#Bricklayers
1 messages · Page 3 of 1
hm, I need to restrict the recipes, too. uff.
Edit: And done. ✅ Hopefully this also reduces compatibility issues with other mods that might patch in new rock/stone types.
- What is your screen resolution?
- your viewdistance?
- and your GPU, how much memory does it have? Is that memory on board the GPU or shared with main memory?
- does the memory consumption differ if you use the "aggressively optimize ram" option?
- is this single player or playing on a server?
Also, please make sure you exit and restart VS before you take memory measurements, otherwise it will use much more memory when you just exit to the main menu, toggle and mod and reload the world. (For me this makes a difference of nearly 3 GB even with a small creative world and a few mods)
My Resolution is 2560 x 1440
My Viewdistance is Max
Im using a Nvidea 4070, it uses its own Memory
I tried both, it does not really make a difference, only over longer episodes of playing
This is currently SP on a Local Server Instance
Do you use the 100% resolution setting? I might try this, I'm on 50% on a 4K monitor. 🤔
Yeah i currently use the 100% Resolution Setting
have you tried nuking your install (except savegame) and starting fresh? the person with the huge 240 modlist seems to have fixed their issue by doing that, even after they kept 150 mods. and this (BL) wouldnt be the only mod ive seen people fix issues by just getting rid of absolutely everything.
fwiw i also am 1440p and 100% res. not max view distance though.
A max viewdistance is using huge amounts of memory for me, esp. on a 320 block high world 🤔
yeah even vanilla max view distance 320 height is demanding.
Yeah maybe the 384 World Height is the issue
But i dont get the difference between using Bricklayers and without Bricklayers
Why is it so much, i send the memory dump to the VS team maybe they find something
Its absolutly possible i butchered something in the settings
VS itself coulda butchered something through updates if you have an old install 😆
Even in a creative world, going from VD 544 to 1536 increases my memory usage by 2 GB.
I'm starting to think that people just expect too much from VS. Max VD, max graphic settings, running a bunch of HUGE mods 🤔
And I agree, the difference between BL and not BL is simply incomprehensible. It doesn't really make any sense to me. (I don't have that huge difference btw . even when I use the about 35 mods we use on the server). We use 320 world height, btw, too.
you really should try a fresh install.
Yeah, i mean i want my PC to suffer a bit, i have no issues playing on lower ress but i mean i put a bunch of work into the PC it should be able to run it
I haven't cleaned my data folder sind 1.17 or so, either. And I develop a lot of mods, which causes a lot of junk in it, too. Still, I'm on Linux, Raccoon is on Windows, right? Maybe it is a Windows thing? Or a Windows .net7 thing?
you also didn't have an issue that prompted you to try i guess. i've seen in it many mod conversations where it fixes it. maybe it won't, but it doesn't take any more effort than everything else that's been tried in here.
Hm i could try my dual boot, maybe it works better there lol
We are all guessing here. And if it works on Linux but no on Windows - it still wouldn't really help the ppl stuck on Windows, right?
No for a lot of people reinstalling fixes issues.
I’ve seen it with this game more than any other.
If you’re not having issues then I don’t think it necessarily matters but difficult to reproduce errors should generally get a reinstall of the mod/game/whatever as a test.
There is a difference between "reinstalling" the game and "clearing out your data directory", tho. I always install every new version of the game into a new directory (as I need to test multiple installs side by side anyway). But I usually have the same data directory all the time. I used to have a new one for each major version, but haven't done this in a long time. And I don't have the problems ppl describe 🙃
I've added most of the roofing pieces and clay shingle blocks made from malachite, green, dark blue and purple shingles plus the nec. remapping.
I've not yet added these "end" pieces, no half-roofings, nor slabs or stairs. My feeling is they would add yet-another-dozend variants and I'm still trying to slim down my mod 🙃
Shingle stairs would add 64 block variants (2 snow/free * 4 hor * 2 ver * 4 colors), slabs would add another 48 (2 snow/free * 6 orientation * 4 colors) for a total 112 new block variants. Er, please, no, chisel the blocks into slabs or stairs if you want them. Sorry! 🥺
Anyway, were are getting closer to pre-10, which will hopefully the final pre-release.
Thrown in this, too
🧱 🏘️ Release 3.0.0-pre.10 on ModDB. 🎉 🥳
Barring any more new bug reports, this will be released later this weekend as the final release v3.0.0 of Bricklayers.
Thank you all for your patience and support 🥰
https://mods.vintagestory.at/download/40082/bricklayers-3.0.0-pre.10.zip
https://mods.vintagestory.at/bricklayers
One minute after I've released the file, somebody again complained that my mod "breaks basic game play mechanics" (because apparently not being able to clayform whole vessels is the end of the world) and they "cannot fire vesel lids"... 🤡
Which one absolutely can, unless yet-another-mod intereferes with my mechancis, again. I'm sooo done with this ¡$%@! 👿
Just noticed that "raw blue-gray clay vats" cannot be clayformed - seems nobody ever tried this in the last 3 months 🙃
I think it has to do with how rare blue clay is now
Could well be. I've fixed it now. Also added a config setting to re-enabled the VS clay storage vessels. (Will bite me when 1.21 comes out).
The man who made a fix for resource generation in worlds above 256 blocks wrote that blue clay is now found on 1 chunk out of 250
Yeah...
All roof shapes except the standard one have a file designation instead of a name
Ah, oops, forgot to add names for them. 🙃 Thanx!
i can't wait for a stable release of this so i can use it
I've done some more small fixes:
- primitive survival compat - craft irrigation vessels from black or brown BL vessels (so you can make them early game if you want to)
- config option to re-enable VS vessels if you need or want them
- shingle blocks can be recycled back to shingles
- clay vat recipes were missing for blue clay
- added red clay mugs (so you can make them early game w/o blue or fire clay)
- storage vessels in VS are now 25% bigger in the GUI, so make BL vessels match that
- Asked ActualLizard, the author of clayworks, if they would rename
whiteclay to avoid a conflict with BL (hopefully I don't have to rename my "white porcelain" clay item)
It's done! 🚀 v3.0.0 is finally on the ModDB! Thank you all for your patience, support and help - this wouldn't have been possible without you all!
Now I rest 🛌 💤
The first release of Bricklayers was on March, 21th 2021 - so we celebrated the fourth birthday about two weeks ago 😮 🎉 🥳 🎂
IS THIS THE STABLE RELEASE?
I don't know what you mean by "on any block except the ground" - there is no real concept of "ground" in VS.
Any full block with a solid top-face is considered "ground" by the game.
- Vats with a lid act like bowls, crocks, jugs etc. and can only be placed on blocks with a solid top face, but you can use chiseled blocks.
- They can be stored inside containers, like vessels or chests, even when filled.
- You cannot store them in a shelf (they are obviously too big for that).
Vats without a lid act like a flower pot.
thanks for all your endless hard work Tels! Glad to have one of my favorite mods back on my server ❤️
congratulations on the stable release, Tels :D
I've followed the uphill battle that was bringing this mod to 1.20 and stable release. So much work and determination. Congratulations on reaching 3.0. 👍 😍
will pre-existing vessels be changed by this?
Any VS vessely you already crafted will be still there and functional. Depending on the config setting, you may not be able to craft new (dark-brownish) VS vessels, but you can craft colored vessels from BL. They all work the same, just look different.
do vessel size modifier patches (that also change the decay rate variables) break this?
or, will said values still apply? just worried
huh? I ONLY change the appearant size of the vessel in the GUI, that is, when you look at the icons in your hotbar. Nothing else has changed in the vessels, the BL vessels are just colored different. Stop worrying and try it 😛
If you DO have mods that patch vessels, of course these mods would need to patch BL vessels, too. That has alway been the case since I added colored vessels many years back, so nothing has changed here, either.
moment of truth 🫡
to my surprise, it works just fine!
Привет Телс . После обновления перечизлила все мои цветы . Не успела налюбоваться вышло новое обновление . Обновила . И вот опять все вернулось . Блоки порселана и глины опять глючат или что то поменялось . Это происходит на каждой версии .
English please? 👀
And I think what the images shows is, that after remapping, the chiseled blocks are broken 😦 Not much I can do unless Tyron fixes the remapping to actually work and not just delete arbitrarily blocks 😢
The chiseled plants look fantastic, btw. 
So, I bought 5 blue crocks from a pottery trader. I put them in my trunk storage and next time I looked, there were 14. Then, I pulled out 3 to take some meals out of the cooking pot, but it deleted the meal in the cooking pot, but the crocks were empty!! I should note that I have a mod that makes crocks stack, however, the BL ones don't stack after you move them.
Crock stacking is broken in newer versions.
The code was written under the assumption they can't stack.
I've had the stacking mod for years and never had any issues until now. Can it be fixed?
Recently it was made possible to pull a portion of a meal out of a pot by clicking on it while holding a bowl or a crock and also holding a bowl on a crock and this works by hijacking the part of the code that determines if the two items can merge. Seemingly, by allowing the crocks to stack it breaks it now.
It could theoretically be fixed, probably, but I don’t know exactly how. Either with a code mod or a further change to how it works in vanilla but that’s not a bug that would get a fix any time soon.
Yeah, as pizza wrote, BL don't stack and I don't think I can fix any of this from my side, either.
The "crock stacks" is the same as with the buckets stacking - you can get some full buckets stacked in your inv but it has all sorts of wierd side-effects like duplicating buckets etc. (Some of the problems might have been fixed already, tho, but the upshot is: liquid containers shouldn't really stack until the engine fully supports it)
"maxStackSizeByType": {
"*-raw-*": 8,
"*": 1
},
This btw is also the reason why the trader only sells one crock. If he sold you four in a stack, the stack would "break" once you drop them on the ground or misclick. This famously happen(end? is it fixed) with mortar, which stacks to 256 but can be produced in 320 at once.
Liquid containers stacking is normal and vanilla and shouldn't have any bugs, this is just specifically about the meal containers now being a bit funky if they're allowed to stack.
What's going on with buckets for you?
I haven't tested it in a while, but they definitely were buggy.
Any idea what version?
1.17 or maybe 1.18, I didn't keep track of it, sry.
No worries!
I have seen vague hints of such bugs in the code, haha.
The code commits specifically I should say.
They shouldn't happen anymore.
The only oddity I've found that if you have a stack of empty buckets, and use "CTRL-Click" to get one liter of water from a full bucket, instead of putting 2 liters into the same bucket, you get 2 buckets with 1 liter each. Which is ok, I think.
thanks for the bricklayers update! Tels
thought my game had bugged when i finished the pot and could see thru the side of it on inside.
is this during a temporal storm?
nope normal time. thi sis before you fire it.
can't replicate it:
its basicaly the same model as the bottom half of the raw VS vessel, so no idea why the bottom of it won't render 🤷♂️
might be antoher mod cause it then. well doesnt hurt anything its just a bit funky is all lol
Just curious: can you also look through the bottom when after firing them? And what about planters?
looking thru my mods i bet it might be this mod cause it
https://mods.vintagestory.at/drtagx
I don't think a shader would modify models, wouldn't it just color correct etc? 🤔 Just guessing here, it's not something I can fix, anyway.
didnt really know how to bring it up directly but uhh, the blue-gray clay crafting recipe seems to be craft clay into less clay. like it requires 6 clay and outputs 5
Ooops... you are right two times three is six 😅 I might just remove these recipes, they are a remnant from when you could craft brown clay etc. And now pulverizing slate to "make more blue-gray" clay seems a bit silly, esp. as you could dilute it forever...
shutting down my clay duplication farm smh 😔
but yea lowkey makes sense bc infinitelly adding dust to clay should reasonably not be producing more equally not-completely solid clay
Let me guess, you made a loss with each clay crafted, but you are getting it back in bulk 😂 (Old trader joke, selling books at a loss per piece, but trying to recoup it by selling lots of books)
just accidentally discovered recipe of disintegrate clay
15.4.2025 00:16:40 [Server Warning] Block schematic file bricklayers1.json uses blocks that could no longer be found. These will turn into air blocks! (affected: game:clayshingleblock-blurple,bricklayers:saltglazedflowerpot-burnt-pale-copper-yellow-plain,game:slantedroofingcornerouter-greenclay-south-free)
Is it because there were pre-release versions of the mod on the server?
And this
15.4.2025 00:17:17 [Server Warning] Block schematic file bricklayers4.json uses blocks that could no longer be found. These will turn into air blocks! (affected: game:slantedroofingtip-yellowclay-free,game:clayshinglestairs-yellow-up-west-free)
bricklayersX.json are not files from Bricklayers. Maybe they are from Better Ruins or Better Traders?
I'll check it out
It's BetterTraders
please tell them and be gently 😅
maybe you could change it into a recipe for making blue-gray clay from red clay?
Yeah, but my experiences lately with changing VS mechanics have all been horrible. Ppl complain either it makes the game too hard, or too easy, or skips progression, or it gives them too much or too little, can I pls change the recipe and pls NOT change anything in VS and pls make VS better, anyway, oh and add a config option to turn it off because they hate it... 🙄
In the end it compromises my artistic integrity (I no longer get to decide how my mod plays), it makes development longer and testing harder (every new config option means now multiple times testing and in the end opportunities for errors to creep in), and it makes things more complicated to understand for end-users aka "why does this not work on this server or in vanilla, because it works on this other server, lets blame BL for it".
It's also horrible for cross-mod-compatibility, because ppl expect me then to add recipes for the other mod items, too. Often with multiple mods conflicting with each other and my mods at the same time.
TLDR: No new clay crafting recipes. Sorry. 😅
fair enough!
Would it be possible to maybe have removed blocks be replaced by an alternative block? Like if you remove a specific color of shingles would it be possible to have it be replaced by the closest one you plan on keeping? I have absolutely no modding experience so sorry if this is just a sisyphean task im suggesting here, its just a bit of a pain to go around an entire world replacing removed blocks/items when you dont even remember what they were supposed to be half the time.
I've actually done this for any block it was possible. The trick here is, that nowadays (or was it always the case) you can't remap from block A to block B without destroying already existing blocks B 😦
So if I f.i. remap BL old pink shingle blocks to VS red shingle blocks, then any already existing red shingle block is destroyed...
I've tried to use the "decay" trick but this trick means:
- you have to have the old block around (so you don't save much an memory and need to remove them in a later release)
- and the decyaing only works for blocks in your inventory and in chests, but NOT on blocks placed in the world. You would have to manualy break each of them, wait a bit and then place them back.
- also unsure how that works with chiseling
I've so far take the most conservative approach and remapped anything I could and left anything else alone. Have no good solution for that. 😦
The upshot of all that is it, it was a mistake to patch more variants into game: blocks and also when designing block-codes one must be VERY careful about future naming schemes. These were my mistakes a few years back when I didn't know better.
Really wish VS would provide a safe way to "upgrade" and "mix and merge" block codes for content-modders like me.
Left: old BL 2.5.6 on 1.19 - right, new BL 3.0.0 on 1.20.7 - it was the best I could do after many hours of frustrating experimentation.
(Actually, the image isn't the latest, I've since then re-added and remapped a few more things, like the malachite, blue and purple shingles)
Yeah i could see how that would get in the way. Thanks for the informative reply tho, full on game developer type response lol
you always get that no matter what you do. you have to learn to fliter the good ones from teh bad.
you should make what YOU want firs then look what OTHERS want.
That is easier said than done 🙂 But thank you for the support 🥰
well i have been doing it nearly a decade with rimworld
.
I have much to learn from you then 🙂
Tels is the goat of VS modding imo
Tels seems like a pretty cool guy.
Just released Bricklayers v3.0.1 - Planter's Punch
Changes:
- Malachite clay shingle could not be formed nor fired in pit kilns
- Remove left-over crafting recipes for blue-gray clay
- Raw colored planters did no fire in pit kiln
- Planter icons in GUI were too small
- Add full French translation (Thanx, Wailwolf!) Viva la Français! 🇫🇷
I can't seem to fire porcelain planters, they just won't finish in a pit kiln. Do I have to put them into the beehive kiln?
They should (in 3.0.x) still fire in the pit klin, but soon I'm gonna make it so any porcelain needs to be fired in the beehive kiln. (It's an endgame product, anyway)
So, yes, please use the beehive kiln. (And I guess need to update the guide again)
And sorry for the inconvience - just tested it, indeed they don't fire in a pitkiln, another silly mistake of mine. 😅 Beehive kiln should work, gonna test it in a minute.
No worries, i couldn't manage to finish them in the beehive kiln, so i thought maybe it would need longer or i could just use the pitkiln to finish xD
oh, oops, seems they don't have the right attributes for the beehive kiln either. Dang! I won't be able to do a release before Monday evening, tho. Sorry!
lol
Congratulations, you are the first one to try to fire one 🙃 😄
I'll wait then, no need to rush, the rest of the porcelain stuff fired ;)
Truly sorry! The next release will have some new stuff, too, so hope you can wait a bit for your planters 😥
I'll use these in the meantime :P
New stuff? 🤤
Took my group a little while to start using bricklayers stuff this time around since it was added late on my server. Our first batch of malachite clay stuff is stacked in the beehive, and started working on some frit colors. So far no issues that i noticed.
No idea if it is this mod, just my best guess, but did you recently change the recipe for the fire clay bricks to be made in the crafting grid instead of through the clay making process? Not sure if thats here, an intentional feature, or a bug.
the clayforming for bricks option isn't showing up for me too
Clayforming for bricks would be a mod. Dunno if this one had that.
Bricklayers did previously provide clayformed bricks, yeah.
Er, now, I know BL integrates so tightly into vanilla that ppl often confuse the two, but:
Clayforming bricks in the crafting grid was and is always vanilla thing. This is from 1.20.9.
$ cat assets/survival/recipes/grid/rawbrick.json
{
ingredientPattern: "DD DD",
ingredients: {
"D": { type: "item", code: "clay-*", name: "type" },
},
width: 2,
height: 2,
output: { type: "item", code: "rawbrick-{type}", quantity: 1 }
BL had some "clayform bricks on the ground" but only for clay colors brown and red (and not for like fire clay). From BL 2.5.6:
"ingredient": { "type": "item", "code": "game:clay-*", "name": "type", "allowedVariants": [ "brown", "red" ] },
There were always complains from users that wanted all bricks be craftable in the crafting grid, and now that there are no additional raw clay bricks, I've simple removed my clayforming recipe and let VS take over to do whatever it does.
The other option would be to do either all three of them (and then run into compatibility issues with Clayworks and Brickmold) and get the wrath of ppl who like the grid crafting, or do a clayforming with some config magic to disable it. I was just geting tired of always having to change things around and simply removed the recipes.
If you want a more immersive way to craft bricks, have a look a this mod: https://mods.vintagestory.at/brickmold
le sigh should never have mentioned it. Don't get your hopes up, it is just small tweaks.
Nothin wrong with small tweaks, i dont have any more room in my clay workshop for whole new features anyway.
Oh that's weird, I was definitely crafting fireclay bricks on the ground on 1.18 servers that had Bricklayers installed. Did vanilla have that and remove it?
No, vanilla has never had that. It would be too tedious from what I understand.
I did once nearly make a mod for it myself, though.
It was 100% tedious, lol. It saved a little clay so I stuck with it. But if I'd realized it was non-vanilla I'd have just crafted the bricks and lost some clay! Not because I don't like mods, but because I felt like the clay savings were a game mechanic that I was supposed to follow.
My understanding is that a “vanilla” way of making bricks long term would be using some kind of mold rather than with clayforming.
Essentially, if you’re gonna mod something in for bricks, it should look more like this mod.
Whom do you mean by "you"? Me? The VS devs? Other modders? 🤔
As there already is a mod out there that solves the problem, I don't have any plans to re-invent the wheel on brick crafting 😉
Just the general, “if one’s goal is to best match vanilla” basically.
Been a while since I played the game. Did Marble bricks and stuff be added or nah?
Hey! CJ!
Somebody made a mod for that, so there is no reason to add this to Bricklayers:
https://mods.vintagestory.at/masonsdelight
And that's alright to use, even though it also has obsidian ashlar? I think that's already in Bricklayers.
I've not tested that mod, so I can't really answer that. It would be better to ask the author of masonsdelight to make it compatible with BL because they will know best what needs to be done.
So I'm putting together a bunch of mods, I noticed how all the clay bowls that are not glazed have broken textures, any idea what could be the issue?
the porcelain ones are fine
Are you looking at raw colored clay bowls? Some of them don't exist any more because just 4 raw bowls cook into all the different colored ones now.
Are the clay bowls from Bricklayers? What version of VS and BL are you using? Is this a new 1.20 world or one from 1.19?
1.20.10 vintage story, bricklayers is latest version, downloaded it today. starting up the game to check, but i think all of them are from the bricklayers mod
yes, it's just the bricklayers bowls, thevanilla one is fine
Are you using the Clayworks mod? Could you pls go to the settings (in game), tick the box "Extended Debug Info" and then make a screenshot of one of these bowls?
Could also be that simple the texture atlas is overflowing, which will make textures of random things appear wonky.
not using the clayworks mod, will do that. the atlas is changed to 8k already
the only other broken item i got is from flora zones, some yew crate. probably not the atlas
I wasn't saying you should, just asking, because it can also (or has?) some incompatibility with BL 🙂
sorry, "will do that" was related to the screenshot. can't find the extended debug info in settings. what tab is it under, interface?
Under "Dev", the second from the top in the last tab.
It works for me in 1.20.10 (and 1.20.9).
started a fresh world as well
i could try to remove all other mods but this one to see if it fixes it
yeah so i have conquest reforged texture pack, without that it works fine
i just tried looking at it with that mod disabled, sorry to bother you
no worries 🙂 Not sure why this mod would interfere with my bowls, tho. Edit: Ah I see, the bowl model is also completely different. They might just swap out or override the game bowl model and my texture names no longer match.
they do change the bowl model, ye, that might be why the crocks are fine. no big issue either way.
why does it not have a clayforming recipe?
the other clay mugs have it
Dang, must have somehow botched the clayforming recipe. 😕
oof
will be fixed in the next release.
oki~
took me a while but finally did some glazing this playthrough, figured i'd share something that isn't just bugs and such in here.
thanks again for the mod, always a favorite ❤️
now for the patterns
Verrry nice!
Fix please:
Same thing for your
clayworkitem.json
This does not happen for me. Are you maybe using a different mod that patches clay, clay Clayworks?
There is a fundamental problem with how VS handles clay, it has many things that are hard-coded and mods adding more clay need to all patch the same file, which does sadly not really work. So there is nothing I can do, pretty much.
The message is harmless, unless youget actualy missing textures.
It kills the textures for all the clays. If I remove your call to textures in the json then the error goes away and all my colors returns.
If VS allowed me to target patches I could fix it easily.
Do you know which mod it is that it conflicts with? I could disable my patch when it detects the other mod. (It would break my own textures, tho...)
It's definitely clayworks I've been making patches all week to try and get the two mods to play nicely.
it would better to complain to the VS devs to make their claywork system work with modded clay. It's not really possible to have two mods patch the same files in a reliable and workable way.
Mod load order needs to be introduced so we can properly overwrite mods.
Thanks for always replying and assisting!
It's not just the order. My patch relies on the fact that textureByType has certain contens and overwrites textures, but that would not work if the other mod just relies on textures to exist. It can get really complicated fast.
And I'm only needing to patch the clay stuff because otherwise you cannot clayform with my custom clay 😕
Spider webs on spider webs. Makes a fun learning experience lol.
clayworks also removes the textures path, so the warning about my patch is harmles, and even if I remove my patch, this will not change anything (you can't remove a thing twice):
{
"op": "remove",
"file": "game:itemtypes/resource/clayworkitem",
"path": "/texture"
},
But also clayworks patches in texturesByType:
{
"op": "add",
"file": "game:itemtypes/resource/clayworkitem",
"path": "/texturesByType",
This will be.. messy.
What I think might help if clayworks would use addmerge instead of add.
I'd have to be by my pc to see the patch I did to bring back textures. Either way I wouldn't waste your time atleast I've learnt some more information.
I'll take a look to see if I can modify my patches in Clayworks in a way that both mods can work alongside each other!
Much appreciated! I've just removed another patch in BL (for Stonepiles) that conflicted with Stonepiles and it also would have conflicted with Clayworks, too.
Not having as much modding time as I want lately 😩
I'm trying to actually play VS, instead of modding it, in my free time, so I feel ya 
If people will report to you any other incompatibilities with Clayworks you can also ping me. But I think clay patching is the main pain point. I'm trying to keep as much as possible outside of game domain.
Me too 🙂 Hopefully it will be fixed in a later VS version so claymods can live side by side happily ever after 😄
hey i havent played in a while and my newest run doesnt feature bricklayers, a abscence keenly felt... so i figured whats the current status of the project? Last i heard you were struggling badly with vanilla changes and considering cutting large parts of the project.
Now that we can get coloured clays and bricks relatively easily in vanilla main thing im missing is all the pretty pots and ceramics
Though for the former vanilla doesnt come close to the variety of options this offers (offered?)
It's been updated and is available for 1.20.10/1.20.11.
A few options were cut, like salt glaze (most glazes still available) and putting crops in planters
Hey! Anyone knows how to craft marble tiles? the recipe is contradictory
Ah, oops, it seems there is a recipe missing 😮 I'll fix it soonish.
Wow I did not expected that fix reply! Thx 
...oh. I've been firing single lids/rings in pit kilns, I need to read patch notes more thoroughly. 😅
We have released Bricklayers v3.0.3 which contains this fix, plus 3 other small fixes. Thank you for using our mods 🥰
https://mods.vintagestory.at/bricklayers
Thanks! ❤️
oh god the new update has more new clay stuff for yall to refactor around , i'm excited but also oof
Tyron changed clay again ;_;
Tels, please say this is a simple one lol
Aura Fury is going to want to upgrade when 1.21 comes out and we'll need Bricklayers compatibility 😄
hopefully the changes Tels made previously kinda futureproofed it against changes like this,
Also hope it isn't as discouraging as last time generally. Your mod adds color to our worlds that vanilla just plain doesn't.
I've been talking with Tels in DMs somewhat.
He already made some of the changes.
Yep, a lot of it can now be deleted, and ppl will complain less that my mod "adds too much" 😄
If I just delete my stuff - simply. If you want my really good looking clay vessels instead of that generic %$$§@ from VS - not so simple 😂
Honestyl, no idea how messy it will be, and it's currently summer here so my modding time is VERY limited. I won't be able to look into it until next week, anyway.
I hate that pre-releases always happen uncordinated, unannounced and unscheduled in the middle of some holidays, and then everybody gets hyped and pressures the modders as if they can work magic...
On a more serious note, I will very probably not release another BL update until 1.21.0 stable drops, anyway. So please be patient.
Wait, wait, you're not a seventh class grand mage? But you're a modder! What gives?! 😂
Take your time, your mods are ALWAYS worth the wait.
modders make the gaming world go round, yall should get more appreciation
Aaand it's poll time: Do you want:
- the VS vanilla textures/colors of the clay items (bowls, crocks, vessels, watering can) - please react with 🆚
- or want the Bricklayer's textures and colors 🅱️
Please react with the appropriate symbol 🙂
honestly difficult choice
i generally like bricklayers better but-
consistency in the claywares is good too
I think vanilla might be better cause then you can wash your hands off these fully except for the glazes and paints
This is a good point
of course, bricklayers currently allows us to have vessels with a different ring and lid and body colour
vanillas all are one colour
The beautiful texture of colored vessels is a must for me
While I'm excited for the vanilla ones for servers without Bricklayers, they're not pretty.
If there were only vanilla clayforms, and all Bricklayers added was the various textures/colors, it would still be a must-have mod for me.
The porcelain and everything else on top of that? Wow.
Leaving porcelain and glazing aside, currently BL has the 3 basic clay colors (fire, red, blue) plus malachite clay. From these raw clays, all the colors are then achieved by burning.
I don't think it would be a good idea to have both the BL colorful clayware AND the VS muted colors. Maybe I could achive and mute some of my colors. But certainly it would be a waste to have two different red vessels.
As for the ring+lid+body - I will very likely keep this as I do have plans with the base vessel base (and hopefully this time can actually finish it). It will not be possible to mix-and-match colors tho for the vessels as this requires either an absurd amount of blocks or code support, neither I can do.
OTOH, I don't have plans to work on cooking pots and BL has none, so if I do keep my own textures, I'd also need to make new matching textures for the cooking pots - or they would look out of place.
In the end it will be good to have one final, definite set of clay colored shared across all products. Not sure how easy this is to achieve, tho.
Anyway, here is a short image showing my colors compared to the VS colors (not all variants and blocks shown, VS hasn't purple stuff etc.)
In general, the BL colors are way more saturated and the texture looks way more flat (except for the pattern for the vessels). I'm not really happy with these, btw. They could definitely get some overhaul to better fit the VS color palette and theme.
Variety is the spice of life.
You do what's easier on you and what you enjoy, everything else can come after.
The vessels have attribute based rendering like chests so you could make variants for each colored lid or whatever with only JSON I believe? Not sure.
I'm pretty sure no. It was difficult enough to have my own vessels have the correct textures on the GUI, in hand and on the floor, but I'm totally at loss on how you could hack from JSON to have a block 3 different textures based on attributes vs 1 unless the code already support it?
Btw, there have many more changes which impact BL (tiny bones, Tweak: Clear quartz can now be pulverized and Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite. Most of them are good chances, and I'm happy they are in the game for every and easy to fix.
But it definitely will break more than just the "clay stuff" and it will make BL even more irrelevant.
I didn’t work on those things so I didn’t know about all of them, sorry.
Hmmm… then how come the “fancy” vessels can have patterns on the sides but not the lids?
You don't need to be sorry, as I said, many of these things are in BL because I thought of them being sensible (like that temp. gears glow in the dark) and thus I'm happy to see them in game. Just needs to indentify and then remove now obsolete patches.
Fair enough. 🙂
Because they define simply a new variant ("copper") and then have an extra texture for each lid/side etc.
"*": {
"normal-ceramic": { base: "block/clay/ceramic" },
"normal-top": { base: "block/clay/vessel/top/{variant}" },
"normal-sides": { base: "block/clay/vessel/sides/{variant}" },
"normal-inside": { base: "block/clay/vessel/inside/{variant}" }
},
That doesn't help if you want to NOT have a variant for each lid * body * ring combination. With 12 colors you end up with 12 * 12 * 12 variants.
No no no.
Look at the wooden chest.
Or the reed chest.
And how each vessel says “normal”.
You can do that. Add attribute variants.
I'd need an example for that, I don't exactly know what the "normal" means.
Look at the chest JSONs I mentioned for examples. 🙂
It doesn't define different textures... they are all the same?
anyway, I will spent time on this later this month. I'm quite busy the next few days IRL and won't have time to experiment. Sorry.
No, it does.
are you talking about 1.21? I have no access to it yet.
Like this.
From the chest.
You define all the textures with the name of the type prefix.
And then it'll apply them.
You just have to create attribute variants.
So the default is "normal" and then you could have, like, "red-lid" or whatever.
Not the prettiest, but possible.
Regarding the poll and your further explanation. I agree itll be good to have 1 unified set of colors/textures. I also always lean towards integrating and working with vanilla rather than replacing. So my vote is split: use vanilla for the normal earthy tones, but keep your malachite.
Honestly, my opinion mirrors this after the full explanation.
But then some of the vessels have pattersn on the side (malachite, blue, green etc.) and some don't (red/brown/orange). And at the same time blue/malachite etc. would look completely out of play compare to say red. I don't think this would be good to have a split color-palette 🤔
(Plus I actually like my brighter red colors more, but yeah, it's not my mod 😂
I like the bright colors too, but in my case i always use glazes for bright colors anyway. But i don't speak for everyone on that obviously.
If you edit your malachite derived colors to fit better with vanilla (like you said, toned down, busier texture) but still be a viable splash of color before glazing, that could be a good middle ground.
BL is never irrelevant! If they adopt small parts into vanilla, you just have more time to focus on things like glazing which are unique to BL!
Maybe an option for a brighter red/orange specifically is to have a clay that mimics malachite. Maybe mix with iron ore instead of copper ore. Just spitballing, so maybe the opposite of what you want to do with unifying things haha.
hm, yeah, I don't want to add another "raw" clay color (variant), because I'm happy to have reduced it to 1 (malachite) 😄
Maybe it will be really the thing that the "native" clay colors are just muted, and the glazed ones are the colorfuls and maybe even get the patterns.
Btw, do you know if 1.21 now allows us to have clay-colors in our mod domain, or do we still need to patch in our clay colors into the game:clay thingy?
What was forcing you to patch them in?
when you had it in your mod domain, it would have missing textures on the raw clayformed things, or it would crash if you tried to clayform with it.
hah, don't ask me for details on stuff I struggled with 4 months ago - locked it in an envelope and burned it at sea 😄
The good news:
EM and Bricklayers appear to load in 1.21 and at least partially work!
The bad news:
At some point since I last worked on the meal recipes in the handbook ACA and EF seem to have completely busted. Save file corrupting busted even.
I've read that 1.21 now uses net8. This is good, but also I now need to figure out how to update to it on Linux, and to work on 1.21, have it installed side-by-side with net7 🤔
In fairness, 1.20 should still run with .NET 8 but it might need a little tinkering. I don't remember how to make that work.
TextureAtlasPosition tpos = api.BlockTextureAtlas.GetPosition(api.World.GetBlock(new AssetLocation("clayform")), workitem.Collectible.Code.ToShortString());
I'm guessing it's this line.
Okay I have a purely EM/Bricklayers world, what should I look up in the handbook? 🙂
A lot of stuff added. Interesting.
glowing glass? 🙂
Maybe in a little bit or tomorrow.
I haven't been able to install both dotnet7 and dotnet8 at the same time, my OS either complains something is missing and not installable, or it wants to remove dotnet7 (which I don't want to because my fear is our play session tomorrow will then impossible because something is bound to go wrong when - never touch a running system 🙂
So testing with 1.21 will come later.
Hello, greatly appreciate the work keeping this mod updated. Currently I am using the 1.20 version in multiplayer. I don't have any bugs or problems, but I am really struggling to accept the changes made to tile production, as now we must clayform each tile by hand, one by one. On top of needing to fire these all in kilns (which I am fine with), the amount of time needed to produce a reasonable number of polished tiles for tile blocks has increased astronomically; especially if like me, you were planning to chisel many colored blocks together for custom patterns. So, would it at all be possible to simply allow the crafting of raw fresh tiles in the crafting grid, or with some sort of in-world mold? Thanks again.
i think vanilla is eventually adding a mold for bricks and shingles, might be smart to wait and piggyback off that system
in the meantime, xskills helps indirectly
Completely understand. I'll look into it when I update the mod for 1.21. My hopes that the "Brickmold" mod would add such a thing didn't come true, but maybe 1.21 provides a solution, or I can get something going. Maybe a "tile mold" made from boards (so requiring copper) that you can use in your crafting grid? 🤔
I don’t think there are any short term plans to add something like that.
That sounds like a perfect compromise to me. I've been using your mod a lot in multiplayer since 1.18 and in practice, it's not tennable to get into decent tile making business until later game anyway
It's already a lot of work gathering many of the rare materials involved in the various productions, clayforming by hand is too much for me though!
from which mod is this?
clay casting
Adds in plaster casts of small clay items that can quickly become a pain to make loads of.
v1.2.3 - springaling (VS 1.20.9)Fixes & Tweaks:- adjusted some recipes to be more condensed, should make patches easier to implement for mod compats- slight change to fine clay shape and file structure- added the red clay to bricks and shingles, as...
Working on some compatibility fixes for 1.21.
Can someone please tell me if it's possible to install Bricklayers without the changes to worldgen that the dependency on EM² seems to necessitate? I've heard such great things about this mod but I strictly don't want my worldgen changed.
Short answer: no
Long answer:
Bricklayer's depends on the crushed/powdered items from EM plus quite a few crafting changes and recipes and items that are nec. F.i. uranium is nec. for some glowing glass recipes.
EM has only a few simple worldgen changes:
- uranium spawns
- kernite spawns a bit more often
I'm pretty sure these things don't conflict with anything and will not ruin your world or game play and they will not change the terrain shape.
so it doesn't change the shape of the terrain surface, basically
Yep. it only changes a few two spawns (uranium spawns, kernite spawns about twice as often).
Thanks guys. Two more questions:
- In the event that EM is uninstalled, what happens to the world blocks it has spawned in new chunks (such as uranium)?
- And is there any chance that the worldgen function of EM would conflict with other worldgen mods now or in the future?
- Chunks that are already generated simply stay as they are and since uranium ore is a vanilla thing, it will simply stay in the ground
- It is unlikely that things will conflict, unless A) another mod or vanilla add uranium spawn (then it might spawn twice as much?) or modifies kernite spawning (which is also unlikely). If there is ever a conflict, just open an issue for me.
Tels, long time no see! Been enjoying using Bricklayers on the Rusty Gears server to create my builds. Poor Cid replaced all my clay blocks by hand when we updated. 😛
I'm having a problem with having to clayform the tiles, now. What used to take 8 clay to make now takes a whopping 40 clay, plus mortar, the clay to stick it together, the fuel to fire, etc... just for ONE full building block. I go through eight stacks of malachite clay just to make half a stack of blocks. Is this a bug or feature? I can't finish my builds because of the sheer amount of materials for so little return.
I'll revisit the clay tile + block making. It was a stop-gap recipe because the hardened clay blocks are gone from VS...
Thank you BrickLord. 😄
Is anyone actually using the glass tiles (panes?) I plan on removing the glass panes for 1.21 to simplify the mod even more.
I just use blocks and chisel them personally. I find it hard to plan using tiles, ive only used them as an afterthought even though theyre a cool concept
I would if I could put them horizontally - unless I hadn't figured that out yet. Using them as panes, not tiles
If I could make glowing glass panes then I could use them in the windows rather than the full blocks
No, the glass tiles like clay tiles, are just decor blocks.
I had intended to be able to make windows out of them (and use them in crafting), but this would add way to many block variants.
Likewise for the glowing glass ones - even if I just make slabs, it would create a lot of block variants and ppl would complain that the mod is too big. Not everyone uses glowing glass.
Maybe I need to split the glowing glass out into it's own mod 🤔
Oooo I would definitely be down for glass being its own mod, that's my favorite part of bricklayers, and it'd be cool if I could have that without the other stuff just for slimming things down for servers and such ;^^
Well, you would at least have the frit, and glass batches, all the ingredients from EM, too. I'm not sure if that would save much.
Also, I had the idea that the glass mod would be an add-on to BL, not sep. installable. So ppl that don't want the glass have less memory, while if you want it, you have two mods to install but otherwise don't lose anything.
Because if it's it's own mod, then I'd need to move the frit and all the glass batch etc. into the new mod, but the frits are also used for glazings. Not easy to sep. the beast 🙃
Ah, gotcha, no worries!
Working on some compatibility with 1.21 - man, so many clay changes. Hope to have a preview up on the ModDB soon.
Just pushed 3.1.0-pre.1 to the ModDB https://mods.vintagestory.at/bricklayers#tab-files
Please make a backup of any worlds before you used it. And please do not use it to upgrade old 1.20 worlds - start a new world, or use an 1.21.0-rc.x world.
Hello!
I want to ask if there is a way to make this mod compatible with a mod I use that allows you to stack vanilla crocks
I would not suggest using that mod as it can cause issues with duplicating things or changing bowls into crocks or something when you make crocks stack to higher than 1, I believe.
I see
well the issue is that mod also changes other stacking of other items
how would I go about removing the ability to stack crocks?
Hello! I'm getting this error any time I attempt to download the 3.1.0-pre.1 version from ModDB. Has the download been removed? https://mods.vintagestory.at/bricklayers
This mod changes some building aspects of Vintage Story.
Meant for experienced players, wanting to build, decorate and have more to do in the late game.
The Vintage Story mod Bricklayers adds useful things and new blocks to build and decorate with from stones, bricks, clay, porcelain and glass, including small stone bricks, glazed bricks and ...
Looks like the moddb is just having some issues, wait a bit and it'll come back
Will do. I had originally attempted it like a week ago and saw it was still doing it, which is why I ended up messaging.
ah
I was able to download it, want me to send it direct to you?
That would be wonderful actually, thank you so much.
pow zoop
Bricklayers 3.1.0 has been released to the ModDB.
Great to hear - how does bricklayers work with the new clay colors, does it replace those textures with it's own or is it using the vanilla colors now for the new items?
There are only these new colors:
- malachite clay - turns into green, malachite, blue and purple products, depending on how you fire it
- BL porcelain colors
- all other clay (red, blue-grey and fire) just result in the vanilla clay colors (e.g. crocks, molds, bowls, pots, vessels, bricks etc.) and use the VS textures
For the BL "colored" vessels, there are still special recipes to clayform the parts (base, ring and lid) and then you can assemble them to "colorful vessels" that have the original bricklayer textures.
All glazed items still have the shiny new BL textures, of course.
Is there anyway to get the vanilla storage vessels or not? I just want to collect them all xD
BL does not touch the VS storage vessels at all. They have their own recipes and you can craft them as you like.
Ooh. Great. Looking forward to giving it a go in the new update. Thanks for the thorough write up 😄
I would love to see what a bunch of differently colored crocks with different meals (as many different labels as possible) all sealed and unsealed look like on shelves.
I imagine it’s wonderful.
Did you update the shapes for your crocks?
You will need to add the new label shapes as well.
And update the JSON of the crocks with the new labels.
No, I did not. I've removed the colored clay crocks from the mod, the only ones that are left are the porcelain ones and I had no time to touch them. They still look the same since 1.20.
Actually, that's not true, the green/blue/purple ones are still in there, but they use the VS shape, too.
That’s fair. 🙂
Hopefully you can now properly update the shapes.
FYI, you’ll want to update your crocks to use the JSON list of labels like the vanilla ones do.
And make sure the corresponding shape exists for the label.
Then you can add more labels if you wish.
I spent about 120% of the time I've left for modding chasing updates for VS and repairing broken stuff, atm it does not look like I'll ever get around to that.
There are still the clay planters in BL, the tile cement is still missing (ppl complain rightly that making the "hardened clay replecament blocks" (aka tiles blocks) is way to cumbersome. And a bunch of other features I've been moving from release to release.
The Wool & More update is still to be done, Dressmakers needs an update, too, and there is Bookmakers and Upholstery I haven't touched in months. And god knows what breaks with the next VS sub-update.
So there is sadly little chance I'll get to do the crocks. 😩
I suppose that’s fair. I’d do an MR for it but I don’t know what the shapes are supposed to look like.
They have been part of the mod since three years ago (August 30, 2022):
https://gitlab.com/codesmiths/vs_bricklayers/-/tree/main/assets/bricklayers/shapes/block/clay/crock
So I guess 1.21 just came out couple of years after I lost motivation to wait 😉
The idea was to make the porcelain crocks a little bit higher, so it looks like they are slender and can hold a bit more (the rest is done by them having thinner walls). It's just "pretend" and not really of any importance - the default VS shape worked fine for all these years and nobody really complained, ever.
I think them being different would be neat.
But would the labels not need to be in a different position?
I think I've just made the shape one pixel higher on the top - but not sure. It's been a very long time.
So theoretically just copying all the labels to the new folder should work?
And it’s base_high you were wanting?
What about base_large? What’s different there?
The "raw" porcelain crocks use the "new" shape, but they don't have a label, so this is ok. The fired ones use the VS shape (because it was broken back then and didn't load the new shape). Here are they side-by-side:
I don't remember, it has been three years!
No worries.
base_large is unused:
assets/bricklayers/blocktypes/clay/crockcolored.json
97: "@.*(lavender|paleblue|palegreen|palered|peach|sunflower|white)": { "base": "bricklayers:block/clay/crock/base_high" }
Right.
Basically, the way to handle this will be very simple, just make a clay/crock-high/ folder and rename base_high to be the new base in that folder and put in the labels and seal for that model.
This means that you could also change the label textures if you wanted, or have different labels, or whatever.
I suppose like you say you don’t care anymore.
I’m sorry to have bothered you.
Now that was harsh and uncalled for. I've spent a couple thousand hours over 4 years modding for VS. Just because I can no longer spent 10 ... 40 hours every week modding doesn't mean I don't care for my mods, VS or my modding for VS in general.
Oh I didn't mean it like that. I meant you were saying you... let me find the words.
Ah, it was "lost motivation to wait" and "not really of any importance".
I just meant that the crock having a different model wasn't your priority, basically.
I'm really sorry.
@unique gull hey tels. any chance you have worked on obsidian blocks at all?
again, re referencing this conversation
and this for reference
No, sorry, there were no new features in the last couple releases, only adaptation to new VS versions and "slimming down" the mod. The next version will likely see even more reduction and I can't predict when I have time to actually work on new features (or just do all the TODO items that have accumulated over time). Sorry!
I understand, it is my hope that someday my obsidian obsession will be rewarded with more opaque obsidian glass blocks for windows.... it is one of the few things the obsidian collection is missing and you are my hope for this addition!
best of luck, tels
well you know some of the best mods come from a an unfullfilled yearning for something specific 😛 and even if you dont feel confiddent dipping into modding yet a retexture sounds like it may do what you desire so perhaps open up the textures and have a play? i promise its not as scary as it seems 😅
its something specific to Tel's mod... nevermind I play in other peoples servers. I doubt people are going to want to add MY custom mods... I can argue in a public mod... especially from someone as awesome as tels... but... ya. theres DOZENS of reasons to encourage tels rather than just do it myself
not great because rendering issue but hope it helps give you some ideas?
thats pretty good though. even would work as 'tinting' in that from a distance its clearly harder to see through
where as up close its easier.
dont delete the larger image. it was good contrast
lol it just a rendering issue i would consider a exploit and would not encourage
it has aesthetic value. this is largely what the glass is for
easthetic*
aesthetic*
hmm
also editing a texture is a client side thing you can easily just drop it in your own mods folder but it would only be visible to you
so long as the folder structure is right your golden
then other people wont get to enjoy the incredible aesthetic of the blocks. being obsessed is also about spreading the joy and passion. I want other people to be able to enjoy it WITH me.
imagine setting up blocks for that... standing back... nodding in appreciation. but everyone else just sees a poop wall?
lol up to you then 😛
I appreciate the solution youve presented though ^-^ looks pretty close to what I ultimately want
This has probably been asked already but what is the shelf life of liquids inside of a vat?
Why is Uranium broken? Doesn't ever fully harden when smelted and cast, merely becomes "soft material-uranium" at 0°C, needs a tier 7 anvil to forge anything out of it...
Apparently, it can be forged at "any temperature"... what's that about?
Yes, I know it's vanilla, and this is likely all vanilla functionality.
Uranium isn't supposed to be obtainable or usable in vanilla as far as Im aware
Same for platinum and titanium metal
gonna double-check smth
This mod re-implements uranium ore for purpose of making luminous glass.
thing is though, nothing really stops you from making ingots, even though the process is wrought with jank.
A lot of mods that add new metal things will add those things for EVERY metal type, including those that aren't available.
I would like to make a Uranium Cooking Pot (from metalpots), because that would be Funny
but the uranium said no
i bet what i need to do is find or make a "fix uranium" mod
Ones made of unobtainable/unusable metal are more often than not creative only as far as Im aware
I did it, I fixed uranium.
Even if practically no one will appreciate that, I genuinely do. Thank you.
And now that you've made a mod, I have to give you the obligatory: "1.21 when?"
It may already work for 1.21.0/1. I don't know.
I created the mod to solve a problem I had on my server. My server, which was created in 1.20.12 while 1.21 was still in release candidates. Can't update it because certain mods will corrupt the world.
If someone can verify that it works in 1.21, I'll mark it as such.
Will do! I'll give it a try when I reboot my server.
Hello, I have an interesting bug report for Bricklayers and Expanded Matter. Since the authors are the same, I'm just gonna post this in one thread. The server I'm playing on is still on 1.20.12 so it may have been fixed in the latest release so I'm sorry if that's the case, but flint, crushed flint and bones reset their temperatures when being cooked. As far as I'm aware, every vanilla object that is cooked in a fire pit retains the heat to facilitate faster cooking, for example, I've seen meat get white hot a few times.
Also, while I'm here, there appears to be an issue, likely a mod conflict, where we can't clayform porcelain except on the simple pottery wheel. If anybody has any insight, please let me know
I made a creative world with all of the mods on the server and I've been systematically eliminating mods, including the simple pottery wheel, and I cannot clayform porcelain
This is a VS "problem", and it can be "fixed" with the mod "Better firepit".
https://mods.vintagestory.at/betterfirepit
Be warned tho, almost all cooking/smelting process in both VS and EM and BL use the VS "temperature will reset" to set the times. E.g. something that is converted at 1000° C has a small time to convert, because heating the item to 1000° C takes so long.
If you use Better Firepit, the heating will be instantanouse, meaning the conversion will be very very quick, much quicker than I intented it to happen.
Unfortunately it would be way too much work to patch things when Better Firepit is installed, because that would be hundreds if not thousand of places to make it sensible times.
So the upshot is:
- it takes a long time in BL due to VS
- with Better Firepit, it takes way to little time.
Pick your poison 🙂
Which VS version are you using? I can atm only test 1.21 and I know clayforming works there. Also, in 1.20.12, clayforming also worked for us, so it must be another mod.
Are you using "Clayworks"? And what is the mod with the pottery wheel called?
BL does not have any compatibility with any other clay mod, mainly for the reason that VS does not really support this unless you write code.
Lemme check the mod list, I'm on my phone right now. I already eliminated the pottery wheel mod, it's called "simple pottery wheel"
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Nice, is this the one?
https://mods.vintagestory.at/letsfixuup
I could have sworn that I fixed most of the uranium problems with Expanded Matter² already, maybe the patches got lost in the move from BL to EM or broken in between VS versions...
Congratulations to your first mod! The first one is always the hardest.
uff, mod overload 😵💫
How do ppl expect mod authors to make mods that are compatible with half the world? 😶🌫️
lol yeah I feel you
This server is one of the most popular ones and it's also one of the most modded
If not the most
Half of them I've never heard of 😄
I've tested it in 1.20.12 and 1.21 and clayforming works. definitely. But I can only guess which mods might interfere...
The "Fauna" probably not. Maybe "more piles"? geology additions?
I've eliminated a lot, so I'm gonna reverse it now, start with nothing and go til it breaks
and thank you for using almost all my mods 🥰
Geology Additions adds ores like mithril, adamantine, oricalcum and aithril
I doubt it's GA
I've only guessed at it, because it once had a conflict with Expanded Matter on kernite spawns. So the mod name was still in my brain 🧠 😄
I noticed some older comments mentioning some colors didn't work... I've only been testing it with snow white and another person in the server mentioned that it didn't work for sunflower either
let me check, pls.
"snow white" porcelain had a conflict with the "clayworks" mod (both used "white" as a clay color) but I believe the author of "clayworks" already fixed it.
It definitely works on it's own in 1.21.0.
What version is your server on and what version of BL are you using?
One second my game crashed upon exiting the world
Game version is 1.20.12, BL is 3.0.3
Gonna turn Geology Additions and More Piles back on
Neither of those bricked it, gonna keep digging
Adding: Swordz, Xskills, Allclasses, Tabletop games, stonepile, knapster, xlib
OOOO
BROKEN
So it's one of those
turn it off retry
I wondered if it was knapster, i looked thru the code breifly but didnt see a obvious cause, but I didnt take long at it
I'll do only knapster right now
I'm creating new worlds every time so we know it's not a config issue
Unless I didn't hit reload mods, it's not knapster
It's gotta be stonepile
BL had a "stonepiles" compat patch, which was broken, so I removed it for 1.21. Maybe it's this and its broken in 1.20.12?
Interesting
I don't expect you to retroactively backport a patch but Newfie can probably make one
YEP. It's stonepile
I don't have a second install so I can't test
Also, it's not updated for 1.21.0 https://mods.vintagestory.at/stonepiles
Are you tired of placing your stones in an endless ammounts of chests?
Try piling them up just like charcoal!
Initially place a stonepile on the ground by holding sprint+crouch and click on the desired spot. After that you can add stones with sneak + interact and remove them via sprint + interact just like on a coal-pile.
Supported Items
All ...
It doesn't look like the author is in here
Oh look at this, our own @gentle forge submitted a bug report for this, he knew this whole time! https://github.com/FlyingSpaten/stonepiles/issues/5
@meager stone easy fix btw
I think
That's why I removed the patch instead of trying to figure out what's wrong with it 🙂
Yeah, I understand that
Yeah, that's the one.
One thing that I've never seen anyone do is give the uranium ore a name. All the other ores are named, but not this one.
Might I suggest uraninite or carnotite? Both are uranium ores
This is [Uranium Ore]
Uraninite (a.k.a. Pitchblende)
Torbernite
Carnotite
And Autunite.
The ore isn't black, so it can't be Uraninite.
Torbernite is too green. Carnotite is too yellow.
It must be Autunite.
also, can we talk about how Torbernite, Carnotite, and Autunite have similar habits? 👀
Seems like VS uranium ore could be a mix of uranium ores. XD
Some parts are dark basically black like uraninite/pitchblende, others are more medium to light green like torbernite and autunite, and there's even a speck of yellow like carnotite
Most of those near-black pixels are actually transparent. This is an ore overlay, rember?
Still has a few incredibly dark green, almost black pixels, and also that yellow speck in the bottom left.
And of course, look at some of that rich green in the mid-upper right
I stand by my position that it's not one, but multiple uranium ores in one
Autunite can be almost as green as Torbernite, or as yellow as Carnotite.
though keep in mind that those images where it IS as green as Torbernite are due to fluorescence.
This is Wolframite in VS.
It goes from being red like rubies to blue like sapphires, and even purple in places.
Here's wolframite with some rusty red (iron oxides perhaps?)
And here's some with some blueish luster.
But it's still Wolframite.
Ores CAN have some color variations sometimes.
Could we please discuss the Uranium stuff over in the https://discord.com/channels/302152934249070593/1091409444535021749 channel?
I don't plan on making another BL release for 1.20.12, but if you have an easy patch and instructions for me to test it, I could do one, if its important for you.
Newfie was able to make a patch actually I think, he just needs to change the load order
If it's a patch adding a "dependsOn" can mak VS load the other mod first, so that should be doable. If the patch is something that can go into BL, just drop it here and I'll see what I can dorelease 🙂
I think he just deleted the clay piles from the stonepiles mod
Nuke it from orbit! 😄 I can't make that decision for BL but you can make your own mod easily 🙂
hello fellow Seraph
the entire reason i use the mod is because current implementation encourages cringe where you heat a single stack in one pit to where it starts processing or beyond by continually interrupting the process by picking it up before it converts, then taking that white hot stack of something that shouldnt ever get that hot cause it'd get vaporized and putting invidual pieces into as many campfires as you can surround yourself with
a actual fix would be a mid way thing where cooking times are scaled by the size of the stack, something cooking pots already do
but for some reason isnt applied to items outside of a cooking pot
if you or anyone else knows of a mod that does precisely that, hmu
Yeah, I know, the current VS system isn't realistic. I was just saying that using "Better Firepit" shortens the amounts of time for the conversion unrealistically.
It could certainly be done automatically like "use the old onversion temp as "heating time" + the conversion time and compute some sort of new "conversion time" that depends on the temperatur. E.g. a 1000° degree conversion should take longer than a 150° even tho both say "10 seconds".
Not sure if the size of the stack should play a role - because wouldn't that mean "2 firepits with 32 items each" are more than twice as fast then 1 firepit with 64 items? That sounds wrong to me.
I don't know of any mod that fixes the firepit, tho. (It also has other issues, like not speeding up when you sleep etc.)
And btw, I consider the "take the hot stack out and distribute it among 64 firepits" an exploit. Of course, anybod can play like they want, but this is certainly not how I designed BLs. 🙂
stack size is because of "thermal mass". Heating more stuff up at once takes longer than small pieces.
a full fridge doesnt lose its temp as hard when you open a emtpy one for example
Ah, you meant the "heating time". I thought you meant the "conversion time when its already heated".
and yes, two campfires would be double as fast- because you're using more fuel at once. You're inputting more energy over the same timeframe
I meant "more than twice as fast". Anyway, I think if the "heating mass" would play a role, then it should also convert all items at once, no?
yes!
E.g. "heat 1 item up = 10 seconds, convert it = 20 seconds for a total of 30"
"heat up 10 items = 100 seconds, convert them = 20 seconds for a total of 120". Which is less than 10*30 but still not instant.
pretty much
Cooking meals works much like this, except the conversion (cooking) time is also a bit longer if there are more portions. I guess it could scale a bit like with the sqrt(items) or something.
Anyway, I'm not able to produce such a mod, sorry.
At least you can do flint in the bloomery now
You could do it with BL already - but pl always assume my stuff is vanilla (and blame me when VS stuff breaks), until my ideas get added to VS, then they praise tyron 😄
Doh I forgot you added that first !
Somehow I always forget that possibility... and it's been posible for so long with BL. 🥲
It seems all "convert item with heat in firepit" mechanics are broken in VS 1.21.x with certain mods, so it won't work for bones, frit, lead oxide and pretty much everything that Expanded Matter & Bricklayers rely on. This means is almost impossible to craft colored glass, frit, colored glazes, porcelain or glowing glass 😢
~~Still trying to find out what exactly does this. ~~
Seems "old" firepits can be broken if you have a world that was created before 1.21. If you make a new firepit, it seems to work again.
Sorry for the inconvience.
wanted to say ive been playing with this mod a lot with this as of late on my server of choice and like
damn this is SO fun and its complex but not Too complex which i appreciate a lot :D
do you have any plans on adding stuff like more textures to it or just technical updates and as is? :o
I always have many ideas but lately I'm swamped and only manage to keep the mods updated 😩
I imagine, if you did have more time to experiment and add things, the pace of VS development would stymie those efforts a bit anyway. I can't believe we're already up to 1.21.1, it feels like 1.18 came out last month.
That's exactly what's happening - updating all my mods seems a neverending story and when I'm finished, the next VS version comes along an breaks things. Truth to be told, I haven't even managed to update all my mods yet...
Plus IRL is much more busy for me right now and my modding / playing time has shrunk considerable.
It happens! I can't speak for everyone, but I'm beyond delighted that you're able to share any of this with us. ❤️
I'm currently having way too much fun building a "ship wreck" in creative for the starting location of our new server. Finally gonna play some VS after a long time 😊
oooo
Good deal! Actually playing the game, especially a friendly MP server? Nice.
so real for this answer fhkjdhfjk
thank u for answering also! its hard sometimes, striking that perfect balance and when potholes come up like that, hard not to lose some motivation and get just Busy™
Creating "ruins" is actually quite fun. Maybe I should switch to this instead of modding 🙃
This one is special, as it contains all the items and tools we wanted to bring into our new world, and it contains both too many details and not enough (believable story telling with only blocks is hard!) so it wouldn't be suited for Better Ruins. But I now get why their designers have so much fun 🥰
Also, farseer rocks. This should be in the game and on by default! 🥰
Now back to our scheduled Bricklayer's News programme 😄
Nice one Tels 😛
Sadly underwater or "near coast" spawns are not yet possible but hopefully in a future vanilla update.
Let's hope we all get more control over ruin spawns - ruins are the best thing for exploration style game play 🥰
And we only use ruins from the leading ruins mod brand 😄
Do uranium glass greenhouses have any special effect on the plants growing within?
no.
What if it did?
maybe the glow from the glass provides light, but I don't know if the game actually does care about lightlevels for plant growth.
do plants grow faster if you put lanterns around a farm? 🤔
Hear me out. It's fluorescent. Therefore, it absorbs ultraviolet light. Ultraviolet light gets scattered more in the winter, by snow (and maybe by the atmosphere), and it does damage to stuff, being ionizing and all.
Maybe plants grow better when protected from UV light?
I know where you are going with that - but content-only mods like BL can't implement any of this stuff.
Why not create ruin addons for your mods? This one as an example could benefit greatly from the option of ruins with content from the mod
It's a really good idea, but I'm already struggling updating (all) my mods, there is already not even time to maintain the trader wagons inside BL ... Sadly, creating and maintaining a new mod atm is out of the question.
The good news is, tho, both Better Ruins and Better traders have compatibility, you can sometimes spot BLs flower pots etc. among them 🙂
official bricklayers server? :0
no, just for some friends, sry 🙂
have fun!!!
I just had a report from a player about two extremely minor non-gamebreaking issues. 1) missing language string on all BL crocks once filled so it's something about game:crock-color-etc, and 2) fat/wax seal doesn't show.
You're prooooobably already aware, but I wanted to say something just in case. 👍
ah, the language entries missing is a new issue, as is the fat not showing. Guess I really need to fix the crocks next.
I can't seem to find the specifics but I'm probably overlooking something - what base game mechanics does this mod change?
I'm also wondering if i'll have any issues if I add this mod into an existing world
The mod seems lovely and I'm really craving more pottery variety for when I have nothing better to do in the winters.
Bowls with meals also show game:bricklayers-bowl or similar language string. I didn't know until I was told. 😅
It adds different clay colors, adds an entire system for making porcelain which allows for six serving crocks/bigger bowls (two servings, and brighter oil lights), and should be fine to add midway through. I've never had any issues doing that, personally, but between Expanded Matter (required) and Bricklayers, it sure does change a bunch. Panning will never be the same, for example.
Oh! And this mod also adds a HUGE variety of glass, along with a totally novel way of creating it. Pulverize minerals, mix with other pulverized/ground ingredients, run through the bloomery, and you can get some really wild glass blocks.
ah, i'll fix it, too. Thanx for the report. Seems 1.21 or 1.20 broke more than I noticed 🙃
No worries, and it's mostly harmless as far as bugs go.
Do you have a screenshot for me? I can't replicate this...
I'll make a note and have any player seeing it take a screenshot. 👍
i'm getting crashes on clicking handbook entries for porcelain and the malachite clay, not really sure how to track down exactly why as I've removed any mod that was coming up in the involved harmony ID's, which is really frustrating cause I was just getting to a spot I wanted to go deeper in to pottery!
- What mods do you have installed?
- What is your Bricklayers version?
- What is your VS version?
- a lot, and from my decently good troubleshooting/bug-squashing experience i don't really know where to point a finger, especially since i dont recall having this issue until fairly recently.
- current, afaik. 3.1.0
- 1.21.1
at first i tried removing the harmony ID's it mentioned- make tea, wear and tear- and then i looked deeper in to the logs and saw it specifically complaining about handbook things so i removed clientside mods that might alter handbook info. not really sure what else to tear out at this point, i could probably go through my documentation and revert mods batch-by-batch, but was kind of hoping there'd be a more intuitive way to troubleshoot.
Since BL is only JSON I don't see how it could causing handbook crashes and even if it did, it usually is something that VS itself needs to fix (or other mods need stop mucking around in the innards).
Have you by chance other clay mods installed like Clayworks?
Could you maybe post the crash somewhere so some of the VS devs or other modders can have a look?
(I can't fix any of this, anyway, so it doesn't help much if I look at the crash log)
no clayworks here, curious what it could be tbh, might go through after all if you're stumped.
where would "somewhere" be, best? i am generally aligned to thinking crashlogs are an unsightly beast that most people don't want to decipher.
maybe https://discord.com/channels/302152934249070593/351624415039193098 ? It's unclear if this is aVS problem itself or some mod causing it. I can't help there, sry.
Answer: it seems to center around having the bushmeat meals mod installed. Potentially. I'm going to load a creative world, same mods/config, and see what I can find right now.
Can't reproduce it, I'll have to hope one of the players actually listens to me about taking a dang screenshot next time. They told me about it happening again, but had already emptied the bowl and pot. And didn't take a picture this time either. 🙄
I might have found a solution for the incompatibility with bone broth. BL users will hate it...
I've made an intermediate item called "cooked bones" and made it so you need to cook bones with water + lead. The lead is because it seems its not possible to have two different recipes that just contain "bone + water" at the same time 🙁
Then you can calcinate these cooked bones into sterile bones, then grind them into bone ash.
It needs an extra item, extra textures, language entries and an extra processing step + more lead 😢
(On a related note, whoever with Discord though it was a good idea to allow multiple persons on a server to share the same nickname, needs to be fired and never allowed to design user interfaces again. I can't find out which of the few dozend "nyx" here is the one I'd like to talk to 🙈
Oh, nevermind, all lead powders like powdered galena and lead oxide have a conversion temp and thus can't be used in cooking recipes 😢
Powdered lead or whitelead works, as it has no conversion temp. It's kinda specific, tho 🤔
Think I've found a work-around, using 3 slots with bones, or 2 slots with bone + lead creates recipes that work along side with bone broth.
Now I'm afraid at looking at Expanded Foods 😨
I think the Nyx you're looking for would be @ember pumice
This is what I've come up. Took me only about 4h 🙃
Ah, shoot, you can only insert max. 6 bones per slot. Gonna make the lead variants cheaper. Gimme a second.
Dang, failed again. Never seen this one before...
Even 12 is too big, PLEASE don't tell me I can only make "6 items" because the cooking pot is limited to 6 portions...
Dirty clay pot has this:
attributes: {
shelvable: true,
attachmentArea: { x1: 4, y1: 0, z1: 4, x2: 11, y2: 0, z2: 11 },
servingCapacity: 6,
le sigh
People would kill me if they have to cook bones in portion sizes of 6 to make boneash...
hmm, yeah no ingredient in a cookingpot can stack to over 6, but maybe you could add an in-between stage like "bundle of bones" that you can use to create cooked bones
Done exactly that. Hate such things, because it means you "compress" 12 bones into "5 cooked bones", which when converted, turn into "10 sterile bones" which then turn into "20 bone ash".
So 12 bones => 20 bone ash.
Formerly, it was 12 bones => 8 sterile bones => 16 bone ash.
The ratio now suddenly is wrong, probably need to think about that again.
The problem is that there is yet another VS bug, the firepit doesn't show you corretly that it will create 2, see screenshot. The handbook and mouseover say it correctly, and it does actually work, but I can bet you I will get confused user error reports all over the place 😩
Yeah nah 😬 the limit to 6 for each batch sounds bad
BTW, it is not the input slots that are the problem, it is that the output is limited to 6 items, too.
ooh I see, thanks for the info, did not know that
Neither did I and it seems to be a pretty serious problem, unless you have somehow bigger cooking pots or cauldrons. I could add compatibility with Culinary Artillery, but then, I'm already chasing white rabbits down different holes here...
Culinary Artillery also has its own bone broth... that was working with bricklayers and EM
Well not right now since it's undergoing a rewrite
ah, good to know. Now that I've spent about 5h and none of the solutions are really appealing, I think I'll just have to let this go. 😢
Sorry, @ember pumice !
There is https://mods.vintagestory.at/metalpots for higher capacity cooking
Ever felt that cooking pots were to small or had no variety? Me too! This Mod aims to change that by adding new cooking pots made from metal. Now youll be able to cook up to 24 servings in one go! Works also for making Sulfuric Acid, Pitch Glue, etc.
V1.3.0 Now also comes with Metal Crocks! Create Crocks from most metals, fill them with up to 8 ...
Sure, but I don't want to make every user of BL have to use yet-another-mod just to regain functionality they have right now.
(And their metal crocks make my porcelain crocks superflous, which also means ppl would just use metal crocks and not even bother with porcelain - which is the sole reason why they'd make boneash. 🙃
Another possible workaround:
- add crushed bones, made by crushing bones in a pulverizer
- let these convert on a 3:2 ratio in bloomeries/campfires at 1000°
Would still add an extra item, but only requires a pulverizer (needed for porcelain anyway) which you can automate.
(Funny thing is, bonemeal in VS is a ground material, aka a powder, but it is sorted under "crushed" internally 🙃
Please don't think that! I use both mods and lean heavily into porcelain for the storage vessels, crocks, and (most importantly) color options.
On a MP server, having tons of color coding options is huge.
Good to hear! 🥰 Anyway, really should make the porcelain vessels look niceer - they are way too bland and simple. That would encourage more using them.
Personally, I think they're great already, but I'm sure any improvement will be enjoyable too!
I do wonder why even bother with "crushed bones". Just noticed that you can convert "bone meal" into bone ash", so technically, just milling them would be enough, no extra item necessary 💡
AAAH I see: The Bone Broth mod also has a "bone meal + water" cooking recipe, which also does not work if BL is installed. Dang! I'm getting really frustrated here with the limits of the systems 👿
Think I'm gonna make it like so:
- without bone broth, you can crush bones and convert them to boneash, OR mill them and convert bone meal into boneash
- With Bone Broth, you can only convert crushed bones, bone meal can only be used to make bone broth
Some has to give there.
(Technically, one could disable crushed bones until Bone Broth is installed, but the adding/removing Bone Broth might leave you with black broken items....)
Yeah, it's not an ideal situation, but it seems like a decent compromise, and since you must have a pulverizer for porcelain anyway... workable.
And implemented that way. When another mod uses bone meal in cooking, I can just add it to the list of mods to disable my patch for.
https://gitlab.com/codesmiths/vs_bricklayers/-/merge_requests/643
Yeah, and both the pulverizer and the quern can be automated, so even w/o bone broth, you don't loose anything, instead you gain an alternative crafting way.
This would be very exciting, I've always wondered why your colored clay vessels were prettier than the porcelain ones!
Its okay
EF's broth is made using their own mechanics, the simmering one so there's no conflicts there
it's more a lack of time, and ideas and my abilities to make pretty textures 🙈
@unique gull what about smelting the bones in a crucible would that somehow work?
But that would mean changing from convert to smelt but idk if that messes up anything
It probably would also limit you to a certain amount. I'm note sure, one would need to make the bones "small enough" to fit into, and then maybe it would also allow you to "cast" bones?
I don't think I will bother trying, spent all day on this little thing and I'm tired 🙂
No problems
I hope they fix the vanilla bug that makes convert items just apply to the whole item no matter if it's in a firepit or cooking pot
I may have an idea on my end to help with the incompatibility, but it'll be a while before I work on bone broth again, right now working on my next project pemmican and tofu. I'm also gonna need to extensively test it lol
Just noticed that bonemeal is not visible in barrels 🤦♂️
Dang, and I just released Expanded Matter - that would have fit perfectly into it...
That'll happen!
I wouldn't let it bug you, just make a note and move on with your day. 👍
Why lead ? I understand you needed another item but why lead?
yummy :)
sweetener
Because it needs an item that you can use in cooking recipes, e.g. something that doesn't have a conversion temp. Almost everything in EM has one, so it can't be used... And lead sterilises 😉
Anyway, this is all moot becaue the "cooking recipe" workaround is too cumbersome. Now you just crush bones in a pulverizer.
@spiral edge Trying to setup the crocks properly, and got some partial success, but also a crash.
The crash appears as soon as I go into the creative menu and type "cr" then it crashes.
Or maybe it is because the ceramic crocks use a different shape and the code just tries to load the labels from the same path, not falling back to the base game path?
Yeah, this seems to be the problem when I change this:
".*(lavender|paleblue|palegreen|palered|peach|sunflower|white)": { "base": "game:block/clay/crock/base" },
to this:
"@.*(lavender|paleblue|palegreen|palered|peach|sunflower|white)": { "base": "bricklayers:block/clay/crock/base_high" },
I get invisible crocks and the crashes. Using the base game shape works.
I'm gonna release this with the base game shapes - now that the seal is showing it's clerly an improvement 🥰
As I said several times, you need to create a new folder with the new model.
And it needs to be named base.
So, crock_high folder with all the same models, base, seal, and labels.
ah. Well, I have a new folder, but the model is called "base_high". I'm gonna test this.
Funny thing is, it was working before for the raw crocks, I'm not sure why it crashes now, the only thing I seem to have changed is to add this line:
+ "labelNames": [
+ "carrot", "cabbage", "onion", "parsnip", "turnip", "pumpkin", "soybean", "bellpepper", "cassava", "mushroom", "redmeat", "poultry", "porridge", "egg", "fish", "bushmeat"
+ ]
Since all the models, including the seal, need to be in slightly different locations. In fairness you can just use the base game model, now, so you don't need a copy of the base game ones anymore at all.
Do I really need to copy all the base shapes into that folder? I just hate to have to copy (c) files from the game for the reason just that they can be loaded?
It used to force you to load models from your mod domain.
Now it just searches in the folder where your base shape is.
So if you point at the game's models, it'll just work. You don't need to have a copy anymore.
Yeah, but there is no really difference then, because the base shape is also in my domain, isn't it? confused
I believe you will be copying the labels because your model isn't very different.
yeah, I done that. What I was wondering why I need to have a copy of the label shapes, they are the same as for my model, anyway.
Right, but most of the time changing the model might move the lable location, which requires new models.
It's not the best way to handle it, perhaps. Sorry.
That's just how it already worked.
I was just making it work for other models.
nah, dont worry, I'll figure it out, but not for this release - need to ship something, eventually 😄
with the seals showing, it looks already much better.
You use an identical copy of the base game models for the ceramic crocks, right?
You can just point those at the game model, delete your base, rename base_high to base, move your seal slightly so it's in the right spot for the porcelain, and put:
"@.*(lavender|paleblue|palegreen|palered|peach|sunflower|white)": { "base": "bricklayers:block/clay/crock/base" },
And it should just work.
the ceramic ones just point to the base game model (no copy even).
The porcelain ones have a shape that is just one voxel higher, so the labels fit onto it, too.
And you already have the copies of the labels.
So simply renaming the model to base should work.
I've just done this and it works for now:
https://gitlab.com/codesmiths/vs_bricklayers/-/blob/main/assets/bricklayers/blocktypes/clay/crockcolored.json#L100
Copy the seal model and move it physically up 1 voxel to fix it.
I mean, yeah. That would work of course.
yep, gonna need to do this. Was somehow hoping I could remove the copied files. Next release 🙂 Have some more ideas and hopefully find some time to bring them to life.
Can't remove them, but you could make the labels use different images or something if you wanted them to look special!
hm, maybe I could add a "cleaner" border around them because porcelain is special. Stop giving me ideas! 😄
lol
Sorry for the long delay. The new v3.1.1 release of BL tries to make tiles a bit easier.
- The tiles itself use less clay and less pixels to click
- There are recipes for 4 and 8 tiles - they use unfortunately more clay (I can't change that) but if you got a mod that auto clayforms then you could form them in one go. Please give some feedback on what you think of these!
- There is tile cement now, crafted from mortar, clay and lime; and thus cheaper than mortar. I forgot, tho, that clay tiles blocks are crafted with "clay" to stick them together, so that won't help you specifically. (Mea culpa! 🥺 )
This doesn't make it much easier for what was formerly easy "Hardened clay", tho. But I have another idea (for hardened clay slabs, which could be fired in a pitkiln) and then sawed into tiles. Now sure how fruitful this will be, and it would take a bit more time on my side to finish.
One idea for you would be to not make full blocks, but instead use a different block and stick a tile on it as "decoration"?
Another option would be having the Building Trader and Pottery trader sell some clay tiles, and/or malachite clay 🤔
Good change; I was one of two players on my server who would actually make tile blocks due to the quicklime -> mortar cost/time investment.
Also, thanks very much for fixing the crock naming!
I've also fixed the crock seals not showing up and a few other things with other mods. 🙂
Zero further reports of crock issues, and only that one bowl issue (which I can't reproduce). Honestly, I think that player may have mixed up the bowl and crock, as far as the label issue goes.
EM 3.3.1, BL 3.1.1
Oh, you found them. 😅
I didn't even know you could delete discord messages, that was wild.
I'm not sure what you are talking about, but I think all is good 😄
Someone asked why crushed bones weren't showing up.
I was showing they do, and what mod versions... and right as (I mean I watched it disappear) I hit enter, their message went poof!
🙈 😄 I often do the same when I ask a stupid question and 5 seconds later find the answer in the hope nobody sees the question 😄
I imagine they opened the handbook within a couple seconds of their world, and searched... before any handbook recipes loaded fully.
Hello, I´m currently looking into some compatibility with Cartwright, would you say there are any other items I should include? (apart from open containers like bowls, since those attribute-based overlays don´t get displayed when attached they´d look off)
that looks awesome 🥰 Maybe storage vessels?
And what about planters and flowerpots?
Storage vessels already work since you made them attachable to the boat
And well, we could only have empty planters and flowerpots, but even that could be nice yeah
and thanks ^^
I do wonder if it is possible to put planters on a boat? Kinda pointless, tho, as one could just put them into a chest. But interesting idea.
empty ones? sure, you can just give them attributes/attachableToEntity/
and in that a categorycode like "chest", "basket", "crate", or a custom categorycode that you patch the boat entityfile with
Storagevessels probably work on boats because of the class:BlockGenericTypedContainer and "inventoryClassName": "chest",
classless items/block only need a fitting categorycode and if needed a custom attachedshape
I remember that I needed to add something into the vessels JSON so they could go on boats:
"*": [ { "name": "BoatableGenericTypedContainer" },
Not sure for flower pots / planters - was just idle musing. Not sure if it is really important that they go boats.
interesting, yeah that very likely just adds that categorycode in code instead.
for the crocks for instance, all I´m doing are patches like this for each attributesByType
{
"dependsOn": [{"modid": "bricklayers"}],
"enabled": true,
"op": "addmerge",
"path": "/attributesByType/crockcolored-burned-*/attachableToEntity",
"value": {
"categoryCode": "crock",
"texturePrefixCode": "crockcolored-{color}"
},
"file": "bricklayers:blocktypes/clay/crockcolored.json",
"side": "Server"
},
{
"dependsOn": [{"modid": "bricklayers"}],
"enabled": true,
"op": "addmerge",
"path": "/attributesByType/crockcolored-burned-*/attachableToEntity/attachedShape",
"value": { "base": "cartwrightscaravan:item/modded/bricklayercrock" },
"file": "bricklayers:blocktypes/clay/crockcolored.json",
"side": "Server"
},
while my marketstall has slots like the boat, but only allowing "forCategoryCodes": [ "utilities", "book", "ingot", "jug", "smallchest","crock" ],
I still need to recreate the overlay in shape (like i did for the vats) but it works
Yeah, the overlay textures were a neat way for me to save making a lot of textures, but in the end, the game creates all of them on load, anyway (AFAIK it has no shaders tha just draw two texture passes). There were / are also some bugs with the overlay system, so I'm not sure that actually saved anything but created more pain...
Ah, there are also the "pots" (large and small tea/coffee pot) and the cups and the mugs. Not as important as crocks, I'd say, except if maybe they can't be put into chests (then you need to carry them around on carts or stack them on the ground). Not sure if that is how your mod works.
chests/vessels on carts don´t have any additional restrictions compared to boats, so that shouldn´t be a problem
Overlays are still a good solution imo, maybe someday we´ll get overlays on attachables
now, what I meant was: why would somebody put a mug or a small pot on a cart, when they can shove 16 in a chest and put the chest on the cart?
Having the ability to put teapots on a cart sounds cute, but has little practicality. So don't put to much effort into them.
But you asked about things I could think of putting onto them, and these are clay products from BL so there you have it 🙂
Right, sorry, currently doing too much at once
And thanks, tea/coffe pots would be nice, I´d probably leave mugs and other "open" containers like bowls out because they´d stay empty-looking even when filled.
Regarding vanilla clayitems I´ve added crock/pots/jugs and left the bowl out as well. (and I´ve just realised vanilla also has flowerpots that I now need to include :D)
Makes sense to keep open containers out until this can be fixed. It would be only confusing.
I have a weird issue that I think comes from BL, as I can't find anything else that patches the fireable stack size of fireclay (and refractory) bricks. In short, when firing bricks in the pit kiln it takes 20 hours for firewood, 20 hours for brown coal, 20 for peat, 20 for black coal, 20 for charcoal. It should scale down to 10 for charcoal/coke.
that is very odd. I'll have to test that, but I don't think the "how much you can fire" in a pitkiln would influnce how long it takes. But maybe there is a JSON setting I need to tweak. I'll come back to you 🙂
wait what? i didnt realize porcelain crocks and bowls are bigger
It says so in their description 🙃
i guess i just never looked em up cause i never even tried to make em, figuring they're the same
ah ah my hubris
(i have this mod firmly stamped into decorative uses only)
porcelain vats and porcelain watering cans also hold more liquids.
dang
my poor mod feels misunderstood 😄
i gotta recheck everything cause straight up, i only did it for the pretty colours so i prolly never understood
im very sorry!
like the only thing i have in my mind for "changes gameplay a little" is the glowing glass
like, in contrast to "comes with new processing methods"
Don't feel bad, many things from BL have already been obsoleted by incorporated into the game.
seriously though, i always regarded this mod as "for aesthetics and showing off your wealth (some dyes and materials are really expensive...)"
guess I should update the description of the mod - even tho nobody reads that anyway 😄
and now i learn im wrong aaa
well i mean aesth is pretty important so... i feel bad about misrepresenting your mod to my friends
One big part of BL is also "recycling" or "reverse crafting". VS comes with so many one-way streets in crafting, while BL lets you often recycle things back, like cobble to stones, or path blocks to slabs etc. This is often overlooked.
Seems the ModDB page makes a poor job at representing the mod.
larger crocks sounds especially handy
always annoying that the pot cooks 6
and the crock holds 4
Wait until you see the porcelain storage vessels...
16 slots.
Porcelain is a grind (but a pulverize, first!) to make, but absolutely, 100% worthwhile.
chest equivalent. But for some perishables this still is a godsent
🤔
suppose my pantry is boutta become colourful
i always just stacked my vessels
here be the wall of vessels. pray it doesnt topple over
I wish it would recheck for stable ground whenever you opened a vessel on the bottom of setups like that... just a bunch falling all over the place. 😂
tbf i actually also use food shelfes and purposeful storage so i dont actually use that many vessels- 2 per food type at most. The rest gets their prettier (and sadly almost always worse in perish time and storage density) specific storages
like i accept the devs pov but in my eyes, these storages being so specific is enough of a downside to have them be better or at least be equivalent to a vessel without powercreeping the game
criminal that fruit baskets on a shelf are just straight up terrible in all factors
cause i just love how it looks
Which I find funny because while I do absolutely love all the clayforming and everything, probably 70% of my usage of this mod is the recycling aspects (this might also be because base game mechanics around stone and the like annoy me greatly), which feels amazing (especially aongside rock chisel)
I'll be honest, I mainly installed it for the small stone bricks
what does polishing do
it looks exactly the same?
is it just for the full blocks?
Like RivenDelver says, the texture "glints" (like stacked ingots do) in bright light. Also some of the blocks have a dull edge when not polished, and a sharp edge if polished. It might be hard to see in the handbook.
It's just like "granite rock" and "granite rock polished" except there is a lot more texture differences in VS blocks and my blocks usually use the same texture but with just an edge overlay.
Huh, might just not be obvious at a glance
The "dull vs. sharp" edge thing is mainly for chiseling (where you want an even texture) and building-with-it where you want a more "tiles" look. It's hard to please everyone...
The "crafting chain" and the handbook-clutter is certainly not ideal. Esp. that some of the things need mortar and others not.
I finally tracked down the 12 vs 16 brick pit kiln time discrepency when using charcoal! It was, very strangely, an interaction between BL and Dana's "Extra Info" mod.
So, the time was right, but the display was just showing the wrong info?
Yes, 100%.
I had never sat there with time sped up, waiting for the 10 hour mark, to confirm.
I did, and it works as expected... but the displayed time (for whatever reason) isn't correct.
The displayed tool tip time, I should specify.
Wrong channel.
🤷♂️
Would there be any issues with adding this mod into an existing world?
In particular, would adding this mod change world gen for other mods (that you know of), such as Expanded Matter/INteresting Ore Gen adding mineral deposits for stuff that's ordinarily useless, etc.
they don't really change anything that I'm aware of.
bricklayers used to add clay types but since the beehive kiln they've stopped that too
Not quite - at least in 1.21.1 there's still malachite clay added.
should be alright. the new materials it adds can be gotten by panning, so even if you don't generate new chunks with potential new / enabled minerals in them they are still obtainable
And the only "new ore" this would be affected is uranium ore, which does not spawn in VS but spawns when you add Expanded Matter² (em). Uranium can also be bought or found by panning.
I already had EM installed for other mods, and decided to go ahead and add bricklayers after finding a rhodochrosite vein, since I don't think that spawns in vanilla either?
So I figured everything was already spawning anyway
(also rhodochrosite is useful for making a bunch of glass colors so it seemed like an appropriate time)
It does spawn in VS, albeit it is rare and has zero uses in VS.
Or a least close to zero, I don't remember exactly all the strange and ultra-rare materials as most ppl never find them, anyway. Part of the reason for EM is to make these things (like kernite, rhodochrosite, chrome, nickel etc.) more accessible and useful. Some of them gained use in 1.20 and upwards, but many are still not used at all.
running version 3.1.1 had a crash looking at malachite clay in handbook and porcelain in handbook unfortunately no crash log tho 👍
Do you also have "clayworks" or other mods that add clay installed?
Also, I can't really fix handbook crashes, or other crashes in VS, usually. That is something only the devs of VS can fix or workaround by making their game more resilent.
nope
Is "sherds" supposed to be spelled like that
Dictionary
Definitions from Oxford Languages · Learn more
sherd
/SHärd/
noun
plural noun: sherds
a broken piece of ceramic material, especially one found on an archaeological site.
First google response.
Because ceramic is special 😛
God I hate English 😭
English is actually 3 languages in a trenchcoat, mugging other languages for spare grammar
Yeah pretty much
If given enough time English will assimilate all other Earth languages
It'd be nice if the bricklayers items fit in specialized bags' building bag, which side would need to handle that?
Could be either. Which mod exactly is it? I remember having some compatibility with a backbag mod, but it was outdated and I removed it.
SpecializedBags Revived
I think it would be as simple as adding patch for all relevant BL items like so:
{ "file": "wildcraftfruit:blocktypes/trellis/sticktrellis", "op": "add", "path": "/storageFlags", "value": 32769},
Question is, which ones should that be? 🤔
Probably anything you'd consider used for building
So tiles and the cement used to make them, etc, but not stuff like cups
Would that be done on your end or their end?
I can easily do it, but not sure when I might have time. If they beat me to it, it's fine, too.
I had a super weird thing happen, and I'm not sure if it's related to the 8 bricks per layer vs vanilla 6... in the beehive kiln, while firing and until they cooled down, they went invisible. As soon as I lit the kiln and looked into the open iron doors, I saw (or didn't see?) it.
I was firing gray clay, fireclay, and red clay.
Standard vanilla bricks.
I don't even know how to debug or fix this. It's a "standard" stacking model, used in many things in VS for ground storage. If it doesn't work in the beehive kiln, what could I do? 🫴
It might be that modded ground storage models have a problem there, but again, this can only be fixed either by VS or by me putting the shape in the game domain (which I'm not sure is better, anyway)
I wasn't particularly worried about it, to be honest. I found it a bit odd, though, and wanted to let you know just in case it revealed an issue of some kind. 👍
Everything works as intended, it just briefly disappeared. No telling if it's even related to your mods in any case!
1.21.x has produced a lot of "hey, the X disappeared, but it's still there" reports, for my server.
Chests have been doing it, trunks, baskets... so who even knows.
Hot items in ground storage being invisible is a 1.21 vanilla bug.
Any chance proper xSkills compat could be added? The porcelain stuff acts funky with quality food
I don't use xSkills and I don't think it fits my vision for VS and for my mods. Plus, I just lack the resources to open up a new development direction at the moment. There are still bugs to fix, things to optimize and planned features to complete. So, xSkills compat is unlikely to happen here. Sorry.
Neato, nice to know
Thanks for the confirmation! Much obliged.
also it seems 1.21.5 fixed some bug with hot ingots. Not sure if it also fixes it for the bricks, tho.
Guess I'll go find out! 😁
bricks are just stone ingots, really 😄
It is indeed fixed in 1.21.5!!
I wonder if the other oddball invisible ground item issues were related to the same bug. 🤔
There were some weird ones, like some players on my server being unable to see a chest, while others could.
🤷♂️
Well, I'm just glad the invisi-bricks are back to how they should be. 👍
looks like the recipes to combine cobble slabs into whole blocks doesn't take the vanilla red clay , wonder if it was a missed thing from when that all got added
yeah, I probably just forgot red clay. Thanx for the heads up.
I was doing some research on uses for crushed and powdeered corundum (alumina)
And I realized something that might catch your attention.
It's a little sciency though. Wanna hear it?
With aluminum powder you could make thermite using powdered iron ore couldn't you?
Depends, does it result in more work for me? 😅 Also, would it be better suited to EM²?
Well there's one component that is, but the thing is that alumina flakes, in an aqueous solution with titanium trichloride (mixing titanium with hot hydrochloric acid), makes paint (or grit) have reflective properties.
TiCl3 definitely belongs in EM2 or even Lavoisier since it could also, as a catalyst, allow the production of ethylene fibers from overheated ethanol.
This topic is bette suited to https://discord.com/channels/302152934249070593/1091409444535021749
@unique gull Hi, I just noticed bricklayers changes the ashlar block ground storage to 8, but it seems to have made it so the pile doesn't have a solid top, so it can't be stacked high
oh, that is a change in VS 1.21 (or maybe even 1.2). I've noticed the same thing with Wildcraft bords but never connected the dots that it happens now to my ashlars, too 🤦♂️ Thank you for the report, I'll fix it in the next release.
It's kinda annying finding these small VS changes by accident. But I've already fixed it, and also fixed vessel parts and assorted other stuff. So thank you again 🙂
(Also will fix the fire vessel base not be able to put down anymore and other stuff)
I have reason to suspect the EF compatibility included in Bricklayers causes crashes when using it with the latest dev builds of EF and ACA, but want to check something before I'm certain
It also just occurred to me I might be using a slightly outdated version of Bricklayers, though I'm not sure how much of an impact that would have in this case
Nope, the outdated version isn't my issue based on the change log for 3.1.1
the EF compatibility has been changed for a LOOONG time. Also, it just references:
"L": { "type": "block", "code": "expandedfoods:hardlard", "quantity": 2 },
And I've checked with https://mods.vintagestory.at/download/61383/ExpandedFoods+2.0.0-dev.3.zip and it seems hardlard is still there and a block. So not sure why it would crash?
got a crashlog?
Not sure either, but I got a missing method exception when I tried using the dev builds of EF, and the crashes went away when the compatibility files were removed
maybe I should just remove my compatibility and let l33tman handle this. I'm a bit tired of having constantly chase crashes and changes in mods that I don't use personally - this is always a bit of telephone or chinese whispers game. 🤔
That said, I also removed most of the mod at the same time, reducing things down to the stone brick content, so who knows if it was actually the compatibility files and not something else. XD
- it doesn't crash for me
- seems I forgot porclain oillamps to add (which just shows nobody ever relly used either porcelain oil lamps, or the EF recipe or nobody bothered to report it to me - my old nemesis, the "niche thingy nobody needed" again 😩
I'l probably add the porcelain recipe and call it good. Thanx for the report!
Weird, maybe Bricklayers really is just too demanding for me to use the full mod with EF
I doubt that 🙂 Still, do you have a crash log?
And what other mods are you using besides EF, ACA, BL and EM?
at Vintagestory.Client.Network.DummyUdpNetClient.EnqueuePacket(Packet_UdpPacket udpPacket) in VintagestoryLib\Client\Network\DummyUdpNetClient.cs:line 42
at Vintagestory.Client.NoObf.SystemNetworkProcess.EnqueueUdpPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 137
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 752
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95```
Only mods I hadn't used along side Bricklayers before in my random assortment I could see potentially being at fault would be Panning Machine or Cold Storage
I can say that adding "ACA" and "EF" really increases the loading times of my creative testworld, the handbook render time and the game exit time tremendously. Kinda sad that my mods get blamed for this when ppl run over 200 mods at the same time. But I digres 🙂
BL has no code, so whatever crashes must be VS or another mod. Most mods touch a buttload of code just because they can and then break random stuff in the process...
I only blame Bricklayers because removing a decent chunk of it stopped the crashes I was having
Tels, while you are looking at oil lamps, on Aura Fury we're using version 3.1.1 and there's no barrel recipe in the handbook for glazed bowls, but the glazed bowls themselves are in the handbook.
oh. ok, I'll have a look.
Sounds like the crashes are magical nonsense then. XD
Actually I misspoke, the handbook shows a barrel recipe but it has no bowl showing in the recipe. Maybe because they're called dark brown bowls now?
I'll check it. Thanx for the report!
Done ✅
I think this here:
{ "type": "block", "code": "game:bowl-*-fired" }
Needs to be this (for some obscure reason, because the type isn't even used):
{ "type": "block", "code": "game:bowl-*-fired", "name": color" }
Please don't tell me glazing bowls has been broken since since August (1.21.0) and nobody said anything...
IDK, we launched more recently than that
Your fixed version above has uneven number of "
yeah, that was just an example. Also, the recipe already uses a wildcard named "color" 🤔
{
"code": "glazing-clear-colored-bowl",
"sealHours": 2,
"ingredients": [
{ "type": "item", "code": "bricklayers:glazing-clear-*", "litres": 3, "name": "color", "consumeLitres": 3 },
{ "type": "block", "code": "game:bowl-*-fired" }
],
"output": { "type": "block", "code": "bricklayers:glazedbowl-raw-clear-{color}-plain", "stackSize": 1 }
},
@stark mauve ah, so adding another "name" fixed it, thanx for the report!
Of COURSE it does not actually work. God I hate that every VS version breaks my recipes 😩
oh wow, with the original recipe, the handbook shows no bowl, but the recipe works. But with the "fixed" recipe, the handbook shows the bowl but then the recipe no longer works 😕
I've made the decision to leave the recipe alone and let the VS devs fix their handbook display instead. It worked for years...
Oh! Ok that is reasonable!
I'm almost prepared to change the barrel recipes to grid recipes requiring a bucket with the glazing and the bowl. Not sure if this will help, either, tho, it might just break, too.
What might help if I make a copy of the recipes for each bowl color - but this would be a very very large list of recipes 🙈
I guess that would make sense if you could change it to grid and require drying before it can be used?
I've actually removed the "drying" of raw-glazed stuff, because it added a copy for each item and ppl complained that my mod uses too many resources (and was too complex).
So instead of "sealing in a barrel => raw glazed bowl X" you would get it instant from the grid recipe. It is unclear if this will fix the handbook display, tho, knowing my luck, the handbook just shows the same sympton.
The handbook display issue also affects flowerpots and a few other things, because they use color variants, too.
There are 15 glazing colors, and 2 types (clear/milky), so making one recipe for each glaze would mean I need to add 30 recipes for each item to be glazed. That would be absolutely nuts.
I bring news of my issue, removing the EF patch alone was enough to prevent the crashes for me, I have no explanation as to how or why this would solve my problem, only that it does. XD
hm, that is strange. but what do you mean by "EF patch"? There are NO patches for EF in bricklayers, only additional grid recipes.
Yeah, I misspoke, I meant the folder and it's contents
ah ok, strange then. And as said, I'll leave it to @left forge or @ripe spindle to solve this issue.
@spiral edge FINALLY! ™ 🥰
Making bigger labels would be nice, but it would also require quite some texturing work for just one row of pixels more, so I'll maybe do this in the longer winter nights or so 🙂
I'v added patches for the bext BL release for this 🙂
I want to get into porcelain and fancy stuff but I haven't had time to play and progress 
Hurray! 🎉 Bricklayers v3.1.2 has been released to the ModDB. This is primarily a bugfix and compatibility release:
- Powdered cupronickel can be used instead of nickel for some frits and glass batches
- Green malachite clay can also be crafted with Viridian (chromium oxide) or manganese oxide
- Pottery trader buys more clay colors, sells powdered chromite and rhodochrosite
- Remove one unused and broken clay flowerpot patch
- Porcelain crocks now use their own, higher shape
- Make stacks of bricks, ashlar, shingles, vessel parts etc. top-solid again (Thanx, garrett!)
- Expanded Foods: Porcelain oil lamps can be crafted with hard lard, too (Thanx, Yukari!)
- Specialized Bags Revived: Can add building blocks into Builder Bag (Thanx,River The Slime)
Please enjoy! 🧱 https://mods.vintagestory.at/bricklayers
I thought I told them it wasn't my fault! 🤣
I have no idea how a simple grid recipe can cause a crash, tho. 🙃
Many things can cause crashes, if you're determined enough 🙂
I know one way a simple grid recipe can cause a crash, but this isn't the same kind of crash. XD
I once misspelled zinc in a recipe and the game crashed any time I tried opening a relevant handbook page, though IIRC that was an alloy recipe not a grid recipe
I only accidentily make the game crash and it's never my fault - they should have coded it more resilent 😛
Yay! Was it hard to get working?
not once I knew how. Still don't like the fact that I can't specify a fallback for shapes, so I have to literally copy VS original files into my mod (which raises licenzing issues etc etc.) instead of just referencing them. But it works 🙂
I getcha.
I'd would have liked to make my crocks 1 voxel higher, so the label can have 2 more pixels. But then they no longer fit on the lower part of the shelves, which I thought looked bad.
Fair!
Actually, yes, it was. Because the released version suddenly no longer shows the seal, while the pre-release test did show it 🙁
I have no idea why still investigating. (Seems I somehow overwrote the seal file again with the VS version 😩
So you got it fixed?
I would imagine it gets old. Bricks all fixed now, I appreciate it
I have come with my feedback: it is unfortunately still unplayable 😅
Clayforming tiles by hand in any amount less than triple digits simultaneously cannot compare with the old method of crafting in the grid
It is simply too long and tedious to make enough for any reasonable project sadly
Given also, that the other various steps involved in glazing and gathering the rare materials for such things is time consuming on it's own I still can't say that it is a good method: please when you get the chance make tiles craftable in grid 🙏
Other than that everything else in bricklayers and EM is to die for, always a daily driver for me and I appreciate the work
Isn't that a vanilla issue?
No, the tiles are not vanilla, which is why I am commenting about it in the relevant mod thread...
Tels knows what im talking about, I mentioned it months ago
I was thinking of roofing tiles for some reason. XD
thanx for the feedback! I'll think of something to help you 🙂
Yeah, the tiles used to make hardened clay blocks are such a pain that those blocks aren't worth the effort
Even with knapster and Xskills in my opinion
@unique gull Hey, I wanted to ask you about your process for adding new bowls to the game? I want to do the same with one of my mods, but from what I can tell, bowls are very heavily hard-coded and shape-coded. Would I essentially need to copy the bowl exactly and then add another object overtop of it or something else?
Haven't looked lately at the bowls, but here is what I remember:
You can easily change the shape or texture of the bowl, but all the meals have a fixed shape. The mal shape is a bit bigger than then VS bowls, so for my porcelain bowls (which have a thinner border wall) it was lucky that the meal still fits the bowl with no gap.
If you make bigger bowls or much smaller bowls, or oddly shaped ones (like plates or oblong shapes), the meals won't fit and it will look odd.
I don't know how to change the meal shapes - it probably requires a lot of shapes and code.
Here is the JSON for the empty porcelain bowl:
https://gitlab.com/codesmiths/vs_bricklayers/-/blob/main/assets/bricklayers/blocktypes/clay/bowlporcelain.json
You need another block variant just for the filled-with-meal-bowl:
https://gitlab.com/codesmiths/vs_bricklayers/-/blob/main/assets/bricklayers/blocktypes/clay/bowlporcelain-meal.json
(Or at least that was the case back then when I made them)
Ah, alright. Thanks! So basically make a bowl that fits the meal shapes and don't touch said meal shapes
Pls ignore the "inside" stuff in my bowls, in the end all my bowls have the same inside color, because otherwise it would add too many block variants to the game.
(I still don't understand why the engine is so bad at having many variants and instead uses hacks like the clutter blocks - instead of just having optimized variants for all blocks in the same manner. 🙈
If you figure out how to change the meal shapes, pls tell me! (Maybe it is as simple as just making a number of new components)
I suppose I could look into it! I thought Expanded Foods added some new meal shapes, but maybe I am mistaken
AcA and EF rely heavily on code, tho. I bet it's impossible to add meal shapes through json or by just putting them into a directory (like you can do with the crock, crock labels and the sealing ring now)
Left: test server on 1.21.5
Right: main server on 1.20.12
Is there any way you could add a migration script to the next update? I asked the guy who made Fendragon Backpacks to do that and he was able to do so within a couple days. No rush on this, we're still waiting for ACA and EF to update, but I'm worried a lot of people are going to lose a lot of food. Mine were all empty so it's nbd for me personally
@spiral edge I've tried to make a remapping patch, but the remapping does unfortunately not for items in ground stacks (and it generally seems not to work like I'd like it to work).
It could maybe solved by code but that is out of my league.
You could theoreticaly pick them up (so they are in inventory or chest), but even then I think remapping will be... flaky and prone to lose the meals.
I've done a lot of tests and they all were.. not very good.
Why did these need remapping, exactly?
formerly there were "red crocks" from BL, but I've removed them because VS now has it's own red crocks. (etc.)
Ohh, gotcha.
If it’s something that was removed rather than replaced then there’s nothing that can be done without code.
but aren't they technically "replaced" by the VS crocks? I'm always confused by these distinctions...
I really don't understand why it can be so hard to provide a generic "we have item A from mod A and want to replace it with item B from mod/game B but if there is already a block with B:B then just leave it alone".
World 1.20.x: bricklayers:crockcolored-burned-red should become game:crock-red-fired when loading the world the first time in 1.21.5 - and if there is already a game:crock-red-fired just have them both the same ID - that can't be so hard for the engine, right?
Well when loading into the game for the first time in 1.21 there should be no game:crock-red-fired existing yet (placed in the world or in inventories) right? so remapping your old crocks to that shouldn´t be an issue
my bad i missed the message about GroundStorage causing problems
you could keep the old item/blocktypes in the mod but disabled in the handbook and creativeinv, and just use TransitionableProps to let your old red clayitems "cure" into the new ones. works in groundstorage, inventory, chests.
just tested letting black bowls cure into red ones
If you remapped directly to the new crock then it should work fine on first load of a world that was on 1.20 and is now on 1.21 to transfer from the bricklayers crock to the vanilla crock, sure.
Because you have to, at that point, load every chunk and save it again to change everything. It’s kinda like the difference between deciding the word “blibble” means “cheese” and erasing every copy of the word “red” and writing cheese instead.
In one case all you’re doing is basically adding a new word to the dictionary the game checks when it’s loading things. Changing how the game interprets the data.
In the other you’re physically altering all the blocks.
And for something like, say, TOPS, where the save file is nearly 2TB, an operation like that could take hours or days to complete.
At least, that’s my understanding of the situation.
That said, I haven’t noticed such an issue with remapping in ground storage in vanilla so I’m not sure what it is that’s happening to you.
I've used this in the past, but it also means two copies of everything exist and this does not solve the memory issue at all. So at some point I have to remove the old items from the mod. I figure a new major release of VS is a good time, because most ppl start with a new world, anyway. (Due to mod issues, terain gen mod changes etc.)
What needs to happen here is that somebody makes a mod that has temp. the old BL items, and remapping/curing from old to new.
I've tried to do this for hoursdays when 1.21 was out and failed, and currently I do lack the time, resources and patience to do it again.
Maybe somebody else can step up and figure out a way to make this happen?
Some random ideas:
- It might have been an issue in early 1.21 only?
- it only "works" if both items are in the same domain (e.g. not going from modA to game or vice-versa)?
I guess it’s possible? I don’t know anything specifically about that, to be honest.
What if Bricklayers was added to basegame
What if bricks were added to base game?
So if I'm understanding this correctly, my shape wont work because it raises the content too high, right?
That was my understanding, but I haven't tried this for a long time.
This here does not specify a shape for the meals, nor an offset. Not sure what the code supports there.
<assets/survival/blocktypes/clay/fired/bowl-meal.json>
There is this shape here:
<assets/survival/shapes/block/clay/bowl-contents.json>
Maybe it could work like with crocks, were if you put your modded bowl into one folder and all the "supporting" shapes into the same folder, the game then loads the meal shapes etc from that folder instead from the game folder 🤔
I was trying to find the bowl class earlier in the github but it was proving hard to locate
It might be BlockMeal instead.
I do wonder how it distinguishes between a cooking pot and a bowl - or do these have the same shape actually? 🤔
How hard would it be to make marble bricks possible?
Somebody already made a mod for it. https://mods.vintagestory.at/masonsdelight#tab-files
(But then, the comments also say its not compatible with BL...so idk)
I've been looking into the meals, since my own bowls are suffering due to hardcoded meals, but I've noticed this code, which might mean we can make the changes?
The important part is that the code that appears to generate the meal mesh has a translate value available that (if I understand correctly) would allow someone to translate the meal directionally. While not the same as making a new mesh, it might allow different heights of bowls, etc
I'll see if it works for me, and if not if I can jerry rig something to make it work next time I play VS
Ah, I see why it might conflict, they touch a couple of the same stones
In theory, it should be as simple as removing what isn't needed for a given user
But wouldn't that be the same value for all bowls for the same food?
It also seems only to be applied if the food is rotten.
I'm not sure I know what you mean
Also, there are other commands it seems to reference translate with
- The
food.translateis only applied inside the "is rotten()" case - it seems to be applied always, regardless of which bowl the food is in
Hmmm. Yeah, not sure
I don't really understand code, anyway, so pls ignore me 🙂
Gonna have to look over the code more thoroughly when I don't have a bird pecking me
it's a shame this isn't compatible with BL, because halite brick blocks is a really funny concept
"Bob, the deer are licking our castle walls again"
"Damn it"
Just hope there is no 7-day-rain-cloud hovering over the castle:
"Bob, the castle walls are melting!"
"Not again!"
Seems fairly easy to minimize the risk of your walls melting from rain, simple put a roof of non-halite material over them
depending on the source of halite, it can apparently start to get funky just from ambient humidity (also depending on said humidity)
Best to live somewhere quite dry then. XD
like Antarctica
Hi Tels (and pizza), I was just testing the red-bowl remapping. I actually am seeing a problem with red bowl remapping across the board, not just in ground storage.
Details:
1.20 versions - expanded_matter-3.2.3.zip, bricklayers-3.0.3.zip, game version 1.20.12. Spawned in raw and burned red bowls, put some on the ground and some in a chest.
Copied the test world save over to my 1.21 installation
1.21 versions - expanded_matter-3.3.3.zip, bricklayers-3.1.3.zip, game version 1.21.5. Loaded the world and clicked to apply all remappings. Closed game completely and reopened.
Result: neither the ground storage bowls nor the chest-contained bowls remapped. They are still block-coloredbowl-burnt-red-none and block-coloredbowl-raw-red-none.
I don't actually see bowls in assets/bricklayers/patches/game-config-remaps.json, am I looking for the wrong thing?
It threw several errors in the log when I tried loading a world with a few things removed, I'll try again more careful to ensure I adjust everything I need to, but it seems like my idea might not work
no, I did not put it in because it threw errors or it destroyed already existing bowls on upgrade...
Nope, someone who knows what they are doing would be needed to make the two mods work together
Do you happen to have a file with a list of items that would need remaps? We're looking to upgrade a server
I can test manually remapping and maybe we can move forward, just need a list of things to remap
Can we get s butchery patch for the bones added being able to be made into crushed bones?
Nevermind, you mean the strong bones? Yeah, I can do this 🙂
yah it adds small and strong bones
thanks
they seam to just be there to get an alternitive way to get a low tier pickaxe lol
I don't see them adding small bones, tho. These are VS vanilla.
Oops, I've missed that question and discord closed this topic for me again.
I don't have a list of things to remap, sorry. It are mainly clay products (clay bricks, bowls, crocks, and planters/flowerpots).
I'm also not sure the remapping will work, anyway, at least for things in ground storage and it chests I found it.. not really working.
How big is the server? How many BL clay products are there? Maybe it is easier to just replace things when they get broken?
Hey Tels. Could you add the fanned cobblestone, coral cobblestone and coral fence to recycling recipes like the other cobblestones with hammers or pickaxe in the crafting grid?
I finally, finally found Marble
and then saw that I can't make ashlar or small bricks with it
Adds white marble, green marble, pink marble, suevite, and kimberlite ashlar blocks. Also adds crafting recipes for the stairs/slabs versions, and enables crafting of the drystone variants as well. Also added Obsidian, Scoria, Tuff, and Halite as new ashlar, drystone, cobblestone, and polished rocks.
It's fully compatible with stone quarry, a...
(Btw, if you're in a rainy region, make sure you build out of halite for the memes)
Doesn't play well with Bricklayers
Or at least didn't when I checked
Is there a way to craft tan ceramic bull blocks? I tired to make the tiles but they turned to pink tiles not tan
There are no tan clay tiles, only these colors exist:
"black", "blurple" (dark blue), "blue" (darkbrown), "brown", "darkgrey", "fire", "red", "green", "light", "pink", "purple", "malachite", "orange", "yellow", "lavender", "paleblue", "palegreen", "palered", "peach", "sunflower", "white"
Could be added, but it would take some time as I don't have much time modding now.
Totally fair! Thank you for the answer
is this broken? the glazing recipes seem to be missing the raw porcelain piece to dunk into the glaze
also how do i decorate my plates?
nyehehe, want
i dont see any recipes to stamp em with the patterns
the description also said something about firing them twice, is that something i can actually do? there doesnt seem to be twice-fired items in the handbook