#Ancient Tools

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vale fractal
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It looks all correct

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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?

knotty dock
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Go for it

vale fractal
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It worked on my end with just two of the Floral mods, and Ancient Tools ๐Ÿ˜„

I didn't get all the mods in your mysterious crash there. Would hope that this is somehow also the cause of that

knotty dock
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With the patch or without?

vale fractal
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This is with the patch

knotty dock
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Lemme take a crack at it. It didn't seem to be a mod conflict going on but it could be

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If it is I might know which one it is

vale fractal
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This only has a patch set up for Tawhai, it's in assets/ancienttools/patches/compatibility/floralzonesneozeylandicregion

knotty dock
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I'll give it a singleplayer and a multiplayer check real quick, might be 15-20 minutes total

vale fractal
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Kay!

knotty dock
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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

vale fractal
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Beautiful. Sorry about that, I didn't think of the compatibility consequences of changing that ๐Ÿ˜…

knotty dock
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Lemme take a look at the patch and I'll get it implemented before the next floral zones update

vale fractal
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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

knotty dock
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Oh, we were gonna add it into the built in compat patches

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That way when a new FZ series comes out it's hot and ready, and you don't have to do anything else

vale fractal
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\o/

fickle fjord
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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

vale fractal
# fickle fjord Would it be possible for debarked logs to only have the selection boxes for wedg...

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?

delicate moss
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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.

vale fractal
delicate moss
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No rush! Thank you for sharing your cool mod to the world \o/

celest geyser
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My sacks have turned to mystery blocks after this update.

vale fractal
celest geyser
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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.

vale fractal
rare flame
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is there a way to make animals from Tenth Architect mods to drop brains too?

vale fractal
knotty dock
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We're working on it to be built in

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Tenth wants to scale brain drops based on creature weight, rather than the basic small/medium/large drop values

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So it's a little uh, slower going than it would otherwise be

rare flame
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maybe i was unlucky with brains /shrug

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i got one but i dont remember from who, from a bunny i think

karmic jolt
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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

vale fractal
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I'll have to check that out ๐Ÿ˜ฎ

lofty elbow
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You should add inuit snow goggles! That winter snow is bright

knotty dock
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snow goggles and sunglasses that apply a vingette and/or color filter? That sounds... actually amazing though, not gonna lie

lofty elbow
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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)

knotty dock
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The different quartz varieties

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smoky, rose, amethyst, or olivine for different colors, maybe

lofty elbow
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Smokey and rose would definitely work

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I think real ancient sunglasses were made out of thosw

knotty dock
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We're allowed a little creative liberty

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Lemme get me some sick purple shades

lofty elbow
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Yeah.
You could do bronze and quartz for sunglasses, and whittled bone and sinew for snow goggles

knotty dock
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flax fibers would be more appropriate since sinew is from butchering

rare flame
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rare ruin loot, cosmetic item

vale fractal
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Ooooh I love these ideas. We even have antler that could be used for snow goggles now too

candid jungle
lofty elbow
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Its more appropriate, artic people's didn't really farm

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I know the mod has compatibility with some mods, so it could always just be both

rare flame
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i love Vintage modding community so much

vale fractal
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It's so great ๐Ÿ˜„

knotty dock
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Oh right, btw the wedge splitting fix is rolling out in the next FZ update wave which should be within the next few weeks

vale fractal
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Beautiful ๐Ÿ˜Š

gilded panther
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how to use animal brains in stews...

vale fractal
gilded panther
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goeOHHHHHHHH

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thank you :)

vale fractal
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Welcome ๐Ÿ˜„

rare flame
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Caribou drop brains? From Tenth Architect mod.

vale fractal
rare flame
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i think Tenth Architect overrides vanilla animals

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if if they are already in the game

knotty dock
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I am still writing the patches for it, but moving back to my old place is in the way currently sadscreamcat

vale fractal
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Hope that's not too crazy o.o

slate rock
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can anyone build beams with the wedges?

round yoke
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yup

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and you can remove them by targeting the point you started the beam

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you use several beams at a time so make sure you have enough in your inv

slate rock
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i'm to dumb, forgot to debark the logs ๐Ÿ˜›

round yoke
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Hey @vale fractal ? Could you see an early game way to make planks so you are not locked behind metal ? Like Axe + Mallet ?

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maybe debarked first ?

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for like what.. 6-8 planks ?

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not as much as with a saw but it's before metal.. carpenters have been doing that for centuries without metal..

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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 ?

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animation of hitting the back of the axe with the mallet ?

vale fractal
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Maybe! I'd likely go with a toolmode sort of thing and use the same method as beams

rare flame
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Realistic plank crafting would be neato

elder basin
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Is there ever going to be any uses for the beams you can make besides wheels?

round yoke
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Don't they prevent caveins? - Well for people punishing themselves with such settings

vale fractal
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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

round yoke
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i should use them more.. i have been making do with packed dirt.. less stylish really LUL

hard axle
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Anyone ever have the cart be unkillable and crash when you try to saw it down?

vale fractal
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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

lofty elbow
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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

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Just giving different rock types different tier requirements

round yoke
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Say, @vale fractal - Would it be possible to right-click to pick up the Pitch torches ? small QOL that would be nice..

vale fractal
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Yea, that should be a thing

gilded panther
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also allow me to harvest the pitch straight out of the container without sticks or having to break it ๐Ÿ‘

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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...

vale fractal
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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 ๐Ÿ˜›

Compatibility with pewter crocks should be a simple recipe, totally doable

gilded panther
round yoke
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lol, always something to do..

vale fractal
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I'll put it on the to-do list ๐Ÿ˜„ It's unlikely to be completed soon, unfortunately, but sometime

frosty fjord
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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?

vale fractal
frosty fjord
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Thank you, I'll be patient (or at least I'll try to be patient)..

frosty fjord
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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)

knotty dock
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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)

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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

knotty dock
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my source: I accidentally got the stuff on my hands and basically glued my work gloves to my hands clearing pines off some land

vale fractal
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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!

vale fractal
vale fractal
knotty dock
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God just thinking about doing the carts for wildcraft makes me go nyarp

frosty fjord
slate carbon
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Is it just me or is larch bark kind of useless?

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Anyone know what to do with it?

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Just firewood fodder?

frosty fjord
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basket?

slate carbon
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ye but besides that?

vale fractal
slate carbon
vital tusk
vale fractal
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I did look up the recipe on my test world, and there was no crash, so it must be a compatibility thing somewhere

vital tusk
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Thanks! Time to start checking with various mods disabled, I guess

woeful furnace
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How do you scratch pines to get resin?

candid jungle
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with a knife

woeful furnace
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Right Click? Left Click? <- This how i mean

vale fractal
polar oriole
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How long does it take for meat to cure? There's no timer and it looks the same.

vale fractal
polar oriole
woeful furnace
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Is calcined flint not being able to be placed on the mortar intended?

vale fractal
knotty dock
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@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"]} ]
    },```
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(I tested the change to make sure it worked as well, no issues found here)

vale fractal
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Sure! ๐Ÿ˜„

knotty dock
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๐Ÿ™ amazing

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Figured I may as well ask since, the less work done the better

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That will cut down the patches needed to add new directionalresin log drops by more than half and help get rid of the error

knotty dock
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Now a terrible question, would it be possible to have that change out by friday? Or is that too much of a rush

vale fractal
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Uuuuuh

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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

knotty dock
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Nice

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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

vale fractal
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Hope it all goes well ^_^

vale fractal
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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

glass tree
vale fractal
woeful furnace
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So brain tanning now produces something else entirely, and used for vanilla clothing or new ones?

vale fractal
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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

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The process is now more accurate to real life. It does not make a hard leather

glass tree
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by right clicking on water

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with a hide?

vale fractal
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It's still there

glass tree
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thats nice

vale fractal
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Unless I royally broke something, which is possible xD

glass tree
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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

vale fractal
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Perhaps ๐Ÿ˜›

There's a thing in this update that's similar, but it's not a vessel. It could become one though

vital tusk
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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

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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)

oak snow
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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?

vale fractal
oak snow
vale fractal
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๐Ÿฅณ

oak snow
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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.```
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Just got those on startup, don't know if that means anything to you

vale fractal
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Whoops, missing commas, all fixed ๐Ÿคช

fleet nebula
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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?

vale fractal
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I don't believe the scaling is implemented, no

gilded panther
vale fractal
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Not yet, no

plucky path
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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 ๐Ÿ˜ฆ

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.

vale fractal
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It's some bad math in the code. I'll have a fix out for that shortly!

vale fractal
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Aight, fix is out. It should solve a few crashes

woeful furnace
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Umm, are knife supposed to be able to debark? This only happen with Pine, no other trees.

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I guess something went wrong with resin carving.

vale fractal
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Yep @-@ Fix one thing and another breaks

woeful furnace
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Lmao, its fine honestly, with mods I have like 3 (including this) ways to get resin artificially lol.

willow hollow
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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

vale fractal
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#1033026094598717510 message

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

willow hollow
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awesome, thank you ๐Ÿ˜„

knotty dock
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I thought Tenth had dropped it in the most recent update wave but I guess he forgot

lofty elbow
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You know what would be awesome? An atlatl. It could give you bonus range and damage in spears

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Or you could have fluted spear darts:
https://youtube.com/shorts/NjUnjesNtc0?si=-vJKPpPxkeKEaofm

willow hollow
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thats pretty cool

gilded panther
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waiting for the pewter compat to this day salute

fleet nebula
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Ah wait, no it does not

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(I got those cool obsidian swords mixed up with spear enhancers, don't ask me how)

desert basin
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Anyone having issues placing grain the in mortar?

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Might have a mod conflict but not sure

desert basin
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def a mod conflict. with just Ancient Tools loaded, everything is gravy

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Also shells work fine with my current modlist, just an issue with grains

desert basin
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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.

upbeat siren
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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.

vale fractal
upbeat siren
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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

fleet nebula
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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

dull steeple
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Hey I need help

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Idk why but this mod has trouble with flora of the Stone Age mods

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And the flora packs

dull steeple
tacit elbow
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From what they are saying it looks like itโ€™s harmless.

willow hollow
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Yeah i didnt fix it heh

dull steeple
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Could you increase drop rate for brains?

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Iโ€™m not a zombie btw

vale fractal
dull steeple
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like blank out of how many animals

vale fractal
vale fractal
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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

tardy echo
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Quick question is they're any plans to make ancient tools compadiblitie with wildcraft trees & scrubs? @vale fractal

vale fractal
tardy echo
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Ahh I see

high rock
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the mod has ALOT of problems with toolsmith

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would be nice if you could find a way to fix at least the big ones

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little list of the problems i know of :

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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

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ok the mallet doesn't work anymore too for some reason

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(in toolsmith crafting)

high rock
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also would be cool for combat overhaul compat for the armors and compat for the ash with the mod soap and lye

keen obsidian
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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?

vale fractal
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There isn't, no. Stuff like that generally needs custom shapes and texture references

high rock
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would be cool if you needed to grind horsetail with a mortar and pestle to be able to make horsetail poultices

vale fractal
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Ooooh that is a neat idea

keen obsidian
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Sounds reasonable. Maybe make an alternate recipe with horsetail salve that creates more total poultices.

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So the vanilla recipe will just be less efficient

karmic jolt
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I have a bit a weird request, do you think you could make a shelf which fits the wedges?

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like 2 rows of boards with holes? :D

vale fractal
karmic jolt
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Hm a debarked log is also a good idea

hollow isle
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Whenever I start my world I get a bunch of errors like these:

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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

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Are they save to ignore?

vale fractal
# hollow isle 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.

hollow isle
ruby nova
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Anyone know why this isn't working?

high rock
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maybe the mod files are corrupted

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should try reinstalling the mod

ruby nova
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alright thanks I'll try that

high rock
ruby nova
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I've managed to fix it just by following the recipe exactly. So 8 bark ash in 10L of water.

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I guess it doesn't like it if you go over that.

knotty dock
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@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

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Tenth should be dropping the updates this week and next as they get pushed to the 1.21 era

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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)

knotty dock
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Also have just finished the floral zones stuff, fixed some stuff and got the primitve barrels added to the compat too

vale fractal
# knotty dock <@184125821223567360> I finally got around to finishing the brain drops for the ...

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 ๐Ÿ˜„

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

knotty dock
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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

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And yeah, we would have to figure what colors the trees would make anyway

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There's no bark flour from floral zones, so that's no issue there

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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

vale fractal
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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

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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

knotty dock
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Oh right, also the weak larch bark liquor is missing an en lang entry

ember kite
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I'm having a weird problem with pitch in 1.21

  1. make some prepared pitch (this goes as expected)
  2. place it on the ground
  3. ... this doesn't remove the prepared pitch item from my inventory
  4. ... 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
vale fractal
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Weird... I may have missed something with the coloured clay pot tweaks

vale fractal
ember kite
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Yeah, 1.6.0-pre.4

vale fractal
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Thanks, I'll look into it

ember kite
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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. ๐Ÿคทโ€โ™€๏ธ

vale fractal
ember kite
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damn should've kept the extra pitch pots instead of virtuously throwing them into the sea

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though i mean. i can always just replicate the replication. it was very easy. ๐Ÿค” eh i'll sleep on it

vale fractal
#

Fix is up ๐Ÿ˜›

ember kite
ember kite
#

@vale fractal maybe this is because i'm also using expanded foods/a culinary artillery, but. :( pitch not working to seal crocks

knotty dock
#

Was that ever an option? I don't remember that myself

#

At least not in the versions I was using

ember kite
#

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... ๐Ÿคท

vale fractal
#

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

vale fractal
#

Looks like there's an attribute that controls what items seal crocks now, huh

knotty dock
#

Huh, neat

#

That's on me for not checking

vale fractal
#

Ho-kay, another release is out to fix those issues and the few others that popped up on the ModDB

glad marsh
#

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?

tender basin
glad marsh
vale fractal
#

I imagine it's probably the recipes that convert salve pots to vanilla pots and such

glad marsh
#

Yes, but you're getting the verbose and debug stuff too

woeful furnace
#

Got a crash relating to adze stripping, was holding left shift+left ctrl to place a seed on the ground.

woeful furnace
#

Seems like this is consistent, happens because of placing modded seeds from Soap and Lye mod

vale fractal
vale fractal
#

Also... do those seeds get placed on logs or something? Cuz that adze stripping behavior requires block interaction on a log o.o

woeful furnace
#

You know, I haven't tried placing them on debarked log, brb

vale fractal
#

I may get a chance to look into it this weekend

plush venture
#

So no more making leather with this mod?

vale fractal
plush venture
#

I never made leather the vanilla way so Iโ€™m 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 couldnโ€™t so I hope I donโ€™t sound rude just curious

woeful furnace
#

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)

woeful furnace
#

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.

slate carbon
#

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.

woeful furnace
vale fractal
woeful furnace
#

I wish I actually screenshotted it.

vale fractal
#

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

quaint coral
#

Can you not ground grain with the mortar and pestle? bThoughtful or is another mod conflicting.

vale fractal
#

It should be possible. Could be another mod, or something could have changed in vanilla affecting things, will need to check

vale fractal
knotty dock
#

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

vale fractal
#

Ooooh okay that makes sense. Should be able to deduce the exact issue with that information, thank you

woeful furnace
#

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.

queen kettle
#

@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

vale fractal
queen kettle
#

I was grinding shells into lime

vale fractal
#

I'll have a look into it!

queen kettle
vale fractal
# queen kettle 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?

hollow isle
#

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?

vale fractal
#

Ancient Tools, compatability is not updated yet

hollow isle
#

Good to know, I wait for that then.

coarse tendon
#

how much saturation in food does brain give ? cuz normally it shows as 0

vale fractal
woeful furnace
vale fractal
#

It should take the slot of any meat product ๐Ÿ˜‹

#

So, can replace redmeat in stews and such

tawdry kelp
#

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 :(

vale fractal
coarse tendon
#

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

coarse tendon
#

Salty's manual dough works as a workaround

coarse tendon
#

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

vale fractal
#

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

coarse tendon
#

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 ?

vale fractal
#

I'll see what kind of time I get

lofty elbow
#

Has anyone suggested adding pemmican? Itd be a good use for beries and grain

vale fractal
tidal wagon
vale fractal
tidal wagon
#

@vale fractal yeah the bark shenanigans, i appreciate all ur work

warped holly
#

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?)

vale fractal
# warped holly Hey there, having an issue on a multiplayer server (it only seems to be affectin...

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 ๐Ÿค”

warped holly
vale fractal
warped holly
#

Mmh mhmm, alrighty!

This wont cause like any issues with a multi-player server will it?

vale fractal
#

Nope! It shouldn't

warped holly
#

Sweet, thanks!

tawdry kelp
#

No longer able to place chambersticks on walls on my server in 1.21.x - intentional, bug, or possible mod conflict?

vale fractal
#

Certainly not intended, will see what's up

vale fractal
tawdry kelp
#

@wise valve

wise valve
#

Thank you!!

winter marsh
#

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.

vale fractal
winter marsh
dry aurora
#

how do i make primitive barrels?

slate carbon
#

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.

vale fractal
vale fractal
dry aurora
#

i tried that, it doesnt work, does toolsmith break it?

slate carbon
#

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?

rare flame
#

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

round yoke
#

and pitch torches ?

slate carbon
#

You likely already know this but I think the EF patch needs a update for using bread on the mortar.

winter marsh
#

to be fair, I haven't reviewed AT compatibility on the EF side yet ๐Ÿ˜…

violet jewel
#

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.

knotty dock
#

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

tacit otter
#

Is greenspire cypress bark supposed to be gotten from the Mediterranean cypress?

vale fractal
# violet jewel Hey, I'm looking for some help on what could be causing this crash to one of cli...

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.

tacit otter
violet jewel
# vale fractal Apologies for the slow response. I'm not sure why it happens, but having the pla...

All in all I donโ€™t know if the person on the other end has tried to resolve this by clearing the cache, but if they did, that didnโ€™t 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 havenโ€™t tried rebuilding the cart, because at the technological stage we are at currently, carts are kind of redundant

vale fractal
high rock
#

also what da release do ?

vale fractal
high rock
#

since when did they add a darn change log

vale fractal
#

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

errant pecan
#

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...

vale fractal
errant pecan
#

I see! Thank you for the answer ^^
I'll simply do with cutting down some oaks for now, then :)

round yoke
#

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..

knotty dock
round yoke
#

oh thanks !!

#

must have missed that

knotty dock
#

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

queen wolf
#

@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).

knotty dock
#

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

knotty dock
#

@vale fractal Just dropped a quick PR to fix a thing for expanded foods compat on your end, if you want to look

vale fractal
#

Wonderful! I will add it with the next update, thanks so much ๐Ÿ˜„

knotty dock
#

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

vale fractal
#

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!

knotty dock
#

Oh, the textures work fine with it too

#

At least that I saw with the different cooked states

verbal hamlet
#

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?

knotty dock
verbal hamlet
#

lol, that would indeed explain it. I wasnt expecting 20 minutes of cooking time.

knotty dock
#

And unless you have better firepits or similar, that's not including the heat up time of each

shrewd pebble
#

Is there a way to configure how much pitch repairs objects?

vale fractal
vale fractal
hasty solstice
#

How do I make wood bark ash?

vale fractal
hasty solstice
#

Half stack is a pile of 32, right?

vale fractal
#

Yup! Pretty sure it's half a stack. If not the game will tell you

hasty solstice
#

Splitting debarked logs is fucking peak, I have now 12 support beams for toolsmith handles

#

Taska you're really peak

hasty solstice
hasty solstice
#

I like hide soaking with ash, scrapping and stretching

#

Once again, goated mod, taska

vale fractal
#

Yay! ๐Ÿ˜„

hasty solstice
#

Hey @vale fractal , compatibility with toolsmith is broken

#

Has been for a while

clear marsh
#

does anyone has problems together with InDappleGroves ? i tryed grinding maple bark in a mortar and it crashed my game.

vale fractal
#

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

hasty solstice
hasty solstice
#

@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?

vale fractal
hasty solstice
#

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

knotty dock
#

Oh neat, refactor for 1.22

vale fractal
#

Many thanks ๐Ÿ˜„

flint valve
#

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.

vale fractal
#

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

flint valve
#

Ah okay, that's unfortunate :< Thank you for responding

celest geyser
#

Has anyone made a patch for 1.22? If so, I'd love to use it!

paper river
#

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...

ember kite
#

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

ember kite
#

.> it doesn't. ok wtf.

vale fractal
ember kite
# vale fractal That's very odd. Could you perhaps pastebin your server-main and client-main log...
vale fractal
#

Thank you muchly

errant pecan
#

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!

vale fractal
errant pecan
#

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?

ember kite
# ember kite https://pastebin.com/xdeMU7xE server-main https://pastebin.com/6LHMUv5j client-m...

-.- 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......

vale fractal
vale fractal
errant pecan
#

Oooh, that's a good solution
Excited to use them!

hasty solstice
#

Brain tanning, sure. Egg tanning? It's a good substitute.

hasty solstice
#

Please please please please please please please please please please please please ๐Ÿฅบ๐Ÿฅบ๐Ÿฅบ

twilit spoke
#

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

twilit spoke
#

oh you just pushed a patch, thank you

vale fractal
# twilit spoke oh you just pushed a patch, thank you

Uuuuh I sure hope not cuz I've been at work all day ๐Ÿ˜…. 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

twilit spoke
#

Seems it jusr didnt install

hasty solstice
#

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?

vale fractal
#

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

paper river
#

is there any possibility for fire carving mechanic?

vale fractal
#

I've not heard of this ๐Ÿ˜ฎ

paper river
#

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 ...

โ–ถ Play video
hasty solstice
#

I could help if needed!

hasty solstice
paper river
#

oh, i didn't thought about that

hasty solstice
#

Yeah. Something like a pit kiln

#

Or else, combustion.

paper river
#

yeah, ie. crafting log with charcoal and setting it on fire like pit kiln for lets say 8 hours

plush venture
#

I canโ€™t make cuts in the tree for resin

#

Iโ€™ve tried sneak right clicking with knife no results

paper river
#

are they connected with leaves, planted block next to block?