Mods / Clay Casting - QoL & Vanilla+

Tags: #Crafting #QoL #Simplification #Utility
Author: floralrat
Side: Both
Created: Nov 16th 2023 at 6:02 PM
Last modified: Sep 6th at 12:39 AM
Downloads: 20089
Follow Unfollow 407

Latest release (for Vintage Story 1.21.0 - 1.21.1-rc.1, potentially outdated):
claycasting-v1.3.4.zip  1-click install


Adds in plaster casts of clay items that can quickly become a pain to make loads of. 

~~~ 

CC v1.3.0 ~~~ mod rewrite & VS 1.21-pre4

Content
- added storage vessels by popular request
- all molds can now produce coloured content as in line with VS 1.21

Fixes/misc
- mod rewrite:
  - molds are now one block with multiple states (was 2) --> this will break your old worlds so watchout 
  - filling recipes are condensed
  - some adj to texture files


CC v1.3.4 ~~~ VS 1.21.0

Fixes/misc
- anvil mold had a recipe error, causing crashes in handbook (thanks @ TotallyNotASmurf for the report)

hopefully this will be the last bugfix for 1.21.x

 

**compats have been removed for 1.21-preX, updating will break your old molds, make a new world**

 

My other mod: https://news.kalataka.ru/oils 

My Discord Mod Hub (just for mod showcase & update notifications): https://discord.com/invite/wKamc6qPKE 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.3.4 claycasting
1.21.0 - 1.21.1-rc.1
2116 Sep 6th at 12:39 AM claycasting-v1.3.4.zip 1-click install

change notes below:
CC v1.3.4 ~~~ VS 1.21.0

Fixes/misc
- anvil mold had a recipe error, causing crashes in handbook (thanks @ TotallyNotASmurf for the report)

hopefully this will be the last bugfix for 1.21.x

1.3.3 claycasting
1.21.0 - 1.21.1-rc.1
209 Sep 4th at 5:31 PM claycasting-v1.3.3.zip 1-click install

change notes below:
CC v1.3.3 ~~~ VS 1.21.0

Fixes/misc
- fine clay would crash when placed for ground storage, thank you @ Codemonkey03 & @ Thighz for the reports
- hardened clay was soft-removed in 1.21, so fine clay can no-longer bake into them

1.3.2 claycasting
1.21.0 - 1.21.1-rc.1
254 Sep 2nd at 10:44 PM claycasting-v1.3.2.zip 1-click install

CC v1.3.2 ~~~ VS 1.21.0

Fixes/misc
- shingles and bricks now output correctly (thank you @ Codemonkey03 for the report)

1.3.1 claycasting
1.21.0-rc.5 - 1.21.0-rc.6
465 Aug 17th at 7:13 PM claycasting-v1.3.1.zip 1-click install

CC v1.3.1 ~~~ VS 1.21-pre5/6

Fixes/misc
- hot patch to adjust textures, reducing file size

1.3.0 claycasting 92 Aug 15th at 3:49 PM claycasting-v1.3.0.zip 1-click install

CC v1.3.0 ~~~ mod rewrite & VS 1.21-pre4

Content
- added storage vessels by popular request
- all molds can now produce coloured content as in line with VS 1.21

Fixes/misc
- mod rewrite:
  - molds are now one block with multiple states (was 2) --> this will break your old worlds so watchout 
  - filling recipes are condensed
  - some adj to texture files

1.2.3 claycasting 2468 May 5th at 4:44 AM claycasting-v1.2.3.zip 1-click install

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 noted missing by @Relke
- fixed the terminology regarding the output of shingles, as noted by @SpookyJ
- ensured jugs returned their correct colour variant (is anyone mass producing jugs???)
- also updated the mold to allow coloured jugs to be used to form the mold

New Content:
- fineclay can now be crafted 1, 2, or 4 at a time, similar to how vanilla hides are combined with tallow. in this case, weather it is 1 or 4, still only one durability is used
- added in patches for "A Cullinary Artillary" --> experimental code, please let me know if you encounter any issues as I am not up to date on ACA's additions for 1.20.x

1.2.2 claycasting 3097 Nov 2nd 2024 at 10:33 PM claycasting-v1.2.2.zip 1-click install

v1.2.2 - the derejank update (VS 1.20 pre-9)
Fixes & Tweaks:
- texture issue affecting single mold blocks -> much thanks to @RachelTGG and @Kriky for pointing this out
- fixed an issue with tool molds emptying
- sieves now cost 1 durability per use, meaning they must be replaced every 3 stacks (per @SpookyJ req.)
- fine clay crafting is now shapeless

New Content:
- added missing crafting recipe for liquid red clay -> much thanks to @SpookyJ for pointing this out
- added ability to make molds with baked items as an alternative to a raw item (per @SpookyJ req.)

(expect a new release upon VS-1.20.0 release) 

1.2.1 claycasting 881 Oct 9th 2024 at 6:23 PM claycasting-v1.2.1.zip 1-click install

v1.2.1 - the rejank update
Fixes & Tweaks:
- small fix was needed for tool molds to work with VS v1.20

New Content:
- added red clay content to go along side VS v1.20's new content
- new simplified mod icon

 

This is a pre-release version tested on pre-5, when VS v1.20 fully releases expect another mod update 

1.2.0 claycasting 799 Oct 9th 2024 at 1:57 AM claycasting-v1.2.0.zip 1-click install

v1.2.0 - new mold new me
Fixes & Tweaks:
- gui adjustments
- file condensing

New Content:
- reworked mold shapes
- added tool molds and anvil mold

 

1.1.5 claycasting
1.19.0 - 1.19.3
4775 Feb 3rd 2024 at 10:18 PM claycasting-v1.1.5.zip 1-click install

v1.1.5
Fixes:
- lang file adjustment fixes creative tab name :)

1.1.4 claycasting
1.19.0 - 1.19.1
801 Jan 25th 2024 at 5:41 AM claycasting-v1.1.4.zip 1-click install

v1.1.4
Fixes:
- missing code was preventing moulds from being filled unless there was an even amount of liquid clay (ex: mould needed 5L but barrel had 10L, you would need to use 2 moulds to fill)
- blueclay-filled molds weren't quite blue-enough
- updated mod photos to match new content :)

New content:
- new Fine Clays, made by using a sieve on vanilla clay. fine clays can be smelted as a more efficient way of making hardened clay blocks. (crafting does not consume the sieve) 
-- additionally, fine clay is now the item used for creating liquid clays, an adjustment meant to fix issues with other mods sharing this recipe. (brought to attention by @Kirn)

1.1.3 claycasting 599 Jan 19th 2024 at 8:42 PM claycasting-v1.1.3.zip 1-click install

v1.1.3

New content:
- added a mod folder in the creative menu (tabname-rat), still needs a little work (lang file difficulties, nothing that should cause a crash) but I wanted to roll out a patch for 1.19.1 (to stay ~~trendy~~)

1.1.2 claycasting 417 Jan 18th 2024 at 6:50 PM claycasting-v1.1.2.zip 1-click install

v1.1.2 (now 1.19.0 compatible!) 
Fixes:
- jug should work now, ratio of 5:2 vs base game's 5:1

New content:
- adjusted folder and file names for better modding accessibility
- added text file for folder organization documentation

1.1.1 claycasting
1.18.14 - 1.18.15
1255 Nov 20th 2023 at 6:40 AM claycasting-v1.1.1.zip 1-click install

v1.1.1
Fixes:
- CRITICAL FIX: almost all dry molds refused to convert to wet molds
- handbook now has no display error

New content:
- molds holding liquid fireclay are now a saturated beige

1.1.0 claycasting
1.18.14 - 1.18.15
274 Nov 18th 2023 at 10:48 PM claycasting-v1.1.0.zip 1-click install

Fixes:
- added code to fix cooking pot not getting a mold
- fixed syntax error in ingot recipe file preventing dry mold becoming wet in barrel
- fixed various errors from adding content listed below :)

New content:
- added bricks to molds, as single layer crafts, 15:6 clay to brick ratio vs base game's 24:6
- added liquid fire clay to support fireclay bricks recipe
- changed both liquid clay's textures to reflect their type
- added better crafting explanation photos to mod page

Known errors:
- handbook will show a blank for crafting a dry mold into a wet mold, clicking the blank space results in a crash (think this is the game failing to cycle the options for the recipe? may take a while to fix unless i split recipes instead of using a variable input option)

1.0.0 claycasting
1.18.14 - 1.18.15
367 Nov 16th 2023 at 6:08 PM Empty claycasting-v1.0.0.zip 1-click install

57 Comments (oldest first | newest first)

💬 Lunertic, Nov 9th at 6:03 PM

Fenreki

until floralrat releases a patch I made a quick fix patch https://news.kalataka.ru/claycastingpatch

💬 Neon10, Oct 12th at 9:44 PM

after installed this my game repetedly deleted my items

💬 Teagan, Sep 26th at 4:10 PM

I have been looking for a mod that makes clay forming more immersive. This comes closer as it has you process the clay. 

I am looking for some tiers with clay processing. At first, when you use clay straight from the ground the pottery has a chance to break on use. Later, when you produce fine clay the pottery is stronger and breaks less. Finally, the stage where you wash it the pottery doesn't break. 

Honestly, I would skip the first part and make it where you can only use fine clay to make pottery still with a chance to break until you cast it. I like processes that are believable and extend the early game a bit 😆

💬 Fenreki, Sep 17th at 4:55 PM

I noticed a typo in the recipes.

Line 23 in fill.json: { type: "item", code: "liquidclay-*", name: "claytype", allowedVariants: ["blue", "fire", "red" ], litres: 15, consumelitres: 5 },

  • consumeliters should be 15.

 

💬 floralrat , Sep 6th at 12:40 AM

TotallyNotASmurf - fixed for v1.3.4, thank you for the report!

💬 TotallyNotASmurf, Sep 5th at 3:03 PM

Got this crash when opening Anvil Plaster Mold on the handbook, and no its not caused by smithing plus.

Crash Report

Running on 64 bit Windows 10.0.19045.0 with 7987 MB RAMGame Version: v1.21.0 (Stable)05/09/2025 21:56:54: Critical error occurredLoaded Mods: betterforest@0.1.1, buzzwords@1.8.0, chiseltools@1.15.1, claycasting@1.3.3, cutthefat@1.0.3, expandedmolds@1.2.0, juicyores@1.0.0, overhaullib@1.6.1, particlesplus@2.3.1, shivertweaks@6.0.1, soaplyeandbloom@1.3.3, game@1.21.0, vsimgui@1.1.12, wildfarmingrevival@1.4.0, zoombuttonreborn@2.0.0, alchemy@1.7.14, ancienttools@1.6.0-pre.6, attributerenderinglibrary@2.1.1, egocaribautomapmarkers@4.0.3, backpackpackplusexpanded@1.2.0, betterfirepit@1.1.6, BetterProspecting@1.7.0, betterruins@0.5.0, blocksoverlay@4.5.3, bradycrudebuilding@1.4.3, butchering@1.10.1, carryon@1.10.7, combatoverhaul@0.9.2, configlib@1.10.1, dampenedanvil@1.1.0, danatweaks@3.5.2, electricalprogressivecore@2.1.0, extrainfo@1.10.0, farseer@1.3.2, gourmand@1.7.2, hudclockpatch@1.1.1, interestingoregen@1.2.3, justthepepper@2.0.0, krpgenchantment@1.1.4, lathemod@1.0.2, maltiezfirearms@1.2.0, metalpots@1.6.1, morepiles@2.2.0, projectiletracker@1.0.5, purposefulstorage@1.4.1, smithingplus@1.7.4, stepupadvanced@1.2.1, stirlingmotor@2.0.0, stonebakeoven@1.2.0, terraprety@7.0.7, toolsmith@1.2.7, translocatorrelocator@1.0.3, variantmeals@2.5.0, visorhelmets@1.1.1, creative@1.21.0, survival@1.21.0, armory@1.2.0, autoconfiglib@2.0.8, electricalprogressivebasics@2.1.0, fueledwearablelights@1.0.1, quiversandsheaths@0.3.3, reforgedtools@1.2.51, temporaltechnology@1.1.8, zrustdrops@2.0.0, electricalprogressiveqol@2.1.0, exoskeletons@0.4.2, electricalprogressiveequipment@2.1.0Involved Harmony IDs: smithingplus, extrainfoSystem.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block game:toolmold-*-*-anvil-* but there are no such items/blocks! at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 113 at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch3(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, Boolean haveText) at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch1(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119 at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113 at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 128 at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258 at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 348 at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 95 at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 174 at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 446 at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 593 at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423 at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1989 at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424 at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 210 at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)--- End of stack trace from previous location --- at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded() 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

Event Log entries for Vintagestory.exe, the latest 1=================================={ TimeGenerated = 02/09/2025 19:00:20, Site = , Source = Application Error, Message = Faulting application name: VintageStory.exe, version: 1.21.0.0, time stamp: 0x68760000Faulting module name: ig11icd64.dll, version: 31.0.101.2128, time stamp: 0x6634aa98Exception code: 0xc0000005Fault offset: 0x00000000000185b2Faulting process id: 0x1e58Faulting application start time: 0x01dc1bfdf7963162Faulting application path: C:\Vintagestory\VintageStory.exeFaulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_58ee72dee7989949\ig11icd64.dllReport Id: 4392d2ef-750a-4739-954e-77e0dd721272Faulting package full name: Faulting package-relative application ID: }

💬 floralrat , Sep 4th at 5:34 PM

Codemonkey03 Thighz - fixed for 1.3.3, fine clay is now ground storable 

TheOnion - Thank you! 

💬 Thighz, Sep 4th at 3:17 AM

Tested this on a brand new world and I crash whenever I try to place any fine clay to craft. Any idea why?

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 32617 MB RAMGame Version: v1.21.0 (Stable)03-Sep-25 20:16:02: Critical error occurredLoaded Mods: betterforest@0.1.1, BetterGrass@0.0.3, bf@0.0.3, boatiespeedie12@1.0.4, chiseltools@1.15.1, claycasting@1.3.2, domesticanimaltrader@1.1.0, facop@1.2.1, fagothic@1.1.5, fagreenwich@1.2.4, falandsknecht@1.1.3, fatemplar@1.2.5, hangingoillamps@1.0.5, improvedsheep@1.0.1, jacksadze@1.1.1, millwright@1.2.7, moremolds@1.4.25, oakysodroof@1.0.0, overhaullib@1.5.3, packyourshovel@1.0.8, parchment-recipe@1.0.0, Sergsmetaltongs@2.2.1, snowcaps@0.0.0, specialexpandedbags@1.1.6, tankardsandgoblets@1.2.1, game@1.21.0, vsimgui@1.1.12, apegrapes@1.3.0, attributerenderinglibrary@2.1.1, bettertraders@0.1.0, carryon@1.10.7, combatoverhaul@0.9.1, commonlib@2.6.1, composter@1.2.1, configlib@1.10.1, fromgoldencombs@1.9.1, genelib@2.0.0-rc.1, jaunt@2.1.0-rc.1, maltiezcrossbows@1.5.1, medievalexpansionwaterwheelstonksminuscows@1.0.1, morepiles@2.2.0, playermodellib@1.0.5, sluice@2.1.3, smithingplus@1.7.4, statushudcont@3.3.1, stonebakeoven@1.2.0, terraprety@7.0.5, toolsanimations@1.2.3, traitacquirer@0.9.6, creative@1.21.0, survival@1.21.0, armory@1.2.0, beastsofmen@0.1.1, cutthehides@1.2.1, em@3.3.0, equus@1.2.0-rc.1, fastbreeding@0.0.22, quiversandsheaths@0.3.3, reforgedtools@1.2.51, shearlib@1.2.0, stonequarry@3.4.3, treetapping@1.0.0, bomarmory@0.0.1, theworkingclasses@1.0.4, wool@1.7.0System.Exception: Can't create itemstack without item!   at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 227   at Vintagestory.GameContent.BlockEntityClayForm.PutClay(ItemSlot slot) in VSSurvivalMod\BlockEntity\BEClayForm.cs:line 116   at Vintagestory.GameContent.ItemClay.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in VSSurvivalMod\Item\ItemClay.cs:line 112   at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1205   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 855   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 573   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1024   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760   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 113   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
💬 TheOnion, Sep 3rd at 8:40 PM

Thank you finally no more hours of Shingle making even with Knapster it takes ages. and this is Lore/Emersive Friendly

💬 Codemonkey03, Sep 3rd at 2:24 AM

Thanks for the quick fix! Can confirm that the issue is fixed. Another player on our server had a new issue where placing fine red clay caused a crash. 

https://pastebin.com/ytcXATWC Crashlog from him if it helps. 

💬 floralrat , Sep 2nd at 10:44 PM

Codemonkey03 - Thanks for the report! I've fixed this for v1.3.2 

💬 Codemonkey03, Sep 2nd at 6:25 PM (modified Sep 2nd at 6:30 PM)

How do you remove items from a full plaster mold? It used to be just placing it in the crafting grid but that doesn't seem to work. Using latest version for 1.21 and couldn't find a handbook guide in-game to see if the process changed.

I tested it in creative and the red clay mold for bowls worked but the shingles did not in either color.

💬 floralrat , Aug 16th at 3:54 PM

@DeathSeven - it will not unfortunately, VS-1.21 has some file name changes. CC-1.2.3 should still work for any 1.20.x version though 

@El_Neuman - thank you ! 

💬 El_Neuman, Aug 16th at 12:11 PM

This looks very realistic, as if it’s part of the game

💬 DeathSeven, Aug 16th at 10:27 AM

does the rc.4 version also work for 1.20.12?

💬 Caliess, May 10th at 9:42 AM

you need to cook the fine clay in a firepit not an oven, even though the book says oven

💬 LadyEdain, May 10th at 2:06 AM

I'm trying to make a hardened red clay block. The receipe says 4 pieces of fine clay bake (in an oven) into the clay block. The baking temperature is listed as 572F, which is as hot as I can get the oven (and it begins to lose temp as soon as the fire disappears, so it's impossible to get anything in at 572F, much less keep that temp). It won't let me put the fine clay into the oven. (And I'm definitely using fine clay; I ran it through a sieve.) I'm not sure if that's because I can't get the oven hot enough, I'm reading the receipe incorrectly (like there's a step missing, but I didn't see anything that allowed fine red clay to be molded or formed into a block), or there's an error in the receipe. Can someone help? Thanks.

💬 crumps, May 9th at 6:22 PM

Do you know if ther eis compatibility with https://news.kalataka.ru/clayworks ?

💬 Mollycoddle, May 6th at 3:21 AM

Is there any chance you could add small kilns, not unlike the clay oven, that are faster (and less annoying to set up) than pit kilns? Like, irl potters regularly use kilns about the size of the in-game bloomery, but for some reason we either have a pit kiln or the beehive one.

💬 floralrat , May 5th at 4:44 AM

@Magmabot16 - Updated to the lastest version! 

@Relke - Thank you for the investigation! updated in the latest version 

@Luke_16 - I hadn't known of that mod, but I'll take a look at patching it in some time :) 

@i1kana - The intention with the mod has never been to outright replace hand-formed clay objects, as such I don't really find it in the spirit of the mod to add the remaining crafts: storage vessels and clay ovens, appologies 

@SpookyJ - Good idea regarding the sieve! I've updated the crafting recipe this time around to have it similar to the fat + hide crafts, at a 4, 2, or 1 per sieve use ratio. The red shingle's and brick's crafting recipes are fixed as noted above. I've also corrected the "dozen" text, it was intended to be 16... As you have noted, there is a slight loss when crafting shingles with the mod, as well as a slight loss with bowls and ingots. Ultimately this is how the numbers worked best for barrel crafting, in order to avoid leaving odd amounts of liquid behind. CC has always been about the time efficiency of clay forming, not necessarily material efficiency :) 

💬 SpookyJ, May 1st at 3:18 PM

Seems like red clay shingles and bricks don't work. the mold takes in the liquid red clay but there is no recipe for extracting the raw molded clay. fixed by adding ,"red"  to plusout.json, in the "emptying" folder. Also it says "a dozen shingles", but gives you 16 instead. 

 

I also noticed there is a bit of a loss when crafting shingles, you spend 10 clay to get 16 when making 12 by hand takes at most 5 or 6. 

💬 SpookyJ, Apr 16th at 11:26 AM

@floralrat

If you don't know how to add a random chance for durability hits to the seive then the next best thing would be to change the crafting grid recipe so that it takes in two clay bits and outputs 2 fine clay bits, so you get 2 fine clay per durability point. As it is now the 1 for 1 seems a bit steep when the seive only has 200 durability imo.

 

💬 i1kana, Mar 16th at 4:03 PM

Would this you consider adding the storage vessel as one of the clay molds recipe?

💬 Luke_16, Jan 27th at 10:38 AM

Copatibility with something like https://news.kalataka.ru/molds in the works?

💬 Relke, Jan 24th at 12:26 AM

I found the culprit, RED clay is missing from empyting folder > plusout file. 

[
{
ingredientPattern: "F",
ingredients: {
"F": {
type: "block",
code: "ccmoldf-brick-*", name: "claytype", allowedVariants: ["blue", "fire"],
quantity: 1,
returnedStack: { type: "block", code: "ccmolde-brick" } },
},
width: 1,
height: 1,
output: { type: "item", code: "game:rawbrick-{claytype}", quantity: 6 }
},

code: "ccmoldf-brick-*", name: "claytype", allowedVariants: ["blue", "fire"] i just inserted ,"red" inside the allowed variants.

💬 Relke, Jan 23rd at 5:47 PM

When I put full plaster mold of half red clay bricks in the crafting, it doesn't work, but blue clay casting it's working.

💬 Magmabit16, Jan 23rd at 6:47 AM

will this be updated to 1.20.1?

💬 Cyberboi, Nov 16th 2024 at 10:16 PM

floralrat Ah that makes sense, no worries! thanks for getting back so quickly c:

💬 floralrat , Nov 16th 2024 at 9:25 PM

@Cyberboi - Bricklayer's seems to overwrite the vanilla brick item instead of adding them as variations, which breaks the crafts for red and brown bricks. BL is a pretty big mod so I do plan to do a compat patch for them some time in the future -- though not today, sorry. 

💬 Cyberboi, Nov 15th 2024 at 10:46 PM

Can't seem to empty brick molds filled with liquid red clay :c I have Bricklayers and More Clay installed, any ideas?

💬 FireVentus, Nov 4th 2024 at 7:26 PM

Is anyone else getting issues with the sieve not working properly bc it's HP is resetting?

💬 SalazarWindriver, Nov 3rd 2024 at 8:44 PM

Thank you so much, you are awesome.

💬 floralrat , Nov 3rd 2024 at 4:53 PM

@Morgannus - Thanks for letting me know, I've removed the offending file for v1.2.01 

@SalazarWindriver - I'm going to hold off adding mod patches at the moment as v1.20 should be out very soon and I'd like any new patches to be based around that version  disregard! it was actually was easier to implement than I remebered patches being. v1.2.02 (vs1.19.8) has this change reflected 

💬 SalazarWindriver, Nov 3rd 2024 at 10:51 AM

any chance of adding More Clays red and brown clays to at least make it compatible with liquid molds? I accidentally added this mod to my world and one of my biggest sources of clay nearby is their red clay (normal red is renamed fire clay when installed). I figure it would be easier on your side to add fine brown and red along with liquid brown and red.

💬 Morgannus, Nov 3rd 2024 at 7:06 AM

Im presently using 1.19.8 and CC 1.2.0 and I can't seem to actually craft the liquid clay itself... I have fine clay, and a barrel with 20L of water, trying to mix 20 fine clay in it and no matter how much or how little clay I have, it wont turn into liquid clay.

EDIT: well this is awkward.... i fixed the problem by futzing with the configs in Bricklayers and CC, and I removed the "patches" folder from CC, as well as changed the ratio for Clay Slurry from Bricklayers to a 2:1 water:clay ratio and it works now. SHRUGS!

💬 floralrat , Nov 2nd 2024 at 10:42 PM

@SpookyJ - Thank you! Red clay is now fixed in v1.2.2 (pre-9). Also, granted :), unfortunately I am currently unware of how to add chance to the removal of durability in the grid. 1 durrability per craft is what we get for now. Additionally I have enabled "burned" molds to be used in the recipe, though the raw items can still be used for those who don't want to salvage together one last pit fire :) 

@RachelTGG & @Kriky - Thank you for the log! v1.2.2 (pre-9) fixes this error 

@ZephyrCuga - Looks like you are using the CC v1.2.1 build meant for VS v1.20.0 (pre-5), I recomend using CC v1.2.0 for any VS build in v1.19.x, let me know if the issue presists in that build of the mod please :) 

💬 Kriky, Oct 28th 2024 at 9:21 AM

the game crashes when I click the full plaster mold icon in the guide

💬 ZephyrCuga, Oct 28th 2024 at 2:41 AM

When I try to look at the lamellae casting mold set recipe in 1.19.8 it just crashes my game. Crash Log

EDIT: it appears that the hoe one does too. I'll go out on a limb and say several may be broken or point to null value somewhere.

💬 SpookyJ, Oct 25th 2024 at 6:06 PM

I'd like to request a slight change for the recipes if it's not too much to ask. 

I don't really understand why raw clay items are used to make the molds. To me it makes more sense to use already fired clay items. They are sturdier than raw clay after all. It would also be immensely more convenient as well, as by the time you have access to mortar you will have already fired a bunch of items which you could use to make the molds. Right now it seems silly that I have to make a new raw crock to make a crock mold when I have a dozen already fired that could easily do the trick.

I also think the seive should take some durability off when you use it. Not a lot, maybe give it a 25-50% chance to have a tick of durability taken off per clay item. 

Anyway, I am enjoying the mod immensely and my wrists thank you. 👍

💬 RachelTGG, Oct 25th 2024 at 3:16 PM

Not sure if related what SpookyJ said, but here is the log with a lot of error of missing mapping texture
Click here for the log
Line 146 until 433 and then it repeats again multiple times

 

💬 SpookyJ, Oct 20th 2024 at 5:16 PM

Just a heads up if you are using this with 1.20. Red liquid clay does not have a crafting recipe at the moment, but it can be added really easily.

just make a copy of the liqclay-b json file in [assets > claycasting > recipes > barrel > liquid] and replace "-blue" with "-red"

💬 DUCATISLO, May 18th 2024 at 11:13 AM

gg

💬 TheRealFlynn, Mar 27th 2024 at 8:58 PM

would love to have recipes for the bricklayers clay. tysm for the great mod :)

 

💬 floralrat , Jan 25th 2024 at 5:42 AM

Novalee - v1.1.1 only added vanilla-coloured clays (blue and fire), before this only blue was used. Additionally, bricks and shingles were added. I have given some thought to Bricklayer's clays and may add them with a compatibility patch in the future. 

Kirn - just released v1.1.4 to fix this issue! a few people had mentioned issues like this so this patch is here for them :). note, this update isn't one of the main compatibility patches I plan to do in the future, just a fix for a common issue. 

💬 Novalee, Jan 22nd 2024 at 9:08 PM

floralrat What does colored clay in 1.1.1 refer to? Does this add colored clays or was that noting that it supports the different vanilla clays? If it adds new colored clays that might be what Xeros08 was referring to, as Bricklayers also adds colored clays.

💬 Kirn, Jan 22nd 2024 at 7:39 PM

With bricklayer the recipe of the clay slurry and the liquid clays are similar so you can't make clay slurry.

Do you think about making a compatibility between these two mods?

💬 floralrat , Jan 18th 2024 at 7:14 PM

Morgannus - Jugs are fixed for v1.1.2, released today. 

Xeros08 - There shouldn't be any conflicts as far as I am aware, though there are also no direct interactions coded at this point. 

I am now taking suggestions for mod compatibility patches and balance changes ! Please use the form link below. 

https://forms.gle/SLDqr9MGNPjNGyM77

💬 Xeros08, Jan 17th 2024 at 8:02 PM

Anyone knows how this mod interacts with Bricklayers - VintageStory ModDB ?

💬 Morgannus, Dec 9th 2023 at 3:33 AM

@floralrat I don't suppose there would be any plans to make this compatible with A Culinary Artillery's clay bottles? Also, I am unsure if it is by design or not, but the Jug mold isn't craftable, and even if you cheat it in it doesn't seem to want to fill with liquid clay no matter what amount I use. 

💬 floralrat , Nov 20th 2023 at 4:49 AM

SpaceBee - Shoot, found the issue, working on a patch rn :) 

edit: patch v1.1.1 is out with the fix :)

💬 SpaceBee, Nov 20th 2023 at 3:35 AM

Currently having problems with this mod and wetting the clay molds, tried every amount of liquid clay from 0L to 30L and nothing works

💬 floralrat , Nov 18th 2023 at 10:57 PM

gndrneutralnoun - No worries! I've added screenshots from the handbook to help clarify :)  

Raccoon - Thanks! Bricks have been added for v1.1.0 :) Should be compatible with Bricklayers, though its not likely that it would interact with any of their mechanics 

💬 gndrneutralnoun, Nov 18th 2023 at 3:04 PM

A little more explanation of how casting works for those that are on the fence would be nice. How do I make the casts exactly? I'm guessing crafting grid with raw clay item (i.e. raw clay bowls) and mortar from the description, but I'm not sure; the usage of "raw shape" is confusing (do you have to clayform the cast itself???), as is using "cost" (could mean the way you actually craft it could be anything!). Also "placed in liquid clay" makes me think that I have to dump 10L of liquid clay as a liquid block then put the cast in that, but it could also mean putting it in a barrel that has liquid clay in it. I don't mean to get on your case, but the description is very confusing and unclear! While I understand you would probably be able to read the handbook when you already have the mod installed, I would like to be able to understand more what the mod is actually going to be doing before adding it.

💬 Raccoon, Nov 18th 2023 at 2:11 PM

I was hoping for such a mod for so long! Really like the casting models, do you plan to add "Bricks" to the castable items? (Did not install it yet)

Does Bricklayers work with your casts?

💬 floralrat , Nov 18th 2023 at 3:47 AM

Coleroni - should be safe, won't directly corrupt anything. missing blocks (the molds if they are placed) will show as missing textures. destroy any barrels with missing fluids (liqud clay) as they will crash the game if you decide to try to remove some using a bucket. 

diegokilla - thanks! I plan to update once 1.19 releases as a solid build :) 

💬 Coleroni, Nov 16th 2023 at 10:49 PM

is this safe to add / remove from existing world? 

💬 diegokilla, Nov 16th 2023 at 9:39 PM

I've been waiting a mod that reduces the tedium of clayforming in a progression friendly way for a long time. Happy to see it finally realized! Kudos! I look forward to giving it a shot when it's 1.19 compatible.

 (edit comment delete)
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