Mods / Sonya's Meat Mod
- Tags:
- Author:
- LedyanayaSonya
- Side:
- Both
- Created:
- May 20th at 11:03 AM
- Last modified:
- Jun 3rd at 9:29 PM
- Downloads:
- 450
- Follow Unfollow 109
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.3):
meatmod_1.0.2.zip 1-click install
DO NOT USE THIS WITH EXPANDED FOODS.
My cooking module pack, of which this is the fisrt one, is meant to serve as an alternative to ACA/EF developed and managed by me and, as a result, it is 100% COMPATIBLE with Wildcraft modules. It will be developed further and eventually receive iterations of most things that other cooking mod contains - but more balanced and certainly more visually polished!
WARNING: this mod completelly replaces vanilla meat, raw fat and bones, and removes whole roasted fish (for technical reasons, adding a cooked variant for each kind of fish would've been very time-consuming and unjustified). Other mods will be incompatible by default if they 1) add new recipes with these ingredients or 2) new animals that drop vanilla meats. Compatibility patches will be gradually added as the Meat Mod updates; other modders are expected to cooperate and add compatibility patches on their side if necessary (don't be worried some patching on my side is usually enough).
I DON'T KNOW when full Butchering compatibility will be made (these two mods are somewhat compatible but make a few items unobtainable and don't have cross content).
Content:
-
26 types of animal-specific meats that fully replace four basegame types
- Red meats: pork, beef, mutton, chevon
- White meats: chicken, rabbit
- Game meats: venison, moose, dog, cat, bear
- Freshwater fish: carp, perch, pike, catfish, tilapia
- Saltwater fish: salmon, whitefish, tuna, sturgeon, mackerel, herring
- Invertebrates: earthworm, bee brood, wood grubs, termites
-
8 types of animal fat
- Tallow (beef, deer)
- Lard (pork)
- Kurdyuk (sheep, goats)
- Schmaltz (chicken)
- Dog fat (various carnivores)
- Suet (large animals)
- Fish oil (fish)
- Meat is now edible raw, but provides much less nutrition this way; some types of meat are unsafe to eat uncooked, especially if they come from predators and scavengers
- Eggs also can be drunk raw, baked in a firepit and pickled in brine or vinegar (if you have Wildcraft: F&N installed)
- Large animals now provide you with sinew which can be dried and turned into cordage useful for many things that otherwise require rope or twine
- Most fish don't drop oil as a separate item, but it can be rendered from fatty fish meat in a cooking pot
- Tallow (rendered fat) can now be turned into candles the same way as with beeswax
- Carnivore fat can be used to create decent poultices
- Eat bones like cavemen did!
- Bones now come in short and long variants, suitable as handles for different tools
- Cook fresh long bones in a firepit and smash them with stones (or a hammer if you are sophisticated enough) to access delicious marrow inside; it can be eaten as is or added into meals
- Short, tiny and fish bones, on the other hand, can be boiled to create broth, a nutritious soup base
- Remaining meat will naturally decay off fresh bones, but they can be manually scraped dry if you need to use them for tool handles or bonemeal right away
- More cooking options:
- Slice raw or cured meat into thinner pieces to add it into porridge and scrambled eggs; now you need to slice meat before using it as fishing bait as well
- When cut fresh and stored properly, sliced meat dries into not very nutritious but long-lasting "jerky", this dried meat can be eaten as is or used in soups and scrambled eggs
- Slicing tough game meats like moose, bear or dog allows to use them in mealmaking
- Fat can be added to most non-sweet meals for empty calories (tallow and fish oil count as topping), most types of fat can also be salted for preservation (but salted fat cannot be rendered)
- Baked and pickled eggs can be put into porridge and pies; mixing cheese and eggs or light meats in a pie crust makes a quiche, mixed dairy-protein pie
- Insects and worms now can be used in cooking as any other meat, though they are not very filling, and as fishing bait
Changelog:
1.0.2:
- Added sinew and sinew cordage
- Added missing fat and tiny bone remaps
- Nerfed bee brood drops
- Now you can sell boar tusks or make necklaces out of them
- Added partial Butchering compatibility: no crashes, no error spam, except for one supernaturally stubborn patch on their side I cannot disable for the life of me... pigs still drop ivory AND tusks, but you can convert them, sinew is convertable back and forth as well
- Added Maltiez' Crossbows (1.22 fork) compatibility
- Added TinkerTailor Patchworks compatibility
- Added Tailor's Delight compatibility
- Added Echoes of the Lens: Ivory Bonehive compatibility
- Added Vanilla Armory compatibility
- Added Aldi's Classes compatibility
- Added Bone Shovel compatibility
1.0.1:
- Fixed errors related to missing bait recipes when Quality Fish is not installed
- Added wood grubs as a rare-ish drop from grown (not placed) logs
- Added Toolsmith compatibility - basegame bones returning as "bone handles" carved from long bones
- Added Death coprses compatibility
1.0.0:
- Added pork, beef (dropped from musk oxen, not just because of "ox", I did a research), mutton, chevon, venison, moose, cat, dog and bear meats, rabbit, chicken, salmon, carp, catfish, herring, whitefish, tuna, sturgeon, mackerel, perch, pike and tilapia
- Added sliced meat - cut it into thinner strips to add into greater variety of meals; this also allows to use tough wild meats in mealmaking
- Added dried meat - drying is inferiour to curing as a preservation method, but does not require salt
- Added suet, pork, beef, sheep, deer, chicken, fish and carnivorous animal fats which can be added to stews and porridge for calories but don't belong to any food category
- Added salted fats
- Added dog fat poultices
- Added tallow candles (they don't mix with beeswax ones in piles and unfortunatelly cannot be placed on chandeliers)
- Added short and long bones, suited for crafting different tools
- Added cooking and smashing for long bones, marrow extracted from them can be added to meaty stews, scrambled eggs, porridge and pies
- Added boar tusks as a little hunting trophy you can place on a wall mount or grind into extra bonemeal
- Added generic meat, game, chicken, seafood and bone broth which can serve as nutritious soup base
- Added baked and pickled eggs which can be used in pies
- Added quiche, a mixed-caterory pie made with cheese and eggs or light meats
- Added bee brood which drops from broken skeps and can be used in cooking like any other meat
- Termites and earthworms now also can be used in cooking
- Honeycombs how have a better shape and more size-appropriate texture
- Eggs have gotten a visual rework and are stackable up to 41 on the ground
- Eggs and meat are now edible raw, but not every type is safe to eat
- Rendered fat is renamed into tallow, has updated visuals and shelf life (inherited from a WIP version which existed pre-1.22); it can also be used as topping in meals
- The notoriously huge in-meal satiety boost is slightly nerfed for all meats
- Most fish now flay into less fillets in exchange for each fillet being more nutritious
- Larger animals now take longer to butcher, even though it's the same boring one-step process
- Animals now have slightly better and more consistent naming, including fish
- Roasted and cured meats can now be stored in crocks (no custom labels yet)
- Soup now accepts two pieces of any meat and two eggs instead of one
- One piece of any sliced meat or one egg now can be added to porridge
- One piece of any sliced or dried meat now can be added to scrambled eggs
- Fish oil can be used to make oil lamps
- Fixed not-that-great sheep horn transforms
- Added compatibility with Sonya's Quality Fowl and Fish
- Added compatibility with FotSA bovinae, capreolinae, cervinae, caninae, pantherinae, felinae and machairodontinae modules
Compatibilities:
Best enjoyed together with:
- Sonya's Quality Fowl: ducks drop duck meat and goose fat, their eggs can be baked and pickled
- Sonya's Quality Fish: menhaden and anchovy flay into herring meat
- Wildcraft series: balances out all the new meats with a variety of fully compatible fruits, nuts, vegetables and grains!
Currently compatible mods by other authors:
- FotSA: Bovinae: various cattle, buffaloes and antelopes drop beef, mutton and chevon, beef and sheep fat
- FotSA: Capreolinae: various deer drop venison and moose meat and deer fat
- FotSA: Cervinae: giant deer drops moose meat and deer fat
- FotSA: Caninae: various wolves, foxes, zorros and wild dogs drop dog meat and carnivore fat
- FotSA: Pantherinae: various big cats drop cat meat and carnivore fat
- FotSA: Felinae: various wildcats drop cat meat and carnivore fat
- FotSA: Machairodontinae: various saber-toothed cats drop cat meat and carnivore fat
Various mods that've received bone recipe patches:
- Toolsmith: bone handles
- Tailor's Delight: buttons, awls and needles
- Maltiez' Crossbows (1.22 fork): bows and crossbows
- TinkerTailor Patchworks: block frames
- Echoes of the Lens: Ivory Bonehive: some bone armour
- Vanilla Armory: bone armour and bows (throwing stick recipe is a .txt that cannot be patched...)
- Aldi's Classes: primitive lantern
- Death Coprses: corpse compass
- Bone Shovel: well, it explains itself
Plans for the future:
- Organ meats like liver, tripe, giblets, etc
- Sausage, as a superiour way of meat preservation
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.2 | meatmod | 152 | Jun 3rd at 9:29 PM | meatmod_1.0.2.zip | 1-click install | ||
|
- Added sinew and sinew cordage | |||||||
| 1.0.1 | meatmod | 161 | May 24th at 12:44 AM | meatmod_1.0.1.zip | 1-click install | ||
|
- Fixed errors related to missing bait recipes when Quality Fish is not installed | |||||||
| 1.0.0 | meatmod | 137 | May 20th at 8:07 PM | meatmod_1.0.0.zip | 1-click install | ||
|
- Added pork, beef (dropped from musk oxen, not just because of "ox", I did a research), mutton, chevon, venison, moose, cat, dog and bear meats, rabbit, chicken, salmon, carp, catfish, herring, whitefish, tuna, sturgeon, mackerel, perch, pike and tilapia | |||||||
Heya Sonya,
Love the mod but had to disable on 1.22.3, I was having conflicts with I believe the critter mod (corals 1.22.x fork) + butchery; when I tried to field harvest any animals (chickens and chipmunks) I was getting a crash and disconnect from the server, until I removed the meat mod.
Is there a way to force compatability with critters, that maybe it gives default bushmeat or something if the creature isnt covered by this mod?
I haven't added compatibility with Critters pack yet, that's why it may be crashing.
Hey, some feedback regarding the butchering compatibility:
1. I'm not able to craft the sinew twine thingies using 4 sinews, it always converts them back into butchering sinews;
2. I'm getting a consistent crash everytime I try to butcher a bighorn sheep, removing this mod solved it:
Other than that everything was fairly smooth, hope this butchering integration can be sorted out, this mod seems pretty awesome and I cant wait to use it in my world.
The recipe for cordage is 2x2, with one sinew item per slot.
As for the bighorn sheep crash - I wasn't able to replicate it, sorry!
Two questions!
- Is this safe to add to an ongoing save?
- To what extent is it incompatible with Primitive Survival? I only use it for its passive fishing (which give live fish that then need to be placed and killed), is that affected by this in any way?
1) Safe but currently you will lose raw (non-rendered) fat because I forgot to add a remap for it. Meats and bones will be remapped.
2) If that's only for passive fishing, then I don't think you will complain much, it's mostly "no vanilla meats and bones" thing, all the recipes using them are not going to work. Also... getting fish items that never die or spoil is mildly cheatery, don't you think?
1) What about meals made with vanilla meat, will that be fine?
2) I do agree, I'm not a fan that you get live fish. Apparently they're working on that (the goal was to have it so you could transfer them into an aquarium)
3) Regarding bones, does that mean this mod is not compatible with Tailor's Delight, which uses bones in some of its crafting recipes (primarily non-metal Buttons & Clasps, and bone stitching awls/needles)
1) Items within meals get remapped as well, as far as Im aware, so yes?
3) Thanks for mentioning this, I will add a compatibility patch for this mod.
Any thoughts on using/taking inspiration from any a culinary artillery items, not like the mod itself or expanded foods you've been very clear on that, but things like the mixing bowl are a lot of fun and quite useful! I have spent a lot of time making sausages like that
Unfortunately I am not a programmer so I cannot do things that require code on my own. I am currently trying to cooperate with a programmer to add a functioning smoker, but I have no idea when that will be implemented.
👍Wish I could offer help but I am not a programmer either );
I've been playing with this on a new world, and so far my thoughts are that I enjoy it quite a bit.
The compatability with certain FotSA is brilliant, however compatability should probably be implemented with the butchery mod, given how well it would pair with your more realistic take on foods; such that drops such as sinew for its uses and other mods is available. In addition to probably having a crafting grid conversion for fats to a generic vanilla 'fat' to make it universally compatible with minimal effort on your behalf.
Also there are some id issues with drops which need to be corrected; for example raccoons drop bear meat.
An excellent mod, unfortunately it's not playing nice with some of the mods I'm really into. But if and when compatibility for them is made I will be very excited to use it.
A few things I noticed while testing it, just in case you weren't aware:
Regarding Butchering compatibility. The basic mechanic of butchering works great. But the sausage recipes use fat, which this mod replaces, and the smoking mechanic doesn't work with it's meat. I also think, since it replaces the animal "drops" it messes with a few of the drops butchering adds. Ivory, specifically I haven't been able to get... But I only tested so much, I may have just been unlucky.
A suprising incompatibility is maltiez' crossbows, as it uses bushmeat as a sinew analogue.
Lastly, and this really shocked me. The "alchemy" mod. I have not had a chance to test it, but there was an error in worldgen "Grid Recipe with output 'alchemy:utilitypotionbase-nutrition' contains an ingredient that cannot be resolved: Item code game:fat" As the error implies this is in reference to the "nutrition" potion, which I forgot existed
Wish I had time to dig more into it, and specifically do more butchering testing. But I sadly do not. However, I wish you luck, and hope my hastily taken notes can provide some help.
Yes, I will be adding compatibility with those (and maybe adding sinew too 🤔).
Smoked meat will be in my side as well, in one form or another...
However I won't be hurrying to patch mods that use NON-RENDERED fat in their potions/buoys/other things that logically would require RENDERED fat, which is not replaced. I feel like 1.22 is still too young and these mods haven't updated their own recipes yet!
The rendered fat thing makes sense. I just mentioned it because it came up in my testing.
Adding sinew isn't a bad idea, but butchering also adds sinew, though it doesn't do much with it... I'm curious what uses you would give it?
hello, i seem to be having a probelm where certain animals arent dropping their stuff
here are the creatures
chital stag+doe
elk stag+doe
fallow stag+doe
guemal buck+doe
marsh deer buck+doe
moose stag+doe
pampas deer buck+doe
pudu deer buck+doe
red brocket buck+doe
taruca deer buck+doe
water deer buck+doe
whitetail stag+doe
gazelle male+female
musk ox female
gray boar+sow
redriver boar+sow
warthog boar+sow
bighorn ram+ewe
mouflon ram+ewe
giant boar+sow
rooster+hen
wolf male+female
hyena male+female
red fox+vixen
arctic fox+vixen
raccoon male+female
arctic hare male+female
desert hare male+female
brown hare male+female
blackneck hare male+female
jackrabbit male+female
scrub hare male+female
black bear male|female
brown bear male+female
sun bear male+female
panda bear male+female
polar bear male+female
i am unsure if this is simply a me issue or something greater, but i thought it wouldnt hurt to let you know!
You may have some other mod that also targets these animals' drops (one that boosts harvested meat amount for example, I am sure such mods exist) and its patches overwrite mine (meaning it must be loading after "meatmod" in mod id list).
yes, it was good hunting! so sorry for the false flag, just retested and was able to get all the drops with that mod diabled
though for some reason the female musk ox still didnt drop anything qwq
besides all that though, i really like this mod, and cant wait for the organs to be added! ive always been a big fan of organs(that sounds weird...)
For those wondering, and I did tried it with multiple animals, this mod is compatible with the Butchering mod, the only difference is that it gives you prime meat too when you butcher a creature, but the creature drop their fat and meat like indicated by this mod
Looks like Better Ruins and Th3 Dungeon are giving warnings due to missing vintage meat.
[Warning] Block schematic file betterruins:worldgen/schematics/underground/underground-translocator-common/underground-shikitochi-lastditcheffort.json uses items that could no longer be found. These will turn into unknown items! (affected: game:redmeat-vintage)
[Warning] Block schematic file worldgen/th3dungeon/th3dungeon5/end/th3dungeon5-end2.json uses items that could no longer be found. These will turn into unknown items! (affected: game:redmeat-vintage)
Getting errors for fat from Witherlands Waymakers mod.
[Error] Grid Recipe with output 'wwaymarkers:buoy-larch' contains an ingredient that cannot be resolved: Item code game:fat
2026/05/27 Edit: So I'm not spamming up the comments section I'll edit this one to continue with my findings. I'm using the BioDiversity Trees mod and noticed Cedar Pine are labeled as "wood grubs" and I only get 1 log drop from a fully grown tree. (keep trying to just link a URL of the screenshot but the dang thing keeps showing the full image for some reason)
I noticed after killing a raccoon it gave bear meat, is this intended? Haha
Yes! I was lazy to make a separate meat item for small non-dog, non-cat carnivorans and bear and raccoon have very similar nutritional properties anyway (per same amount I mean)) ).
I was lazy to make piranhas and arapaimas have their own type of meat as well... so they drop pike meat. It's kind of like "active predator fish meat".
this mod breaks any food mod that uses red meat. Could you make generic meat become red meat by crafting or can it be a replacement for it?
Instead of repeating the disclamer given on top of this modpage, maybe you should list said food mods so I can consider making compatibility for those?
Note that EF and PrimSurv are on my "no and never" list.
Replacing basegame meats was the goal for me, and I've achieved it.
Wait you won't make a primitive survival compatibility? Can you explain why?
Is there a reason why you removed and replaced the vanilla grubs and termites instead of just patching their stats, if you wanted them to just have lower nutrition? It's breaking both my Bugs Is Bait and Variations on a Meal mods, since they both use the vanilla insects.
Convenience sake, nothing more nothing less. I plan to make grubs actually obtainable in the future, so that's a plus I assume. You can use both termites and bee brood as bait without any side mods.
Grubs are currently obtainable through some mods that add the unimplemented rotting logs to world gen, such as Algernon's Watersheds.
I just don't see any reason to remove the vanilla items. It can cause way too many issues with other mods, as people have been pointing out about with the bones.
Seconding compat patch request for these two mods+ watersheds, I can understand not wanting to patch PS (and hope someone else makes a mod that adds just the hunting items like pitfall traps).
Running on 64 bit Windows 10.0.26200.0 with 32691 MB RAM
Game Version: v1.22.2 (Stable)
22/05/2026 21:56:43: Critical error occurred
Loaded Mods: walkingstick@3.0.8, chiseltools@1.17.1, chonkyvessels@1.5.3, claimnavigator@1.2.0, falandsknecht@1.2.5, fatemplar@1.4.6, favarangian@1.1.0, faviking@1.1.6, caninae@1.1.5, capreolinae@2.0.12, machairodontinae@1.1.9, pantherinae@1.2.13, fowlmod@1.0.1, hydrateordiedrate@2.4.12, meatmod@1.0.0, obdoltools@1.6.0, primitivesurvival@5.0.5, shelfobsessed@2.1.5, specializedclasses@2.2.2, tankardsandgoblets@1.4.2, translocatorengineeringredux@1.6.6, game@1.22.2, animalcages@5.0.0, attributerenderinglibrary@3.1.4, betterruins@0.6.2, botaniastory@0.3.2, butchering@1.13.3, chestorganizerm4@1.2.4, claimmap@1.3.0, claimsradar@1.1.1, clayformerprescko@1.3.0, coinage@2.1.7, deathcorpses@2.8.1, envelopes@3.8.3, extendedcreation@1.2.5, extrainfo@2.1.0, feverstonewilds@2.1.0, fromgoldencombs@2.0.5, gourmand@1.8.8, herbarium@1.4.2-rc.1, lakulsenhancedtrees1@0.0.1, noticeboard@1.3.0, petai@5.1.1, playerlistrevived@2.3.8, statushudcont@4.3.1, stepupcontinued@0.0.2, stonebakeoven@1.3.0, vinconomy@5.3.0, visibleoresandminerals@1.1.1, creative@1.22.2, vsserverpanel@0.5.3, survival@1.22.2, castaway@1.0.5, cats@5.0.1, comfybeds@0.4.2, plushiemodpack@3.0.0, wildcraftfruit@1.4.61
Involved Harmony IDs: com.SpecializedClasses.patches, attributerenderinglibrary, extrainfo
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item game:redmeat-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveIngredients(Dictionary`2& unnamedIngredients, Queue`1 halfResolvedRecipes, GridRecipe toTestRecipe, Boolean& allResolved, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 409
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveRecipes(List`1 resolvedGridRecipes, GridRecipe[] gridRecipes, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 371
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI api, GridRecipe[] gridRecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 82
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch3(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, List`1 anvils, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch8(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 135
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 365
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 122
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 182
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 593
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 2031
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2061
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 365
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 944
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 217
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 22/05/2026 21:46:38, Site = , Source = Application Error, Message = Nom de l'application défaillante : Vintagestory.exe, version : 1.22.2.0, horodatage : 0x693c0000
Nom du module défaillant : coreclr.dll, version : 10.0.726.21808, horodatage : 0x69e279e8
Exception code: 0xc00000fd
Fault offset: 0x00000000001a6487
Identifiant du processus défaillant : 0x17f4
Heure de début de l'application défaillante : 0x1dcea1864563ed3
Chemin de l'application défaillante : C:\Users\User\AppData\Roaming\Vintagestory\Vintagestory.exe
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Hey could you add compatability with toolsmith ? it kind of breaks the recipes using bones. I didnt expect a meat mod to break a tool mod lol
Yeah sorry for that. I thiiiink I can set vanilla bones to be re-enabled when Toolsmith is detected, turned into a craftable "bone handle or something". Will do this in the next update!
On top of Toolsmith it also breaks recipes/items/loot for:
Base games bear hide armor, cobbleskull blocks, any tools that use the bone handle, panning drops, left over fish bones now that you have to place them to carve/fillet
Immersive Mining's bone pickaxe
Ivory Bone Hide's bone armor
Tinker Tailor's Patchwork rag twine
Crossbow's simple wood crossbow
Aldi's classes (and Aldi's classes item's only) primitive lantern
All the basegame stuff got patched up from the very beginning.
Toolsmith too by now.
Thank you for the list, I will add patches for these mods as well.
I absolutely love it <3! I'm not a big fan of ACA/EF because it ruins the excitement of feeling like a caveman or a survivor, and this mod perfectly fulfills that wish <3
Very cool. Looks like it would pair nicely with Long term food if they were compatible.
Really need a compatibility with Primitive Survival, smoked meat needs to be made possible for long term preservation. Otherwise this mod is amazing, always wanted to eat bone marrow from a dead scavenged carcass as our ancestors intented.
Please don't be offended, but I don't believe Primitive Survival is worth using. Since fishing got added to basegame, that mod lost all its appeal. It is insonsistent, messy, all over the place, with very poorly made visuals and questionable balance. Plus its author directly stated he won't be updating it, only upkeeping so "nothing is broken" on new game versions.
I plan on eventually adding smoking to this mod, but currently don't know when exactly, because it will require code.
Not offended at all, merely looking forward to be able to smoke the meat one way or the other.
Getting some errors on world startup. Removing all mods except this one gives the following:
[Error] Grid Recipe with output 'game:fishingpole-simple-bamboo' contains an ingredient that cannot be resolved: Item code game:creature-earthworm-dead
[Error] Grid Recipe with output 'game:fishingpole-simple-wood' contains an ingredient that cannot be resolved: Item code game:creature-earthworm-dead
In addition, if I have the Death Corpses mod by Bisa installed, I also get:
[Error] Grid Recipe with output 'deathcorpses:corpsecompass' contains an ingredient that cannot be resolved: Item code game:bone
Hopefully these can be addressed, looks like an interesting mod.
Ahhaha, my bad, sometimes I forget to disable my other WIP mods while testing things - those in-grid bait recipes are disabled in my Quality Fish thingy.
Will be fixed in the next update.
I have been wondering why there aren't more meat types, however I NEED expanded foods );
MEATS. Meats. Meats. Delicious meats! Yes!
Idk why there isn't more people commenting on this because this is one thing I've been looking for for AGES, I have to try this right now looks amazing.
Is it compatible with whole roasted pig?