strands and cord. I did deliberate about whether to allow other types of strand to be used for roofing, but based on my research real-world thatch seems to be pretty strictly limited to straw and not any other plant materials. I could replace thatch with a generic "cord roofing" which automatically has a variant for every type of cord, but that would imply the existence of sinew roofing which feels like a step too far!
It looks like it should be easy enough to patch OneRoof recipes so that their thatch roofing uses only straw (not grass), in the same way as vanilla. Would any other changes be needed for compatibiilty?
Hydromancerx It looks like Spider Silk is really outdated - does it actually work with 1.21.5+? I'm not planning to add compatibility for older game versions, but I could patch some recipes if it still runs. Looks like the only thing would be allowing spider silk as a valid alternative to vanilla twine in tool and equipment recipes, right?
Politehnik I'll look into that - would you want to make cord from dry or soaked bark? Would the debarking recipes added by String Sense need to be disabled, or does In Dappled Groves override all that already?
AzzyBunn It's a cool looking mod. On initial investigation, it looks like it would be easy enough to replace the basket backpack recipes so that they accept any type of cord instead of raw cattails. But the textures and models are defined in code, so there's currently no way for me to add visual variants. Backpacks would need to add some sort of json api for adding backpack variants, or else there'd have to be a separate code mod to patch between them. So for now I don't intend to add comatibility, but if it ever becomes possible while maintaining String Sense as a pure content mod, I'll consider it.
Dragonseye Good catch, thank you - fix uploaded.
There is a dupe glitch, making a reed chest with 8 reed cords, then recycling it with a knife gives 12 reed cords (pretty minor but makes early game stupidly easy)
This also happens with papyrus, vines, flax, bark, bamboo, and straw
Will you suport spider silk?
Hi, great mod, thank you! It seems I can't use the bark from In Dappled Groves to make bark strands.
Just saw the updates! Thank you! :D
I know it's a big one, but have you seen Maltiez's backpacks and if so is that something you're considering supporting?
Thanks for the work :).
Compats can be done both ways from what i have seen, and most code mods leave a way to add compat, that way its faster and easier to add it.
I would like to request that tule fibers be added as it's separate item, distinct from regular straw, and also OneRoof compatibility.
And personally i think strands should require an additional crafting step, like just cutting the cattail/papyrus/straw with a knife, and for the originals to be useable for roofs, but that's a personal preference, so if it's not too hard, it'd be cool to see it as a config option.
Filvandrel Added Age of Flax compatibility in 1.3.0! :)
Sorry to anyone who's getting notifications for new releases... I keep thinking I'm done for the day and then doing more 😅
SirYoggi String Sense is a content mod which means it doesn't change any code, and I can't do anything about code errors - report that to the PlaceOnSlabs devs.
AzzyBunn Flamestar - just added Wildcraft compatibility in 1.2.0! Be warned that if you have an existing Wildcraft world and you add String Sense to it, any Wildcraft baskets will turn into unknown blocks/items unless you remap them.
Hi
With this mods it throws following error during server start. Looks like some trobel with PlaceOnSlabs mods
15.2.2026 11:57:56 [Error] [placeonslabs] An exception was thrown when trying to start the mod:
15.2.2026 11:57:56 [Error] [placeonslabs] Exception: Unable to load one or more of the requested types.
Could not load file or assembly 'csogg, Version=1.0.4143.14181, Culture=neutral, PublicKeyToken=cbfcc0aaeece6bdb'. The system cannot find the file specified.
Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
Could not load file or assembly 'OpenTK.Graphics, Version=4.9.4.0, Culture=neutral, PublicKeyToken=f7bd7a612b58d73b'. The system cannot find the file specified.
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.RuntimeModule.GetTypes()
at PlaceOnSlabs.Source.HarmonyPatches.BlockOffsetCollisionPatch.<>c.<PatchAllBlocks>b__1_0(Assembly a) in D:\Projects\VintageStory\Mods\PlaceOnSlabs\PlaceOnSlabs\Source\HarmonyPatches\BlockOffsetCollisionPatch.cs:line 27
at System.Linq.Enumerable.SelectManySingleSelectorIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection)
at PlaceOnSlabs.Source.HarmonyPatches.BlockOffsetCollisionPatch.PatchAllBlocks(Harmony harmony) in D:\Projects\VintageStory\Mods\PlaceOnSlabs\PlaceOnSlabs\Source\HarmonyPatches\BlockOffsetCollisionPatch.cs:line 24
at PlaceOnSlabs.Source.Systems.MainSystem.StartPre(ICoreAPI api) in D:\Projects\VintageStory\Mods\PlaceOnSlabs\PlaceOnSlabs\Source\Systems\MainSystem.cs:line 25
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
15.2.2026 11:57:56 [Error] Failed to run mod phase Pre for mod PlaceOnSlabs.Source.Systems.MainSystem
Nice mod! Sadly it's not compatible with Age of Flax, and I really like the processing system it adds :/
Wow, that was so much easier than I expected it to be. Basic Toolsmith compat added in 1.1.0 - cord can be used as a binding with the same default stats as reeds. Metalsoul212 Magmabit16 Flamestar FNXR DeviousDogeAzzyBunn :) Give me a shout if you find any bugs!
I've also submitted a PR to add it to base Toolsmith, because I do think it makes more sense for the compatibility to go in that direction, but that doesn't really make any difference for players.
AzzyBunn Flamestar I'll look into Wildcraft too - let me know if you have any specific ideas about how you'd want String Sense to interact with it.
I would also make this a staple if it had toolsmith compat!
I would be so sold on this if it had compat with toolsmith
Averixus I'm in agreement with the others here. Would love to see this mod be compatibly with Toolsmith and the Wildcraft series: Trees and Shrubs , Fruit and Nuts , Herbs and Spices
I also found this plant mod that might go well with your rope: Ruderalis
Averixus probably have a quick talk with Toolsmith dev im sure he can help with it, and yeah its mostly so bindings play nicely with your mod, since a lot of early options are string based.
I see. Basic compatability can probably just make Strands equivalent to Dry Grass as a binding material, it doesn't necessarily need to be super fancy to work good.
Since people already asked about Toolsmith. I'll ask about wildcraft support with its canes and baskets.
DeviousDogeFNXR I haven't tested it with Toolsmith, so I can't give a definite answer - I'll have to look into it. I've never used Toolsmith myself, but from reading the description it looks like it completely overrides / replaces tool grid recipes with its own crafting system? So I would expect that if you install both String Sense and Toolsmith, the String Sense changes to basic tool recipes will just have no effect. It would be good to get String Sense cord to be treated as a possible binding material for Toolsmith crafting, but that probably has to be done from their end rather than mine, since String Sense is only a content mod so I can't interact with other code directly. (Edit: actually maybe that can just be done by the user in the config?)
If you have ideas for how Toolsmith/String Sense compatibility would ideally look from a gameplay perspective, let me know!
Does this play nicely with toolsmith? Sounds like it makes cord much more important for tools, so curious if it overwrites stuff that could conflict or not.
Really, really cool looking mod. I'm all for stuff that pushes the game more in the direction of "realistic/immersive survival sim" :)
Nice will check out.
Toolsmith compat though? They use strings and similar for binding in tools.
Oh that the kind of mods I love ! <3