Have you ever wondered why a stick is the best thing you could put on a tool? Well now you can use actual tool handles and bindings to make your tools faster and last longer!
#Advanced Tool Parts
91 messages · Page 1 of 1 (latest)
How didn't I know this existed. Yyaaaay!
Question though - what will happen if I add this to existing save? I have a lot of tools there
Should work perfectly fine. This mod really only adds onto vanilla tools, it doesn't change anything about them other than allowing them to go to the offhand, since the repair kits require it.
Probably should backup your save just in case though, you never know what may happen lol
Understood, thanks
Wow, Ralsei wrote this mod
lol indeed
Just very curious, whats the difference between this and tool smith mod? Is it that it doesnt change vanilla tools?
There is only one durability bar, no sharpness mechanic, and all of the content is completely optional. The vanilla tools are changed, but its only so that they can detect and use the custom buffs from this mod. The buffs are structured very similar to how vanilla handles buffs for tools. You can make and use the handles and bindings to make your tools better, but are still allowed to use just a stick. The reason I made this mod is that I like the concept of toolsmith, but I found it more tedious and annoying to use, so I made this mod.
damn this sounds really good
Same thoughts with tool smith tbh, i dont like the sharpening and that it makes vanilla tools worse
Thank you! I've also tried to make the configs as modifiable as possible. So you should be able to change how strong each buff on each part is, and even add, remove, or completely change the buffs on each part.
will u at some point make tool heads be stronger? or is just the handles and bindings enough for you?
i mean more like uh make stronger toolheads, not make them stronger in general
Oh absolutely! I have a plan to add a way to give buffs to tool heads. I might be adding that next actually.
less goo, ima give the mod a shot 
Nice, I hope you enjoy it!
tyty, i already like the details u added, like the metal handles not being able to absorb shock which leads to less power. oh! and the sticks thatre a pain to find which will be less of a problem
Thank you!
I am not sure if it works. Just crafted a regular iron axe, simple tool handle + leather grip and iron bindings. No buffs visible in cotext menu
game version 1.22.5
Snap yeah I think 1.4.1 of the mod is broken. The configs aren’t loading for some reason. Try 1.4, and if that is also broken then I know for sure 1.3 works. I’ll get it fixed as soon as possible T-T
1.4 doesnt craft with bonuses too
I'll wait for the fix then
I reckon this should be helpful
3.10.2026 21:24:48 [Error] [advancedtoolparts] CS1061: 'List<CustomAppliedBuff>' does not contain a definition for 'Where' and no accessible extension method 'Where' accepting a first argument of type 'List<CustomAppliedBuff>' could be found (are you missing a using directive or an assembly reference?)
3.10.2026 21:24:48 [Error] [advancedtoolparts] CS0012: The type 'List<>' is defined in an assembly that is not referenced. You must add a reference to assembly 'System.Collections, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'.
3.10.2026 21:24:48 [Error] [advancedtoolparts] CS0012: The type 'Dictionary<,>' is defined in an assembly that is not referenced. You must add a reference to assembly 'System.Collections, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'.
3.10.2026 21:24:48 [Notification] [advancedtoolparts] Successfully compiled 16 source files
3.10.2026 21:25:32 [Error] [advancedtoolparts] CS1061: 'List<CustomAppliedBuff>' does not contain a definition for 'Where' and no accessible extension method 'Where' accepting a first argument of type 'List<CustomAppliedBuff>' could be found (are you missing a using directive or an assembly reference?)
3.10.2026 21:25:32 [Error] [advancedtoolparts] CS0012: The type 'List<>' is defined in an assembly that is not referenced. You must add a reference to assembly 'System.Collections, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'.
3.10.2026 21:25:32 [Error] [advancedtoolparts] CS0012: The type 'Dictionary<,>' is defined in an assembly that is not referenced. You must add a reference to assembly 'System.Collections, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'.
Ah fun, well I know for a fact 1.3 works. I think I messed up something in the mod system that is causing the config files to mess up loading
Ok I have fixed it! Turns out I wasn't packaging the mod right and it somehow only became a problem at 1.4. But now all the stuff from 1.4 and 1.4.1 should be working now! This includes sandpaper and handle finish for wooden tool handles, metal tool handles are quenchable, temporal repair and repair kits, and compatibility with Immersive Woodworking and Multitools!
Yaay! I'll try it soon
it works!
thank you for your work!
please consider adding compat with Stone Quarry Forked
Of course, and I'll look into compatibility with it!
Ok, compatibility has been added!
Just started running into a crash when I try to look at anything related to ATP other than the "Buffs" and "Bindings and Handles" entries in the guidebook. I wanted to double check that it wasn't any of my other mods so I disabled everything but ATP, but its still crashing every time. Where would you like the crash logs?
Strange, there's nothing pointing to my mod. Does it still happen after disabling my mod, and have you tried deleting the configs already?
ill take a look, since i figured if i disabled everything and only ATP was enabled, that would be the cause, but i dont understand the crash logs, so gimme a sec
did you want me to delete all the ATP configs?
Yeah just so they can reset to default
k 1 moment
Alrighty. It's very possible it's my mod, it's just weird that it isn't pointing to my mod at all. It is saying that some attribute it's trying to access doesn't exist, and I do use attributes to store the mod's buffs, so it could be somehow breaking when trying to access them.
I deleted the configs and now i have no issues with looking up anything ATP in the guidebook
Oh good! I guess something in the configs was just not loading correctly. Did you modify them at some point?
Strange, I'll probably need to change how they are handled loading/saving wise at some point.
100%, thanks for the quick get back
loving the mod since im the dedicated crafter, being able to juice up our tools is so nice
np, glad it wasn't any major problem lol, and glad you are loving the mod! Any problems you've noticed in multiplayer? I haven't done too much testing multiplayer wise.
Not that ive noticed, but then again ive only barely gotten up to doing advanced handles with leather wraps so far, so i havent touched anything temporal, same with sandpaper since thats new
Good to hear! All handles and bindings are handled the same way, so if they are working now they should continue to work. The sandpaper, handle finish, and temp repair kits do have their own functionality, so if you have any problems with them let me know! I know I had problems when developing them, it's the whole reason tools have to be in the offhand when repairing them. Otherwise the tool scripts, namely spears and knifes, will override using the kit lol.
so i just wanted to double check, if i make an advanced handle, sand it and then finish it, it will get those benefits as well?
yep it should
does it matter what order i do them in? or do i need to sand/finish before applying the grip?
ah it seems like it does matter, i just tested it, and after sanding/finishing, i put the sturdy grip on and its removed the sand/finish
nope, I made it so you can sand or finish in any order. I didn't want it to be annoying if you forgot to sand before finishing lol
Ah snap, well that's another thing for me to fix lol
Ya and it doesnt matter if its only sanded, only finished or both, when you apply the grip it resets it to unsanded/finished
ill check if its like that for all the handles
yeah it's not transferring the buffs info to the newly crafted handle it seems. The handles and bindings don't inheritly have any buffs, they just display what buffs they should apply, but it seems I forgot to make them transfer extra buffs lol. So it won't work for any of them.
good to know, but ya, good to catch it early
Yeah lol
is there any chance of adding the ability for dyed cloth and dyed leather to change the tool grip color on the finish tool?
just as an extra bit of personalization for tools
If Toolsmith can do it I'm sure it's possible, but that would definitely come after I'm done adding all the features to this mod. I would like to do it at some point though.
cool, good to know
Ok, should be fixed now, thanks again for catching that!
np
1.5 is out! I've added mixes which you apply to a tool head, then heat it up to lock in the buffs. I've also added dynamic recipe generation, which should make this mod a lot more compatible with others!
sick, keep up the amazing work, love the mod
oh, so you dont really have to do the special integrations now? very nice
I shouldn't need to in most cases, but there is probably something in some mod that it won't detect lol. But as long as the tool is tagged as "tool" or "weapon-melee" it should be detected. I can also exclude tool from having recipes generate in case something is getting picked up that shouldn't.
1.6 is out! Tools can now be crafted using the offhand! The tool display has also been updated and shows what parts the tool has!
one mod compatibility i think might need to be looked into is https://mods.vintagestory.at/show/mod/68208 I am using it for the quenching so i dont have to pull my hair out and i have lost all my quenching i did on my iron tools after attaching my handles and bindings
had quenched my pickaxe head 3 times and my axe head 3 times and put my pickaxe together and noticed i lost the quenching gains
and it seems like putting tools together dont seem to actually effect the durability like it should. First hammer is just a regular iron head with a stick and the second is obviously using advanced tool pieces
Interesting, I’ll look into it.
Welp turns out the offhand crafting was not applying quenching buffs, so it was just an issue on my end. It is fixed now!
I can't seem to replicate whatever is happening with the durability. Quenching and all my functionality seems to work fine for me. My guess is it's some other mod affecting durability.
Okay, I'll try again when I get a chance and see what else it can be
would it be possible to add support for the recipes from the tailoring mod and wool and more (for bindings) 🙂
Oh I don't know how i hadn't thought about that! I'll make sure to add it.
Sorry was super busy yesterday, ill hop on now and see if i can replicate the situation
Weird, i just made another 2 iron hammers to test it out and the first one made with all ATP is the same 4995 durability, but when i tried to just do the hammer head and a stick its now showing that the handle is a stick instead of none and the durability is way less, so i dont understand how i managed it the last time just vanilla crafting it, but trying to do the same thing this time yielded a different result. Oh well, either way it seems like its not an issue anymore?
Heck, even checking the creative spawn menu the base iron hammer in there with none for all the ATP shows its max durability as 3600
Strange. I wonder if it was some jank from updating my mod perhaps? Either way glad it doesn’t seem to be a problem anymore
Ya, dont understand it myself, but im happy it seemed to all work out in the end hahah. thanks for all the updates