Mods / Potash Making & Boneash Fertilizers, now with soaking hides in Lye
Author: Cian
Side: Both
Created: Jan 29th 2023 at 2:09 AM
Last modified: Aug 31st at 4:38 AM
Downloads: 5988
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Latest release (for Vintage Story 1.21.0, potentially outdated):
potashboneashfertilizer1.4.zip
1-click install
This mod adds a realistic potash making method from wood ash using barrels and pots. The lye can be used for soaking hides, use it the same as you would like water or borax.
In addition, it allows you to create boneash and applies the +15% permanent soil boost to both compost and the new boneash.
It also adds the ability to boil sea water for salt. This can be done in the stone age as a method of gathering salt to preserve hides until you can get barrels to properly process them.
The method of making potash is:
- Burn logs in firepit (top slot). Each log gives 2 ash.
- Place the ash into a barrel with water. 1 ash is needed per liter. Wait 12 hours for it to settle (seal barrel)
- Remove lye from barrel using your chosen tool (bucket, jug, bowl, etc).
- Cook the lye in a pot in the firepit with either two slots at 5L or four at 2.5L (four at 5L also works for double batch). Every 10L is 2 potash.
Note that it will dirty the pot the same as base-game potash making from sylvite.
The method of making boneash is:
- Grind bones into bonemeal.
- Put at least 10 bonemeal in a fire pit and heat it up to 1100 degrees using charcoal or other good fuel.
- Every 10 bonemeal will produce 5 boneash.
- This removes the other fertilizer values, but doubles up the P value and adds the permanent +15 soil boost.
Compost is crafted as usual, the only change to it is adding the +15% permanent soil boost to N.
The method of making salt is:
- Scoop sea water from an ocean.
- Cook the sea water in a pot in the firepit. The recipe is two slots at 5L or four at 2.5L (four at 5L also works for double batch). Every 10L makes 1 salt.
This recipe does not dirty the pot.
Compatibility:
GG's General Chemistry - If loaded alongside GG's General Chemistry, this mod's ash will be disabled, the ash per log will be adjusted to 2 (from 1) like this mod, and a new recipe for Lye using the ash from GG's General Chemistry will be created. If you already have ash from my mod, you should either finish turning it into Lye (wait the 12 hours, it's not conveerted until the barrel is open) before enabling GG's General Chemistry or run the command "/iir remap gggenchem:woodash cbf:ash force" after enabling the mod and then exit and reload the save to convert my ash to GG's ash. Note that this means you can make lye and potash from "wood ash" from burning grass, which may be a bit unbalanced and is definitely a bit silly.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.4.0 | 665 | Aug 31st at 4:38 AM | potashboneashfertilizer1.4.zip | 1-click install | ||
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Added new isFood property to the salt recipe. I debated adding it to the potash one, but the base game potash dirties the pot, so I left it out. | ||||||
| 1.3.0 | 1276 | Mar 12th at 6:55 AM | potashboneashfertilizer1.3.zip | 1-click install | ||
| ||||||
| 1.2.0 | 2151 | Nov 4th 2024 at 8:52 PM | potashboneashfertilizer1.2.zip | 1-click install | ||
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Added the ability to boil seawater, and a compatibility patch for GG's General Chemistry. | ||||||
| 1.1.0 | 429 | Oct 30th 2024 at 4:53 PM | potashboneashfertilizer1.1.zip | 1-click install | ||
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Updated the mod to work in latest versions. Added soaking hides in lye. | ||||||
| 1.0.1 | 1119 | Jan 29th 2023 at 8:12 PM | cbetterfertilizer1.0.1.zip | 1-click install | ||
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Changed ash making from firewood to burning logs to correct issue with clay ovens creating ash and causing the game to crash. | ||||||
| 1.0.0 | 348 | Jan 29th 2023 at 2:11 AM | Empty | cbetterfertilizer1.0.0.zip | 1-click install | |
These recipies should work for full Bear Hides for lye.
Just add those before last ']' in soakedhide-lye.json. And don't forget to add comma before what you pasted.
To be fair to the mod author, the method of turning wood into potash is... Simply put, one of the oldest things. And it's effectively where potassium got its name [pot ash].
There was an industry for it. There still is an industry, even—they just do different methods to acquire all of the potassium and such now.
Hello, I have a couple questions concerning this mod.
1. I like the idea of being able to craft potash, but I believe that vanilla potash with its fertility perma-bonus was being balanced around sylvite beign a very rare ore, this making it accessible just by burning wood (with no more than stone age technology to boot) makes it too OP. Furthermore, even without taking the permabonus into account, potash's enormous K fertility bonus also removes any incentive to go spelunking for saltpeter, at least as a fertilizer.
Personally I'd remove said permabonus to compensate for the greatly increased availability, and also nerf the potash recipe to make it require 10 or maybe 12 (6+6) wood ash portion per 1 portion of potash (from a cursory google search, wood ash is said to contain up to 10% of potash). Would you be open to rebalance it in this way? If not, I could probably edit the mod for my own use - if I do, what's your mod permissions? Could I use your wood ash/lye etc. code if I ever wanted to release a mod with it?
2. There's a nice mod called Soap and Lye which also has wood ash and lye and whatnot, do you have any plans to make a compat patch?
3. Related to that. Do you think it would be a good idea to maybe make some kind of base community mod (kinda like ChemistryLib) which would contain wood ash and lye recipes and which other mods could depend on for cross-compatibility? Asking because I'm currently working on a mod that would add more types of glue to the game (among other things) and one of these glues (starch glue) could use lye as one of its ingredients - and I'm really not sure if it would be a good idea to recreate the whole lye production pipeline in my mod just for that.
Dumblore I just got 1.21 and tried it. Looks like everything is working. I went ahead and released a new version to make use of the isFood tag for the salt recipe.
Is this mod working on 1.21?
The permanent boosts apply a block effect that doesn't stack with itself, the same as the base game potash. Using it again gives the fertilizer, but won't increase the max effect.
It wouldn't be compatible with valley of ashes. I would need to add a patch to make it work with expanded matter, but even then the recipes would probably overlap.
Are there any compatibility issues with Valley Of Ashes or does this mod make some of the latter's features unworkable or redundant?
Are the permanent boosts via compost and boneash a one-time thing?
Any chance on getting a config to turn off the Salt recipes?
I updated the mod to fix the redwood thing and change the method of producing lye and salt to just putting it in a pot and cooking it. Either 5L in first two or 2.5L in all four, accepting up to 5L in all four for a double batch. This method throws out a lot of the stuff I added (special model and etc), but I feel like it meshes more with the game to just use the new non-food cooking method that all the other non-food recipes is using.
This means that you don't need barrels to start producing salt. You could start making salt as soon as you have a pot and use it to preserve your hides until you have barrels to make leather. I don't think you can actually do anything else with salt before barrels without a mod, but I thought it was worth mentioning.
TheCraftyBear
I'm not sure what compatibility would be needed there. My mod isn't using firewood anymore ever since I changed it to avoid a clay oven issue (which was later fixed, but I never changed it back). Does part of that mod interfere with making ash from logs or something?
SuperPyroManiac
Good catch, I hadn't actually tried to use redwood for it and didn't think of the fact that it used a different log variant for those. I'll add log-section to the patch for making wood ash the next time I update.
InertFurry
Yeah, the trouble with adding any kind of link to base game resources is other mods might override them. Ideally there would be a way to specify different ways of burning it to get different things, but there isn't yet. Creosote from straight burning logs is kind of silly, though - it would be cool if they made it a byproduct of coal production by putting it as a drop from digging out the coal.
PookieBunny
Sounds like it probably is an issue with the combustion properties, must be a cooking recipe thing. Bonemeal isn't used in any base game recipes like that so it never really came up. The only ways I see to make a compatibility patch would be to either change my bone ash production to some other way, or change his recipe for gluten to something else.
Cian
I'm encountering a conflict when using this with Still Necessaries' Grindstone, I believe there is an issue with bonemeal's combustion properties that make it so the cooking pots can't get hot enough to be able to complete the process of creating gluten. I'm also commenting on the mod to see if there is any potential solution for this?
Unfortunately Road Works overwrites the Logs > Wood Ash recipe with its Logs > Creosote Tar recipe. I'd love to use both of these but my poor lye D:
It confuses me because it's meant to be performed in a Bloomery but prevents log heating from triggering into ash D:
I made a mod to kinda fix it.
Seems like this mod does not work with redwood trees, they often will drop quarter logs and we cannot burn those into ash.
Can you add a compatibility with DanaCraluminum's Vanilla Variants? That mod alters firewood - every vanilla tree log is processed into its own type of firewood (for example, maple log -> maple firewood).
Cian
Hey no issues with the mod so far, thanks for your work. Using it alongside Bricklayer's does run into the recipe for cooking bonemeal being overwritten, but an extremely easy way to homebrew a fix is to delete Brick's patch for adding the "/combustibleProps" recipe to bonemeal. Brick mod retains the ability to acquire their version of bone ash through grinding sterile cooked bones, while this mod's bone ash comes from cooking bonemeal.
Hope this works for anyone looking to run both mods together, they're great additions to the game.
Cheers
Ijkdenem
For bone ash, you put it directly into the fire pit and heat it really hot. It's the same calcination process used to make quicklime from lime.
The salt you have to fill the pots with water from a barrel by dropping the pots in the barrel while seawater is inside. The plan was to eventually make it use the new non-food cooking recipes and just let you dump salt water straight in the pot like you cook food, but currently liquid-only recipes don't work due to a bug.
Laytard
I would have to add a similar override to it like I did for the GG mod. I may do so eventually, there are just so many mods that use Bone Ash or Wood Ash now lol. Hopefully they eventually add wood ash to the base game so we don't have a dozen different modded varieties.
I never did get around to making an EM compatibility. It looks like EM and Valley of Ashes/Bricklayers are a little bit in flux, so I was trying to decide how to make compat for them, then got busy with something else heh. I'd like to make this mod compatible with more other mods eventually.
Hi. I've noticed your mod and the Seed Oil mod by floralrat both require burning firewood to get their own fire ash. Is there any way to merge the fire ash recipes? I don't know how to make them compatible. Thank you for the mod.
for making the bone ash do we cook it in the cooking pot like the wood ash? same question for the salt. do we scoop the the seawater from the barrel with the cooking pot? you say pot but i was not sure if you meant that one.
In the end I just decided to remove EM/Bricklayers, permanent farm improvements are more important for me
Auro I just did a test and went through both mods; they use a different code for bone ash, and Expanded Matter doesn't seem to actually have a recipe for Bone Ash within, so another mod must add a recipe that creates EM's version while also overriding this version. Testing just with this mod, EM and Tailor's Delight / Dressmaker (for a couple mods that utilise EM), I can create this mods version of bone ash just fine.
(Just figured it out; it's Bricklayers that adds the recipe - by the same mod author as EM. I only bought and installed VS today so I can't say I know how to patch this though. I imagine the patch would replace it's own bone ash recipes with versions that utilise bricklayer's 'cooked bones'. Or something like that. 'd hoped it was as simple as changing the overlapping game codes, but technically both recipes are added to the vanilla item, one just happens first and prevents the other.)
Can we get a compatibility patch for Expanded Matter? Their Bone Ash get priority over this one when crafting
@Cian
wonderful!
Thank you so much for it! Will install it on our server and test it with GG's mod!
Able wojtek16
Alright, I looked into it and made a compatibility patch. Also added sea water boiling just as an easy extra.
second able's question, that would be so sick to make it work side by side! :)
Love the mod!
Any chance at a compatability patch with GG's general chemistry? the wood ash of one overwrites the other and they are made the exact same way.
Updated this for 1.20-pre. I'm pretty sure it should work in 1.19.8 as well, let me know if there are issues with it.
Added another use for Lye - can now soak hides in it.
Also added more immersive models for the lye and potash pot, with liquid lye and a crust of potash.
It probably does conflict with bricklayers and other mods that add ash from logs and from bones. I may eventually make a compatibility patch for them if it's something that is desired.
-edit- actually it doesn't conflict with bricklayers bone ash since it has you cook the bones and then grind them, while here it has you grind them and then cook them. But it will make two separate types of bone ash, which might be a little confusing.
Pr0fesseur and PeterSanderson I've just released Valley of Ashes which is 1.19 compatible, works with Bricklayers and has Wildcraft: Tree compatibility and config support. Ash making will be removed from Bricklayers very soon.
is it possible to update this ?
Does this mod's bone ash production conflict with Bricklayers?
Glad you like it. The problem with adding a combined item is the way it handles the permanent boost. Each permanent boost has a code, and they don't stack. Having a combined item would have a separate code and allow it to stack with the individual ones.
I just released 1.0.1 to fix an issue with clay ovens. Apparently clay ovens can process the firewood used to heat them if the firewood has a conversion product, which filled the oven with ash that caused the game to crash.
I changed the conversion item from firewood to logs to avoid this.
This is a super nifty mod, thank you! If you find it possible, could you make a 'mixed fertilizer bag' item, combining like bonemeal/saltpeter/compost all into one item, with all the fertility resources combined in that one item? So rather than spreading three articles of fertilizer, a player can just whack some dirt with one item and call it a night!
Even if not, still like a good way to produce potash, big thanks!