Mods / Flexible Tools (a Veinminer, a Magnet, Etc)
Author: Buggi
Side: Both
Created: Apr 25th 2022 at 2:47 AM
Last modified: Sep 8th at 7:17 PM
Downloads: 14218
Follow Unfollow 231
Latest release (for Vintage Story 1.21.0, potentially outdated):
FlexibleTools-3.5.1.zip
1-click install
Flexible Tools is the new home for all my tools. Many people wanted the tools but not the changes with, say Ores A Plenty or Random Changes so here's a mod with not only those tools...
But 3 MORE brand new gadgets to enjoy!
First the 3 NEW Gadgets:
Diamond Scythe: This beast has a few Modes (default "F" Key). Able to clear 3x3, 5x5, 7x7, and a 9x9 area of grass. Get to mowing or clearing for building!
Diamond Shears: Another AOE upgraded tool. Clears leaves with ease... 3x3x3 to a 9x9x9 area of leaves. An expensive tool for sure, but worth it.
Item Magnet !
I'm quite proud of this one, it took a lot of learning to get it to work and it was WELL worth it. Craft this and put in in your neck slot.
To "Engage" the magnet, the default hotkey is "Y" and can be remapped in the game settings. The item has to be worn to be functional.
Currently working on a new version of the mod that hopes to address issues with null entities in addition to more features (like charging).
----- Okay those were the new tools... here's the other ones -----
Rock Sniffer: Break a rock block with this to learn what rock types are directly under the broken block. ONLY reports unique rock types, ignores all ores nor does it give you depth information. Use to find those rare rock types.
Diamond Tipped Steel Pickaxe: Just a simple late-game pickaxe. Fast and very durable, mainly used as an ingredient for...
World Eater: This beast can clear 3x3 and 5x5 sections of material as well as Vein Mine of ores. Clear HUGE areas of ore in no time. Fills your inventory VERY fast. Use F as always to select tool modes. With this new mod I've added sand, gravel, snowblocks, and glacier ice to the veinmine list. Will also do both clays and peat.
Update v3.4.2
Added mod config option to disable all Enemy Mob Drop changes.
Added mod config option to disable Vanilla Pick and Shovel vein mine behavior feature.
Fixed bug with WorldEater AOE mining something that should not be mined.
Update v3.4.0
Update for Game Version 1.20.6
Now a different sound plays for enabling the Magnet vs. disabling the Magnet so you don't have to check to make sure.
Yet another attempt to prevent looking at despawning entities for magneting.
HUGE New Feature!
Vein Mining can now be added to *any tool via a new VeinMineBehavior.
I included a patch that adds this to vanilla pickaxes and shovels with higher tiers supporting more blocks at a time.
See veinminers.json in the patches directory for this change.
To Vein mine with these tools, Sneak+mine a block. Works for ANY block that does not have a BlockEntity. There is no whitelist or blacklist. This is very basic behavior.
Matches only the block mined, so mining a grass block will NOT mine the plain dirt under it.
I kept it simple on purpose, this feature is very powerful. Other tools, even ones added by mods, should be able to use this behavior.
WARNING:
*I HIGHLY advise NOT to use it for tools that are not simple, like the Scythe or Shears. This feature is ONLY triggered OnBlockBrokenBy the tool so only add it to tools that break blocks the old fashioned way.
The Axe does NOT need this, it already can chop entire trees down by itself so I left it alone.
v3.3.2 and v3.3.3
Patch to stop drifter throwing.
Patch to increase chance of clay spawning.
Patches that Shiver and Bowtorn now drop their drops without needing to be 'harvested'. Feature is the same as the drifterdrops for this mod.
Added a small amount of iron nuggets to both Shiver and Bowtorn entity drop lists. They are practically made of iron.
Added Arrow drops to Bowtorn drop lists.
Patch files can be deleted to remove that feature for your game.
NOTES on the World Eater:
To prevent absolute FPS crashes when in 3x3 or 5x5 mode, or when veinmining it does NOT drop material on the ground if you have space in your inventory. Because the game doesn't merge item stacks on the ground, when you mine 300 sand, 300 sand is on the ground which crushes your FPS.
Two bugs appear because of this behavior. First and for reasons I simply cannot figure out, when 3x3 or 5x5 mining, grass lingers if the block under it was mined. This does not happen when vein mining, even though I process the blocks in exactly the same way.
The Second and more dangerous issue is using the World Eater around your base. This thing will obliterate crates, chests, and other storages without dropping their contents. I could find NO simple way of detecting custom blocks and preventing it from mining them. So do NOT use it near your base!! If a skilled modder knows how to do this easily I'm eager to learn. Plus it seems to mess with the item codes when it does this. Very bizarre because I call the same function the game calls if you break the block normally.
My YouTube channel: https://www.youtube.com/c/FlexibleGames
Dedicated to moddable games. Hit me, Buggi, up on Discord for questions. Source and issue links now active.
Please consider being a Patron or donating. Links on my channel banner on Youtube.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 3.5.1 | flexibletools | 1021 | Sep 8th at 7:17 PM | FlexibleTools-3.5.1.zip | 1-click install | ||
|
Fixes JSON patch errors in log file, fixes enemy auto-drop loot feature.
Devs changed the directory all enemy files were in, breaking all patches that point to them. | |||||||
| 3.5.0 | flexibletools | 20 | Sep 8th at 6:22 PM | FlexibleTools-3.5.0.zip | 1-click install | ||
|
Updated to game v1.21 and .NET 8. modid had to change to all lower-case letters due to stricter modDB validation. Shouldn't adversly impact saves. | |||||||
| 3.4.2 | FlexibleTools | 1119 | May 27th at 7:28 PM | FlexibleTools-3.4.2.zip | 1-click install | ||
|
Compiled on 1.20.10 Added mod config option to disable all Enemy Mob Drop changes. Fixed bug with WorldEater AOE mining something that should not be mined. To get the new config options, update the mod, run the game, load your world, the new options should appear in the config file. | |||||||
| 3.4.1 | FlexibleTools | 1003 | Mar 27th at 7:33 PM | FlexibleTools-3.4.1.zip | 1-click install | ||
|
Fix for NRE (Null Ref Exception) on worldeater vein mine of soil (added high fert and terra pretta to veinmine list without fallback.) Fix NRE for veinmine behavior on tool break without a replacement in inventory. The tool broke, then the game would try to break another block with a null tool.
I'm going to assume this works with 1.20.7 unless I hear otherwise, I'll update when 1.20.8 inevitably comes out. | |||||||
| 3.4.0 | FlexibleTools | 320 | Mar 25th at 10:40 PM | FlexibleTools-3.4.0.zip | 1-click install | ||
|
Update for Game Version 1.20.6 Now a different sound plays for enabling the Magnet vs. disabling the Magnet so you don't have to check to make sure. Yet another attempt to prevent looking at despawning entities for magneting.
HUGE New Feature!Vein Mining can now be added to *any tool via a new VeinMineBehavior. I included a patch that adds this to vanilla pickaxes and shovels with higher tiers supporting more blocks at a time. See veinminers.json in the patches directory for this change. To Vein mine with these tools, Sneak+mine a block. Works for ANY block that does not have a BlockEntity. There is no whitelist or blacklist. This is very basic behavior. Matches only the block mined, so mining a grass block will NOT mine the plain dirt under it. I kept it simple on purpose, this feature is very powerful. Other tools, even ones added by mods, should be able to use this behavior. WARNING: The Axe does NOT need this, it already can chop entire trees down by itself so I left it alone. | |||||||
| 3.3.3 | FlexibleTools | 528 | Mar 10th at 8:12 PM | FlexibleTools-3.3.3.zip | 1-click install | ||
|
Shiver and Bowtorn now drop their drops without needing to be 'harvested'. Feature is the same as the drifterdrops for this mod. Added a small amount of iron nuggets to both entity drop lists. They are practically made of iron. Added Arrow drops to Bowtorn drop lists. New patch files are shiverdrops.json and bowtorndrops.json and can be deleted if you wish to remove that feature for your game. | |||||||
| 3.3.2 | FlexibleTools | 220 | Mar 6th at 11:21 PM | FlexibleTools-3.3.2.zip | 1-click install | ||
|
Patch added that removes Drifter Throwing (drifterthrowing.json) Patch added that increases generation of all clay variants for those pottery lovers out there (moreclay.json) | |||||||
| 3.3.1 | FlexibleTools | 543 | Feb 4th at 9:39 PM | FlexibleTools-1.20-3.3.1.zip | 1-click install | ||
|
Fix Reported loading error. Ensure the config is loaded and ready before loading all the tools so any initialization using the config is good. | |||||||
| 3.3.0 | FlexibleTools | 151 | Feb 3rd at 9:20 PM | FlexibleTools-1.20-3.3.0.zip | 1-click install | ||
|
Updated for 1.20.3 Added new Mod Config options to disable individual tools. The only tool you can't disable is the diamond pickaxe, because the mod has to exist for some reason. Load a world with the mod to update the config in the ModConfigs directory. It shouldn't destroy your old settings now. Thanks DanaCraluminum for the help with this! Added a catch to hopefully prevent crashes, please report if you still run into one, and the details!
I tested every single tool in 1.20.3 and had zero issues. So if you have an issue, there's probably a mod conflict. | |||||||
| 3.2.1 | FlexibleTools | 2537 | Apr 3rd 2024 at 9:51 PM | FlexibleTools-119-3.2.1.zip | 1-click install | ||
|
Fixed Diamond Scythe forgetting it's breaking radius when picked up from a tool rack. Fixed Crash when World Eater breaks during vein mining. Fixed Rock Sniffer not working on cracked rock. Fixed Torc Magnet hot key (default Y) crashing when not wearing the magnet. | |||||||
| 3.1.0 | FlexibleTools | 275 | Mar 30th 2024 at 4:46 AM | FlexibleTools-119-3.1.0.zip | 1-click install | ||
|
v3.1 Added a HotKey (Default Y, rebindable in settings) to enable/disable the Magnet. If your unsure if your magent is enabled, open character inventory and hover over it, should show either enabled or disabled. A subtle sound plays when you use the hotkey. Seperate sound suggestions/submissions for enabling and disabling are welcome. Must be subtle and easily understandable as an 'enable' versus 'disable'. Fixed bug with MagnetBlacklist config not applying to found entities. | |||||||
| 3.0.1 | FlexibleTools | 384 | Mar 16th 2024 at 4:23 AM | FlexibleTools-119-3.0.1.zip | 1-click install | ||
|
Fixed bug with Rock Sniffer block detection. | |||||||
| 3.0.0 | FlexibleTools | 163 | Mar 15th 2024 at 8:36 PM | FlexibleTools-119-3.0.0.zip | 1-click install | ||
|
A MASSIVE amount of new stuff in this version. IMPORTANT to read on! Mod now has a Config file, generated in ModConfig directory allows you to tune features to your liking.
The config is ONLY read on the server and only server-side config values will apply. So no breaking servers by using crazy values locally. Break your own game all you want though, have fun. Diamond Scythe: is now even MORE awesome! It can TRIM grass now as well as remove it. It can also harvest Berry Bushes (by request)! Use "Trim" option by hitting F (tool mode) and it'll harvest ripe bushes, and you can even prune them by using the scythe twice on them. There is an odd bug with this, I couldn't get it to harvest AND prune all the bushes even though the code should do it... And when you prune there's a little ghost of the branches that slowly fades, NO idea where that comes from. For reasons passing understanding the "Prune()" routine of the block type isn't public so I have to do it myself. Two new tool mods added to account for "remove" and "trim" options. World Eater changes: World Eater Vein mining now actually hunts down the vein by spidering out from the block you break in all directions to all neighboring blocks. Vein mining now works on TREES! \o/. Can chop down an entire tree, including leaves. Will chop an entire redwood tree in one go, but may not if there are many in a small area as vein-detection will just find the other tree. Chopping a tree with this temporarily increases max-block limit to 2048 to ensure a free-standing single redwood will be chopped. Will only cut down GROWN trees this way. Rock Sniffer changes: As mentioned the Rock Sniffer can now (optionally) report both ores and fluids. Ore reporting is disabled by default, fluids are enabled. Server owners can rest assured as the tool ONLY uses server-side config options when reporting so no one can enable it and cheat on your server if you don't want them to. The Drifter patch was also updated to include the new stackrandomizer drops for the toughest drifters. As usual they drop their drops and you don't have to harvest them. Reduced hide drops by quite a bit as well. Removed Resin drops completely. | |||||||
| 2.2.0 | FlexibleTools | 620 | Jan 26th 2024 at 12:04 AM | FlexibleTools-1.19-2.2.zip | 1-click install | ||
|
v1.5.0 Updated the project to .NET7 (Lets hope they don't do this again for awhile) | |||||||
| 2.1.0 | FlexibleTools | 1860 | Apr 10th 2023 at 8:31 PM | FlexibleTools-1.18-2.1.zip | 1-click install | ||
|
Updated to 1.18, Source code and issue links now active. | |||||||
| 2.0.0 | FlexibleTools | 1314 | Aug 31st 2022 at 11:45 PM | FlexibleTools_v2.0.0.zip | 1-click install | ||
|
Updated for 1.17. Tools should be ground storable as well. | |||||||
| 1.3.1 | FlexibleTools | 626 | Jun 25th 2022 at 10:10 PM | FlexibleTools-v1.3.1.zip | 1-click install | ||
|
v1.3.1 - Fixes Vein mining durability crash. Oops. | |||||||
| 1.3.0 | FlexibleTools | 358 | Jun 25th 2022 at 10:01 PM | FlexibleTools-v1.3.0.zip | 1-click install | ||
|
v1.3.0
Next version will likely be for 1.17+ only. Waiting for that to go RC at least. | |||||||
| 1.2.0 | FlexibleTools | 508 | Jun 7th 2022 at 8:45 PM | FlexibleTools-v1.2.0.zip | 1-click install | ||
|
v1.2.0 - Drifers now drop their loot instead of you having to harvest them. Tweaked loot tables a bit. The toughest two-headed drifer now has a chance to drop diamonds, which are used in all my advanced tools. Might conflict with other drifter-based mods. Depending on what is loaded first. | |||||||
| 1.0.0 | FlexibleTools | 648 | Apr 25th 2022 at 2:51 AM | FlexibleTools-v1.0.0.zip | 1-click install | ||
| |||||||
I can look into that.
can you add a config to disable the loot changes while keeping the enemy autodrop?
Any plans to add a knife or any other tools/weapons?
It's not the magnet that does that.
My Flexible Tools mod causes mobs to auto-drop their loot, the magnet would then scoop them up.
Other mods now add the auto-drop feature too, you might have one of those.
Does the magnet automatically harvest dead mobs? I've had them disappearing on me and I'm not even wearing the thing, but I'm pretty sure it's this thing since none of my other mods do something like this.
Probably. The harvest list is in a vastly different place than the auto-drop list, I guess I could leave in the harvest list, but then you'd never get it because they disappear pretty fast to save render performance.
I could tune the timing but then you'd double up on the drops... The dominos never stop falling >.<
Best to just turn off the auto-drop feature via the config and get to cutting.
Maybe some day the loot-list will be unified across all forms of looting.
Locust mod is the Temporal Technology mod...I run it myself mostly for the knife and lantern. I think it adds drops to drifters. That might be the problem?
Not sure what the Locust Mod does, but if you want that mods change to go through then set this mods config value FlexibleTools_Drops_Enable to false and it won't process any of the changes.
4.10.2025 10:07:00 [Error] Patch 1 (target: game:entities/lore/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-deep/- is invalid: The json path /server/behaviors/9/dropsByType/*-deep/- was not found. Could traverse until /server/behaviors/9/dropsByType, but then '*-deep' does not exist. Full json at this path: {}
4.10.2025 10:07:00 [Error] Patch 2 (target: game:entities/lore/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-nightmare/- is invalid: The json path /server/behaviors/9/dropsByType/*-nightmare/- was not found. Could traverse until /server/behaviors/9/dropsByType, but then '*-nightmare' does not exist. Full json at this path: {}
4.10.2025 10:07:00 [Error] Patch 3 (target: game:entities/lore/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-normal/- is invalid: The json path /server/behaviors/9/dropsByType/*-normal/- was not found. Could traverse until /server/behaviors/9/dropsByType, but then '*-normal' does not exist. Full json at this path: {}
4.10.2025 10:07:00 [Error] Patch 4 (target: game:entities/lore/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-tainted/- is invalid: The json path /server/behaviors/9/dropsByType/*-tainted/- was not found. Could traverse until /server/behaviors/9/dropsByType, but then '*-tainted' does not exist. Full json at this path: {}
4.10.2025 10:07:02 [Notification] JsonPatch Loader: 3623 patches total, successfully applied 3039 patches, missing files on 595 patches, unmet conditions on 4349 patches, had errors on 5 patches
ya i ask due to the fact i use rust magic. you need flowers to turn into unstable riftblooms by placeing them next to rifts.
Not 'hard' just takes time.
question. how hard would it be to make the diamond scythe to also scythe up flowers?
3.5.1 fixes JSON patch log errors. Devs be swapping directories again.
v3.5.0 is out. Updated for 1.21.
Tested and all is working.
Updating this is on the list.
hey just wondering if the mod will get updated cause using the world eater just makes you stuck not being able to interact with anything xD i was so confused on my server for like 20 minutes straight why i couldnt do anything lol
Just got the VE 1.21 update out but it has an issue too it seems, good to know something borked with this mod too.
So much stuff changed with this latest update, these kitchen-sink updates are brutal and I have 13 mods that all use different systems. Fun times.
absolutely love this mod, don't let yourself feel down about not being able to accommodate such a wide variety of features that get requested, you do you, I'm assuming that you do modding because you enjoy it and it's a passion of yours, so do your own thing. Anything requested that gets added is a privilege and a treat for us, not something that should be required!
On that note, any eta for a 1.21 update? 😇 (Just a note, the magnet still works in 1.21, but I get a crash from a whole host of errors from trying to use the diamond scythe, so i'm assuming other stuff needs updating as well)
Yorimi The feature is always active on other picks, there is no on/off switch. They have MUCH less vein-mining block counts, especially the lower tiers and I didn't want to complicate things further.
Mcchadders The Mod configs are in a different directory and not in-game (yet). Look in %APPDATA%/Roaming/VintagestoryData/ModConfig for any mods that have configs.
Kaintos Axes do not actually vein-mine, none of them do. When you break a wood log with one imagine it creates a cone going up with the point at the block you broke, any valid logs and leaves in that cone are broken.
joveice All my tools used to be split up, and people kept asking me to join them into one mod. I can't win when it comes to how I setup my mods and their features. You may want something a certain way, or a feature or not, but there are always those with the opposite views. My job is to make something that I like to use and share it with everyone else and hope they are happy. But I can't have 50 mods to maintain as that would be a full time job on its own and I can't charge for the mods. What is super frustrating is if a feature is requested, and I work for 20 hours to get it done, then the first feedback/question I get is a way to turn that feature off.
how do i activate it on other pickaxes ? it works on the world eater only with button F. i dont know how to activate it on other picks
How do I access the mod config option?
I have looked in the mod settings list but I dont have this as an option, Im probably missing something right in front of me though.
I get why you didnt include veinminer on axes, but it would be nice to have it for other wooden blocks besides trees (like fences, etc.)
Would you consider splitting the veinminer to its own mod?
It looks interesting, but I'm not looking for more tools, nor to random patches to the game that has a high chance to conflict with other mods
Cross mod compatibility is tough, especially when the mod releases are seperated by years.
thanks for the awser i was thinking once you made the world eater, you could just replace the head/renforce it with the stronger metals.(or just use the t5 to t10 picks to make the world eater)
@Zwubie Just add the collectable behavior to the other mods picks, use the patch I include in this for guidance.
Sarr101 15.6.2025 14:00:19 [Error] [FlexibleTools] Exception: An item with the same key has already been added. Key: vacuumitems
You have a mod that literally copied my mod, didn't bother changing anything, and uploaded it. Use the config to disable features of my mod for the mod that blatenly copied my work.
Also, use the Issue Tracker link for all future bugs please.
@jamescook Adding tools is pretty trivial as what you are describing is probably down to tool tier or hardness which is just JSON.
could my make the vein miner compatable with re-alloy picks?
the mod keeps failing to load
15.6.2025 14:00:14 [Warning] [itempickuphighlighter] Dependency 'game': Failed parsing version string '1.20' at index 4: Expected PATCH version, found end of string (best guess: 1.20.0)
15.6.2025 14:00:14 [Notification] Found 99 mods (0 disabled)
15.6.2025 14:00:14 [Notification] Mods, sorted by dependency: aculinaryartillery, ancientmortar, bettercrates, bettertraders, bola, riffzbreakdownhides, buzzwords, chiseltools, diamondtools, extrachests, fairstickrecipe, FlexibleTools, bovinae, caninae, capreolinae, casuariidae, cervinae, chelonioidea, dinornithidae, elephantidae, felinae, iniidae, machairodontinae, manidae, meiolaniidae, pantherinae, rhinocerotidae, sirenia, spheniscidae, thylacinidae, viverridae, vombatidae, geoaddons, grasstoropes, lastingarmor, lithocraft, makesaltnmore, makesaltpeternsulfur, smokeandpowderredux2, overhaullib, pit, raredenseores, resinlogextract, sortablestorage, stackabletemporalgears, temporiumdamascus, game, vsimgui, apewindows, lemurfaceautoaction, beeswaxingot, betterhoe, betterruins, butchering, carryon, combatoverhaul, commonlib, configlib, danacancook, electricalprogressivecore, expandedfoods, fendragonbcs, firepitsheatovens, foodshelves, grasstoflax, increasedstacksizenmoreseeds, itempickuphighlighter, itempickupnotifier, meltcaster, morepiles, mcrate, multitools, purposefulstorage, rdoaddon, recipepatcher, rifteye, rustboundmagic, statushudcont, terraprety, th3dungeon, thecritterpack, tstools, vanvar, vhfp, creative, survival, armory, bbb, combat-overhaul-reanimated, electricalprogressivebasics, em, morefloors, slowfuel, stabilitychecker, stonequarry, bricklayers, electricalprogressiveqol, moreroads, electricalprogressiveequipment
15.6.2025 14:00:14 [Notification] [tstools] Successfully compiled 3 source files
15.6.2025 14:00:15 [Notification] Instantiated 199 mod systems from 96 enabled mods
15.6.2025 14:00:15 [Notification] Server launched
15.6.2025 14:00:19 [Notification] [commonlib] Config StoneQuarry.Config from StoneQuarry v3.4.3.0 loaded successfully
15.6.2025 14:00:19 [Event] started 'CarryOn' mod
15.6.2025 14:00:19 [Notification] Done loading and pre-starting client side mods.
15.6.2025 14:00:19 [Notification] Mod Config successfully loaded.
15.6.2025 14:00:19 [Event] started 'Buzzwords' mod
15.6.2025 14:00:19 [Error] [FlexibleTools] An edthrown when trying to start the mod:
15.6.2025 14:00:19 [Error] [FlexibleTools] Exception: An item with the same key has already been added. Key: vacuumitems
at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior)
at Vintagestory.Common.ClassRegistry.RegisterentityBehavior(String className, Type entityBehavior) in VintagestoryLib\Common\ClassRegistry.cs:line 479
at Vintagestory.Common.APIBase.RegisterEntityBehaviorClass(String className, Type entityBehavior) in VintagestoryLib\Common\API\APIBase.cs:line 38
at FlexibleTools.FlexibleToolsMod.Start(ICoreAPI api) in C:\_Programming\Vintage\FlexibleTools\code\FlexibleTools\FlexibleToolsMod.cs:line 43
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
15.6.2025 14:00:19 [Error] Failed to run mod phase Start for mod FlexibleTools.FlexibleToolsMod
15.6.2025 14:00:19 [Notification] [geoaddons] Hello from template mod: Client
15.6.2025 14:00:19 [Event] Medieval Industry: Core 0.5.1 is registering code classes...
15.6.2025 14:00:19 [Event] Drawing blood from stones...
15.6.2025 14:00:19 [Event] started 'Sortable Storage' mod
15.6.2025 14:00:19 [Event] started 'Unleaded Windows' mod
15.6.2025 14:00:19 [Event] started 'Core BetterHoe' mod
15.6.2025 14:00:19 [Notification] Mod Config successfully loaded.
15.6.2025 14:00:19 [Event] started 'Multiblock Crates' mod
15.6.2025 14:00:19 [Notification] [Multitools] has loaded!
15.6.2025 14:00:19 [Notification] [multitools] Side has loaded: Client
15.6.2025 14:00:19 [Event] started 'Vanilla Variants' mod
15.6.2025 14:00:19 [Notification] External Origins in load order: modorigin@G:\Games\Vintagestory\assets\creative\, modorigin@G:\Games\Vintagestory\assets\survival\, mod@ACulinaryArtillery 1.2.5.zip, mod@AncientMortar_1.0.0.zip, mod@BetterCrates_v1.8.0.zip, mod@BetterTradersv0.0.10.zip, mod@bola_1.2.2.zip, mod@breakdown-big-hide.zip, mod@buzzwords_1.7.0.zip, mod@chiseltools1.14.19.zip, mod@diamondtools3.0.3.zip, mod@ExtraChests_v1.9.0.zip, mod@fairstickrecipe-1.2.1.zip, mod@FlexibleTools-3.4.2.zip, mod@FotSA-Bovinae-v0.2.4.zip, mod@FotSA-Caninae-v1.0.32.zip, mod@FotSA-Capreolinae-v1.2.9.zip, mod@FotSA-Casuariidae-v1.1.4.zip, mod@FotSA-Cervinae-v0.1.6.zip, mod@FotSA-Chelonioidea-v1.0.2.zip, mod@FotSA-Dinornithidae-v1.0.17.zip, mod@FotSA-Elephantidae-v1.0.13.zip, mod@FotSA-Felinae-v0.2.10.zip, mod@FotSA-Iniidae-v0.1.3.zip, mod@FotSA-Machairodontinae-v1.0.25.zip, mod@FotSA-Manidae-v1.0.16.zip, mod@FotSA-Meiolaniidae-v0.1.6.zip, mod@FotSA-Pantherinae-v1.1.27.zip, mod@FotSA-Rhinocerotidae-v1.0.20.zip, mod@FotSA-Sirenia-v1.0.22.zip, mod@FotSA-Spheniscidae-v1.0.11.zip, mod@FotSA-Thylacinidae-v0.1.3.zip, mod@FotSA-Viverridae-v1.0.4.zip, mod@FotSA-Vombatidae-v0.4.2.zip, mod@GeologyAdditions 1.4.2.zip, mod@GrassToRopes-V1.1.5.zip, mod@Lithocraft-Core-0.5.1.zip, mod@MakeSaltNMore-v1.0.1.zip, mod@MakeSaltpeterNSulfur-v1.0.1.zip, mod@more-smoke-more-powder_v129.zip, mod@overhaullib_0.2.9.zip, mod@ProtoItemTweaks_1.0.0.zip, mod@RareDenseOres_0_2_9.zip, mod@Resinfromlogs.zip, mod@sortablestorage_2.3.1.zip, mod@stackabletemporalgear_1.0.1-1.20.x.zip, mod@TemporiumDamascus-v1.0.1.zip, mod@vsimgui_1.1.8.zip, mod@apewindows-v1.20.12-1.3.0.zip, mod@beeswaxingot_1.0.1.zip, mod@BetterHoe_1.1.3.zip, mod@BetterRuinsv0.4.12.zip, mod@butchering_1.9.0.zip, mod@CarryOn-1.20.4_v1.8.1.zip, mod@combatoverhaul_0.3.9.zip, mod@DanaCanCook-v0.2.6.zip, mod@electricalprogressivecore_1.0.4.zip, mod@ExpandedFoods 1.7.4.zip, mod@FendragonBCS-v.0.1.7.zip, mod@foodshelves_2.2.1.zip, mod@GrassToFlax-v1.0.1.zip, mod@IncreasedStackSizeNMoreSeeds- v1.0.0.zip, mod@itempickuphighlighter_0.0.1.zip, mod@itempickupnotifier_1.7.0.zip, mod@meltcaster_1.0.2.zip, mod@MorePiles-v2.1.5.zip, mod@MultiblockCrates-v1.2.1.zip, mod@multitools_1.1.0.zip, mod@purposefulstorage_1.0.1.zip, mod@RDO_addon.zip, mod@rustboundmagic_2.5.6.zip, mod@statushudcont_3.2.7.zip, mod@TerraPrety_7.0.2.zip, mod@th3dungeon_0.4.2.zip, mod@thecritterspack103.zip, mod@VanillaVariants-v6.0.12.zip, mod@armory_0.2.4.zip, mod@CombatOverhaulReanimated_1.0.0.zip, mod@electricalprogressivebasics_1.0.4.zip, mod@expanded_matter-3.2.2.zip, mod@morefloors-2.1.1.zip, mod@slowfuel 1.1.zip, mod@StoneQuarry_VS1.20.1_net7_v3.4.3.zip, mod@bricklayers-3.0.3.zip, mod@electricalprogressiveqol_1.0.4.zip, mod@MoreRoads 1.5.8.zip, mod@electricalprogressiveequipment_1.0.4.zip, mod@tstools_v2.4.3.zip, themepack@betterbookshelfbacking_1.0.1.zip
15.6.2025 14:00:19 [Notification] Found 312 external assets in category lang
15.6.2025 14:00:19 [Notification] Found 1234 external assets in category patches
15.6.2025 14:00:19 [Notification] Found 352 external assets in category config
15.6.2025 14:00:19 [Notification] Found 32 external assets in category worldproperties
15.6.2025 14:00:19 [Notification] Found 975 external assets in category sounds
15.6.2025 14:00:19 [Notification] Found 9461 external assets in category shapes
15.6.2025 14:00:19 [Notification] Found 73 external assets in category shaders
15.6.2025 14:00:19 [Notification] Found 0 external assets in category shaderincludes
15.6.2025 14:00:19 [Notification] Found 13695 external assets in category textures
15.6.2025 14:00:19 [Notification] Found 83 external assets in category music
15.6.2025 14:00:19 [Notification] Found 18 external assets in category dialog
15.6.2025 14:00:19 [Notification] Found 141 external assets in category compatibility
15.6.2025 14:00:19 [Notification] Reloaded lang file now with mod assets
15.6.2025 14:00:21 [Notification] [Config lib] Configs loaded: 9
15.6.2025 14:00:21 [Notification] Compatibility lib: 12 assets added, 0 assets replaced.
15.6.2025 14:00:23 [Notification] JsonPatch Loader: 10644 patches total, successfully applied 286 patches, missing files on 5838 patches, unmet conditions on 2671 patches, no errors
15.6.2025 14:00:23 [Notification]
15.6.2025 14:00:27 [Notification] Reloaded sounds, now with mod assets
can we get a version of this without the magnet
question. how hard would it be to make diffrent vershions of the world eatter? reason why i ask is because i use the swordz mod --https://news.kalataka.ru/swordz -- and it adds in new ores pass titanium. right now i'm digging up mithril (needs a titanium pick to mine) soon i'll be mining up up to t10 ores if i remember it right. also how would i get your diamond scythe to work with dana tweaks?
Well now you can disable things at least.
actually i ended up removing the mod itself completely, and actually forgot about it. I wasnt expecting a mod that modified tools to do mob drops as well, and the fact that there was no way to disable the feature via a config option is what caused me to end up removing it :-( .
v3.4.2
Added mod config option to disable all Enemy Mob Drop changes.
Added mod config option to disable Vanilla Pick and Shovel vein mine behavior feature.
Fixed bug with WorldEater AOE mining something that should not be mined.
Yuuki_Watage The new version will offer a config setting to disable the change to normal picks. There is no radius for this feature, only number of blocks vein mined. This is scaled by tool, copper is tiny, steel is very good. These values can be tuned via JSON patches.
DilanRona Changes to server files are sent to clients. Files are synced server-> client. I'll see about adding a config option to disable mob drop patches.
I find it funny that the request is for me to put in a couple hours adding a way to disable a feature of this mod (which is a few hundred hours of work) to save a person spending 30 seconds deleting a file.
Going to be doing a feature/bugfix pass on this soon and will address the comments below.
Is there a way to disable/change the radius of the Sneak + Mine thing for picks that aren't a part of the mod? Preferably without going into the files?
deleting a json file from the mod may be fine and dandy when playing it with single player, but any mod updates will just restore the file again. Its also not going to help when using it withing a server, and clients downloading it. A better option would have been a config option where I could set true or false.
Let me try to address everyone in one shot.
In general everyone, if you are having some odd behavior, strip all OTHER mods out of your list, fire up a fresh world with only this mod and try to do the thing that was misbehaving. If it STILL doesn't work, then report as a bug with this mod. You can use creative mode to make it easier to obtain the thing to test, or use /giveitem command (or /giveblock).
I can only code and test this mod as it is, there is over a thousand mods on the hub now and I can't test against them all. All my mods are coded and tested against the vanilla game and with my other mods. I make every effort to use vanilla JSON features and only ADD. I refrain from removing vanilla features as that would interfere with other mods.
Love these, they take away some of the grind that I don't always love.
Been playing with the new Wildgrass mod to add more variety to the world and I've noticed the scythe from this mod doesn't 'recognise' those grasses, but vanilla scythes do. Would this be something your mod needs to recognise or something the Wildgrass moss is not 'tagging'?
Any way to disable the instant mob drops? I just spent the better part of 5 hours going through 130 mods trying to find out which mod(s) had the auto mob drop enabled (going so far as to purge better loot, monster drops, and instant temporal mob drops from my game)
I just mined by increasing each level little by little and apparently it's when Veinminer is up that the pickaxe no longer mines anything (and F doesn't work at any level)
Hello, I saw that the mod I was using was a plagiarism of yours, I just downloaded it to test it but apparently there is a problem, when I press F nothing happens, I have the titanium mod which does it well (without the Combat Overhaul mod because the rest does not work on titanium), so here with F your pickaxe does nothing and when I mine nothing falls to the ground, I tested by putting my miner lv 25 to see because the other mods of the diamond pickaxe when I mine an ore on my server I am kicked without error message and in solo no kick but nothing falls to the ground, but when I reset everything it works
"I am...
a seraph !"
-Seraph version of Jack black
vien mining for any tool is not working for me :/ about to test if world breaker works via vienminer EDIT-the world breaker worked but shift clicking stuff from hotbar to bag/chest and the H hot key for the hand book not working when your invtory was open killed the mod for me. i took you mod out and those two issues stopped, though i got no clue why that happened. shame as i really need a mod that is just the vienminer part of this and the magnet.
@KiranaStarr talk to Dana about that. I have no clue what their mod does.
Check the patches directory for the enemy loot drop patch files. Edit or delete them to customize your experience.
Scythe doesn't work with Scythe More from dana's tweaks. I'd like to request that gets support :)
hey Drehverschluss how did you disable the loot table? I'd really like to disable it
Ooof, yeah JimmyMac sorry, charcoal stacks are very special things with special code.
Hello there.
The drops you add to the mobs are they affecting other drop mods like https://news.kalataka.ru/show/mod/14762 ? If so a option to turn off the droptable you add would be awesome.
Nevermind. Found your loot table and how to disable/modify it.
Cheerz
FYI - Don't veinmine your charcoal pit after its done cooking. 15 stacks of firewood will become 15 charcoal. I'm so so sad ☹
It just keeps getting better man, JUST got my first world eater and now you're telling me I can use this mod to vein mine with ANY pickaxe? Jesus I love the modding community
Update for Game Version 1.20.6
Now a different sound plays for enabling the Magnet vs. disabling the Magnet so you don't have to check to make sure.
Yet another attempt to prevent looking at despawning entities for magneting.
HUGE New Feature!
Vein Mining can now be added to *any tool via a new VeinMineBehavior.
I included a patch that adds this to vanilla pickaxes and shovels with higher tiers supporting more blocks at a time.
See veinminers.json in the patches directory for this change.
To Vein mine with these tools, Sneak+mine a block. Works for ANY block that does not have a BlockEntity. There is no whitelist or blacklist. This is very basic behavior.
Matches only the block mined, so mining a grass block will NOT mine the plain dirt under it.
I kept it simple on purpose, this feature is very powerful. Other tools, even ones added by mods, should be able to use this behavior.
WARNING:
I HIGHLY advise NOT to use it for tools that are not simple, like the Scythe or Shears. This feature is ONLY triggered OnBlockBrokenBy the tool so only add it to tools that break blocks the old fashioned way.
The Axe does NOT need this, it already can chop entire trees down by itself so I left it alone.
Jesus.
You can customize a mod by editing or removing files, changing config values, etc. A tiny amount of effort to get what you want. I can't provide a solution for the infinite needs of persons unknown for all 14 of my mods for this game.
At some point you will have to customize a mod or mods to meet whatever individual need you have for your individual play style. Asking me to do that work for you for free when I've already spend 50 hours making this mod is just frustrating to the mod author as "It's never enough."
Sorry for the rant, but this happens with near every single mod and I'm sure it frustrates the other authors. I even updated this mod with a config system to allow people to more easily disable any tool they want. And for the normal patch changes, just remove the patch file and voila, change is gone.
is there a version that works on current version of the game that is ONLY the magnet? Don't want any of the other changes or anything.
@Buggi For things like an iron pickaxe I'd say it would have a max vain mine limit proportional to its durability so an iron pickaxe with 1200 der would only be able to mine 36 in one go. That is, I would say at least, mainly so that it's not too overpowered and still makes the world eater look good since it has a much higher limit.
Also i totally get what you mean, what i'm asking for is not something i'm expecting to get any time soon honestly and with your Engineering mod, which might I add is incredible, go don't have any time for a ‘side project’ like a more diverse vein miner. It's only an idea I wanted to share with you because this mod is amazing and I only wanted something like it for early game.
What do you mean? How do I reproduce exactly? What other mods do you have installed? I have no information to go on or test.
Been playing with this on my server for weeks and have had zero issues.
Buggi, maybe so but having this mod enabled outright stops shift clicking inventory items to stop working
Lotan by default, the keybind to enable the magnet is Y, can be remapped in settings once in a world. Magnet must be worn for it to work as well. Will change the description to reflect this.
Shift clicking inventories has nothing to do with this mod, it is not changed, altered, or modded in any way.
also a weird bug, this mod breaks shift clicking inventory items.
cant seem to get the magnet to work, the item description and name says disabled
@E_V What limit should, say, an iron pick with veinmine be able to mine in one go? And what durability should it have? Because an iron pick with 1200 durability is less than 3 max vein mines with what the world-eater can do. The veins of ore in this game are not like Minecraft's. Quartz veins, for example, can have in excess of 2000 blocks in a single vein. With lesser tools this would obliterate all of them in a single vein, even steel.
I can look into adding an iron variant with less blocks mined and less durability by far, but that's a lot of work and I'm one person who's also trying to work on Vintage Engineering. So I have to decide what's more important to work on.
Garthall Finding the diamonds is 1000% harder in this game than MC, especially if you don't use any of my other mods. In vanilla, diamonds only have a chance to spawn in Kimberlite rock which is only found at mantle level, and only in tiny amounts, very rarely. My mod Ores A Plenty adds diamond ore chance to Basalt, and only fairly deep (50% the way down to mantle and below.) Good luck!
My girlfriend asked me "does that game have diamond tools like minecraft does?"
Well, now I can show her...it sure as hell does 👍
Buggi Could you add a ring or something similar that gives all of the other pickaxe's a vainminer choise? rather then waiting till endgame to get a vainminer.
Going to do another update pass on this mod, any more requests?
By any chance, is there a mod that adds the vainminer function to all of the pickaxes? Because i want to be able to use a function like it on a teir 1~5 rather then just teir 5.
@Buggi Any chance for "World Eater" to collect high fertility soil? love ur mods, I have such a fun time!
v3.3.3
Shiver and Bowtorn now drop their drops without needing to be 'harvested'. Feature is the same as the drifterdrops for this mod.
Added a small amount of iron nuggets to both entity drop lists. They are practically made of iron.
Added Arrow drops to Bowtorn drop lists.
New patch files are shiverdrops.json and bowtorndrops.json and can be deleted if you wish to remove that feature for your game.
Correct, you can skip the version if you don't want the new features.
This newest update does it add anything besides drifter throwing and more pottery. If not, I think ill skip this one. Rather than try to mess with files. I spose that will catch up with me next time though.
I don't understand what you mean by plane. The worldeater mines the plane according to the face you mine on. Or do you want to lock the plane in no matter what face you mine on?
Would it be possible to do what CAN Jewlery does and have distinct 'planes' for the 3x3 and 5x5 to mine? Like you select the size and then select the plane.
v3.3.2 patch notes:
Patch added that removes Drifter Throwing (drifterthrowing.json)
Patch added that increases generation of all clay variants (by about 3x) for those pottery lovers out there (moreclay.json)
As always, you can delete the files mentioned in () to remove the feature. Please note, I didn't change WHERE the clay generates, or under what conditions, just that the game tries a little harder to do so. For example, Fire clay ONLY spawns in Bauxite. This doesn't change.
Um, that pick is the same as a vanilla pick just tougher. Can you check log files for errors/warnings?
When I used "Dimond tiped steel pickaxe" on chromium ore, no chunks droped, same hapend when mining quarz or olivine, ore blocks are just being destroyed, havent check other ores. Anyone have similar issue?
Buggi Ok, I was mining blocks 1 or 2 high from me. The rock was falling on my character. The error kept happening then. Looks like the character picking up thew item and the magnet conflict.
JackMidnight The vein mining algorithm is different than the tree chopping algorithm used by axes (which basically uses an inverted cone). The World Eater was more or less intended to be used on dirt/stone/ore as tree chopping was already handled by the base game.
I could try to look into including the leaves in the vein detector if people just don't want to use an axe.
Yes, that error is the catch I added. It takes place in a function I can't add a lot of weight to as it needs to be fast and efficient.
I don't know exactly what causes it, but it seems to happen if the entity matching function is running at the same time as the item is picked up by something else.
If someone has an idea on how to prevent this, without locking the entities at least, I'd be happy to merge a pull request.
Buggi I just got this error on my server. The item magnet worked tho when I pressed Y.
8.2.2025 23:21:48 [Error] TorcMagnet Error: System.NullReferenceException: Object reference not set to an instance of an object.
at FlexibleTools.TorcMagnetBehavior.entityMatcher(Entity foundEntity) in C:\_Programming\Vintage\FlexibleTools\code\FlexibleTools\TorcMagnet.cs:line 155
at Vintagestory.Common.GameMain.GetEntitiesAround(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\GameMain.cs:line 231
at FlexibleTools.TorcMagnetBehavior.OnGameTick(Single deltaTime) in C:\_Programming\Vintage\FlexibleTools\code\FlexibleTools\TorcMagnet.cs:line 136
can we get soomething to chop trees down with i mean the veinminer option for the world eater works fine but it leaves the leafes behind and they dont decay they just stay it also kicks you out of a server when doing it due to an exception :c
The magnet does work LiothTheBrave, you just have to turn it on (and be wearing it), I believe "Y" is the default keybind. Check your keybinds once you load a world with the mod.
Buggi Thank you! I removed "drifterdrops.json" from the zip file and cache. Now "Useful Drifter Loot" is working again and no more errors.
There is this mod called "Mining Tools" which is out of date. The best feature from this mod was along the idea of 1x2, 2x2, 3x3. If I remeber correctly a Tier 1 or copper "Excavator" (fancy shovel) would do 1x1 and 1x2. Tier 2 would do 1x1, 1x2, and 2x2. I am wondering if you aware of this mod? Would you interesting in doing something similar by adding more tools? If you aren't interested ignore this.
We look forward to the next patch.
Mendall
thanks mate!
Having the same issue as Mawg. The item magnet just isn't working. Says its 'disabled' even when in the neck slot.
Buggi For XSkills, just to give more context to figure out if it's compatible, the 'mining' skills do some things like making crystalized ores drop more often, occasionally having ore blocks drop double ores, making standard stone blocks occasionally drop full blocks instead of bits, stuff like that.
Essentially, it depends on how the area/vein mining works. If your method is actually breaking the block using the normal processes and just dropping the resulting material straight into your backpack instead of on the ground, then it's probably fully compatible. If it instead is going, "Okay, there's 20 stone here, delete the stone and add 30 bits to the users backpack", then it probably isn't.
The magnet default key is Y I believe, sorry I thought that was documented.
SoloBlood In my rush to get this update out, I completely failed to check the drifter drop patch and completely forgot that was apart of this mod.
I will probably remove the file "drifterdrops.json" from the mod completely for the next release as there are plenty of other mods that edit this stuff and it would be a nightmare trying to make it work. You can remove it now and that should fix the issues. The only other non-tool thing this mod seems to do is edit the stacksize of temporal gears.
Regarding XSkills, I have no idea, I've never played with or looked at that mod. It all depends on how the author of that mod coded it as this mod doesn't introduce any new types of tools, just really good versions of existing types.
Buggi Two compadability questions,
Does this work with XSkills?
This also breaks "Useful Drifter Loot"?
I have a bunch of these in my logs. Let me know and I can give you my full log. I usualy post in discord.
Ok, I just cheated in a magnet to test and yes it shows up as disabled if the hot key is toggled wrong. But works fine. Look in controls for a listing that says "toggle magnet on/off when worn" and set a hot key for it.
Does the magnet not have a hot key to turn it on/off perhaps that's why it is showing up as disabled. Try hitting the hot key. Mine is set to the w key, but I have probably moved it from default. I can't test yet, I haven't found enough gold this play through to make mine.
HAving the same issue as Mawg. The item magnet just isn't working. Says its 'disabled' even when in the neck slot.
The magnet is not working, not sucking things up (i have it in the neck slot) maybe there is a compatability issue with "combat overhaul: armory"-mod, my best guess
It works now :D
Thanks for the report zackadiax24, uploaded version 3.3.1 for a fix. Let me know if there are any issues!
wth?
that makes no sense. Okay, I'll investigate.
My game refuses to load into my worlds, usually giving an error about having no write access, When I removed this mod it fixed itself. I found this in the client-main.log
Updated. I added a catch to hopefully prevent crashes with the Magnet... not sure what else I can do there.
@JackMidnight
I am aware yes, I just thought that it might be of help to the author when it comes to finding what needs to be fixed
Senomy
the mod still has to update to 1.20 give the dev some time we all can just wait for it to finally update its a pain to mine everything with the ores o plenty mod without the veinminer pickaxe but we can just wait
I'm really looking forward to the update for 1.20
Veinminer....
Good day, I've been facing crashes everytime I press h to open the guidebook while hovering on the copper ingot, and possibly also the gold ingot.
https://pastebin.com/QHheQAcy
It will get updated, of course, I just have 13 mods I have to check over. The first one is done! Ores A Plenty is updated.
can this please get updated to 1.20 i really loved the magnet and veinminer pickaxe :c
is this on 1.19?
When I do the update to 1.20 I'll triple check this again to try to avoid the exception. And yes, it's likely trying to move an entity that is already gone. I thought I had fixed this.
And waiting on a stable version to update, and it's the holidays so the timing is not great with family events and everything.
Buggi May be related to Coer 's post.
1.12.2024 21:41:38 [Error] Exception: Object reference not set to an instance of an object.
at FlexibleTools.TorcMagnetBehavior.entityMatcher(Entity foundEntity) in C:\_Programming\Vintage\FlexibleTools\code\FlexibleTools\TorcMagnet.cs:line 290
at Vintagestory.Common.GameMain.GetEntitiesAround(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in VintagestoryLib\Common\GameMain.cs:line 244
at FlexibleTools.TorcMagnetBehavior.OnGameTick(Single deltaTime) in C:\_Programming\Vintage\FlexibleTools\code\FlexibleTools\TorcMagnet.cs:line 271
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 330
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 169
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
This is from the server-event log.
I get regular crashes near my Pulveriser while its running. Same setup as Coer might the magnet be trying to grab an item the hopper just removed? laymans guess.
Vintage Engineering takes almost all my development time, but I do ensure when a new version goes stable I update all the mods that need it. I can't do it for every release though.
The next update will take some time to add config options it won't be a quick recompile of the code.
@rabah The magnet can be toggled on/off with Y key (can be rebound).
I might even make the magnet require recharging, what are your thoughts on that everyone?
Buggi Is there any way to convince you to make a hotpatch for the latest prerelease version so I can use the item magnet? It sounds so useful :')
Buggi
the item does not work for some reason. next to the name its written like this 'item magnet disabled'
"...when 1.20 comes out, I'll make sure to add some config options..."
Excellent news! The only tool from this mod which fits the modpack on my server is the item magnet, which is an amazing bit of kit btw. Great work!
Delete the drifterdrops.json in the patches directory.
Im not entirly sure why its happining but when i add this mod it makes it so drifters explode instantly after they are killed and drop a piece of medium hide.
9x9x9? Your server can't handle the diamond shears?
simply disable the recipe by adding
"enable": false,
into the recipe
Best way is to create a little patch mod that tweaks all the mods you have on the server to meet your needs.
It is simply impossible to split all the features of every one of my mods as seperate mods and managing that, when customizing them is so easy to meet your individual needs.
A config is not needed as you can customize any mod to meet your needs very easily. Editing or deleting the JSON of the item or block or recipe.
But fine, when 1.20 comes out, I'll make sure to add some config options to outright disable the entire point of this mod.
I agree with DejFidOFF would love to add this but not a fan of most of the tools this adds. Hopefully a config will get added.
Buggi
Ok thank you, but I can´ t find where or how I can disable some tool from this mod. I want this mod at my server but need to disable some or configure the area. The 9x9x9 is to much for server.
@Coer that is a known crash bug with the base-game. Not sure why you thought that was my mod as the mod doesn't appear at all in the StackTrace.
and @dejfidoff It has to be on clients too so they have all the icons and art. Serverside only mods work for things that don't contain custom art, iirc.
Buggi
Hello o/
Can be this server side mod? Will it works?
Can be tools disabled in modconfig (exept item magnet ) ?
Thank you for answer
I should specify my pulv set up. It's a simple hopper in, hopper out system where the pebbles drop into a hopper that goes to a chest. I'm going through other items right now to see if it's only the pebbles that kill the game.
I went ahead and re-downloaded the mod as a just in case. The error script below was something I pulled from the server and the actual debug I get on the client-side is as follows:
Running on 64 bit Windows 10.0.19045.0 with 16295 MB RAM
Game Version: v1.19.8 (Stable)
6/25/2024 9:36:46 AM: Critical error occurred
Loaded Mods: autopanning@1.0.1, axleinblocks@1.0.19, backpackpackplus@1.0.3, bettercrates@1.7.1, cavecontent@1.0.1, craftablejparts@1.0.0, decor@1.1.0, DeepStorage@0.0.4, FlexibleTools@3.2.1, foundrymod@1.0.0, geoaddons@1.3.4, instanddrifterdrops@1.1.0, lanternpost@1.0.8, millwright@1.1.5, moreclasses@1.2.5, moredrifterloot@1.5.4, OresAPlenty@3.2.0, primitivesurvival@3.5.5, qptech@1.15.1, dzsalvageplus@1.0.1, translocatorengineeringredux@1.5.1, game@1.19.8, beehivekiln@1.6.1, delaylamavoice@1.0.0, knapster@2.9.4, morepiles@1.5.0, oneroof@0.11.2, passthruchutes@1.0.1, postsandbeams@1.3.2, claywheel@1.1.1, smeltableingots@1.0.0, storagecontroller@1.0.11, techmolds@1.0.0, tieredsuperiority@1.1.2, usefulstuff17@1.3.2, vinconomy@0.2.7, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.1.9, xlib@0.8.5-pre.1, em@2.6.0, plankable-nmnd@0.1.2, xskills@0.8.7, bricklayers@2.5.3, notenoughsand@2.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I went ahead and isolated myself in various places in my base, and it seems like the number 1 crash area is my windmill. At the time, I was pulverizing granite stones into pebbles (Not enough sand mod) in order to produce gravel for the sluice. I removed the stone from the pulverizer and stood there for 20 minutes with no issues, but as soon as I slap the granite stones into the copper hopper it'll crash after about a minute.
Line 290 in TorcMagnet.cs is "return false"... Are you using the most up-to-date version of the mod? I did fix a bug regarding this on the latest version. I looks like you might be on an older version where line 290 is something else.
If you can find more information, a way to reliably reproduce this, or any other helpful info let me know.
Just want to give you a heads up that there might be an issue with your item magnet with other mod compatibility. I'm attempting to isolate the issue, but it seems like the following code gets spammed roughly 100 times in the span of a second and causes the game to crash.
24.6.2024 09:25:40 [Error] Exception: Object reference not set to an instance of an object.
at FlexibleTools.TorcMagnetBehavior.entityMatcher(Entity foundEntity) in C:\_Programming\Vintage\FlexibleTools\code\FlexibleTools\TorcMagnet.cs:line 290
at Vintagestory.Common.GameMain.GetEntitiesAround(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in VintagestoryLib\Common\GameMain.cs:line 244
at FlexibleTools.TorcMagnetBehavior.OnGameTick(Single deltaTime) in C:\_Programming\Vintage\FlexibleTools\code\FlexibleTools\TorcMagnet.cs:line 203
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 330
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 169
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
To busy making the mods to make a spotlight for the mods. :D
I find it surprising you have a youtube channel but never made a spotlight or anything for this mod. 😕
Now includes a hotkey to enable/disable magnet without needing to take it off.
DOH, yeah, cracked rock has a different code than rock and the sniffer looks for rock-*
a minor thing, I'm sure it'll be fine, plenty of other rock to use it on :)
The rock sniffer doesn't work on cracked rock.
Nice update! Thank you.
HUGE update, check the changelog in "Files" for all the details.
Buggi you told Tiggy, "Yes, remove the drifterdrops.json from the assets/game/patches directory." I also had an issue with how high the drop rates were so I turned them way down, to something like a quarter or an eighth of what they were. Is it possible you can turn that drifterdrops.json into a config with an "Enabled": true, so it's easier for players adjust and/or turn it off completely? Thanks for the great mod.
The tools are meant to be expensive. They last a long time, but the cost is meant to counter-balance a bit of the power they have.
It would be awesome if your tools worked with the Tiered Superiority mod and/or the Still Necessaries mod.
mod updated
Does this work in 1.19?
Just got the game when it went 1.19 stable and I found this Mod. I can't wait for it to be updated. Mining at 3x3 and 5x5 will make QoL so nice.
Reaper1981
Yes! Check moddb list of mods
Thanks! Will be included for the 1.19 release when 1.19 goes stable.
Japanese translation here.
FlexibleTools-1.18-2.1_ja.zip
Why Reaper? Just don't make the other things.
Any chance we get only the magnet in a seperate mod?
Hope the trimming grass function isn't too hard to implement! No worries if not, but it would help feeding an army of pigs.
As for the area cut, I meant more like, being able to aim at the central block in a 7x7 inside diameter greenhouse and have it cut all the crops, even if the central block is a water source or waterlogged block. Though I guess if it only cuts same type of thing that it's aimed at, I could just set it to 9x9 size and aim it at a block to the side of the center that has a crop on it and have it still harvest all, so that's not the most critical support feature I'd need. If at all. Would just annoy the "everything symmetrical centered!" part of my brain then and I can mute that.
Sharpness of the axe? You mean the damage it does to entities? The diamond pick isn't meant as a weapon. You can edit the JSON all you want for your own personal use.
If it's a good weapon you want, try my Ores A Plenty mod for the ultimate falx weapon. :D
I can look into making it trim grass as an option sure, not sure how I'd do it yet. The scythe already searches the area around it for things to cut. It does limit itself to the thing you triggered the cut on, to prevent unwanted behavior.
The magnets are great.
I use it all the time.
I would like the sharpness of the axe to be improved.
I love this mod and the things it adds! The magnet is beutiful in its function.
I have two feature requests with the scythe though.
One: Option to make it trim grass instead of entirely removing it, so I can harvest my giant field to feed my pigs and have it regrow.
Two: If targeting a full block and using it, say like a grass block, make it search the 3x3/5x5/7x7/9x9 (depending on what size mode you're on) area around the top of the block for grass/crops to cut. Would be double plus extra useful when you have a greenhouse full of ready crops and you target the block in the middle. In my case it's a furrowed farmland, but it's essentially just a waterlogged block. Gotta moisturize my crops.
Asil "I'd like to carve some decorative entrances on my mountain bases." - Use a chisel?
Tiggy Yes, remove the drifterdrops.json from the assets/game/patches directory.
If a cast iron skillet in the hands of a baby boomer can send a real wolf or aligator running for cover, why not create a game axe that can fell trees and felons, or a shovel that can ring the bell of a drifter? It would also be great if a bush could be dug up and replanted closer to home. Oh, and is there any way to enchant or enhance the pick to create more stone rock? I'd like to carve some decorative entrances on my mountain bases.
@Tiggy There is most likely a file in the mod zip that you can remove to stop this feature, if it's anything like Ores O'Plenty. That has all of its features separated as well.
Would love to see an alternate version that didn't touch drifters. Too many other QoL mods touch on it that the benefit of not having to carve them goes away. That and getting that much leather is kind of overpowered. Love everything else I've gotten to try in the mod. The ony downside is that drifter poof. Hoping you can make another version without it if it isn't asking too much ♥
Done.
It would be great if all tools in the mod would be ground storable
@_@ That is very odd @infinitetech. Yes let me know what the log says about the crash. Also what version of the game are you playing with?
quick question, have you ever had a problem with the magnet item causing a crash due to its texture? im on a server, and although i have tried all sorts of re-install and compatibility tests with it, i seem to be stuck crashing any time a magnet is in view (book, inventory, world, you name it), insta booting me to desktop, i can post the crash msg if so desired, its very repeatable
v1.3.1 - Fixes Vein mine durability crash.
Was tough to find these as the tool has so much durability.
v1.3.0
Next version will likely be for 1.17+ only. Waiting for that to go RC at least.
v1.2.0 - Drifers now drop their loot instead of you having to harvest them. Tweaked loot tables a bit. The toughest two-headed drifer now has a chance to drop diamonds, which are used in all my advanced tools.
Might conflict with other drifter-based mods. Depending on what is loaded first.
It should not crash if your inventory is full, it should drop the items on the ground. I need server or client log printouts to track the issue.
Ah okay i was about to tell about the Crash when using AOE Vein Mine but that is prob. the relative full Inventory
Hope u find someone who can help with the Bugs i love this Mod!
Great Work!