Mods / Expanded Resources
Author: Reizeron
Side: Both
Created: Oct 5th at 2:26 PM
Last modified: Oct 26th at 9:51 AM
Downloads: 325
Follow Unfollow 51
Recommended download (for Vintage Story 1.21.5):
expandedresources_v1.1.0.zip
1-click install
UPD. 26.10.25 - Bark update! A whole new production chain utilizing tree bark.
This mod adds lots of various craftable resource items to the game and integrates them into existing production chains, drawing strong inspiration from real life recipes.
Short list of new resources:
- Wood and kelp ashes
- Starch
- Soda ash
- New glue types
- Oils and rendered fats
- Soaps
- Grease
- Glass batches
- Metal wire
- ...and more!
Tree bark is now a byproduct of debarking logs. Additionally, debarking is now done using a hoe (which is similar enough in look and function to an adze, an actual tool ised in debarking irl) instead of a hammer+axe combination. This makes bark and debarked logs available as early as the Stone Age and gives some extra utility to a previously very underused tool.
Tree bark has multiple uses:
- It can be burned into wood ash, resulting in half as much ash as you would get from the whole log.
- Oak and Acacia bark can be used to make tannins the same way the logs are.
- Bark can be used to make improvised wood armor and a crude shield.
- Fibrous bark of Birch and Redwood trees can be processed into bark strands which can in turn be used to make many different items.
Bark strands are a type of fiber that can be used to make:
- Bark baskets, bark chests, bark skeps, bark basket traps, rush matting, beenades, hunter backpacks and ropes - all in a similar vein to reeds and papyrus.
- Bark cordage (a type of thread).
To compensate for reduced twine yield from raw flax fibers, you can now extract raw sinew from bushmeat, which can then be turned into sinew cordage. Sinew also now replaces bushmeat in the recurve bow recipe.
Various grains, legumes, vegetables and nuts can now be pressed in a fruit press to extract oils, with new mash types as a byproduct:
- Linseed oil made from flax grain
- Rice bran oil made from rice grain
- Peanut oil made from peanuts
- Soybean oil made from soybeans
- Sunflower oil made from sunflower seeds
- Olive oil made from olives
- Walnut oil made from walnuts
Animal fat can also be rendered into a liquid version.
Oils and fats can be used to create soaps and greases.
There are two main types of soap.
- Soft soap is made by boiling potash lye or caustic potash lye and any kind of oil in a cooking pot. Soft soap is slightly more efficient than hard soap, producing more soapy water per item, but can stack less both on ground and in the inventory, making it more difficult to transport.
- Hard soap is made by boiling soda lye or caustic soda lye and any kind of oil in a cooking pot. It's slightly less efficient but much easier to store and transport.
- Fine soap is a subtype of hard soap made using high quality oil like olive or walnut and with the addition of milk, honey or various flowers. It is more efficient than soft soap.
Soap can be dissolved in water to create soapy water, or boiled with oil again to create grease.
Grease is made by boiling soap and oil in a cooking pot. It is now used as a lubricant in machinery recipes instead of simple fat.
Additionally, you can make simple grease by boiling together some lime and any kind of oil.
There are three new types of glue.
- Animal glue is made by boiling animal bones, hides or sinew in a cooking pot.
- Casein glue is made by boiling curdled milk and either any lye or diluted borax in a cooking pot.
- Starch glue is made by boiling starch and either any lye or diluted borax in a cooking pot.
Glues are now used in machinery recipes instead of simple resin.
A new glass production pipeline.
Quartz glass has been renamed to "cloudy glass" and is not created using clear quartz anymore.
Instead, cloudy glass batches are made by mixing crushed granite, chert or sandstone sand with potash or soda ash.
Clear glass batches are made by mixing crushed quartz with either lime and potash or soda ash, or crushed galena.
Staining agents can be added to clear glass batches to influence their color:
- Adding crushed chromite produces green glass
- Adding crushed copper (new!) produces blue glass
- Adding crushed rhodochrosite (new!) produces violet glass
- Adding crushed gold (new!) produces red and pink glass
- Adding sulfur produces yellow glass
- Adding ilmenite produces brown glass
- Adding pentlandite (new!) produces smoky glass
- Glass batches can then can be smelted in a bloomery to produce corresponding glass lumps.
Glass lumps can be used directly to produce such items as leaded glass panes, or they can be smelted together on a firepit to produce a corresponding glass block.
Cloudy glass lump turn into cloudy leaded glass panes.
Clear glass lumps or clear quartz pieces turn into regular leaded glass panes.
Various kinds of metals now can be smithed into metal wire.
- Lead and zinc wired are now used to produce leaded glass panes
- Copper and bronze wires can be used to create new, more durable kinds of papermaking sieves
- Brass wire and clear glass lumps can be used to create spectacles
- Gold wire and a red glass lump can be used to create a golden necklace
- Silver wire and a blue glass lump can be used to create a silver arm chain
There are some future plans, but to implement most of them I must first learn to create code mods for VS:
- Bark roofing blocks
- Would allow extracting essential oils from flowers and fruits.
- Would require either making a new steam boiler or otherwise adding an ability to distill solid matter using the regular boiler.
- Essential oils could be used as a scent additive to produce fine soap and maybe scented candles.
- Turpentine could be extracted from vanilla resin in the same fashion.
- Would require a new tool functionality (wall brush).
- Equipping a wall brush in your right hand and a liquid contained in your left hand would allow you to place decor blocks depending on the liquid in question.
- Vanilla slaked lime would produce whitewash.
- Turpentine, linseed oil and beeswax would be cooked into Varnish which in tuencould be placed onto wooden blocks, giving them a slight tint and making them reflective.
- Soapy water and other detergents would be used to wash off decor blocks.
- Similar code could be then even used to produce custom paintings.
- A more in-depth glassmaking system with different types of glass such as lead glass, borosilicate glass, fused quartz glass etc.
- More metal wire uses, such as chain link fences or barbed wire, more jewelry and perhaps even primitive electricity.
- A late-game way of producing soda ash from seawater using Leblanc process.
Note: This is my first serious mod and with it I just wanted to add as much stuff as I could to learn the ropes. As such, it's not going to be particularly compatible with other mods - I don't play with many and generally prefer a more conservative vanilla+ setup.
This mod is also still WIP. I'm open to any suggestions, especially those related to the game balance.
Feel free to use any part of this mod in your own, but please give proper credit on the mod page and/or in the mod description.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.1.0 | 239 | Oct 26th at 9:42 AM | expandedresources_v1.1.0.zip | 1-click install | ||
|
The Bark Update Added: Bark items and recipes - Tree bark, Bark strands, Bark basket, Bark chest, Bark basket trap, Bark skep, Bark cordage Changed: Fortune teller scarf and hip scarf now require gold wire instead of gold nuggets Fixed: Some recipes missing walnut oil as one of the options | ||||||
| 1.0.1 | 72 | Oct 14th at 10:58 AM | expandedresources_v1.0.1.zip | 1-click install | ||
|
| ||||||
| 1.0.0 | 14 | Oct 14th at 8:47 AM | expandedresources_v1.0.0 .zip | 1-click install | ||
|
Initial release | ||||||
Packrat97
All you need to do is to put two bowls filled with glue in the same slot - can confirm it works.
Using this mod on a server with friends, some of the recipes require bowls with more than 1L of glue in them, and makes it impossible to craft certain items like a fruit press, wooden toggle, etc.
Reizeron Thanks for the reply, good to know I wasn't really cheesing the game when I started deleting the required amount of fuel/lime/oil and spawning myself gease, lol
KermAtMeBro Yeah it's a known glitch in the base game which makes it impossible to cook stuff that can also be converted at a higher temperature - in this case the recipe for lime turning into quicklime blocks lime items from being cooked. I thought I was careful about avoiding this glitch but alas, looks like I missed this particular instance.
I'll definitely look into fixing this. I sure hope I'll be able to keep this recipe because it's actually a real historical one - lime has been used for making axle grease as far back as Ancient Egypt.
I think the easiest way would be to just replace lime with limewater in this recipe.
Not sure if this is a glitch with this mod or others I have, but I seem to be unable to make grease with oil and lime, it reaches 200C, but no progress on the green arrow ever begins
I went into a creative world and let it sit for like 15 minutes heated with coke, but nothing
Agree with _Spy_, having a config to toggle specific patches would be neat.
Would it be possible to add a config file such that users can enable/disable specific patches?
Reizeron Aight cool - For anyone wanting this behaviour back, delete the file for the patch for potash located here: \assets\express\patches\survival-itemtypes-resource-crushed-potash.json
_Spy_ Most likely not - I've outlined the reasons in the description, if all you need to make potash is burning some trees that's way too easy for it to have a permaboost. The upside is, you can still use powdered sylvite for the exact same permanent bonus, without needing to cook it into potash anymore.
The only problem is that potash bought from the traders wouldn't give you the permaboost either - I'm planning to fix that in the next version by making the traders sell sylvite stones instead, like how now they're selling halite.
Heya, appreciate the mod, do you mind introducing an option to craft the original potash instead of the nerfed one you introduce ? I'ts conflicting with valley of ashes recipe
Hey, no problem. This mod looks cool and I would love to add it to my list of mods that I play with. If you could add compatibility I would be overjoyed :D
SuperTeeJ I'm still learning the modding ropes and I haven't looked much into the compatibility side of things yet, so probably not compatible at the moment. I haven't used IDG yet, but from a cursory glance it should be possible to make a compat patch by:
I might look into it in the future versions, but since I don't use IDG myself, I can obviously make no promises.
Is this compatible with In Dappled Groves? That mod also adds tree bark for a lot of the trees and I'm wondering if compatibility could be added?
Strix02
Most likely not, as our mods would conflict at the very first stage - producing wood ash. I was actually inspired by Soap and Lye quite a bit (the idea of Fine soap bars is something I took from it), but opted to strip the soapmaking down to the bare essentials because that's just how I like things. I do plan on adding essential oils sometime down the road though (mostly for turpentine production), which would most likely lead to implementing some scented items. Right now fine soap is made by just adding raw flowers to the soap mix which I'm not exactly fond of.
There could potentially be some kind of compatibility patch, but it would be kinda tricky to decide which items from which mod should have the priority as Soap and Lye items are more various but mine are more integrated into other production chains. I'll need to think about it.
Would this be compatile with the Soap and Lye: Bloom and Lather mod? You both seem to add soaps in a similar manner. Would love to have your other addtions but using S&L soaps instead due to scent properties.
_Spy_ Yeah I never used CA myself (it's too in-depth for my taste) so I can't guarantee compatibility. But from what I understand my mod recipes have different ingredients/proportions for stuff like bone glue or rendered fat so it might actually work.
Very nice ideas, but I'm worried about conflicts with culinary artillery and the such due to changes to bone, meat and fat recipes