Tailor's Delight adds new tools, weapons, items, decorations and blocks. Some of them are exclusive for Tailors. It does not add new clothes, for this see the mods below.
Craft tailor tools like needles, stitching awls, wooden spindles and rulers. Rulers double a class-specific weapon for Tailors, the wooden spindle makes spinning fibers into twine more efficient.
In 1.19, you can also use antlers and horns in crafting tools and buttons.
New Items
Craft new items like leather bundles, buttons and clasps and checkered cloth and colored threads. Buttons can be traded, or if metal, cast from a mold, or even recycled back into metal bits.
New Crafting
Many items made from leather, fur, hide or cloth now require additional tools like needles, awls or rulers. In addition, some recipes now use "bundles" instead of raw leather or various pelt sizes, this unifies the crafting and reduces the number of different recipes. The cost are balances to that there is a 1:1 ratio between the different hide sizes and the amount of bundles you get. In addition, some recipes that are craftable by other classes (like Blackguard) can use raw materials, but then use a bit more. Because Tailor's are just awesome and more skilled :)
New Hide & Leather options
Preserve raw hides with salt
Craft raw & aged hide, rough leather and pelt bundles
Craft Nadyian leather and sturdy Leather bundles
Craft leather strips
New Blocks and Decorations
Decorate your world with panels made from colored leather or hide
Build full or small square cloth panels out of colored or even checkered cloth
Build tablecloth that can be attach to flat horizontal surfaces
Tweaks To Vintage Story Crafting and Recipes
Many items made from leather, fur or hide or cloth now require additional tools like needles, awls, rulers or button & clasps.
Most recipes now use "bundles" instead of raw leather or various pelt sizes, this unifies the crafting and reduces the number of different recipes. The cost are balances to that there is a 1:1 ratio between the different hide sizes and the amount of bundles you get.
Some recipes that are craftable by other classes (like Blackguard) can use raw materials, but then use a bit more. Because Tailor's are just awesome and more skilled :)
More items like can be placed on the ground, in scroll racks, on shelves or in display cases:
sewing kits
bracelets
needle puff
Some warm clothing in VS now provides a bit more warmth
More Content
More will come soon. Stay tuned, folks!
We hope you enjoy our work,
Tels & Phiwa ๐งก
Checkered chairs have been moved from Tailor's Delight to the Upholstery mod. It is optional, so install it if you need checkered chairs or had some in your world. The chairs should be automatically converted, if not, you can run `/fixmapping all` or convert them in your crafting grid.
Mohair fibers and twine have been moved to Wool & More - please install it, if you want wool. And if you have legacy items named mohair with black squares, please replace them in creative mode.
If you upgrade the mod from 1.4.x to 1.5.x - please manually upgrade all (Legacy) panels, blocks and cloth BEFORE you update the mod! Take them down from the walls and out of chests, put them into your inventory, then take out the new items and re-attach or store them.
Any item with (Legacy) in the name or description will result in a questionmark block if you do not convert them!
If you upgrade the mod from 1.4.x to 1.5.x - please manually upgrade all (Legacy) panels, blocks and cloth BEFORE you update the mod! Take them down from the walls and out of chests, put them into your inventory, then take out the new items and re-attach or store them.
Any item with (Legacy) in the name or description will result in a questionmark block if you do not convert them!
If you upgrade the mod from 1.4.x to 1.5.1 - please manually upgrade all (Legacy) panels, blocks and cloth BEFORE you update the mod! Take them down from the walls and out of chests, put them into your inventory, then take out the new items and re-attach or store them.
Any item with (Legacy) in the name or description will result in a questionmark block if you do not convert them!
If you upgrade the mod from 1.4.x to 1.5.0 - please manually upgrade all (Legacy) panels, blocks and cloth BEFORE you update the mod! Take them down from the walls and out of chests, put them into your inventory, then take out the new items and re-attach or store them.
Any item with (Legacy) in the name or description will result in a questionmark block if you do not convert them!
#124 - Increase warmth of some warm/wollen vanilla clothes
#118 - Leather bundle crafting needs 2 leather instead of 3 This makes it more in line with the ratio of linen vs leather in gambeson vs leather armor crafting.
#117 - XSkills armor crafting compatibility (Thanx, Jon!) Leather and gambeson armor crafting needs an awl
Compatibility With Other Mods
#126 - Add awls and buttons to Hide & Fabrics wool & cotton gambeson
#30 - Compatibility with Hide & Fabric - craft more with wool and linen
Translations
#125 - Update Japanese translation (Thank you, Macoto Hino-san!)
**** Needs VS 1.19.4 and Expanded Matter 2.5.1 or higher ***
v1.4.0 - 2024-03-24 - All About Panels
Optimizations
#89 - Use the new decoration code to cut down on block variants. This requires a remapping of the world and replacement of all panels placed on walls! All panels marked with (Legacy) will be removed in the next mod release, so please convert all of them!
Bugfixes
#110 - Fix transform of flax twine in scroll racks
New Features
#108 - Leather, hide and cloth bundles can be put into scroll racks
#107 - Panning bony soil can yield bone or horn needles or copper thorns
#106 - Add thin leather, crafted from hammering leather down
#101 - Add new darker leather colors for brown, blue, green and red
Some mod is added woodtypes named "seasoned" and "varnished" and my mod doesn't know about these. You need to find out which mod does that and then ask them kindly to add compatibility with TD.
i also am having issues with crafting a bone or horn awl, i dont have toolsmith installed and am not sure what mod might be causeing the issue,ok i just found out i can do so with granite i beleive this is a goelogy addon compatability bug
The recipe for crafting awls requires a hard-stone, these are the ones it accepts: "andesite", "basalt", "bauxite", "chert", "granite", "obsidian", "peridotite"
I just can't figure out how to repair the commoner coat. I tried using regular linen (normal stitches) and it's not working. The black wool from wool & more works properly when dragged and clicked into the clothing item but the linen (normal stitches) is not. Is there a special method required added by this mod to repair clothing items using regular linen?
Tailor's Delight does not change any clothing repair recipes or mechanics. I've just tried and could repair a commoner coat in a testworld. Please try to clear your mod cache.
i think there are some issue with coloring cloth with certain dye, straight up not working with most from what i tried (how am i supposed to use the yellow one if i am missing something?).
Mordanted cloth + yellow dye = yellow cloth - this works in VS and also fine in TD.
MadSeraph, Jun 7th at 4:40 AM (modified Jun 7th at 4:45 AM)
Is there some trick to repairing clothing with this mod? I'm trying to repair a fur coat and a bear hide armor. I've tried linon, a pelt bundle, and a raw hide bundle. I've tried right and left clicking with it on my character, in my inventory, on my hotbar. There's nothing in the handbook about repairing. Nothing in the mods description mentions it. I feel like I'm losing my mind.
You are right, this seems to have been added in 1.22.0. TD does not (or should not) patch these recipes so I'm unsure why it would not work. I'll check it, thanx for the report!
oh, I just noticed. You need to put the armor and the repair material in your crafting grid. I don't think you can repair them by left/right clicking them (haven't tested it, tho but the handbook clearly shows the grid recipes for me)
umm, Jun 8th at 3:14 PM (modified Jun 8th at 3:15 PM)
If you press H while hovering your mouse over the bear armor item piece in your inventory, does the handbook show you an alternate crafting recipe that uses damaged bear armor? That should be how you're able to repair it.
Contrast to repairing linen-based clothing by, IIRC, picking up the sewing kit with your cursor and clicking on the clothing piece.
I have both immersirve fibercraft installed with this mod, updated to the latest version. I'm still seeing the craft window recipe of flax fibers to flax twine instead of only the spinning wheel recipe
Do you have immersive fibercraft installed? Also, these flaxfiber item look very unusual, do you have any other mod installed that changes flax and/or flax recipes?
For some reason the recipe to craft a linen headband and the recipe to turn cloth back into linen are the same, but it defaults to the headband. Can't tell if it's this mod or something else.
I think it might have been mentioned below but I just wanted to specifiy that, with this mod installed, the copper bracelet, bronze bracelet, bronze armlet, silver bracelet, merchant bracelet and tailor needle puff have their GUI and in-hand positioning way off. (They connect to the model correctly though)
This is fixed in the newest release, thank you for the report!
HoneybeeSystem, May 15th at 8:41 PM (modified May 16th at 5:48 AM)
I have no idea why but I can't craft needles at all? the item itself doesn't have it's recipe listed below (though it does show all available things you can use it for) and I even got the Better Handbook mod and tried the autofill option, the items went to the crafting grid but theres no needle output?
The item still exists and I got three bone needles while panning bony soil so I didn't think to check if I could make them before I got really settled into my base.
I'm not sure if it could be some form of mod conflict I'm unaware of or not but lmk if there's any more info I might be able to provide that I didn't think to here.
editing to add that its not just needles, its also affecting base game recipes like the recurve bow and long bow, but the bow stave and raw bow stave are fine.
Okay so I found the conflict in a different mod altogether, but I absolutely never would have guessed where it was without the "patch vanilla recipes" suggestion!
Thank you so much this has been driving me absolutely bonkers!
The mod was Manual Tool Crafting, and after checking I had the right name I feel much sillier as that same advice was on the mod page lmao.
I just downloaded this today and I was extremely surprised to not see some kind of thread-ripper or something to salvage thread and cloth from old clothes... Is this an oversight? Did I do something wrong with the install? Is it intentional for some reason, or a limitation of the code somehow? Like, I'm actually at a loss that I can't recycle/salvage old clothes as a tailor...
Tels , May 2nd at 12:09 PM (modified May 2nd at 12:10 PM)
Recycling clothing items is not part of this mod for a few reasons:
it is hard to decide which colored twine etc. you should get, esp. if there are multiple colors. Recycling recipes could return at most 2 different items (I think...)
writing hundreds of recipes is very tedious - there are literally over 100 clothing items in 1.21, even more in 1.22
Having some cloth made out of wool (if you have Wool & More installed) or flax makes the recycling dubious - it might otherwise let you convert wool twine into flax twine by accident
I do had plans for the recycling, but the constant changes to VS swamped me and this feature is on the backburner for now. The current version does not even have the "use needles to craft cloth, awl for leather items" patched into most of the VS recipes - over 100 patches broke and I'm still orking on repairing them.
That said, you can recycle cloth (bundles) and some old tattered clothing items (like in VS).
This is harder (no pun intended :) than thought, since wooden spindle come only in a generic wood version. I'll need to think a bit about how I can solve this w/o adding 30+ different types.
Tels Hello, I was wondering if there was maybe a way to reinforce the spindles to last longer somehow. Im playing on a large server and am processing about 35,000-40,000 flax fibers during the flax season. With the spindles being single stacks and only lasting me maybe 4-5 uses in the crafting grid using the recipe. They take up a ton of space in my inventory and they last very short. Or maybe make them stackable until one is used? Just a thought.
SolsInit Nadiyan clothing recipes are not included in this mod on purpose. You can use Dressmakers to get recipes to craft all the clothing items in VS.
Aggressive_Pizza Ah, yeah, I will unify the spelling of "raw hide" vs. "rawhide" if possible. And I'll have a look at the saddle blanket recipe. And yes, I should probably just link to that Millwright compatibility mod on this page directly. Thank you for the reminder!
Aggressive_Pizza, Apr 9th at 1:31 PM (modified Apr 9th at 1:42 PM)
Kal_culated I agree, the reinforced recipes from "Millwright" are cheaper than the vanilla ones with this mod enabled. A config would be awesome, but I'm no developer nor modder.
Aggressive_Pizza, Apr 9th at 1:25 PM (modified Apr 9th at 2:02 PM)
Hello! Love this mod, seriously. Makes the tailor a much more lovely choice in multiplayer.
Did want to let you know though, the recipe for the rawhide saddle blanket uses the "pelt bundle" when it should be using the un-oiled, less refined "raw hide bundle" as the clothes do.
Also, minor nitpick - but the rawhide clothes and saddle blanket are one word, "rawhide" while the bundle is "raw hide". The raw hides themselves just say "raw hide" so honestly its fine.
Otherwise the mod is amazing and I seriously could not ask for more.
This mod seems really neat, and my partner is interested in it, but I wish it had config options. Ex I'd prefer to disable to recipie changes to most vanilla items, like windmill sails and cloth.
Zenny Sorry, this was a bit unclear. I meant, Tailor's Delight does NOT depend on other mods like Wool & More, Immersive Fibercraft or others, but these mod could be the cause of the errors. I do not get these errors when using only Tailor's Delight and or wool or both and I have had not time to test which other mod could cause this. Could you please send me your full mod list on discord?
TheBronzeWarrior I'm working on removing EM as dependency for the next release for 1.22 - please stay tuned :)
RedScorpionX Ah, that is good to know. I dont know if I have the resources to look into this issue, tho, currently swamped with all the ugrades to the 1.22 changes. I'll hopefully remember to make a note on the mod page, tho.
TheBronzeWarrior, Mar 1st at 6:40 PM (modified Mar 3rd at 4:04 PM)
Tels i mean i PERSONALLY could, but yeah i really like this mod but hate EM lol
Tels Altright well it took a while but i confirmed it was Salt'y Manual Tool Crafting causing the issue. Not entirely sure if its a hard incompatability as im also using Clothiers Heirlooms and Immersive Fibercraft. So i suppose that could be listed as a possible issue unless its an edge case with the combination of mods i have. I know Fibercraft does overwrite the drop spindle and such for theirs, which is cool, as theirs is interactable as a in world tool instead of the crafting grid. Anyways cool mod ๐
Zenny, Feb 28th at 1:02 PM (modified Feb 28th at 1:02 PM)
I added the wool mod, but the errors are still there. Even on new world.
RedScorpionX Bone needles in TD are a grid crafting recipe and not knapping. I think there is a differnet mod out that which disables needles and brings their own but I don't know which mod this is, sorry.
ZennySprezzo Are you using a mod like the Loom mod or something like this? Because these errors do not appear when using just TD and Wool & More.
Mapnyw It is because I have no had time to make alternative recipes for all the things in Wool & More - and this is not a thing for TD, anyway. And in the next version backpacks will be no longer a TD recipe.
TheBronzeWarrior It would mean I would need to remove the brushes and the recipe for nadyian leather would need to change. Can you live with that? But if you absolutely hate EM, then you probably shouldn't use my mods anyway.
For some reason the Bone Needle appears to not be craftable, and does not show a recipe, nor can i "knapp" bones. Same for the horn needle. I have butchery and Clothier's Heirlooms in my modlist. Anyone know what the recipe is or what i can try to fix it? I have class skills turned off for single player.
Tels So I made a backpack mod that revolves around linen/cloth backpacks, and I was wanting to ask for your permission to make my mod compatable with yours, like using the tools and extra cloth types in my recipes.
is there any way you could pivot from EM? i absolutely adore this mod, but hate EM with a passion. em doesnt seem to add too much anyway, just general "QoL" stuff
Yehoria Yeah, I know, it's just I'm quite busy fixing all my mods for 1.22 and my modding time is limited. Patching other mods receipes is quite tedious and can break easy when the other author adjusts their mod. So it is often better if the compatibility isn't done by me. (I wish I had time to do it all :)
Tels , oh, i think you misunderstand, i didn't mean like adding armor values to clothing, just that the crafting recipes be adjusted to use needles/sewing kits more or less consistently.
NuKeKS Bear armor is a VS thing and VS does not allow you repeair bear armor, and TD does not change this. There is a mod out there which allows you to repair it, just use this mod, too. https://mods.vintagestory.at/beararmorrepair
Rad_Poseidon I'll add some more variants to the VS crafting changes. But the whole point of this mod was to change the VS crafting - it's a but unfortunate that the mod now also doubles as a sort of "library" for tailor mods with the twine and checkered cloth. And agree, it probably should be split up, but I don't think I have the resources to split and maintain two mods, tho. Are currently not even capable of catching up with all the VS and other mod changes.
For as much as I do love this mod, I won't deny that some of the crafting recipe changes can be a bit annoying. The saddle comes to mind, mainly for requiring brown thread specifically. It would be nice if the vanilla changes were moved into a separate mod.
Futurecity You're free to criticize the mod without being agressive towards the modder.You can always ask for features or fixes. And if the modder doesn't want to do it, then you can play another mod.
Hi there! Awesome mod! Just starting up a server with Tailor's Delight and Wool & More on it, and most of us are playing with it for the first time. We've run into an issue where the only way to turn flax fibers into twine is with the wooden spindle, which is class locked. Is this intentional? Are we missing something? We have a tailor on the server, but it's just not feasible for such a basic, early game recipe to only be craftable by one person. Thanks lol
Tels , Nov 16th 2025 at 11:48 PM (modified Dec 6th 2025 at 2:57 PM)
Beedy Threads from TD are a very versatile tool used in many crafting recipes. The only reason you can turn wool twine into threads is because otherwise I would have had to add hundred of recipe variants, which uses a lot of memory and CPU. Converting them "back" would also allow you to convert flax twine into wool wine, which would be just wrong.
The orientation is tricky, because they come from different mods. I can look into it, but don't promise anything. There is only so much you can convey with color and shape for dozend things that look all alike... Thank you for the feedback!
Hey! You guys made Wool Twine, and made Wool Threads. So I have two requests.
Request 1: You allowed us to make threads from twine, but didn't provide a way to revert that process. Please give us the ability to revert them back and fourth with 1 to 1 ratio but using a tool durability as a balance. Request 2: Flax Twine icon orientation look similar to Wool Threads. While Wool Twine looks very different (opposite orientation). This is a little confusing. It would make much more since if both Twine types had a similar icon orientation and the threads a different orientation.
Beedy, Nov 14th 2025 at 5:58 PM (modified Nov 14th 2025 at 6:57 PM)
Edit: I tested and found the answer. There is no incompatibility. The recipe is changed (by this mod) and the Gambeson is warm (by the other mod). So the mods didn't interfere with each others. Original comment: Is TD compatible with (Warm Gambeson)? that mod adds warmth to Gambeson. This mod changes the recipe for Gambeson.
Tels His profile (where the full version of 1.3 can be found) and the page about SimpleCloth were version 2.0 can be found. Deepl can be used to understand the russian text.
The full 1.3 version is basically ModDB version but with all the stuff mentioned in the mod (Sandals, hoods, robes, masks, etc) description but that were missing, the crafting recipes still work but there's compatibility issues. The version 2.0 allows to add optionally a second color to the edges of the clothes and also reworked the structure of the mod so the recipes wouldn't overlap with vanilla recipes, but for some reason the crafting recipes are gone (im not entirely sure if that's a mod conflict, an issue on my end or SimpleCloth fault). Would be nice if a compability patch could be made atleast for the 1.3 full version but I understand if you prefer to stick to the ModDB version for simplicity.
Anyway, I really appreciate your work, I can't play VintageStory without Tailor's Delight :)
ZenithDaWuff I might have found a solution for the brushes, pls give me some time. the "breaking into something else" is not possible AFAIK but I might prevent the breakage completely. Wish me luck :)
As for the vinegar, I'll hve to look. Never heard of cleaning vinegar. Maybe I can just add more recipes so you can use the Wildcraft vinegar, too. Thank you for the feedback and for the patience :)
Ey, I wanted to let you know that the profile of the author of SimpleCloth mentions they had continued the development of their mod in another site. I checked it out and it includes new items. It howevers breaks the compatibility patch added with your mod unfortunately. Would it be any way to fix that?
I tried using "cleaning vinegar". Is that not the vanilla vinegar? I don't know to make just regular vanilla vinegar anymore since I have all the Wildcraft stuff. Maybe it's just making vinegar with a vanilla berry like a blueberry?
And, ah, shame about the pigment thing. I'm surprised that's something that's so difficult to change. Do you think you could instead cause the brush to break into a used brush (single item that all "broken" brushes turn into) that can then be revitalized by crafting it again with a new pigment? That way players can still only need one brush of a certain color and just add more pigment when their brushes ultimately break.
ZenithDaWuff Crusted brushes need to be revived with "aqua vitae" or vinegar from VS. You maybe tried to use vinegar from another mod? I *think* I've build the brushes before wildcraft vinegar was added, I can look into more compatibility for one of the next releases.
Fruit wine or brandy etc. do definitely not work for crusted brushes.
The labeleing breaking is a VS thing again, all pigments (coal, powders etc.) have a hard-coded 15% chance to break - it's build into the VS code and I can unfortunately not change it :-/ Rather sad for the expensive brushes.
mellowboy, Nov 10th 2025 at 4:04 AM (modified Nov 10th 2025 at 4:12 AM)
My fault, appreciate your work
ZenithDaWuff, Nov 10th 2025 at 2:05 AM (modified Nov 10th 2025 at 2:06 AM)
Having trouble figuring out how to rehydrate my crusted brushes. It says I need achohol, vinegar, or a little bit of the original dye, but sealing (a blue crusted brush, for example) in 1 L of vinegar or fruit wine does nothing. As does crafting the brush in the grid with aquamarine or dunking it in a barrel of woad blue dye. Is there a very specific way I need to rehydrate crusted brushes? Because of the sizable chance they have to break per use, I'd rather not have to craft an entirely new brush every time I want to label something. Lol
Also, while I'm here, if I wanted to go about lowering the chance of a brush breaking every use, what line in what script would I need to navigate to to change that?
Tels , Nov 9th 2025 at 7:29 PM (modified Nov 9th 2025 at 7:29 PM)
Thranos Thanx for the feedback :) I've considered the change quite a bit - the brown thread can be found in loot vessels, panning or bought (or made from brown wool fibers if you have Wool & More). So the fur clothes should hopefully be craftable before winter hits.
In any event, I'm working on extracting the changes to VS items out of the mod so people can play VS how they want it instead of following my vision for it. It might take a while, tho.
Tels I feel that making the fur coat/boots require more complex, dyed items is... not the best idea. The fur set is meant to be the "first winter" survival clothing, the bare standard of "warm enough to not freeze to death" made from crude materials the player can obtain with a bit of effort and a lot of hunting. Making the hide rolls and adding sewing tools makes sense, but adding dyed thread- not so much. That's what the Reindeer Herder clothing is for- a more complex, but warmer set.
I hope I don't come off as rudely complaining like certain recent comment(s), I only want to offer (hopefully constructive) criticism about balancing.
Tels , Nov 9th 2025 at 3:54 PM (modified Nov 9th 2025 at 3:57 PM)
I've spend hundreds of hours developing these mods for free and if you don't like them, please don't use them. It is not feasible to me to maintain two versions of Dressmakers, one with and one without Tailor's Delight.
There are simple not enough hours in a day to do that. If you need a simpler way to craft VS clothings, look at this mod here instead: Simple Tailoring.
The colors of the ingredients are there to match the output clothing item - if the jerkin shows blue, then the input can't be red or plain leather, that would be silly. People often complained that the colors don't match, so I'm working towrds this goal instead of just allowing any color combination. You complain here is basically the opposite of that and I can't satisfy both at the same time unless I add complecity by adding options to the mod.
That VS only allows a fixed numbe of colors per item (like blue on leather jerkins) is also something I cannot fix realistically, that would be the game developers job to make it easier to allow this without increasing resource consumptions.
I agree that it would be better if many recipes could use less specific colors (like allowing a number of different colored threads) but there are downsides to this, too. It would increase the number of recipe variants (increasing memory consumption) and it would also have the possibility to introduce recipe clashes. Each recipe for each item must be unique in this game. With hundreds of recipes in both my mods, this is simply not feasible to maintain.
And btw, the thread colors are carefully choosen - brown thread is the easiest to obtain after flax twine.
This mod is a very annoying prerequisite to dressmakers, It changes way to many recipes and makes them ultra specific you shouldn't need blue leather for jerkin as any leather would do the exact same realistically. Another one is requireing brown thread for saddles when thread color would make zero difference. Ideally there should be a config to allow any colour or an option to return the original crafting recipe options.
is it possible to make a patch for the Toolsmith mod? it also has a leather strips item and they share the same recipe, but when both mods are installed i can only make the Tailor's Delight version
Sinemu I don't even know how that could happen. These are the compatibility rulers when Wildcraft: Trees is installed but since my patch only patches in 1 variant... This error does not happen for me. Maybe you have older versions of Wildcraft? Or you have two versions of TD somehow installed? Also, try to clear your VS mod cache directory.
17.10.2025 10:08:14 [Error] Failed registering item tailorsdelight:ruler-spruce: 17.10.2025 10:08:14 [Error] Exception: Attempted to register an item with the code 'tailorsdelight:ruler-spruce', but an item with this code already exists. A unique code is required. 17.10.2025 10:08:14 [Error] Failed registering item tailorsdelight:ruler-fir: 17.10.2025 10:08:14 [Error] Exception:Attempted to register an item with the code 'tailorsdelight:ruler-fir', but an item with this code already exists. A unique code is required. 17.10.2025 10:08:14 [Error] Failed registering item tailorsdelight:ruler-beech: 17.10.2025 10:08:14 [Error] Exception: Attempted to register an item with the code 'tailorsdelight:ruler-beech', but an item with that code already exists.
There doesn't appear to be a way to craft the block "Dark red cloth panel" nor the dark green, dark brown, or dark blue variants of cloth panel. The "Small dark red cloth" (and corresponding variants) only have one recipe group, rather than the usual two y'all have implemented, and require the former to be made. I am assuming since there is no recipe to make these blocks that they are perhaps only supposed to be bought from the traders?
TelsPhiwaIs there another mod i need to craft the Nadiyan clothing? i dont get the option to craft any of it I can craft the Nadyian leather but it has no use?. the gilded thread also has almost no recipes unlike the picture in the mod showcase.
Tels , Oct 16th 2025 at 5:19 PM (modified Oct 17th 2025 at 5:41 PM)
seaseraphic No, these people have been lying to you. This is a content-only mod and if there are memory issues, that it is the fault of either VS or some other mod. It is unlikely that TD os overly demanding or uses some kind of memory bloat, it doesn't add that many blocks or items.
For anyone else who is having a server overrun by panned-up flint and obsidian awls, take a look in assets/tailorsdelight/patches/survival-blocktypes-wood-pan.json. I made a tiny change for my server, and it's all good now.
ZenithDaWuff See the note from Vherkin, it's likely the mod 'Repair Me'. Thank you, Vherkin for the investigation :)
Vherkin, Sep 29th 2025 at 5:45 AM (modified Sep 29th 2025 at 5:46 AM)
@ZenithDaWuff
I had the same bug as you. Using your crash log, i spotted the mod we had in common and did some test. The culprit is "Repair Me".
I think it because it add repair recipe to most tool and it reflect in the handbook. That what cause the brush to crash. However, you can fix it using repair me config file. in the "DisableItemCodeArray" you need to put "brush".
That will tell the mod to not patch the brush recipe avoiding the bug.
Okay, fair enough! We can't forget the million-man Tailor v. Tailor War of 1350, after all. ๐
Tels , Sep 28th 2025 at 2:13 PM (modified Sep 28th 2025 at 2:13 PM)
CKitt TD does not yet have anything to configure and I'd like to keep the complexity down. I can nerf the awls in panning a bit. Just pretend lot's of tailors died in the war ๐
Sure would make life easier if there were a config available to remove flint/obsidian awls from panning drop tables. Would that be possible? No one on my server uses them after the earliest early game, so when I walk around outside any claim, they just litter the ground. ๐
Beathrus Turns out TD has a bone needle knapping recipe if Butchering was installed. The next update will correct that - I'm sorry for the confusion! :)
Beathrus Tailor's Delight bone needles are crafted in the grid. It has no "bone needle knapping", so it cannot clash with making bone piles. This must be another mod's fault.
TD patches recipes for clothings that are already in VS craftable, whereas Dressmakers adds recipes for things that were not craftable. It's ok to discuss both recipes here. :)
As for the "many recipes" - I'd like to get more info on this. Combined Dressmakers + TD patch / have well over 200 recipes and I don't think that many are "wrong".
That being said, the hunter poncho looked bluish on my monitor and GUI size but when zooming in, it is indeed rather brownish, I'll adjust it. If you have more recipes where you think the input colors don't match the final product, pls report them, preferable on Discord!
However, many of the recipes are also made so to encourage you to craft more varied products - and I took some artistic leeway in some cases. (You can imagine that the blue thread looks just brownish after usage, in the light, or is used on the inside etc.). Because what purpose would have a specific color have when it is used only to craft like 2 products... And as always, the final colors of the products often vary wildly, while there are only a finite number of input colors (around 16). In addition, the color palette of VS is more brownish/earth toned. This makes it actually difficult to have semi-realistic recipes.
Hi Tells, thanks for the mod. Since you mentioned that some recipies for clothing are from this mod, not dressmakers, I just thought I would continue to talk about it here... Probably this is just my opinion but, I do believe many recipes make no sense... For example, the Hunter Poncho (default item for the hunter class) required dark blue thread, there is not a single blue pixel on it, many also require leather, dark red, gray, and other stuff that are visually not present on the item. I dont want to sound like I'm hating on your work, I really like the mod and appreciate the huge effort that went into creating recipies for hundreds of items. I just think there should definetly be a nerf to some recipes.
Tels , Aug 23rd 2025 at 10:18 AM (modified Aug 23rd 2025 at 10:18 AM)
Jenpai All great ideas, I'd love to do that, just limited on time rn Thank you for the kind words!
As for crafting vanilla clothings, check out Dressmakers, it adds recipes for almost all of them.
I would love to see this mod add some alterntive colors to some prexisting clothing items! For example being able to make more colors of the Woolen Scarf, Jord robe; just to name some samples.
Would love to see more teal/green colored clothing too; such as the tailor jacket, marketeer shirt, and prince robe!
Tels , Aug 23rd 2025 at 6:24 AM (modified Aug 23rd 2025 at 6:54 AM)
* TD adds the "ruler" as the weapon. (technically, an awl could also be used as a weapon, but its a terrible knife replacement in that regard :) * So far TD does not add any new armor, only changes some recipes for leather/gambeson armor
I've never used combat overhaul, so I have no real idea if that would or could conflict with something or not. And currently I don't have the resources to work on compatibility with it. Sorry.
Tels Im asking cause apparently "Tailor's Delight adds new tools, weapons, items, decorations and blocks." That Weapons part is worrying me, if the mod is adding only clothing and doesnt add Armors or Weapons then its fine, but if it is, it will require patch from either of mod Devs... When u play Non combat overhaul mods with Overhaul, then weapons will not do dmg as it's intended by CO, or armor wont protect like it should if you can even equip it in first place.
thats why im asking, is there anything related to Combat thats actually added?
Tailskill The emeral buttons can only be found in loot or bought from traders, this is by design, so you have an incentive to go out looting and exploring.
Hello, how do I permanently delete this message from the console? I deleted the mod and it keeps appearing.
[Server Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element Hair tile upper part cannot be found.
Menelos Thanx for the headsup! Ugh, that might be because I copy & pasted them in, I though its clever from gitlab to put in the links but it seems its the moddb and doing it wrong. Now I probably need to edit thousands of releases...
Taeo I had intended to use them in other mods, like Wool & More, Dressmakers but so far had not yet time to work on it. And no other mod uses them so far. Hopefully will come later.
I've made polish translation for myself, but you may want to upload it, or someone want to use it, feel free to take it: Tailors Delight 1.9.4 (I know that is not perfect but like 90% done) Tels, Phiwa
Martial There are no bronze buttons, so this is why the mold does not work. I've tried to limit the number of different buttons to sensible choices and bronze buttons seemed a waste and complicate the recipes more.
TiddlyTom As far as I know no mods uses the pattern set. My own plans for it never came through. Guess I should just disabe it in the handbook, or actually find a usage for it. Sorry for the inconvience!
Aeonsteel The handbook sometimes only shows one of the infos (sold by or bought by) and it's a VS bug or limitian which I can't really fix. I'll add a small chance to pan these to bony soil, hopefully this then shows up in the handbook.
thats the conclusion i had come to but i just wanted to make certian i wasnt being dumb thank youvery much are the mods that it is used for listed above?
hey sorry but i Must just be dumb but what the heck is the pattern drawing set used for i swear ive tried everything. i know this probably doesnt belong here i just dont know where else to look or ask
KiriRae I have no real idea, maybe post it on the official discord server? Maybe the "mod-development" channel? Also I've looked into the bow error and I cannot replicate here. Do you have any mods that modify bow crafting recipes?
Tels Do you have any idea what the 'FrontShirtTile' and the like mean or who I would need to report this to? I think it is really messing with playability. When this pops up in the log, my game lags and my character does cartwheels in place thru the ground.
KiriRae Thank you for the report! The seraph thing is definitely not from TD, because I don't do anything with the seraphs. The bow one I'll look into, thanx again!
Have some errors in my logs. I have lots of mods so I don't know if they are comatability issues. I just figured I'd let every one know about them and you can decide if you wanna fix them or not. I'll make a google docs file of the full log, let me know if you need a link.
3.2.2025 12:00:06 [Error] Patch 3 (target: game:recipes/grid/tool/bow.json) in tailorsdelight:patches/survival-recipes-grid-tool-bow.json failed because supplied path /8/ingredients/L is invalid: The json path /8/ingredients/L was not found. No such element '8' at the root path
Also, another wierd one that doesn't mention a mod:
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element FrontShirtTile cannot be found. 3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element BackShirtTile cannot be found. 3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element BackShirtTile cannot be found. 3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element FrontShirtTile cannot be found. 3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element FrontShirtTile cannot be found. 3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element BackShirtTile cannot be found. 3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element LowerButtons cannot be found. 3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element FrontShirtTile cannot be found. 3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element BackShirtTile cannot be found. 3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element LowerButtons cannot be found.
Will send it to my other clothing mods also.
Actually, as it turns out the only clothing mods I have installed are yours. So this must me something for you :)
1.8.0-pre.2 to 1.9.0 on an existing world. All dyes in barrels were deleted entirely.
I noticed after that you had changelogs in the files tab (I hadn't looked there on mod pages before, I usually look at the main page for updates like how QP Chisel does it) > Remove aged, prepped and scraped hide, hide bundles, panels and blocks
The panels were missing textures as were blocks. Thread existed (traders had them as offers) but missed textures (black panels rather than ? blocks just like Rhyagelle showed on September 2nd in the comments below) and I cannot send a screenshot as I reverted to 1.8.0-pre.2 on the server.
SniperGecko Could you please send me your mod list, and a screenshot of that on Discord? I can't replicate it here. Also, did you upgrade your world from an earleir TD version (1.8.0 or other) or was it a newly created world?
Venusgate It was a copy&paste mistake. The "new" thing in pre.4 is nadiyan leather, which is at the very bottom of the changelog. Guess I should have just mentioned the really changed items from pre.x to pre.x+1 instead of the full log. ๐ค
BraniyaKz pelt => raw hide is not how VS crafting works :) Plus, raw hides have very limited use in VS. Pelts however, are used more and users asked for being able to craft pelt bundles from raw hide bundles, because otherwise the raw hide bundles can't be used much (unlike raw hides, which you can always oil up until they rot away).
And congratulations on reading the changelog, almost nobody does ๐
Was reading the most recent patch notes when it says you can turn rawhides into pelts... But my mind quickly turned to 'Wouldn't you skin the pelt and turn in into rawhide instead?'...
j0e Are you on 1.20? This works in 1.19, and it is broken in 1.20 due to Tyron renaming the leather codes. Will be fixed in the next release when 1.20 is stable.
Paddington03 Are you using 1.20? It does work in 1.19, and it is broken in 1.20 due to Tyron renaming the leather codes. Will be fixed in the next release when 1.20 is stable.
Does anyone know how to get the dark brown leather needed for some recipes? There's no recipe in the handbook and placing leather in tannin doesnt seem to do anything
Ever considered adding a Loom that operates by continuous-player-hold (like that Pottery Wheel Mod) but makes twine out of 3 fibers; and cloth out of 3 twine (since it's more fine tuned to weave than clumsy fingers)?
New release is out :) H&F armor can now be repaired with raw pelt bundles, too. As a bonus, the "wolf head armor" is now craftable, should be fun to wear :)
Another item of feedback is that the bear and wolf armors can only be repaired by the furs, which makes them very difficult to maintain and sadly not feasibly useful as a result. Another repair option (leather?) would be nice if possible.
Understandable. :) You can keep the hides longer by buring them in a cellar in a vessel.
I'll put in the salted recipes, just had forgotten about them, because the "salt hide" wasn't actually to preserve them, but to make the "hide panels". That you can use them to make leather came later and it escaped my mind. New release will come as quickly as it can. Sorry for the inconvience.
Fair enough, but it's a bit of a jumpscare to find out my stacks of furs are now rotting. Would have been nice to have a preservation method (or at least a warning) by default.
Not sure about that last part, since I don't understand it. I never really hosted a server myself, so I got no clue.
September Yes I forgot these recipes, but it also needs new items and textures. Will probably add them in the next release. Hide & Fabric is supposed also to get rotting hides but the release has not yet happened, so the days of indefinitely keeping hides around are counted :)
Do you have imlib and the configlib on the server? Then I could add support for disabling the "hides rot patch" and you could turn this off instead.
You forgot to add a recipe with salt for items like Wolf Fur, Sheep Hide and Hare Fur (and so on). They weren't perishables before the server I'm playing on added this mod to the list.
Please let us preserve furs just like hides, so it's possible to stockpile them for making armor and clothing. Even better, you could just make them non-perishables again instead because it basically doubles the salt needed for preserving an entire animal.
Rhyagelle Sounds like the mod was not loaded at all. Tailor's Delight needs EM 2.7.0, maybe you need to upgrade Expanded Matter on your server, too? Otherwise, please check the server log for any errors.
I've added a hint to the release stating the requirement.
Hello Rhyagelle Did you by chance use the 1.6.0 update, and then collect mohair fibers? These were removed in 1.6.1 and are now in the Wool & More mod.
Do the black items say anything what their name or code is or was? You can also talk to me on Tailkor's Delight channel
I did not. I deleted it from both sides and restarted the server. Maybe a log issue that it is confusing the previous version dependencies with the new one?
subletubble Do you by chance have the 1.6.0 still on the server? Removing it and restarting the server might help. In the meantime I'll upload 1.6.0 again. (It is safe to use except for the mohair items, which should not be used as they will be gone in 1.6.1)
Tels I just restarted my server and downloaded the v1.6.1 but it now forces me to download the v1.6.0 without actually downloading anything. Anyone experiencing the same?
Release 1.6.0 was temporarily removed, as in 1.6.1 Mohair fibers and twine will be removed again, so they can be moved into the Wool mod. Sorry for the inconvience!
Tels, Yeah I must learn to do that more often when I update mods lol XD But since my server is on Linux, it's just sooo easy to just use the restart command ๐
Thank you, I'll creative-fix those manually then, there is not a lot of them anyway
drakray Unfortunately not :-/ The only way to fix these is to go into creative mode, then delete the blocks with left-click and replace them with `game:leather` (and maybe you need to chisel some of them into stair shape). You could also try to regenerate the chunks, but then there is a high chance the trader vanishes or another trader spawns in. Creative mode is certainly the fastest. Sorry again!
Also, before you make any changes, please backup your world!
Hi little question about 1.5.4: I used it on my server(am now on 1.5.7), and now I have some traders with [?] block with id 690, that kick me when interacting with. Is there a command to change them to game:leather?, I can't find info and am new to this ๐
gndrneutralnoun New release 1.5.5 is out and it should fix the issue with upgrading when you use an 1.5.3 world - it cannot fix an already broken world however. So if you already used 1.5.4 - please go into creative and fix the broken blocks. Alternatively, use a backup and upgrade straight to 1.5.5 - sorry for the inconvience!
For all interested: It seems remapping blocks in 1.19 is partially broken - sometimes it works, and sometimes it just breaks existing blocks. The new release uses transitions on blocks to convert them (after a short delay) when in inventory or chest, and it leaves the old blocks in the game, so it works. The old blocks will be removed in Tailor's Delight 1.6.0.
It's okay - I frequently back up my world (though somehow I didn't think to create a backup with the remapping oof), and just loaded an old backup to check how much leather I had and then spawned it in on the current save. I only thought of that after your comment, so things are fine.
gndrneutralnoun Yes, sorry, it seems the remapping was somehow broken. It worked on my test, but ppl reported that leather blocks also got converted to unknown block. I'll bring out a fix, in the meantime pls use 1.5.3. And hopefully you can spawn in the leather from creative mod. Sorry again!
Hey, uh, when I updated to version 1.5.4, it needed me to do a remap, which is fine of course, but after running it... all the leather I had in my chests seems to have completely disappeared. Any idea what happened? I had a LOT of leather, so I'm pretty sad haha.
JustaKobold Walnut black dye is special like Woad blue dye, you can dye normal cloth with it. This is something the Wildcraft: Tree mod does, not my mod. All other dyes, like black dye, need mordanted cloth. And I just checked it, black dye + mordant cloth work and walnut dye + normal cloth work. So it works as it is intended.
noticed a minor issue with dying cloth, i have the wild craft mods added and it wont let me dye cloth with black dye but will with the walnut black produced with wildcraft.
CKitt It's my mistake, Lichen added compatibility for TD and I just listed it here without checking :) And thus I forgot that Lichen added horns and antlers and missed the recipes. Just curious, which Lichen version are you using, the old one, or the "Continued" one?
You had "Lichen Continued" under compatibility, so I thought it was already intended to be an option. That's why I asked if I was doing it wrong. My mistake! I look forward to it being added as an option, thank you!
CKitt I can't find "gemsbok horns" in Vintage story. Are these perhaps from a mod? If so, I can happily add compatibility for it if you tell me which mod it is.
gndrneutralnoun Ah, either I missed it or there was some problem with it. You can place them on a shelf or in a scrollrack, or on the ground. I'll see if I can add toolracks in the next release, thank you for the report!
Hi, I love this mod, I just have one nitpick about it - for some reason the wooden spindle can't be placed in tool racks! Would you consider enabling this? I understand if it doesn't fit your vision for the mod. Either way, thanks for the mod.
AtomixSpark Currently Tailor's Delight doesn't actually add any new clothes. Even if it did, I'd probably not have the time to make these clothes compatible with other player models. Sorry!
I'm wondering if this mod will work with the Kobold player model mod. How many of these new clothes are custom models? if they use unique models and not just recolors then I suspect things might not work with that mod. Luckily - it shouldn't cause harmful conflicts as the kobold mod is clientside.
Which of the recipe do you mean, the one for bone awls or metal awls? Also note, crafting an awl needs a knife with enough durability left, you need 12 for a bone awl.
Wist Sorry to hear that. Could you send me a screenshot on Discord for A: the mod loading screen in the game and B: how the items look ingame? Also, do you get any errors in the server-main.txt? What does this txt say about loaded mods?
And lastly: What kind/type of graphic card do you have?
Hello, can't seem to get the textures like the awls & buttons to show up in the game. I don't see any difference in the files & I removed all other mods and tested a world with just this & Expanded matter. I'm using VS v.1.18.15, Expanded matter 2.4.1 & TD v.1.2.0. Any suggestions to fix this would be appreciated.
X_Wing_Ian Tailor's Delight needs 1.18.15 - 1.18.5 will not work. Also, Expanded Matter 2.4.1 (needed by Tailor's Delight) needs 1.18.8 at minimum. If you are using VS 1.18.5, then this will not really work.
I might reduce the dependencies in TD (although I really have no good way to test that TD would work with 1.18.14 or 1.18.8 or 1.18.5) - but the earliest would still be 1.18.8 because even EM 2.4.0 requires this as a minimum. 1.18.7 and earlier have some serious changes to 1.18.8 so EM cannot work on them and needs 1.18.8 or later.
Version of vintage story I have 1.18.5 but I just looked that I had on my test server that I had EM2 2.4.0 but on a live server I had 2.4.1, I am now seeing if that is the problem on the test server and testing that out now to see if I get the same problem and I seen nothing in the server.main log but I am checking that now I will edit post after I log into my test server.
PS. it was EM2 not being 2.4.1 after I added that to my test server and joined it downloaded that and Tailors delight so more of Em2.
X_Wing_Ian What version of VS do you have? And what is the version of EM that you have? And what does server-main.txt say about any potential warnings or errors?
So when I put this mod on a dedicated bare metal server it will not load I do have EM2 on the server to but also when I put it in my client mods folder it greyed/blacked out saying it is unable to resolve mod depenedaices check log files but I see nothing in there. Here is the image of the mod manager for client vintage story https://gyazo.com/77dbce16dba2bcbd2865e3f7f185b441
I love mods that carve niches out to be deeper and run farther. Expanded Foods really added to the cook/farming professions, Wildcraft/Alchemy really added to the witchy baba yaga vibe, and I'm very excited to see what Tailor's Delight adds to the tailoring/textiles/fabrics side of Vintage Story
Can the rawhide bundles be updated to use rendered fat for oiled bundles? Like the vanilla recipe now uses.
I seem to have found a compatibility bug with Equus, when crafting a Saddle it gave me a Server Error:
Exception: Missing or errored output result for recipe 'tailorsdelight:horn-buttons'
Dont know if its caused by Equus having a similar recipe maybe?
Just wanted to share this if anyone has that problem
Might be simple thinko in Equus - the real item is named `tailorsdelight:buttons-horn` :)
If you could look into please?
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-seasoned cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-varnished in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-varnished cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-seasoned in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-seasoned cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-varnished in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-varnished cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-seasoned in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-seasoned cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-varnished in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-varnished cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-seasoned in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-seasoned cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-varnished in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-varnished cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-seasoned in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-seasoned cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-varnished in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-varnished cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-seasoned in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-seasoned cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-varnished in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-varnished cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-seasoned in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-seasoned cannot be resolved.
24.6.2026 05:22:51 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:ruler-varnished in Grid recipe
24.6.2026 05:22:51 [Error] Grid Recipe 'tailorsdelight:recipes/grid/tool/ruler_wood.json': Output tailorsdelight:ruler-varnished cannot be resolved.
Some mod is added woodtypes named "seasoned" and "varnished" and my mod doesn't know about these. You need to find out which mod does that and then ask them kindly to add compatibility with TD.
i also am having issues with crafting a bone or horn awl, i dont have toolsmith installed and am not sure what mod might be causeing the issue,ok i just found out i can do so with granite i beleive this is a goelogy addon compatability bug
The recipe for crafting awls requires a hard-stone, these are the ones it accepts: "andesite", "basalt", "bauxite", "chert", "granite", "obsidian", "peridotite"
I just can't figure out how to repair the commoner coat. I tried using regular linen (normal stitches) and it's not working. The black wool from wool & more works properly when dragged and clicked into the clothing item but the linen (normal stitches) is not. Is there a special method required added by this mod to repair clothing items using regular linen?
Tailor's Delight does not change any clothing repair recipes or mechanics. I've just tried and could repair a commoner coat in a testworld. Please try to clear your mod cache.
Copy that. Thanks for letting me know. ๐ฏ
any known compatability issues between Tailor's Delight and Toolsmith? I have been unable to make any Awls.
Nevermind. I found that you cant make bundles with the black bear hides, only huge or hides with heads
Oh, that must be a bug in Tailor's Delight, I'll have a look at this.
i think there are some issue with coloring cloth with certain dye, straight up not working with most from what i tried (how am i supposed to use the yellow one if i am missing something?).
Mordanted cloth + yellow dye = yellow cloth - this works in VS and also fine in TD.
Is there some trick to repairing clothing with this mod? I'm trying to repair a fur coat and a bear hide armor. I've tried linon, a pelt bundle, and a raw hide bundle. I've tried right and left clicking with it on my character, in my inventory, on my hotbar. There's nothing in the handbook about repairing. Nothing in the mods description mentions it. I feel like I'm losing my mind.
Tailor's Delight does not add bear armor repairing, do you have a mod that adds that. AFAIK this is not in vanilla.
Also, I didn't know fur coats could be repaired in VS either. I'll have a look at these.
I think repairing bear armor is recent vanilla. It's done through the crafting grid.
You are right, this seems to have been added in 1.22.0. TD does not (or should not) patch these recipes so I'm unsure why it would not work. I'll check it, thanx for the report!
So I just managed to pick the two items that work differently... I'll go back to my corner now. Thanks for responding.
oh, I just noticed. You need to put the armor and the repair material in your crafting grid. I don't think you can repair them by left/right clicking them (haven't tested it, tho but the handbook clearly shows the grid recipes for me)
If you press H while hovering your mouse over the bear armor item piece in your inventory, does the handbook show you an alternate crafting recipe that uses damaged bear armor? That should be how you're able to repair it.
Contrast to repairing linen-based clothing by, IIRC, picking up the sewing kit with your cursor and clicking on the clothing piece.
Edit:
Yeah, what Tels said.
I have both immersirve fibercraft installed with this mod, updated to the latest version. I'm still seeing the craft window recipe of flax fibers to flax twine instead of only the spinning wheel recipe
You need to talk to the author of Immersive Fibercraft - TD doesn't do anything special here.
Hi! For some reason i cant craft flaxtwine with spindle as in recipes
Do you have immersive fibercraft installed? Also, these flaxfiber item look very unusual, do you have any other mod installed that changes flax and/or flax recipes?
Yeap i have fiber craft installed and string sense
I think immersive fibercraft disables the tailor's delight spindle by providing its own. it might also be a thing that you can configure.
2Dsheep I've noticed it, will fix in the next release.
alumpof I'll look into it.
Thank you for the report!
For some reason the recipe to craft a linen headband and the recipe to turn cloth back into linen are the same, but it defaults to the headband. Can't tell if it's this mod or something else.
The recipe to turn cloth back to linen+stick is indeed from TD. Will fix this by fixing the recipe for the headband.
I think it might have been mentioned below but I just wanted to specifiy that, with this mod installed, the copper bracelet, bronze bracelet, bronze armlet, silver bracelet, merchant bracelet and tailor needle puff have their GUI and in-hand positioning way off. (They connect to the model correctly though)
This is fixed in the newest release, thank you for the report!
I have no idea why but I can't craft needles at all? the item itself doesn't have it's recipe listed below (though it does show all available things you can use it for) and I even got the Better Handbook mod and tried the autofill option, the items went to the crafting grid but theres no needle output?
The item still exists and I got three bone needles while panning bony soil so I didn't think to check if I could make them before I got really settled into my base.
I'm not sure if it could be some form of mod conflict I'm unaware of or not but lmk if there's any more info I might be able to provide that I didn't think to here.
editing to add that its not just needles, its also affecting base game recipes like the recurve bow and long bow, but the bow stave and raw bow stave are fine.
A needle is a knife, over an awl, over a bone and then you should get a bone needle.
The bone needles work just fine for me.
Okay so I found the conflict in a different mod altogether, but I absolutely never would have guessed where it was without the "patch vanilla recipes" suggestion!
Thank you so much this has been driving me absolutely bonkers!
The mod was Manual Tool Crafting, and after checking I had the right name I feel much sillier as that same advice was on the mod page lmao.
Seems like some clothing items are broken after installing this mod
Could you please tell me which ones?
at least some of the different bracelets
Oh, I see. Will fix in the next release, thanx for the report!
Thanks for this and other amazing mods. I sincerely appreciate your work.
Thank you โบ๏ธ
DeterminedBun I've never used Aldi's classes so I can't say. Do you have specifics?
i found a strange bug between this and Aldi's classes, something with the sails?
goat
I just downloaded this today and I was extremely surprised to not see some kind of thread-ripper or something to salvage thread and cloth from old clothes...
Is this an oversight? Did I do something wrong with the install? Is it intentional for some reason, or a limitation of the code somehow?
Like, I'm actually at a loss that I can't recycle/salvage old clothes as a tailor...
Recycling clothing items is not part of this mod for a few reasons:
I do had plans for the recycling, but the constant changes to VS swamped me and this feature is on the backburner for now. The current version does not even have the "use needles to craft cloth, awl for leather items" patched into most of the VS recipes - over 100 patches broke and I'm still orking on repairing them.
That said, you can recycle cloth (bundles) and some old tattered clothing items (like in VS).
Tels Being made from harder wood makes a ton of sense! Thank you for the speedy reply!
This is harder (no pun intended :) than thought, since wooden spindle come only in a generic wood version. I'll need to think a bit about how I can solve this w/o adding 30+ different types.
Arthamaeus Uff, that is a LOT of flax :o I'll be thinking about adding more durability, esp. if they are made from harder wood.
Tels Hello, I was wondering if there was maybe a way to reinforce the spindles to last longer somehow. Im playing on a large server and am processing about 35,000-40,000 flax fibers during the flax season. With the spindles being single stacks and only lasting me maybe 4-5 uses in the crafting grid using the recipe. They take up a ton of space in my inventory and they last very short. Or maybe make them stackable until one is used? Just a thought.
Kal_culated Config options will come in the next release for 1.22 - although they make this point kinda pointless.
TheBronzeWarrior Thank you ๐งก
SolsInit Nadiyan clothing recipes are not included in this mod on purpose. You can use Dressmakers to get recipes to craft all the clothing items in VS.
Aggressive_Pizza Ah, yeah, I will unify the spelling of "raw hide" vs. "rawhide" if possible. And I'll have a look at the saddle blanket recipe. And yes, I should probably just link to that Millwright compatibility mod on this page directly. Thank you for the reminder!
Kal_culated I agree, the reinforced recipes from "Millwright" are cheaper than the vanilla ones with this mod enabled. A config would be awesome, but I'm no developer nor modder.
Actually, after further investigation, found a little something that may fix our issues: https://mods.vintagestory.at/show/mod/35035
Hello! Love this mod, seriously. Makes the tailor a much more lovely choice in multiplayer.
Did want to let you know though, the recipe for the rawhide saddle blanket uses the "pelt bundle" when it should be using the un-oiled, less refined "raw hide bundle" as the clothes do.
Also, minor nitpick - but the rawhide clothes and saddle blanket are one word, "rawhide" while the bundle is "raw hide". The raw hides themselves just say "raw hide" so honestly its fine.
Otherwise the mod is amazing and I seriously could not ask for more.
Mod developers forgot recipes for both Nadiyan fur coats.
Are there any backpack mods that work with this?
Tels you are the GOAT
This mod seems really neat, and my partner is interested in it, but I wish it had config options. Ex I'd prefer to disable to recipie changes to most vanilla items, like windmill sails and cloth.
Zenny Sorry, this was a bit unclear. I meant, Tailor's Delight does NOT depend on other mods like Wool & More, Immersive Fibercraft or others, but these mod could be the cause of the errors. I do not get these errors when using only Tailor's Delight and or wool or both and I have had not time to test which other mod could cause this. Could you please send me your full mod list on discord?
TheBronzeWarrior I'm working on removing EM as dependency for the next release for 1.22 - please stay tuned :)
RedScorpionX Ah, that is good to know. I dont know if I have the resources to look into this issue, tho, currently swamped with all the ugrades to the 1.22 changes. I'll hopefully remember to make a note on the mod page, tho.
Tels i mean i PERSONALLY could, but yeah i really like this mod but hate EM lol
Tels Altright well it took a while but i confirmed it was Salt'y Manual Tool Crafting causing the issue. Not entirely sure if its a hard incompatability as im also using Clothiers Heirlooms and Immersive Fibercraft.
So i suppose that could be listed as a possible issue unless its an edge case with the combination of mods i have. I know Fibercraft does overwrite the drop spindle and such for theirs, which is cool, as theirs is interactable as a in world tool instead of the crafting grid.
Anyways cool mod ๐
I added the wool mod, but the errors are still there. Even on new world.
Tels I use Immersive Fibercraft which adds a loom and some other stuff but not the Loom mod if you are referring to Clothier's Heirloom
It does mention Tailor's Delight as a compatible mod so idk if that's the smoking gun
I do not. I did not know that those were required mods.
RedScorpionX Bone needles in TD are a grid crafting recipe and not knapping. I think there is a differnet mod out that which disables needles and brings their own but I don't know which mod this is, sorry.
Zenny Sprezzo Are you using a mod like the Loom mod or something like this? Because these errors do not appear when using just TD and Wool & More.
Xenodweller oh, absolutely, go ahead :)
Mapnyw It is because I have no had time to make alternative recipes for all the things in Wool & More - and this is not a thing for TD, anyway. And in the next version backpacks will be no longer a TD recipe.
TheBronzeWarrior It would mean I would need to remove the brushes and the recipe for nadyian leather would need to change. Can you live with that? But if you absolutely hate EM, then you probably shouldn't use my mods anyway.
Can confirm the errors from Sprezzo, I'm getting them too.
For some reason the Bone Needle appears to not be craftable, and does not show a recipe, nor can i "knapp" bones. Same for the horn needle. I have butchery and Clothier's Heirlooms in my modlist. Anyone know what the recipe is or what i can try to fix it? I have class skills turned off for single player.
Looking through the logs i found these errors, not sure what they imply or what's causing them, i haven't had actual issues so far tho
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:checkeredcloth-lightbrown in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/checkeredcloth.json': Output Item code tailorsdelight:checkeredcloth-lightbrown cannot be resolved
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:panel-cloth-full-none-golden_fleece in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/clothpanel.json': Output Block code tailorsdelight:panel-cloth-full-none-golden_fleece cannot be resolved
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:panel-cloth-full-none-lightbrown in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/clothpanel.json': Output Block code tailorsdelight:panel-cloth-full-none-lightbrown cannot be resolved
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:panel-cloth-small-none-golden_fleece in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/clothpanel.json': Output Block code tailorsdelight:panel-cloth-small-none-golden_fleece cannot be resolved
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:panel-cloth-small-none-lightbrown in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/clothpanel.json': Output Block code tailorsdelight:panel-cloth-small-none-lightbrown cannot be resolved
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:panel-cloth-table-none-golden_fleece in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/tablecloth.json': Output Block code tailorsdelight:panel-cloth-table-none-golden_fleece cannot be resolved
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:panel-cloth-table-none-lightbrown in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe 'tailorsdelight:recipes/grid/cloth/tablecloth.json': Output Block code tailorsdelight:panel-cloth-table-none-lightbrown cannot be resolved
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code game:powder-lapislazuli in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe with output Item code tailorsdelight:brush-dry-blue contains an ingredient that cannot be resolved: Item code game:powder-lapislazuli
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code game:powder-cinnabar in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe with output Item code tailorsdelight:brush-dry-red contains an ingredient that cannot be resolved: Item code game:powder-cinnabar
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:twine-golden_fleece in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe 'tailorsdelight:recipes/grid/colored_twine.json': Output Item code tailorsdelight:twine-golden_fleece cannot be resolved
24.2.2026 03:53:34 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:twine-lightbrown in Grid recipe
24.2.2026 03:53:34 [Error] Grid Recipe 'tailorsdelight:recipes/grid/colored_twine.json': Output Item code tailorsdelight:twine-lightbrown cannot be resolved
Tels So I made a backpack mod that revolves around linen/cloth backpacks, and I was wanting to ask for your permission to make my mod compatable with yours, like using the tools and extra cloth types in my recipes.
Some recipes seem unable to use wool twine in place of flax one, like backpacks for example, or is it something intended?
is there any way you could pivot from EM? i absolutely adore this mod, but hate EM with a passion. em doesnt seem to add too much anyway, just general "QoL" stuff
Yehoria no worries, that's my job here :)
Okay, sorry for bothering you twice, then
Yehoria Yeah, I know, it's just I'm quite busy fixing all my mods for 1.22 and my modding time is limited. Patching other mods receipes is quite tedious and can break easy when the other author adjusts their mod. So it is often better if the compatibility isn't done by me. (I wish I had time to do it all :)
Tels Thanks! I thought so but i had to let you know just in case you know
Tels , oh, i think you misunderstand, i didn't mean like adding armor values to clothing, just that the crafting recipes be adjusted to use needles/sewing kits more or less consistently.
TiredRabbit These are either caused by VS itself or another mod. TD is a content-only mod so I cannot fix such crashes.
Yehoria I don't have resources to do this, sorry. You might want to ask the authors of CO Armory for this.
Hello, no clue why but clicking on the Dry/Wet brush in the handbook causes a crash.
May i request an integration patch with CO Armory?
NuKeKS Bear armor is a VS thing and VS does not allow you repeair bear armor, and TD does not change this. There is a mod out there which allows you to repair it, just use this mod, too. https://mods.vintagestory.at/beararmorrepair
How do you repair bear armor?
Rad_Poseidon I'll add some more variants to the VS crafting changes. But the whole point of this mod was to change the VS crafting - it's a but unfortunate that the mod now also doubles as a sort of "library" for tailor mods with the twine and checkered cloth. And agree, it probably should be split up, but I don't think I have the resources to split and maintain two mods, tho. Are currently not even capable of catching up with all the VS and other mod changes.
Lunar_Ouppy Are you using another mod that adds spinning wheels or looms? I think some of them disable the TD spindle.
Either I'm losing my mind, or the crafting recipe for the wooden spindle is just... gone? Am I doing something wrong?
For as much as I do love this mod, I won't deny that some of the crafting recipe changes can be a bit annoying. The saddle comes to mind, mainly for requiring brown thread specifically.
It would be nice if the vanilla changes were moved into a separate mod.
DeeTales I've added a section to the description of the mod, thanx!
The changes to the fur set were a little vexing for me, I would make it explicit in the description.
Futurecity You're free to criticize the mod without being agressive towards the modder.You can always ask for features or fixes. And if the modder doesn't want to do it, then you can play another mod.
Omg yeah, we totally do have Spinning Wheels lmao. What a relief, cuz y'alls mods really are great. Thank you!
Netch No, you should be able to turn flax fibers into twine in the grid just fine. Do you have maybe the spinning wheel mod installed?
Hi there! Awesome mod! Just starting up a server with Tailor's Delight and Wool & More on it, and most of us are playing with it for the first time. We've run into an issue where the only way to turn flax fibers into twine is with the wooden spindle, which is class locked. Is this intentional? Are we missing something? We have a tailor on the server, but it's just not feasible for such a basic, early game recipe to only be craftable by one person. Thanks lol
Beedy Threads from TD are a very versatile tool used in many crafting recipes. The only reason you can turn wool twine into threads is because otherwise I would have had to add hundred of recipe variants, which uses a lot of memory and CPU. Converting them "back" would also allow you to convert flax twine into wool wine, which would be just wrong.
The orientation is tricky, because they come from different mods. I can look into it, but don't promise anything. There is only so much you can convey with color and shape for dozend things that look all alike... Thank you for the feedback!
Hey! You guys made Wool Twine, and made Wool Threads. So I have two requests.
Request 1: You allowed us to make threads from twine, but didn't provide a way to revert that process. Please give us the ability to revert them back and fourth with 1 to 1 ratio but using a tool durability as a balance.
Request 2: Flax Twine icon orientation look similar to Wool Threads. While Wool Twine looks very different (opposite orientation). This is a little confusing. It would make much more since if both Twine types had a similar icon orientation and the threads a different orientation.
Edit: I tested and found the answer. There is no incompatibility. The recipe is changed (by this mod) and the Gambeson is warm (by the other mod). So the mods didn't interfere with each others.
Original comment: Is TD compatible with (Warm Gambeson)? that mod adds warmth to Gambeson. This mod changes the recipe for Gambeson.
Tels His profile (where the full version of 1.3 can be found) and the page about SimpleCloth were version 2.0 can be found. Deepl can be used to understand the russian text.
The full 1.3 version is basically ModDB version but with all the stuff mentioned in the mod (Sandals, hoods, robes, masks, etc) description but that were missing, the crafting recipes still work but there's compatibility issues. The version 2.0 allows to add optionally a second color to the edges of the clothes and also reworked the structure of the mod so the recipes wouldn't overlap with vanilla recipes, but for some reason the crafting recipes are gone (im not entirely sure if that's a mod conflict, an issue on my end or SimpleCloth fault). Would be nice if a compability patch could be made atleast for the 1.3 full version but I understand if you prefer to stick to the ModDB version for simplicity.
Anyway, I really appreciate your work, I can't play VintageStory without Tailor's Delight :)
Artoy Do you have link for me? Anything happening outside of ModDB is pretty much invisible to me.
ZenithDaWuff I might have found a solution for the brushes, pls give me some time. the "breaking into something else" is not possible AFAIK but I might prevent the breakage completely. Wish me luck :)
As for the vinegar, I'll hve to look. Never heard of cleaning vinegar. Maybe I can just add more recipes so you can use the Wildcraft vinegar, too. Thank you for the feedback and for the patience :)
Ey, I wanted to let you know that the profile of the author of SimpleCloth mentions they had continued the development of their mod in another site. I checked it out and it includes new items. It howevers breaks the compatibility patch added with your mod unfortunately. Would it be any way to fix that?
I tried using "cleaning vinegar". Is that not the vanilla vinegar? I don't know to make just regular vanilla vinegar anymore since I have all the Wildcraft stuff. Maybe it's just making vinegar with a vanilla berry like a blueberry?
And, ah, shame about the pigment thing. I'm surprised that's something that's so difficult to change. Do you think you could instead cause the brush to break into a used brush (single item that all "broken" brushes turn into) that can then be revitalized by crafting it again with a new pigment? That way players can still only need one brush of a certain color and just add more pigment when their brushes ultimately break.
ZenithDaWuff Crusted brushes need to be revived with "aqua vitae" or vinegar from VS. You maybe tried to use vinegar from another mod? I *think* I've build the brushes before wildcraft vinegar was added, I can look into more compatibility for one of the next releases.
Fruit wine or brandy etc. do definitely not work for crusted brushes.
The labeleing breaking is a VS thing again, all pigments (coal, powders etc.) have a hard-coded 15% chance to break - it's build into the VS code and I can unfortunately not change it :-/ Rather sad for the expensive brushes.
My fault, appreciate your work
Having trouble figuring out how to rehydrate my crusted brushes. It says I need achohol, vinegar, or a little bit of the original dye, but sealing (a blue crusted brush, for example) in 1 L of vinegar or fruit wine does nothing. As does crafting the brush in the grid with aquamarine or dunking it in a barrel of woad blue dye. Is there a very specific way I need to rehydrate crusted brushes? Because of the sizable chance they have to break per use, I'd rather not have to craft an entirely new brush every time I want to label something. Lol
Also, while I'm here, if I wanted to go about lowering the chance of a brush breaking every use, what line in what script would I need to navigate to to change that?
Thranos Thanx for the feedback :) I've considered the change quite a bit - the brown thread can be found in loot vessels, panning or bought (or made from brown wool fibers if you have Wool & More). So the fur clothes should hopefully be craftable before winter hits.
In any event, I'm working on extracting the changes to VS items out of the mod so people can play VS how they want it instead of following my vision for it. It might take a while, tho.
Tels
I feel that making the fur coat/boots require more complex, dyed items is... not the best idea. The fur set is meant to be the "first winter" survival clothing, the bare standard of "warm enough to not freeze to death" made from crude materials the player can obtain with a bit of effort and a lot of hunting. Making the hide rolls and adding sewing tools makes sense, but adding dyed thread- not so much. That's what the Reindeer Herder clothing is for- a more complex, but warmer set.
I hope I don't come off as rudely complaining like certain recent comment(s), I only want to offer (hopefully constructive) criticism about balancing.
mellowboy I'm sorry to hear that.
I've spend hundreds of hours developing these mods for free and if you don't like them, please don't use them. It is not feasible to me to maintain two versions of Dressmakers, one with and one without Tailor's Delight.
There are simple not enough hours in a day to do that. If you need a simpler way to craft VS clothings, look at this mod here instead: Simple Tailoring.
The colors of the ingredients are there to match the output clothing item - if the jerkin shows blue, then the input can't be red or plain leather, that would be silly. People often complained that the colors don't match, so I'm working towrds this goal instead of just allowing any color combination. You complain here is basically the opposite of that and I can't satisfy both at the same time unless I add complecity by adding options to the mod.
That VS only allows a fixed numbe of colors per item (like blue on leather jerkins) is also something I cannot fix realistically, that would be the game developers job to make it easier to allow this without increasing resource consumptions.
I agree that it would be better if many recipes could use less specific colors (like allowing a number of different colored threads) but there are downsides to this, too. It would increase the number of recipe variants (increasing memory consumption) and it would also have the possibility to introduce recipe clashes. Each recipe for each item must be unique in this game. With hundreds of recipes in both my mods, this is simply not feasible to maintain.
And btw, the thread colors are carefully choosen - brown thread is the easiest to obtain after flax twine.
This mod is a very annoying prerequisite to dressmakers, It changes way to many recipes and makes them ultra specific you shouldn't need blue leather for jerkin as any leather would do the exact same realistically. Another one is requireing brown thread for saddles when thread color would make zero difference. Ideally there should be a config to allow any colour or an option to return the original crafting recipe options.
Pell I'll look into it, but it might take some time.
is it possible to make a patch for the Toolsmith mod? it also has a leather strips item and they share the same recipe, but when both mods are installed i can only make the Tailor's Delight version
ElusiveEnigma It seems I've forgotten to include the new cloth variants into these recipes. Will fix it for the next release, thanx!
Gosu Yes, it is called https://mods.vintagestory.at/dressmakers
Sinemu I don't even know how that could happen. These are the compatibility rulers when Wildcraft: Trees is installed but since my patch only patches in 1 variant... This error does not happen for me. Maybe you have older versions of Wildcraft? Or you have two versions of TD somehow installed? Also, try to clear your VS mod cache directory.
I have this problem in the logs
17.10.2025 10:08:14 [Error] Exception: Attempted to register an item with the code 'tailorsdelight:ruler-spruce', but an item with this code already exists. A unique code is required.
17.10.2025 10:08:14 [Error] Failed registering item tailorsdelight:ruler-fir:
17.10.2025 10:08:14 [Error] Exception:Attempted to register an item with the code 'tailorsdelight:ruler-fir', but an item with this code already exists. A unique code is required.
17.10.2025 10:08:14 [Error] Failed registering item tailorsdelight:ruler-beech:
17.10.2025 10:08:14 [Error] Exception: Attempted to register an item with the code 'tailorsdelight:ruler-beech', but an item with that code already exists.
Tels
There doesn't appear to be a way to craft the block "Dark red cloth panel" nor the dark green, dark brown, or dark blue variants of cloth panel. The "Small dark red cloth" (and corresponding variants) only have one recipe group, rather than the usual two y'all have implemented, and require the former to be made. I am assuming since there is no recipe to make these blocks that they are perhaps only supposed to be bought from the traders?
TelsPhiwaIs there another mod i need to craft the Nadiyan clothing? i dont get the option to craft any of it I can craft the Nadyian leather but it has no use?. the gilded thread also has almost no recipes unlike the picture in the mod showcase.
seaseraphic No, these people have been lying to you. This is a content-only mod and if there are memory issues, that it is the fault of either VS or some other mod. It is unlikely that TD os overly demanding or uses some kind of memory bloat, it doesn't add that many blocks or items.
I have heard that Tailor's Delight is overly demanding on server and/or has some kind of memory bloat. Is this true, does it cause performance issues?
Tels thank you very much for the answer. Knife to remove the panels from chisled blocks, got it. :)
For anyone else who is having a server overrun by panned-up flint and obsidian awls, take a look in assets/tailorsdelight/patches/survival-blocktypes-wood-pan.json. I made a tiny change for my server, and it's all good now.
ZenithDaWuff See the note from Vherkin, it's likely the mod 'Repair Me'. Thank you, Vherkin for the investigation :)
@ZenithDaWuff
I had the same bug as you. Using your crash log, i spotted the mod we had in common and did some test.
The culprit is "Repair Me".
I think it because it add repair recipe to most tool and it reflect in the handbook. That what cause the brush to crash.
However, you can fix it using repair me config file.
in the "DisableItemCodeArray" you need to put "brush".
That will tell the mod to not patch the brush recipe avoiding the bug.
I don't know whether to cheer or groan...
Either way, they probably thought the war was sew-sew.
CKitt And they DID go for the eyes! :D
Okay, fair enough! We can't forget the million-man Tailor v. Tailor War of 1350, after all. ๐
CKitt TD does not yet have anything to configure and I'd like to keep the complexity down. I can nerf the awls in panning a bit. Just pretend lot's of tailors died in the war ๐
Sure would make life easier if there were a config available to remove flint/obsidian awls from panning drop tables. Would that be possible? No one on my server uses them after the earliest early game, so when I walk around outside any claim, they just litter the ground. ๐
nice update๐ฏ
Beathrus Turns out TD has a bone needle knapping recipe if Butchering was installed. The next update will correct that - I'm sorry for the confusion! :)
Oh! You were quite right, thank you!
Beathrus Tailor's Delight bone needles are crafted in the grid. It has no "bone needle knapping", so it cannot clash with making bone piles. This must be another mod's fault.
Hello trying to make a bone pile. But it clashes with make bone needles.
ZenithDaWuff It works for me, must be another mod that patches or changes something.
WeatherAlchemy This is a standard VS feature and so you, this should work. My mod only adds or patches recipes.
Stupid question, but does disabling class specific recipes allow all classes to craft these recipes?
I recieve a CTD via a fatal error when trying to click on the recipe for any dry brush in the handbook. The log reads as follows.
Running on 64 bit Windows 10.0.19045.0 with 32677 MB RAM
Game Version: v1.21.1 (Stable)
9/18/2025 6:13:17 PM: Critical error occurred
Loaded Mods: aculinaryartillerypatch@1.2.6-pre.4, bettercrates@1.9.0, biisky@1.0.0, buzzwords@1.8.0, coldstorage@1.0.2, extrachests@1.10.0, flexibletools@3.5.1, kemonoskins@0.0.0, lanternpost@1.0.8, millwright@1.2.8, overhaullib@1.8.1, satup@0.1.0, shelfobsessed@1.7.0, simpleanthrofoxplayer@3.0.0-pre.2, simplepaperlanternrecipe@1.0.0, sortablestorage@2.4.2, unhallowedpatches@1.6.1, usefulshears@1.0.0, game@1.21.1, vsimgui@1.1.12, wildfarmingrevival@1.4.0, abcsredux@2.0.5, accessibilitytweaks@3.8.5, animalcages@4.0.1, apegrapes@1.3.1, apelanterns@1.3.3, egocaribautomapmarkers@4.0.3, awearablelight@1.1.4, flags@1.1.12, bedspawnv2@1.6.2, betterfirepit@1.1.6, betterruins@0.5.0, bettertraders@0.1.0, commonlib@2.8.0, composter@1.2.1, configlib@1.10.2, configureeverything@2.2.1, crosscomme@1.0.10, danatweaks@3.6.0, expandedfoodspatch@1.7.6-pre.1, expandedstomach@1.2.0, fieldsofsalt@1.2.4, firepitsheatovens@1.0.0, freedomunits@1.1.4, herbarium@1.4.1-rc.1, jopainting@1.4.1, joyofsailing@1.4.0, kemono@0.1.8, kevinsfurniture@1.7.3, knapster@3.0.0, levelup@2.0.6, maltiezfirearms@1.2.3, medievalexpansionpatch@1.3.1, millwrightvawtaddon@1.0.2, morepiles@2.2.0, ndlwoodentorchholder@2.0.2, noholdfruitpress@0.1.0, pelaguswinds@1.2.2, petai@4.0.0, repairmepatch@1.1.1, rivers@4.7.3, rubberbandaid@1.0.0, saltpeterproduction@1.1.0, usefulstuff17@1.5.0, vanillaarmory@1.8.0, vanvar@7.1.0, Verticality@0.3.1, creative@1.21.1, survival@1.21.1, woodenfortifications@2.0.9, herbarium121hotfix@1.0.2, allclasses@2.0.5, autoconfiglib@2.0.9, cats@4.0.0, compatlayer@0.0.6, em@3.3.0, foxtaming@1.7.2, petbackback@1.1.0, playercorpse@1.12.0, stonequarry@3.5.1, tpnetpatched@1.14.9, wkfa@0.1.2, wildcraftfruit@1.4.2, wildcrafttree@1.3.2, wolftaming@4.0.1, tailorsdelight@2.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2606
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 197
at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Boolean shading, Boolean rotate, Boolean showStacksize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 280
at Vintagestory.API.Common.CollectibleObject.OnHandbookRecipeRender(ICoreClientAPI capi, GridRecipe recipe, ItemSlot slot, Double x, Double y, Double z, Double size) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2138
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.RenderInteractiveElements(Single deltaTime, Double renderX, Double renderY, Double renderZ) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 339
at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 483
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 737
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 396
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 309
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1017
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 9/17/2025 6:16:36 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.1.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.2025.41914, time stamp: 0x68a4f4f0
Exception code: 0xc0000005
Fault offset: 0x00000000001d34a0
Faulting process id: 0x3ed4
Faulting application start time: 0x01dc2839b8311c2d
Faulting application path: C:\Users\benpr\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.20\coreclr.dll
Report Id: 462aa2f5-aabe-4ea6-a69a-19d37faf27bb
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 9/17/2025 6:14:50 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.1.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.2025.41914, time stamp: 0x68a4f4f0
Exception code: 0xc0000005
Fault offset: 0x00000000001d34a0
Faulting process id: 0x7dc
Faulting application start time: 0x01dc2839773d6453
Faulting application path: C:\Users\benpr\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.20\coreclr.dll
Report Id: c4d78520-6aa9-449c-8614-05309132760e
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 9/16/2025 10:42:36 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.1.0, time stamp: 0x67fe0000
Faulting module name: KERNELBASE.dll, version: 10.0.19041.6280, time stamp: 0x56511854
Exception code: 0xe0434352
Fault offset: 0x0000000000025369
Faulting process id: 0x4e2c
Faulting application start time: 0x01dc2795a3119c18
Faulting application path: C:\Users\benpr\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: e3620b83-fb0f-4ec3-b307-c5bb332b1a21
Faulting package full name:
Faulting package-relative application ID: }
Comeaves Thank you for the feedback! ๐
TD patches recipes for clothings that are already in VS craftable, whereas Dressmakers adds recipes for things that were not craftable. It's ok to discuss both recipes here. :)
As for the "many recipes" - I'd like to get more info on this. Combined Dressmakers + TD patch / have well over 200 recipes and I don't think that many are "wrong".
That being said, the hunter poncho looked bluish on my monitor and GUI size but when zooming in, it is indeed rather brownish, I'll adjust it. If you have more recipes where you think the input colors don't match the final product, pls report them, preferable on Discord!
However, many of the recipes are also made so to encourage you to craft more varied products - and I took some artistic leeway in some cases. (You can imagine that the blue thread looks just brownish after usage, in the light, or is used on the inside etc.). Because what purpose would have a specific color have when it is used only to craft like 2 products... And as always, the final colors of the products often vary wildly, while there are only a finite number of input colors (around 16). In addition, the color palette of VS is more brownish/earth toned. This makes it actually difficult to have semi-realistic recipes.
Hi Tells, thanks for the mod. Since you mentioned that some recipies for clothing are from this mod, not dressmakers, I just thought I would continue to talk about it here...
Probably this is just my opinion but, I do believe many recipes make no sense... For example, the Hunter Poncho (default item for the hunter class) required dark blue thread, there is not a single blue pixel on it, many also require leather, dark red, gray, and other stuff that are visually not present on the item.
I dont want to sound like I'm hating on your work, I really like the mod and appreciate the huge effort that went into creating recipies for hundreds of items. I just think there should definetly be a nerf to some recipes.
Jenpai All great ideas, I'd love to do that, just limited on time rn Thank you for the kind words!
As for crafting vanilla clothings, check out Dressmakers, it adds recipes for almost all of them.
I would love to see this mod add some alterntive colors to some prexisting clothing items! For example being able to make more colors of the Woolen Scarf, Jord robe; just to name some samples.
Would love to see more teal/green colored clothing too; such as the tailor jacket, marketeer shirt, and prince robe!
Sianks
* TD adds the "ruler" as the weapon. (technically, an awl could also be used as a weapon, but its a terrible knife replacement in that regard :)
* So far TD does not add any new armor, only changes some recipes for leather/gambeson armor
I've never used combat overhaul, so I have no real idea if that would or could conflict with something or not. And currently I don't have the resources to work on compatibility with it. Sorry.
Tels Im asking cause apparently "Tailor's Delight adds new tools, weapons, items, decorations and blocks." That Weapons part is worrying me, if the mod is adding only clothing and doesnt add Armors or Weapons then its fine, but if it is, it will require patch from either of mod Devs... When u play Non combat overhaul mods with Overhaul, then weapons will not do dmg as it's intended by CO, or armor wont protect like it should if you can even equip it in first place.
thats why im asking, is there anything related to Combat thats actually added?
Sianks I've not tried it, but I think there would be no problem. Does combat overhaul add clothing or armor items? Have you tried it?
Madalovin This is a standard VS mechanic - you can use a knife on the chiseled block to remove the placed decorations. That *should* work.
is it working with Combat Overhaul?
How do I recover panels (leather) that were placed onto chiseled blocks?
houkkio Thanx for spotting this silly mistake, it will be fixed in the next release for 1.21!
In the grid recipe for crafting driftwood into sticks knife is assigned the code "block" instead of "item" which renders the recipe non-functional.
eerino Tailor's Delight is not configurable. Are there things you would like to chang? And I'll fix the link, thanx!
Is this configurable? I didn't see a folder for it in my modconfig folder.
just a heads up your Lichen Continued link isn't working
Javidac I've fixed the link, thank you!
The link in the description to lichen continued leads to hide and fabric. Is this intentional?
@tels What about the nadiyan miner belts?
Tailskill The emeral buttons can only be found in loot or bought from traders, this is by design, so you have an incentive to go out looting and exploring.
Hello the emerald button & clasp in the recent versions doesnt have any crafting recipe
Is there gonna be a fix for that?
Codyman765 It has no uses in TD yet and AFAIK other mods don't use it, either.
Anyone know what the pattern drawing set is used for? Im not seeing anything in the handbook.
CamiloJNeuro This message should not be caused by Tailor's Delight - my mod does not alter or contain animations. I'm not sure what causes it.
Hello, how do I permanently delete this message from the console? I deleted the mod and it keeps appearing.
[Server Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element Hair tile upper part cannot be found.
Hey and thanks again for all your mods. Could you add that french translation, please ? My clothest thanks !
Menelos Thanx for the headsup! Ugh, that might be because I copy & pasted them in, I though its clever from gitlab to put in the links but it seems its the moddb and doing it wrong. Now I probably need to edit thousands of releases...
Tels thanks for the new release.
Not a big deal but I noticed while reading the changelog that the links to the issues are broken: for example "#279 - Wildcraft: Trees & Shrubs: remove patches for sewingkits from driftwood" points to https://mods.vintagestory.at/codesmiths/vs_tailors_delight/-/issues/279 instead of https://gitlab.com/codesmiths/vs_tailors_delight/-/issues/279; is this a bug of the website? in this case I'll report it.
Anclet Yep, I've just noticed this yesterday - and fixed it for the next release. Thanx for the report!
Red clay seems to not be able to make a buttons and clasps mold? Only blue-gray and fire clay are able to.
Pawelot Thank you, I'll add it in the next release! ๐ต๐ฑ
Tels Hi I made Polish Translation https://pastebin.com/0qrYATKK
Tels Sure it is fine for me with my nickname, Thanks.
Taeo I had intended to use them in other mods, like Wool & More, Dressmakers but so far had not yet time to work on it. And no other mod uses them so far. Hopefully will come later.
Tels
Oh? What are intending for it?
Taeo The patternset has currently no use in Tailor's Delight.
what does the pattern drawing set do? I can't seem to figure it out
Gengaroshi Thank you very much, will add it in 1.94 - May I credit you as Gengaroshi in the mod or do you prefer a different name?
I've made polish translation for myself, but you may want to upload it, or someone want to use it, feel free to take it: Tailors Delight 1.9.4
(I know that is not perfect but like 90% done)
Tels, Phiwa
ElusiveEnigma Nothing, the recipe seems to be missing. I'll add it in a new release.
Tels
I feel like I should be able to wet brown brushes with strong tannin, but it seems this is not the case. What am I doing incorrect here?
KiriRae
I was getting this same error and it seems the cause is the Immersive wood chopping mod (https://mods.vintagestory.at/show/mod/8567).
It seems someone made an unofficial fix for this error. See if you have it on your modlist, and check it out!
TaeruAlethea Forgot to paste it in :) Corrected it now. Thank you for noticing ๐งก
Any reason the new update patch notes dont have a PGP signiture like previous ones?
Tels Good to know, thanks for response. Love the mod/work!
Martial There are no bronze buttons, so this is why the mold does not work. I've tried to limit the number of different buttons to sensible choices and bronze buttons seemed a waste and complicate the recipes more.
Does the buttons and clasps mold not work with tin-bronze? The pour worked with copper.
TiddlyTom As far as I know no mods uses the pattern set. My own plans for it never came through. Guess I should just disabe it in the handbook, or actually find a usage for it. Sorry for the inconvience!
Aeonsteel The handbook sometimes only shows one of the infos (sold by or bought by) and it's a VS bug or limitian which I can't really fix. I'll add a small chance to pan these to bony soil, hopefully this then shows up in the handbook.
How do I get "Buttons and Clasps (Emerald)"? I really want a Cobalt Mantle.
EDIT: They are sold by Artisans. Not shown in the guidebook, though.
thats the conclusion i had come to but i just wanted to make certian i wasnt being dumb thank youvery much are the mods that it is used for listed above?
TiddlyTom The pattern set was meant to be used by other mods, it currently has no real use in Tailor's Delight. :)
hey sorry but i Must just be dumb but what the heck is the pattern drawing set used for i swear ive tried everything. i know this probably doesnt belong here i just dont know where else to look or ask
KiriRae I have no real idea, maybe post it on the official discord server? Maybe the "mod-development" channel? Also I've looked into the bow error and I cannot replicate here. Do you have any mods that modify bow crafting recipes?
Tels Do you have any idea what the 'FrontShirtTile' and the like mean or who I would need to report this to? I think it is really messing with playability. When this pops up in the log, my game lags and my character does cartwheels in place thru the ground.
KiriRae Thank you for the report! The seraph thing is definitely not from TD, because I don't do anything with the seraphs. The bow one I'll look into, thanx again!
Tels
Have some errors in my logs. I have lots of mods so I don't know if they are comatability issues. I just figured I'd let every one know about them and you can decide if you wanna fix them or not. I'll make a google docs file of the full log, let me know if you need a link.
3.2.2025 12:00:06 [Error] Patch 3 (target: game:recipes/grid/tool/bow.json) in tailorsdelight:patches/survival-recipes-grid-tool-bow.json failed because supplied path /8/ingredients/L is invalid: The json path /8/ingredients/L was not found. No such element '8' at the root path
Also, another wierd one that doesn't mention a mod:
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element FrontShirtTile cannot be found.
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element BackShirtTile cannot be found.
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element BackShirtTile cannot be found.
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element FrontShirtTile cannot be found.
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element FrontShirtTile cannot be found.
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element BackShirtTile cannot be found.
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element LowerButtons cannot be found.
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element FrontShirtTile cannot be found.
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element BackShirtTile cannot be found.
3.2.2025 12:09:38 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame element for which the referencing shape element LowerButtons cannot be found.
Will send it to my other clothing mods also.
Actually, as it turns out the only clothing mods I have installed are yours. So this must me something for you :)
TD does not muck with dyes in barrels, so this shouldn't be something my mod does?
1.8.0-pre.2 to 1.9.0 on an existing world.
All dyes in barrels were deleted entirely.
I noticed after that you had changelogs in the files tab (I hadn't looked there on mod pages before, I usually look at the main page for updates like how QP Chisel does it)
> Remove aged, prepped and scraped hide, hide bundles, panels and blocks
The panels were missing textures as were blocks. Thread existed (traders had them as offers) but missed textures (black panels rather than ? blocks just like Rhyagelle showed on September 2nd in the comments below) and I cannot send a screenshot as I reverted to 1.8.0-pre.2 on the server.
As for a mod list:
mod@ACulinaryArtillery 1.2.2.zip, mod@AncientArmory1.0.6.zip, mod@AtWatersEdge-1.19-v1.4.1.zip, mod@Autorotor1.1.2.zip, mod@autosifter.zip, mod@beekeeper1.0.1.zip, mod@BetterCrates_v1.8.0.zip, mod@betterloot1.0.7.zip, mod@BetterTradersv0.0.7.zip, mod@blackiron_lite.zip, mod@BuggisRandomChanges-119-3.6.2.zip, mod@BulkMolds-v1.0.0.zip, mod@canoemod.zip, mod@Ceramos v0.5.1.zip, mod@chiseltools1.14.11.zip, mod@claycasting-v1.2.2.zip, mod@ClickUpTorches.zip, mod@decorbazaar_v1.1.9.zip, mod@dungeonsandshafts_2.2.3.zip, mod@FarmSurvival-119-1.4.1.zip, mod@fireclayfrompanning.zip, mod@geodesandgemstones.zip, mod@hangingoillamps_1.0.3.zip, mod@HoneyPress-1.18-1.1.2.zip, mod@JuicyOres-v1.0.0.zip, mod@Mannequin-Stand-v1.0.3.zip, mod@millwright_1.1.5.zip, mod@more-map-icons-cs-1.1.0.zip, mod@MoreTorchHolders.zip, mod@NailMold.zip, mod@NightWatcher-119-2.1.0.zip, mod@OptimizedLeather2.zip, mod@OptimizedPreservation.zip, mod@ppgsm - 1.0.0.zip, mod@primitivesurvival_3.7.3.zip, mod@ProximityProspectingPick_v1.0.2.zip, mod@qptech1.15.3.zip, mod@reducedwater_1.0.zip, mod@salty.v1.0.2.zip, mod@SilentArmors_1.0.0.zip, mod@Some Extra Molds_1.0.6.zip, mod@SoulShards_1.0.5.zip, mod@spyglass_0.5.2.zip, mod@Stackables_v2.0.5.zip, mod@TemporalLamp.zip, mod@temporal_gears_stack v1.zip, mod@thatchexpanded_1.1.1.zip, mod@TieredSoil_1.0.0.zip, mod@translocatorengineeringredux_1.5.4.zip, mod@vpemmican_1.1.0.zip, mod@AdditionalMolds-1.0.1.zip, mod@AgeOfConfession_2.1.2.zip, mod@alchemy_1.6.41.zip, mod@animalcages_v3.0.3.zip, mod@anvilmetalrecoveryrevived.zip, mod@apegrapes-v1.19.8-1.1.3.zip, mod@ArtOfGrowing-0.0.3.zip, mod@bedspawnv2_1.3.0.zip, mod@BeltCraft.zip, mod@better-item-flags-v0.1.0-1.19.0.zip, mod@BetterBloomery-1.0.5.zip, mod@BetterProspecting_1.2.0.zip, mod@BetterRuinsv0.4.5.zip, mod@butterflycases_1.0.1.zip, mod@canbeignited_v1.1.0.zip, mod@cancrops_0.2.10.zip, mod@canjewelry_0.4.10.zip, mod@chickenfeed_1.1.2.zip, mod@chuteblockplacer_1.0.2.zip, mod@chutemod_1.0.0.zip, mod@coinage-1.12.0.zip, mod@Cuniculture_v1.0.3.zip, mod@Decaying-Creatures-v.0.1.1.zip, mod@Division of Labor.zip, mod@electricity_0.0.11.zip, mod@ExpandedFoods 1.7.3.zip, mod@ExtraInfo-v1.9.6.zip, mod@FendragonBCS-v.0.1.3.zip, mod@fieldsofsalt_v1.2.2.zip, mod@FlowerFarming-v1.1.0.zip, mod@foodshelves_1.4.4.zip, mod@FromGoldenCombs-1.20-v1.8.1.zip, mod@gourmand_1.2.6.zip, mod@hangingbaskets_1.1.0.zip, mod@hardcorewater_1.3.0.zip, mod@HudClockPatch.zip, mod@kevinsfurniture_1.2.0.zip, mod@krpgenchantment_0.6.3.zip, mod@krpgwands_0.4.1.zip, mod@levelup_1.3.4.zip, mod@Lichen1.7.0.zip, mod@LiquidContainers-1.2.0.zip, mod@MetalSupports_v1.20.0-rc.1_v1.0.4.zip, mod@metaltongs_1.1.3.zip, mod@MobsRadar-v2.1.2.zip, mod@MultiblockCrates-v1.2.1.zip, mod@NoticeBoard_1.0.0.zip, mod@PassThruChutes_V1.0.2.zip, mod@petai_v3.0.0.zip, mod@pigfeed_1.0.4.zip, mod@PlayerList-2.1.4.zip, mod@portals_1.0.9.zip, mod@postsandbeams_1.3.2.zip, mod@pottery-wheel_v1.1.2.zip, mod@rivers_3.2.0.zip, mod@rockchisel_1.0.1.zip, mod@scarecrow_v1.6.1.zip, mod@Simple Concrete v1.2.4.zip, mod@SimpleCloth_v1.0.2.zip, mod@SoundOfConfession_1.0.4.zip, mod@spawnhighlight_1.2.0.zip, mod@stablesurface_0.0.2.zip, mod@steamandpower_1.6.4.zip, mod@Stone Bake Oven 1.1.3.zip, mod@storagecontroller1.1.2.zip, mod@StorageOptions-v1.0.2.zip, mod@TabletopGames-v2.1.1.zip, mod@tailorsachet_1.0.1.zip, mod@thecritterspackage091.zip, mod@usefulstuff17_1.4.0.zip, mod@vinconomy_0.4.0-rc.4.zip, mod@vsimgui_1.1.5.zip, mod@woodenfortifications_1.0.0.zip, mod@advancedchests_v0.2.2.zip, mod@blacksmiths-0.3.1.zip, mod@cats_v3.0.0_petai_v3.0.+.zip, mod@chemistrylib-1.1.5.zip, mod@Defensive_V0.1.7-pr.0_Release.zip, mod@ElectricityAddon_0.0.15.zip, mod@ElectricityExtensions-0.0.7.zip, mod@expanded_matter-3.0.0-pre.3.zip, mod@gardenerz-v0.1.1-1.19.0.zip, mod@glassmaking_v1.4.1.zip, mod@HelveHammerExtensions_VS1.19.0-rc.5_net7_v1.6.0.zip, mod@linearpower_v0.2.1.zip, mod@shearlib-1.0.3.zip, mod@StickBeam_1.2.0.zip, mod@StoneQuarry_VS1.20.0-rc.4_net7_v3.4.2.zip, mod@treetapper_v1.0.0.zip, mod@VSRadioMod.zip, mod@wolftaming_v3.0.3_petai_v3.0.+.zip, mod@kosphotography_1.4.3.zip, mod@Chess.zip, mod@Temporal Technology 1.0.0.zip, mod@tstools_v2.1.2.zip, themepack@Reduced Grind Mod -1.1.2.zip
SniperGecko Could you please send me your mod list, and a screenshot of that on Discord? I can't replicate it here. Also, did you upgrade your world from an earleir TD version (1.8.0 or other) or was it a newly created world?
In 1.9.0 with proper EM version; many textures of leather, thread and other items are missing
Frozenplague The mod works on all 1.20.x versions so far.
@Tels So is it good to use on 1.20.1?
Kasyu52 Seems you already found out that it was caused by the "manual tool crafting" mod and not an issue in Tailor's Delight :)
Tels It seems the same issue is true of rulers and the spindle?
Edit: turns out ALL of the tools are broken?
GCSY_PJ You are right, the recipes were missing. Oops, will be fixed in 1.8.1 soon.
how do you make a flint sewing awl i see the item in the guide but not a recipe
Venusgate It was a copy&paste mistake. The "new" thing in pre.4 is nadiyan leather, which is at the very bottom of the changelog. Guess I should have just mentioned the really changed items from pre.x to pre.x+1 instead of the full log. ๐ค
There're no pre-4 changelog notes, fyi
Tels I think they knew thats not how the game works but meant thats how it should be, although rawhide is pelt with all the fur removed
Well I'm going to patch the heck out of all of it.๐ For realism!
BraniyaKz pelt => raw hide is not how VS crafting works :) Plus, raw hides have very limited use in VS. Pelts however, are used more and users asked for being able to craft pelt bundles from raw hide bundles, because otherwise the raw hide bundles can't be used much (unlike raw hides, which you can always oil up until they rot away).
And congratulations on reading the changelog, almost nobody does ๐
Was reading the most recent patch notes when it says you can turn rawhides into pelts... But my mind quickly turned to 'Wouldn't you skin the pelt and turn in into rawhide instead?'...
j0e Are you on 1.20? This works in 1.19, and it is broken in 1.20 due to Tyron renaming the leather codes. Will be fixed in the next release when 1.20 is stable.
Paddington03 Are you using 1.20? It does work in 1.19, and it is broken in 1.20 due to Tyron renaming the leather codes. Will be fixed in the next release when 1.20 is stable.
leather strips do not have a recipe in the handbook, using version 1.7.2
Does anyone know how to get the dark brown leather needed for some recipes? There's no recipe in the handbook and placing leather in tannin doesnt seem to do anything
I understand. :)
SniperGecko I'd like a loom, but it certainly requires code and this is outside my area of expertise.
Ever considered adding a Loom that operates by continuous-player-hold (like that Pottery Wheel Mod) but makes twine out of 3 fibers; and cloth out of 3 twine (since it's more fine tuned to weave than clumsy fingers)?
So there doesn't seem to be a recipe for flint awls.
Please add recipe for wool sails๐
Much better! Thank you! ๐
OMGDeadtoast & September
New release is out :) H&F armor can now be repaired with raw pelt bundles, too. As a bonus, the "wolf head armor" is now craftable, should be fun to wear :)
Rhyagelle Glad to hear that! ๐
OMGDeadtoast Thanx for the feedback, I'll look into it :)
EM being oudated seems to be the issue! I had no idea it had updated. Users report everything is working fine now, thank you! :)
Another item of feedback is that the bear and wolf armors can only be repaired by the furs, which makes them very difficult to maintain and sadly not feasibly useful as a result. Another repair option (leather?) would be nice if possible.
Understandable. :) You can keep the hides longer by buring them in a cellar in a vessel.
I'll put in the salted recipes, just had forgotten about them, because the "salt hide" wasn't actually to preserve them, but to make the "hide panels". That you can use them to make leather came later and it escaped my mind. New release will come as quickly as it can. Sorry for the inconvience.
Fair enough, but it's a bit of a jumpscare to find out my stacks of furs are now rotting. Would have been nice to have a preservation method (or at least a warning) by default.
Not sure about that last part, since I don't understand it. I never really hosted a server myself, so I got no clue.
September Yes I forgot these recipes, but it also needs new items and textures. Will probably add them in the next release. Hide & Fabric is supposed also to get rotting hides but the release has not yet happened, so the days of indefinitely keeping hides around are counted :)
Do you have imlib and the configlib on the server? Then I could add support for disabling the "hides rot patch" and you could turn this off instead.
You forgot to add a recipe with salt for items like Wolf Fur, Sheep Hide and Hare Fur (and so on). They weren't perishables before the server I'm playing on added this mod to the list.
Please let us preserve furs just like hides, so it's possible to stockpile them for making armor and clothing. Even better, you could just make them non-perishables again instead because it basically doubles the salt needed for preserving an entire animal.
Rhyagelle Sounds like the mod was not loaded at all. Tailor's Delight needs EM 2.7.0, maybe you need to upgrade Expanded Matter on your server, too? Otherwise, please check the server log for any errors.
I've added a hint to the release stating the requirement.
I wouldn't know. This is a report from my server members, but I'll ask them for details.
EDIT
Okay, apparently it is everything connected to Tailor's Delight. Leather strips, buttons, awls, needles etc etc are all black squares.
Hello Rhyagelle Did you by chance use the 1.6.0 update, and then collect mohair fibers? These were removed in 1.6.1 and are now in the Wool & More mod.
Do the black items say anything what their name or code is or was? You can also talk to me on Tailkor's Delight channel
There seems to be a visual glitch with the latest update. Related items seem to be little boxes containing the great, horrible void.
No problem! Thank you for your responsiveness and constant hard work!
That is strange. 1.6.0 should now be up again, had some troubles with re-uploading the file. Sorry for the inconvience!
I did not. I deleted it from both sides and restarted the server. Maybe a log issue that it is confusing the previous version dependencies with the new one?
subletubble Do you by chance have the 1.6.0 still on the server? Removing it and restarting the server might help. In the meantime I'll upload 1.6.0 again. (It is safe to use except for the mohair items, which should not be used as they will be gone in 1.6.1)
Tels I just restarted my server and downloaded the v1.6.1 but it now forces me to download the v1.6.0 without actually downloading anything. Anyone experiencing the same?
Please use v1.6.1 instead of v1.6.0 - thank you! ๐งก
Release 1.6.0 was temporarily removed, as in 1.6.1 Mohair fibers and twine will be removed again, so they can be moved into the Wool mod. Sorry for the inconvience!
Tels, Yeah I must learn to do that more often when I update mods lol XD
But since my server is on Linux, it's just sooo easy to just use the restart command ๐
Thank you, I'll creative-fix those manually then, there is not a lot of them anyway
drakray Unfortunately not :-/ The only way to fix these is to go into creative mode, then delete the blocks with left-click and replace them with `game:leather` (and maybe you need to chisel some of them into stair shape). You could also try to regenerate the chunks, but then there is a high chance the trader vanishes or another trader spawns in. Creative mode is certainly the fastest. Sorry again!
Also, before you make any changes, please backup your world!
Hi little question about 1.5.4: I used it on my server(am now on 1.5.7), and now I have some traders with [?] block with id 690, that kick me when interacting with. Is there a command to change them to game:leather?, I can't find info and am new to this ๐
Thank you for your good works, love your mods :D
gndrneutralnoun New release 1.5.5 is out and it should fix the issue with upgrading when you use an 1.5.3 world - it cannot fix an already broken world however. So if you already used 1.5.4 - please go into creative and fix the broken blocks. Alternatively, use a backup and upgrade straight to 1.5.5 - sorry for the inconvience!
For all interested: It seems remapping blocks in 1.19 is partially broken - sometimes it works, and sometimes it just breaks existing blocks. The new release uses transitions on blocks to convert them (after a short delay) when in inventory or chest, and it leaves the old blocks in the game, so it works. The old blocks will be removed in Tailor's Delight 1.6.0.
It's okay - I frequently back up my world (though somehow I didn't think to create a backup with the remapping oof), and just loaded an old backup to check how much leather I had and then spawned it in on the current save. I only thought of that after your comment, so things are fine.
gndrneutralnoun Yes, sorry, it seems the remapping was somehow broken. It worked on my test, but ppl reported that leather blocks also got converted to unknown block. I'll bring out a fix, in the meantime pls use 1.5.3. And hopefully you can spawn in the leather from creative mod. Sorry again!
Hey, uh, when I updated to version 1.5.4, it needed me to do a remap, which is fine of course, but after running it... all the leather I had in my chests seems to have completely disappeared. Any idea what happened? I had a LOT of leather, so I'm pretty sad haha.
JustaKobold No worries, I had to look it up myself ๐
Ah my mistake, the guide showed that black dye would still work. looks like the mordanted is working. Thanks for the clarification.
JustaKobold Walnut black dye is special like Woad blue dye, you can dye normal cloth with it. This is something the Wildcraft: Tree mod does, not my mod. All other dyes, like black dye, need mordanted cloth. And I just checked it, black dye + mordant cloth work and walnut dye + normal cloth work. So it works as it is intended.
JustaKobold I'll check it, thank you!
noticed a minor issue with dying cloth, i have the wild craft mods added and it wont let me dye cloth with black dye but will with the walnut black produced with wildcraft.
CKitt You are welcome, and yes, my quest was to make Tailor's a stronger class :) Glad you like them! โค๏ธ
Maamessu No worries, and thank you for modding for VS ๐
Thank you! Also, entirely unrelated, I only just this morning realized that the ruler could be used as a weapon.
A mighty, mighty weapon.
I totally missed the horns in Lichen when I did TD compatibility. Thanks CKitt and Tels for finding it! XD
CKitt It's done :)
Tels
I'm using Lichen Continued v1.7.0.
CKitt It's my mistake, Lichen added compatibility for TD and I just listed it here without checking :) And thus I forgot that Lichen added horns and antlers and missed the recipes. Just curious, which Lichen version are you using, the old one, or the "Continued" one?
Tels
You had "Lichen Continued" under compatibility, so I thought it was already intended to be an option. That's why I asked if I was doing it wrong. My mistake! I look forward to it being added as an option, thank you!
CKitt Gemsbook horns are from Lichen, I'll add compatibility with that in the next release. Thank you for the report!
CKitt I can't find "gemsbok horns" in Vintage story. Are these perhaps from a mod? If so, I can happily add compatibility for it if you tell me which mod it is.
Using 1.5.2, I can't use gemsbok horns for buttons and clasps. Am I just doing it wrong?
tRead I've never used it, is there something I need to do in TD to have compatibility, or will it work out of the box?
have you checked out Vinconomy? the clothing stand for shops is really nice for displaying outfits, even if they're not linked to a shop register
No problem! Glad to help :)
gndrneutralnoun Ah, either I missed it or there was some problem with it. You can place them on a shelf or in a scrollrack, or on the ground. I'll see if I can add toolracks in the next release, thank you for the report!
Hi, I love this mod, I just have one nitpick about it - for some reason the wooden spindle can't be placed in tool racks! Would you consider enabling this? I understand if it doesn't fit your vision for the mod. Either way, thanks for the mod.
New update! \o/
Tels Thank you for the quick work!
MinerDave Thank you for the feedback, please see release 1.4.3
Please for the love of god, make the bone awl and the bone needle stack. Mass crafting sewing kits is painful.
AtomixSpark Currently Tailor's Delight doesn't actually add any new clothes. Even if it did, I'd probably not have the time to make these clothes compatible with other player models. Sorry!
I'm wondering if this mod will work with the Kobold player model mod. How many of these new clothes are custom models? if they use unique models and not just recolors then I suspect things might not work with that mod. Luckily - it shouldn't cause harmful conflicts as the kobold mod is clientside.
How to repair clothing?
Hydromancerx
Which of the recipe do you mean, the one for bone awls or metal awls? Also note, crafting an awl needs a knife with enough durability left, you need 12 for a bone awl.
The Stitching Awl recipe isn't working. :(
Would be cool if your mod and that mod work together imagine the possibilities
GrimoireODS There is no special compatibility (yet), but it shouldn't really conflict with Hide and Fabric, either. If you find issues, please report them on Discord:
https://discord.com/channels/302152934249070593/1172547853508415539
Does this work with hide and fabric?
"Measure twice, slap once." ๐
Wist The channel is just the mod-channel called Tailor's Delight under "Mods" in the official VS discord. Maybe this link works?
https://discord.com/channels/302152934249070593/1032942111437373441
@Tels I can't access the discord from the homepage link above, post an invite, or I can add some of the information here. Thanks!
Wist Sorry to hear that. Could you send me a screenshot on Discord for A: the mod loading screen in the game and B: how the items look ingame? Also, do you get any errors in the server-main.txt? What does this txt say about loaded mods?
And lastly: What kind/type of graphic card do you have?
Hello, can't seem to get the textures like the awls & buttons to show up in the game. I don't see any difference in the files & I removed all other mods and tested a world with just this & Expanded matter. I'm using VS v.1.18.15, Expanded matter 2.4.1 & TD v.1.2.0. Any suggestions to fix this would be appreciated.
Yes, it works since I updated EM2 to latest to 1.18.15.
X_Wing_Ian ok :) So does it work now? Or is there still anything for me todo?
Sorry I thought I clicked 1 that was a keyboard issue(1.18.15*). I like net 7 very much but yeah
X_Wing_Ian Tailor's Delight needs 1.18.15 - 1.18.5 will not work. Also, Expanded Matter 2.4.1 (needed by Tailor's Delight) needs 1.18.8 at minimum.
If you are using VS 1.18.5, then this will not really work.
I might reduce the dependencies in TD (although I really have no good way to test that TD would work with 1.18.14 or 1.18.8 or 1.18.5) - but the earliest would still be 1.18.8 because even EM 2.4.0 requires this as a minimum. 1.18.7 and earlier have some serious changes to 1.18.8 so EM cannot work on them and needs 1.18.8 or later.
Version of vintage story I have 1.18.5 but I just looked that I had on my test server that I had EM2 2.4.0 but on a live server I had 2.4.1, I am now seeing if that is the problem on the test server and testing that out now to see if I get the same problem and I seen nothing in the server.main log but I am checking that now I will edit post after I log into my test server.
PS. it was EM2 not being 2.4.1 after I added that to my test server and joined it downloaded that and Tailors delight so more of Em2.
X_Wing_Ian What version of VS do you have? And what is the version of EM that you have? And what does server-main.txt say about any potential warnings or errors?
So when I put this mod on a dedicated bare metal server it will not load I do have EM2 on the server to but also when I put it in my client mods folder it greyed/blacked out saying it is unable to resolve mod depenedaices check log files but I see nothing in there.
Here is the image of the mod manager for client vintage story https://gyazo.com/77dbce16dba2bcbd2865e3f7f185b441
I love mods that carve niches out to be deeper and run farther. Expanded Foods really added to the cook/farming professions, Wildcraft/Alchemy really added to the witchy baba yaga vibe, and I'm very excited to see what Tailor's Delight adds to the tailoring/textiles/fabrics side of Vintage Story
Ooooooooh! New content mod! Color me excited!