Mods / Ancient Tools

Tags: #Crafting #Technology
Author: Taska
Side: Both
Created: Jun 24th 2021 at 12:03 AM
Last modified: Mar 16th at 4:25 AM
Downloads: 115333
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Latest release (for outdated Vintage Story v1.20.4):
AncientTools_V1.5.25.zip  1-click install


Ages pass. Civilizations rise and fall. Yet even time can't erase all evidence of history. Ancient history is preserved through the artifacts dug up centuries after they were lost.

Ancient Tools is a mod that looks to inject tools into Vintage Story that have either been lost to time, or have been treasured since ancient times. It will bolster the vanilla Vintage Story experience by providing immersive tools and techniques to further progression.

I intend to start small with this mod and update it when new things are ready. If you have any suggestions please do leave a comment!

 

So...what's included?
Mortar and Pestle
A time-tested classic. These two items can be used together as an alternative to the quern to grind down items into a powder. They may be accessible earlier in your adventure and cheaper to create...but they can only handle one item at a time and cannot be automated. 
Curing Rack
Curing meats with salt is a centuries-old practice of preservation. A wide variety of racks can be crafted from your favourite woods for all your meat curing needs. Attach rudimentary hooks from bone, salt your meat, and let it hang to cure your delicious meats! Make sure your curing environment is nicely controlled to prevent spoilage. A cellar is recommended!
Adze
The adze, introduced in the Neolithic era, was a tool commonly used by ancient carpenters to shape wood into various objects or architecture. In its current implementation in the Ancient Tools mod, the adze is used to strip bark from trees. The stripped logs can be used for decoration or construction projects, and the bark itself has various useful crafting options!
Brain Tanning
Brain tanning is an alternative method of tanning hides that was used by Native American tribes to create leather. Ancient Tools implements a simplified version of this technique. Several new blocks and items are introduced to make this a reality, including a stretching frame, hide water sacks, a new liquid....and animal brains!
Pitch
Pitch is a sticky black substance often used throughout history for waterproofing, sealing, and as a fuel. In Ancient Tools, this substance is created by mixing powdered charcoal, resin, and dry grass. It can be used to seal crocks, to create water resistant light sources that won't extinguish in the rain, and as a fuel for fire pits, forges and pit kilns that can be exposed to the elements. 
Carts
There has always been a need to transport goods from place to place. With the advent of the wheel, this need was quickly met with the invention of hand-drawn carts! With Ancient Tools, you can create your very own personal cart that you can pull around. Simply place a compatible inventory on the cart and it quickly becomes a handy hauling inventory. 

 

 

 

For Modders

Parts of this mod can be customized by your mod if they are installed alongside.

Do you want a custom mesh for a grind-able item in your mod to appear in the mortar? You can do that!

Here's a guide that describes how:  Custom Mortar Shapes Guide

 

Enjoying my mods? Please do consider supporting me on Patreon, it'd be a great help!

 

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.5.25 8550 Mar 16th at 4:25 AM Show AncientTools_V1.5.25.zip 1-click install
v1.5.24 5219 Feb 23rd at 3:40 AM Show AncientTools_V1.5.24.zip 1-click install
v1.5.23 1899 Feb 18th at 5:39 PM Show AncientTools_V1.5.23.zip 1-click install
v1.5.22 788 Feb 17th at 4:21 AM Show AncientTools_V1.5.22.zip 1-click install
v1.5.21 1085 Feb 15th at 12:08 AM Show AncientTools_V1.5.21.zip 1-click install
v1.5.20 1000 Feb 13th at 1:23 AM Show AncientTools_V1.5.20.zip 1-click install
v1.5.19 429 Feb 12th at 5:24 PM Show AncientTools_V1.5.19.zip 1-click install
v1.5.18 25636 Apr 4th 2024 at 3:36 PM Show AncientTools_V1.5.18.zip 1-click install
v1.5.17 1730 Mar 24th 2024 at 10:54 PM Show AncientTools_V1.5.17.zip 1-click install
v1.5.16 803 Mar 24th 2024 at 1:24 AM Show AncientTools_V1.5.16.zip 1-click install
v1.5.15 315 Mar 23rd 2024 at 7:51 PM Show AncientTools_V1.5.15.zip 1-click install
v1.5.14 234 Mar 23rd 2024 at 6:57 PM Show AncientTools_V1.5.14.zip 1-click install
v1.5.13 228 Mar 23rd 2024 at 5:07 PM Show AncientTools_V1.5.13.zip 1-click install
v1.5.12 6836 Jan 19th 2024 at 1:28 AM Show AncientTools_V1.5.12.zip 1-click install
v1.5.11 4830 Nov 21st 2023 at 11:23 PM Show AncientTools_V1.5.11.zip 1-click install
v1.5.10 947 Nov 18th 2023 at 6:27 PM Show AncientTools_V1.5.10.zip 1-click install
v1.5.9 6079 Oct 3rd 2023 at 5:27 PM Show AncientTools_V1.5.9.zip 1-click install
v1.5.8 4863 Aug 15th 2023 at 3:11 PM Show AncientTools_V1.5.8.zip 1-click install
v1.5.7 6561 Jun 21st 2023 at 12:07 AM Show AncientTools_V1.5.7.zip 1-click install
v1.5.6 1376 Jun 10th 2023 at 3:49 PM Show AncientTools_V1.5.6.zip 1-click install
v1.5.5 1118 Jun 3rd 2023 at 11:25 PM Show AncientTools_V1.5.5.zip 1-click install
v1.5.4 2564 Apr 29th 2023 at 7:52 PM Show AncientTools_V1.5.4.zip 1-click install
v1.5.3 1026 Apr 26th 2023 at 8:17 PM Show AncientTools_V1.5.3.zip 1-click install
v1.5.2 770 Apr 24th 2023 at 3:32 PM Show AncientTools_V1.5.2.zip 1-click install
v1.5.1 983 Mar 24th 2023 at 12:13 AM Show AncientTools_V1.5.1.zip 1-click install
v1.5.0 1080 Mar 13th 2023 at 3:29 PM Show AncientTools_V1.5.0.zip 1-click install
v1.4.9 3854 Nov 12th 2022 at 10:53 PM Show AncientTools_V1.4.9.zip 1-click install
v1.4.8 1250 Oct 19th 2022 at 10:08 PM Show AncientTools_V1.4.8.zip 1-click install
v1.4.7 1797 Sep 8th 2022 at 7:46 PM Show AncientTools_V1.4.7.zip 1-click install
v1.4.6 975 Aug 12th 2022 at 6:15 PM Show AncientTools_V1.4.6.zip 1-click install
v1.4.5 618 Jul 28th 2022 at 6:32 PM Show AncientTools_V1.4.5.zip 1-click install
v1.4.4 1672 Jun 14th 2022 at 9:02 PM Show AncientTools_V1.4.4.zip 1-click install
v1.4.3 800 May 31st 2022 at 11:35 PM Show AncientTools_V1.4.3.zip 1-click install
v1.4.2 1712 Apr 27th 2022 at 4:31 PM Show AncientTools_V1.4.2.zip 1-click install
v1.4.1 1200 Apr 9th 2022 at 4:45 PM Show AncientTools_V1.4.1.zip 1-click install
v1.4.0 1583 Mar 3rd 2022 at 11:53 PM Show AncientTools_V1.4.0.zip 1-click install
v1.3.6 1749 Feb 2nd 2022 at 5:34 PM Show AncientTools_V1.3.6.zip 1-click install
v1.3.5 853 Jan 29th 2022 at 12:11 AM Show AncientTools_V1.3.5.zip 1-click install
v1.3.4 843 Jan 19th 2022 at 5:52 AM Show AncientTools_V1.3.4.zip 1-click install
v1.3.2 596 Jan 16th 2022 at 12:57 AM Show AncientTools_V1.3.2.zip 1-click install
v1.3.1 1362 Jan 10th 2022 at 9:20 PM Show AncientTools_V1.3.1.zip 1-click install
v1.3.0 758 Jan 1st 2022 at 7:56 PM Show AncientTools_V1.3.0.zip 1-click install
v1.2.4 1057 Oct 9th 2021 at 4:35 PM Show AncientTools_V1.2.4.zip 1-click install
v1.2.3 537 Oct 6th 2021 at 7:30 PM Show AncientTools_V1.2.3.zip 1-click install
v1.2.2 729 Sep 16th 2021 at 6:28 PM Show AncientTools_V1.2.2.zip 1-click install
v1.2.1 807 Sep 1st 2021 at 4:30 PM Show AncientTools_V1.2.1.zip 1-click install
v1.2.0 579 Aug 29th 2021 at 10:10 PM Show AncientTools_V1.2.0.zip 1-click install
v1.1.0 709 Aug 6th 2021 at 4:02 PM Show AncientTools_V1.1.0.zip 1-click install
v1.0.3 608 Jul 26th 2021 at 4:05 AM Show AncientTools_V1.0.3.zip 1-click install
v1.0.2 594 Jul 16th 2021 at 7:05 PM Show AncientTools_V1.0.2.zip 1-click install
v1.0.1 579 Jun 28th 2021 at 6:02 PM Show AncientTools_V1.0.1.zip 1-click install
v1.0.0 548 Jun 24th 2021 at 12:05 AM Show AncientTools_V1.0.0.zip 1-click install

404 Comments (oldest first | newest first)

💬 Javidac, 16 hours ago

Also a minor request!

Would it be possible to change the button mapping for mortars and pestles to have grinding be a simple click and hold instead of a ctrl+click? That function is mapped to adding a material to the mortar, and it would be more in line with how querns work in basegame those two are swapped around.

Also a suggestion for two tools you probably havent considered;
Skiis and snowshoes!

💬 Sophresh, 1 day ago

could we get a patch for vanilla variants? trying to craft a cart with its axle variants is impossible currently. would be awesome to see :P

💬 Taska , 5 days ago

Mollycoddle That is...an incredible idea actually 😊 Flint makes a ton of sense, and it would really be useful during exploration and you just want to plop down a quick shelter to get away from those nasty drifty boys. I don't know about you, but I never carry a metal scythe on adventures.

💬 Mollycoddle, May 6th at 3:19 AM

Hey a minor request, could we get flint scythes sometime in the future? Historically, copper and bronze weren't used for scythes, because they just weren't good at it. Flint scythes were one of the few pieces of lithic technology that survived until the 'medieval period' in Europe.

💬 Taska , Apr 30th at 3:46 PM

The_Chained_Lady My apologies, I should have been more specific. The mod config folder I was referencing is likely located at 'AppData/Roaming/VintagestoryData/ModConfig' on your computer. The Ancient Tools config should be generating in that folder if it is able. The folder at 'C:/Projects/...' is actually a location on my computer that hosts the source of the mod. The crash log is telling me exactly where the crashing file is, and which line in the file is throwing an error.

💬 The_Chained_Lady, Apr 30th at 11:59 AM

Taska I'm the friend in question EachAbyss mentioned. The folder in question "C:/Projects" in its entirety does not exist and the mod is not creating it. My Vintage Story install is located within the appdata folder.

💬 Aloy, Apr 27th at 6:37 AM

Taska no worries- i appreciate theres the ability to do it in the crafting grid anyways so it still has been working fine- im not sure if 1.20.7 to 1.20.9 would break any mods rn ;-;

💬 DracoZaroff, Apr 27th at 5:39 AM

Taska That's what I get for cheating I guess. LOL. Still love the mod though. Finally able to make leather without having to rely on pure luck to find lime.

💬 Taska , Apr 27th at 2:55 AM

DracoZaroff Oh no! 😅 Protip: Don't use a translocator with them attached, either

💬 Taska , Apr 27th at 2:48 AM

EachAbyss Is there a possible issue with write permissions in this folder? The config system is supposed to read a config if it exists, update with new options if needed. Or, generate a whole new config if one doesn't exist or the user made an error. The line where the crash is occuring is a location where, no matter what, the file should exist and values are being applied to the game world. Could you confirm whether or not the config file is present?

Aloy When I updated to 1.20.9 I needed to break my stretching frame and replace it to have it work properly again. Not sure why. After doing that, it seems to be working again. This may be the case for other items in the mod too, haven't checked yet though

💬 DracoZaroff, Apr 27th at 2:29 AM

Found out the hard way that if you use commands to teleport while attached to a cart, the cart does not come with you.

💬 EachAbyss, Apr 26th at 9:57 AM

Found a really weird little bug with this - if you have .NET9 installed this mod will throw an Object reference not set error. Removing .NET9 solves this

 

Edit: Or, maybe not. This fixed it in singleplayer, but now we've tried adding it to a server and it's throwing the exact same error. I'll paste the error below, my friend also opened an issue on github:3

 

  1. 26.4.2025 13:00:08 [Error] [ancienttools] An exception was thrown when trying to start the mod:
  2. 26.4.2025 13:00:08 [Error] [ancienttools] Exception: Object reference not set to an instance of an object.
  3. at AncientTools.Utility.ModConfig.ReadConfig(ICoreAPI api) in C:\Projects\VintageStory\Mods\ancienttools\src\utility\ModConfig.cs:line 32
  4. at AncientTools.Utility.RegisterConfig.StartPre(ICoreAPI api) in C:\Projects\VintageStory\Mods\ancienttools\src\utility\RegisterConfig.cs:line 13
  5. at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 623
  6. 26.4.2025 13:00:08 [Error] Failed to run mod phase Pre for mod AncientTools.Utility.RegisterConfig

 

and a pastebin with the full serverlog

Vintage Story server log - Pastebin.com

💬 Aloy, Apr 24th at 12:00 AM

stretching rack no longer works for scraping hides in 1.20.7/8

💬 Taska , Apr 21st at 11:48 PM

Springbae I've been playing with it in 1.20.5, myself, soooo I can't really verify for more recent versions of Vintage Story. My partner and I plan to update to 1.20.8 to take advantage of the mob balancing changes, though, so we'll be finding out soon enough. Unless something seriously breaks in the mod for 1.20.8, I expect the next mod update to be a major mod update.

💬 Springbae, Apr 21st at 5:47 PM

Does the mod still work with 1.20.7? We use this mod a ton and have stayed at 1.20.4 as not to cause any errors but 1.20.8 just dropped today and I was wondering if there were any plans on updating this mod? Thank you so much!

💬 Taska , Apr 20th at 6:09 PM

Yeeaaa Dappled Groves compatibility issues don't surprise me. It's been a while since I've checked it.

💬 LadyCassandra, Apr 19th at 9:17 PM

I can also confirm that I am unable to make salve with Bark (Birch) from Dappled Groves

💬 wildejackson, Apr 17th at 2:08 AM

Not sure when or how but the compat with InDappledGroves is slightly broken. Most works fine but for some reason the only thing broken is the grid recipe to craft a salve pot from the typed bark. No idea how to fix either

💬 petrichor, Apr 14th at 1:15 PM

Yes, 1.5.25 works correctly.  1.5.21 was definitely buggy though.  Thanks!

💬 Taska , Apr 10th at 6:22 AM

petrichor Sorry that it took a long time to figure out the issue.... I would recommend updating the mod to the most recent version if you're not using it. I believe this issue was solved in version 1.5.23. If you are using a version more recent than that, please do let me know and I'll look into it more.

💬 petrichor, Apr 8th at 7:20 PM

FYI, there is a pretty gnarly bug with this mod.  It took me a very long time to figure it out, but I have done so.

Replication:

  • Start a vanilla game with only Ancient Tools mod. 
  • Craft an axe and an adze.
  • Find a log or place one on the ground.
  • Strip log with adze.
  • Issue a `.debug sound list` and note the sounds that are playing.
  • Harvest the debarked log with the axe.
  • Place the debarked log back into the world.
  • Issue another `.debug sound list`

 

When you issue the second `.debug sound list` you will see the following:

False | x=512043.5, y=110.25, z=512043.5 | sounds/block/loosestone4.ogg
False | x=512043.5, y=110.25, z=512043.5 | sounds/block/ingot.ogg
False | x=512043.5, y=111.25, z=512043.5 | sounds/block/loosestone4.ogg
False | x=512043.5, y=111.25, z=512043.5 | sounds/block/ingot.ogg

In this case, I had placed two debarked logs, one on top of the other.  Each will continuously trigger "loosestone4" and "ingot", though they are flagged as "Playing = False" so the player cannot hear them, however these do count against the 250 concurrent sound limit.  If a player places 120 debarked logs in this manner, 240 slots in that concurrent sound pool will be consumed and the player will start encountering missing sounds when opening doors, walking, etc.  The debarked logs do not exhibit this problem until they are harvested and replaced in the world; simply stripping a log in place and leaving it is fine and will not generate this bug.

💬 MrTango, Apr 7th at 3:35 PM

Soaked hide should be perishable, its too easy to soak all your hides to circumvent this.

💬 florins, Apr 6th at 3:48 AM

I'm getting the exact same error as @Qwerdo. I'm also using In Dappled Groves.

 

I went into creative mode and confirmed that I can't add any of the barks from In Dappled Groves to an empty salve pot. However, I can add them to a mortar and pestle, so it seems to be a salve pot specific compatibility problem.

💬 Qwerdo, Apr 5th at 9:47 PM

I'm getting some errors regarding the salvepot recipes.

I think it's a conflict with in dappled groves bark.

5.4.2025 18:50:37 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code ancienttools:bark-pine in Grid recipe recipe with output ancienttools:bark-pine
5.4.2025 18:50:37 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-pine in Grid recipe
5.4.2025 18:50:37 [Error] Grid Recipe with output Block code ancienttools:salvepot-empty contains an ingredient that cannot be resolved: Item code ancienttools:bark-pine
5.4.2025 18:50:37 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code ancienttools:bark-oak in Grid recipe recipe with output ancienttools:bark-oak
5.4.2025 18:50:37 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-oak in Grid recipe
5.4.2025 18:50:37 [Error] Grid Recipe with output Block code ancienttools:salvepot-empty contains an ingredient that cannot be resolved: Item code ancienttools:bark-oak
5.4.2025 18:50:37 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code ancienttools:bark-acacia in Grid recipe recipe with output ancienttools:bark-acacia
5.4.2025 18:50:37 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-acacia in Grid recipe
5.4.2025 18:50:37 [Error] Grid Recipe with output Block code ancienttools:salvepot-empty contains an ingredient that cannot be resolved: Item code ancienttools:bark-acacia
5.4.2025 18:50:37 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code ancienttools:bark-birch in Grid recipe recipe with output ancienttools:bark-birch
5.4.2025 18:50:37 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-birch in Grid recipe
5.4.2025 18:50:37 [Error] Grid Recipe with output Block code ancienttools:salvepot-residuecovered contains an ingredient that cannot be resolved: Item code ancienttools:bark-birch
5.4.2025 18:50:37 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code ancienttools:bark-pine in Grid recipe recipe with output ancienttools:bark-pine
5.4.2025 18:50:37 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-pine in Grid recipe
5.4.2025 18:50:37 [Error] Grid Recipe with output Block code ancienttools:salvepot-residuecovered contains an ingredient that cannot be resolved: Item code ancienttools:bark-pine
5.4.2025 18:50:37 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code ancienttools:bark-maple in Grid recipe recipe with output ancienttools:bark-maple
5.4.2025 18:50:37 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-maple in Grid recipe
5.4.2025 18:50:37 [Error] Grid Recipe with output Block code ancienttools:salvepot-residuecovered contains an ingredient that cannot be resolved: Item code ancienttools:bark-maple
5.4.2025 18:50:37 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code ancienttools:bark-oak in Grid recipe recipe with output ancienttools:bark-oak
5.4.2025 18:50:37 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-oak in Grid recipe
5.4.2025 18:50:37 [Error] Grid Recipe with output Block code ancienttools:salvepot-residuecovered contains an ingredient that cannot be resolved: Item code ancienttools:bark-oak
5.4.2025 18:50:37 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code ancienttools:bark-acacia in Grid recipe recipe with output ancienttools:bark-acacia
5.4.2025 18:50:37 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-acacia in Grid recipe
5.4.2025 18:50:37 [Error] Grid Recipe with output Block code ancienttools:salvepot-residuecovered contains an ingredient that cannot be resolved: Item code ancienttools:bark-acacia

💬 Aedis, Mar 30th at 4:11 PM

Hello,
I have question about mortar/pestle grinding, could it also do grind action when in active slot you have same object that is being outcome of grinding so you don't need one extra slot just to be able to grind?

💬 Ryumachinae, Mar 27th at 2:25 AM

I appreciate your attitude greaty, thanks for being considerate. Like you I am also incredibly busy, and while I've become a mod developer for a handful of other games, I really do not have the time to do it for VS at the moment. But I can try and see if I can get the Mortar and Pestle from Github.

💬 Taska , Mar 26th at 1:32 AM

Ryumachinae Oh, I don't mind your criticism. You're being honest and logical while presenting your ideas, and I certainly appreciate that. You're right, it makes little sense to use pumpkins when viewed from a gameplay perspective. There are other alternatives that can be used, too, like a hollowed out log with melted pitch to seal it. Or, as you suggest, a clay vessel for this purpose. 

Sure, parts of the mod may be obtuse. Maybe it doesn't provide value to a player in certain circumstances. Curing rack? Feh, in all the time I've played I've never even seen salt. Completely useless to me... until I realized it actually works well as a pretty looking meat storage. I'm the creator of the stupid thing and I didn't even realize that potential until my latest playthrough. THAT is what this mod is about. It's about discovery. I want to learn about these tools. I want to find ways to represent them in a hands-on way in game. I want other people to learn something new about how historic cultures survived. I guarentee loads of people using this mod didn't even know eating tree bark was even a thing. I've heard peoples reactions to that on video, bewildered. It's cool...

But yea. I'm a retail worker, not a game developer. High stress, little time, and this is my teeny tiny opportunity to explore and build something cool. I accept that my mods gameplay isn't going to be polished and grandiose. If I'm having a good time making it, and playing it, then you're all welcome along for the ride. I'll certainly consider feedback but... oftentimes, wishes just don't align.

By the way, if anyone is deadset on using just the mortar or any other aspect of the mod? It's all available on GitHub. Take it. Cut the stuff you don't want. Customize it however you want, or not at all, GO AHEAD! Upload to the MoDB. I don't mind. Just link to Ancient Tools or mention me in some way and we're dandy.

💬 Ryumachinae, Mar 25th at 7:41 PM

Id hate to ask because I know this is your project, but I would REALLY appreciate splitting the mods into smaller parts. I'm really only interested in the Mortar and Pestle, as it's a simple early grinder tool. Everything else only needlessly complicates the game for me.

 

And about your idea to use pumpkins... thats part of the issue. These systems, while maybe historically accurate, are very obtuse gameplay wise. Pumpkins take time to grow AND the seeds are fairly rare, it's far far easier to simply enter the Copper Age. This is part of why I am no longer using this mod.

 

Instead, I would suggest adding a sealable glazed clay pot that can hold water, Maybe something that can hold 10L of water, or even just 5L. That would make filling it with a clay Bowl take 5 pours, similar to a bucket and barrel, while not being so good that it outright replaces those.

 

I hope this criticism isn't too harsh and that you will seriously consider these suggestions, I am all for historical prescedent but gameplay smoothness is also very important.

💬 Taska , Mar 23rd at 11:42 PM

Augur I just envisioned the actions I would need to take in my mind and used the keybindings available to me to replicate that. Swiping an object from the mortar(both the grindables, and the pestle, they're all treated the same way) is a quick and easy `YOINK!` while actually grinding something up would take a good amount of leverage and elbow grease. The keybinds chosen are intended to simulate these real-world actions. Simple click to place or take, and holding shift and click for grinding. 

Also... the hassle is intentional 😛 It's supposed to be a progression step ahead of the quern, not a replacement for it.

 

Ryumachinae The mod may disable the vanilla crafting method if a certain config option is enabled. Pretty sure that's disabled by default? Other than that, it does not change the vanilla method at all. I do not know if it affects the manual scraping mod. I doubt it does? I haven't heard of any compatibility issues at least.

I do have hopes of expanding the leatherworking aspect of the mod and making it more true to life. There is historical evidence of gourds(pumpkin, in the case of Vintage Story) being used as water containers, along with clay vessels. So.. that could work as an alternative(probably low capacity) option to barrels.

 

Glein If you have had previous versions of this mod installed, then it's possible that something is funky with the mod cache. Within your `VintagestoryData` folder there should be a `Cache` folder. Navigate into here, then the `unpack` folder, then delete anything related to Ancient Tools. New cached files will likely be generated using the version you currently have installed.

💬 Glein, Mar 23rd at 3:19 PM

Is anyone else having hte issue of hte mod in-game showing as being version 1.15.18, even though I'm looking at it in windows explorer and it showing as being the most recent version (1.5.25)?

💬 Ryumachinae, Mar 22nd at 6:29 PM

Also, the fact you need a bucket and barrel to use, which requires planks from a saw, the brain tanning method kind of makes this tertiary compared to the traditional method, especially if you use the mod that lets you create lye from wood ash. I was interested in this mod solely for the pre-metal technology, specifically the mortar and pestle.

💬 Ryumachinae, Mar 22nd at 6:16 PM

Does this mod change how tanning hides work without brains? And how does it interact with the manual scraping mod?

💬 Kew, Mar 21st at 5:00 PM

Taska Yay! That's very exiting to hear :D
Being darker, I picture them as a cozier lighting option to scones.
By no means do I want to force this on others, so a config was exactly what I had in mind.
But I don't want you spending time on it, if it proves to be troublesome.

 

💬 Augur, Mar 19th at 9:12 PM

I love the mod, it makes preserving food early game a possibility without having to find a cave to make an improvised cellar of. However, I feel like the mortar and pestle controls could be improved. I don't think there's a reason to ever take a pestle out of the mortar once you place it, so why allow me to pick it up out of the mortar? And why have that be the right click functionality rather than swapping it with the grind function which is sneak + right click? Just my suggestion for usability's sake, it's already more hassle than the quern even without the control gripes so I feel like it would still be balanced fairly.

💬 Taska , Mar 18th at 12:37 AM

Kew This would physically pain me! 😂 I love having a brighter thing to carry around with me, I find it fits nicely between torch and lantern. But what I could totally do(a suggestion courtesy of my partner) is make the light emission configurable with little trouble. Probably little trouble. I'll slap it on the to-do list ;P

💬 Kew, Mar 17th at 6:24 PM

Is it possible to decrease the light level of the chamber sticks?
I would love for them to be a darker cheaper alternative to torch holders.

💬 Taska , Mar 16th at 6:39 PM

DarkThoughts Short answer? Yes. Lots. Long answer? Nothing I ever do is simple, and I most certainly want to draw from real life inspirations and cultures. Bark 'rope' would be more of a cordage woven with inner bark, which I suppose could be an alternative recipe to the vanilla cordage recipe. Not rope, though. If inner bark is to be a proper thing... then the mortar grinding of edible barks would use that instead, since that's actually properly historical. I'd also want to expand that feature a little further and give it more unique purposes, too... so... as you can see things get a little bit ambitious. 

I believe vanilla has a wood roof block now, so maybe I can use bark as a means of creating that. Your idea of a leaky roof is really cool though...and I would looove to use the thing that tree leaves use to drip. I'd need to find a way to differentiate the bark version visually.

All that being said, I do have thoughts to create proper buckskin using the brain tanning method, as is proper in real life. This leaves open the opportunity to utilize all the different barks for an expanded version of the vanilla method, which would also not require the use of lime. 

No promises on any of this. My mind is filled with hundreds of ideas.

Pawelot Wonderful, thank you! I'll implement it sometime soon :D

💬 Pawelot, Mar 16th at 5:24 PM

Hi I made Polish translation https://pastebin.com/J6q8J6tU

💬 DarkThoughts, Mar 16th at 12:22 PM

<3

Btw, have you thought about giving bark more use? Like turning it into rope for people who use Tools Require Rope, or for primitive non insulating and maybe slightly dripping bark shingles?

💬 Taska , Mar 16th at 4:35 AM

Heithwald Ookay this issue should mostly be solved. The old version of the bark baskets still DO exist, so that players don't just lose their inventories. However, as soon as they are broken or are converted in the crafting grid, they'll be turned into the newer baskets that properly implement the things needed to allow them to be used on boats and rafts without catastrophic failure!

DarkThoughts That config variable is now available for you

Oghrind Raw hides and resin can now be placed in ground storage with Ancient Tools installed.

Invalid You can now place your baskets on rafts and boats :D

Thanks everyone for all the reports! I'll continue to fix what I can replicate, please keep em coming. Nice and detailed please

💬 Taska , Mar 16th at 3:44 AM

Plaes I can never find a way to replicate this problem in my test environment. This is something that a log indicating an error, or circumstantial information, is going to be needed if I even have a chance of finding the problem. Please do message me(Taska) on Discord if you have any breadcrumb that may help. I'll try using it on my current playthrough with my partner sometime and just pray that things vanish

💬 Taska , Mar 15th at 11:40 PM

Burgersim Some of the Floral Zone mods may have their own compatibility for Ancient Tools, while others may not. I have not done any compatibility for Floral Zones in this mod.

You need to build a temporary platform for the racks to sit on, spanning from wall to wall. Assuming the racks are supported on either side by a full block, you can then remove the temporary platform and the rack will hang :D

💬 Burgersim, Mar 15th at 10:39 PM

THis may be a dumb question, but how can you hang up curing racks to get poles/hooks like in the first picture?

💬 Burgersim, Mar 15th at 9:10 PM

I think some of the recipes for curing racks and stretching frames (maybe also other wood stuff) don't seem to be working/present. I have the floral zones mods and the drying rack and stretching frame made from yew for example are in the handbook but they don't have recipes. It doesn't seem to be the case for all woods added by the floral zones mods tho, some others do have recipes.

💬 Taska , Mar 15th at 4:24 PM

Plaes Yikes, will have to test that.

Louse They do extinguish after like...72 hours our something. It turns into a melted pitch torch. You just need to apply another pitch stick to the torch to replenish, then can be lit again.

💬 Heithwald, Mar 15th at 1:56 PM

Taska
I see, thanks for your work 🙏

btw, I was able to keep my save by temporarily disabling the mod, destroying the bugged-out ship and then re-enabling the mod 

💬 Louse, Mar 15th at 8:47 AM

Does the pitch torch extinguish permanently like vanilla torches? or can they be relit when they do?

💬 Plaes, Mar 15th at 4:02 AM

Just a heads up; It seems the Oak Cart at least is bugged currently. I've had two dissapear after leaving my current world. Haven't had any issues with anything else.

💬 DarkThoughts, Mar 15th at 12:31 AM

All good. :)

I just noticed because of Salty's Manual Scraping which disables the vanilla recipe, but at the time where I noticed I wondered if it was from this mod instead - until I removed Salty's mod and saw it was working again.

💬 Taska , Mar 15th at 12:27 AM

Heithwald Turns out this crash is a bit more of a headache to fix than I had hoped. I have it fixed in dev, but now the problem is getting all existing baskets to tranition into the new fixed version.

Kaschperle I've actually looked into the brain drops further and I think it may be fine actually, with the wool mod. They DO drop. It's just uncommon- intentionally so. You can see what creatures will drop the brains by looking at the brain handbook entry. Unfortunately, wood from other mods are always likely to need a compatibility pass.

MaiaK I believe it's supposed to be the soaked bark that can be used for salves. It's been a long time since that compatibility was made, so maybe things have changed that affect compatibility in some way.

DarkThoughts Sorry, not yet

💬 DarkThoughts, Mar 13th at 7:03 PM

Ah damn, still no config to disable just the vanilla grid hide scraping.

💬 Costardine, Mar 12th at 9:33 PM

I saw you mentioned the In Dappled groves bark, I recently got into the point where I can start making salve, but all the bark I have been gathering (using both ancient tools and dappled groves) doesn't seem to like being used for salves. I've tried birch, pine, acacia and oak. Is there a trick to it? Does it have to be soaked or dry? (I tried both...)

💬 Cowent1n, Mar 11th at 5:43 PM

Hacker_LYX I didn't see that comment before spotting your newly made patch. I thought it was great someone was also annoyed by the same issue and fixed it up. Thank you sooo much!

💬 Cowent1n, Mar 11th at 5:42 PM
💬 Hacker_LYX, Mar 11th at 1:24 PM

Cowent1n I went ahead and made my own patch for the 2 mods.  It just disables the QOL Crafts Bark and replaces it with Ancient tools bark. Ancient Tools + QOL Crafts compatibility patch

💬 Kaschperle, Mar 9th at 9:42 PM

the compatch was surprisingly easy i just copied your animal edited files and added your folders to it. That's the zip path I used wool-1.6.0.zip\assets\wool\compatibility\ancienttools\patches - ZIP Archiv, ungepackte Größe 518,447 Bytes and the wolfjson and so on didn't had to retouch anything and I didnt even knew what I was doing buuuut it worked out !

But I also experienced crashes when splitting wood from the fauna vegetable mod maker thingy as it works per se but it makes a "not reasonable situation" and boots you from the server! So modded WOOD does get converted BUT as long the server doesn't know what to do it just boots you but it's fine per se as you can just enable grid crafting and just gotta know which wood is vanilla and isn't.

💬 Taska , Mar 9th at 8:20 PM

Heithwald Odd, surprised that's crash-inducing. They don't have the behavior applied so I figured they weren't usable at all on boats and rafts. I'll look into it tonight or tomorrow, I hope you could recover a backup >.<;

Kaschperle I've been playing with that too and have noticed a significant lack of brains! That explains things, and makes sense now that I think about what that mod does. I'll add compat in a separate companion mod.

Oghrind I'll look into this. Should be an easy patch adjustment.

💬 Heithwald, Mar 9th at 12:24 PM

placing a bark chest on a vanilla sailboat crashed the game / corrupted a save for me. specifically, placing a chest while sitting in a boat seat. please, investige 

Running on 64 bit Windows 10.0.22631.0 with 32491 MB RAM
Game Version: v1.20.4 (Stable)
09.03.2025 16:17:37: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, advancedsmithing@1.4.0, Allclasses@1.2.7, ancientarmory@1.0.6, axleinblocks@1.20.1-rc.5, bedrespawn@1.0.0, scrapblocks@1.2.5, bettertraders@0.0.9, clickuptorches@1.1.1, combatoverhaul@0.1.29, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.1, conquest@0.0.32, easyelk@1.0.0, expandedmolds@1.1.2, fernslikegrass@1.2.1, forestsymphony@1.0.1, caninae@1.0.26, capreolinae@1.2.2, casuariidae@1.0.18, dinornithidae@1.0.10, machairodontinae@1.0.19, manidae@1.0.10, pantherinae@1.1.19, rhinocerotidae@1.0.13, sirenia@1.0.14, viveriidae@1.0.1, vombatidae@0.3.1, immersiveorecrush@2.1.3, manualscraping@1.2.1, manualtoolcrafting@1.3.5, pipeleaf@1.10.0, primitivesurvival@3.7.5, sortablestorage@2.2.8, spyglass@0.5.2, stoneharvesting@1.0.5, translocatorengineeringredux@1.5.6, usefuldrifterloot@1.2.1, game@1.20.4, vsimgui@1.1.7, vstrashcancontinued@1.0.6, abcsredux@1.0.9, alchemy@1.6.48, ancienttools@1.5.24, apewindows@1.2.0, armory@0.1.7, awearablelight@1.1.31, betterfirepit@1.1.5, BetterProspecting@1.7.0, betterruins@0.4.6, bradycrudebuilding@1.2.0, BreakOreWithRocks@1.0.0, butchering@1.8.1, carryon@1.8.0-pre.1, chestorganizer@1.2.3, commonlib@2.6.1, configlib@1.5.0, danatweaks@3.4.0, electricity@0.0.12, expandedfoods@1.7.4, extrainfo@1.9.7, fancyclouds2d@1.1.0, firewoodtosticks@1.0.0, foodshelves@1.5.2, fromgoldencombs@1.8.11-rc.6, hardcorewater@1.3.5, herbarium@1.4.0, immersivetpscamera@1.0.7, JustTrapdoors@1.0.2, knapster@2.14.1, krpgenchantment@0.6.18, lc@1.0.0, maltiezcrossbows@1.0.0, manualdough@1.1.2, metaltongs@1.2.3, moreanimals@1.3.6, postsandbeams@1.4.0, rivers@4.1.0, ropetiableall0@1.2.1, simpletailoring@1.1.6, smithingplus@1.2.5, stepupadvanced@1.0.4, storageoptions@1.0.2, th3dungeon@0.4.0, tstools@2.4.0, usefulstuff17@1.4.0, vanity@2.3.1, Verticality@0.3.1, creative@1.20.4, survival@1.20.4, webstotwine@1.20.1, woodenfortifications@2.0.4, xlib@0.8.12, autoconfiglib@2.0.4, bookbinders@1.3.1, campaigncartographer@4.4.2, electricityaddon@0.0.19, em@3.0.1, helvehammerext@1.7.0, playercorpse@1.11.0, shearlib@1.1.2, simplewinddirection@1.0.2, wildcraftfruit@1.3.0, xskills@0.8.15, tailorsdelight@1.9.2, wool@1.5.4
Involved Harmony IDs: vanity, SomeUnknownMod
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockGenericTypedContainer.Vintagestory.API.Common.IWearableShapeSupplier.GetShape(ItemStack stack, Entity forEntity, String texturePrefixCode) in VSSurvivalMod\Block\BlockGenericTypedContainer.cs:line 91
at Vintagestory.GameContent.EntityBehaviorContainer.addGearToShape(Shape entityShape, ItemStack stack, IAttachableToEntity iatta, String slotCode, String shapePathForLogging, String[]& willDeleteElements, Dictionary`2 overrideStepParent) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 277
at Vintagestory.GameContent.EntityBehaviorContainer.addGearToShape(Shape entityShape, ItemSlot gearslot, String slotCode, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements, Dictionary`2 overrideStepParent) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 247
at Vintagestory.GameContent.EntityBehaviorAttachable.addGearToShape(Shape entityShape, ItemSlot gearslot, String slotCode, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements, Dictionary`2 overrideStepParent) in VSSurvivalMod\Entity\Behavior\BehaviorAttachable.cs:line 391
at Vintagestory.GameContent.EntityBehaviorContainer.addGearToShape_Patch0(EntityBehaviorContainer this, Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements)
at Vintagestory.GameContent.EntityBehaviorContainer.OnTesselation(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 178
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned) in VintagestoryApi\Common\Entity\Entity.cs:line 1219
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\Entity.cs:line 1151
at Vintagestory.GameContent.EntityBoat.OnTesselation(Shape& entityShape, String shapePathForLogging) in VSSurvivalMod\Systems\Boats\EntityBoat.cs:line 216
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 229
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape() in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 193
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender_Patch1(EntityShapeRenderer this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 70
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 814
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 868
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 09.03.2025 16:01:12, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.4.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x534c
Faulting application start time: 0x0x1db90eaca2d444a
Faulting application path: C:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\Games\Vintagestory\Lib\openal32.dll
Report Id: fa91a7e8-3240-4241-a872-505e5140d107
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 09.03.2025 15:59:58, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.4.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x5208
Faulting application start time: 0x0x1db90eaa1141744
Faulting application path: C:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\Games\Vintagestory\Lib\openal32.dll
Report Id: f2a84f84-3d27-424f-b422-65871c7843df
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 08.03.2025 18:33:34, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.4.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x5fd8
Faulting application start time: 0x0x1db900b45c0a664
Faulting application path: C:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\Games\Vintagestory\Lib\openal32.dll
Report Id: 32865ef1-5c25-4f2f-9bf6-16485ea40761
Faulting package full name:
Faulting package-relative application ID: }

💬 Kaschperle, Mar 9th at 1:41 AM

had to do a easy compatch for wool 1.6.0 otherwise all vanilla creatures wont have that loottable!

💬 Oghrind, Mar 9th at 12:43 AM

Taska I'm unable to place raw hides or resin on the ground using shift-right click with this mod installed

💬 Invalid, Feb 24th at 10:42 PM

can you add compat for bark chests to be placed on wooden rafts?

💬 Taska , Feb 23rd at 5:00 PM

Sell Oooooh it seems like the torch is using some of the same code as the fire pit now. I didn't realize this. It's fixed on my dev version now, it'll be in the next update.

Cowent1n Oh, if all they do is recipe-based content and such then the mod may not be closed sourced, it may just not have a source at all 😅 I still haven't had an opportunity to look at it. In Dappled Groves actually has an adze as well. Getting mods with the same content to work well together may involve disabling content of one mod and transferring certain code components to the content of the other mod. I've done that here in Ancient Tools to make the two mods work better together. If you know how to read patches, you can open up the Ancient Tools assets folder and navigate to `patches/compatibility/dappledgroves` to get a sense for what needs to be done. If you have questions or anything, feel free to message me on Discord either in a DM or in the mod-development channel.

Stroomschok I agree! The more in-world crafting, the better 😁 Conceptually, the logsplitting mechanic would work great for that! I think it would benefit from using layers instead of quarters, though, so there would be a bit of overhaul required to bring that mechanic to life

💬 Stroomschok, Feb 23rd at 2:27 PM

I love this mod so much! The more VS moves away from grid manufacturing the better IMHO.

I was wondering, the logsplitting mechanic would also work great for cutting up slate blocks into shingles. This would make much more sense to use for roofing than whatever the player currently picks up as loose rock from the ground.

💬 Cowent1n, Feb 23rd at 12:56 PM

Taska thanks for the quick reply!

Let me just clarify: the issue is that you both have Azdes and bark. The first serves the same purpose when the later has different uses in game, it also turns out none of the recipes from your and their mod overlap in terms of recipe grid placement or use in other places. I was under the impression that it would therefore not require coding in C# but rather make a quick .json to substitute items to one another or relink recipes to avoid redundancies. Would that then mean that their mod being closed source isn't relevant as to how to make that happen?

Sorry for relying on you for this but the wiki and its videos don't exactly clarify how to make this specific thing thank to a content type of mod. I'd be forever grateful to you if you had any other resource that'd be more relevant to this specific issue.

Thanks for everything!

💬 Sell, Feb 23rd at 11:14 AM

Not sure how it's happening but this mod on its own seems to make base game torches immune to the rain without the use or need for pitch, regular dry grass and stick torches do not go out under heavy rainfall. Seems like its only torches so far, firepits still die out under rainfall.

💬 Taska , Feb 23rd at 5:56 AM

Wixard Thank you! :D

Cowent1n I'm not sure, this is a new mod I'm not familiar with o.o It seems like that mod is closed source, so I can't say for certain how possible compatibility is between the two mods. I can't make any promises about compatibility. I want to work on new content, it's been too long!

The best resource for new modders is always going to be the Vintage Story wiki, found here: https://wiki.vintagestory.at/Modding:Modding_Basics_Portal I also recommend looking at the Vintage Story GitHub if you plan to get into code mods. You can learn a lot just by looking at how the game approaches things. Probably best to have a servicable knowledge of C# to begin doing that, though. The Git is here: https://github.com/anegostudios 

LBM0915 Maybe! That mod does seem to fit the feel that this mod tries to capture quite well.

💬 LBM0915, Feb 22nd at 9:02 PM

Can you please add compatibility with the tools require rope mod, I have been playing with it and all other tools require rope to craft except for the ones in this mod. 

💬 Cowent1n, Feb 21st at 5:40 PM

Hi there! I love the addons you offered witht his mod! Is there any possibility to patch the mod to have compatibility with QoL Crafts by any chance? Or do you have resources I could use to learn how to this?

You have Adzes and barks as a common items, if not more I don't know of yet.

💬 Wixard, Feb 21st at 5:12 PM

Hello! Amazing mod, im enjoying it quite a bit, great job! 

💬 Taska , Feb 21st at 3:58 PM

propaneko The only things that can be disabled via config are salves and bark bread. Anything else is 'always on'. If you wanted to, you could create a content mod that uses patches to target specific content and recipes and apply an 'enabled: false' object to them to turn them off. This is probably the cleanest solution.

💬 propaneko, Feb 21st at 3:36 PM

Would there be a way to disable certain features? Or do I need to rebuild whole thing for our needs?

💬 Taska , Feb 18th at 5:43 PM

AngryOscar Sound issue solved 😅

💬 Taska , Feb 17th at 8:29 PM

AngryOscar Unfortunately I don't have an answer :c I've tried everything I can to replicate things but it seems to work on my end. I can spam the bark stripping sound by sneaking and rapidly clicking and even in that case nothing delays. I can browse the server and client logs, just as offered to Tarlin, for any potential clues if you like.

If possible, testing with only Ancient Tools installed should help us determine whether this is strictly an Ancient Tools issue or if interference is coming from some other source.

💬 Taska , Feb 17th at 8:15 PM

Tarlin I would need to see what that server exception was to know what's happening. Feel free to DM me(Taska) or ping me in the VS discord with the servers main and debug logs after a crash has occurred. I did manage to pull an ingot out of a forge in my creative world, so maybe there's something else up

💬 Tarlin, Feb 17th at 7:44 PM

Good day. Just updated our server to 1.20.4 and came accross an odd issue. When picking up an iron bar from a forge, it is disconnected the player who picked it up. "Player Tarlin got removed. Reason: Threw an exception at the server." This has only begun occuring since updating to 1.20.4. If you need any other information please let me know, the server is lightly modded.

💬 AngryOscar, Feb 17th at 5:35 PM

What triggered it for me, I had an entire building built out of oak logs and I was Stripping them very fast, one after another. Stripping sounds worked for a bit, then it seemed like it was falling behind, every other one making noise, then poof, all sounds gone. No footsteps or door opening sounds. Just wind remained. I deactivated mod and sound issue persisted. Very odd

💬 Taska , Feb 17th at 3:49 PM

AngryOscar AgzilI think I'm going to need some detailed steps in how to replicate this issue to have a chance of fixing this. I've got my main account running a server on my main computer, and an alt account connected to that server using my laptop. After stripping a log on both a placed log and a grown tree sounds seem to be fine between both clients. The only thing sound-related that an adze does is start playing a sound on the server so that both players can hear as a log is being stripped. If there is an issue with this, the mortar and pestle should have the same problem. There must be something more at play here?

One thing I will note is that, when I first connected my laptop and plugged in my earbuds, I needed to alter my sound settings output device to specifically use the earbuds, then changing back to default, the sound came through them. You've both mentioned that weather sounds still persist though, so it's VERY likely this has nothing to do with anything. 

💬 Agzil, Feb 17th at 12:28 PM

Like "AngryOscar" my friends on our server encountered the same issue where this mod removed our gamesound somehow.
I am unshure how or when it triggered though as i was building when all sound stopped.
Only sounds that we could still hear where wind and weather.
at the time we used version 1.5.20 will have to see if it persists with the latest.

Edit: Issue persists in 1.5.22 version of the mod, removing the mod restores all sounds.

💬 PetMudstone, Feb 17th at 6:15 AM

Is it known if other mods such as Fauna of the Stone Age support the brain drops?

💬 AngryOscar, Feb 17th at 6:05 AM

Very odd bug when stripping logs with copper adze, I lost most game sounds. IDK whats causing this, but never had issue until stripping logs. Even my GF on LAN kept losing her game sounds. The only sounds we hear is wind and weather. No footsteps or block breaking for example.

💬 Taska , Feb 17th at 2:47 AM

mrbunwah Yep indeed! I went for this method. Should be far more future proof. Put this snowed in day off work to good use, update is coming shortly.

💬 mrbunwah, Feb 16th at 10:05 PM

Taska - if it's just drops, this might be doable in a universal fashion via behaviorConfigs  harvestable. Wool & More pushed an update that might serve as a decent example - https://gitlab.com/codesmiths/vs_wool/-/commit/5bf94a5d99e1195e400d5f80918bc243d2a206b3

💬 Taska , Feb 16th at 12:59 AM

DarkThoughts None as far as I'm aware. But, it seemed like what compatibility was in was causing chaos for other things(including vanilla items) so I assumed it could still be causing problems there

💬 DarkThoughts, Feb 15th at 8:50 PM

Taska

I'm a bit confused. Which part of the mod's compatibility with Wildcraft Trees interacts with the leaf drops of trees? (Trying again since the maintenance seemed to have eaten my comment...)

💬 Taska , Feb 15th at 12:53 AM

bringitonwimps Thanks, I am aware. I'm just waiting on any clue as to whether the order of creature behaviours will be restored to their pre-1.20.4 state by the devs. If I fix it now and they decide to do that, then it'll just break again. It's a change that affects most mods that add creature drops.

💬 bringitonwimps, Feb 15th at 12:41 AM

getting this as of the newest update

https://pastebin.com/WL9ytAea

💬 Taska , Feb 14th at 11:47 PM

KeKc If you are on Vintage Story 1.20.4, they don't drop. A change made to vanilla has caused most mods that add drops to vanilla creatures to break. I'm waiting to see whether this is going to be changed on the devs side before tackling the problem.

DarkThoughts Currently in the process of removing the Wildcraft Trees compatibility. It seems to be out of date and it's causing some severe problems for some players.

💬 DarkThoughts, Feb 14th at 11:40 PM

KeKc

When I last used this in 1.19 they were super common.

💬 KeKc, Feb 14th at 11:29 PM

how rare are brains? ive killed close to a dozen animals already and I'm not getting any

💬 DarkThoughts, Feb 14th at 10:39 PM

Your mod unfortunately seems to prevent leaf blocks of certain trees to drop canes from the Wildcraft Trees mod as well.

💬 punkas, Feb 14th at 4:56 PM

Taska you deserve the sloppiest toppy my friend, arigato

💬 Taska , Feb 14th at 1:50 AM

AffluenzaShot Woo! :D

Targar Perhaps. I may choose to create separate compatibility mods that target specific versions of each mod to accomplish this. Compatibility is... a lot of work for little payoff, but if I choose to play with these mods I will likely make them compatible for myself. Tarot kindly offered some compatibility patches in the past that I may be able to implement in this way, if time allows it.

💬 AffluenzaShot, Feb 14th at 12:37 AM

Loving the 1.20 update! well worth the wait! I've since updated our unofficial 1.20 patch mod page to make people start downloading this mod again.

💬 Targar, Feb 13th at 10:11 PM

are there plans to make this mod compatible with tentharchitects floral regions mods? i noticed launching the mod threw some exeptions regarding resin from some of the floral region trees

💬 Taska , Feb 13th at 2:56 AM

PetMudstone There's not an option to disable the wood splitting, but there IS an option to re-enable the vanilla crafting of beams. Just set InWorldBeamCraftingOnly to false

💬 PetMudstone, Feb 13th at 2:29 AM

Is there a a configuration option to disable wood splitting? Interested in adding this but my friends are incredibly against the changes to wood beam acquisition.

💬 NomadicPirate, Feb 13th at 12:48 AM

Taska All good. Just figured i'd mention it. Thank you for this wonderful mod! 

💬 Taska , Feb 13th at 12:46 AM

NomadicPirate Seems like I actually broke the hide sacks altogether, oof. I'll have this fixed too.

💬 NomadicPirate, Feb 12th at 11:36 PM

Taska V1.5.19 throws this error on 1.20.3

12.2.2025 16:00:32 [Error] Patch 0 (target: ancienttools:blocktypes/hidewatersack.json) in ancienttools:patches/compatibility/carryon/hidewatersack.json failed because supplied path /behaviorsByType/*-raw-*/- is invalid: The json path /behaviorsByType/*-raw-*/- was not found. Could traverse until /behaviorsByType, but then '*-raw-*' does not exist. Full json at this path: {
"@hidewatersack-(raw|salted|soaked)-*": [
{
"name": "UnstableFalling"
}
]
}
12.2.2025 16:00:32 [Error] Patch 1 (target: ancienttools:blocktypes/hidewatersack.json) in ancienttools:patches/compatibility/carryon/hidewatersack.json failed because supplied path /behaviorsByType/*-soaked-*/- is invalid: The json path /behaviorsByType/*-soaked-*/- was not found. Could traverse until /behaviorsByType, but then '*-soaked-*' does not exist. Full json at this path: {
"@hidewatersack-(raw|salted|soaked)-*": [
{
"name": "UnstableFalling"
}
]
}

💬 Taska , Feb 12th at 9:53 PM

punkas Yep! You can score natural pine and acacia trees with a knife

💬 punkas, Feb 12th at 9:48 PM

Is there a way to get resin from pine/acacia trees in this mod? like a tree tap or something?

💬 BrownishStorm, Feb 12th at 9:26 PM

All hail the great Taska!

💬 f0xh0und696, Feb 12th at 7:07 PM

@Taska. thank you for update, this is must-have in my playthroughs. im sure others agree.

💬 Vargur, Feb 9th at 9:39 PM

Would be great to see a larger later game version of the handcart for use with the elk that can carry more than 1 chest, or even features the sailboat has like adding seats.

💬 LiothTheBrave, Feb 9th at 8:55 PM

Please update!

💬 TheDude, Jan 25th at 2:20 PM

If the modder reworks his mod or if it is taken over by another modder, it would be good if they were compatible with Butchering so that they could put the carcasses on the mod's trolleys.

💬 OverlordZenith, Jan 18th at 5:53 PM

Mod author seems to be radio silent for the past month or so, probably busy with life things. Totally understandable, it's been a chaotic new year so far. Hopefully someone knowledgeable can make a fork, this mod is so incredibly useful I'd hate for it to get depreciated. 

💬 DilanRona, Jan 17th at 1:40 PM

Tried it. Not working with RC8 of Vintage story 1.20

💬 AzuliBluespots, Jan 12th at 2:06 AM

has anyone tried to see if this still works tho?

💬 Asunwv, Dec 25th 2024 at 8:13 AM

Are there any plans to update this to 1.20?

💬 Kiona, Dec 24th 2024 at 8:59 AM

Hello! I'm enjoying this mod the more I play with it! I just wanted to comment on a bug I seem to have found as I don't have a github to submit the issue there.

I adore the ability to make maple-bread from bark, but I'm unable to do so using jugs as a water source - only bowls or buckets. I use jugs for my doughs so buckets can be reserved for bigger hauling tasks, but for some reason they are excluded from the library of recipes for Ancient Tools doughs. I'm making do with transferring to & from my bucket, and though it's less tedious than using bowls I figured I'd bring this oversight to your attention!

Thank you for creating this addition to the game as a mod regardless! <3

💬 Anwaan, Dec 12th 2024 at 6:07 AM

I'm glad to see brain tanning. There's an old saying of "Just enough brains to tan his own hide" and was used when someone was known to make poor choices. It comes from this exact process, as most animals have a brain that is surprisingly proportional to the amount of tannin needed for their own hide. They literally have just enough brains to tan their own hide. I've not tried this particular method myself, but I have tanned two of my own deer using modern methods. I have a book on how to do it though, and am hoping to try it one day. I look forward to diving into this mod, thank you!

💬 Stejer, Dec 11th 2024 at 7:08 PM

Hello, When I try to create or load a world with this mod the game crashes when loading, receiving various messages in that begining "It remembers all that came before" part saying that the blocks are unable to be loaded/generated etc causing in freezing following to CTD

 

Can you fix it since it is a very useful mod for me

💬 Ferimer, Nov 26th 2024 at 8:55 PM

My Client kept crashing when i went to place a hide on teh stretching frame and this was because the frame doesnt inform you if there is rot on it, so i broke it down got the rot and could replace the hides again

 

💬 Silverfang, Nov 13th 2024 at 1:35 AM

I was looking at the error when used with Hide and Fabric. This change stopped the error message, not sure if it fixed the problem.

This seems to be because Hide and fabric changes the path to the bear drops.

I am not a modder so your milage may vary.

Go to
AncientTools_V1.5.18.zip\assets\ancienttools\patches\entity\land 
open
bear.json
replace the contents with
 
 
[
{
"op": "add",
"path": "/server/behaviors/6/quantitySlots",
"value": 8,
"file": "game:entities/land/bear",
"side": "Server"
},
{
"op": "add",
"path": "/server/behaviors/6/dropsByType",
"value": {
type: "item",
code: "ancienttools:brain",
quantityByType: {
"*-black": {  avg: 0.45, var: 0  },
"*-brown": {  avg: 0.45, var: 0  },
"*-sun": {  avg: 0.45, var: 0  },
"*-panda": {  avg: 0.45, var: 0  },
"*-polar": {  avg: 0.45, var: 0  },
}, 
},
"file": "game:entities/land/bear",
"side": "Server"
},
{
"op": "add",
"path": "/client/behaviors/4/quantitySlots",
"value": 8,
"file": "game:entities/land/bear",
"side": "Server"
},
]
 
I will also post this in Hide and Fabric and the HideAndFabric-1.3.1-dNET7-Unofficial 
💬 Taska , Oct 30th 2024 at 3:34 PM

LumpyAcidFish I need to find a solution to the texture atlas crashes that frequently get reported here for it to be brought into the next Vintage Story versions publicly. My life situation has also significantly changed as of late, too, so time to actually address the issue and porting the mod over just doesn't exist like it used to.

I'm sorry that I haven't been able to respond to comments here.

I do hope to keep the mod alive, it's my baby, but I have no promises of when it will be updated. 

💬 LumpyAcidFish, Oct 25th 2024 at 8:50 AM

are you abandoning this mod?

💬 tkdestroyer2, Oct 18th 2024 at 3:43 AM

I was trying a recently made mod pack tool and it ran into an issue with this mod v1.5.18, because the modinfo.json is not valid JSON due to a trailing comma in the dependencies object.

💬 Kwehlani, Oct 9th 2024 at 8:16 AM

Hello! Is there an option to only have the carts enabled? I haven't been able to find a mod with just carts, and this one seems perfect, but I'm worried about bogging my game up with additional drops and items I may not use.

💬 DanceOfBlood, Sep 30th 2024 at 12:03 PM

Hey! Cool mod!

I tried making a bread from flour but I can't seem to proceed after flour. It feels like it's missing a recipe with liquid containers similar to crop grains

So idk if i'm doing something wrong or there's something missing in the mod

💬 BrownishStorm, Sep 27th 2024 at 6:18 PM

@NavalGroundhog5 try creating a creative world and having just this mod on. Test to see if it still crashes. hint /gamemode survival will turn your creative world into a survival one to make testing easier once you spawn in the needed reasorces. You can then try slowly turning your other mods back on and going into that test world to try and find the issue.

I finally got it working again for me and I am so happy.

💬 HaxxorBunny, Sep 25th 2024 at 8:44 PM

what light level are the chamber sticks?

💬 NavalGroundhog5, Sep 7th 2024 at 8:05 PM

It seems that every time i attempt to grind grain in a mortar and pestle my game crashes. Any tips to help me fix this issue would be appreciated. Other than that, the mod is pretty cool

💬 jayu, Sep 1st 2024 at 1:06 AM

Hey I get an error from your mod trying to patch the bear, not sure if it's because of incompatibility:

https://pastebin.com/5nvEvz2Z

Mod list: 1.9.2024 01:59:15 [Notification] External Origins in load order: modorigin@/Applications/vintagestory.app/assets/creative/, modorigin@/Applications/vintagestory.app/assets/survival/, mod@ACulinaryArtillery 1.1.5.zip, mod@balancedthirst_0.0.41.zip, mod@EntitiesInteract-1.0.11.zip, mod@FotSA-Caninae-v1.0.16.zip, mod@FotSA-Capreolinae-v1.1.5.zip, mod@FotSA-Casuariidae-v1.0.8.zip, mod@FotSA-Dinornithidae-v0.7.0.zip, mod@FotSA-Machairodontinae-v1.0.9.zip, mod@FotSA-Manidae-v1.0.2.zip, mod@FotSA-Pantherinae-v1.1.9.zip, mod@FotSA-Rhinocerotidae-v1.0.3.zip, mod@FotSA-Sirenia-v1.0.5.zip, mod@geodesandgemstones.zip, mod@GeologyAdditions 1.3.5.zip, mod@HideAndFabric-1.3.0.zip, mod@LimestoneSpeleothems-1.1.0.zip, mod@MoreCrystals v1-2.zip, mod@Mycodiversity_1.0.2.zip, mod@spyglass_0.5.1.zip, mod@thatchexpanded_1.1.1.zip, mod@vtr_3.0.3.zip, mod@warriordrink_v1.0.2.zip, mod@AncientTools_V1.5.18.zip, mod@animalcages_v3.0.2.zip, mod@Auto Map Markers (1.19).zip, mod@beartrap_1.1.1.zip, mod@biomes_0.6.6.zip, mod@butchering_1.6.7.zip, mod@CarryOn-1.19_v1.7.4.zip, mod@DanaTweaks-v3.1.0.zip, mod@ExpandedFoods 1.7.0.zip, mod@FarmlandDropsSoil-VS1.15-v1.4.0.zip, mod@FromGoldenCombs-1.19-v1.6.3.zip, mod@herbarium_1.3.0.zip, mod@keg_v1.0.1.zip, mod@lavoisier-1.3.0.zip, mod@lichen1.8.3.zip, mod@LiquidContainers-1.2.0.zip, mod@MeteoricExpansion_V1.2.5.zip, mod@petai_v2.2.6.zip, mod@rivers_3.1.0.zip, mod@scarecrow_v1.5.1.zip, mod@vsimgui_1.1.5.zip, mod@AnvilMetalRecovery_V0.1.19-pre.1_Debug.zip, mod@cats_v2.0.3_petai_v2.0.+.zip, mod@chemistrylib-1.1.5.zip, mod@cob_tradercamps_1.1.4.zip, mod@expanded_matter-2.7.0.zip, mod@FeverstoneHorses-v1.6.1-1.19.x.zip, mod@foxtaming-1.4.0.zip, mod@ShePansSeashells_v1.18.+_v1.0.0.zip, mod@wildcraftfruit_1.2.2.zip, mod@wildcraftherb_0.0.1.zip, mod@wildcrafttree_1.2.0.zip, mod@wolftaming_v2.1.3_petai_v2.0.+.zip, mod@wool-1.0.0.zip, mod@tailors_delight-1.7.0.zip, mod@dressmakers-1.4.0.zip

💬 softservedeath, Aug 11th 2024 at 10:44 PM

evil ass crash w/ putting hides on stretching frames

8/11/2024 4:40:13 PM: Critical error occurred in the following mod: ancienttools@1.5.18
Loaded Mods: aculinaryartillery@1.1.5, chiseltools@1.12.3, crazyskincustomization@1.0.0, entitiesinteract@1.0.11, femininity@0.1.3, millwright@1.1.6, moreundergarments@0.0.1, morebanners@1.1.0, moreclay@1.0.2, pipeleaf@1.8.0, primitivesurvival@3.6.4, untamedwildsursidae@1.0.8, Vanilla_PlusWorldGen@1.3.5, game@1.19.8, ancienttools@1.5.18, animationmanagerlib@0.8.8, flags@0.32.1, barbershop@0.4.1, butchering@1.6.5, clipfix@2.0.2, commonlib@2.5.0-rc.2, expandedfoods@1.6.9, freedomunits@1.1.4, immersivewoodchopping@0.7.3, lichenredux@1.8.3, meteoricexpansion@1.2.5, petai@2.2.6, prospecttogether@1.3.0, rustboundmagic@1.9.74, sailboat@1.3.1, scarecrow@1.4.3, thecritterpack@0.9.1, creative@1.19.8, survival@1.19.8, 118hair@0.1.4, bullseye-continued@2.5.8, cats@2.0.3, chemistrylib@1.1.0, feverstonewilds@1.5.0-rc.2, glassmaking@1.4.0, helvehammerext@1.6.0, cookie12000stickbeam@1.1.0, stonequarry@3.3.1, tpnet@1.14.3, treetapping@1.0.0, vanity@2.2.0, kosphotography@1.4.3
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.Client.NoObf.TextureAtlasManager.get_Item(AssetLocation textureLocation) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 51
at AncientTools.Utility.DisplayInventory.get_Item(String textureCode) in C:\Projects\VintageStory\Mods\ancienttools\src\utility\BlockEntityBaseClasses\DisplayInventory.cs:line 49
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 207
at AncientTools.Utility.DisplayInventory.GenMesh(ICoreClientAPI capi, String shapePath) in C:\Projects\VintageStory\Mods\ancienttools\src\utility\BlockEntityBaseClasses\DisplayInventory.cs:line 92
at AncientTools.BlockEntities.BEStretchingFrame.UpdateMeshes() in C:\Projects\VintageStory\Mods\ancienttools\src\blockentity\BEStretchingFrame.cs:line 131
at AncientTools.BlockEntities.BEStretchingFrame.TryPlaceHide(ItemSlot playerSlot) in C:\Projects\VintageStory\Mods\ancienttools\src\blockentity\BEStretchingFrame.cs:line 146
at AncientTools.Blocks.BlockStretchingFrame.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Projects\VintageStory\Mods\ancienttools\src\blocks\StretchingFrame.cs:line 153
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 864
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 532
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.UpdatePicking(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 220
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 83
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1009
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 gndrneutralnoun, Aug 3rd 2024 at 7:39 PM

Hey, any plans for adding salted fish to cure on racks? I'd also appreciate it if, if salted fish is added, it could also be crafted with 2 fish fillets from Primitive Survival, since that appears to be the "canon" conversion ratio based on the trussed fish recipe.
Also re: SgtPepper's suggestion, consider: to balance the ability to make barrels out of clay, use one or both of these caveats: 1. Clay barrels can hold less. 2. Sealing a clay barrel requires the use of a sealant of some kind; the sealant is used up on use, so you have to keep making more if you just keep using clay barrels.

 
💬 SgtPepper, Aug 3rd 2024 at 3:26 AM

could you add in a barrel made of clay or something? so that we can better roleplay in the pre metal stages

💬 dashr, Jul 28th 2024 at 12:54 PM

I just posted this on the “Salt and Sands” mod page, but it looks like that's an Ancient Tools "issue": The game is crashing when you try grinding mussels form Salt and Sands v1.0.2 in a mortar from ancient tools.

 

Edit Crashlog:

Running on 64 bit Windows 10.0.22621.0 with 65439 MB RAM
Game Version: v1.19.8 (Stable)
7/28/2024 2:58:18 PM: Critical error occurred in the following mod: ancienttools@1.5.18
Loaded Mods: ancientarmory@1.0.4, atwatersedge@1.4.1, autopanning@1.0.1, backpackpack@1.0.3, bettercompost@1.0.2, bettertraders@0.0.7, buzzybees@1.0.3, crudearrowupgrade@1.0.0, decor@1.1.1, hqzlights@1.1.1, entitiesinteract@1.0.11, HangingOilLamps@1.0.1, haybales@1.1.2, healthiertrees@1.0.0, meltingpp@1.0.2, millwright@1.1.6, molds@0.0.4, moredrygrass@0.2.0, mycodiversity@1.0.2, OBS@0.0.1, oils@1.2.2, TA_plainsandvalleys@1.0.5, plumpkins@1.0.3, primitivesurvival@3.6.1, saltandsands@1.0.2, spyglass@0.5.1, temporal_gears_stack@1.0.0, untamedwildsursidae@1.0.7, visibleore@1.0.1, volumetricshadingreupdated@0.7.5, game@1.19.8, alloycalculator@1.0.0, ancienttools@1.5.18, betterbloomeriesreborn@1.0.5, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.7, biggercellars@1.0.0, blacksmithenhancements@1.0.5, carryon@1.7.4, chickenfeed@1.1.2, chickenSit@2.0.1, commonlib@2.4.0, composter@1.1.0, crosscomme@1.0.10, extrainfo@1.7.1, glowingarrows@1.2.2, heatretention@1.0.2, hudclock@3.4.0, kscartographytable@1.0.0, lichenredux@1.8.3, maltiezbows@1.0.4, medievalexpansion@3.13.1, natsachievements@1.1.0, nocokelost@1.0.0, particlesplus@1.1.0, passthruchutes@1.0.1, pelaguswinds@1.0.0, petai@2.2.4, pigfeed@1.0.4, rivers@3.1.0, sailboat@1.3.1, scarecrow@1.4.3, simplefootstepsredux@1.0.0, stillnecessaries@1.1.2, stonerailings@1.2.2, strspawnchances@0.1.3, survivalnutrition@1.0.0, th3dungeon@0.2.1, thecritterpack@0.9.1, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, whatbagwasthatagain@1.0.1, wildfarmingrevival@1.2.1, workbenchexpansion@1.8.0, xlib@0.8.6, configlib@1.3.13, feverstonewilds@1.5.0-rc.2, gespileslib@1.2.0, stonequarry@3.3.1, th3dungeontopentrance@0.1.1, xinvtweaks@1.6.6, xskills@0.8.8, entitiesconfiguration@1.0.9, gespilesgran@1.0.1, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.Utility.DisplayInventory.GenMesh(JsonObject generationProperties) in C:\Projects\VintageStory\Mods\ancienttools\src\utility\BlockEntityBaseClasses\DisplayInventory.cs:line 97
at AncientTools.BlockEntities.BEMortar.UpdateMeshes() in C:\Projects\VintageStory\Mods\ancienttools\src\blockentity\BEMortar.cs:line 513
at AncientTools.BlockEntities.BEMortar.OnInteract(IPlayer byPlayer) in C:\Projects\VintageStory\Mods\ancienttools\src\blockentity\BEMortar.cs:line 285
at AncientTools.Blocks.BlockMortar.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Projects\VintageStory\Mods\ancienttools\src\blocks\Mortar.cs:line 65
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 864
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected_Patch1(SystemMouseInWorldInteractions this, Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 7/23/2024 1:12:34 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x4a20
Faulting application start time: 0x0x1dadcf120e3c35f
Faulting application path: C:\Users\kimni\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\kimni\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 73e8e931-1748-443b-9114-6fe62e5e4823
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 7/22/2024 12:05:59 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0xe7c
Faulting application start time: 0x0x1dadc1ea9980b16
Faulting application path: C:\Users\kimni\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\kimni\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: ccb3e891-1a95-4bb7-b0fd-e048d31ca5c3
Faulting package full name:
Faulting package-relative application ID: }

💬 Sammy_SMD, Jul 26th 2024 at 10:27 PM

I'm unable to make brain stews anymore 😢

💬 MarcaoMagal, Jul 24th 2024 at 5:19 AM

Hi!

I have a question. My maple doughs always results in charred bread. I'm using a clay oven. Am I missing something?

Thanks in advance.

💬 BrownishStorm, Jul 13th 2024 at 4:00 AM

I turned off all mods but this one and started a new world. Its not working with the latest version of the game. Are you planning on updating this mod?

💬 BrownishStorm, Jul 13th 2024 at 2:45 AM

My beautiful carts are gone.. I came back to vintage story today and updated the game and all my mods. I tried rolling back this mod to the version I had before but no luck. Are their any known mods that conflict with this one?

💬 DiesIrae, Jul 12th 2024 at 10:22 PM

Hello Taska I have a question about the resin leaking tree blocks. Do the ones added by your mod replace naturally generating ones?

I'm doing some testing with a few mods and I noticed that when I try and use the tapping kit from the Tree Tapping mod that it doesn't recognize it (not your problem I know don't sweat it).

💬 DUCATISLO, Jul 5th 2024 at 3:11 PM

gg

💬 Fenrius, Jun 25th 2024 at 2:01 PM

hello, I don't have the mod in french but the fr.json is in lang folder =/ can you help me ? I try to delete the other language .json but the mod go wrong with name of item.

Sorry for my bad english =/

💬 Fiacre, Jun 22nd 2024 at 9:05 PM

Hey! I'm trying to add a mortarProperties to one of my itemtypes, but I just can't seem to get the mortar to accept the item.  What's like the simplest path to make sure its working?  I did make my own shape but if I omit it, is there a default or something just to prove the property is working? https://imgur.com/a/ZKgD5ip

💬 jayu, Jun 11th 2024 at 12:23 AM

Hey, I noticed while modding that the

saltedmeat

item does not have a food tag or at least it doesn't pass this check:

collobj.NutritionProps != null || collobj.Attributes?["foodTags"].Exists == true
💬 gndrneutralnoun, May 27th 2024 at 7:44 PM

Suggestion: Make the recipe for sawing debarked logs give the same amount of planks as the vanilla recipe for sawing logs with bark. Realistically, bark would be useless for making planks, and this gives players a reason to save the bark shavings for other things.

💬 Cleveravi, May 19th 2024 at 10:45 AM

The game crashed when I tried to put maple bark inside of a granite morter. I replicated the effect by trying it again: putting the maple bark into a granite mortar and the game crashed again.

The game did not crash when I tried to put the maple bark inside of a granite morter with a granite pestle inside it as well. Then, wierdly enough... I tried to replicate this a third time and the game didn't crash so... best of luck?

Log

Running on 64 bit Windows 10.0.22631.0 with 31990 MB RAM
Game Version: v1.19.8 (Stable)
19-May-24 04:42:26: Critical error occurred in the following mod: ancienttools@1.5.18
Loaded Mods: aculinaryartillery@1.1.4, caninae@1.0.15, capreolinae@1.1.4, pantherinae@1.1.8, rhinocerotidae@1.0.2, hideandfabric@1.3.0, moreclasses@1.2.5, primitivesurvival@3.5.5, Vanilla_PlusWorldGen@1.3.5, game@1.19.8, abcsreborn@0.2.1, ancienttools@1.5.18, animationmanagerlib@0.8.7, butchering@1.5.5, carryon@1.7.4, expandedfoods@1.6.9, herbarium@1.2.0, hudclock@3.4.0, claywheel@1.1.1, vanvar@5.0.3, creative@1.19.8, survival@1.19.8, woodstain@1.1.0, em@2.6.0, wildcraftfruit@1.2.0, wildcraftherb@0.0.1, bricklayers@2.5.3
System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.Utility.DisplayInventory.get_Item(String textureCode) in C:\Projects\VintageStory\Mods\ancienttools\src\utility\BlockEntityBaseClasses\DisplayInventory.cs:line 27
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at AncientTools.Utility.DisplayInventory.GenMesh(JsonObject generationProperties) in C:\Projects\VintageStory\Mods\ancienttools\src\utility\BlockEntityBaseClasses\DisplayInventory.cs:line 110
at AncientTools.BlockEntities.BEMortar.UpdateMeshes() in C:\Projects\VintageStory\Mods\ancienttools\src\blockentity\BEMortar.cs:line 513
at AncientTools.BlockEntities.BEMortar.OnInteract(IPlayer byPlayer) in C:\Projects\VintageStory\Mods\ancienttools\src\blockentity\BEMortar.cs:line 285
at AncientTools.Blocks.BlockMortar.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Projects\VintageStory\Mods\ancienttools\src\blocks\Mortar.cs:line 65
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 885
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 MrTango, May 12th 2024 at 5:35 PM

Can we have an option in config to disable native american tanning recipes etc. being able to soak a hide in water to avoid perish tie is abit op; and/or keep perishing hide status on intermediate stages.

💬 Hydromancerx, Apr 30th 2024 at 3:38 AM

Taska

Please support Extra Chests mod to be carried on the cart too.

💬 Recall92, Apr 29th 2024 at 11:07 PM

If possible could I suggest adding the ability to store crates on the cart also. That would be awesome. Amazing mod btw keep up the great work.

💬 DisVern, Apr 26th 2024 at 6:12 PM

Fear

💬 PinkNekoGirl, Apr 21st 2024 at 7:14 AM

I think I found another can't find attributes bug. As far as I recall it only had stony path in it.

 

4/20/2024 3:55:35 PM: Critical error occurred in the following mod: ancienttools@1.5.18
Loaded Mods: aculinaryartillery@1.1.4, ancientarmory@1.0.0, bettercrates@1.7.0, Ceramos@0.5.1, chiseltools@1.11.2, ClaimsRadar@1.1.0, decor@1.0.15, extrachests@1.8.0, fantasycreatures@0.7.1, morecropsfix@1.0.6, fixedpaths@1.0.1, flourbags@1.0.2, foundrymod@1.0.0, giantgouramis@1.0.2, mannequinstand@1.0.3, millwright@1.1.5, moreicons_cs@1.1.0, peacockbasses@1.1.2, primitivesurvival@3.5.2, spyglass@0.5.1, Swordz@1.1.6, translocatorengineeringredux@1.5.0, truesunfishes@1.1.2, game@1.19.7, weaponpackalphaunoff@1.5.1, accessibilitytweaks@3.7.0, ancienttools@1.5.18, beehivekiln@1.5.1, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.4, canclaims@1.0.3, carryon@1.7.4, commonlib@2.3.7, composter@1.1.0, expandedfoods@1.6.9, fairplayguardian@1.1.7, freedomunits@1.1.3, furniturelibrary@1.0.11, hangingbaskets@1.1.0, herbarium@1.1.0, sailboat@1.3.0, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, morepiles@1.5.0, moreplaster@1.0.1, pelaguswinds@1.0.0, petai@2.2.3, rivers@2.4.0, simplestep@1.1.7, stonebakeoven@1.1.3, tentbag@1.1.2, th3dungeon@0.2.1-rc.1, thecritterpack@0.8.9, usefulstuff17@1.3.1, vinconomy@0.2.5, creative@1.19.7, vsimgui@1.1.3, vsinstruments@1.2.7, vsquest@1.2.0, survival@1.19.7, workbenchexpansion@1.8.0, xlib@0.8.3-pre.1, awearablelight@1.1.1, captureanimals@2.6.1, cob2@1.6.1, configlib@1.3.5, em@2.5.2, linearpower@0.2.1, outerspacetunesmaster@1.0.0, outerspacetunesvolume1@1.0.0, outerspacetunesvolume2@1.0.0, playercorpse@1.9.0, rifteye@0.3.6, stonequarry@3.2.1, vanity@2.1.2, wildcraftfruit@1.1.1, wolftaming@2.1.2, xinvtweaks@1.6.1, xskills@0.8.5-pre.1, bricklayers@2.5.1, cob@1.8.4, statushudcont@2.1.1, vsvillagecob@0.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Datastructures.JsonObject.KeyExists(String key) in VintagestoryApi\Datastructures\JsonObject.cs:line 75
at AncientTools.EntityRenderers.MobileStorageRenderer.AssignStoragePlacementProperties(JsonObject props) in C:\Projects\VintageStory\Mods\ancienttools\src\entityrenderer\MobileStorageRenderer.cs:line 110
at AncientTools.Entities.EntityCart.OnEntityLoaded() in C:\Projects\VintageStory\Mods\ancienttools\src\entities\EntityCart.cs:line 131
at Vintagestory.Client.NoObf.ClientSystemEntities.OnEntitySpawnOrLoaded(Entity entity, Boolean loaded) in VintagestoryLib\Client\Systems\Entities.cs:line 172
at Vintagestory.Client.NoObf.ClientSystemEntities.<.ctor>b__2_1(Entity e) in VintagestoryLib\Client\Systems\Entities.cs:line 45
at Vintagestory.Client.NoObf.ClientEventManager.TriggerEntityLoaded(Entity entity) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 448
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 221
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Game Version: v1.19.7 (Stable)

💬 Ruyeex, Apr 19th 2024 at 3:12 PM

Can you do compatibility with More Candles?

💬 tRead, Apr 7th 2024 at 1:37 AM

What are the chances of adding a you-can't-do-that message when a player tries to add a labeled chest? 
Or enable labeled chests even if you can't preserve the writing?

💬 tRead, Apr 7th 2024 at 1:36 AM

I was able to edit the serverconfig.json file from _"RepairMode": false,_ to _"RepairMode": true,_
Logging in as my husband to let RepairMode do its thing, I got a message that it couldn't render EntityCart (I'd disabled the mod) and would therefore remove it, and sure enough, when I entered the house (in a chunk I'd thought irrecoverably corrupted) the cart was absent.  I installed the latest version of your mod and was able to place an unlabeled chest into a pine cart on the first try. 
Seems I got random-unlucky before, to have a valid chest-type bork everything.

💬 Taska , Apr 6th 2024 at 1:11 AM

Drenburrel Have you updated to Ancient Tools 1.5.18? There was a crash or two regarding beams that have been fixed. If you have, please do provide detailed steps I can use to reproduce the issue- I cannot figure out how to trigger a crash based on what you've mentioned. I like to have the ability to store my beams in ground storage after crafting them- that's really the only reason I have for having AT beams pop out instead of vanilla ones. You should be able to bulk convert the Ancient Tools beams into vanilla ones by placing the stack in the crafting grid. Additionally, if you want to bypass the crafting mechanic altogether, you can set the config value 'InWorldBeamCraftingOnly' to false.

💬 Drenburrel, Apr 5th 2024 at 8:30 PM

There is a problem with creating beams. i like the fun tools to make your beams, but every once in a while it does not registar i split the log and then makes me crash when i break the block to get the wedges back..... is there a reason you hide the vinilla support beams? for that is what i want and it is a lot of work that does not need to be there. 

💬 Laerinok, Apr 5th 2024 at 6:50 AM

Taska

I confirm. that's fixed. thanks :)

💬 Taska , Apr 4th 2024 at 3:49 PM

Laerinok BoogieBrando This issue should now be fixed. If not, please let me know!

Vityuri That's a big maybe! These things take lots of time, especially with the scale of the Wildcraft mods.

💬 Taska , Apr 4th 2024 at 3:45 PM

tRead Judging by the crash logs you provided- it looks like the crash is similar to your not being able to place inventories in that the cart can't find the attributes it needs to do its job. I did find one potential cause for crashing and fixed that. Reed baskets had their file path changed in 1.19, which I'd missed until now. So, if a reed basket was placed on a cart in VS 1.18 and a player updated to 1.19 with that reed basket still on a cart, they would have similar problems. When I attempted to replicate your crashes using this I was not crashing at the same spot, however, so I'm not entirely confident this solves the problem. Could you please give this update a test and see if things improve? Thanks!

💬 tRead, Apr 3rd 2024 at 8:08 PM

in a creative 1.19.7 world, I was able to place an unlabeled chest on a pine cart, and a pine bark basket worked equally well

💬 tRead, Apr 3rd 2024 at 8:01 PM

Good to know that labeled chests aren't set up for the cart.

💬 tRead, Apr 3rd 2024 at 8:01 PM

Thank you, Taska.  I was able to log in with my husband's account (1.19.7 now btw)  
I approached the house thinking I'd move the cart to hopefully break the cycle of my character trying to interact with it upon login, but as I neared the house my husband's account crashed. https://pastebin.pl/view/1004cf39, https://pastebin.pl/view/896cd586, https://pastebin.pl/view/d25e6ae1, https://pastebin.pl/view/91b83b1e, https://pastebin.pl/view/3c7ebf01 and https://pastebin.pl/view/5e76217b 
Some of those are quite short and possibly redundant, from my crashes as well as my husband's.

💬 Taska , Apr 3rd 2024 at 3:02 AM

tRead Yea... baskets and regular chest should have worked. Labeled ones aren't set up for it. Big problem is definitely whatever that crash is... if you have a crash log of that, or a log from your join attempts, please do share it through a pastebin link or something of the sort. It might help us figure out what's happening. Also, since this is a server, are other players having the same problems?

💬 tRead, Apr 2nd 2024 at 11:31 PM

The Ancient Tools baskets should've worked.  The labeled vanilla chests didn't work.  Today I tried to place an unlabeled vanilla chest and immediately crashed.  Haven't been able to log back in to that server.

💬 Taska , Apr 1st 2024 at 3:51 PM

tRead Hmm, I'm not able to replicate this even with CarryOn installed. Any compatible inventory(normal chest, bark baskets, vessels) should just pop right on with right click. If you're using inventories from other mods, they're likely not compatible. Specific attributes are needed to make the inventory work with the carts. Sooo, maybe there's a mod conflict wiping the attributes from the blocks?

💬 Vityuri, Apr 1st 2024 at 11:09 AM

Suggestion for adze compatibility and bark with wildcraft: trees and shrubs. Thanks! Love this mod c:

💬 BoogieBrando, Mar 31st 2024 at 4:57 PM

I also get crashes when using the stone hammer + wedge to split logs which is sad because I was really looking forwards to using beams! Very keen for that update!

💬 tRead, Mar 28th 2024 at 5:11 AM

This is my first time using this mod, so I can't tell whether this issue is new to 1.19.5:
I can't place any container in a cart I built.  I've consulted the in-game guide (thanks for including several entries!) and am still stuck with a cart that can't hold anything.
Took me awhile to figure out how to detach from the cart, too; it doesn't work every time (possible conflict with CarryOn?)
Taska

💬 Taska , Mar 27th 2024 at 1:28 PM

Laerinok Seems like this is caused by hitting the log with bare hands(which likely happened immediately after the tool broke). It'll be fixed next update. Thanks for the report!

💬 Laerinok, Mar 27th 2024 at 7:43 AM

Taska

Hello,

Just got a crash when I used stone hammer + wedge to make beam. It happended when hammer broke (I did not have another one in inventory)
This is the crash-log :

💬 Taska , Mar 25th 2024 at 2:18 AM

Wandour The mod doesn't override the default beam :o It adds an in-world crafting technique to create beams, and disables the vanilla crafting method by default because I feel it to be less immersive. Sure, the in-world crafting spits out the Ancient Tools beams, but you can just throw those into the crafting grid to convert them to vanilla ones easily enough. I wanted to be able to stack beams, so I kept my version of it in just for that purpose.

adres4t It was necessary, unfortunately. The file for the vanilla torch was moved in 1.19.5, so it was either increase the dependency or have a mod with a broken feature for one of the game versions. If you really need to have it for 1.19.4, dive into the zip folder and change the dependency in modinfo.json and replace the file within the mod at `assets/ancienttools/patches/block/torch.json` with the one from Ancient Tools 1.5.16

💬 Wandour, Mar 25th 2024 at 12:18 AM

is it possible to combine the beams items into one?

because having two separate beam versions is kinda bothering to have to keep updating the config every time the mod is readded since it override the default beam

💬 adres4t, Mar 24th 2024 at 11:14 PM

Why remove 1.19.4 from the dependencies? It made a mess man, c'mon.

 

💬 Tels, Mar 24th 2024 at 2:06 PM

Taska IAmJade I'm currently adding a compatibility recipe for Expanded Matter in, which will let you use "powdered coal" in Ancient Tools pitch, too.
The whole "lets create powdered charcoal and forget about mods" from the VS devs was rather rude. What a mess.

💬 adres4t, Mar 24th 2024 at 1:28 PM

I get some errors with carryon on the server start

24.3.2024 11:00:39 [Error] Patch 0 (target: ancienttools:blocktypes/pitchpot.json) in ancienttools:patches/compatibility/carryon/pitchpot.json failed because supplied path /behaviorsByType/*-unmixed/- is invalid: The json path /behaviorsByType/*-unmixed/- was not found. Could traverse until /behaviorsByType, but then '*-unmixed' does not exist. Full json at this path: {
"@pitchpot-(unmixed|unmixedresiduecovered)": [
{
"name": "UnstableFalling"
},
{
"name": "RightClickPickup"
}
],
"@pitchpot-(empty|finishedpitch)": [
{
"name": "UnstableFalling"
}
]
}
24.3.2024 11:00:39 [Error] Patch 0 (target: ancienttools:blocktypes/salvepot.json) in ancienttools:patches/compatibility/carryon/salvepot.json failed because supplied path /behaviorsByType/@salvepot-(birch|pine|maple|oak|acacia|softwax|hardwax|barkoil)/- is invalid: The json path /behaviorsByType/@salvepot-(birch|pine|maple|oak|acacia|softwax|hardwax|barkoil)/- was not found. Could traverse until /behaviorsByType, but then '@salvepot-(birch|pine|maple|oak|acacia|softwax|hardwax|barkoil)' does not exist. Full json at this path: {
"@salvepot-(birch|birchresiduecovered|pine|pineresiduecovered|maple|mapleresiduecovered|oak|oakresiduecovered|acacia|acaciaresiduecovered|hardwax|hardwaxresiduecovered|softwax|barkoil)": [
{
"name": "UnstableFalling"
},
{
"name": "RightClickPickup"
}
],
"@salvepot-(empty|residuecovered|finishedsalve)": [
{
"name": "UnstableFalling"
}
]
}

💬 Taska , Mar 24th 2024 at 1:20 AM

IAmJade sigh this is because I updated the conversion stuff for my powdered charcoal, and forgot about vanilla. idk how I didn't come across this problem. It's purely an AT problem. I'm throwing up a fix for that now, thank you for letting me know!

I'm... most certainly not going to convert the pitch of this mod into something else. It's too dear to my heart, my favourite part. Or maybe I'm just stubborn, I dunno, but I'll try to make it work and actually try to think about compatibility in the future.

💬 Jadesy, Mar 23rd 2024 at 11:29 PM

I am on a server with Expanded Matter and Ancient Tools (and some other mods) installed. I am trying to make an "empty pitch pot" so that I can craft pitch.

However, I am not able to craft an "empty pitch pot" using the powdered charcoal + cooking pot in the inventory grid. It looks like when I put powdered charcoal in my inventory (by itself) it becomes "Expanded Matter: powdered COAL" (not *charcoal*). In any case, I am not able to craft the "empty pitch pot" from Ancient Tools. There could be other mod conflicts involved on this server and perhaps even with vanilla. I don't have full access to any more data than the usual user, so I can just report this and ask for assistance getting it remedied.

I reported this issue on Expanded Matter, as well. 

PS. What about creating a different recipe altogether called " tar " to avoid conflict with vanilla "pitch" or other mods dependence on vanilla's "pitch"?

💬 Taska , Mar 23rd 2024 at 9:29 PM

I rarely think outside the context of vanilla until I release something and go 'Oh shoot...' I was so focused on my dislike of the vanilla method that I didn't consider someone else would use the same item for a different purpose. Thankfully that was discovered quickly, Aura probably saved many headaches

💬 Pervy_Sage, Mar 23rd 2024 at 8:36 PM

Yea vanilla items/recipes only should be removed under very specific circumstances, aka it's for a server. It's almost never a good idea to do it in a general mod for any game. Because other mods could expect that item and have issues if it doesn't exist.

💬 Taska , Mar 23rd 2024 at 7:53 PM

Also threw up another version to revert the decision of making vanilla glue cooking recipes disabled by default. Toolworks needs that stuff!

If you have already installed a 1.19.4+ compatible version of this mod you will need to set `DisableVanillaGlue` to false in your Ancient Tools config file manually!

💬 Jalex, Mar 23rd 2024 at 7:23 PM

ank you for the quick Fix Taska  :)

💬 Taska , Mar 23rd 2024 at 6:59 PM

Nebux Jalex RubberDuckyDJ Oops, sorry bout that. Put out another version to fix that crash.

💬 Nebux, Mar 23rd 2024 at 6:22 PM

same bug as RubberDuckyDJ

Running on 64 bit Windows 10.0.22000.0 with 32492 MB RAM
Game Version: v1.19.5 (Stable)
23/03/2024 18:20:42: Critical error occurred in the following mod: ancienttools@1.5.13
Loaded Mods: degrees1499@1.0.0, autosifter@1.1.0, axleinblocks@1.0.18, bettercrates@1.7.0, cellardoor@1.4.0, chiseltools@1.10.7, cwcolors@1.0.9, cottagewindows@1.0.9, cwtall@1.0.9, extrachests@1.8.0, foundrymod@1.0.0, giantgouramis@1.0.1, harptechfix@1.2.4, honeypressmittim@1.0.1, immersivecorpsedrop@1.0.2, justthetip@1.0.0, materialaging@1.0.0, meteoricexpansion@1.2.4, millwright@1.1.3, moreclay@1.0.1, leadroof@1.3.4, palisademod@1.1.0, peacockbasses@1.1.0, rope-bridges@1.1.0, she1fish@1.2.0, smokychimneys@1.0.0, stacks@1.0.4, ssppvv@1.0.5, talldisplaycases@1.0.0, translocatorengineeringredux@1.4.9, truesunfishes@1.1.0, vertplanks@1.1.0, viescraftmachines@2.1.5, game@1.19.5, zoombuttonreborn@1.6.0, ancienttools@1.5.13, animalcages@3.0.0, egocaribautomapmarkers@3.0.0, beehivekiln@1.5.1, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.4, branchcutter@1.0.1, butchering@1.5.4, carryon@1.7.0-pre.3, commonlib@2.3.7, composter@1.1.0, cuniculture@1.0.2, decoclock@0.9.3, displaycasewall@1.0.3, fancyplanters@1.2.0, flowerfarming@1.1.0, fromgoldencombs@1.4.21, herbarium@1.1.0, hudclock@3.4.0, sailboat@1.3.0, lichen@1.6.2, medievalexpansion@3.12.0, scarecrow@1.3.0, stonebakeoven@1.1.1, storagecontroller@1.0.7, storageoptions@1.0.2, creative@1.19.5, survival@1.19.5, workbenchexpansion@1.8.0, xlib@0.8.0-rc.2, betterbamboo@1.0.2, bugnetcompatibility@1.0.1, em@2.5.1, gespiles@1.0.0, sleekdoorglass@1.0.0, linearpower@0.2.1, playercorpse@1.9.0, slanted_display_cases@1.3.1, stonequarry@3.2.1, wildcraftfruit@1.1.1, wildcraftherb@0.0.0, wildcrafttree@1.1.0, xskills@0.8.0-rc.2, bricklayers@2.5.1, tailorsdelight@1.3.1
System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.HarmonyAnimationAuthorativeAttackStart.Postfix(BlockSelection blockSel, EnumHandling& handling) in C:\Projects\VintageStory\Mods\ancienttools\src\harmony\HarmonyAuthorativeAnimation.cs:line 14
at Vintagestory.GameContent.CollectibleBehaviorAnimationAuthoritative.OnHeldAttackStart_Patch2(CollectibleBehaviorAnimationAuthoritative this, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandHandling& handHandling, EnumHandling& handling)
at Vintagestory.API.Common.CollectibleObject.<>c__DisplayClass98_0.<OnHeldAttackStart>b__0(CollectibleBehavior bh, EnumHandling& hd) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1175
at Vintagestory.API.Common.CollectibleObject.WalkBehaviors(CollectibleBehaviorDelegate onBehavior, Action defaultAction) in VintagestoryApi\Common\Collectible\Collectible.cs:line 3038
at Vintagestory.API.Common.CollectibleObject.OnHeldAttackStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1174
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1095
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 17/03/2024 20:59:03, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.5.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process ID: 0x4aec
Faulting application start time: 0x01da7869b7c51497
Faulting application path: D:\Games\Vintagestory1.9\Vintagestory.exe
Faulting module path: D:\Games\Vintagestory1.9\Lib\openal32.dll
Report ID: c6da2a0f-aed1-4461-b7af-6fd887127246
Faulting package full name:
Faulting package-relative application ID: }

💬 Jalex, Mar 23rd 2024 at 6:21 PM

Running on 64 bit Linux (Garuda Linux) [Kernel 6.7.8.1] with 32053 MB RAM
Game Version: v1.19.5 (Stable)
3/23/2024 7:19:55PM: Critical error occurred in the following mod: ancienttools@1.5.13
Loaded Mods: aculinaryartillery@1.1.3, ArmorRework@1.0.3, backpackpack@1.0.3, bettercrates@1.7.0, bettersticks@1.1.0, BuggisRandomChanges@3.6.2, chiseltools@1.10.7, craftingtable@0.6.0, decor@1.0.15, driftersbelongunderground@1.0.1, extrachests@1.8.0, fieldsofgold@2.1.6, flourbags@1.0.2, weaponpackg@1.0.1, immersivecorpsedrop@1.0.2, millwright@1.1.4, moreclay@1.0.2, moremolds@1.4.2, NoMoreDrifterThrowing@1.0.0, primitivesurvival@3.4.9, resinglue@0.0.3, sortablestorage@2.2.3, translocatorengineeringredux@1.4.9, Vanilla_PlusWorldGen@1.3.5, game@1.19.5, altmapiconrenderer@1.2.2, ancienttools@1.5.13, animationmanagerlib@0.7.4, beehivekiln@1.5.1, betterfirepit@1.1.4, betterjonasdevices@1.1.0, blacksmithenhancements@1.0.5, butchering@1.5.4, canbeignited@1.1.0, cancrops@0.2.2, canjewelry@0.2.18, carryon@1.7.4, chickenfeed@1.1.1, chickenSit@2.0.1, commonlib@2.3.7, expandedfoods@1.6.8, extrainfo@1.7.0, fromgoldencombs@1.4.25, hangingbaskets@1.1.0, herbarium@1.1.0, sailboat@1.3.0, kitchwaypointlabeler@1.1.0, lavoisier@1.3.0, morepiles@1.5.0, mortaldamage@1.5.0, NoSaturationLossDelay@1.1.3, petai@2.2.3, pigfeed@1.0.2, pileful@1.1.5, claywheel@1.1.0, prospecttogether@1.3.0, spawnhighlight@1.2.0, vtpp@1.1.1, creative@1.19.5, vsimgui@1.1.3, survival@1.19.5, whatbagwasthatagain@1.0.1, wildfarmingrevival@1.1.8, metalrecovery@0.1.19-pre.1, awearablelight@1.1.1, bullseye-continued@2.5.8, cancropsprimitivesurvivalcompat@1.0.2, cats@2.0.1, chemistrylib@1.1.5, configlib@1.1.1, em@2.5.1, foxtaming@1.4.0, koboldplayermodelport@1.2.8, playercorpse@1.9.0, simplewinddirection@1.0.2, stonequarry@3.2.1, tieredtradebags@1.0.1, toomanyshingleblocks@1.0.0, wildcraftfruit@1.1.1, wildcrafttree@1.1.0, wolftaming@2.1.0, bricklayers@2.5.1, kosfire@1.1.3, kos-goldamalgam@1.0.0, kosphotography@1.4.1, moreroads@1.5.4, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.HarmonyAnimationAuthorativeAttackStart.Postfix(BlockSelection blockSel, EnumHandling& handling) in C:\Projects\VintageStory\Mods\ancienttools\src\harmony\HarmonyAuthorativeAnimation.cs:line 14
at Vintagestory.GameContent.CollectibleBehaviorAnimationAuthoritative.OnHeldAttackStart_Patch2(CollectibleBehaviorAnimationAuthoritative this, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandHandling& handHandling, EnumHandling& handling)
at Vintagestory.API.Common.CollectibleObject.<>c__DisplayClass98_0.<OnHeldAttackStart>b__0(CollectibleBehavior bh, EnumHandling& hd) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1175
at Vintagestory.API.Common.CollectibleObject.WalkBehaviors(CollectibleBehaviorDelegate onBehavior, Action defaultAction) in VintagestoryApi\Common\Collectible\Collectible.cs:line 3038
at Vintagestory.API.Common.CollectibleObject.OnHeldAttackStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1174
at Vintagestory.GameContent.ItemKnife.OnHeldAttackStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandHandling& handling) in VSSurvivalMod\Item\ItemKnife.cs:line 217
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 854
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93


It happens when looking at a specific plant I think, but I haven't nailed it down completely yet

💬 Nebux, Mar 23rd 2024 at 6:21 PM
💬 RubberDuckyDJ, Mar 23rd 2024 at 5:46 PM

Running on 64 bit Windows 10.0.19045.0 with 32672 MB RAM
Game Version: v1.19.5 (Stable)
3/23/2024 1:46:14 PM: Critical error occurred in the following mod: ancienttools@1.5.13
Loaded Mods: aculinaryartillery@1.1.3, ancientarmory@1.0.0, bettertraders@0.0.5, chiseltools@1.10.7, decor@1.0.15, entitiesinteract@1.0.3, fantasycreatures@0.7.1, caninae@1.0.10, machairodontinae@1.0.3, pantherinae@1.1.2, sirenia@1.0.1, millwright@1.1.4, palisademod@1.1.0, primitivesurvival@3.4.9, rustcreatures@1.3.0, scraps@1.1.1, translocatorengineeringredux@1.4.9, game@1.19.5, ancienttools@1.5.13, animationmanagerlib@0.7.4, betterruins@0.3.4, blacksmithenhancements@1.0.5, butchering@1.5.4, carryon@1.7.4, clockmakergoggles@1.1.0, commonlib@2.3.7, expandedfoods@1.6.8, hangingbaskets@1.1.0, lavoisier@1.3.0, medievalexpansion@3.13.1, metalsupports@1.0.3, mio@0.9.5, meteoricexpansion@1.2.5, minerz@0.1.0, moreanimals@1.3.3, petai@2.2.3, playerlist@1.8.0, rustboundmagic@1.6.0, sharablewaypoints@1.5.4, somethinginthewater@1.2.0, stonerailings@1.2.1, storageoptions@1.0.2, th3dungeon@0.2.1, translocatormarker@0.0.2, creative@1.19.5, vsimgui@1.1.3, vsinstruments@1.2.7, survival@1.19.5, vsvillage@0.9.2, woodbarrels@1.1.0, bullseye-continued@2.5.8, cats@2.0.1, chemistrylib@1.1.5, configlib@1.1.1, em@2.5.1, feverstonewilds@1.4.5, fsmlib@0.3.1, morefloors@2.0.0, playercorpse@1.9.0, rifteye@0.3.5, vanity@2.1.2, vsradiomod@0.2.0, wolftaming@2.1.0, xinvtweaks@1.5.9-rc.1, bricklayers@2.5.1, kosphotography@1.4.1, maltiezfirearms@0.5.0, tailorsdelight@1.3.1
System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.HarmonyAnimationAuthorativeAttackStart.Postfix(BlockSelection blockSel, EnumHandling& handling) in C:\Projects\VintageStory\Mods\ancienttools\src\harmony\HarmonyAuthorativeAnimation.cs:line 14
at Vintagestory.API.Common.CollectibleObject.<>c__DisplayClass98_0.<OnHeldAttackStart>b__0(CollectibleBehavior bh, EnumHandling& hd) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1175
at Vintagestory.API.Common.CollectibleObject.WalkBehaviors(CollectibleBehaviorDelegate onBehavior, Action defaultAction) in VintagestoryApi\Common\Collectible\Collectible.cs:line 3038
at Vintagestory.API.Common.CollectibleObject.OnHeldAttackStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1174
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 854
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Taska , Mar 12th 2024 at 2:02 PM

ManaWei Yup! I know, the whole pitch crafting system in this mod needs a rework to accomodate everything that changed. Also, the author of the Immersive Wood Chopping mod contacted me. I made a simple mistake that allowed the log duplication and will be fixed with the next version.

Pervy_Sage Jessterr I think this is a result of vanilla's change to hide models. It'll be fixed soon.

Fiish and I figured this one out on Discord. It occurs when non-1.19.4 versions of the mod are used with Toolworks 1.18.1(probably others too). For some reason it's triggering a block of remnant code that doesn't get triggered in Ancient Tools alone, causing a crash. Changes to the wedge smacking system have already fixed the problem. Avoid using the mallet without looking at anything as a temporary solution, if anyone else is having a problem.

💬 ManaWei, Mar 12th 2024 at 11:10 AM

Taska
You might consider taking at look at your Powdered Charcoal.
It got introduced in the new update, and since it something you added long ago, it's now a dublicate that can't be used for glue..
and im sure the vanilla version can't be used for pitch either.. But no matter how you grind it, you won't get the vanilla version.. 

Just found out.. 

💬 ManaWei, Mar 11th 2024 at 6:19 AM

Taska
Just found a bug-exploid.. If you chop(Immersive Wood Chopping) a debarked log(Ancient tools),
you get the firewood, but you also get a replacement debarked log.. Making way for unlimited firewood..

Also posted comment this in Immersive Wood Chopping <3 

💬 Fiish, Mar 8th 2024 at 10:31 PM

While holding a flint mallet and pressing ctrl alt and the left click the game crashes I am on version 1.19.4.

actually when pressing left click my game crashes for some reasons

💬 Pervy_Sage, Mar 8th 2024 at 8:25 PM

Hmm Idk if it's expanded foods or not but I do have that mod and the icons are indeed question marks.

💬 Jessterr, Mar 2nd 2024 at 11:19 PM

Can you add compatibility with Expanded Foods? They changed rawhide icons and for some reason it has changed brained and smoked hides into ?? blocks (visible on firepit)

💬 Goofygoob707, Mar 1st 2024 at 8:28 AM

i found another bug,the brained hide isnt textured anymore and shows as a block rectangle in the inventory and a block with a questionmark on it while getting smoked,and the smoked hide has the same black texture

💬 Taska , Feb 28th 2024 at 10:27 PM

bringitonwimps SolusBellator This should be fixed in the next update ^_^

Goofygoob707 Seems the problem would happen with anything with no attributes assigned. I thought I fixed that before, but I guess not! It'll be fixed next update as well.

To everyone: I know 1.19.4 introduces its own pitch(glue) item, and vanilla hides were reworked. I need time to make the mod fully compatible with these changes, so please be patient.

💬 Goofygoob707, Feb 28th 2024 at 3:36 AM

I found a crash bug, if you attempt to put thatch in the mortar and pestle the game immediately crashes, im not even sure if thatch can be ground up but i still thought id share this strange bug. Edit:tool heads have the same affect this was the crash report for the tool heads probably the same for the thatch                                                                     

Running on 64 bit Windows 10.0.19045.0 with 65436 MB RAM
Game Version: v1.19.3 (Stable)
2/28/2024 12:22:06 PM: Critical error occurred in the following mod: ancienttools@1.5.12
Loaded Mods: aculinaryartillery@1.1.2, weaponpacka@1.3.1, bettertraders@0.0.5, decor@1.0.14, driedfirefuels@1.1.1, fantasycreatures@0.7.1, MoveLikeKaji@0.0.5, pipeleaf@1.5.0, primitivesurvival@3.4.7, rustcreatures@1.3.0, thecritterpack@0.8.7, game@1.19.3, ancienttools@1.5.12, animationmanagerlib@0.6.3, betterruins@0.3.3, commonlib@2.3.2, expandedfoods@1.6.8, freedomunits@1.1.3, herbarium@1.1.0, hudclock@3.4.0, sailboat@1.2.8, petai@2.2.3, primitivetools@1.4.1, creative@1.19.3, vsimgui@0.3.4, survival@1.19.3, awearablelight@1.1.1, bullseye-continued@2.5.6, configlib@0.4.3, fsmlib@0.2.9, playercorpse@1.9.0, wildcraftfruit@1.1.0, wildcraftherb@0.0.0, wolftaming@2.1.0, yeet@4.0.1, maltiezfirearms@0.4.0-pre.8
System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.BlockEntities.BEMortar.OnInteract(IPlayer byPlayer) in C:\Projects\VintageStory\Mods\ancienttools\src\blockentity\BEMortar.cs:line 271
at AncientTools.Blocks.BlockMortar.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Projects\VintageStory\Mods\ancienttools\src\blocks\Mortar.cs:line 65
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 885
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 2/27/2024 9:55:59 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.3.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x5008
Faulting application start time: 0x01da6a089bcdcb53
Faulting application path: C:\Users\gamer\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\gamer\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 83ac6234-8d2f-4772-9fde-1b63c5961d53
Faulting package full name:
Faulting package-relative application ID: }

💬 SolusBellator, Feb 28th 2024 at 1:15 AM

Hello, I can confirm the chest issue with carts. This is the first time I've made a cart, it will be invisible on game start, but the chest can be interacted with including CTRL RtClick allowing me to pick it up if it's empty where it shows up in my inventory, then can be replaced. Thank you for this cool mod.

💬 Taska , Feb 23rd 2024 at 2:45 PM

bringitonwimps Huh, that's odd. It could be any number of things- the rendering code for carts is quite complex. I've not upgraded beyond 1.19.0, and haven't see it occur, myself.

Stahl I'll have a look at it this weekend!

Audrea Yea... I think that portion of the mod is going to need to be reworked using the vanilla pitch as a base. I will look into it, yes.

💬 Audrea, Feb 22nd 2024 at 11:49 PM

I haven't been able to make vanilla pitch glue in the new version 1.19.4-rc3. I think its because grinding charcoal only gives this mod's powdered charcoal, which doesn't work for glue. Could you look into this, please?

💬 Stahl, Feb 22nd 2024 at 8:54 PM

Crash while striking with the mallet in 1.19.4-rc2:

System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.CollectibleBehaviors.CollectibleBehaviorWedgeSmack.OnHeldAttackStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandHandling& handHandling, EnumHandling& handling) in C:\Projects\VintageStory\Mods\ancienttools\src\collectiblebehavior\CollectibleBehaviorWedgeSmack.cs:line 22
at Vintagestory.API.Common.CollectibleObject.<>c__DisplayClass98_0.b__0(CollectibleBehavior bh, EnumHandling& hd) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1175

Toolworks compatibility issue. Taska

💬 bringitonwimps, Feb 21st 2024 at 12:42 AM

so ever since one of the 1.19 updates my hand cart chest disappears.  oddly enough the butchery mod has the same problem with hung animals on hooks and the fields of gold has thios issue with honey pots. all these items can be interacted with but are invisible.  i mention the other mods cause maybe yall can figure out what change has made this behaivor appear.

thanks for this mod its one my MUST have favorites!

💬 Taska , Feb 20th 2024 at 4:31 PM

ColbyFrancis Toasty69420 This is a small patching issue that the Toolworks dev can fix on their end. I've reached out to them with a solution. Thanks for the report!

💬 Toasty69420, Feb 16th 2024 at 2:47 PM

ColbyFrancis i have this problem too. It qould be very nice if this gets fixed

💬 ColbyFrancis, Feb 14th 2024 at 3:52 PM

I've noted that when using the mod Toolworks, dry grass won't fit in the pitch container, thus making it completely impossible to make pitch
I wouldn't even know where to begin with making that work.

💬 Taska , Feb 13th 2024 at 2:38 PM

Iver It should be. I haven't heard of any issues.

DrBubba It'd be a bit messy but I could do that. The larger/moderate/small/baby animals all have different drop rates. 

💬 Iver, Feb 12th 2024 at 12:38 PM

Is it compatible with 1.19.3 Taska?

💬 DrBubba, Feb 6th 2024 at 10:12 PM

Love the mod, Taska

Having said that, would you ever consider putting the option to adjust the brain-drop-chance into the config file?

💬 Taska , Jan 30th 2024 at 12:53 AM

Yanazake To carve for resin you should be able to take a knife, sneak and hold interact against a pine or acacia tree to create a leaking log. It'll take a while for it to produce resin, just like any other leaking log would. The adze config options are BarkPerLog, BaseBarkStrippingSpeed, and AdzeStrippingOnly. BarkPerLog is an integer that controls how many bark pieces are obtained from each log stripped. BaseBarkStrippingSpeed helps control how quickly the bark gets stripped. A modifier to make it faster or slower. AdzeStrippingOnly simply removes the vanilla crafting recipe for debarked wood. I find it to be less immersive, personally.

💬 AzuliBluespots, Jan 23rd 2024 at 1:07 PM

Hydromancerx

I can see horse and oxen carts eventually being included, maybe something to help till large surfaces of soil in a faster manner (a 3x1 tool pulled by an animal) But not the rest, or at least, not the charriot. This is about ancient stuff, so reindeer and dog sleds could work too for the tundra and arctic.

Anyway, how can I "carve for resin" and what are the adze options again?  I'm considering the "stripping only" option to be false so it probably has more uses?

💬 Hydromancerx, Jan 23rd 2024 at 4:48 AM

Taska
Oh wow! I was going to sudgest the horse-drawn carrage/cart but i thought it might be too hard. If that is on the table i have some ideas ...
- Horse Cart / Wagon - Same as people but by a horse.
- Oxen Cart / Wagon - Same as Horse Cart but using an Auroch or Bison (see other mods)
- Reindeer Sled - Same as Oxen Cart but without wheels. Only works on snow and ice. Uses reindeer.
- Dog Sled - Same as Reindeer sled but is smaller. Also needs a team of dogs.
- Chariot - Has no storage capacity but looks cool. Pulled by horse.
Thanks in advance!

💬 DarkThoughts, Jan 22nd 2024 at 12:39 AM

Taska Not for me, no. Coming from TFC the leather scraping was quite a bit more involved even than your mod and I'm surprised VS doesn't have that yet (same for the weaving and stuff).

💬 Taska , Jan 21st 2024 at 8:23 PM

MimiKitty Unfortunately not, I managed to get the code working but the daunting amount of shapes it would need kept me from pursuing it further. I also didn't play with Alchemy, myself, and felt like working on toys that I would use in my games instead.

DarkThoughts Oh yea I could totally do that. Would it be too much to make that the default?

💬 MimiKitty, Jan 19th 2024 at 11:52 PM

was compatibility with alchemy ever added? last mention was in 2021

💬 DarkThoughts, Jan 19th 2024 at 11:22 PM

Could we get a config setting to disable just the vanilla crafting grid scraping, so that you have to use the stretching frames even when you use the vanilla method of leather making? As far as I can tell the vanilla disable setting removes the entire vanilla leather working method.

💬 Taska , Jan 19th 2024 at 5:01 PM

Phraxas It won't, sorry. For the same reason 1.18 versions won't work on 1.19. Certain vanilla code that Ancient Tools extends had changes that needed to be implemented into the mod.

Hydromancerx I love them all! Wheelbarrows and something similar to the hay cart have been on my mind from the start. I'd probably make a multi-purpose bulk transportation cart that handles all pile-able resources to make the hay cart more versatile. I'd also love to add another to the list.... a horse-drawn carriage which transports people :D

💬 Phraxas, Jan 19th 2024 at 4:13 PM

Will the newest version work with VS 1.18 still?  I can't update to 1.19 until more mods have made compatability updates.

💬 Taska , Jan 19th 2024 at 6:09 AM

ArtynGamin Give Ancient Tools 1.5.12 a download! Just released it today. Older versions are not compatible with 1.19.0.

💬 ArtynGamin, Jan 19th 2024 at 5:06 AM

Taska I just updated to the stable 1.19.0, and all the blocks and items related to Ancient Tools have no texture? The placeable blocks (curing racks, trees cut for resin, bark baskets, candleholders, etc) are all white cubes with question marks and have lost functionality, and the items in my inventory (brains in my case, but probably also others) were flat black planes (couldn't tell if they were "working" as intended, since I'm only holding onto brains for quick rot right now). 

💬 Hydromancerx, Jan 19th 2024 at 2:11 AM

Some ideas ...
- Travois - A wheeless cart that can hold less than a cart for very early game.
- Wheelbarrow - Front pushed cart with small capacity.
- Garden Cart - A small 4 wheeled cart with the capacity similar to a Wheelbarrow.
- Haycart - A large 4 wheeled cart that can only hold hay/staw.
Thanks in advance!

💬 DrBubba, Jan 19th 2024 at 1:48 AM

Huzzah!

💬 Taska , Jan 19th 2024 at 1:45 AM

LadyEdain Oh wow, using all the things! Yay :D

I'm usually the kind of player that always forgets to stock up on food. I'll have a few pickaxes but usually I need to go all the way back home just to get a proper bite to eat... so I try to load a cart up with food and not worry about it(until I run out)

💬 Taska , Jan 19th 2024 at 1:40 AM

LadyEdain Marlim kitsushadow BrownishStorm

Ancient Tools is now updated for Vintage Story 1.19. Please let me know if you have any issues ^_^

💬 LadyEdain, Jan 18th 2024 at 8:32 PM

That's great, Taska. I look forward to getting the update. My cellar is primarily lit with candlesticks. o.O And even though I have a windmill and quern now, I still use my motar and pestle. I have Primitive Survival and frequently get shells in my weirs. The mortar is just the thing to grind up those shells instead of making a trip to my windmill to stick them into the quern one at a time. And now that I've expanded my cellar, I will be able to try out the curing racks. I always seem to get meat in big batches and it spoils before I can use all of it. I just got back from a 6-day roundtrip journey to find a resonance archive and I could use that cart, too. I mined on my trip to the archive and used up my one pickaxe before I got to my destination, only to figure out, like a freaking genuis, that I would need to mine down to find it. >.< I need a cart to haul around half a dozen picks. LOL

💬 Marlim, Jan 18th 2024 at 6:09 PM
Will this mod be updated to 1.19?
💬 Taska , Jan 18th 2024 at 2:46 PM

LadyEdain Yeeaaaaa unfortunately my mods never survive across major game versions without a compatibility update. The entire mod won't load in 1.19 yet. The update is almost ready, just needs some last minute testing.

💬 LadyEdain, Jan 18th 2024 at 6:06 AM

I just changed over to the new 1.19 release and the mod is, unfortunately, no longer working. There are white boxes with question marks where my pestle, brain tanning solution, and lovely candlesticks were. I had forgotten about the curing rack; I haven't even tried it yet, or the cart.

💬 BrownishStorm, Jan 13th 2024 at 5:25 PM

YAY! You have made me happy. I am enduring the winter right now by panning, mining, and making better supplies. Eventually, a few ingame years later, I will want to travel further south to find a better growing season and carts would be just fantastic for that. I have also used the rest of the parts of this mod in version 1.18 so I know the mod is awesome in its entirety not just for the carts.

💬 Taska , Jan 11th 2024 at 3:58 PM

kitsushadow BrownishStorm It will be coming to 1.19, yes ^_^

Giordy492 I want this too! Hopefully some day.

💬 kitsushadow, Jan 11th 2024 at 12:34 AM

Would love to see this mod updated to the RC!

💬 BrownishStorm, Jan 10th 2024 at 2:10 PM

@Taska this mod is great, I love it. Do you have any plans to update it to version 1.19?

💬 Giordy492, Jan 8th 2024 at 1:29 AM

Hello, I have a suggestion.
Could you make carts compatible with feverstone horses? As of now carts stop moving when I start riding a horse. Thanks!

💬 Taska , Jan 3rd 2024 at 5:10 PM

Netix Strange, I don't have an issue. Are there any errors in the server/client logs related to the recipe/crafting system? And, is this the only thing grid-craftable that breaks?

💬 Netix, Dec 31st 2023 at 1:36 PM

Hello, i can't make mallets, mallet heads yes, but pressing "h" on it or trying any recipes mentioned in the .json doens't yield a mallet

 

💬 DrBubba, Dec 30th 2023 at 11:47 PM

I am, so that would explain it.  Thank you, Taska!

💬 Taska , Dec 29th 2023 at 1:03 AM

DrBubba Are you playing with In Dappled Groves installed? If so, you'll need to use soaked barks(birch, pine, oak, acacia) for the salve

💬 DrBubba, Dec 28th 2023 at 8:43 PM

Heya, Taska

 

I can't seem to be able to put any kind of bark into the salve container.  The wax goes in fine as does the fat, but bark is a no-can-do. :(

 

Any ideas?

💬 Taska , Dec 26th 2023 at 5:12 PM

99bluerabbit Weird, immediate and consistent crashing. Are you running the mod on 1.18 and getting this issue? And also, is it happening without other mods installed(perhaps on a new world)?

💬 99bluerabbit, Dec 21st 2023 at 9:11 PM

Taska i went ahead and tested and every cart where you ctrl + right click items out of it will crash your game sadly.

💬 Taska , Dec 21st 2023 at 12:24 AM

Thap It should be vanilla O.o. Ancient Tools gives vanilla debarked logs when stripping with an adze so maybe some other mod is removing the recipe?

Cpt_C0nfus3d It looks like another mod has changed something with the drops list for bears. Probably the hide and fabric mod. Chances are all it does is prevent brains from being placed into the drops table for bears. I'm not sure what causes the other patch errors though. It's been reported before but I couldn't find how to replicate it. Perhaps another mod conflict.

99bluerabbit Sorry for the delay, I don't look here too often for issue reports. I've never seen this before and, unfortunately, it seems to be an error thrown deep in VS code that I can't access on their github. Were you able to reliably replicate this with different carts and, if so, could you please share steps to do so?

Annastasija You didn't come across as mean at all! If anything, my tone online tends to come across as a little cold at times. I love your ideas ^-^

rayray Ancient Tools has a specific tool for stripping logs, called an adze. All you gotta do is sneak and right click with it in hand and you'll strip the log. I've disabled the vanilla crafting recipe by default as it's less immersive and, in my opinion, less realistic. You can re-enable it by changing the 'AdzeStrippingOnly' from true to false in your Ancient Tools config, however. For Windows machines, that's located at '%appdata%/VintagestoryData/ModConfig' by default.

Klayn Oops! I made a silly mistake somewhere that caused that. My bad, it'll be fixed next release.

💬 Thap, Dec 20th 2023 at 7:48 PM

Did I mess up some mod interaction? Why can't I saw debarked logs into boards? Or is that not even in vanilla?

💬 Cpt_C0nfus3d, Dec 13th 2023 at 11:53 AM

13.12.2023 12:45:41 [Error] Patch 1 (target: game:entities/land/bear.json) in ancienttools:patches/entity/land/bear.json failed because supplied path /server/behaviors/6/drops/- is invalid: The json path /server/behaviors/6/drops/- was not found. Could traverse until /server/behaviors/6, but then 'drops' does not exist. Full json at this path: {
"code": "harvestable",
"dropsByType": {
"*-black": [
{
"type": "item",
"code": "game:bushmeat-raw",
"quantity": {
"avg": 12,
"var": 2
}
},
{
"type": "item",
"code": "hideandfabric:hide-huge-bear-black",
"quantity": {
"avg": 2,
"var": 0
}
},
{
"type": "item",
"code": "game:fat",
"quantity": {
"avg": 2,
"var": 1
}
},
{
"type": "item",
"code": "game:bone",
"quantity": {
"avg": 4,
"var": 0.5
}
}
],
"*-brown": [
{
"type": "item",
"code": "game:bushmeat-raw",
"quantity": {
"avg": 16,
"var": 2
}
},
{
"type": "item",
"code": "hideandfabric:hide-huge-bear-brown",
"quantity": {
"avg": 2,
"var": 0
}
},
{
"type": "item",
"code": "game:fat",
"quantity": {
"avg": 2,
"var": 1
}
},
{
"type": "item",
"code": "game:bone",
"quantity": {
"avg": 4,
"var": 0.5
}
}
],
"*-sun": [
{
"type": "item",
"code": "game:bushmeat-raw",
"quantity": {
"avg": 9,
"var": 2
}
},
{
"type": "item",
"code": "hideandfabric:hide-huge-bear-sun",
"quantity": {
"avg": 2,
"var": 0
}
},
{
"type": "item",
"code": "game:fat",
"quantity": {
"avg": 1,
"var": 1
}
},
{
"type": "item",
"code": "game:bone",
"quantity": {
"avg": 4,
"var": 0.5
}
}
],
"*-panda": [
{
"type": "item",
"code": "game:bushmeat-raw",
"quantity": {
"avg": 10,
"var": 2
}
},
{
"type": "item",
"code": "hideandfabric:hide-huge-bear-panda",
"quantity": {
"avg": 2,
"var": 0
}
},
{
"type": "item",
"code": "game:fat",
"quantity": {
"avg": 2,
"var": 1
}
},
{
"type": "item",
"code": "game:bone",
"quantity": {
"avg": 4,
"var": 0.5
}
}
],
"*-polar": [
{
"type": "item",
"code": "game:bushmeat-raw",
"quantity": {
"avg": 22,
"var": 2
}
},
{
"type": "item",
"code": "hideandfabric:hide-huge-bear-polar",
"quantity": {
"avg": 3,
"var": 0
}
},
{
"type": "item",
"code": "game:fat",
"quantity": {
"avg": 4,
"var": 1
}
},
{
"type": "item",
"code": "game:bone",
"quantity": {
"avg": 4,
"var": 0.5
}
}
]
},
"quantitySlots": 8
}
13.12.2023 12:45:42 [Error] Patch 0 (target: game:recipes/grid/debarkedlog.json) in ancienttools:patches/recipes/debarkedlog.json failed because supplied path /0/enabled is invalid: The json path /0/enabled was not found. No such element '0' at the root path
13.12.2023 12:45:42 [Error] Patch 0 (target: game:recipes/grid/beams.json) in ancienttools:patches/recipes/supportbeam.json failed because supplied path /0/enabled is invalid: The json path /0/enabled was not found. No such element '0' at the root path

💬 99bluerabbit, Dec 10th 2023 at 4:41 PM

Hey Taska

I've run into an issue where when i try to ctrl + right click on a chest in a cart it crashes the game. The item im retrieving is normal firewood stacks (for my charcoal pit). Is there any log info i can give you that could be of help?

Here's the generic crash information:

10/12/2023 17.36.43: Critical error occurred in the following mod: ancienttools@1.5.11
System.NullReferenceException: Object reference not set to an instance of an object.
at Packet_ClientSerializer.Serialize(CitoStream stream, Packet_Client instance) in VintagestoryLib\Common\Network\Packets.Serializer.cs:line 6394
at Vintagestory.Client.NoObf.ClientMain.Serialize(Packet_Client packet) in VintagestoryLib\Client\ClientMain.cs:line 1482
at Vintagestory.Client.NoObf.NetworkAPI.SendEntityPacket(Int64 entityid, Object packetClient) in VintagestoryLib\Client\API\NetworkAPI.cs:line 175
at AncientTools.Inventory.InventoryMobileStorage.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in C:\Projects\VintageStory\Mods\ancienttools\src\inventory\InventoryMobileStorage.cs:line 174
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 979
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 772
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 487
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 554
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1833
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 199
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 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

 

Thanks for the mod and i hope you can assist ♥

💬 Annastasija, Dec 10th 2023 at 8:52 AM

Taska that makes sense. I wasn't trying to be mean btw. thank you for answering <3

💬 rayray, Dec 8th 2023 at 4:42 PM

some reason i cant make debarked wood tried hammer axe log in every combo i can think  of any help 

💬 Klayn, Dec 7th 2023 at 9:52 PM

Hello, it seens like its not currently possible to repair damaged carts, even with the correct boards.

💬 Taska , Dec 7th 2023 at 7:08 PM

rayray You first need to use the wood splitting technique to create Ancient Tools beams. Get yourself a debarked log, place it, then slot wedges into the log at the top of the log. Smacking those wedges with a mallet will split the wood into AT beams. You can then convert those into vanilla beams by placing them into the crafting grid.

BraniyaKz Weird, I haven't seen these and can't find them. Which log were they in? That's very strange. 'enabled' is a boolean so an unquoted false should be fine, but I do think it's possible to do both. Does this happen with only Ancient Tools installed?

I could probably add a config option to disable those recipes. I'd keep them on by default though. Dry curing in a barrel or other container is a legitimate method for curing meats.

💬 rayray, Dec 7th 2023 at 10:25 AM

how do you create support beam

💬 BraniyaKz, Dec 7th 2023 at 2:05 AM

@Taska - Loving the mod! But are you aware as of v1.5.11, that debug throws a few errors:

  • Patch 0 in target: game:recipes/grid/debarkedlog.json -> ancienttools:patches/recipes/debarkedlog.json -> /0/enabled not found (probably syntax used here)
  • Patch 0 in target: game:recipes/grid/beams.json -> ancienttools:patches/recipes/supportbeam.json - > /0/enabled not found (again, probably syntax)

Note: Though this error shows up, the debarked log recipes are in fact disabled. Same with the support beams. Probably just need to change the value here from false -> "false", usually gets it to work for me without throwing errors.

Also, any chance of disabling vanilla curing recipes using barrel when your mod is installed? Since you've added the hooks and curing rack, I feel like this is a neccessary change.

💬 Taska , Dec 3rd 2023 at 11:39 PM

DropSudden It's fixed in version 1.5.11 ^-^

💬 DropSudden, Dec 3rd 2023 at 9:20 PM

Just found a bug resulting in crashing when grinding sulfur in a mortar. using v1.5.9 of your mod on 1.18.15

💬 Taska , Dec 1st 2023 at 2:51 PM

Meowsers Nope. Usually it stops working as a result of a mod conflict. If you are using Primitive Survival and haven't updated Ancient Tools yet, then up date to AT 1.5.10+. I had to change my patch to accomodate their mod changes. I think the version of Primitive Survival I was using to test was 3.3.0?

💬 Meowsers, Dec 1st 2023 at 3:41 AM

Did the ability to use hides on water sources get removed?

💬 Taska , Nov 29th 2023 at 4:43 AM

Annastasija The intent was to make an alternative leather crafting method at the same tier as the vanilla method. That being said, if I can find some way to balance it so that it wouldn't be overpowered while also drawing from real-world cultural traditions I'd be willing to make that change. You're not the first to ask so it's clearly wanted.

💬 Annastasija, Nov 27th 2023 at 8:47 AM

what is the point of soaking hides in brains in a barrel... if you're in the copper age to make barrels, it seems to kind of defeat the purpose of primitve tools... since you're past primitive tools if you're using copper. Would you be able to add some sort of alternative way to do this instead of a barrel? Maybe a partly hollowed out log? Or something made with clay? I don't want to make copper stuff. I want to live in a cave and beat rocks together lol

💬 Taska , Nov 18th 2023 at 6:34 PM

Blaiyze I'm not the author of Butchering actually, that would be CaptainOats. They put out an update to their mod that should make all item drops added by other mods be obtainable from their butchering system now. There's a version of it for 1.18 and 1.19, make sure you're downloading the right one!

Hide sack filling on water blocks should be fixed again with Primitive Survival installed now too.

gndrneutralnoun Seems like I've got some work to do with a bunch of other compatibility stuff again. I'll consider adding the smoked meat to the racks in that update. Probably alongside Spleen's more candles request and a revisit of Bricklayers/EM patches.

💬 gndrneutralnoun, Nov 15th 2023 at 3:43 PM

Heya - is there any chance we can get compatibility with Primitive Survival's smoked meat for the curing racks? They can currently be further preserved by curing them in a barrel like in vanilla (making smoked cured meats), but I like using the curing racks because you don't have to wait until you have half a stack of the meat to be the most efficient.

Also I'm having problems with right clicking on water with raw hides again. x_x Is that a known (compatibility) issue on the current version? If not I can send you my modlist; I tried removing every almost every mod I could find (using WinRAR's archive search function for "hide" in the files) that had to do with hides, but I had no luck. I guess I could do some more intensive debugging, but I'm mostly trying to relax with VS lately since I've been dealing with health issues. Edit: Ah, I see others have found it's from Primitive Survival; I can't exactly confirm since I use so many other mods, but I do use PS as well, so I guess my issue is probably the same.

💬 Blaiyze, Nov 12th 2023 at 7:10 AM

I'm silly for not noticing you're the author of both Butchering and Ancient tools smacks forhead I cannot play without these two so thank you SO much for all your work!

Re: Medieval Fashion - yeahhhhhh I just saw that today, no worries there I fully understand.

💬 XeneWarf, Nov 12th 2023 at 4:09 AM

@Taska Thanks! I'm glad to hear that. I can't wait to get back to playing with this mod. I almost always play with it on now.

💬 Massive_Legend, Nov 10th 2023 at 11:09 AM

@Taska nice to hear glad it was such a simple fix after all (i assume) 

on a side note surprising to hear about that copyright infringement stuff but then again i dont use that mod should look into it tho kinda curious now 

💬 Taska , Nov 10th 2023 at 6:27 AM

Blaiyze Alrighty, so some good news. I've got brains dropping from male wolf carcasses using the butchering mod now. It's just a matter of doing all the patches for each creature and making sure there's no other weirdness. 

Bad news, though, is that I won't be able to make Medieval Fashion compatible due to allegations that have come up recently regarding copyright infringement.

 

XeneWarf, Poompers and Massive_Legend I've solved the compatibility issue with Primitive Survival. It'll be included in the next release. I'm aiming to get that out this weekend or early next week.

💬 Taska , Nov 8th 2023 at 4:16 AM

Blaiyze XeneWarf I'll hopefully have a chance to look into these issues in the coming days, thanks for bringing them to my attention ^_^

💬 XeneWarf, Nov 6th 2023 at 4:43 PM

I can confirm that the hide soak bug is from incompatibility with primitive survival. just went through testing with all my mods 1 by 1 without seeing some else already found it since I checked the comments last week.

💬 Blaiyze, Nov 5th 2023 at 6:20 PM

Wanted to let you know that the buckets from Medieval Fashion are confirmed to not be working with your mod as well. Currently testing with the Butcher mod - I don't believe we get the brain item from skinning animals.

EDIT: confirmed that with the Butchery Mod, we're not receiving the brain item from the NEW way of Butchering using the Butcher Table from the Butchery Mod. However, brains are still received when butchering animals the default way, but the likelihood of receiving a brain is decreased, as the Butchery Mod reduces drops for butchering with the vanilla system to favor their new butchering system.

Would it be possible to patch these two mods? I've tried adding the brain item to the loot table of the butchery mod for each animal type but I get a crash every time I finish butchering an animal on the butcher table, so I'm not sure it's quite as simple as what I was attempting.

💬 Taska , Nov 2nd 2023 at 5:19 AM

Massive_Legend Poompers If it is Primitive Survival causing issue I wouldn't be too surprised. It's happened before so, if it's something similar, should be an easy fix.

💬 Massive_Legend, Oct 31st 2023 at 5:46 PM

addressing that hide soak bug did some testing and the issue appears to lie with some kind of incompatibility between Primitive Survival and this mod no clue what changed as both mods used to work without issue together before also possible that the base game updating may be the problem no clue

💬 Poompers, Oct 10th 2023 at 10:06 AM

Not sure, I'm running a world with a few friends and after doing the update it just stopped working. We have a lot of mods so it would be rough to trial and error to see if there's a conflict unfortunatly. Don't think we have anything that messes with the hides though, it's weird since the 5.8 works perfectly fine.

💬 Taska , Oct 9th 2023 at 5:25 PM

Poompers Huh, there was no changes with the 1.5.9 update that would affect the hides. I tested quickly with just AT installed and it seemed to work just fine with both regular and salt water. Is there possibly another mod installed that may be having a conflict?

💬 Poompers, Oct 6th 2023 at 10:39 PM

With the new update I couldn't soak skins directly in water, only with a bucket. Had to revert to 5.8 for now.

💬 Moon_Dew, Sep 26th 2023 at 4:03 AM

I don't know if it's on your side or theirs, but there's an incompatibility between your mod and Medieval Fashion Vanilla Textures that prevents tree scratching.

💬 Taska , Aug 31st 2023 at 1:33 PM

Spleen Probably, I'll look into it ^_^

💬 Spleen, Aug 27th 2023 at 4:20 AM

Are you able to add mod compatability with more candles' coloured candle variants in the chambersticks? Would look so cool with red candles around the base.

💬 Taska , Aug 21st 2023 at 2:03 PM

Alatyr Oh, hmm, yea I imagine that the temperature doesn't get high enough to melt those materials for smelting. I might need to do something similar to what's done with arrows possibly

💬 Alatyr, Aug 20th 2023 at 3:03 PM

Taska There is a problem with the wedges, the iron, steel and meteorite versions can only be cast into a mold, and in theory they need to be forged.

💬 LatexAssassin, Aug 16th 2023 at 9:54 AM

There seems to be an issue in the last two version of this mod where trying to add the stripped maple bark into the mortar causes the game to crash. Since you can grind the bark into flour I was hoping I could use the mortar for early game grain. 

Edit: Ignore this, I'm not sure what changed but after crashing again on the 1.18.8 version it seems to be working now and taking a single item out of my maple bark stack

💬 cavy8, Aug 15th 2023 at 9:06 PM

Ah, thanks, I must've gotten confused when I looked at it - that's perfect!

 

💬 Taska , Aug 15th 2023 at 8:51 PM

cavy8 Unless there's been some recent changes in Dappled Groves or I simply missed something, all the content in Ancient Tools should disable itself and function is patched over to Dappled Groves blocks when necessary

💬 cavy8, Aug 15th 2023 at 8:26 PM

Any chance we could get config options to disable individual features? I wanted to use this mod alongside In Dappled Groves but there's some content overlap.

 

💬 Taska , Aug 3rd 2023 at 11:56 PM

Alatyr Perhaps! I'd love to have some immersive systems to make something like that interesting, too. Maybe they could be made into little post-it notes or something xD

💬 Alatyr, Aug 1st 2023 at 4:58 PM

How about birch bark paper?

💬 Taska , Jul 28th 2023 at 11:33 PM

Alatyr Definitely gotta figure out what material to make a higher tier mallet from, yep!

💬 Alatyr, Jul 26th 2023 at 11:01 PM

Maybe add mallets made of copper and lead? Wedges can be cast from bronze, and a mallet only from silicon or stone.

💬 AlbinoRhino, Jul 26th 2023 at 6:58 PM

conninator2000 Did you find a way to fix this? just encountered the same issue.

💬 Taska , Jul 22nd 2023 at 12:15 AM

MrTango Nope, just salted meat from the mod

💬 MrTango, Jul 21st 2023 at 9:10 PM

Can curing rack be used to hang curing oiled hides?

💬 Taska , Jul 19th 2023 at 3:17 AM

Tobymaxgames Alatyr Both should be possible, yes! I just need to find the time to actually do it

💬 Alatyr, Jul 17th 2023 at 12:13 PM

Is it possible to add the ability to transport crates on a carts?

💬 Tobymaxgames, Jul 16th 2023 at 10:40 PM

Is it possible to add a cart that can be hitched to and moved with Feverstone's Horses? perhaps with alot of inventory space?

💬 itinerare, Jul 16th 2023 at 2:44 PM

Taska Yeah, I was wondering after ExtraInfo... I believe that's the only mod I have that would impact the handbook specifically, so I'm likewise at a loss assuming that's not the culprit.

💬 Taska , Jul 15th 2023 at 12:42 AM

itinerare You're welcome, glad you're enjoying it :D

I'm not too sure what's causing your crash. I don't see it happpening in a 1.18.5 test world with just Ancient Tools, at least. I'll probably update to 1.18.6 to try and replicate it when I get the chance. It is possible that some mod that affects the handbook could cause problems but that's just a guess! ExtraInfo seemed to work just fine, and that was the one possibility that stuck out in my mind. Do you have any other mods that may affect the handbook? I'm not too familiar with all the mods that have come out recently so I may have missed something

💬 itinerare, Jul 10th 2023 at 6:19 PM

Getting a crash (non-specific critical error according to the logs) when attempting to view hide water sacks in the handbook; log for one of the instances of this (I poked at it a couple times to confirm that it was the cause) is here. It's possible it's a compat issue, I suppose, but feels like an odd one if so. I'm not overly fussed about it considering creating them using a water source block works fine, though.

Anyhow, thanks for the neat mod. I've been wanting something that implements a slightly more involved leathermaking process/provides alternate method(s) of approaching it, so I'm enjoying it thus far!

💬 Taska , Jul 3rd 2023 at 2:22 PM

Torisk_Ablinsky You may need to update your CarryOn mod. It seems you're running CarryOn 0.11.0-pre.1 and the most recent version is CarryOn 1.2.0

💬 Torisk_Ablinsky, Jul 3rd 2023 at 12:26 AM
💬 DanaCraluminum, Jun 30th 2023 at 8:02 PM

Torisk_Ablinsky Can you upload crash log to pastebin and send here? https://pastebin.com/

💬 Torisk_Ablinsky, Jun 30th 2023 at 7:44 PM

well.. i have an issue with the bark baskets and carry on.. when i try putting the basket down after picking it up, it crashes vintage story...

(Edited to fix a stupid typo. i thought i typed in carry on but i guess my keyboard made it c on...)

💬 Taska , Jun 30th 2023 at 2:24 PM

Moon_Dew No special tool required. It's a resource that should appear in the harvestable inventory like redmeat and such. Rarity is dependant on animal size- bears have the most, at a 45% chance to drop. Rabbits are 25%. Small baby animals don't drop any.

I did a little testing now  to confirm and, at least on VS 1.18.5, wolves and rabbits drop brains and animal furs

💬 Moon_Dew, Jun 30th 2023 at 6:38 AM

Taska So are they just rare or do I need a specific tool?

💬 Taska , Jun 30th 2023 at 12:42 AM

Moon_Dew I think so? I've watched videos of people using both mods and they got brains in carcasses. I've done no testing to confirm that though

💬 Moon_Dew, Jun 29th 2023 at 10:02 PM

Is this compatible with Hide And Fabric?  Because I have both mods and I haven't seen any brains drop yet.

💬 Taska , Jun 22nd 2023 at 1:54 PM

PervertChimp Probably in the next update whenever that may be ^_^

💬 PervertChimp, Jun 21st 2023 at 3:49 AM

I can't grind down salt crystals from the expanded foods mod. Do you think you can add compatibility for them?

💬 Taska , Jun 21st 2023 at 12:16 AM

PeterSanderson Ruyeex gndrneutralnoun These issues should now be resolved, thank you for your reports ^_^

💬 conninator2000, Jun 19th 2023 at 9:15 PM

Hey I noticed a bug where if you put a support beam on a chiseled block (for example a handmade corner stair) the support beam placement glitches out and doesnt allow it to be broken once placed. I reported this on your repo with a few pictures to help show the problem a bit better. Otherwise great mod!

Edit: Realized this is a vanilla bug... oops

💬 Taska , Jun 14th 2023 at 11:11 PM

PeterSanderson Oh, I changed that path and forgot Carry On patches were trying to access it. Maple and oak bark is now possible to use as bark for healing salves. I'll get it fixed up, thanks!

This error shouldn't result in any significant issues for your gameplay

💬 PeterSanderson, Jun 14th 2023 at 7:34 PM

Running on 1.18.5 SMP server

This error appeared in console

14.6.2023 15:32:14 [Server Error] Patch 0 (target: ancienttools:blocktypes/salvepot.json) in ancienttools:patches/compatibility/carryon/salvepot.json failed because supplied path /behaviorsByType/@salvepot-(birch|pine|softwax|hardwax|barkoil)/- is invalid: The json path /behaviorsByType/@salvepot-(birch|pine|softwax|hardwax|barkoil)/- was not found. Could traverse until /behaviorsByType, but then '@salvepot-(birch|pine|softwax|hardwax|barkoil)' does not exist. Full json at this path: {
  "@salvepot-(birch|pine|maple|oak|acacia|softwax|hardwax|barkoil)": [
    {
      "name": "UnstableFalling"
    },
    {
      "name": "RightClickPickup"
    }
  ],
  "@salvepot-(empty|finishedsalve)": [
    {
      "name": "UnstableFalling"
    }
  ]
}
14.6.2023 15:32:16 [Server Error] Failed loading patches file wildcrafttrees:patches/trees/treegenproperties.json: Newtonsoft.Json.JsonReaderException: Failed deserializing treegenproperties.json: Input string '0.6d' is not a valid number. Path '[28].value.MinSize', line 468, position 18.
   at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Model\Asset.cs:line 65
   at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.AssetsLoaded(ICoreAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Loading\JsonPatchLoader.cs:line 98
💬 Taska , Jun 13th 2023 at 2:08 PM

gndrneutralnoun Naw that was me making a mistake with the patch that adds spruce grinding properties. Spruce grinding is overwriting everything else. I'll fix it in the next update.

💬 gndrneutralnoun, Jun 13th 2023 at 1:35 PM

Okay, that does make more sense. I forgot that boards are copper age in vanilla haha, I use Primitive Tools.

Also I've been meaning to mention this on the Dappled Groves page, but I figure I'll mention it here just in case - having both Ancient Tools and Dappled Groves installed means I can't make any kind of bark flour besides spruce. I'd guess it's because Dappled Groves takes over the bark items, and forgot to add grindstone recipes for them? Something like that.

 

💬 Taska , Jun 12th 2023 at 4:52 AM

gndrneutralnoun More storage types on carts will definitely be a thing ^_^ I would love to add each typical storage block, like vessels and reed baskets.

Unfortunately, I don't see stone age carts being a possibility without a lot of work. Sure, maybe the boards on the cart could be replaced with a rough board of sorts. A whole crafting system(probably using wedges/mallet) would need to be made to facilitate that. From what I know, Dappled Groves is doing something of that sort and I'd prefer to avoid treading the same ground.

I really feel like carts fit where they are in the vanilla game progression. Right at that sweet spot where the early game turns to mid and options open up. Right where you might start to think about expanding, or exploring, or interacting with other players. It feels like it should be something that players need to strive for, too, so locking them behind copper is an intentional choice. It makes all those aforementioned tasks easier

💬 gndrneutralnoun, Jun 11th 2023 at 7:08 PM

Any chance you could make it so:

  1. Able to put more kinds of storage into carts?
  2. Carts can be stone age tech?

Moving base is a huge hassle, especially stone age before you have access to chests (so long as you have Carry On installed, which, who doesn't?). Wagons would help with that immensely.

 

💬 Taska , Jun 11th 2023 at 6:47 PM

Ruyeex Oh right, I was using the Ancient Tools debarked wood textures for purpleheart and ebony bark baskets. Removed those when debarked logs came to vanilla and...well...forgot :x Thanks!

I'll get those new materials used for all the metal tools and such in the next release ^.^

💬 Ruyeex, Jun 10th 2023 at 9:13 PM

There's some missing textures like some of the baskets

Plus the nickel, cupronickel and electrum chambersticks pls

💬 Taska , Jun 10th 2023 at 5:19 PM

Craluminum I'm going to be splitting some code from this mod into a library mod soon. This should pave the way for being able to split carts into a separate mod in the future.

Carts can't be locked, not yet at least. They should respect claims though so if a player does not have the ability to use things within a claim then they won't be able to take carts or access their inventories

💬 DanaCraluminum, Jun 10th 2023 at 5:11 PM

Can you lock wooden cart with any metal lock?

💬 DanaCraluminum, Jun 3rd 2023 at 11:32 PM

Is it possible to make wooden carts as a separate mod?  Could you please do that? I would appreciate it a lot

💬 Taska , May 30th 2023 at 12:10 AM

Shion Aah! Seems this might happen with any collectible that doesn't have attributes. It's been fixed and will be included in the next release of the mod. Thanks for the report!

💬 Shion, May 29th 2023 at 6:10 PM

Right-clicking with the oil lamp on the tanning rack with Hanging Oil Lamps mod installed results in this:

System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.Blocks.BlockStretchingFrame.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Projects\vsmods\mods\ancienttools\src\blocks\StretchingFrame.cs:line 137
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 867
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 535
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 787
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 979
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 722
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 625
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 119
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Taska , May 29th 2023 at 12:11 AM

Shion Probably only in the change logs where they were introduced.

SalveEnabled: If true, the Ancient Tools salve is enabled and all attributes to relevant items are applied. Lets you create a healing salve by mixing bark oil and beeswax(or other relevant thickener) that will heal over time when applied.

DisableVanillaHideCrafting: Some people wanted to only use the brain tanning method of making leather. So, with this set to true, the vanilla recipe is disabled.

AdzeStrippingOnly: If true, this disables the vanilla crafting recipe for making debarked logs. The one using a knife in the crafting grid with a log or whatever

💬 Shion, May 28th 2023 at 10:06 PM

Is there a place where mod options are explained? I'd like to know what these are for:

  • SalveEnabled
  • DisableVanillaHideCrafting
  • AdzeStrippingOnly
💬 Roidgy, May 10th 2023 at 8:48 PM

Taska

oh my goodness ive figured it out, so stripping still works but not in the crafting grid, and in-world the animation and sound is missing so I didn't know it was actually working, but it is. It's the Ancient Tools adze so I think some files just got corrupted. Thanks for the response.

💬 Taska , May 10th 2023 at 4:41 AM

Roidgy I don't think I changed anything regarding grid crafting with an adze O.o I did remove the vanilla method of crafting debarked logs, but using an adze should still work. Does it work in a world with only Ancient Tools installed?

If IDG is installed, that would certainly explain the lack of ability to craft using the grid. I have no recipe that accounts for their adze. If you hover over the adze, the tooltip should say which mod it comes from.

If you could share a link to your mod list(maybe a dropbox text file?) I could give your mod set a try and see if there's some other incompatibility someplace that's causing issue

💬 Roidgy, May 10th 2023 at 12:48 AM

Wonderful mod! Definitely one of my favorites.

I updated both the game and this mod to 1.18 and now I can't seem to make stripped logs, just bark. Am I missing something or was that functionality removed? I'm pretty sure I've never installed IDG so I don't think the stripped logs I was looking at were from that.

💬 TurboMegaSoggy, May 7th 2023 at 1:00 AM

Craluminum I deleted my comment a minute after I typed it, your quick lmao. Thanks though I got it figured out. It was confusing me because I wasn't getting the recipe to make it appearing but instead saw what dropped it which was bear head, wolf heads etc as trophey wall mounts and I thought were just to show the mobs that drop it. Turns out the recipie was just 2 fat + a hide cures it and makes it into a pelt.

💬 DanaCraluminum, May 6th 2023 at 2:25 PM

TurboMegaSoggy Look at handbook, there should be recipes for pelts

💬 Taska , May 4th 2023 at 1:21 PM

YokieWartooth If I'm not mistaken, I think In Dappled Groves is adding a tool like that. Originally that's what the wedges were for... to make rough boards, or proper boards, but Vinter and I got talking and I saw no point in doing something essentially the same as he was doing. So, I hijacked the system to create beams with it

💬 YokieWartooth, May 3rd 2023 at 11:26 AM

I've been using this mod for a while now and One thing that would be a nice addition is a way to make wooden boards without going into the copper age and making a sawblade. 
If we could get some kind of primitive flint planer added, the feature might work out for people who want to go full cavepill.

💬 Taska , May 2nd 2023 at 1:33 PM

Gnomp Oh yea, I've discovered this in my testing. They're still unoptimized but yea... that fps drop is rather extreme. I've already fixed one issue that could be a contributing factor, and I think I know what the biggest cause for fps drop might be. Uploading new meshes to the GPU each render frame is slow... updating would be ideal, but there were crash issues with the API when going that route for the mortar/pestle in 1.17. Gotta test to see if the issue persists in 1.18 or find some alternate solution

💬 Gnomp, May 2nd 2023 at 8:22 AM

I've noticed an issue with MASSIVE drops in framerate when one or more carts is present. The issue seems to be amplified when the carts have chest. I'd love to help you trace the issue, but for now all I have are screencaps for reference.


The FPS is marked on the top left Taska

💬 Taska , Apr 28th 2023 at 2:04 PM

Vinter_Nacht Yep! Been doing loads of compatibility lately. There's so many great new mods that I want to play with, personally, and would love for Ancient Tools to work seamlessly with them.

💬 Vinter_Nacht, Apr 27th 2023 at 1:14 PM

Re: IDG compatibility.  Aside from AT beams, it turns out we kind of developed along a line of convergent design.  I also added beams as something craftable using the adze. As far as I know, we are compatible as far as "adzes, bark, and bark baskets" go. Taska was kind enough to let me use these resources while also ensuring theirs were disabled when IDG was installed.  We've been in talks about increased compatibility between our mods, so expect to see more coming. (This statement not proofed by Taska for updated accuracy, YMMV)

💬 Taska , Apr 26th 2023 at 10:18 PM

You're both right-there should be a pre-copper age means of accessing this mod's leatherworking. A small container sealed with pitch could be a good option? I'd love to find some real-world inspiration for this process

💬 mcnostril, Apr 26th 2023 at 6:46 PM

Yeah, I feel the same way about the brain tanning.

I don't mind carts requiring a saw, but this mod's leatherworking feels like it should be accessible earlier. Some kind of small container that functions like a barrel (dunno how that would affect getting other recipes too early though) or a rework of the brain tanning to have a different requirement would be nice.

 

💬 PeterSanderson, Apr 26th 2023 at 4:50 PM

Thanks for keeping this updated Taska, we use it regularly on our server

The brain tanning is currently locked behind getting to the copper age.

Is there a way it could be made available earlier? Presuming clay use, is there any way it could be done in a clay vessel of some kind? Max capacity 10L, enough for one batch. Fillable by jug. How difficult would that be to implement?

 

💬 Taska , Apr 26th 2023 at 4:46 AM

Aedis Yup! The main branch is updated now ^.^

ForestWitchReyna Probably not :c Hopefully will be able to focus on compatibility and whatnot soon

💬 Aedis, Apr 26th 2023 at 12:07 AM

Could we get git updated too, pretty please..

💬 ForestWitchReyna, Apr 25th 2023 at 3:24 PM

Do salves work with In Dappled groves? Do they need to be dry/soaked, bundled etc, because I can't use barks for it at all. Also can't put the barks in the mortar and pestle either.

Edit: nvm, I loaded the page before you made your comment

💬 Taska , Apr 25th 2023 at 3:15 PM

Burgersim In Dapple Groves has come a looong way since compatibility was last looked at between the two mods, so there's likely a bunch of things that could still use some improvement there! I want to include more compatibility with various mods still, it just takes time.

I think I left the vanilla recipe in simply because... it is a legitimate technique for curing meat. I didn't want to remove a feature people are familiar with, and makes sense in a real-world context. I may need to re-evaluate the balance between the two techniques to see if they're even in terms of time investment and resource.

Ancient Tools hasn't actually had a compatibility pass for Wildcraft Trees yet, it's just... they add to the list of wood types and stuff that I use to make all sorts of things! Wildcraft Trees is one I really want to build compatibility for, so there will be more than just language tweaks when I do get around to it ^.^

Also, that reignite mod seems really cool! Didn't even consider that one and how Ancient Tools could interact with it. It'll fit right in, so ya, I'll look at getting that compatible as well. Thanks! :D

💬 Burgersim, Apr 24th 2023 at 4:32 PM

Hi, another question. I am using In Dappled Groves as well, but would love to use this mod. Is mod compatibility something you are looking into, for example disabling this adze and beam crafting or using In Dappled Groves's systems for that if it is present? (Kreatures and Kritters also was recently released and has crawfish meat that could be cured btw).

Edit: Oh, I'm an idiot, was asking too quick about In Dappled groves, I see that the compat is already there, so nevermind that ^^

Another question though, why isn't the cured meat vanilla recipe disabled by this mod? I don't really see why you would use the new hooks when you could get the same result in a barrel with the same resources (2 salt, 1 meat). I mean, other than for fun ^^

Other mod compatibility could also include a lang file for the wildcraft trees woods e.g. curing racks ^^

 

And because I just noticed, we use a mod called Reignited, which lets you ignite torches against lit blocks in the world, would you be able to add this behaviour to the pitch torch, if the mod is present? They even posted the code for it (I think)

{ name: "CanBeIgnited", properties: {auto: true}} 
{ name: "CanBeIgnited", properties: {domainToBecome: "theitemsdomain", itemToBecome: "the-items-codename"}} 
💬 Taska , Apr 23rd 2023 at 3:31 AM

adres4t I'll think about it

💬 adres4t, Apr 20th 2023 at 9:51 PM

Can you release carts as a separate mod? I go for a nomad playthrough and use tent a lot, but a cart would be a fantastic addition to that.

 

💬 Taska , Apr 17th 2023 at 2:57 PM

Burgersim There's no compatibility for Wildcraft Trees just yet. I imagine that Wildcraft Trees adds their new stuff to existing vanilla lists for logs and whatnot, then Ancient Tools references that list for its own items, like bark.

I want to get the mods compatible together in 1.18 sometime

💬 DanaCraluminum, Apr 16th 2023 at 8:15 AM

Burgersim Debarked logs are vanilla since 1.18

💬 Burgersim, Apr 16th 2023 at 7:45 AM

I was wondering, it seems that the mod is automatically creating additional bark items for logs from other mods, but I can't seem to get them in game. I am using wildcraft trees for example. I can also see that there are actually debarked log variants as well in the creative inventory (the top seems messed up tho). Is there something wrong with my installation or is this automatic stuff just not functional yet?

💬 Taska , Mar 27th 2023 at 2:43 PM

PeterSanderson Weird, will need to look into that. I have others mention that carrying chests with CarryOn was possible but they never specified whether it was on the back or not.

Artronia I'll think about it. A separate mod for just carts would likely mean stripping all the in-world crafting mechanics that will be associated with them, though. I'd love to use them for other things in the mod. Like the beam crafting, wedges, and mallet, etc. Also, what we have now is just a simple abstraction of a much more complex building mechanic I hope to implement. A separate mod really would make them just bare-bones crafting in the crafting grid. Minecraft-esque

Pallanza Awesome! Thanks for getting back to me on that.

💬 Pallanza, Mar 25th 2023 at 1:01 AM

@Taska

That solved the issue, deleted the older version of Ancient Tools completely from my Mod folder, then started up Vintage Story, enabled the newer version since it had been disabled previously, and booted into a pre-existing world. No crashes, and I could pull up the carts in the recipe book.

💬 Artronia, Mar 24th 2023 at 6:22 PM

Question: Would it be possible to get the cart as a standalone mod? Its a really nice cart model and mechanics but i want to keep my world simple.

 

💬 PeterSanderson, Mar 24th 2023 at 5:33 PM

The use of the cart seems to be incompatible with Carry On. You cannot use the cart with a chest on your back.

 

💬 Taska , Mar 24th 2023 at 5:13 AM

Pallanza From what I've read about similar crashes, the game sometimes doesn't like having multiple versions of a mod present in the mods folder whether they're enabled or not. If only one version of the mod is present, does this crash still happen?

I've never been able to replicate this so I really am just grasping at straws xD

💬 Pallanza, Mar 24th 2023 at 4:07 AM

I'm getting a weird crash with all versions of Ancient Tools past v1.4.9. It occurs both when I try to load a world that had Ancient Tools v.1.4.9 previously, and when I try to create a new world. In both cases, I made sure the older version of Ancient Tools was disabled in the Mod Manager and the new one was enabled. I also tried disabling the last mod in the loaded mods list section of the log, and it didn't fix it. It seems to be tied to the system exception regarding 'ConvertBlockUsingIngredient'.

Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.11 (Stable)
3/23/2023 8:59:41 PM: Critical error occurred
Loaded Mods: animalcages@2.0.6, tonwexp@1.1.0, APsWolfTweaks@1.0.1, awearablelight@1.0.3, brigandinerebalance@1.0.0, coppercoldforging1@1.0.0, cottagewindows@1.0.9, cwtall@1.0.9, cwwide@1.0.9, djsdrifteranimations@1.0.0, weaponpackg@1.0.1, HangingOilLamps@1.0.1, HumanSkinTones@0.0.3, GreaterChanceForTerraPretaX2@0.0.2, morefirewood@1.0.1, naturalpatcheslite@0.0.3, necessariesfix@1.1.3-rc.1, NoMoreDrifterThrowing@1.0.0, nooffhandhunger@1.0.0, oneshotpropick@1.0.0, primitivesurvival@3.1.2, reducedwolfaggro@1.0.1, salty@1.0.1, sleevesdecor@1.0.2, usefuldrifterloot@1.0.2, game@1.17.11, wildcraft@1.5.1, witchsticks@1.0.2, betterfirepit@1.0.0, canbeignited@1.0.2, cbetterfertilizer@1.0.1, claywheel@1.0.0, fromgoldencombs@1.3.15, lessclasspenalties@1.0.0, lichen@1.6.2, morebags@1.2.0, recyclestorage@1.0.1, stonequarry@2.0.0-rc.4, vanilla@1.6.7, creative@1.17.11, survival@1.17.11, metalrecovery@0.1.18-rc.2, bullseye@2.4.2, tradercamps@1.0.4, defensive@0.1.7-pre.0, flammablefirestarter@1.0.1, moremolds@1.2.0, wattleworld@1.0.1
System.Exception: Don't know how to instantiate collectible behavior of class 'ConvertBlockUsingIngredient' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 220
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 48
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 561
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 471
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()

Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 3/23/2023 8:59:41 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(Vintagestory.API.Common.CollectibleObject, System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()

}
--------------
{ TimeGenerated = 3/23/2023 8:55:03 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(Vintagestory.API.Common.CollectibleObject, System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()

}
--------------
{ TimeGenerated = 3/16/2023 6:23:13 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(Vintagestory.API.Common.CollectibleObject, System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()

}

💬 Taska , Mar 10th 2023 at 5:03 AM

Michaloid Actually... now that I think about it, Ancient Tools doesn't even touch drifters. I did get attacked by wolves in my test 1.18 world, too, and it took three hits to die. Maybe something else is the culprit?

I'll still keep an eye out though

💬 Taska , Mar 7th 2023 at 2:04 AM

Michaloid I'll be looking into 1.18 compatibility soon

💬 Michaloid , Feb 26th 2023 at 10:13 PM

It seems like the hit detection is shot in 1.18, because animals and drifters kill you in a single hit. 

💬 Rabbitt, Feb 4th 2023 at 10:21 PM

I kinda wish I could just rub a brain all over a scraped hide on the rack to brain it, would love some pre-saw leather, even if just for rp purposes

💬 Taska , Oct 25th 2022 at 12:42 AM

Spigot Just as HorizonAdmin said, it's still being developed. Not quite ready for a public release yet!

If you're interested in it, though, here's a link to the announcement of the mod in the Vintage Story discord. Vinter Nacht is doing some great work bringing new layers of depth to Vintage Story forestry with it 😄
https://discord.com/channels/302152934249070593/454909656230526976/1029253796867604500

💬 Horizons, Oct 24th 2022 at 6:31 PM

Spigot It's a mod that's still in development and hasn't been published on the database yet. I think soon though

💬 Spigot, Oct 24th 2022 at 6:01 PM

What is "Dappled Groves"?  I've tried searching the forums, and even google is giving me zero results whatsoever - did not match any documents.  Is it under a different name?

💬 l33tmaan, Oct 21st 2022 at 2:50 AM

Thanks, Taska! I can't wait to find out what new mortar shapes you've added...

💬 Taska , Oct 7th 2022 at 4:33 AM

WesCookie I can't seem to replicate this crash on 1.17.6.

Does this crash occur on game start-up for you? If so, does it occur when creating a new world?

💬 l33tmaan, Oct 4th 2022 at 1:06 AM

Hey, would you mind making the flours from this mod compatible with the breads from Acorns? So we can make Acorn-Birch bread and whatnot?

💬 WesCookie, Sep 30th 2022 at 2:03 AM

Crashes on 1.17.4

Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.4 (Stable)
9/29/2022 10:02:06 PM: Critical error occurred
Loaded Mods: game@1.17.4, creative@1.17.4, survival@1.17.4
System.Exception: Don't know how to instantiate collectible behavior of class 'ConvertBlockUsingIngredient' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 220
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 47
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 561
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 471
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()

Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 9/29/2022 10:02:06 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(Vintagestory.API.Common.CollectibleObject, System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()

}
--------------
{ TimeGenerated = 9/29/2022 10:01:27 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1347945742074808094, type 5
Event Name: CLR20r3
Response: Not available
Cab Id: 0

Problem signature:
P1: Vintagestory.exe
P2: 1.17.4.0
P3: 6329a6de
P4: VintagestoryLib
P5: 1.17.4.0
P6: 6329a6de
P7: 1575
P8: 23
P9: System.Exception
P10:

Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1354.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1568.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1579.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER157D.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER159D.tmp.txt
\\?\C:\Users\gcook\AppData\Local\Temp\WER1627.tmp.appcompat.txt

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_be675b6ddcab79784ef6a09dc49077f79fa17799_4220f55b_8161e09b-3562-4148-b473-c876b2cc8203

Analysis symbol:
Rechecking for solution: 0
Report Id: 045573ef-159c-4497-8d53-a2291bbf0f7a
Report Status: 268435456
Hashed bucket: c23f61f89a015ec232b4dd82bcde871e
Cab Guid: 0 }
--------------
{ TimeGenerated = 9/29/2022 10:01:26 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0
Event Name: CLR20r3
Response: Not available
Cab Id: 0

Problem signature:
P1: Vintagestory.exe
P2: 1.17.4.0
P3: 6329a6de
P4: VintagestoryLib
P5: 1.17.4.0
P6: 6329a6de
P7: 1575
P8: 23
P9: System.Exception
P10:

Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1354.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1568.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1579.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER157D.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER159D.tmp.txt
\\?\C:\Users\gcook\AppData\Local\Temp\WER1627.tmp.appcompat.txt

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_Vintagestory.exe_be675b6ddcab79784ef6a09dc49077f79fa17799_4220f55b_cab_8161e09b-3562-4148-b473-c876b2cc8203

Analysis symbol:
Rechecking for solution: 0
Report Id: 045573ef-159c-4497-8d53-a2291bbf0f7a
Report Status: 4
Hashed bucket:
Cab Guid: 0 }

💬 Taska , Sep 8th 2022 at 7:43 PM

Brotherlui No worries at all ^.^

💬 Brotherlui, Sep 2nd 2022 at 7:49 AM

Hi Taska, I´m very sorry for my first post, your mod is working fine. It seems I accidentally pressed key B and disabled entity info overlay sometime before checking my curing racks and didn´t see the info so assumed it has something todo with me updating to 1.17 stable before and the mod not being compatible. My human error. Plz apologize.

💬 Taska , Sep 2nd 2022 at 12:06 AM

Brotherlui Dang, was hoping to hit stable with no further bugs. Should be able to focus on getting issues fixed up this weekend.

Edit: What's the issue you're having?

💬 Brotherlui, Sep 1st 2022 at 6:11 PM

Curing racks not working in 1.17 stable, plz update. :-)

💬 Nebux, Aug 7th 2022 at 4:13 PM

works flawlessly in 1.14rc3

💬 Taska , Jul 13th 2022 at 7:10 PM

Michaloid It will be updated for when release candidates are available for 1.17. I can't commit to keeping my mods stable during the pre-release stage due to time constraints, unfortunately, so I keep those versions private.

💬 Michaloid , Jul 12th 2022 at 10:43 PM

Can you update the mod to 1.17? It doesn't seem to work anymore.

💬 Taska , Jun 29th 2022 at 1:41 PM

Tajin I really love that idea! Yesterday, I'd thought something similar- but only applied that to stone cutting. It's possible to use metal wedges to break apart stone, so that could be an easier(but more expensive) way of getting full blocks of stone quickly.

Your idea for crafting planks with wedges would really round out the feature. It makes a lot of sense, and I could make an immersive way of performing this task by showing the weges inside the block and requiring a hammer strike(probably with a primitive stone hammer) to finish it off.

Cool, thanks!

💬 Tajin, Jun 29th 2022 at 10:27 AM

I love this mod.
Have you considered also adding a primitive tool for creating planks?


Personally I don't like the idea of crafting a saw from anything other than metal but a good primitive way of making planks could be with wedges.
Wooden wedges (single use - made with a knife and firewood) together with a log and an axe could could be a recipe for 2 planks. Ideally with a random chance of it to fail (if the wood is too warped).

💬 Taska , Jun 6th 2022 at 3:02 PM

Grem Oh yea, I noticed that Heresy had powdered charcoal when browsing mods just yesteday. I'll make it so that that version of powdered charcoal is compatible in an update shortly ^.^

Thanks for checking out the mod :D

💬 Grem, Jun 6th 2022 at 4:23 AM

a great mod, get a ton of use out of it. but it doesn't seem to be compatible with Better Than Heresy, the powdered charcoal from BtH overrides this mod's and you can't make pitch. they seem to be named the same thing but i don't know how to fix anything, honestly. when i do use it it's very useful and immersive though! awesome for neolithic play

💬 Taska , May 28th 2022 at 3:14 AM

gndrneutralnoun Should just be able to right click the raw hide on any water block to make them o.o

If that's not working, there's likely some mod conflict going on. Any other mod that might touch the raw hide item could be interfering. Would you mind providing a mod list on the forum, or pointing towards a likely culprit?

💬 gndrneutralnoun, May 28th 2022 at 12:05 AM

I can't seem to right-click with raw hides to make sacks. Am I doing something wrong?

💬 Taska , May 1st 2022 at 3:18 PM

PeterSanderson I expect it would be as simple as disabling some recipes. It shouldn't be too hard to implement that, unless I'm missing something significant. I'll look into it for a future update ^.^

💬 PeterSanderson, Apr 30th 2022 at 3:00 AM

Thanks Taska - understandable. Would it be possible in a future release to make the option server side configurable so that an admin could require that the hide scraping be done on the stretching rack for those of us who want the immersion or would that be too fiddly?

 

💬 Taska , Apr 28th 2022 at 11:27 PM

PeterSanderson Vanilla hide stuff is intentionally left in, yea. I don't want to eliminate things from the vanilla game with this mod, I'd rather provide alternative methods of reaching the same goals. The Ancient Tools method doesn't require borax/lime, so that's definitely an advantage over the vanilla technique. It can sometimes be difficult to find those resources.

💬 PeterSanderson, Apr 28th 2022 at 6:46 PM

I'm just wondering if it is intentional that hide scraping can still be done in the crafting window in the vanilla way? Is there an advantage to using the stretching frame or is that solely an aesthetic choice? Was there a way to disable standard hide scraping?

💬 ThePionier, Apr 27th 2022 at 5:01 PM

Thank you for your time and the hotfix! My buckets also thank you for not disappearing into nothing anymore! :D Taska

💬 Taska , Apr 27th 2022 at 4:38 PM

ThePionier Your buckets should no longer be consumed when crafting hide sacks in the latest release. Thanks again ^.^

💬 ThePionier, Apr 26th 2022 at 3:19 PM

Hello! Taska
I am indeed using the Vanilla Variants mod, and also the Wild Farming mod! So that's where the scratching of the trees comes from, I thought it was in the vanilla game :D

💬 Taska , Apr 26th 2022 at 12:36 AM

ThePionier It looks like I'd missed something in the Vanilla Variants compatability recipe that would make it so that its buckets wouldn't be consumed when crafting the sacks. Are you running the Vanilla Variants mod?

I do know that Wild Farming also has a tree scraping mechanic, too. Maybe that's what you're seeing as the second method ^.^

💬 ThePionier, Apr 25th 2022 at 4:22 AM

Thanks for the tip about the water! Taska

And what I noticed is that in Vanilla there is now also the possibility to scratch a tree. I have one option with alt and one with just the right mouse button.
One seems to be from your mod because it is in english and the other is already translated to german. Or is it from another mod? :D At least I have two options

💬 Taska , Apr 25th 2022 at 12:03 AM

ThePionier I will have a look into it when I have the chance, thanks for your report!

As an alternative method of filling the sacks, you can simply right click raw hides on a water surface to get them, too.

💬 ThePionier, Apr 23rd 2022 at 7:46 PM

Taska

Like SmeeSlug in January, I have the problem that the buckets disappear when crafting water sacks. I also don't get any back if I pick up the sack after 24 hours and get the leather to be worked on.

💬 Taska , Mar 2nd 2022 at 4:27 PM

Sindanarmo Shion

Definitely not intentional, it's such a pain in the butt with everything needing to be exact. It's changed to be more flexible on the dev branch already, I just need a little bit more time to test some other features with the next update before putting it out. Should hopefully be just a day or two ^.^

💬 Shion, Mar 2nd 2022 at 12:14 PM

Making Braining Hide requires exact amount of braining solution. If you have 10 in the barrel, and put scraped hide in - it won't allow you to seal the barrel until you leave only 6L of solution. Was that intentional?

💬 Sindanarmo, Mar 2nd 2022 at 9:35 AM

Mod is very interesting and I like it a lot - have only one isuue with being unable to seal a barrel with brain solution and large scraped hide no matter if I put in barrel one hide, two or eight. I thought that it may be the issue with barrels mod, disabled it and still can't do it. Then I thought that maybe it is not enough solution so made another 10 litres of it and added to the barrel but still can't seal it. What can be the cause? I'm using 1.16.4 version of a game.
EDIT
Nevermind xD After some experimentation I learned that you need to have exact amount of the solution and it can't be more.

💬 Taska , Jan 23rd 2022 at 7:46 PM

It's interesting that you used the term buckskin. That's exactly what this process would make, buckskin, and not leather technically. Buckskin is more pliable and more suited for clothing, whereas leather would certainly be more versatile and could also work as armor. I own authentic goods created using both techniques, it's interesting, feeling the differences. I chose to have the process create leather just to simplify things gameplay-wise.

I very much love those ideas! At some point I hope to bring Native American leather garments and other things to the mod, there's so much that could be done.

Thanks very much for checking the mod out ^.^ 

💬 Randwulf, Jan 23rd 2022 at 4:30 PM

I do enjoy most of what the mod has to offer, but the braining/watering bag solution should lead to a buckskin version of a leather armor. Better than nothing, but still less resistant than bona fide European leatherworks. I could see it being used as a substitute for bags or even cut for early game shortbows (given it is made in a rope in the first place).

Excepted that minor detail, truly appreciate the mod. Keep it up!

💬 SmeeSlug, Jan 21st 2022 at 8:55 PM

Is crafting the water sacks meant to consume the bucket?
EDIT only happened once and hasn't happened again, may have been a visual glitch

💬 Taska , Jan 21st 2022 at 2:26 AM

Shion Oh yea, there's no logic that fast-forwards progress after a sack has been unloaded. The curing rack likely has the same issue. At some point I'll likely try to remedy that.

💬 Shion, Jan 20th 2022 at 3:25 AM

Another thing might have came up: water sacks timer doesn't seem to work if you are far away from it. I was "gone" for about 2 in-game days from the area (mining) and came back to "13 hours" left still.

💬 Taska , Jan 19th 2022 at 5:27 PM

Shion It was intended for simplicity...but I do suppose it'd make more sense to match up with the values used for limewater to create soaked hides the traditional Vintage Story way

💬 Shion, Jan 19th 2022 at 6:51 AM

Is it intentional that all sizes of scrapped hide require the same amount of braining solution (10L)?

💬 Taska , Jan 15th 2022 at 1:19 AM

Shion Both of these plus the previous issue should be fixed for the next release, hopefully will be out soon.

💬 Shion, Jan 13th 2022 at 11:55 PM

Gotta say that timer also resets when server is started (single player). Like "place in the world" uses 24 hours instead of "whatever is left on a timer" every time.

And there's another thing: it is possible to keep pressing (CTRL+RMB) on Streching Frame with the Soaked Hide even after it is turned to Scraped Hide, and release early - and it'll turn back to Soaked hide.

💬 Taska , Jan 12th 2022 at 4:34 PM

Shion Likely that's an oversight on my part, I'll look into fixing it for a next update. It was never intended to reset the timer. I should look into adding Carry Capacity compatibility with a bunch of things in the mod...so yea, probably soon.

💬 Shion, Jan 12th 2022 at 6:16 AM

If you pick up leather sack with water early and put it back - timer to soak up resets, even though it does show the decreased timer when in the inventory :/

Will it be compatible with Carry Capacity mod?

💬 Taska , Jan 4th 2022 at 7:05 PM

Michaloid Huh, I don't recall being specific, but that's likely part of the problem. I'll add a note to the handbook to indicate that the leather cutting part is done in the crafting grid for the next patch.

💬 Michaloid , Jan 4th 2022 at 4:41 PM

Taska It's that you made it sound that the stretcher would be ecenssial to cutting the smoked hide into pieces of leather.

💬 Taska , Jan 4th 2022 at 4:04 PM

Michaloid They're cut by placing them in the crafting grid with a knife

💬 Michaloid , Jan 4th 2022 at 7:28 AM

Hi, so how do we cut the smoked hides? i've laid them on the stretcher and nothing happened, used the knife and nothing. I'm so confused.

💬 Taska , Dec 24th 2021 at 6:03 PM

Wilsonrost Tried to replicated this and bark just splurged everywhere. Yep! Got buried. This will be fixed in the 1.16 release of the mod. Thanks for mentioning.

Vinter_Nacht I have no idea how I would accomodate all the different possible combinations of bark to be properly represented on the crafted item... that is a tall task for little gameplay benefit.

💬 Lexingtondavid, Dec 5th 2021 at 12:50 AM

I've noticed that the bark/wood flours can be used to make raw pies but are not eligible for baking, is this due to the current version of the mod and if so, will this be resolved in future updates? In addition, when baking bark breads, the textures for the partially baked breads turn the baked doughs invisible.

Ah, Please scratch that! It turns out I just needed to update to the lates version of VS, Sorry about that!

💬 Wilsonrost, Nov 29th 2021 at 12:07 PM

Seems to be some kind of bug going on when you use the adze in the grid for a large stack of logs. It will show the total for the whole stack but give you the total for each craft subracting for the last one too. So if you have 16 logs in the grid, strip one you get 32 bark and one stripped log, then you get 30 bark and one stripped log, then 28 bark and one stripped log, and so on. Leads to a whole lot of bark, good lord!

💬 Vinter_Nacht, Oct 25th 2021 at 4:49 AM

Could we maybe get a generic bark basket recipe that'll accept any bark?  Could make it a nice multi-textured pattern.

💬 Taska , Sep 29th 2021 at 9:32 PM

@Shirelagel
Naw, you're not forgetting anything. The only real advantage that the mortar and pestle might have is that it may be craftable before a quern, and it looks cooler. I don't want to invalidate any vanilla mechanics with this mod. I just want to make alternate paths of progression.

💬 Shirelagel, Sep 29th 2021 at 7:05 AM

Great stuff, but I'm curious, what is the purpose of the mortar and pestle? By time you can make the saw for the bucket for the water to use flour, you should already have a pickaxe to make a quern. Is there a recipe I'm forgetting?

💬 l33tmaan, Aug 31st 2021 at 6:30 PM

I guess one more thing - could I work with you to get some of the grindables in Expanded Foods visible in your mortar? Would those shapes be better in Expanded Foods or here? I think it would be best to keep compatibility stuff to Ancient Tools, but I'm open to ideas.

💬 Taska , Aug 31st 2021 at 5:29 AM

@l33tmaan

Oh whoops, that's an oversight. Can totally fix that, shouldn't be any trouble.

I'll totally look into making some recipes that should work with Building+ too, that's a good idea. Never used it, this'll be a great chance to check it out.

Glad you're enjoying the mod ^.^

💬 l33tmaan, Aug 31st 2021 at 3:55 AM

The adze is GREAT, not only do the stripped logs look good, but the baskets are also gorgeous! Keep it up! Two things, though:
When you break it, it drops facing a certain direction, taking up multiple inventory slots, which is a bit annoying.
Any chance you could make this compatible with Building+? There's some wooden supports that have a debarked version, and it'd be neat to be able to use the adze for it.

💬 Taska , Jun 25th 2021 at 5:48 PM

@Stargazer

I would love to try to have a version compatible with Alchemy. It'll take some refactoring and a lot of custom shapes to pull off but I think it'd be possible.

I think for now the plan will be to have a single craftable potion just to show Llama what this is all about. If I get their approval then we'll see what happens from there.

Thanks for the suggestion ^.^

💬 l33tmaan, Jun 25th 2021 at 3:39 PM

It would probably be up to Alchemy Mod to add custom meshes for the mortar and pestle in this mod.
Or maybe this one can just replace the one in Alchemy...

💬 Stargazer, Jun 25th 2021 at 7:59 AM

Heyhey, this looks very good :)

Are you aware of the Alchemy Mod? 

It also brings a mortar and pestle to the table, albeit a smaller one, that CANT be placed on the ground (so far afaik), only on shelves.

Are you planning to do some compatability stuff with Alchemy Mod :)?

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