#Ancient Tools
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Let me build you a version of the mod with the attribute and write a patch that targets Tawhai and see what happens?
Go for it
It worked on my end with just two of the Floral mods, and Ancient Tools ๐
I didn't get all the mods in your mysterious crash there. Would hope that this is somehow also the cause of that
With the patch or without?
This is with the patch
Lemme take a crack at it. It didn't seem to be a mod conflict going on but it could be
If it is I might know which one it is
This only has a patch set up for Tawhai, it's in assets/ancienttools/patches/compatibility/floralzonesneozeylandicregion
I'll give it a singleplayer and a multiplayer check real quick, might be 15-20 minutes total
Kay!
singleplayer: patch works as intended, no issues. Seems like because the drops were made into the vanilla support beams, it couldn't find the modded ones since it's in the floralzonesetc domain and was causing all kinds of funky fun. Same in multiplayer, no conflict
Beautiful. Sorry about that, I didn't think of the compatibility consequences of changing that ๐
Lemme take a look at the patch and I'll get it implemented before the next floral zones update
Sounds good! I'll get a version with the fix on my end up now, that way it's ready when folks update their Floral Zones mods
Oh, we were gonna add it into the built in compat patches
That way when a new FZ series comes out it's hot and ready, and you don't have to do anything else
\o/
Would it be possible for debarked logs to only have the selection boxes for wedges only be visible with wedges in hand? I use debarked logs for building and they are a bit annoying tbh
The selection boxes are only viewable if the player has an empty hand, is holding a wedge, or is holding a hammer/mallet. The empty hand selection box is necessary as it's possible for players to pull out wedges and use them again. Also, I don't want to hold references to the block entity within the block behaviour that controls the selection boxes, so determining whether it's empty is out of the question.
I can offer you a compromise. I can provide a config variable that can be changed to disable the empty hand selection boxes if that works for you?
Oh yes yes, I should have noted that I am placing brand new sack blocks after updating the config and fully restarting my game/server.
Huuuuh. It's on the to-fix list, thank you!
No rush! Thank you for sharing your cool mod to the world \o/
My sacks have turned to mystery blocks after this update.
Which version did you update from, and are all other blocks within the mod present?
I'm still in 1.20.4, but updated to the most recent version of Ancient Tools. And no, the scratched pine logs are also broken.
If the old version of the mod is still present in the mods folder, you'll likely want to delete it. There may also be residual data within the mod cache that could be interfering with things. Deleting that might help, too, it's in a Cache folder in the same location as the mods and saves folder.
is there a way to make animals from Tenth Architect mods to drop brains too?
With the appropriate compatibility patches, yes. I think only Pantherinae and Capreolinae are supported for that right now
We're working on it to be built in
Tenth wants to scale brain drops based on creature weight, rather than the basic small/medium/large drop values
So it's a little uh, slower going than it would otherwise be
maybe i was unlucky with brains /shrug
i got one but i dont remember from who, from a bunny i think
Taska do you think you can add wedge splitting to the new decoration blocks (Quarter Logs) so we might get some resources back, does not have to be the full amount
I'll have to check that out ๐ฎ
You should add inuit snow goggles! That winter snow is bright
snow goggles and sunglasses that apply a vingette and/or color filter? That sounds... actually amazing though, not gonna lie
Exactly! You could whittle them out of bone for snow goggles, and if you wanted sunglasses you could probably do obsidian knapping or some gemstone (idk what gems are in the game)
The different quartz varieties
smoky, rose, amethyst, or olivine for different colors, maybe
Smokey and rose would definitely work
I think real ancient sunglasses were made out of thosw
Yeah.
You could do bronze and quartz for sunglasses, and whittled bone and sinew for snow goggles
flax fibers would be more appropriate since sinew is from butchering
there is already snow goggles in the game
rare ruin loot, cosmetic item
Ooooh I love these ideas. We even have antler that could be used for snow goggles now too
or bushmeat to copy the sinew part of the vanilla compound bow.
Its more appropriate, artic people's didn't really farm
I know the mod has compatibility with some mods, so it could always just be both
i love Vintage modding community so much
It's so great ๐
Oh right, btw the wedge splitting fix is rolling out in the next FZ update wave which should be within the next few weeks
Beautiful ๐
how to use animal brains in stews...
exactly like you normally would make stews ๐ฎ
Welcome ๐
Caribou drop brains? From Tenth Architect mod.
The ones brought to vanilla do ๐ฎ
I am still writing the patches for it, but moving back to my old place is in the way currently 
Hope that's not too crazy o.o
can anyone build beams with the wedges?
yup
and you can remove them by targeting the point you started the beam
you use several beams at a time so make sure you have enough in your inv
i'm to dumb, forgot to debark the logs ๐
Hey @vale fractal ? Could you see an early game way to make planks so you are not locked behind metal ? Like Axe + Mallet ?
maybe debarked first ?
for like what.. 6-8 planks ?
not as much as with a saw but it's before metal.. carpenters have been doing that for centuries without metal..
or maybe even axe in offhand and mallet in main hand.. chop the logs into 2 slabs.. then those 2 slabs into 3 or 4 planks each ?
animation of hitting the back of the axe with the mallet ?
Maybe! I'd likely go with a toolmode sort of thing and use the same method as beams
Realistic plank crafting would be neato
Is there ever going to be any uses for the beams you can make besides wheels?
Don't they prevent caveins? - Well for people punishing themselves with such settings
Yep they do, my partner and I play with this setting enabled. They get lots of use x3
As for beams in the mod, I have a concept for a multiblock tool/structure that would need like... half a stack of beams to build, but the thing is rather complex and I'm distracted by a lower hanging fruit of improving the tanning portion of this mod
i should use them more.. i have been making do with packed dirt.. less stylish really LUL
Anyone ever have the cart be unkillable and crash when you try to saw it down?
Uuuuh I was not aware of an issue with that. You may be able to enter creative mode and use an admin blade to remove it
Idk what you'd use it for, but, ancient stone cutting could totally be done with a copper saw and sand. Could potentially be useful if there was ever a "rock hardness" system or something
Just giving different rock types different tier requirements
Say, @vale fractal - Would it be possible to right-click to pick up the Pitch torches ? small QOL that would be nice..
Yea, that should be a thing
also allow me to harvest the pitch straight out of the container without sticks or having to break it ๐
and possible compat with the pewter series https://mods.vintagestory.at/pewter (i want to be able to seal containers using pitch)
Pewter
NOTE: As of v1.2.0, Gold and Silver tableware has been moved into a separate addon.
Overview
Adds pewter as an alloy and craftable metal tableware. The alloy mixture of Pewter is:
Tin (80-95%)
Lead (5-10%)
Copper (1-5%)
Items added that can be made of pewter are:
Crocks
Holds 6 servings instead of 4. Must be assembled from parts t...
Harvesting pitch with a stick was an intentional design choice to match real life. You reaaaally don't want to be touching that with your bare hands ๐
Compatibility with pewter crocks should be a simple recipe, totally doable
also compatible with the silver & gold, electrum and brass expansions maybe?
lol, always something to do..
I'll put it on the to-do list ๐ It's unlikely to be completed soon, unfortunately, but sometime
Taska, if I try to poke change needed for that mortar/pestle thing I wrote and make some patch would it increase chance for it to happen?
I've got it on my list now ๐ It should be a rather simple change, no need to bother coding it up unless you want the change before another update is ready
Thank you, I'll be patient (or at least I'll try to be patient)..
Hello, another question, could mortar also accept dried leaves from wildcraft mods (you can grind dried ones in quern to get mulch usable as fertilizer)
I'm finally out of the fog and adding the AT brain drops to FotSA - hopefully on the next round of updates you can drop the patches you have built in for the few covered (mostly because they will conflict in terms of drop rate)

Tenth and I ended up coming to the conclusion that a roughly rounded drop rate based on the animal's weight should line up with the realism lean he's taking with the modules
Also I will confirm this, pitch/pine resin even just fresh from the tree will stick to you for days and even scrubbing until your skin peels doesn't do it in one go, it's nature's superglue but worse
my source: I accidentally got the stuff on my hands and basically glued my work gloves to my hands clearing pines off some land
I used to handle the seasonal department at the store I work. Christmas time we'd get pine boughs. They leaked loads of resin and goodness is it ever sticky!
That I can! Awesome, looking forward to it, seems like a great plan ๐
Probably only if I ever dive into the weeds and do a full compatibility pass again. Certainly won't be anytime soon, though
God just thinking about doing the carts for wildcraft makes me go 
but you know.. weeds can be fun.. until some angry boar or wolf dashes on you from nearby grove..
Is it just me or is larch bark kind of useless?
Anyone know what to do with it?
Just firewood fodder?
basket?
ye but besides that?
Some of the barks, like larch, can only be used for baskets and firewood. Others like birch can be used for salves and for bark bread. I'm working on expanding crafting options with bark in the next content pass
Thanks, no worries take yer time. Also I heard larch bark is used to make heat resistant stuff, might be able to do something with that info.
I keep getting a strange crash whenever I click on parchment in the handbook, seemingly because it can't find some ancienttools-bark recipe? Is there even a bark-parchment recipe? Is this an incompatibility with the "Extra Info" mod or something?
https://pastebin.com/DbRNn2w7
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
That's weird... The only situation I can think of where bark wouldn't exist might be when Dappled Groves is installed. Extra Info could be not set up to deal with that. Not sure, never used it tbh.
Even weirder is that Ancient Tools never has had a bark to parchment recipe ๐
I did look up the recipe on my test world, and there was no crash, so it must be a compatibility thing somewhere
Thanks! Time to start checking with various mods disabled, I guess
How do you scratch pines to get resin?
with a knife
Right Click? Left Click? <- This how i mean
Sneak right click with a knife in hand on a grown pine or acacia log if I remember correctly. There cannot be a resin block already present on the tree
Thank you.
How long does it take for meat to cure? There's no timer and it looks the same.
It needs to be salted before it will start to cure. There should be a 'Cures In: x days' info blurb on the block info thing alongside the rot info. I think curing takes 20 days? It's something significant, so you need to have the rack in a temperature controlled environment to beat the rot timer
I'll check again! I have almost 200 meats salted just sitting in my cellar lol
Is calcined flint not being able to be placed on the mortar intended?
It should be grindable in the mortar, I have a patch for it o.o
I always use the mortar and pestle for that when I need it in my current play
@vale fractal would it be possible to change the drops to a dropsByType in the directional resin? It'd be a lot easier to do compat for new wood types in the future and get rid of the harmless error on the floral zones side, plus cut down the size of the necessary patches.
Effectively from
{ type: "block", code: "game:log-placed-{wood}-ud", quantity: { avg: 1 } }
],```
to
``` dropsByType: {
"directionalresin-*-*-*-*": [ {type: "block", code: "game:log-placed-{wood}-ud", quantity: { avg: 1 }, states: ["pine","acacia"]} ]
},```
(I tested the change to make sure it worked as well, no issues found here)
Sure! ๐
๐ amazing
Figured I may as well ask since, the less work done the better
That will cut down the patches needed to add new directionalresin log drops by more than half and help get rid of the error
Now a terrible question, would it be possible to have that change out by friday? Or is that too much of a rush
Uuuuuh
My next content pass is feature complete, but not thoroughly tested. I might be able to get a prerelease of that out by Friday, or shortly after
Nice
Tenth wanted to get another round of floral zones updates out this friday and wanted to do a minor bugfix pass, if those go out with the compat patches changed, they wouldn't work until yours went out
Hope it all goes well ^_^
A pre-release version of Ancient Tools 1.6.0 is now available on the ModDB ^_^
Buckskin is now the resulting product from the brain tanning method, which can be used to craft some new clothing items.
Don't worry though, players can still craft proper leather by using bark ash as an alternative to lime. This is a product resulting from burning stacks of bark within a pit kiln.
Bark Tanning is also included in this tanning focused release, which makes it possible to create bark-colored leather products. The method is somewhat similar to the vanilla method, but has a few unique steps and intermediate products.
There's also a handful of other additions and changes that have made their way into this version of the mod, plus all the compatibility requests from @knotty dock should be there too
leather from brain tanning has been removed?
Yes, it is now buckskin. You can still craft leather without lime using a another material in the mod called bark ash
So brain tanning now produces something else entirely, and used for vanilla clothing or new ones?
For now, just three articles of clothing, warshirts, breechcloth and mocassins. There's probably going to be more stuff though, I really enjoyed making those x3
The process is now more accurate to real life. It does not make a hard leather
what about hide soaking?
by right clicking on water
with a hide?
It's still there
thats nice
Unless I royally broke something, which is possible xD
i have an idea for a new primitive block. a primitve storage vessel. made from some stones and a log and resin in the crafting grid. has weaker grain and vegetable spoil rates than normal storage vessels
Perhaps ๐
There's a thing in this update that's similar, but it's not a vessel. It could become one though
Hide soaking replaces the lime step for leather already, right? That is what made the brain tanning process hugely easier than vanilla. Not the brains (which are kind of rare) but that you could go 1. water sack, 2. scraping, 3. weak tanning, 4. strong tannin -- with no lime/borax
For hide soaking to be balanced against lime/borax barrel sealing it'd probably have to take 4 days (vs 20 hours in barrel for lime)
The new update looks very exciting! Does the new update rely on 1.20.11 content specifically, or should I be okay if I edit the modinfo.json to 1.20.4?
It's still marked for 1.20.0 in the modinfo. I think it should be fine? There are still a few issues likely to pop up in general though
I'll give it a shot and try it out o7 Thanks for the update!
๐ฅณ
1.6.2025 22:34:43 [Error] Syntax error in json file 'ancienttools:recipes/grid/item/gear/armor/brigandinelegs.json': Failed deserializing brigandinelegs.json: After parsing a value an unexpected character was encountered: ". Path '[0].ingredients.P', line 8, position 10.```
Just got those on startup, don't know if that means anything to you
Whoops, missing commas, all fixed ๐คช
Was tool durability not scaling ever patched? Even if I set durability to 400 percent, Ancient Tools stuff doesn't increase... Unless the durability is insanely low to begin with? Like, single digit durability?
I don't believe the scaling is implemented, no
is pitch useable on the pewter mods yet?
Not yet, no
Hello, I have been playing around with this mod and love the new stuff added!
However, when I use a mallet on bark it crashes my game ๐ฆ
I have identified that this happens when there is only about one layer of bark to break up.
Is anyone else having this issue?
edit
The issue appears to be if there is under one layer of bark.
It's some bad math in the code. I'll have a fix out for that shortly!
Aight, fix is out. It should solve a few crashes
Umm, are knife supposed to be able to debark? This only happen with Pine, no other trees.
I guess something went wrong with resin carving.
Yep @-@ Fix one thing and another breaks
Lmao, its fine honestly, with mods I have like 3 (including this) ways to get resin artificially lol.
I just installed all the floral zones and ancient tools is throwing this error when loading up the world. Doesnt seem like a big deal but was wondering if there was a fix or if i need to be concerned about it
I was asked to make this change to the drops, which is what this error is referencing, so I assume that sometime an update will be pushed to the Floral Zone mods that will take advantage of it
awesome, thank you ๐
I thought Tenth had dropped it in the most recent update wave but I guess he forgot
You know what would be awesome? An atlatl. It could give you bonus range and damage in spears
Or you could have fluted spear darts:
https://youtube.com/shorts/NjUnjesNtc0?si=-vJKPpPxkeKEaofm
Check out our website for Gear, Merch, and Training!
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thats pretty cool
waiting for the pewter compat to this day 
ObsidianCraft has you covered.
https://mods.vintagestory.at/obsidiancraft
Ah wait, no it does not
(I got those cool obsidian swords mixed up with spear enhancers, don't ask me how)
Anyone having issues placing grain the in mortar?
Might have a mod conflict but not sure
def a mod conflict. with just Ancient Tools loaded, everything is gravy
Also shells work fine with my current modlist, just an issue with grains
I narrowed down the mod conflict to Wildcraft Fruits and Nuts. Not sure if there's compatibility fix, but both mods work when isolated from each other.
So I have a weird bug, I used the carts and all was fine, then I stopped the server went offline and after I logged back in I was not able to move the carts and I now always port back the location of the cart. I destroyed the cart and it still ports me back, even after I deinstalled the mod.
That's definitely weird, there shouldn't be anything forcing the player position o.o
Maaybe there's a client and server desync with the movement speed debuff. I think there's a command to remove it, with the mod installed, something like '/removemobilestoragedebuff [PlayerName]', see if that helps?
I don't know what I did, but after messing arround with reinstalling and deinstalling the mod I now can move again (mod deinstalled), for now I dont use the mod anymore
I also have a player teleport bug, but it happens upon logging in for a while sometimes. It's more likely a server load thing than a mod thing; not properly updating player coords as you walk around
Hey I need help
Idk why but this mod has trouble with flora of the Stone Age mods
And the flora packs
Oh youโre having the same problem! How did you fix it?
From what they are saying it looks like itโs harmless.
Yeah i didnt fix it heh
The chance of this happening is fairly low. Most people seem satisfied at the current rates, myself included. I imagine the lack of compatibility with other mods is the biggest issue here
wait how often are brains are suppose to drop
like blank out of how many animals
25%-45% chance depending on the size of the animal. The smallest baby critters, like chicks, never drop them
By the way, if you're running any version of Ancient Tools on VS 1.21.0-rc.1, no brains will drop at all. The vanilla file structure for entities has been changed and none of the patches can find the files they were patching previously
Quick question is they're any plans to make ancient tools compadiblitie with wildcraft trees & scrubs? @vale fractal
It was a thing at one point. I had to remove it. It was either way out of date or people felt that it was causing ? blocks, I honestly can't remember what the exact reason was.
I may make a companion mod with that compatibility at some point, I don't know. It's a lot of work
Ahh I see
the mod has ALOT of problems with toolsmith
would be nice if you could find a way to fix at least the big ones
little list of the problems i know of :
both mallet and adze don't have any textures
can't craft adze the toolsmith ways
wedges have sharpness which causes alot of stacking problems
this might be all i'm not sure but they are pretty big
ok the mallet doesn't work anymore too for some reason
(in toolsmith crafting)
also would be cool for combat overhaul compat for the armors and compat for the ash with the mod soap and lye
Is there a config or something that would allow you to add items that can be ground in the mortar and pestle to allow some intergation with other mods?
There isn't, no. Stuff like that generally needs custom shapes and texture references
would be cool if you needed to grind horsetail with a mortar and pestle to be able to make horsetail poultices
Ooooh that is a neat idea
Sounds reasonable. Maybe make an alternate recipe with horsetail salve that creates more total poultices.
So the vanilla recipe will just be less efficient
I have a bit a weird request, do you think you could make a shelf which fits the wedges?
like 2 rows of boards with holes? :D
I always just use a debarked log :P~
But! It certainly could be nice to have a storage spot out of the way
Hm a debarked log is also a good idea
Whenever I start my world I get a bunch of errors like these:
12.8.2025 19:13:13 [Error] Grid Recipe 'ancienttools:recipes/grid/block/debarkedquarterlog.json': Output Item code ancienttools:bark-birch cannot be resolved
12.8.2025 19:13:13 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-oak in Grid recipe
12.8.2025 19:13:13 [Error] Grid Recipe 'ancienttools:recipes/grid/block/debarkedquarterlog.json': Output Item code ancienttools:bark-oak cannot be resolved
12.8.2025 19:13:13 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-maple in Grid recipe
12.8.2025 19:13:13 [Error] Grid Recipe 'ancienttools:recipes/grid/block/debarkedquarterlog.json': Output Item code ancienttools:bark-maple cannot be resolved
12.8.2025 19:13:13 [Warning] Failed resolving crafting recipe ingredient with code ancienttools:bark-pine in Grid recipe
12.8.2025 19:13:13 [Error] Grid Recipe
Are they save to ignore?
Probably. I'm assuming you have Dappled Groves installed?
This is a recipe newer than that compatibility pass, so it never gets disabled. Shouldn't cause problems for you.
I do. Great to know, thanks for the reply. ๐
Anyone know why this isn't working?
thats definitly weird
maybe the mod files are corrupted
should try reinstalling the mod
alright thanks I'll try that
either that or the version you're using is too old and its already fixed
I've managed to fix it just by following the recipe exactly. So 8 bark ash in 10L of water.
I guess it doesn't like it if you go over that.
@vale fractal I finally got around to finishing the brain drops for the FotSA series so it will be baked in - it's safe to remove the compat from your end if you're so inclined. Tenth wanted to drop rates to accurately reflect the size of the animal, though, so it's not entirely in line with how you have it set up by base. Most mid and large size animals will still be under 1, but some very large animals can drop several brains at once to represent the fact that their brains are large enough to get several pounds of the stuff at once. Countered by the fact that ones large enough to do so are also incredibly deadly to hunt (rhinos, elephants, mammoths, some ocean-dwelling predators and the like)
Also, tested and working in 1.21.0-rc.7, the brains do drop for FotSA entities
Tenth should be dropping the updates this week and next as they get pushed to the 1.21 era
Getting some stuff for the floral zones compat fixed too, should no longer have the harmless error that everyone panics over, though doing bark leather compat might not be an immediate thing (unless you want to provide some extra textures in new and exciting colors, though it might be a little too much to cover with how many new trees are added)
Also have just finished the floral zones stuff, fixed some stuff and got the primitve barrels added to the compat too
Oooooh awesome, that sounds amazing. With the difference in scale and lethality of some of those critters, changing up the drop rates makes a whole lot more sense. That must have taken a fair amount of work, awesome stuff ๐
I do believe that all the former compatibility stuff has been removed as of the first pre-release of Ancient Tools 1.6.0, so we should be good there! I'll do a comb through and check if there's anything I missed though. I'm going to be putting out another pre-release for VS 1.21 somewhat soon, probably. Sooo some recipes for bark dough and such needed a tweak to work with new clay bowl variants. Should just be small stuff like that that may affect Floral Zones in some way.
I should be able to dedicate some time to making variant textures once the mod is ready for VS 1.21. I still have the PSD files. They're palette swaps with varying blending layers so even a fair number of textures shouldn't be overly time consuming
I grabbed that one from the mod db and it still had like, pantherinae and another one in there as folders but I didn't dip in further
And yeah, we would have to figure what colors the trees would make anyway
There's no bark flour from floral zones, so that's no issue there
May work that in later, along with a few other medicinal barks for the salve, information on the trees is a little sparse on that front
Oh that's weird, it does appear in the assets folder, even when I rebuild the project. It's empty though. Maybe a project setup quirk. I imagine that won't cause problems
It's amazing how useless google can be when you want to know something hyper specific, like the amount of tannin content in a particular tree. Information gathering can be harder than the modding itself xD
Oh right, also the weak larch bark liquor is missing an en lang entry
I'm having a weird problem with pitch in 1.21
- make some prepared pitch (this goes as expected)
- place it on the ground
- ... this doesn't remove the prepared pitch item from my inventory
- ... and i can't... cause a stick to do things with it??
so it's like, a dupe glitch but also the least useful dupe glitch because it's not like i can turn this into usable pitch
Weird... I may have missed something with the coloured clay pot tweaks
You are using the pre-4 version of Ancient Tools 1.6.0, yea?
Yeah, 1.6.0-pre.4
Thanks, I'll look into it
I also have a uhhh lot of mods, and I don't think it should cause any problems, but I hadn't tried to make pitch in 1.20, but e.g. Toolsmith hasn't caused any other features of sticks to break, so. ๐คทโโ๏ธ
It's definitely an oversight on my part xD
I'll try to throw up the fix soon, that's pretty major
damn should've kept the extra pitch pots instead of virtuously throwing them into the sea
though i mean. i can always just replicate the replication. it was very easy. ๐ค eh i'll sleep on it
Fix is up ๐
pitching them into the sea
glad the fix was straightforward, happy to help
@vale fractal maybe this is because i'm also using expanded foods/a culinary artillery, but. :( pitch not working to seal crocks
Was that ever an option? I don't remember that myself
At least not in the versions I was using
something was telling me it was an option.....
idk.
another pitch thing is that the log barrels interaction tooltip tells me I can use the balls of pitch (the ones without a stick) to seal them, but I cannot. pitch onna stick works fine. just, the ball of pitch item (I cba to check the proper in-game names right now) is one of the items that shows up in the cycle of "items you could use to seal this primitive barrel"
I coulda sworn the handbook claimed pitch on a stick was a possible ingredient for a sealed crock... ๐คท
It has been a thing in the mod since pitch was first introduced. Not too sure why the recipe isn't working- it looks correct at first glance
Looks like there's an attribute that controls what items seal crocks now, huh
Ho-kay, another release is out to fix those issues and the few others that popped up on the ModDB
Hey @vale fractal, my Infinite fleet of 1.21 Servers hath delivered some server-main error logs and some verbose debug stuff too for AncientTools_V1.6.0-pre.6
It's... a lot, would you rather have a DM or can I post them here?
Are these the recipe errors? I'm getting the same on just an SP world as I'm testing things for a new playthrough.
some salvepot stuff and such in server main yes, but also a large block of verbose errors
Yep, getting the same thing
Feel free to DM me the logs ^-^
I imagine it's probably the recipes that convert salve pots to vanilla pots and such
Yes, but you're getting the verbose and debug stuff too
Got a crash relating to adze stripping, was holding left shift+left ctrl to place a seed on the ground.
Seems like this is consistent, happens because of placing modded seeds from Soap and Lye mod
What mod version are you running?
Also... do those seeds get placed on logs or something? Cuz that adze stripping behavior requires block interaction on a log o.o
Yes, on normal, non-debarked log. I used oak log as flooring.
I am using the most recent test version
You know, I haven't tried placing them on debarked log, brb
I may get a chance to look into it this weekend
So no more making leather with this mod?
Hmm? Yea, there is. Bark tanning is the new process for making proper leather. Brain tanning is now for buckskin. It's more analogous to real life this way.
I never made leather the vanilla way so Iโm not entirely sure on the process. Can I still make leather without limestone?
Or only buckskin
Also I still love the mod even if I couldnโt so I hope I donโt sound rude just curious
With this mod, you still can make leather (now wood colored) without lime. However as a precaution, if you happened to have mods that changes vanilla leather item stat (mostly relating to backpack), the colored leather items won't have the same stats. On another note, thankfully the wood colored leather armor works perfectly with Combat Overhaul.
Oh wait, there is also Bark Ash, which is the alternative to limestone. So you should be fine if you want to make vanilla leather.
(I was reading it wrong)
Got this crash when splitting wood with wedges.
This crash happened right after I split a log, but neither the support beams nor the wedges fell out, as if the log is still there, like a desync. Tried axe-ing it and crash.
Hey, it's good to see you're squashing bugs as they popup. I was worried that would not be the case. I had to let go of a few other mods due to them not working right yet but I simply cannot play this game without your additions to it.
A really weird desync issue, it actually stuck around for a good minute before I axe it and crash.
Seem irreproducible, so ๐คท๐ผโโ๏ธ
Hopefully its actually just desync.
Did the block turn invisible or something? O.o
Actually yes, the block turned invisible, and the wedge didn't pop out, so they're just floating.
I wish I actually screenshotted it.
Weird. There's a shape for each state of the debarked logs. Maybe I missed one, that'd explain the invisibility, but it's wild to think that it's been undiscovered all this time
If you DO see that again you may need to go into creative mode to clear it. Any method that skips that veiny-looking break progress overlay should do
Can you not ground grain with the mortar and pestle?
or is another mod conflicting.
It should be possible. Could be another mod, or something could have changed in vanilla affecting things, will need to check
With AT 1.6.0 pre-6 and VS 1.21.1-rc.2 it's possible to grind grain in the mortar. I imagine a mod conflict is happening
This happened a lot when the beam drops first got swapped for vanilla, but usually only with modded logs.
Basically when there's no drop defined
It pulls a ctd and turns the block into a ghost, but you can break it in creative mode to remove it safely
You can even reproduce it by making the item drop invalid in the json and trying to wedge split a debarked log
Same error and everything even from when I had to update the floral zones patches for the changes to the drop
Ooooh okay that makes sense. Should be able to deduce the exact issue with that information, thank you
Well......I don't use modded trees, and the only plant mods I use is just the pepper and soap and lye....
Oh man.
Well i hope the fix affect me lmao.
@vale fractal Ive started having an issue when I used the morter and pestle, after a couple uses of it will just freeze and VS will just stop responding
I cant really produce a crash log, because it just stays frozen until I close it
Are there specific things you are doing/grinding?
I was grinding shells into lime
I'll have a look into it!
Ill keep you posted if it happens again or if i get a log
I did quickly try to test, and after 10 grinds I didn't have a noticeable dip in performance. If it does happen, there may be some errors being thrown which could print out to server-debug or client-debug. If you do have it happen again, please peek into those and see if anything is printed there?
Getting the following errors starting my game, similar errors happen with the salvepot as well. Not sure if it's ancient tools, or carry on?
Ancient Tools, compatability is not updated yet
Good to know, I wait for that then.
how much saturation in food does brain give ? cuz normally it shows as 0
300 when used in a meal
Wait, they can be used in meals? Which?
It should take the slot of any meat product ๐
So, can replace redmeat in stews and such
Is there any way to disable the bark tanning portion of the mod? It's causing a lot of compatibility issues and confusion on my server :(
There is no means of disabling this content via config or anything at the moment. I did keep all that content relatively compartmentalized so some patches can be written to disable that stuff with relative ease. That is, if you feel inclined to do so, until I can get around to it myself
any chance we get Expanded foods compatibility for bark flour ? cuz it seems completly unusable without
the items such as recpective dough do exist but there are no recipies for them, nor any to use flour itself
Salty's manual dough works as a workaround
well, only for creating bread, still impossible to create breadcrumbs from it for example
the item seems to be generated but bread cant be grinded
actually it has its own texture idk
It's probably a result of my related items(dough, bread, etc) being pulled out of the game directory and put into the ancienttools directory. Whatever compatibility did exist may need to be tweaked to accomodate that change
any chance for butchering blooddough compatibility too ? or its not something youre aiming for or its something I should ask on butchering mod thread instead ?
I'll see what kind of time I get
Has anyone suggested adding pemmican? Itd be a good use for beries and grain
It already exists in various other mods ๐
@vale fractal Hi, just got this crash when trying to grind bark, thanks!
Probably an incompatibility between Ancient Tools and In Dappled Groves. This should be solved soon
@vale fractal yeah the bark shenanigans, i appreciate all ur work
Hey there, having an issue on a multiplayer server (it only seems to be affecting me for some reason)
This started after a few day's of playing the server, where basically my game would crash whenever I tried to join it.
so far ive tried:
reinstalling the game
uninstalling the mod and letting it auto download
manual installing the mod.
restarting PC
and waiting
it says that a 'critical error occured'
heres what I grabbed from the client-crash.log (I think this is the right thing?)
Have you tried clearing the contents of the cache folder in VintagestoryData? This is the place the game unpacks the mods to be used for play. The data in there may be incomplete for some reason.
This particular crash is occurring on a line of code where the shape of the cart is being loaded into the cart renderer. That file absolutely exists in the mod version you're using, so it's the only explanation I can think of ๐ค
I have not, may I ask how to do that?
Delete everything in %appdata%/VintagestoryData/Cache. When you load the game again, the game will cache the files again
Mmh mhmm, alrighty!
This wont cause like any issues with a multi-player server will it?
Nope! It shouldn't
Sweet, thanks!
No longer able to place chambersticks on walls on my server in 1.21.x - intentional, bug, or possible mod conflict?
Certainly not intended, will see what's up
Found and fixed the problem. Things will work properly in the next release, thanks!
@wise valve
Thank you!!
Hey Taska! We're adding corks to A Culinary Artillery and I'm looking to add a quick debarking process for oak logs. Would it be alright for me to make an oakbark item or something with the same parameters as yours, that is disabled when Ancient Tools is detected?
While giving you credit for it, of course.
Sure! Go right ahead, feel free to use anything you like
Splendid, thank you! And as a happy byproduct of ACA having the cauldron, now we can boil bark to make cork. I'm so pleased. ๐
how do i make primitive barrels?
So just wondering, how comeplete is the latest update?
Are there still any big issues that need to be ironed out?
I remember having a lot of errors when using this mod upon loading into a new world.
Nothing that would crash the game tho. But still, the errors are there for a reason afterall. They could cause issues in the future.
Hold sprint and right click on a log. It'll progress through several stages. On the final stage you'll need to apply some fat or pitch to seal the barrel. It can then be used
There's still compatibility stuff that needs addressing but, otherwise, it should work well with vanilla
i tried that, it doesnt work, does toolsmith break it?
ok thanks. Will see what happens then.
Besides some errors here and there nothing really is going amiss atm.
Is there something the user can do something about or did you not look into it yet?
i used to like this mod a lot but nowdays not so much
back in the day i installed it because of brain taining, as it was a way to get leather in artic (oaks dont spawn), but brain tanning gives completely useless buckskin now, which is used to craft select few bad clothes instead
bark tanning is cool, but it makes unique leather variants that is not used in non vanilla recipes
only thing im using this mod now is bark stripped quarter logs, and bark baskets for early game
sad
and pitch torches ?
You likely already know this but I think the EF patch needs a update for using bread on the mortar.
to be fair, I haven't reviewed AT compatibility on the EF side yet ๐
Hey, I'm looking for some help on what could be causing this crash to one of clients on my server?
This is the only person affected by this and I'm trying to pin-point why.
That error came up a lot when I was doing the AT compat for floral zones, it can't find certain textures for the cart and crashes. First thing I would try is increase your texture atlas size
Second thing, probably want to update your floral zones to current versions
All of them are like months out of date
@violet jewel
It's possible that one of them doesn't have the updated compat, because ancient tools changed how some of the stuff had to be patched
Is greenspire cypress bark supposed to be gotten from the Mediterranean cypress?
Apologies for the slow response. I'm not sure why it happens, but having the player affected by this clear their mod cache at %appdata%/Roaming/VintagestoryData/Cache has worked for other people.
This is where the game unpacks mod files. For some reason something went wrong and the game couldn't find the cart shape. It exists, clearly, since other players on the server don't have the same problem so likely just that cache issue.
I'm not sure ๐
Currently the Mediterranean cypress is the only vanilla tree that can't get debarked and the greenspire cypress bark is unable to be acquired in survival
All in all I donโt know if the person on the other end has tried to resolve this by clearing the cache, but if they did, that didnโt do the trick.
What we did is we removed the cart entity from the world - it struggled with being removed by the by, on being deconstructed by hitting it repeatedly, which necessitated a server restart - but after it was gone, the person was able to proceed
We havenโt tried rebuilding the cart, because at the technological stage we are at currently, carts are kind of redundant
Ohh that's likely a mistake then
also what da release do ?
All changes are mentioned in the change log on the moddb page ๐ฎ
since when did they add a darn change log
It's been a while! This presentation is new-ish though, I think. There should be a change log button near where you download each specific mod version
Hello! I'm trying to make bark chunks, but I can't seem to make it work. Is it an incompatibility with In Dappled Groves or another mod? I'm guessing the IDG bark piles replaced AT's and so they can't be processed with mallet or axes...
There are some incompatibilities with Dappled Groves, it is likely that. Vinter is working on getting that sorted.
I see! Thank you for the answer ^^
I'll simply do with cutting down some oaks for now, then :)
Say.. is it possible to disable the scraping recipe from the grid with this mod by adding
"DisableScrapingRecipes": true,
to the json ? because i would REALLY like to remove the grid recipe, so you are forced to use the stretching frame you spent time on actually making..
In the config, change the highlighted line to true
I'm seeing a comment on the moddb about a bug that got quashed already regarding floral zones, I'm gonna take a look at it tomorrow to see if that's back or something
@vale fractal
Hi, While making the patch for my mod, I noticed that the French translation hadn't been updated in a long time, so here it is. Additionally, I fixed quite a few broken handbook links and took the opportunity to make the file JSON compliant. So, here are the French and English files (in case you want the fixes).
Seems like the bread file got changed a little bit and the expanded foods bread compat patch adding the ability to grind breadcrumbs in the mortar breaks. Looks like it can be fixed just by changing up the patch a bit.
30.12.2025 00:16:34 [Error] Patch 1 (target: game:itemtypes/food/bread.json) in ancienttools:patches/compatibility/expandedfoods/bread.json failed because supplied path /attributesByType/*-perfect/mortarProperties is invalid: The json path /attributesByType/*-perfect/mortarProperties was not found. No such element 'attributesByType' at the root path
30.12.2025 00:16:34 [Error] Patch 2 (target: game:itemtypes/food/bread.json) in ancienttools:patches/compatibility/expandedfoods/bread.json failed because supplied path /attributesByType/*-charred/mortarProperties is invalid: The json path /attributesByType/*-charred/mortarProperties was not found. No such element 'attributesByType' at the root path```
It's a bit too late on my end but I can probably fix it tomorrow if you'd like
@vale fractal Just dropped a quick PR to fix a thing for expanded foods compat on your end, if you want to look
Wonderful! I will add it with the next update, thanks so much ๐
It was super simple, vanilla removed attributesByType and made it all attributes, so changing it from /attributesByType/mortarProperties to /attributes/mortarPropertiesByType was basically all it took
The EF side stuff is gonna take a lot of ripping apart and rewriting though since you made all your stuff unique item instead of vanilla patching
Aaah. I did try adjusting it to attributes, too, and I saw I was having missing textures for some reason. Hadn't yet gotten to the bottom of that problem
I'll totes get your PR in and work from there!
Oh, the textures work fine with it too
At least that I saw with the different cooked states
So, I'm trying to smoke brained hides into buckskin but it doesnt seem to be working. I'm not sure what's happening except that they start to heat and then just stall out after a few seconds at just a tiny sliver green on the cooking bar. Anyone know what's going on or any hints on what might be causing it?
brained hides take 1200 seconds each to smoke, which isn't stalling, it just takes a long time
lol, that would indeed explain it. I wasnt expecting 20 minutes of cooking time.
And unless you have better firepits or similar, that's not including the heat up time of each
Is there a way to configure how much pitch repairs objects?
Nope, there is not
However, if you feel comfortable opening the assets and making an edit, you can go to assets/ancienttools/itemtypes/resources/pitch.json and adjust the 0.25 to any value from 0.00 to 1.00
"repairPercentageByType": {
"*-stick": 0.25
},
Thank you. I might try it.
How do I make wood bark ash?
Gotta fire half a stack of bark in a pit kiln
Half stack is a pile of 32, right?
Yup! Pretty sure it's half a stack. If not the game will tell you
Splitting debarked logs is fucking peak, I have now 12 support beams for toolsmith handles
Taska you're really peak

I like hide soaking with ash, scrapping and stretching
Once again, goated mod, taska
Yay! ๐
does anyone has problems together with InDappleGroves ? i tryed grinding maple bark in a mortar and it crashed my game.
VinterNacht was looking into updating the compatibility between our mods in InDappledGroves. I disable my items when their mod is present.
@hasty solstice Would you be willing to share some details? I don't habdle the compatibility here, but maybe I can pass info along
Construction/dismantle tools system, extra durability and sharpness mainly. Also making pitch usable as a glue binding like resin glue and/or glues from butchering
@vale fractal hey, I was thinking about making a patch for washing raw fleece from wool mod with ash water since it was done historically, and so I have made the code for it to work, but how do I add the patch, and can I give it to you so it can be included in next version of the game?
I'm not tooooo sure on the how, I'll need to investigate all that's involved. As for inclusion, yep! I'll include it for sure.
I just need to mention that I plan to dismantle Ancient Tools into smaller modules for 1.22, and some parts may be cut altogether. It will take some time to do this, but it should allow me to be more able to have a quicker turnaround on compatibility patches and fixes.
I can just slide you the patch, as I have made it
{
"code": "limebleachinglightfibers",
"enabled": true,
"sealHours": 56,
"ingredients": [
{ "type": "item", "code": "ancienttools:ashwaterportion", "litres": 0.5, "consumeLitres": 0.5 },
{ "type": "item", "code": "wool:fibers-generic-*", "name": "type", "allowedVariants": [ "lightbrown", "gray", "yellow" ] }
],
"output": { "type": "item", "code": "wool:fibers-generic-plain" }
},
{
"code": "limebleachingdarkfibers",
"enabled": true,
"sealHours": 96,
"ingredients": [
{ "type": "item", "code": "ancienttools:ashwaterportion", "litres": 1, "consumeLitres": 1 },
{ "type": "item", "code": "wool:fibers-generic-*", "name": "type", "allowedVariants": [ "black", "brown", "redbrown" ] }
],
"output": { "type": "item", "code": "wool:fibers-generic-plain" }
},
{
"code": "limebleachingdarkfibers",
"enabled": true,
"sealHours": 96,
"ingredients": [
{ "type": "item", "code": "ancienttools:ashwaterportion", "litres": 1, "consumeLitres": 1 },
{ "type": "item", "code": "wool:fibers-muskox-brown" }
],
"output": { "type": "item", "code": "wool:fibers-generic-plain" }
}```
This on a patch inside the mod
I will add it myself for my playthrough with me and my friend, but it would be cool to see it together in the future
Oh neat, refactor for 1.22
Many thanks ๐
Heya, so I'm having an issue on a multiplayer server where when I change the mobileStorageProps quantitySlots, it crashes. In game, I've got our chests set to 32 slots, so when I changed the 16 to 32 in the chest.json file, it kicks the player out of the game when they try to interact with a chest while it is on the cart. I've done the same thing with the small chests (owl / treasure) and the vessels, reed baskets, and they all worked fine but the chest is causing issues for some reason and I'm hoping someone would have an idea how to remedy it.
Hmm... It could be a bug with the GUI scroll bar. I don't think any of the values I had set were ever high enough to use a scroll bar so it likely never became a problem
Ah okay, that's unfortunate :< Thank you for responding
Has anyone made a patch for 1.22? If so, I'd love to use it!
https://mods.vintagestory.at/ancientlib
there it is, but there are only resin and mortar modules out
Even tools need a tool to function! This mod is a library mod that will play host to various shared resources between the many Ancient Tools mods.ย
ย
This mod is part of the Ancient Tools series of mods. I've compiled a list of the entire series in the spoiler below.
Ancient Tools Series
Mortar and Pestle: An immersive early game grinding so...
Tyvm!
yesterday I noticed that mortar and pestle weren't working right in my 1.22.stable world; specifically they don't have crafting recipes, and when I go look for them in the handbook they're mystery blocks. getting out of bed to check if it's a mod problem or a me problem would involve dislodging a cat, but I'll probably remember to report back in more detail later today
eeyup they sure don't work.
VS: 1.22.0
AncientLib: v1.0.0
Mortar and Pestle: v1.0.0
Also a buuunch of other mods so I'm going to check if this still occurs on a clean version that's naught but VS, AL, and M&P
.> it doesn't. ok wtf.
That's very odd. Could you perhaps pastebin your server-main and client-main logs please? ๐
https://pastebin.com/xdeMU7xE server-main
https://pastebin.com/6LHMUv5j client-main
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Thank you muchly
I was wondering, how many modules are you gonna make for the new version of ancient tools? I find that switch pretty interesting, but I'm excited to use them!
Currently 10 modules total. My plan looks to be something like this:
Mortar and Pestle -> Resin Harvest(scouring) -> Pitch -> Brain/Buckskin Tanning -> Adze/Bark Products -> Primitive Barrel -> Wedge Log Splitting/Mallet -> Curing Rack -> Carts -> Bark Tanning
I just need to find the motivation to jump into the deep end and get things done ๐
Oh I see! If the adze module is separate from the primitive barrel one though, does it mean the primitive barrel will be carved out with something else, or will it have a dependency on the adze module?
-.- client-main, lines 161 and 164
161 28.4.2026 18:54:22 [Warning] Did not find required shape ancienttoolsmortar:shapes/block/mortar/mortar.json anywhere. (defined in Shape for block ancienttoolsmortar:mortar-granite)
164 28.4.2026 18:54:23 [Warning] Did not find required shape ancienttoolsmortar:shapes/item/tool/pestle.json anywhere. (defined in Shape for item ancienttoolsmortar:pestle-granite)
that does not, of course, explain why it can't be found......
It may be that something went wrong when the game cached the mod. I would recommend deleting the contents of the ModCache folder in VintagestoryData and see if that helps!
๐
I'll likely make it possible to carve out barrels with a knife and hammer/mallet too. One voxel layer at a time. The process will take longer but it'll be possible
Oooh, that's a good solution
Excited to use them!
Brain tanning, sure. Egg tanning? It's a good substitute.
Please please please please please please please please please please please please ๐ฅบ๐ฅบ๐ฅบ
hio
wanted to say that https://mods.vintagestory.at/resinharvest does not seem to work
Tree resin. Such a valuable resource, and yet, so difficult to farm! Impossible, really, since it only ever appears on trees generated through worldgen. Resin Harvest aims to offer a reasonably balanced and immersive solution for players that want to harvest resin closer to home. Any naturally grown resin-bearing tree, such as pine and acacia, c...
cant score trees by right clicking or left clicking
oh you just pushed a patch, thank you
Uuuuh I sure hope not cuz I've been at work all day ๐ . I'll have a look soon.
Not sure if this is the case but, sometimes, trees can have resin blocks hidden in the leaves. Only one resin block can be made per tree with this mod
No, there was an odd patch
Seems it jusr didnt install
Hey! Taska! I have an idea for your modular ancient tools!
Bark tanning can be its own standalone thing; carts can be standalone, too; azde, mallet, splitting logs and carving primitive barrels work all together in synergy; and is it bread incorporated on salve and resin?
Adze and all bark products like baskets and bread will release together. Mallet and splitting log will be together. The barrel will be alone, it can have a less efficient carving craft with a chisel or knife
is there any possibility for fire carving mechanic?
I've not heard of this ๐ฎ
https://youtu.be/BN-34JfUrHY?si=v3WB40nC8uNeIHPe&t=142 something like that
The manufacture of a stone ax including the handle from using only primitive tools and materials. It is a celt (pronounced "selt") a type of ax with a polished stone head wedged into a hole or mortise at the end of a wooden handle (not to be confused with a "Kelt" referring to a Celtic person). The head took about a week and a day to make as I ...
I could help if needed!
The only problem I see with this, is that you would need to make a separate entity so it carves instead of burning the log
oh, i didn't thought about that
yeah, ie. crafting log with charcoal and setting it on fire like pit kiln for lets say 8 hours
I canโt make cuts in the tree for resin
Iโve tried sneak right clicking with knife no results
are they connected with leaves, planted block next to block?