Mods / Clay Casting - QoL & Vanilla+
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Latest release (for Vintage Story 1.21.0 - 1.21.1-rc.1, potentially outdated):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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.4 | claycasting | 2116 | Sep 6th at 12:39 AM | claycasting-v1.3.4.zip | 1-click install | ||
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change notes below: Fixes/misc hopefully this will be the last bugfix for 1.21.x | |||||||
| 1.3.3 | claycasting | 209 | Sep 4th at 5:31 PM | claycasting-v1.3.3.zip | 1-click install | ||
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change notes below: Fixes/misc | |||||||
| 1.3.2 | claycasting | 254 | Sep 2nd at 10:44 PM | claycasting-v1.3.2.zip | 1-click install | ||
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CC v1.3.2 ~~~ VS 1.21.0 Fixes/misc | |||||||
| 1.3.1 | claycasting | 465 | Aug 17th at 7:13 PM | claycasting-v1.3.1.zip | 1-click install | ||
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CC v1.3.1 ~~~ VS 1.21-pre5/6 Fixes/misc | |||||||
| 1.3.0 | claycasting | 92 | Aug 15th at 3:49 PM | claycasting-v1.3.0.zip | 1-click install | ||
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CC v1.3.0 ~~~ mod rewrite & VS 1.21-pre4 Content Fixes/misc | |||||||
| 1.2.3 | claycasting | 2468 | May 5th at 4:44 AM | claycasting-v1.2.3.zip | 1-click install | ||
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v1.2.3 - springaling (VS 1.20.9) New Content: | |||||||
| 1.2.2 | claycasting | 3097 | Nov 2nd 2024 at 10:33 PM | claycasting-v1.2.2.zip | 1-click install | ||
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v1.2.2 - the derejank update (VS 1.20 pre-9) New Content: (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 | ||
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v1.2.1 - the rejank update New Content:
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 | ||
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v1.2.0 - new mold new me New Content:
| |||||||
| 1.1.5 | claycasting | 4775 | Feb 3rd 2024 at 10:18 PM | claycasting-v1.1.5.zip | 1-click install | ||
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v1.1.5 | |||||||
| 1.1.4 | claycasting | 801 | Jan 25th 2024 at 5:41 AM | claycasting-v1.1.4.zip | 1-click install | ||
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v1.1.4 New content: | |||||||
| 1.1.3 | claycasting | 599 | Jan 19th 2024 at 8:42 PM | claycasting-v1.1.3.zip | 1-click install | ||
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v1.1.3 New content: | |||||||
| 1.1.2 | claycasting | 417 | Jan 18th 2024 at 6:50 PM | claycasting-v1.1.2.zip | 1-click install | ||
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v1.1.2 (now 1.19.0 compatible!) New content: | |||||||
| 1.1.1 | claycasting | 1255 | Nov 20th 2023 at 6:40 AM | claycasting-v1.1.1.zip | 1-click install | ||
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v1.1.1 New content: | |||||||
| 1.1.0 | claycasting | 274 | Nov 18th 2023 at 10:48 PM | claycasting-v1.1.0.zip | 1-click install | ||
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Fixes: New content: Known errors: | |||||||
| 1.0.0 | claycasting | 367 | Nov 16th 2023 at 6:08 PM | Empty | claycasting-v1.0.0.zip | 1-click install | |
Fenreki
until floralrat releases a patch I made a quick fix patch https://news.kalataka.ru/claycastingpatch
after installed this my game repetedly deleted my items
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 😆
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 },
TotallyNotASmurf - fixed for v1.3.4, thank you for the report!
Got this crash when opening Anvil Plaster Mold on the handbook, and no its not caused by smithing plus.
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: }
Codemonkey03 Thighz - fixed for 1.3.3, fine clay is now ground storable
TheOnion - Thank you!
Tested this on a brand new world and I crash whenever I try to place any fine clay to craft. Any idea why?
Thank you finally no more hours of Shingle making even with Knapster it takes ages. and this is Lore/Emersive Friendly
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.
Codemonkey03 - Thanks for the report! I've fixed this for v1.3.2
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.
@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 !
This looks very realistic, as if it’s part of the game
does the rc.4 version also work for 1.20.12?
you need to cook the fine clay in a firepit not an oven, even though the book says oven
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.
Do you know if ther eis compatibility with https://news.kalataka.ru/clayworks ?
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.
@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 :)
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.
@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.
Would this you consider adding the storage vessel as one of the clay molds recipe?
Copatibility with something like https://news.kalataka.ru/molds in the works?
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.
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.
will this be updated to 1.20.1?
floralrat Ah that makes sense, no worries! thanks for getting back so quickly c:
@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.
Can't seem to empty brick molds filled with liquid red clay :c I have Bricklayers and More Clay installed, any ideas?
Is anyone else getting issues with the sieve not working properly bc it's HP is resetting?
Thank you so much, you are awesome.
@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
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.
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!
@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 :)
the game crashes when I click the full plaster mold icon in the guide
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.
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. 👍
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
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"
gg
would love to have recipes for the bricklayers clay. tysm for the great mod :)
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.
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.
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?
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
Anyone knows how this mod interacts with Bricklayers - VintageStory ModDB ?
@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.
SpaceBee - Shoot, found the issue, working on a patch rn :)
edit: patch v1.1.1 is out with the fix :)
Currently having problems with this mod and wetting the clay molds, tried every amount of liquid clay from 0L to 30L and nothing works
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
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.
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?
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 :)
is this safe to add / remove from existing world?
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.