Mods / IndustrialStory
- Tags:
- Author:
- Onions
- Side:
- Both
- Created:
- May 30th at 10:33 PM
- Last modified:
- 4 days ago
- Downloads:
- 1155
-
Latest release (for Vintage Story 1.22.3, potentially outdated):
industrialstory_0.7.1.zip 1-click install
Required Dependencies:
Advanced Geology: https://mods.vintagestory.at/advancedgeology
Glassmaking FORK: https://mods.vintagestory.at/show/mod/52809
Recommended Companions:
Interesting Ore Gen: https://mods.vintagestory.at/interestingoregen
Big Bellows Fix: https://mods.vintagestory.at/show/mod/50798
Main Features
Massively changes how you interact with ores:
- Ores require labor and resource intensive preprocessing steps such as roasting and crushing before they can be smelted.
- Smelting itself is a more complex and time consuming process. Many ores previously smelted in a crucible on a firepit now require a firebrick modular smelter to refine. Molten metal from the smelter is tapped from the furnace and cast into sand casting networks that allow you to cast several items at once with a single smelt. All smelters can use forced air to raise smelting temperatures, but whether this is required depends on the type of ore being smelted.
- You can roast ores either in a firepit or on the new roasting heaps. To make a roasting heap, pile 16 firewood in the world, then shift right click with a roastable nugget or other item. You will be able to place 12 roastable items per stack of firewood. Ignite the heap and it will burn and roast the items.
- The early game is longer but makes more sense than vanilla. A primitive pit furnace is used to smelt copper ores into a workable mass. This mass can be forged on a stone anvil by heating it in a firepit. This allows you to craft items like copper saws immediately instead of needing to cast a copper anvil.
- Ore generation is overhauled to be more realistic. Instead of native copper, the much more common chalcopyrite dominates. More details can be found on the Advanced Geology page.
- Ores are treated realistically with respect to their chemical compositions. Sulfide and hydroxide ores require roasting before they can be smelted.
- Creating ceramics for metalworking now requires kaolinite, a new mineral found at the bottom of red clay deposits in certain stone types, namely granite. Fireclay crucibles are the only valid crucibles for alloying and scrap melting operations.
- To fire fireclay bricks and fireclay ceramic items, you must construct a stack kiln multiblock. This can be constructed from any clay brick and uses fireclay and crushed quartz as a sacrificial refractory lining to fire high temperature ceramics. It can also fire large quantities of standard bricks, or using the fireclay ceramic saggar, fire large amounts of standard ceramic items. The kiln is operated by simply fueling it with charcoal and lighting it.
- Except for when using the pit furnace, all ores must be crushed before they can be smelted. This can be done by placing the ores on a hard surface on the ground and shift right clicking them with a hammer. This process can be automated with the vanilla pulverizer. Vanilla pulverizer recipes like chromite crushing still require the relevant vanilla pulverizer cap tier.
- Silver is now randomly hidden[1] in tetrahedrite and galena and can be discovered using cupellation assays. Then, using cupellation and/or liquation, the silver can be separated from the copper or lead bars. Native silver and gold in quartz still exists, for now.
- Meteoric iron is no longer bloomed. Instead, you can directly heat meteoric iron pieces with the forge. Then, forging two pieces together on an iron anvil, beating off the impurities, and drawing the iron out into a flat bar, splitting the bar with a chisel (must have hammer in hotbar), and forging the split layers back together will make a meteoric iron ingot.
- Adds a blast furnace and other late-game multiblocks for dealing with high tech steel smelting and high tech metals like nickel.
This mod does not yet make any changes to steelmaking.
[1]: On world generation entire deposits, or large chunks of deposits if using IOG, are assigned a hidden silver grade which is stored in the ore, metal, and even items created from the metal such as nails (not finished, unmeltable items such as tools however). Silver-bearing metal/ore stacks with itself, but not with barren metal/ore.
General Metalworking Changes:
- A dedicated firebrick furnace has been added which is used for crucible smelting and alloying. Many recipes will require forced air from the bellows to reach the correct temperatures. Note that low temperature operations like melting lead scrap can still be done in a firepit, but the vanilla firepit is hard limited to 500 C.
- The smelter is modular. Using the smelter with just a chimney will allow you to either smelt blooms or meltable metal like copper. Attaching a retort smelter on top will allow you to refine zinc metal by combining crushed roasted zinc ore with powdered charcoal.
- Many alloying recipes have been modified in various ways to be more realistic. For example, you can now create bronze by combining crushed cassiterite, charcoal, and copper bits. In general, you will need to alloy with already-smelted pure metal bits rather than directly alloying raw ore.
- A bone ash cupel item, similar to the crucible, has been added. This item will allow you to cupellate lead bits and extract silver from them. Smelt the litharge-impregnated cupel with charcoal to recover (most of) the lead.
- To extract silver from copper, namely that produced by tetrahedrite, combine the silver-bearing copper bits with lead bits to create liquation alloy ingots. Then, smelt the liquation alloy bits to melt the lead out. All of the silver contained in both the input lead and copper bits will be sucked into the lead, which can then be cupellated.
- Vanilla ceramic molds have been replaced with sand casting. Simply craft casting sand and stamp a tool head into the sand to create a mold. Use a shovel to create channels which metal can flow through into multiple molds at a time. Other mods' ceramic molds still work for now, but I will be adding sand casts and compat later.
- The vanilla forge is still used for metalworking. Forging mechanics have not changed, only the way you acquire metals has.
- In the late game, a blast furnace may be constructed to quickly smelt large amounts of iron ore into pig iron. This pig iron can be puddled in a multiblock reverberatory furnace to produce wrought iron much more easily than dealing with bloomeries.
- A late game wind furnace, with a graphite crucible, may be used to melt nickel into alloys, and will be used to create end-game cast steel alloys as well.
Glassmaking is completely overhauled:
- Glass is no longer smelted in bloomeries. Instead, glass mixtures are crafted from various chemicals and from crushed quartz based on their real life recipes. The glass is melted in Glassmaking's smelteries and worked using a glassblowing rod. To make glass panes and glass blocks, an iron plate rolling table is used to roll out molten glass into panes. Use a ladle (requires iron or steel) to transfer molten glass from the smeltery to the rolling table.
- Glass objects require annealing in an annealing oven, or they will shatter. Use firewood to heat the annealing oven to 700C and place freshly-blown or rolled glass items into it and let them cool down normally. It will say when it is annealing.
- Crushing quartz can no longer be done directly. Instead, the quartz can be heated up red hot in a fire and then thrown into water to shatter itself into a crushable form.
- Every vanilla colored glass is now craftable. In addition, all colored glass panes can be crafted into 'camed glass panes' (vanilla's leaded glass). Lead crystal glass replaces the unobtainable vanilla "Vintage Glass".
- To get soda ash (a primary ingredient of glass mixtures), gather seaweed, burn it, dissolve the ash in water, then boil the solution away.
- To get litharge, resmelt molten lead in a brick furnace.
New Chemistry System
- With glassblowing, you can create glass reaction vessels and receiving flasks to perform simple chemistry
- Many vanilla recipes such as creating sulfuric acid in a cooking pot have been disabled, and have been replaced with realistic recipes performed in glassware.
- There is also a large number of additional chemical reactions to produce chemicals for glassmaking, and more to come.
Other additions include
- A fireclay pottery saggar that allows you to stack up to 8 standard pottery items into a single block, and also stack the saggars on top of each other in the stack kiln or beehive kiln. This will allow you to fire very large amounts of pottery items at once.
- Red and blue clay can be manufactured by crushing and slaking claystone and shale in water. In real life, most commercially manufactured bricks are made directly from crushed shale.
- Overhauled and realistic chromium tanning process.
Future Planned Content:
Next few updates:
- Expand chemical crafting to include dyes, industrial chemicals, and other useful items.
- Implement mercury and sulfur distillation in a new distillation smelter module.
- Implement gold/silver in quartz processing via mercury amalgamation and cyanidation.
Further afield:
- Steelmaking expansion and higher tech chemistry overhaul.
- Improvements and expansions to mechanical power; Industrial machinery starting from the 1600s (ex: hollander beater for making paper from wood pulp).
- Oil, wood gas, coal gas, and other high tech fuels.
- High tech smelting processes such as nickel speiss, acid leaching, and more.
- Overhaul of processing for industrial crops such as flax. Expansion of chemical fertilizer options.
Acknowledgements:
Thanks to Viceroy for help with some models.
This mod is in alpha. There are a couple of placeholder textures and there may be bugs. If you have any questions, feel free to ask.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.7.1 | industrialstory | 96 | 4 days ago | industrialstory_0.7.1.zip | 1-click install | ||
|
fix boric alchemy and placeonslab compat | |||||||
| 0.7.0 | industrialstory | 68 | 6 days ago | industrialstory_0.7.0.zip | 1-click install | ||
|
Adds the reverberatory furnace, blast furnace, and wind furnace multiblocks | |||||||
| 0.6.9 | industrialstory | 176 | Jul 5th at 6:30 AM | industrialstory_0.6.9.zip | 1-click install | ||
|
fixed expandedfoods seaweed compat by making seaweed drop the vanilla block. the old industrialstory:seaweed items are now defunct (sorry to all the seaweed stockpilers out there) | |||||||
| 0.6.8 | industrialstory | 11 | Jul 5th at 5:36 AM | industrialstory_0.6.8.zip | 1-click install | ||
|
implement dynamic casting sand | |||||||
| 0.6.7 | industrialstory | 138 | Jun 25th at 12:23 AM | industrialstory_0.6.7.zip | 1-click install | ||
|
general content patch | |||||||
| 0.6.6 | industrialstory | 121 | Jun 18th at 2:27 AM | industrialstory_0.6.6.zip | 1-click install | ||
|
fixes some bugs adds chemistry recipe display system in the handbook adds the clay brazier and chemistry heating pan adds heating chemistry recipes | |||||||
| 0.6.5 | industrialstory | 49 | Jun 17th at 5:33 AM | industrialstory_0.6.5.zip | 1-click install | ||
|
Fixes various bugs | |||||||
| 0.6.4 | industrialstory | 102 | Jun 13th at 5:47 AM | industrialstory_0.6.4.zip | 1-click install | ||
|
fix glassworking recipes | |||||||
| 0.6.3 | industrialstory | 64 | Jun 10th at 9:37 PM | industrialstory_0.6.3.zip | 1-click install | ||
|
fix some bugs fix quartz and other items heating up too slowly add boric alchemy and sonya's meat mod compat - when boric alchemy is installed bones (or dry bones with meat mod installed) are groud-crushable into boric alchemy crushed bones, which is smeltable into bone ash. boric alchemy bone ash is the prodcut when boric alchemy is present, and all IS recipes have been updated to also be able to use boric alchemy bone ash | |||||||
| 0.6.2 | industrialstory | 37 | Jun 10th at 4:35 AM | industrialstory_0.6.2.zip | 1-click install | ||
|
fix various bugs polish crushing | |||||||
| 0.6.1 | industrialstory | 48 | Jun 8th at 11:25 PM | industrialstory_0.6.1.zip | 1-click install | ||
|
Fix some more bugs and polish model transforms etc | |||||||
| 0.6.0 | industrialstory | 41 | Jun 8th at 9:02 AM | industrialstory_0.6.0.zip | 1-click install | ||
|
add chemistry system fix a ton of bugs and oversights IMPORTANT: | |||||||
| 0.5.6 | industrialstory | 69 | Jun 2nd at 8:22 PM | industrialstory_0.5.6.zip | 1-click install | ||
| |||||||
| 0.5.5 | industrialstory | 46 | Jun 1st at 5:44 AM | industrialstory_0.5.5.zip | 1-click install | ||
|
Add bamboo blowpipe variant and dramatically improve the presentation of blowpipes. | |||||||
| 0.5.4 | industrialstory | 22 | Jun 1st at 2:22 AM | industrialstory_0.5.4.zip | 1-click install | ||
|
fix fireclay item crafting hopefully last hotfix | |||||||
| 0.5.3 | industrialstory | 19 | Jun 1st at 1:53 AM | industrialstory_0.5.3.zip | 1-click install | ||
|
fix litharge production patch | |||||||
| 0.5.2 | industrialstory | 16 | Jun 1st at 1:46 AM | industrialstory_0.5.2.zip | 1-click install | ||
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fix stack kiln and localization real quick lmao | |||||||
| 0.5.1 | industrialstory | 19 | Jun 1st at 1:02 AM | industrialstory_0.5.1.zip | 1-click install | ||
|
add modicon | |||||||
| 0.5.0 | industrialstory | 13 | Jun 1st at 12:56 AM | industrialstory_0.5.0.zip | 1-click install | ||
|
Initial release | |||||||














everyday we inch closer to getting GTNH in vintage story
I read in the guide that I need seaweed to make a type of ash. Do I need to change the landform to generate oceans?
yes
I have two more questions:
1) how do you load more than one sagar/stack into the stack kiln? Whenever I try, all I can do is pick up the sagar/stack I just placed.
2) is it possible to smelt malachite in the pit furnace? I won't allow me to roast or place it as copper ore in a pit furnace.
thanks!
1) how do you load more than one sagar/stack into the stack kiln?
shift click from the backpack slot the saggar is in
2) is it possible to smelt malachite in the pit furnace? I won't allow me to roast or place it as copper ore in a pit furnace.
works on my machine. make sure its malachite nuggets, the crushed ores dont work
there is currently an issue with the smelter, in which if the casting sand channels directs to a cast that already has some metal in it, tapping the smelter will NOT let the metal out.
edit: if anything is already in the mold, nothing can be poured into it, even if both are molten, is this intended?
you can break the mold to get refined metal bits back
The reverberatory is useless, it can only roast 108 nuggets at once and consumes coal, tier 3 firebricks and space, the firepit can do the same and even faster and cheaper. And it can smelt 180 copper nuggets at once but bloomery can smelt 240. Why do I build this?
the original glassmaking mod has been updated but this still list glassmakingFORK as a dependancy
the fork has more features and bugfixes that have not been merged into the original glassmaking
like it says in the changelog, this will continue to use glassmaking fork until main glassmaking is updated satisfactorily
I, thankfully, considering my usual text dumps, am not in the headspace to write an essay just to give feedback. I would like to say, though, that I'm loving the update. Holy fuck, I started a fresh world (IOG made progression brutal, I'm guessing it was intended for multiplayer servers) and I can't wait to get back up to speed. Already having a good time.
Hello, what's in the new update?
Hello, I don't think you need to touch the steel aspect, since others have already done so—like the "Steelmaking Expanded" mod. So, the two are complementary; the question is, are they compatible?
steelmaking expanded is fully compatible, the crushed iron ores from this mod will feed the steelmaking expanded blast furnace
it also implements a fairly high tech version of a blast furnace, while this mod implements a simpler cold blast furnace. 1750 tech vs 1860 tech. So there's a lot less overlap than you think.
really enjoyable mod but i can't figure out how to make cupronickel as the brick furnace doesn't reach high enough temperatures to smelt nickel, regardless of fuel. yes i'm using a bellows.
in fact for every fuel type the furnace maxes around 1180C-ish even using peat.
its currently impossible to smelt nickel but the next update which is coming very soon addresses this
update is out
PLEASE put a better tutorial for the stack kiln in or change its behaviour.
I formed the multiblock kiln, jumped down to put in bricks, then climbed out of the kiln using a ladder and then removed the ladder.
I then tried to light the kiln (which showed all conditions met on the controller) but of course it wouldnt light because placing the firebricks into the kiln had unformed the multiblock.
I spent 30 minutes screwing around trying to find the cause, such as my kiln not matching that in the screenshots, rain putting it out, placing the bricks then teleporting out to not have to place a ladder inside ect until I finally found that no, you had to reform the multiblock after putting the bricks in or it wouldnt work, which requires breaking the stack kiln controller, replacing it, then attempting to form the multiblock, have it fail the first time, break 1 block of the side and replace it then finally reform the multiblock and then finally it would light and work.
I really want to like this mod but please fix stuff like this.
I cant replicate this. Even shoving the ladder inside the kiln doesn't 'unform it'. There's no function to unform it when you place anything inside the chamber, it can only unform when a block is broken. The controller updates in real time when I place bricks or saggars or anything else, I don't have to break it. I just tested this again to make sure and simply cannot replicate your problems.
That being said, the intended method of loading is to break a sideblock to pile the fireables up then replace it. But you can also just jump inside, hold ctrl, and jump and tap shift right click to place stuff and tower up out. Or you can use a ladder. Like I said, I couldn't replicate your issues with unforming.
I disabled all my other mods and updated to the most recent version and created a new world and its still happening.
The moment I place a ladder on the front of the kiln outside it by shift rightclicking the multiblock visually unforms but all the blocks still give the stack kiln status.
Fulfilling the firing requirements updated the stack kiln controller, but then no matter what I do I cannot light the charcoal to fire the kiln, here it is raining so I built a rain cover prior to attempting to light it.
For some reason in this world I cant even get the thing to fire in the first place, lighting the charcoal with a torch unforms the multiblock, even after removing the ladder and reforming the multiblock.
Besides this, are there any files you need? I really like the mod when it works but I have serious issues with bugs.
Are you placing a charcoal block into the space? You're supposed to load charcoal into the controller, then ignite the controller block to activate it.
Does mods such as Toolsmith, combat overhaul or Botania work with this?
this mod doesnt change tools at all
Haven't found many new bugs yet, I'm loving this. Shift-clicking items to snap them into the brick furnace doesn't actually put them in, I have to drag them in normally, and snapping them in moves them to my inventory (or hotbar, whichever they're not in yet) while putting a ghost version in the furnace that vanishes the moment I interact with it.
Also... PLEASE, try to alloy together 900 units of tin bronze in the brick furnace. It doesn't work for me, so if you can make it, PLEASE tell me the amount of each thing I need. I just gave up, cheated it in, and never touched tin bronze again beyond what I had to so I could rush iron.
Also, the reaction and collection flasks anneal at 600 C instead of 700 C, so I have to constantly load boards into the annealer to keep it there, because there's nothing with a long burn time and a temperature of 600 C that I know of. Might just get the briquettes mod, but I still think you should know, in case you meant for everything to be 700 C.
Also yet again, can you let the metal cans from Metal Cookware be stamped into the casting sand as molds? And the chisel plugs from the quarry mod? And also let me hit the chisel plugs with a stone hammer to save the durability of my metal hammers?
Holy fuck I'm just spouting stuff at this point. Anyway, cutting myself off, still love this mod, super excited to see where it goes.
Okay, first of all; I'm sorry about my super-rant. It was late, I had downtime, my brain was fried when I wrote that. I know all of my feedback comes in essay form, but... holy shit, that felt even more rant-y than usual.
And second, I saw a mod that lets you melt down locust corpses so you get something from them, and that got me thinking about how their death sound sounds like breaking glass, and that got me wondering if you could make them drop a shard of clear glass (like the one you get when unannealed glass cools.) I dunno, it just seems like it would be cool.
Gonna cut myself off here, because I wanna avoid spouting too much word vomit at you at once, so... yeah
The alloy system has had a handbook recipe system added so hopefully that clears up the confusion with how to create alloys in this mod. The other issues are corrected except for the stone hammer thing. Check the changelog.
Try shift right clicking casting sand after you download the new update
Does the pewter mod work with this?
Can you give me a link? I can write a compat patch to implement the pewter alloy recipes
Gladly! https://mods.vintagestory.at/pewter
There are also add-on mods that allow the objects introduced in this mod to be made of different metals, though I doubt you need a patch for these.
fixed
Hi, great mod, I'd love to use it on my server, but I am running into a very niche issue. I am running the world at
calendarSpeedMul: 0.2for longer days / slower passage of time.IndustrialStory smelter fuel burn appears real-time/tick based, while smelting progress appears calendar-speed based.
With
calendarSpeedMul 0.2, hematite won't even start progress before charcoal burnout (while pumping the bellows nonstop);with
0.5, it reaches ~60% on first burn.Therefore the only way I can practically get iron is setting the
calendarSpeedMultemporarily to 0.5, smelt the hematite and then set it back. Possibly getting big bellows fix, and then upgrading to coke would let me do it even on my settings, but it would take like 4x as much coal / coke.Do you think we could get a config file to control the smelting durations?
Fixed. The burning durations are defined as a multiple of the smelting durations, but both are correctly decremented using calender time now. (for next release)
You are a champ, thanks a lot!
petition to rename the mod to InduStory.
Love what I'm reading regarding what this mod does, just wish it was not dependent on Advanced Geology. Puts this mod into a category whereby the player has to be willing to entrust their entire worldgen to another mod dependency in order to run this one.
Any chance for a version that allows this mod to run with vanilla assets alone, and avoiding the risk of corrupted worlds due to possible outdated worldgen mods?
As it is, should this mod and the others every fall into the dustbin in the future for any reason, the assets this mod adds can be removed and the world saved. Same cannot be said should the worldgen mod become broken or outdated at some point when the game updates.
Been hoping something like this mod would come along at some point, just unfortunate to see it require handing over worldgen to it as well.
I'm sorry -- after reading through the handbook several times, I am still confused how you build a stack kiln. Can someone please explain the process? Thanks in advance!
Okay, so, craft a stack kiln control block. That's two bricks in each corner of the grid, one refractory daub (one fire clay and one crushed quartz makes 2 daub) in each side slot except the bottom to form a little triangle. Center and lower middle are empty. Place it, right click to get the ghost structure. Right behind it, dead center of the structure, put a grate. the walls are made with kiln bricks, which is the normal brick block recipe except with refractory daub instead of mortar. Each wall needs one extra kiln brick block below it except the front, meaning you don't need to dig under the control. Fill all the ghost block spaces and right click the control block, and the entire thing will show the control block tooltips. Fill the inside with up to four layers of firable stuff, either brick piles or saggars (which need to be fired once before they accept items, after which you can put up to eight smaller ceramic items in, or flint to calcine.) Click the kiln control with 12 charcoal in hand, then four refractory daub. Once that's done, hold a torch to the control block until it switches to showing temperature and completion percentage. There, it's lit.
Thank you very much!
Trying to fire bulk amounts of raw fireclay bricks with the "stack kiln" multiblock, but I'm getting stalled by the saggars. I made two saggars, and both of them seem to be broken or otherwise not working correctly. Specifically, I can't put any of the raw bricks in them. Not sure why these aren't working, since holding raw ceramics is exactly what these saggars are supposedly for.
I do also have the Vintage Engineering and Electrical Progression mods enabled, so could it be some sort of incompatibility? I don't think either of those mods make any changes to clay firing, though.
The saggars are for everything except bricks. Pots and crucibles and vessels and crocks and stuff. Bricks you stack directly in the kiln, anything else goes in a saggar. You can also load them with flint or lime to cook those, according to the modder, buuuuuuut I haven't tried that yet, you'll have to see for yourself.
Hi, I have no idea how to process meteoric iron with this mod installed. Am i missing something or is it not possible yet?
I was working on this and probably today I am dropping a patch that includes meteoric iron processing (its not gonna be like vanilla in case that wasn't obvious)
Hey, so we got a new problem; molybchalkos doesn't have a valid recipe, at least not one I can find. I've tried it every way, with the copper crushed, with the lead crushed, with both crushed, with neither crushed, with charcoal, without charcoal, nothing works!
Also, I got a prospecting reading for high limonite, but it read 0.0‰, so... is it an ore gen thing with Advanced Geography? Interesting Ore Gen? I have Rivers, and I saw someone say that might be it when someone posted about this same issue on a forum, but I really don't know how a river could negate ore spawns.
molybchalkos can be made with refined metal bits in the same ratios as vanilla. the recipes that allow you to reduce tin and zinc in the crucible for bronze and brass are exceptions to the general rule of always requiring already refined metal. this is a significant departure from vanilla
also if you're using IOG the prospecting pick is high unreliable at best although it often still corresponds to there being a major vein of xyz somewhere nearby. the easiest way to find ores is to sink 1x1 ladder shafts through the valid rock layers every few chunks and you'll usually hit something (unless the vein spawned above you in a mountain which happens to me on a regular basis)
Hello, your mod is incredible, well-made, well-thought-out. I'd like to know if there's a text or website that explains how to get your first copper ingot, because I'm struggling to understand it, especially since I'm French. Anyway, is there a beginner's guide for getting your first copper ingot or even a mass of copper?
Hi! So, normal copper is mostly replaced with a yellow ore called chalcoprite in surface deposits. Chalcoprite needs to be roasted before you can smelt it, either in a fire pit, or, less tediously, on a roasting mound made by stacking 16 firewood and placing the chalcoprite nuggets on top. This will change it from a normal firewood stack to a roasting mound, which you then light on fire. After twelve hours, it will be a pile of ash with the roasted nuggets on top, now smeltable. Break it to get wood ash and the nuggets.
Break out a single block from the ground to make a 1x1 hole. Shift-right-click with clay on the bottom of the hole to start a pit furnace. Add bone ash, made by cooking bones on a fire pit. Once the clay and ash are in, the furnace will accept ore. Fill it up, make sure whatever you fill it to is a multiple of 20 (since that's how many nuggets go into an ingot,) and then add the corresponding amount of fuel requested in the block overlay.
Put a cattail reed and a knife in the crafting menu to make a blowpipe. Then, light the pit furnace. Right-click to blow into the blowpipe, which acts as an early-game, low-quality bellows and raises the temperature. Just sit there, holding right-click with the blowpipe to blow into the fire, until it reaches 100% completion.
Once it finishes and turns into a pile of ash, it will drop the copper in the form of masses that you'll need to refine like iron blooms. You can make a stone hammer for this with a hard rock (granite, peridotite, etc) a stick and a rope. Shift-right-clicking on the top of a stone block (has to be a hard one, granite, peridotite, etc) will turn it into an anvil you can put the blooms on to smith them. Hope this helps.
For the Bronze Age, we use the brick furnace as well as the basic furnace, that I got, so now how do we make the iron lumps? After that I use Steelmaking expansion it. So is it compatible?
I don't know, I could never figure out the steelmaking expanded mod. But anyway, for iron, it's like in vanilla. The bloomery is now the "smelter," and it needs bellows to get up to temperature for most metals. For ironmaking, treat it like you would in vanilla, load it up with iron nuggets and coal and light it. It even keeps the same 120 iron and 6 coal to 6 iron blooms ratio. Only difference is the iron needs to be crushed (can be done with a hammer,) and you have to pump the bellows literally the entire time. THE ENTIRE TIME. From ignition to completion. I know it's accurate to the amount of air pumping needed in real life, but holy crap, I just hold right click on the bellows with one hand and do stuff on my phone with the other. Be sure to glance up now and then, though, because it usually takes multiple loads of fuel (smelting progress saves, thankfully, so if it burns out you can pick up where you left off.) But yeah, other than the bellows being needed, it's the same as vanilla. You get the blooms, you hammer them into ingots. I do wish there was something that could pump air into the smelter without manual pumping though, maybe a mechanical version. Anyway, hope this helps.
Also, saying it right now in case you're wondering later, you can make up to 12 ingots of most other metals at once using casting sand. Shift-right-click the smelter with a hammer to empty molten metal (it can melt anything but iron, iron yields blooms you gotta break it to get,) into the casting sand channels, and they'll fill any casting sand blocks with molds imprinted (by right clicking with an ingot or tool head) from closest to farthest until it runs out of metal. You have to refine copper like this before it can be used in alloys.
I do think it'd be neat if the air intakes from the steelmaking mod could act as automatic bellows, but I'm sure the modder plans to add their own automation, with this being INDUSTRIAL Story and all.
mais je pense qu’il y a un moyen d’automatiser les soufflets....
I looked into it, we can automate it, we just need to put the gear or the system under the bellows.
yes, we can on the large bellows, you have to break the block under the end of the air pocket basically (>forge
.here
>I do wish there was something that could pump air into the smelter without manual pumping though, maybe a mechanical version.
the humble Big Bellows Fix by Onions:
Oh fuck I missed that
Thanks
Kaolinite/Raw Copper hardness in this mod doesn't make sense to me.
Kaolinite can be easily broken by hand, but a piece of stone and a hammer is "too primitive"
However, a chunk of raw copper, which is harder than kaolinite, can be broken with a stone hammer just fine.
How do I crush Kaolinite? Do I need a Pulverizer? A Copper Hammer?
Copper hammer. I'm guessing it's to stop people from skipping pit furnaces and going straight to the smelter.
Got another problem for ya! Can't craft lanterns with glass panes, which doesn't seem intentional, since you have the option to switch the panels out...
Or maybe I misread it, who knows.
Also, VSRoofing compatibility? It'd be cool to be able to use the glass panels for glass roofs instead of full glass blocks.
Also also, molybdchalkos smelting is messed up. Idk what it is, I pulled out an alloy calculator and everything, but no ratio worked. I tried this with and without charcoal. I did NOT crush the lead or the copper, so that might be it. If that's the case, might wanna clarify in the handbook which materials in an alloy need to be smashed and which don't.
Also, these are the smelter tooltips
blockhelp-smallsmelter-fuel
blockhelp-smallsmelter-tap
I'm guessing there's not supposed to be the raw file name of the tooltip there, so I thought I'd let you know. Once again, HOLY FUCK this makes the game so much more immersive, thank you for making it, I hope my problem hunting helps.
Also, maybe make higher tier hammers crush things faster? Idk, it'd just be nice
ALSO ALSO, iron smelting cuts off the smelter fuel at 6 like with a vanilla bloomery, which means once it's up to temperature I get VERY little time until it runs out of fuel and I have to pump it with air to heat it up again.
>Can't craft lanterns with glass panes, which doesn't seem intentional, since you have the option to switch the panels out...
you should be able to use glass blocks (which is the vanilla recipe). I dont know if vanilla lets you use colored glass blocks with the lanterns. I've never tried it and I didnt change the lantern recipe or anything
>Also, VSRoofing compatibility? It'd be cool to be able to use the glass panels for glass roofs instead of full glass blocks.
I think I need a model for that but its worth looking into
>Also also, molybdchalkos smelting is messed up. Idk what it is, I pulled out an alloy calculator and everything, but no ratio worked. I tried this with and without charcoal. I did NOT crush the lead or the copper, so that might be it. If that's the case, might wanna clarify in the handbook which materials in an alloy need to be smashed and which don't.
1. molybdchalkos specifically does not have any variants where you can use raw ore
2. you always needs to crush and roast (if needed) the ore
the vanilla alloy recipe to make molybdchalkos out of metal bits should work
>Also, these are the smelter tooltips
>blockhelp-smallsmelter-fuel
>blockhelp-smallsmelter-tap
will be fixed next update. forgot to put industrialstory: in front of the lang keys (lang keys are quite inconsistent when it comes to what domain they want to be in
>ALSO ALSO, iron smelting cuts off the smelter fuel at 6 like with a vanilla bloomery, which means once it's up to temperature I get VERY little time until it runs out of fuel and I have to pump it with air to heat it up again.
the smelter uses a fixed time regardless of how much fuel you put in (similar to the vanilla bloomery). The fixed burn time is also equal to 2x the smelt time. Basically, you just need to pump the bellows harder to get it up to temp faster if you are running out of fuel. the air boost isn't fixed, it builds up to a value and decays from that value, so it takes several pumps to max out the heatup rate.
Thanks! Sorry if it seems like I do a lot of whining, part of me thought coming here with all my problems would be helpful to the process. I know to an extent, it's part of troubleshooting, but... I still don't wanna seem like I'm whining about everything, this is an awesome mod, and I'm grateful you made it. Let me know if I pile on too much in my feedback.
If i didnt like feedback i would simply ignore your comments
Can't turn seaweed ash into soda ash solution. If there's a recipe to turn one into the other, it's not available. And I know there's supposed to be, the handbook says to dissolve it in a barrel and all.
Edit; also, magnesium oxide has the question mark texture.
you need 4 ash per 1 litre
or maybe 40 entire ash and 10 litres. im not 100 percent sure how vanilla divides the barrel recipes
edit: I forgot that barrels can hold 50 litres lmao ill just change the recipe to 1:1 so its not weird
also this mod doesnt have a magnesium oxide item. and if you mean manganese dioxide, that items texture works. so you must be talking about another item
You copied potashsolution recipe to sodaashsolution and forgot to rewrite it to sodaashsolution.
You forgot to write "game:" for leadedglasspane and caused crash. Please check all blocks' sounds:
17.6.2026 03:21:07 [Warning] Audio File not found: industrialstory:sounds/player/buildhigh.ogg
17.6.2026 03:21:07 [Warning] Audio File not found: industrialstory:sounds/environment/rainwindow.ogg
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.AmbientSound.updatePosition(EntityPos position) in VintagestoryLib\Client\Systems\Audio\AmbientSounds.cs:line 349
all fixed
I can't figure out how to load multiple saggars into a stack kiln. One on top of a brick stack or the grate works, but shift-right-clicking the second one simply picks up the first. Jumping doesn't help, and targeting the side of the opening does nothing. I would like to confirm that I'm not doing something stupid before looking into mod or keybind conflicts. Thank you.
Not sure it kinda just works for me. I need an empty hand to pick the saggar up so it seems like pretty standard VS behavior
saggars have been polished a lot so maybe you should revisit them now
Definitely a mod conflict then. Something else is modifying the behaviour of the shift-right click, letting me pick-up with closed hands. Ill track that down later.
Also, glad to see we can unload saggars now, but I also noticed you can load 8 saggars into a saggar, whether they're fired or not. It's a touch silly.
Thanks for looking into it.
does it let you recurse saggars
I can insert a saggar with items in it in another, so presumably. No idea if it fires. I'm in survival and I'm getting all my quartz from panning.
They absolutely recur. Only the last one is allowed to be unfired.
lmao
Haven't found any more major bugs so far! Glassworking is... wow, it's freakin' awesome! Few smaller issues though;
Smelter tooltips don't say to hold a hammer to tap the smelter. I was like "fuck, it's bugged," then I checked the handbook and... yeah, I got it then.
Only way to get the items out of a kiln saggar (not sure I spelled that right) is to break it like a block. It drops the items inside, but then it drops itself with copies of the items inside, allowing for a dupe glitch. Saves me the trouble of making a thousand storage vessels, but... still a glitch, thought you'd like to know.
I wish I could roast multiple chalcoprite nuggets at once, like in the crucible or something.
More uses for wood ash would be nice with how much I produce. Even just as a low-effect fertilizer.
But... that's all I can think of problem-wise. There was some weirdness with not being able to place glassblowing tools like other kinds of tools, but I'll save that for the comments on Glassmaking.
Still, as always, holy fuck this mod is rewarding, I love it, keep up the great work.
(Also, I'm nowhere near steel yet, but I'd love for you to think about doing some compatibility with Steelmaking Expanded. It fits pretty well in terms of theming. I dunno, casting molten iron in the casting sand would be nice.)
all fixed. saggars have been massively polished in several ways that will be quite obvious. you can also load up flint and lime into them to calcine in a stack kiln if you dont want to deal with the firepit (the stack kiln is more fuel efficient, 64 items can calcine for 12 charcoal per operation). I added a heap roasting system that can be used by simply stacking 16 firewood on the ground, then shift right clicking roastable nuggets onto it. As far as fuel balance goes, the heap is mildly more efficient than using firewood in the firepit, and less finnicky and more Immersive.
Wood ash can be refined into potassium carbonate, which is too alkaline for use as fertilizer. But combining potassium carbonate and sulfuric acid will produce potassium sulfate, which is a highly effective K fertilizer (and the preferred one modern farmers use since KCl will cause chloride ions to accumulate in the soil).
Also, this mod is already fully compatible with steelmaking expanded. all of the crushed (and roasted if applicable) iron ores feed straight into his blast furnace.
Howdy! I ran into a fun new crash caused by a mod conflict. Don't know if you're keeping track of things like that, but I've been down the rabbithole for a few hours and I want the time to NOT have been completely worthless.
If you have Working Classes loaded (or one of the forks) and attempt to make a stone anvil, (Shift-RC on a stone block with stone hammer) the game will either hang or hard-crash.
There's a null argument exception having to do with the GUI rendering the Anvil-Tier in the PlacedBlockInteractionHelp. (I'll post a crash report if asked)
No stone anvil means no progression, which is a lovely thing to find after 10 hours.
Anyways, I'm not expecting a patch or anything. Just a warning to anyone coming here for help.
Otherwise, I'm loving the mod! It's exactly what I'm looking for in a blacksmithing system. You have a great week!
give me the crash log and ill see if its my fault or simply a harmony patch collision
Assuming you're talking about https://mods.vintagestory.at/show/mod/30885#tab-files (exact same modid and version), that mod is just broken in a lot of ways and will probably crash you a lot if you try to keep playing with it.
I couldn't actually replicate this particular crash with the same mod configuration though, which is funny.
You serious? That IS funny. Thanks anyway.
Hi again! Found more issues;
The handbook said normal bricks were valid to build the stack kiln, but it would only accept kiln bricks as the block. I'd say this either needs to be clarified or fixed, depending on if it's intentional.
Kiln brick blocks don't have a crafting recipe, so I just cheated them in and replaced my normal brick blocks.
Lighting the stack kiln instantly consumed all the involved resources and heated everything inside to 1200 degrees, with just enough of a flicker for me to see there was supposed to be a time it takes.
Again, this is the one thing I'd really call a "gripe" as opposed to a bug to report to help you improve the mod, but the firebrick tutorial in the handbook is hard to read, bordering on a mini version of the word soup my comments turn into, minus even paragraph separation, and the smaller steps probably deserve their own tutorials to clarify them.
Now, to switch to positives because holy shit this is a good mod full of talent, and at this stage it'd be super fucking entitled to expect it to be fully polished...
Everything I mentioned last time works great!
It's a consistent 4-5 hammer hits to pulverize a single whatever I'm pulverizing (be neat if this got faster going up the tiers, like bronze does 3-4, iron 2-3, and steel 1-2, because as absurd as it feels to not have a pulverizer at steel age, I love tiered tool utility scaling. (Holy shit, I gotta find a mod to scale up the scythe and shears and stuff with metal tier.)
Quartz shocks properly now (although it's pretty notably slow to heat) and breaks like anything else
As much as I wish there was a way to bulk roast the new copper ore (although it's really rewarding,) that doesn't change the fact that I love the new copper. If there isn't a way to scale refining it (I was focused on getting the kiln together this session,) I'd love to see one.
I'd love it if copper ingots could be cold-worked (although maybe with a higher hammer durability cost) and if I could make smaller tools out of native copper (look up the Old Copper Culture, they were a group around the Great Lakes that had such a huge native copper vein that they just made everything by cold-working it.)
While I'm on that topic, maybe cold-working (if you add it) could have problems that escalate the longer it goes on? Like, here me out; after a bit, each hit adds to a percent chance of deleting a voxel on hit (like it broke off from becoming brittle,) and heating it resets it to 0% and gives more time before the damage chance comes back. In case you can't tell, I went down a bit of a rabbit hole trying to suggest cold-working.
One more bug before I go, I jumped the shark on making casting sand, and the action menu (idk what to call the floating "here's what you can do and how" tips above interactable blocks) shows what I'm guessing is the file name for the action instead of the prompt. Happens with the smelter too (I deleted it so I could make it without cheats, but I saw that while I had it.) Stack kiln says it normally for "right click to validate," but I'd still check. I didn't memorize all the popups.
Sorry for the SECOND giant comment, hope this feedback is helpful!
(One more thing, you said the quarry mod chisel plugs are pretty far out of the stone age and hitting them with a granite hammer would be unrealistic because you can't realistically make chisel plugs in the stone age, but it's mainly because quarrying consumes hammer durability when you hit the chisel plugs, and I'd like to hit them with a rock rather than my nice hammer.
Alright, that's all I have to say, I'm cutting myself off here, thanks for the cool mod, bye!
>The handbook said normal bricks were valid to build the stack kiln, but it would only accept kiln bricks as the block.
It says that the kiln brick blocks are crafted using standard clay bricks but i guess i could make this clearer.
>Kiln brick blocks don't have a crafting recipe, so I just cheated them in and replaced my normal brick blocks.
>Lighting the stack kiln instantly consumed all the involved resources and heated everything inside to 1200 degrees, with just enough of a flicker for me to see there was supposed to be a time it takes.
Fixed.
>Quartz shocks properly now (although it's pretty notably slow to heat) and breaks like anything else
I figured out why stuff was heating slow and fixed it. Basically a vanilla quirk with melting temps (roastable items and quartz have no melting point so the game assumes it's zero then applies an 11x heatup slowdown for the "phase change" that isnt actually happening)
>As much as I wish there was a way to bulk roast the new copper ore (although it's really rewarding,)
A multiblock roasting furnace is planned for the near future since I also want a way to perform chemical roasting (for example, sodium dichromate for realistic chromium tanning chemistry). I think you'll quite like it.
>I'd love it if copper ingots could be cold-worked...
I thought about this during development so I'll just explain why I decided not to do it. In real life, ancient copper was either cast or cold worked, never hot worked. The reason for this is quite simple: copper and sulfur have geological affinity for each other. This means that even native copper or malachite has fairly large amounts of trace sulfur in the smelted metal. The only realistic way to get around this is electrorefining copper (which is what we do today). The presence of sulfur impurities in most metals causes them to be "hot short" (historical term), which means they crumble apart when hot worked. (this is also why you cant smelt iron metal from pyrite or other sulfide ores without special processes).
So basically the game design decision is as follows: require all copper to be cold worked, which is realistic, but creates a giant scope rabbit hole where I need to implement annealing and stresses and apply all of this to all copper bronze and brass items, or just ignore it.
>One more bug before I go, I jumped the shark on making casting sand...
for the casting sand this is basically just a localization oversight that i will get to eventually
for the smelter I couldnt replicate any issues but I formalized the lang anyway (some stuff was hardcoded)
As for the handbook, I'll get around to it
You cute modder! You do it wrong again! What is "game:burnedbrick-fire"? Can't you check everything you quoted from vanilla game?
thats vanilla firebrick
sry I didn't recognize it, but I mentioned this because I can't make kilnbrick and don't know why.
Ah I fixed it, you did't write "game:" before burnedbrick-* in the grid recipe, and that's why I thought you added a new burnedbrick in your mod.
damn
well im about to push a patch with compat for several mods so ill throw that in
Okay, now we need a superhero, or multiple, who will take it upon themselves to unify all the newly released industrial mods.
It's great and all but I really don't want to have 5 different blast furnaces and 2 ore processing overhauls just because each mod has one or two unique systems I really like
I mean, it's not a jab at you personally or any other authors of these mods, I'm just a little annoyed with the situation in general
this mod is already compatible with that blast furnace mod
IME soontm
forwarded from my discord thread:
ok IME compat is not rly doable
mostly because IME has its own way of roasting ores and roasting is also optional in IME
its mandatory in mine
I could retrofit the smelter to accept muck bags and smelt them out as expected, but roasting in IME is a lot more involved than just using a firepit
so it would break the balance/sequence pretty badly
in IME you can also roast ALL ores, but in my mod/real life roasting is only necessary for certain ore chemistries
roasting hematite for example doesnt do anything
basically its extremely hard to enforce roasting as a requirement only for certain ores and not also brick the early game
is this mod compatible with Interesting Mining & Extraction? O:
Its planned for the nearish future but quite involved to implement
forwarded from my discord thread:
ok IME compat is not rly doable
mostly because IME has its own way of roasting ores and roasting is also optional in IME
its mandatory in mine
I could retrofit the smelter to accept muck bags and smelt them out as expected, but roasting in IME is a lot more involved than just using a firepit
so it would break the balance/sequence pretty badly
in IME you can also roast ALL ores, but in my mod/real life roasting is only necessary for certain ore chemistries
roasting hematite for example doesnt do anything
basically its extremely hard to enforce roasting as a requirement only for certain ores and not also brick the early game
Well, that's really unfortunate. Thanks for trying, in any case
THIS MOD IS AMAZING HAIDHEODHEJFHWJIFYEJFGKURHF HOLY SHIT
Played with it, freakin' love it, but I have some feedback I thought would be... appreciated. Ya know, to help squash those bugs.
Handbook instructions are extremely vague. The firebrick tutorial is confusing, it could stand to be broken down into smaller paragraphs for the different necessary tasks.
One of the handbook tutorials just shows its file name instead of actually showing the tutorial.
Some of the handbook tutorials don't link to other items mentioned. This isn't a big gripe, but I thought I'd mention it.
I'd love if calcinized flint was still viable for fire clay making, because it IS still a thing, and... DEAR GOD, Kaolinite is a pain to find. Words cannot describe how many red clay deposits I checked under. I just had to cheat it in after I was 14 or something red clay patches in and found nothing. I was in the right rock biome and everything!
The description of shocked quartz doesn't tell me what temperature I need to get quartz to to shock it. Either normal quartz or the shocked quartz itself should say this, "red hot" isn't really enough detail.
Real quick, I'm not trying to pile onto you, tone is absolute shit to convey through text, still a great mod, just trying to provide some important info.
NOW
Back to it.
Shocked quartz (which I had to cheat in because I couldn't shock it for some reason, idk, it was at 460-something degrees) can't be smashed with a hammer. I tried. It says you can, but... nope.
Hitting things with a hammer is inconsistent. Sometimes it doesn't register and I just hover there doing nothing, sometimes it goes silent and then plays a big cluster of hit sounds.
Only the stone hammers have a smashing animation. Maybe you could have them do the forging animation for it?
Can't mix copper types in the pit furnace, but I can in the firebrick smelter.
Fire clay stuff doesn't fire in pit kilns. It burns, finishes, and everything is still raw.
Probably more, but I only got so far in one sitting, these are all issues in just the early game.
Now again, I'm sorry if this is overly critical. This is an amazing mod, I freakin' love it, I'm just trying to share the problems I find to help hammer them out.
Now, to end it on a high note, this is FUCKING AWESOME, bugs aside, and I can't wait to see where it goes.
Also if they don't already, please let stone hammers work on the chisel plugs from the quarry mod, it'd be awesome.
Anyway, sorry for the novel-length megacomment, thanks for all the cool shit I get to do now
Addressing these in order:
1. Handbook will get periodic facelifts. The hotlinking I still need to figure out but I do know what you're talking about
2. That tutorial (the chemistry one) is simply blank... for now. Probably until next update as I am working on more chemistry stuff.
3. Calcined flint is just crushed silica, you cant actually make fireclay out of it. I made it useful as a substitute for crushed quartz in ez refractory daub. It was already a valid quartz substitute in glassmaking.
4. It was 500 C, but I decided to move that down to 400 C and also added some handbook text explaining this to the quartz item pages. Also turns out the quartz items dont have the properties required to actually glow.
5. Fixed.
6. Fixed.
7. Stone hammers cant smash anything into crushed (such as nuggets->crushed) but I also fixed metal hammers not animating properly.
8. I'll fix this later.
9. Intended. You're supposed to use a stack kiln which can be constructed using standard bricks and raw fireclay.
10. I will investigate stone quarry compat but this is kinda low priority considering you need a metal hammer to progress past painfully smithing copper tools.
If you have any other feedback let me know. I don't really have time to sit down and thoroughly playtest everything over and over again. I've had stuff I implemented weeks ago and tested break due to other mod changes a few times. This kind of stuff is very helpful.
I would also like some advice on obtaining kaolinite. I can't find any granite anywhere on my entire continent, and none of the red clay deposits have any as far as I can tell. While I really enjoy the realism this mod offers, it's getting kind of frustrating depending on something that seems so hard to find.
in the handbook firebricks guide I provided the full list of where kaolinite spawns
Thank you so much for that, and being so responsive! I'll take a look and maybe my fortunes will change.
I'd love this but it looks like it doesn't work on already generated worlds since it requires advanced geology. Sad.
This is incredibly ambitious, and I look forward to seeing how you flesh things out as time goes by. Excellent work!
Hi again. I relly like material chemistry especially hydrometallurgy and so on. For now there are 2 mods for this- yours and Boric Aclhemy. So mine stupid question they dont compatible? both of ur mods add aqua regia,urs even gas catching!! (but formula is 1 part concentrated nitric acid with 3 parts concentrated hydrochloric acid not 1-1). so which side i should ask for compat urs or theirs?(as i assume acids non intechangeble) i really want both mods .its feels right on spot :D! appreciate ur work!
I will investigate compat from my side. Hydrochloric and nitric acid are actually in vanilla, they are just normally disabled. So chances are they are already compatible.
I implemented boric alchemy compat with respect to bone ash, which is the main issue I saw. I have never used boric alchemy so if you have any problems be sure to let me know so i can fix them.
Thank you very much, when i end my current playthrough i defently check it very close!!! (coz as u say its mostly early game mod,so i dont wanna skip any content playing it now)!!! also there is mod wilderneds stone bound, author says it willbe waoking alongside quite good. so u can substistue IME with this and dont feel bad!
Your smelter recipes wrote "game:crushed-nativecopper" too. Please check your codes with Visual studio code or something else can search for string in folders.
fixed all such errors (for real this time)
0.6 out which adds the chemistry system:
Detailed ingame guides are forthcoming tomorrow, but for now:
1. Use the glassblowing rod to blow reaction vessels and receiving flasks out of plain glass (melt plain glass mixture in small glass smeltery, press f on blowpipe to select a recipe, follow the onscreen instructions. you will need shears and a jack)
2. Place them on the ground. If the spout things face each other then a connecting retort/bubbler device will appear.
There are three types of recipe:
Instantaneous (will immediately begin when valid ingredients are mixed)
Ignition (ignite the reaction vessel like a firepit or whatever)
Heating (coming soon)
For recipes that do not produce a gas, a receiving flask is not required. For recipes that produce a gas, if you do not have a receiving flask, or dont have enough water inside, or overproduce gas, the excess gas will be wasted.
Keep in mind that unlock vanilla cooking and smelting, once a reaction begins it is irreversible.
Important recipes to know:
Aqua Regia 1:
Reaction Vessel (Instantaneous)
1L Nitric Acid
1L Hydrochloric Acid
-> 1L Aqua Regia
Aqua Regia 2:
Reaction Vessel (Instantaneous)
1L Nitric Acid
1 Salt
-> 1L Aqua Regia
Chloroauric Acid:
Reaction Vessel (Instantaneous)
1L Aqua Regia
1 Gold Bit
-> 1L Chloroauric Acid
Purple of Cassius:
Reaction Vessel (Instantaneous)
1L Chloroauric Acid
1 Tin Bit
-> 2 Purple of Cassius
Sulfuric acid:
Reaction Vessel (Ignition)
3 Sulfur
1 Saltpeter
-> 3 Sulfur Trioxide (gas)
Receiving Flask
3 Sulfur Trioxide
3L Water
-> 3L Sulfuric Acid
Nitric acid:
Reaction Vessel
3 Alum
1 Saltpeter
-> 3 Impure Potassium Sulfate
-> 3 Nitrogen Oxide (gas)
Reaction Vessel
3L Sulfuric Acid
3 Saltpeter
-> 3 Potassium Bisulfate
-> 3 Nitrogen Oxide (gas)
Receiving Flask
3 3 Nitrogen Oxide
3L Water
-> 3L Nitric Acid
Hydrochloric acid:
Reaction Vessel
3 Salt
3L sulfuric acid
-> 3 Sodium Bisulfate
-> 3 Hydrogen Chloride (gas)
Receiving Flask
3 Hydrogen Chloride
3L Water
-> 3L Hydrochloric Acid
1.When CastingSand's FillLevel > 0, its Resistance will be raised to 999999f, but your cute anvil can only be excavated, I can only use the create mode to destroy this damn block.
2.Your bloomery recipe needs "game:crushed-hematite", but there is no any crushed hematite in vanilla game, it can only work with "industrialstory:crushed-hematite", so players can't get any iron at all with your mod.
3.You patched vanilla crushing recipes then removed them, so you patched nothing, and players have no way to crush ores but hammering them.
all fixed
hello, when i was trying the mod i encounter a problem when i melt copper with the smelter and it totally melt nothing get out of the tap, can soemeone help me pls.
Crouch, then right click with hammer.
there isnt a guide so im having trouble to say the least,managed to roast the ore just fine trying to turn it to copper ore seems unfeasable so far? any leads on when there might be a guide, had to use ai tofind the answers to most of my questions and even then it seems quite innacurrate.
refer to the in-handbook pit furnace guide
Hi Onions - thanks very much for the detailed and educational mod. That said, I think I've found a problem with the expected progression for early game - how do you get quicklime for mortar? Since you've limited the firepit to 500 C, it's no longer possible to cook lime into quicklime in the base game. I have the Quicklime in Kiln mod to get around that, but right now there is no method to get mortar, which makes fireclay bricks inaccessible, which make the smelter inaccessible, etc.
Other quibbles:
Regarding quicklime, this is actually a good point that I missed. I think the easiest way to solve this is to add some clay brick variants that use the refractory daub as a binder and are used to create the stack kiln and other midgame multiblocks. In real life, this is what they did, since obviously lime mortar would just decompose back into quicklime and crumble under heat intense enough to fire any ceramics.
Other issues:
1. I have been writing some ingame guides to include in the 0.6.0 release this weekend. I will be including that.
2. Right now, there isn't any compat for geoaddons. I'll integrate that soonish.
3. Since tetrahedrite and chalcopyrite are both sulfides, you have to roast them for use in any smelting. I will be sure to add this caveat to the current pit kiln guide.
4. A set of clayformed ceramic blanks is probably a good idea.
A bug and two questions.
I am working on much better in game guides as we speak, although the 0.6 update will mostly be about getting the chemistry system working.
Excellent, thank you.
G'day, id like to offer some help to bring this mod to light.
I am able to do Photoshop, and traditional art.
Please let me know if you are interested! :)
ps. Not expecting any payment, i will do all this for free.
I would love to have a texture artist to work with as dealing with textures and models has been the biggest challenge by far. My discord name is the same as my name on here.
How do modded molds work? or are modded mold casting's effectively disabled? Or can you now use a fireclay cruicible to poor out metal into molds? I mean there's nothing unrealistic about that casting process.
I wanted to auto-generate casting sand molds but found it technically infeasible. Modded ceramic molds should work fine, casting from a fireclay ceramic crucible as you suspected; over time I will manually add conditionally patched-in sandcasting molds for other mods. If you can give me mod names I can note it down for the near future.
fire arms fork, quarry, tree tap redux, also I've only tested casting into wulk's anvil molds and splitter plugs from quarry. I really want to know how smithing plus works with this mod, I can't tell if the bits retention works with sand casting or if that really doesn't matter.
I have never used smithing plus but my gut feeling is no since vanilla doesn't provide a casting interface and I reimplemented casting.
If casting into any given modded ceramic mold works then all of them work. Also, you can carve a wooden anvil mold blank from a log and use that to create a casting sand anvil mold.
Could we maybe get this mod to be modular? Not one in all package but modules for certain industry branches + core for handling interactivity between them? It would do wonders for compatibility and utility.
Interesting, I had in mind to make a mod that will alter the early game metalworking as well! Thx for PR, will see if I will make my version of this heh
Funny how this and Steelmaking Expanded came out near the same time. Reckon they ain't compatible, even if your mod doesn't (yet) tackle Steelmaking?
I submitted a PR to his repo to add compat so whenever that gets merged in they will in fact be compatible
Hell yeah!
One question: Since the firepit is now limited to 500 C (and thus cannot create calcined flint), are you now forced to find fire clay in the game in order to smelt anything higher than copper? Or is there a separate way to create fire clay with this mod?
fireclay is made with kaolinite and crushed quartz, which can be made by heating up quartz in a firepit, throwing it into water, and then smashing the shocked quartz item with a hammer
Wow, this really changes a lot. Can't wait to give it a try.
yeah but how do you make kaolinite or do you just have to find it in the world like clay?
kaolinite is found at the bottom of some clay deposits in certain rocks, namely granite
I like the idea of this mod, so I'm trying it out in a new save. Here's some observations I've made so far.
Addressing these in order:
1. This is apparently caused by an unforseen interaction where vanilla calculates the nugget unit yield by taking the smeltedstack ratio. Since many nuggets are roasted (smeltedstack size of 1), this causes them to be labelled as having 100 units. I had to attach an entire subclass to the nuggets in question and manually specify their unit yield. This MAY brick nuggets currently in worlds. I also found bugs with the surface deposit generation in Advanced Geology while testing, so you will need to update that mod as well. I recommend starting a new world or just spawning yourself in some nuggets if you don't want to do that.
2. I have changed the pit smelter to be more user friendly. You can pack as many as 80 nuggets and 16 charcoal inside, but it will prompt for 4 charcoal per 20 nuggets similar to the vanilla bloomery. Simply load a multiple of 20 nuggets and then it will stop you from overloading charcoal. The burn duration has also been normalized across fuel loads. I also went back and made it load items exactly like the vanilla bloomery with the same sound effects and everything. Should be a lot cleaner.
3. I discovered that the texture rendering for the copper 'bloom' was just straight up bugged (in vanilla it's a hardcoded renderer in the anvil block and I adapted it wrong) so both slag and metal had the exact same texture. This has been fixed. Also lowered workable temp to 400 because I agree its kinda annoying.
4. It's a vanilla-pattern item based on the iron bloom, so anything that works with the iron bloom (and probably more) will work.
5. Couldn't replicate these issues. Possibly due to smithingplus interaction.
Thank you for the feedback.
Excellent, looking forward to seeing where the mod goes.
Love the idea, but the dependancy on AG will force me to table trying this for now as I'm using Material Needs: Geology :(
I do have a suggest though, if realism is what you're aiming for why not add cold forging to these metals?
- Nickel
- Brass
- Copper
- Steel (just for tool heads)
- Titanium (just nails and strips)
I heavily considered doing this but I'm not sure how I would implement stress buildup and annealing requirements without it being like that one mod where forging a workpiece makes it randomly explode (despite white hot iron building zero work stresses lol...).
i asking myself how fuicking that game can use Titanium. Its really hard to produce and use
Hi.i realy like idea of ur mod.coz metal refining and affinage of presious metal in medival-alcemycal field so dangerous and interesting. so i came with bold request- if know mod BoricAlchemy.author "partialy'' add this field and even glass making.so can they be compable or its so different approaches? and also i suggest some ideas for boriclchemy.but for u they may be more accurate- adding like
''купоросные гряды''
I llok into pyrite/cristall situation. And found old technick- when "колчендан'' or pyrite was sprayed with water in open air(!!!) and dripping water contain dirt/oxides metals and some copper/iron sulfates(this our cristals for "pure" sulphur acid) + its start process of forming cristalls.
So if simplify it by:1) we gather copper/iron ores 2) make a large ridge filled with ore chanks, which we water with watering cans, rains create rivers, in general, water is needed. 3) water+air activates process when in this chanks grows cristals (FeSO4+H20 and CuSo4 +h2o) 4)we spray more water and recive solution with all of that stuff- metal sulfates. BUT its long(year+),quit hot (if its pulverized as surface area enlarged enogh-> reaction quit fast and hot 400C +-).
So we can speed this by- 1)reaktion needs water and LOT oxigen(so pulverized and thin layer on a sieve that used to make paper in the game) 2) bacteria that lives in mines and mostly caused to from this cristals on "колчедан" ores.speed its by 10^5+ times, so u can add this bacterias in water in mines aroud this ores(u can serch them by Acidithiobaccilius ferrooxidans). so we can spray that water on our ores. but they live only in 15-25C and dies on 40C+.
So this metod:1) u dont need add pirite,just spray ore with whater and waaaaait 2) u bring sence to water cans 3) if player wants speed thigs up buy crushg ore chuks he can literally burn his houese and kill all echology near him. 4) add +1 function to the sieve that used to make paper in the game 5)bacteria stuff 6)u can add pyrite from GE in this method to create iron sulphate and its cpmpltely optional. So maybe pyrite its is?
PS. without bacteria this process quit infinit,so they are key* 2) ores are "seasoned" so after 5 years ore become so fragile and full of salts,that next water spray just destoy it and lead all satls away, on spot we got sand/dirt/iron oxide 3) acidity speedsprocess too 4)The bacteria increased the acidity of the entire solution, and therefore evaporating water in clay vessels also does not work for exactly the same reason as with ordinary sulfuric acid. So u need lead vessels as well... And about "soup" thing in water after that u can imagine
'some definetly safe gases''
about modern methods via electrosis or Cyanidation or Cyaniding its very anachronistic in nature.
if u meant for stell hardening- its simpler u nedd chans with liquid salts with stable 900C tempereture(sarcasm :D )
also i love idea of mod Improved mettalurgy
but i despise his new alloys like hadfield steel or inconel, when u need tons of steel+functiong laboratries+ electro-high power furnace and vacuum chambers. So i want to suggest not perkouring through ages and add like tigel steel(when we melt its into liquid and recive monolith material) , hot air sitem to transfrom pig iron into steel and etc. so stop before industrial revoluiton when we recive toons of CHEAP and STRONG steels that open gate for complex mixex with nicle or Mr/Co and so on. or if u addd primitive vacuum chamber for metallic chro,ium it will be hillarius))) My main issue- that he make thi alloys in single blast furnace without building proper line from ore to alloy
Ps.
Bloomery Iron/Blast furnace with cast iron or pig iron(im no eng speaker,for me its both "чугун"=iron with 2.6%+of carbon)->Blister Steel & Cementation->Crucible or tiget steel(fully melted blister steel)->Pig Iron & Puddling(fire up some carbon with air from liquid metal)-> Industrial revolution that requires thousands of man= Mass Steel(Marten and Bessmer conveyers) same as previous buts much more efficient-> Alloy Steels(hadfild steel,spring steel,instrumental and etc)->SUper alloys that requre shit ton of defferent areas.
So reasticly speaking we stop at crucible steel,other methods its for mass producng. so our serapf may be can make assabmly line for high quality AND aquntity fuel for fire up Bessmer method,buts its give us only straght mass path for steel that very demanding. so with jonas prtas we can only dip to into alloy steels may be? we sole survivor(
Pss
Cool mod and finally a meaning to use glassmaking !
is there a way to use this mod without advanced geology? That mod completely breaks geology additions (I know it says they're compatible but they're not)
GA might have pushed a breaking update since I last checked. Can you elaborate?
Basically, Advanced Geology will disable Geology Additions stonetypes if you didn't generate the world with both mods at the same time (So if you had a world with GA, if you add AG then AG will forcefully takeover and disable GA)
This is on AG's end
I see. Unfortunately due to the nature of the AG/GA compat I decided to use that perfectly marries everything together, it's not possible to add AG to an existing world without problems. In any event, industrialstory primarily affects the early to mid game at the moment, so if you have a well developed world, its probably not going to impact gameplay very much. Sorry but thats just kind of how the cookie crumbles.
Happy to see it ready to play Onions!
This looks really good, I like the stone anvils like tfc. Was this all coded by hand? If so that's impressive and I'll download right away :)
I've been working on this since november and theres still so much more to do :)