v1.5.25
v1.5.25
Bark Baskets can now be placed on rafts and boats. IMPORTANT NOTE: Break or place your bark baskets in the crafting grid to update them! NOT doing this will result in any basket being placed on a boat to cause a crash loop! To fix the crashing, either disable this mod OR set `enabled:false,` in the barkbasket.json file found within `assets/ancienttools/blocktypes/`, then reload the world. The broken basket will be flushed from the boat inventory automatically and you will be fine to reload with the mod installed. If you don't care about using them for boats, feel free to continue using them as is.
Fixed an issue that gave regular torches the ability to stay lit in the rain, just like pitch torches.
Fixed a patch that caused Resin and Raw Hides to lose the ability to be ground stored.
Added a config variable to allow players to disable the vanilla hide scraping recipe while still allowing players to use the vanilla tanning method.
Added a 'Created By' info button to hides involved in Native American Tanning and the hide sacks to point players towards the Native American tanning method added by Ancient Tools.
Removed compatibility for Bricklayers. Many things Ancient Tools relied on have been shifted between Bricklayers and Expanded Matter that this compatibility relied on, causing numerous crashes. I'd rather remove it now and focus on a companion mod for compatibility in the future.
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8550 |
Mar 16th at 4:25 AM |
Show |
AncientTools_V1.5.25.zip |
1-click install |
v1.5.24
v1.5.24
Provided an attribute called `splitLogDropCodeByType` on the SplitLog that allows other mods that add wood variants to supply drops for the wedge smacking process. This does nothing different on its own. Floral Zones mods will be getting updates to patch this in and solve existing crashes.
Big props to Whiskey Sunshine for all their work making these mods compatible. Big apologies for failing to see how the drop change would affect compatibility
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5219 |
Feb 23rd at 3:40 AM |
Show |
AncientTools_V1.5.24.zip |
1-click install |
v1.5.23
v1.5.23
Fixed an issue with the split logs that caused game sounds to disappear. Thanks to Agzil and Oscar for the detailed context of the issue, it helped immensely.
Note to self: Don't hold sound references on a block that is likely to be used hundreds of times, you dummy.
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1899 |
Feb 18th at 5:39 PM |
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AncientTools_V1.5.23.zip |
1-click install |
v1.5.22
v1.5.22
Brain drops should now work again. All patches made to vanilla creature drops now do it through behaviorConfigs, which are new in VS 1.20(I think?). This no longer requires an index to be accessed, which should result in a lower chance of future problems.
Somehow it seems that the patch to score acacia and pine trees got lost. This functionality has now been restored.
Both the stretching frame scraping and pine/acacia tree scoring have been given animations for better immersion.
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788 |
Feb 17th at 4:21 AM |
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AncientTools_V1.5.22.zip |
1-click install |
v1.5.21
v1.5.21
Removed all compatibility for Wildcraft Trees. It was out of date and there were severe issues that were being experienced by some people as a result. In the future, major content mods will only get compatibility as a completely separate mod.
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1085 |
Feb 15th at 12:08 AM |
Show |
AncientTools_V1.5.21.zip |
1-click install |
v1.5.20
v1.5.20
Hide sacks were broken with the release of 1.5.19. This version fixes the silliness that I had done to cause that.
The whole brain tanning process has been extended to better match the vanilla method. In game, soaking hides will take 48 hours, braining hides will take 92 hours, and smoking hides takes an additional 10 hours in a firepit.
Added two new config options to allow players to adjust the timing of the brain tanning process. `BrainsPerBrainingSolutionCraft` allows you to choose how many brains are needed for a 10mL batch of solution, and `BrainedHideSmokingSeconds` allows you to determine how many real-world seconds it takes to smoke the hides. The default 1200 is 20 minutes.
Fixed a compatibility issue that prevented the hide sacks from being picked up with CarryOn.
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1000 |
Feb 13th at 1:23 AM |
Show |
AncientTools_V1.5.20.zip |
1-click install |
v1.5.19
v1.5.19
Hey folks! Sorry for the delay in getting Ancient Tools updated. I do believe I've addressed the most pressing issues I wanted to, now, and I'm confident that it's ready to go. I've likely missed some things, though, so please do continue to report issues.
Here's a list of all the changes in this version of the mod:
Wood Splitting Similar to vanilla support beams, Ancient Tools beams can be used to create the rickety translocator
Sound effects have been added for when the player smacks wedges into debarked logs. One sound for stone wedges, another for metal wedges.
When splitting logs, vanilla beams will now be the default drop. They have far more use in the game. Ancient Tools beams can still be made for use as ground storage.
Mortar and Pestle The codes for powdered charcoal, borax, sylvite, sulfur had been changed in VS 1.20.0. The patches relating to the mortar have been adjusted for this.
The seashell files had been moved in VS 1.20.0. The patch relating to the mortar has been adjusted for this.
Crushed iron and calcined flint are new grindables in Vintage Story 1.20.0. Patches have been made for these for the mortar.
Pitch A nasty Harmony startup crash has been resolved related to a function no longer existing that Ancient Tools was modifying. Ancient Tools now accesses 'BEBehaviorTemperatureSensitive' to run the firepit fireproof fuel check to allow firepits to remain lit during rainfall if pitch is used as the fuel source.
As a result of the powdered charcoal code change, same as above, the recipe for pitch pots needed tweaking.
Brain Tanning Plain leather has had its code changed, therefore the smoked leather recipe needed tweaking.
Shears can now be used to cut smoked leather into plain leather. Why not?
Vintage Story 1.20.0 now lets hides rot. The stretching frame needed to be adjusted slightly to allow for this behaviour. When a hide rots on the frame, the rot will pop off and drop on the floor.
Salted hides, a new item in VS 1.20.0, can now be placed on the stretching frames. Water sacks were also given a salted version.
New animals were added to the base game. Brains SHOULD drop for all the ones that should be expected to(the adults, maybe larger baby animals) without my need to change patches. A patch for brain drops have been added to the tamed elk, however.
A compatibility patch for Hide and Fabric has been added to allow all bears to drop brains. Hide and Fabric has not yet been updated to 1.20.0
Bark Bread Jugs can now be used to craft bark dough
Carts All of the new storage vessels have been given patches that enable them to be placed on the cart.
Aged variants of the normal, golden, and owl chest were added to the game and now these have patches to be used on the cart as well. Also fixed a crash related to this, hopefully doesn't cause any futher issues.
The reed basket has had its file moved. The patch for it has been updated to address this.
Misc Ancient Tools blocks that use the Display Inventory class as a basis should now be more robust and resilient to texture atlas/texture not found crashing. Mortar, Stretching Frame, Curing Rack, basically anything that shows what it contains, except the carts. These blocks should now show the '?' block texture instead of crashing out when something goes wrong.
The OLD module for Wildcraft has had its content removed. The NEW Wildcraft stuff should now have compatibility, unless much has changed semi-recently. Thanks for Tarot for doing this, a while back!
Removed storage flags for salted meat and brains- it was preventing them from being placed in cooking pots for making meals.
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429 |
Feb 12th at 5:24 PM |
Show |
AncientTools_V1.5.19.zip |
1-click install |
v1.5.18
v1.5.18
Salted meats and brains now have storage flags, letting them be stored in agricultural-only containers.
Reduced brain meal satiation to 300
Adjusted the file path for reed baskets in their cart property patches. The path was changed in VS 1.19.0. This should prevent crashes from carts that had baskets placed in VS 1.18.
Fixed a crash that occurred when attacking debarked logs with empty hands.
Fixed an issue that made it so that debarked logs could not be broken with an axe(or other means)
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25636 |
Apr 4th 2024 at 3:36 PM |
Show |
AncientTools_V1.5.18.zip |
1-click install |
v1.5.17
v1.5.17
Fixed an issue where the hammer wedge smacking wasn't being called on the server.
Adjusted a patch on the vanilla torch to properly point to the file location. File location was moved in 1.19.5.
Fixed the CarryOn patch for pitch and salve pots. They should be carry-able again.
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1730 |
Mar 24th 2024 at 10:54 PM |
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AncientTools_V1.5.17.zip |
1-click install |
v1.5.16
v1.5.16
Powdered charcoal(vanilla) can be used to craft pitch pots in the crafting grid, just like old Ancient Tools powdered charcoal could be.
Powdered charcoal(vanilla) can be used to convert cooking pots into pitch pots just like the old Ancient Tools powdered charcoal could be.
Hopefully that's the last silly mistake lol
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803 |
Mar 24th 2024 at 1:24 AM |
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AncientTools_V1.5.16.zip |
1-click install |
v1.5.15
v1.5.15
Reverted the decision to disable vanilla glue cooking recipes by default. Toolworks has special use of it.
If you have already installed one of the 1.19.4+ versions of Ancient Tools you will need to revert this change yourself by setting `DisableVanillaGlue` to false in your config file.
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315 |
Mar 23rd 2024 at 7:51 PM |
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AncientTools_V1.5.15.zip |
1-click install |
v1.5.14
v1.5.14
Fixed a null reference crash caused by a harmony patch to the Authorative Animation class in vanilla.
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234 |
Mar 23rd 2024 at 6:57 PM |
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AncientTools_V1.5.14.zip |
1-click install |
v1.5.13
v1.5.13
Note: This version disables vanilla glue crafting recipes for its own method. If you want to use the vanilla method, you'll need to enable it in the Ancient Tools config!
Pitch sticks can now be used in place of glue to repair clutter! With torch held in off-hand, sneak and interact the pitch against a clutter box to fix it up
Hammers can now be used in place of mallets for smacking wedges. Might as well use the more versatile tool!
Stretching frames have had their hide models updated to better suit the vanilla model changes.
Brained/Smoked hides have had their models/textures changed to match vanilla standards.
Fixed an issue where cart inventories would be invisible upon world load.
Fixed an issue where collectibles with no attributes, when used on the mortar, would cause a crash.
Fixed an issue where the SplitLog class would not pass along the dropQuantityModifier that was modified by behaviors of other mods.
Oak and acacia bark can now be used in the crafting grid to create empty salve pots.
Pitch/salve pots now become residue covered when used in their respective crafting processes.
Ancient Tools powdered charcoal no longer shows in the creative grid and is no longer craftable. It has been replaced by the vanilla version of the same name.
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228 |
Mar 23rd 2024 at 5:07 PM |
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AncientTools_V1.5.13.zip |
1-click install |
v1.5.12
v1.5.12
Updated Ancient Tools for Vintage Story 1.19.0+ compatibility. NOTE: Many tweaks still need to be made so that certain things match up more nicely with the new vanilla first person mode
Fixed several minor mistakes in lang files.
Recipe disables for vanilla support beam and debarked logs will no longer run when InDappledGroves is installed to avoid throwing a debug log warning.
Fixed an issue that prevented carts from being repaired.
Fixed an issue that interfered with other mods attempting to use interactions with the saw.
Removed brain drops from gazelle calves
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6836 |
Jan 19th 2024 at 1:28 AM |
Show |
AncientTools_V1.5.12.zip |
1-click install |
v1.5.11
v1.5.11
Fixed a spelling mistake within the sulfur patch which caused clients to crash when grinding sulfur with a mortar and pestle. Thanks to Iphour for the report!
Potentially fixed a crash that would occurr intermittently whenever the mortar tried to grab a texture from the item a grindable would grind into. groundItemstack was not being properly set on the clientside. Again, thank you Iphour for the report!
Apparently grindable meshes in the mortar were not being properly synced between clients. Thing should now look proper to everyone.
Added a dependsOn property to pantherinae brain patches. They were attempting to patch even when the pantherinae mod was not installed.
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4830 |
Nov 21st 2023 at 11:23 PM |
Show |
AncientTools_V1.5.11.zip |
1-click install |
v1.5.10
v1.5.10
Wedges can now be smithed on an anvil. This should allow them to be made from end-game materials. Thanks for the report, Alatyr!
Revisited the Primitive Survival patch for hides to address a compatibility issue that has cropped up again with recent versions of PS. Reported by many folks on the ModDB, namely, Poompers, Massive_Legend, XeneWarf, and gndrneutralnoun
Added a dependsOn property to capreoline brain patches. They were attempting to patch even when the caprepline mod was not installed.
Dynamic texture paths have been moved from cart item/entity texture properties and placed into attributes to prevent a false warning of textures not found in the client log. Adjusted some code logic to accomodate this. Thanks Diometus for the report!
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947 |
Nov 18th 2023 at 6:27 PM |
Show |
AncientTools_V1.5.10.zip |
1-click install |
v1.5.9
v1.5.9
Note: This version hasn't been extensively tested beyond 1.18.8. I don't see any obvious conflicts with the vanilla change logs, so things should be fine. If not, let me(@Taska) know, thanks! Once I get back to building new content again testing will be more thorough.
Updated the Russian translation of the mod. Thank you SO MUCH to Vulpeep and DonBitcoin who contributed extensive efforts to make this translation wonderfully polished.
Updated the English lang file slightly to replace player action words with icon prompts where applicable.
The mod now uses VS 1.18.8 rc-1 as a dependancy properly now. The mod was built with .Net7 and requires .Net7 versions of Vintage Story. If you're using 1.18.8 or later, you're good.
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6079 |
Oct 3rd 2023 at 5:27 PM |
Show |
AncientTools_V1.5.9.zip |
1-click install |
v1.5.8
v1.5.8
If you find issues with this release, please notify me on the issue tracker attached to this mod! If another method is preferred, you may also contact me through a DM on Discord(@Taska) or by commenting on this mod.
Ancient Tools 1.5.8 Change Log:
Ancient Tools is now built upon the .Net7 framework and will be the only framework supported going forward.
Metal mallets have been added! They can be crafted by smithing or smelting. Improvement requested by Alatyr, thank you!
Mallets can now be placed in ground storage.
Reed baskets and all vessel variants(except raw) can now be placed on carts for transport. gndrneutralnoun requested additional storage for carts, so now they're here ^_^. If there's more that I missed, please request. Crates will hopefully be a thing soon, too.
Salt crystals from Expanded Foods can be ground in the mortar. This compatibility was requested by PervertChimp, thanks!
Added electrum, nickel and cupronickel chamberstick variants. These variants were requested by Ruyeex, thanks!
Fixed an issue where spruce flour would appear in-game when Wildcraft Trees was not installed.
Hopefully fixed a crash that occurred when XSkills was installed. Repair/Deconstruct collectible behaviors for carts use 'handling = PreventSubsequent' now in hopes that default code will not be called. Issue reported by RogueRaiden on GitHub, thank you!
Updated the Japanese translation for Ancient Tools! Thanks, Macoto Hino!
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4863 |
Aug 15th 2023 at 3:11 PM |
Show |
AncientTools_V1.5.8.zip |
1-click install |
v1.5.7
v1.5.7
Fixed some missing textures on Purpleheart and Ebony bark baskets.
Fixed a mistake that resulted in spruce bark grinding properties overwriting the properties for all other types of wood.
Fixed an issue where behaviors were not being applied to salve pots when CarryOn/Carry Capacity was installed
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6561 |
Jun 21st 2023 at 12:07 AM |
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AncientTools_V1.5.7.zip |
1-click install |
v1.5.6
v1.5.6
Cart owners(the player who placed the cart originally) now always have permission to access their cart, and to deconstruct it. NOTE: A new cart needs to be placed for this to take effect!
Carts now remember the previous player hauler. When placed, even when in other player claims, it can be picked up and/or have its inventory accessed by that player.
Fixed a crash that occurred when deconstructing carts.
Fixed an issue where some Wildcraft Trees recipes were enabled even when Wildcraft Trees was not installed.
Fixed an issue where In Dappled Groves dried spruce bark(from Wildcraft Trees) was not given a grindingProps attribute, preventing it from being ground in a quern.
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1376 |
Jun 10th 2023 at 3:49 PM |
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AncientTools_V1.5.6.zip |
1-click install |
v1.5.5
v1.5.5
Okay! It's compatibility patch time. Here, we have a bunch of compatibility tweaks for In Dappled Groves, Wildcraft Trees, Reignited, and Fauna of the Stone Age mods. There's also many significant improvements and additions to Ancient Tools itself. There's a lot of moving parts with this so I imagine something has been missed- if you notice an issue, please let me know on Discord, in the comments on the ModDB page, or on the official issue tracker. Thanks!
##### Ancient Tools Optimized ItemAttributeVariant items(cart hand-held objects) and cart entities. They are now only assigned textures that they will actually use.
Massive optimization for carts. Carts now go 'dormant' when they don't need to visually update, resulting in far fewer calls to the GPU. Carts also update their mesh when possible instead of generating new meshes each render frame. Massive FPS improvement!
Carts and their inventories now respect claims. No more grand theft auto!
Carts cannot be deconstructed by players that do not have use/build permissions while in a claim.
Fixed an issue that prevented Acacia wood from being carvable for a resin source.
Added compatibility for the Reignited mod. Extinct pitch torches can be held against other fire sources to light the torch.
Added compatibility for Fauna of the Stone Age mods. Thanks Weathersong for your Capreolinae patches!
Narrow trees can now be stripped, too! Show off by crafting bark baskets using rare Greenspire Cypress bark.
Oak and Acacia bark can now be used to create healing salves, too!
Fixed a crash that occurred whenever a player tried to interact with the stretching frame with a collectible that does not have attributes.
##### In Dappled Groves Compatibility Note: Some new Ancient Tools additions may be unavailable with Dappled Groves installed. For example, narrow log stripping
Disabled the Ancient Tools adze molds. Adze heads are only craftable via smithing in Dappled Groves.
Adjusted the mortarProperties object in the bark compatibility patch to work with the new Ancient Tools mortar system.
Only soaked bark can be used for healing salve crafting.
Removed all strippedlog patches. They're not need now that both mods use the vanilla debarked logs!
##### Wildcraft Trees Compatibility Bark, Bark Baskets, Stretching Frames, Curing Racks, Beams, Wheels, and Carts can all now be crafted using the pretty wood variants from Wildcraft Trees!
Willow, Alder and Bride In White narrow trees have narrow log variants that can be stripped for their bark.
Douglas Fir and Spruce can be scored using a knife to create a leaking log for a consistent source of resin.
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1118 |
Jun 3rd 2023 at 11:25 PM |
Show |
AncientTools_V1.5.5.zip |
1-click install |
v1.5.4
v1.5.4
This update attempts to mitigate a crash seen when harvesting resin. It may not even be an Ancient Tools problem. I never was able to replicate this issue, but I'm releasing this just on the off chance that it can help some folks.
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2564 |
Apr 29th 2023 at 7:52 PM |
Show |
AncientTools_V1.5.4.zip |
1-click install |
v1.5.3
v1.5.3
Fixed an issue with the Japanese language file not loading(courtesy of Macoto Hino)
Added Japanese translations for Very Aged beams and Very Aged Rotten beams(courtesy of Macoto Hino)
Fixed an issue where resin would not appear on directionalresin leaking logs if decor(moss) was hanging on the block that was carved.
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1026 |
Apr 26th 2023 at 8:17 PM |
Show |
AncientTools_V1.5.3.zip |
1-click install |
v1.5.2
v1.5.2
Note: This is an update for compatibility with Vintage Story 1.18! It will not work on Vintage Story 1.17 or earlier.
Ancient Tools should now be fully compatible with Vintage Story 1.18.
The Ancient Tools mortar has been switched from a BlockEntityDisplay object to the Ancient Tools proprietary DisplayInventory object to be on-par with all other inventories in the mod that show their inventory.
The mortar no longer uses GrindingProps to determine its grinding result. Instead, it's all controlled through an attribute attached to the collectible called 'mortarProperties'. Shapes, textures, quantities can all be adjusted here.
Removed many duplicate shapes from the mortar resources folder that are no longer required due to the above changes.
Added crafting recipes to switch between Ancient Tools beams and vanilla support beams. Both can be used interchangably in crafting recipes. This way, players can retain the GroundStorage capabilities of AT beams while still having the ability to build creatively with the vanilla beams.
Fine-tuned the repair/deconstruct behaviors for carts and gave the processes some proper sounds.
Ancient Tools now removes grid crafting recipes for vanilla beams and debarked logs. These can be enabled again by modifying two new config variables, 'InWorldBeamCraftingOnly' and 'AdzeStrippingOnly'.
Ancient Tools stripped logs have been removed. Adze tools now strip logs into the vanilla debarked logs. Remaps have been made that should convert all existing stripped log blocks to debarked logs.
Modified the Ancient Tools beam and beam ground storage stack to use vanilla debarked textures.
Hide and salted meat transforms in the fire pit have been altered to accomodate the firepit model rework.
The command for removing mobile storage debuff was modified to work with the new Vintage Story command API.
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770 |
Apr 24th 2023 at 3:32 PM |
Show |
AncientTools_V1.5.2.zip |
1-click install |
v1.5.1
v1.5.1
Solved an incompatibility between Ancient Tools and Chisel Tools. Ancient Tools wedges were adopting the wedge functionality from the Chisel Tools mod.
Fixed an issue that prevented stripped logs from breaking when in survival mode.
Mitigated an issue where carts would suddenly 'fall off' a player if they were moving too quickly. This was most common when jumping off cliffs. This can still happen...like when a player dies, as is intended, but should be much less likely through regular gameplay.
Carts shouldn't despawn unless they are destroyed or burned. I couldn't spend time thoroughly testing this for this release. If they do still randomly despawn, please let me know!
Added a command that can be used by server owners/op'd users that can remove the mobile storage debuff for themselves or another player. '/removemobilestoragedebuff [playername]'
Fixed an issue where the player would have the cart movement debuff even when the cart detached.
Fixed an issue where the player would have the cart movement debuff if they logged off with a cart attached, then logged back in.
Fixed an issue where, when the player placed a cart, the cart was not removed from their inventory.
Players can also log off then log back in to clear any mobile storage debuffs in the case that a command can't be used or does not work.
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983 |
Mar 24th 2023 at 12:13 AM |
Show |
AncientTools_V1.5.1.zip |
1-click install |
v1.5.0
v1.5.0
Note: This version is intended to be used on Vintage Story 1.17.* versions! Do not use it with Vintage Story 1.18, it will not work!
Note2: Some content of 1.5.0 will be removed with the 1.18 port. Stripped Logs and the new Beams will be removed as they have equivalent vanilla content to replace them. I'll do my best to remap the Ancient Tools content to vanilla content for the 1.18 port of Ancient Tools.
Carts have been introduced to Ancient Tools! They can attach to players and follow them around. Chests can be placed on carts to give them storage capabilities and can be used to transport items from place to place.
When picked up, carts apply a small movement debuff to the player. It should clear automatically when the cart is placed but, if it happens to disconnect from the player due to desync and the debuff is not lost, simply pick the cart back up again then drop it manually.
Two new tools have been created, wedges and mallets. Wedges can be made from stone or metals, whilst mallets only have a stone variant.
A new in-world crafting system for creating beams has been introduced. The aforementioned wedges can be placed atop upright standing stripped logs and smacked into the wood using a mallet to split the wood into beams. Beams are required to craft both wheels and carts.
Wheels can now be crafted and are required to craft carts.
A simplistic(unpolished) deconstruction mechanic has been introduced that will quickly deconstruct in-world carts. Simply break apart the cart with a saw.
A simplistic(unpolished) repair mechanic has been introduced that can be used to repair carts. Simply hold boards that match the type of the cart in your off-hand and interact with the cart with a mallet to repair.
Added additional information to all Ancient Tools collectibles that will help identify their purpose. Placed block info and hover tooltip.
Added a Crafted By link to each crafted object handbook entry in Ancient Tools that directs players to the appropriate handbook carfting guide.
Created a generic class that will handle like-functionality between different MobileStorage objects.
Created a generic class that can be used to display different item types without creating excessive numbers of variants(think of it as a personalized clutter class)
Updated the Japanese translation file(Thanks Macoto Hine, again!)
Added a little easter egg to one of the newly introduced things~
Known Issues
Carts can be rather performance-heavy for clients.
Cart inventories don't animate when opened.
Some functionality, such as repairing and deconstruction, are still rudimentary at best.
Carts don't have shadows
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1080 |
Mar 13th 2023 at 3:29 PM |
Show |
AncientTools_V1.5.0.zip |
1-click install |
v1.4.9
v1.4.9
Integrated the pull request created by NerdScurvy that enables CarryOn compatibility. Thanks so much!
Chambersticks will now be held out instead of held up when viewed in third person or when held by another player.
Adze tools will no longer sink into the ground when stored in ground storage.
Curing hooks and curing racks now have some additional information that may help point players towards their correct usage without the need to scour the handbook.
Updated the Japanese translation file with the two previously mentioned lines(Thanks Macto Hino!)
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3854 |
Nov 12th 2022 at 10:53 PM |
Show |
AncientTools_V1.4.9.zip |
1-click install |
v1.4.8
v1.4.8
Added compatiblity for the Acorns mod which allows acorn/bark flour breads to be made.
Added more compatibility for Expanded Foods. Many more mortar shapes have been added.
Added initial compatibility for the Dappled Groves mod. Adze items and components, stripped logs, barks, bark baskets and possibly more are disabled in the Ancient Tools when installed alongside Dappled Groves. Related recipes have also been removed. Compatibility has been added to Dappled Groves things where needed. Since Dappled Groves is still in development there are likely to be further compatibility issues.
Fixed a crash that occurred when Hide and Fabric hides were attempted to be placed upon the stretching frame.
Fixed an issue that prevented the bark flour doughs from appearing in the creative menu.
Fixed an incompatibility between Ancient Tools and Primitive Survival 3.0.3 and later that prevented raw hides from being filled when interacting with water sources.
Meat pies can now be made using salted meat, salted poultry, and salted bushmeat.
Modified Salve Container code to be less hardcoded. Required for Dappled Groves integration.
Mortar content shapes paths can now also be defined as an attribute.
Boosted cooked salted redmeat satiety slightly.
Various adze assets have beem moved from the game domain to the ancienttools domain. Please apply remaps!
Updated Japanese translation(Thank you macoto_hino)
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1250 |
Oct 19th 2022 at 10:08 PM |
Show |
AncientTools_V1.4.8.zip |
1-click install |
v1.4.7
v1.4.7
Please re-download if you were one of the first few to download this mod version... a small recipe change was made.
Fixed a crash that infrequently occurred with the pestle renderer in Vintage Story 1.17.
Fixed an error in the stripped log recipes that prevented purpleheart, kapok and ebony stripped logs from being crafted into firewood.
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1797 |
Sep 8th 2022 at 7:46 PM |
Show |
AncientTools_V1.4.7.zip |
1-click install |
v1.4.6
v1.4.6
Compiled the mod with VS RC-5 to prevent crashes that were happening with a 'Method Not Found' error with TesselateShape() that occurred when AT 1.4.5 was used on RC-5
Fixed an issue where sheep inventories were not properly increased in size.
Fixed an issue that prevented raw hides from being filled by clicking a water source.
Removed the UnstableFalling behavior from bark baskets to allow them to be placed anywhere.
Removed duplicate entries in all lang files.
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975 |
Aug 12th 2022 at 6:15 PM |
Show |
AncientTools_V1.4.6.zip |
1-click install |
v1.4.5
v1.4.5
Mod updated to be compatible with Vintage Story 1.17.0
-- Brain Tanning(and related) Brains are no longer dropped on kill. Instead, they can be harvested from animals just like any other harvestable items.
The new gazelle mob has the chance to drop brains when killed.
Adds compatibility for the More Animals mod. Pheasants, Golden Pheasants and Capercaillie creatures should now all have harvestable brains.
Smoked Hide now visibly hangs on the firepit spit after being 'cooked' from brained hide.
New Acacia tannin recipes can also be disabled via config.
-- Other Adze tools can now be placed against walls using the new ground storage mechanics in vanilla.
The mortar and pestle objects can now be crafted using chert stones.
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618 |
Jul 28th 2022 at 6:32 PM |
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AncientTools_V1.4.5.zip |
1-click install |
v1.4.4
v1.4.4
Block grindables can now be placed in the mortar. Seashells, in vanilla Vintage Story, now have shapes in the mortar and can be ground down into lime.
Added shapes for white marble, red marble, and green marble stones when they are in the mortar.
Added shapes for seaweed in the mortar. This is used by Expanded Foods. Suggestion offered by willflatt on GitHub.
Modified mortar particle logic slightly. If the texture of a mortar ingredient is transparent, the grounded stack texture will be used to get the particle colour instead, to prevent particles from being white.
Added compatibility for Better Than Heresy powdered charcoal. It can be used to make pitch if that mod is installed alongside Ancient Tools. Issue reported by Grem on VS Mod DB.
Modified the display of the pitch container to be more flexible, allowing other modded items to appear as possible pitch ingredients.
The display for curing rack cure times should be more accurate when the curing rack is loaded after having been unloaded for an extended period of time. Issue reported by Stin045 on GitHub.
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1672 |
Jun 14th 2022 at 9:02 PM |
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AncientTools_V1.4.4.zip |
1-click install |
v1.4.3
v1.4.3
Included the Russian translation of Ancient Tools offered by MrMeg, thanks!
Added compatibility with the Immersive Crafting mod.
Added further compatibility for Bricklayers. Bricklayer crocks can now be sealed using pitch.
The ability to disable vanilla leather creation techniques has been added. It is still enabled by default.
Bark Basket and Stretching Frame blocks have both been given the UnstableFalling behavior.
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800 |
May 31st 2022 at 11:35 PM |
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AncientTools_V1.4.3.zip |
1-click install |
v1.4.2
v1.4.2
Fixed an issue where Vanilla Variants buckets would be consumed when crafting the hide sacks in the crafting grid.
Fixed an issue where pitch would be removed from the finished pitch container, but the player would not be given pitch sticks because their inventory was full.
Bark baskets should now be properly grouped.
Included the updated the French translation of Ancient Tools offered by Cendar, thank you!
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1712 |
Apr 27th 2022 at 4:31 PM |
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AncientTools_V1.4.2.zip |
1-click install |
v1.4.1
v1.4.1
-- Curing Rack Curing rack shapes have been modified to better fit the Vintage Story aesthetic.
The curing rack can now be used for drying objects, storage, as well as curing. They just need to have an onCuringRackProps attribute(detailed in a guide in the resources folder on the mod GitHub)
Added compatibility for Expanded Foods, Primitive Survival, and Wildcraft. Various items can be hung on the curing rack from each mod.
-- Other Updated the Japanese language file(thank you, Macoto Hino!)
Stretching Frame shape has been modified to better fit the Vintage Story aesthetic.
Expanded Foods grindables now have their own custom meshes for the mortar.
Lowered drop rates of brains, now 25% chance for smaller animals, and 35% for larger animals.
The chamberstick blocks now emit a warmer hue.
Unwanted bark baskets can now be burned as fuel.
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1200 |
Apr 9th 2022 at 4:45 PM |
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AncientTools_V1.4.1.zip |
1-click install |
v1.4.0
v1.4.0
-- Pitch New crafting process - Pitch!
Firepits, Forges, Pit Kilns, and Bloomeries can use pitch for a fuel and will become waterproof(won't extinguish due to rain).
Adds a new torch block made from pitch. Pitch torches burn longer than regular torches and will not be extinguished if put out in the rain.
Adds Chambersticks which can be smithed from various metals. Empty chamberstick blocks can hold pitch or candles and work as a permenant lighting solution similar to the vanilla oil lamp.
Pitch can be used to seal crocks.
Adds a new item, powdered charcoal, which is required for the crafting of pitch.
-- Resin Harvest Adds new 'directional resin' blocks that act just like regular leaky pine/acacia blocks but have the ability to be selectively rotated.
Knives can now be used to carve into the bark of pine and acacia trees. A directional resin block will be placed in the tree with leaky resin appearing on the face that was carved.
-- Other Hide Sack and Curing Rack processes should now 'catch up' after having been unloaded. If the meat spoilage timer and curing timer both expire, though, meats will still turn to rot when they should have been cured.
Fixed an issue where curing rack spoilage modifier was not actually applying to the meats.
Compatibility for Bricklayers and Creatures and Critters(cochineal, grasshoppers, crickets) grindables to be visible in the Ancient Tools mortar.
Carry Capacity compatibility with stretching frames, curing racks, and pitch pots.
Bark doughs now require 4 flours to craft instead of just 1. Saturation values for the bread has also been reduced.
Brained Hides can now be crafted in the barrel without requiring exact hide-to-braining solution ratios.
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1583 |
Mar 3rd 2022 at 11:53 PM |
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AncientTools_V1.4.0.zip |
1-click install |
v1.3.6
v1.3.6
The mod can now be enjoyed in Japanese, courtesy of a translation offered by Macoto Hino!
Beeswax and fat patches should no longer overwrite the vanilla game attributes. This should allow the items to be placed on shelves again. This should also fix compatibility issues with From Golden Combs on my end. However, a patch needs to be made on their end too to prevent overwriting of the Ancient Tools salve creation attribute.
in-container strings in language files have been duplicated to compensate for changes made in the game engine.
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1749 |
Feb 2nd 2022 at 5:34 PM |
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AncientTools_V1.3.6.zip |
1-click install |
v1.3.5
v1.3.5
The mod can now be enjoyed in French, courtesy of a translation offered by Cendar!
Implemented compatibilty for Vanilla Variants buckets to be usable in bark dough recipes.
Implemented compatibility for Bricklayers bowls to be usable in bark dough recipes.
Brained hide barrel recipes don't all take 10L of braining solution now. Instead, huge takes 10, large takes 6, medium takes 4, and small takes 2.
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853 |
Jan 29th 2022 at 12:11 AM |
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AncientTools_V1.3.5.zip |
1-click install |
v1.3.4
v1.3.4
Fixed a crash that occurred when interacting with the hides against nothing.
Fixed a crash that occurred with the adze when it was used on blocks that do not have attributes.
Added a hack-y compatibility patch that should make it possible for raw hides to be filled by right-clicking water, as intended, when Primitive Survival is also installed.
Vanilla Variants buckets can now be used in the crafting recipe to create raw hide sacks.
Made some modifications to the code that controls raw hide sack creation. They should now be made consistently when raw hide is interacted on water. Also, gave it a sound!
Fixed an issue where bark basket recipes couldn't be navigated to by clicking the bark basket on the bark handbook page.
Big thanks to Craluminum for pointing me in the right direction for several of these fixes.
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843 |
Jan 19th 2022 at 5:52 AM |
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AncientTools_V1.3.4.zip |
1-click install |
v1.3.2
v1.3.2
--Brain Tanning Fixed an issue where the client/server interactions related to the stretching frame were causing some issues.
Fixed an issue where the raw hide water sacks would reset their timer after being picked up, then placed again.
Fixed an issue where the raw hide water sacks would reset their timer on world reload.
Water sacks can now be picked up using Carry Capacity.
Animal brain drop percentage has been increased by 25%. Decay timer is unchanged(this is to encourage preparing the braining solution in advance. It doesn't decay!)
Aurochs from Medieval Expansion, deer and gemsbok from Lichen will all now drop brains if the mods are installed alongside Ancient Tools.
Brains can now be used to create stews. Mmmmm brain food.
--Other Some items are now ground storable. Namely, curing hooks, bark, pestles and adze heads.
Fixed an issue where Carry Capacity patches were not being applied to blocks on first game load.
Salve containers can now be picked up using Carry Capacity(contents will appear again when placed).
Bark bread patches were modified to eliminate remove operations, replaced with move operations instead.
Oak bark can now be used as a replacement for oak logs in tannin recipes. Amount of bark required is equivalent to the BarkPerLog value in the Ancient Tools config.
All Ancient Tools blocks and items (should)now be properly grouped in the handbook.
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596 |
Jan 16th 2022 at 12:57 AM |
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AncientTools_V1.3.2.zip |
1-click install |
v1.3.1
v1.3.1
--Adze
Adze tools can now be crafted using bones for handles(Important: This change requires a remapping. The game will prompt you for this at game start. All adzes that you own will then be converted.)
Adze tools can once again be placed on a tool rack.
--Other
Fixed an issue where salted meat recipes would mysteriously stop appearing.
Updated the handbook entry for Native American Brain Tanning for extra clarity on the crafting process.
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1362 |
Jan 10th 2022 at 9:20 PM |
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AncientTools_V1.3.1.zip |
1-click install |
v1.3.0
v1.3.0
--Brain Tanning Added a whole new technique for creating leather inspired by Native American techniques, Brain Tanning.
Added a stretching frame block that can be used to scrape soaked hides. All hides can be stretched on the frame for decoration.
Added a hide water sack block that is used to convert raw hide into soaked hide.
Added two new hide types required for the brain tanning process, a 'brained hide' and a 'smoked hide'.
All wild animals have the chance to drop a new item when killed, a brain!
Added a new liquid, braining solution, crafted from brain and water in a barrel.
Scraping, water sack soaking, and scraped hide brain soaking times are all configurable in the mod config file.
--Bark Craft logs with an adze in the crafting grid should now return the correct number of bark pieces.
--Adze Fixed a crash related to block selection while the adze is in use.
Adze can also use sprint instead of sneak to begin bark stripping.
--Mortar and Pestle Resin has been removed from the crafting recipe and replaced with more stone.
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758 |
Jan 1st 2022 at 7:56 PM |
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AncientTools_V1.3.0.zip |
1-click install |
v1.2.4
v1.2.4
The bark recipe output count is now based on the config variable BarkPerLog.
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1057 |
Oct 9th 2021 at 4:35 PM |
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AncientTools_V1.2.4.zip |
1-click install |
v1.2.3
v1.2.3
Implemented various configuration options for Ancient Tools, including the ability to disable bark bread and salves. Other options can be seen in the config file that generates on first load of this version.
Carry Capacity 'Carryable' behaviour is now only attached to bark baskets when Carry Capacity is actually installed.
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537 |
Oct 6th 2021 at 7:30 PM |
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AncientTools_V1.2.3.zip |
1-click install |
v1.2.2
v1.2.2
Salve containers now have world interaction information that should help clarify the salve creation process.
The tooltip shown when beeswax is inserted into an empty salve container should now show correct information.
Bark baskets now are properly named immediately after crafting.
Fixed an issue where bark and beeswax could be combined to create barkoil, instead of bark and fat as intended.
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729 |
Sep 16th 2021 at 6:28 PM |
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AncientTools_V1.2.2.zip |
1-click install |
v1.2.1
v1.2.1
--Adze(and related)
Stripped logs now only drop the ud directional variant when broken.
Created a compatibility recipe for Building+ derbarked wooden supports. They can be crafted directly by using stripped logs.
Added the molds to the Ancient Tools creative tab.
--Curing Rack(and related)
Fixed an issue where the curing hook GUI image hid the number of hooks in the stack.
Improved the block interaction tooltips for the curing rack.
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807 |
Sep 1st 2021 at 4:30 PM |
Show |
AncientTools_V1.2.1.zip |
1-click install |
v1.2.0
v1.2.0
--Adze(and related) Added an adze tool(with multiple variants) that can strip bark from trees.
Added stone(created through knapping) and metal(created through smithing/smelting) adze heads that can be used to create adze tools.
Added a stripped log block with variants matching all tree types. These stripped logs can used for decorative purposes, chiseled, used for firewood, or planks.
Added bark for each tree type. These have various crafting purposes, and can be used as a firestarter/kindling in place of firewood. Short burn time.
Birch and pine bark can be ground down into flour, then crafted into a dough that can then be baked into breads with the clay oven.
Healing salves made from oils extracted from birch/pine bark can be crafted for significant healing over time. There's a detailed guide in-game describing this process.
All bark can be used to create cute little bark baskets that can store items. Equivalent to the reed basket. Carry Capacity compatible.
--Curing Rack Hopefully fixed a text issue in the curing rack blockinfo.
--Mortar and Pestle Added shapes for pine bark and birch bark
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579 |
Aug 29th 2021 at 10:10 PM |
Show |
AncientTools_V1.2.0.zip |
1-click install |
v1.1.0
v1.1.0
Curing Rack
Implements a salted meat item that is intended to be cured on a rack. Redmeat, poultry and bushmeant. Can be cooked.
Implements a curing rack block made of any wood type that can be visually extended across multple blocks and/or hung with the proper support.
Bone curing hooks can be crafted and placed on the rack, then meat can be added.
Rack meat perish rate is modified based on the environment in which it is placed... will need a controlled environment to properly cure.
Meats attached to the rack will cure over 20 ingame days
Mortar and Pestle
Fixed a rare crash that occurred when an item rots in the mortar, and is then attempted to be ground down.
Pestle rotation now syncs upon starting and finishing a grind.
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709 |
Aug 6th 2021 at 4:02 PM |
Show |
AncientTools_V1.1.0.zip |
1-click install |
v1.0.3
v1.0.3
Particle colours should now sync between all players.
FPS while interacting with the mortar is vastly improved.
The pestle while in the mortar has its own renderer which means the animation is far smoother.
Pestle animation should be seen by all players(rotation is not synced, however).
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608 |
Jul 26th 2021 at 4:05 AM |
Show |
AncientTools_V1.0.3.zip |
1-click install |
v1.0.2
v1.0.2
Compiled mod to be compatible with Vintage Story 1.15.0
New grindable items introduced in Vintage Story 1.15.0 are grindable in the mortar(previously implemented, but inaccessible)
Fixed an exploit where players could insert old foods into the mortar then pull out fresh food.
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594 |
Jul 16th 2021 at 7:05 PM |
Show |
AncientTools_V1.0.2.zip |
1-click install |
v1.0.1
v1.0.1
Adds a chalk stone shape for the mortar, forgotten with the first release.
The mortar now finds shapes based on the the FULL item code, not just first and last code parts.
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579 |
Jun 28th 2021 at 6:02 PM |
Show |
AncientTools_V1.0.1.zip |
1-click install |
v1.0.0
v1.0.0
Mortar and Pestle release
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548 |
Jun 24th 2021 at 12:05 AM |
Show |
AncientTools_V1.0.0.zip |
1-click install |
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!
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
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.
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.
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.
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.
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 ;-;
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.
DracoZaroff Oh no! 😅 Protip: Don't use a translocator with them attached, either
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
Found out the hard way that if you use commands to teleport while attached to a cart, the cart does not come with you.
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
and a pastebin with the full serverlog
Vintage Story server log - Pastebin.com
stretching rack no longer works for scraping hides in 1.20.7/8
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.
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!
Yeeaaa Dappled Groves compatibility issues don't surprise me. It's been a while since I've checked it.
I can also confirm that I am unable to make salve with Bark (Birch) from Dappled Groves
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
Yes, 1.5.25 works correctly. 1.5.21 was definitely buggy though. Thanks!
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.
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:
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.
Soaked hide should be perishable, its too easy to soak all your hides to circumvent this.
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.
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
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?
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.
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.
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.
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.
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)?
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.
Does this mod change how tanning hides work without brains? And how does it interact with the manual scraping mod?
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.
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.
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
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.
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
Hi I made Polish translation https://pastebin.com/J6q8J6tU
<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?
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
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
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
THis may be a dumb question, but how can you hang up curing racks to get poles/hooks like in the first picture?
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.
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.
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
Does the pitch torch extinguish permanently like vanilla torches? or can they be relit when they do?
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.
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.
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
Ah damn, still no config to disable just the vanilla grid hide scraping.
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...)
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 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
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.
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.
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: }
had to do a easy compatch for wool 1.6.0 otherwise all vanilla creatures wont have that loottable!
Taska I'm unable to place raw hides or resin on the ground using shift-right click with this mod installed
can you add compat for bark chests to be placed on wooden rafts?
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
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.
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!
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.
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.
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.
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.
Hello! Amazing mod, im enjoying it quite a bit, great job!
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.
Would there be a way to disable certain features? Or do I need to rebuild whole thing for our needs?
AngryOscar Sound issue solved 😅
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.
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
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.
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
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.
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.
Is it known if other mods such as Fauna of the Stone Age support the brain drops?
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.
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.
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
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
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...)
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.
getting this as of the newest update
https://pastebin.com/WL9ytAea
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.
KeKc
When I last used this in 1.19 they were super common.
how rare are brains? ive killed close to a dozen animals already and I'm not getting any
Your mod unfortunately seems to prevent leaf blocks of certain trees to drop canes from the Wildcraft Trees mod as well.
Taska you deserve the sloppiest toppy my friend, arigato
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.
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.
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
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
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.
Taska All good. Just figured i'd mention it. Thank you for this wonderful mod!
NomadicPirate Seems like I actually broke the hide sacks altogether, oof. I'll have this fixed too.
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"
}
]
}
punkas Yep! You can score natural pine and acacia trees with a knife
Is there a way to get resin from pine/acacia trees in this mod? like a tree tap or something?
All hail the great Taska!
@Taska. thank you for update, this is must-have in my playthroughs. im sure others agree.
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.
Please update!
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.
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.
Tried it. Not working with RC8 of Vintage story 1.20
has anyone tried to see if this still works tho?
Are there any plans to update this to 1.20?
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
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!
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
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
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.
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.
are you abandoning this mod?
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.
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.
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
@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.
what light level are the chamber sticks?
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
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
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
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.
could you add in a barrel made of clay or something? so that we can better roleplay in the pre metal stages
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: }
I'm unable to make brain stews anymore 😢
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.
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?
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?
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).
gg
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 =/
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
https://imgur.com/0ZwcyxX
https://imgur.com/0ZwcyxX
Hey, I noticed while modding that the
item does not have a food tag or at least it doesn't pass this check:
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.
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
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.
Taska
Please support Extra Chests mod to be carried on the cart too.
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.
Fear

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)
Can you do compatibility with More Candles?
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?
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.
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.
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.
Taska
I confirm. that's fixed. thanks :)
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.
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!
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
Good to know that labeled chests aren't set up for the cart.
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.
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?
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.
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?
Suggestion for adze compatibility and bark with wildcraft: trees and shrubs. Thanks! Love this mod c:
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!
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
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!
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 :
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
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
Why remove 1.19.4 from the dependencies? It made a mess man, c'mon.
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.
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"
}
]
}
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.
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"?
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
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.
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!
ank you for the quick Fix Taska :)
Nebux Jalex RubberDuckyDJ Oops, sorry bout that. Put out another version to fix that crash.
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: }
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
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
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.
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..
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
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
Hmm Idk if it's expanded foods or not but I do have that mod and the icons are indeed question marks.
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)
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
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.
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: }
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.
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.
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?
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
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!
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!
ColbyFrancis i have this problem too. It qould be very nice if this gets fixed
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.
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.
Is it compatible with 1.19.3 Taska?
Love the mod, Taska
Having said that, would you ever consider putting the option to adjust the brain-drop-chance into the config file?
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.
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?
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!
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).
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?
was compatibility with alchemy ever added? last mention was in 2021
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.
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
Will the newest version work with VS 1.18 still? I can't update to 1.19 until more mods have made compatability updates.
ArtynGamin Give Ancient Tools 1.5.12 a download! Just released it today. Older versions are not compatible with 1.19.0.
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).
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!
Huzzah!
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)
LadyEdain Marlim kitsushadow BrownishStorm
Ancient Tools is now updated for Vintage Story 1.19. Please let me know if you have any issues ^_^
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
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.
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.
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.
kitsushadow BrownishStorm It will be coming to 1.19, yes ^_^
Giordy492 I want this too! Hopefully some day.
Would love to see this mod updated to the RC!
@Taska this mod is great, I love it. Do you have any plans to update it to version 1.19?
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!
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?
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
I am, so that would explain it. Thank you, Taska!
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
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?
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)?
Taska i went ahead and tested and every cart where you ctrl + right click items out of it will crash your game sadly.
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.
Did I mess up some mod interaction? Why can't I saw debarked logs into boards? Or is that not even in vanilla?
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
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 ♥
Taska that makes sense. I wasn't trying to be mean btw. thank you for answering <3
some reason i cant make debarked wood tried hammer axe log in every combo i can think of any help
Hello, it seens like its not currently possible to repair damaged carts, even with the correct boards.
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.
how do you create support beam
@Taska - Loving the mod! But are you aware as of v1.5.11, that debug throws a few errors:
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.
DropSudden It's fixed in version 1.5.11 ^-^
Just found a bug resulting in crashing when grinding sulfur in a mortar. using v1.5.9 of your mod on 1.18.15
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?
Did the ability to use hides on water sources get removed?
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.
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
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.
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.
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.
@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.
@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
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.
Blaiyze XeneWarf I'll hopefully have a chance to look into these issues in the coming days, thanks for bringing them to my attention ^_^
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.
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.
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.
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
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.
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?
With the new update I couldn't soak skins directly in water, only with a bucket. Had to revert to 5.8 for now.
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.
Spleen Probably, I'll look into it ^_^
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.
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
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.
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
Ah, thanks, I must've gotten confused when I looked at it - that's perfect!
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
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.
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
How about birch bark paper?
Alatyr Definitely gotta figure out what material to make a higher tier mallet from, yep!
Maybe add mallets made of copper and lead? Wedges can be cast from bronze, and a mallet only from silicon or stone.
conninator2000 Did you find a way to fix this? just encountered the same issue.
MrTango Nope, just salted meat from the mod
Can curing rack be used to hang curing oiled hides?
Tobymaxgames Alatyr Both should be possible, yes! I just need to find the time to actually do it
Is it possible to add the ability to transport crates on a carts?
Is it possible to add a cart that can be hitched to and moved with Feverstone's Horses? perhaps with alot of inventory space?
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.
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
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!
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
https://pastebin.com/4JePviLW DanaCraluminum
Torisk_Ablinsky Can you upload crash log to pastebin and send here? https://pastebin.com/
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...)
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
Taska So are they just rare or do I need a specific tool?
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
Is this compatible with Hide And Fabric? Because I have both mods and I haven't seen any brains drop yet.
PervertChimp Probably in the next update whenever that may be ^_^
I can't grind down salt crystals from the expanded foods mod. Do you think you can add compatibility for them?
PeterSanderson Ruyeex gndrneutralnoun These issues should now be resolved, thank you for your reports ^_^
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
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
Running on 1.18.5 SMP server
This error appeared in console
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.
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.
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
Any chance you could make it so:
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.
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 ^.^
There's some missing textures like some of the baskets
Plus the nickel, cupronickel and electrum chambersticks pls
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
Can you lock wooden cart with any metal lock?
Is it possible to make wooden carts as a separate mod? Could you please do that? I would appreciate it a lot
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!
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
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
Is there a place where mod options are explained? I'd like to know what these are for:
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.
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
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.
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.
TurboMegaSoggy Look at handbook, there should be recipes for pelts
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
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.
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
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
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.
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)
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
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.
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?
Aedis Yup! The main branch is updated now ^.^
ForestWitchReyna Probably not :c Hopefully will be able to focus on compatibility and whatnot soon
Could we get git updated too, pretty please..
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
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
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)
adres4t I'll think about it
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.
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
Burgersim Debarked logs are vanilla since 1.18
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?
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.
@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.
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.
The use of the cart seems to be incompatible with Carry On. You cannot use the cart with a chest on your back.
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
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()
}
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
Michaloid I'll be looking into 1.18 compatibility soon
It seems like the hit detection is shot in 1.18, because animals and drifters kill you in a single hit.
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
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
Spigot It's a mod that's still in development and hasn't been published on the database yet. I think soon though
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?
Thanks, Taska! I can't wait to find out what new mortar shapes you've added...
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?
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?
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 }
Brotherlui No worries at all ^.^
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.
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?
Curing racks not working in 1.17 stable, plz update. :-)
works flawlessly in 1.14rc3
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.
Can you update the mod to 1.17? It doesn't seem to work anymore.
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!
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).
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
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
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?
I can't seem to right-click with raw hides to make sacks. Am I doing something wrong?
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 ^.^
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?
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.
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?
Thank you for your time and the hotfix! My buckets also thank you for not disappearing into nothing anymore! :D Taska
ThePionier Your buckets should no longer be consumed when crafting hide sacks in the latest release. Thanks again ^.^
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
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 ^.^
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
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.
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.
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 ^.^
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?
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.
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 ^.^
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!
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
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.
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.
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
Is it intentional that all sizes of scrapped hide require the same amount of braining solution (10L)?
Shion Both of these plus the previous issue should be fixed for the next release, hopefully will be out soon.
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.
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.
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?
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.
Taska It's that you made it sound that the stretcher would be ecenssial to cutting the smoked hide into pieces of leather.
Michaloid They're cut by placing them in the crafting grid with a knife
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.
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.
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!
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!
Could we maybe get a generic bark basket recipe that'll accept any bark? Could make it a nice multi-textured pattern.
@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.
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?
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.
@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 ^.^
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.
@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 ^.^
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...
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 :)?