#Advanced Tool Parts

91 messages · Page 1 of 1 (latest)

sick roost
clever tiger
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How didn't I know this existed. Yyaaaay!

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Question though - what will happen if I add this to existing save? I have a lot of tools there

sick roost
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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.

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Probably should backup your save just in case though, you never know what may happen lol

clever tiger
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Understood, thanks

compact cove
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Wow, Ralsei wrote this mod

sick roost
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lol indeed

valid dagger
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Just very curious, whats the difference between this and tool smith mod? Is it that it doesnt change vanilla tools?

sick roost
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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.

valid dagger
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Happi nod damn this sounds really good

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Same thoughts with tool smith tbh, i dont like the sharpening and that it makes vanilla tools worse

sick roost
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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.

valid dagger
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will u at some point make tool heads be stronger? or is just the handles and bindings enough for you?

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i mean more like uh make stronger toolheads, not make them stronger in general

sick roost
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Oh absolutely! I have a plan to add a way to give buffs to tool heads. I might be adding that next actually.

valid dagger
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less goo, ima give the mod a shot noddin

sick roost
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Nice, I hope you enjoy it!

valid dagger
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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

sick roost
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Thank you!

clever tiger
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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

clever tiger
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game version 1.22.5

sick roost
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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

clever tiger
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I'll wait for the fix then

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I reckon this should be helpful

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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

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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'.

sick roost
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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

sick roost
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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!

clever tiger
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Yaay! I'll try it soon

clever tiger
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it works!

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thank you for your work!

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please consider adding compat with Stone Quarry Forked

sick roost
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Of course, and I'll look into compatibility with it!

sick roost
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Ok, compatibility has been added!

rugged walrus
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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?

sick roost
rugged walrus
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did you want me to delete all the ATP configs?

sick roost
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Yeah just so they can reset to default

rugged walrus
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k 1 moment

sick roost
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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.

rugged walrus
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I deleted the configs and now i have no issues with looking up anything ATP in the guidebook

sick roost
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Oh good! I guess something in the configs was just not loading correctly. Did you modify them at some point?

rugged walrus
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Not that im aware of

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hadnt touched the atp config as far as im aware

sick roost
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Strange, I'll probably need to change how they are handled loading/saving wise at some point.

rugged walrus
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100%, thanks for the quick get back

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loving the mod since im the dedicated crafter, being able to juice up our tools is so nice

sick roost
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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.

rugged walrus
sick roost
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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.

rugged walrus
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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?

sick roost
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yep it should

rugged walrus
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does it matter what order i do them in? or do i need to sand/finish before applying the grip?

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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

sick roost
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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

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Ah snap, well that's another thing for me to fix lol

rugged walrus
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Better to find out about it now lol

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thanks again

sick roost
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Yes, thank you for finding that lol

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np, I'll try to get that fixed soon lol

rugged walrus
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Ya and it doesnt matter if its only sanded, only finished or both, when you apply the grip it resets it to unsanded/finished

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ill check if its like that for all the handles

sick roost
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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.

rugged walrus
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good to know, but ya, good to catch it early

sick roost
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Yeah lol

rugged walrus
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is there any chance of adding the ability for dyed cloth and dyed leather to change the tool grip color on the finish tool?

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just as an extra bit of personalization for tools

sick roost
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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.

rugged walrus
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cool, good to know

sick roost
rugged walrus
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np

sick roost
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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!

rugged walrus
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sick, keep up the amazing work, love the mod

clever tiger
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oh, so you dont really have to do the special integrations now? very nice

sick roost
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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.

sick roost
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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!

rugged walrus
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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

Replaces the vanilla risk/reward quench system with a push-your-luck system with soft failure

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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

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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

sick roost
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Interesting, I’ll look into it.

sick roost
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Welp turns out the offhand crafting was not applying quenching buffs, so it was just an issue on my end. It is fixed now!

sick roost
rugged walrus
reef cradle
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would it be possible to add support for the recipes from the tailoring mod and wool and more (for bindings) 🙂

sick roost
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Oh I don't know how i hadn't thought about that! I'll make sure to add it.

rugged walrus
rugged walrus
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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?

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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

sick roost
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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

rugged walrus
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Ya, dont understand it myself, but im happy it seemed to all work out in the end hahah. thanks for all the updates