Mods / Salty & Toast's Immersive: Mining

Tags: #Tweak
Authors: SaltyWater, GamingToast
Side: Both
Created: Jul 23rd at 4:01 PM
Last modified: Oct 4th at 7:06 PM
Downloads: 19172
Follow Unfollow 571

Latest release (for Vintage Story 1.21.0 and 1.21.1, potentially outdated):
ImmersiveMining_0.2.17.zip  1-click install


image

Pet the floppa to buy me a coffee!

Immersive Mining

Original Concept, Code Implementation and logo art: SaltyWater
Testing & Animations: GamingToast

image-Guys please take some time to read the Q&A section, it has exactly the answers for questions you're asking in the comments-image

I always felt like the mining process needed a little more "impact" to it.
It also bothers me a lot that animation, particles, block damage and sound aren't synced.
This mod aims to fix this!

It replaces the continuous mining damage, particle spawning and sound triggering

 with frame syncronized effects. It also adds a shake effect, custom animations and sounds too!

It also adds some cool new mechanics to mining, so now mining a block requires full attention to get the best out of it!

Also blocks also take longer to regenerate (if you so desire, check configs).

 

Compatible with:

image  image

Please Read the Q&A Section

This mod is designed to be punishing by default, you will spend more time and tool durability BY DEFAULT and even more if you don't focus on the mining process.

Check the configs to disable mechanics you're not confortable with.

This mod won't work with Kemono and I don't have plans to make it compatible on my end.

 

Contributors:

XurxoMF - Reviewer, Feedback & Testing! 

Michaloid - Reviewer, Feedback & Testing!

Monkey - Reviewer, Feedback & Server side Testing!

yksb - Feedback & Server side Testing!

Chubz - Provided the json code for compatibility with In Dappled Groves!

 

Configs:

You can configure everything!! CHECK THE CONFIGS!! GO WILD!!

 

Q&A:

You: Mining is too slow now, can you fix?

Me: My vision for the mod is to make this process slower and impactfull, But I've made everything configurable. You can, change the animation speed inside the zip, the hit detection is synced with the frame of the animation that you can also change for each tool in the mod configs, so any value you insert there (in the animation json) is automatically synced with the animation frame. (looks and sounds goofy with very high animation speeds).

 

You: What are the configs to be like vanilla?

Me: The mod wasn't build with that in mind, there's no way it will be 100% vanilla. You need to play with configs and see what fits you the best!

 

You: Mechanics are too strict for me, I don't like it, can you change?

Me: No, but you can! Check the configs! They're inside your data folder, hit windows key, type %appdata%, search for VintagestoryData folder, then inside it search for ModConfig folder, then inside it search for ImmersiveMining folder.

 

You: How do I insert my custom animation?

Me: Make yourself the animation and save the keyframes on top of my keyframes animation patch, making sure to update the correct frame counts or the game will crash, also make sure to not rename the animation code/name, or else the mod won't read it, and still inside the patch, remember to set the frames sound/damage to your impact frame, or third person won't work! Then in the game configs, just set the shakeframe in tool config to whatever impact frame your custom animation has.

 

You: Can you do this for other tools?

Me: Done!

 

You: Will this work multiplayer?

Me: I have no idea! (~ ̄▽ ̄)~ According to the comments apparently it does!

 

You: Will this have compatibility with x mod?

Me: Probably not. But the mod is designed for compatibility with Vigor.

 

You: Will this break mining speed and tool tier?

Me: No, the mod doesn't touch these, the damage you deal to the block is still based on both, you can set the value of the damage per hit to whatever you want, a copper pickaxe still gives less damage to a block than a iron pickaxe, and both still mines stone faster than dirt for example.

 

You: Can I go back to the vanilla mining sound?

Me: Yes just remove my sound patch from the zip, or replace it with your own custom sound with the same name. For shovel, sounds are inside my mod path, not the game path.

 

You: Can I go back to the vanilla animation?

Me: Yes, just remove my animation and tool patch.

 

Roadmap:

Add this behavior to other tools.

Add some cool mechanics like: (everything will be configurable)

 

  • Blocks take longer to renegerate.
  • Heavy tools like Pickaxe/Axe can only be manipulated using both hands (no item off hand)
  • Distance to block being mined makes hits weaker. Taking more swings to mine it if you're far away from the block.
  • Striking angle: Crosshair position matters in the block face. Striking in edges lowers the hit damage.
  • Dust: Mining will produce dust particles, if not wearing a mask, this can have a negative effect on the player. Discarded. (Maybe for another mod.)
  • Moving while trying to mine makes swings weaker.
  • Trying to mine in the dark will make swings weaker.
  • Tool damage per hit.

 

Add some effects like:

  • Woosh sfx to tool swings. Discarded. (feels too artificial)

Known issues:

It doesn't work in third person (black magic probably) Fixed
Propick doesn't work when the mod is installed. (Game treat's propicks as pickaxes so it will work like a normal pickaxe, I wont bother changing that)
Breaks with immersive third person. Fixed
Switching pickaxes mid swing triggers hits uncontrollably Fixed

 

 

 

check out my other mods here:image

 

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.2.17 immersivemining 4680 Oct 4th at 7:06 PM ImmersiveMining_0.2.17.zip 1-click install

Gated damage per hit for tools to when the left mouse button is held down.

  • Prevents unwanted durability loss from right-mouse actions.
0.2.16 immersivemining 1348 Sep 25th at 3:47 AM ImmersiveMining_0.2.16.zip 1-click install

fixed setting durability on hit to 0 muting tools
fixed axe not playing hit sound hitting stone material
fixed breaking items if changing slots mid swing
fixed changing slots mid swing still triggering tool effects.

0.2.15 immersivemining 983 Sep 19th at 1:22 PM ImmersiveMining_0.2.15.zip 1-click install

Fixed pickaxe changing slot bug

0.2.14 immersivemining 322 Sep 18th at 4:52 PM ImmersiveMining_0.2.14.zip 1-click install

Fixed animations not looping properly on multiplayer.

Fixed Mining sounds not working properly on multiplayer.

Fixed bug where you couldn't use tool right away if you enter a world with it in hand.

Now you can release mouse button to fadeout animations without the need to wait for it to Play Till End.

 

 

0.2.13 immersivemining 884 Sep 14th at 7:23 PM ImmersiveMining_0.2.13.zip 1-click install

Fixed yet again 0 damage swings.
Fixed spam click to deal damage.
Fixed knife not using distance weakening mechanic.
Tweaked distance weakening mechanic. Now uses player feet position instead of eye. To prevent dealing less damage on top/below blocks that are within the 1.5 safe distance.
Pickaxe sparks fixed, and now consistent.

0.2.12 immersivemining 819 Sep 10th at 3:58 PM ImmersiveMining_0.2.12.zip 1-click install

Fixed entering server would mix vanilla breaking logic and the mod logic If not previously entered single player.

Thanks yksb for the help testing this.

0.2.11 immersivemining 257 Sep 10th at 1:38 AM ImmersiveMining_0.2.11.zip 1-click install

Removed debug leftovers.
Fixed bug where only left clicking once was enough to damage the block.
Fixed damage sometimes not registering.
In Dappled Groves compatibility.

Tried fixing bug that was preventing the mod to work in servers if no singleplayer first.

 

0.2.10 immersivemining 1379 Sep 1st at 6:36 PM ImmersiveMining_0.2.10.zip 1-click install

Added config to choose what tools you want to be per hit.

 

Note:

This config is inside immersiveminig.json.

You don't need to remove the old one, the mod will create the new variables inside your current config.

Setting a tool to false only disables the patch which makes them use the per hit attack, for vanilla animations and sounds you need to remove my patches/sounds asset files.

0.2.9 immersivemining 832 Aug 30th at 3:34 AM ImmersiveMining_0.2.9.zip 1-click install

removed embedded dlls.

0.2.8 immersivemining 1790 Aug 17th at 10:13 PM ImmersiveMining_0.2.8.zip 1-click install

Axe now damages grown logs in multiplayer.

 

0.2.7 immersivemining 573 Aug 15th at 2:22 AM ImmersiveMining_0.2.7.zip 1-click install

Fixed vanilla particle burts not spawning when breaking a block. 

0.2.6 immersivemining 161 Aug 14th at 6:09 PM ImmersiveMining_0.2.6.zip 1-click install
  • Tweaked knife animation.
  • Tweaked Mechanic holding tools with no off hand item. Now it only blocks in world left click interactions.
    • This gives compatibility with toolsmith whetstone, since right clicks are okay now!
  • Tweaked axe shake frame sound, now the sound is a few frames earlier to sync with impact hit.
  • Now patching butchering: bone pickaxe to work with immersive mining.
  • Fixed white particles while trying to mine certain things like grass/charcoal.
  • Fixed problem with exiting and re entering worlds, mod doesn't refuse to work anymore, editing configs is not so much of a pain now.
  • Configs are now server side.

 

0.2.5 immersivemining 675 Aug 10th at 4:11 PM ImmersiveMining_0.2.5.zip 1-click install

Fixed can't perform mouse actions when exhausted/no stamina.

 

Added config for Vigor to choose if you will mine until exhausted or if you don't have the required stamina.

0.2.4 immersivemining 249 Aug 9th at 8:36 PM ImmersiveMining_0.2.4.zip 1-click install

Changed default damage for tools from 8 to 12.

 

Added compatibility with VIGOR

0.2.3 immersivemining 764 Aug 5th at 2:21 PM ImmersiveMining_0.2.3.zip 1-click install

Fixed bug where chopping down trees was giving much more damage to the axe than default.

0.2.2 immersivemining 71 Aug 5th at 12:56 PM ImmersiveMining_0.2.2.zip 1-click install

Fixed no damage hits that happened ocasionaly!
Reworked axe animation!
added modicon!
Added the knife tool!
added knife configs!
pay attention, the knife deals damage on 3 hits per animation loop. for this it's damage is highly reduced.

0.2.1 immersivemining 848 Aug 1st at 12:51 AM ImmersiveMining_0.2.1.zip 1-click install

tiny hotfix so the tool damage per hit actually works because my dumbass forgot a network packet.

0.2.0 immersivemining 351 Jul 30th at 5:30 PM ImmersiveMining_0.2.0.zip 1-click install

Tweaks
Reworked axechop animation.

 

Additions

Added a lot of new configs, reset your config files.


Added Shovel Digging-

  • Now shovel works per hits, with it's own config file, sounds, effects etc..

 

Added 5 new mechanics all of them configurable:

  • heavy tools can only be used with both hands (no item offhand)
  • being distance to target block makes your swings weaker
  • tool durability is consumed each hit.
  • moving while trying to mine makes your swings weaker
  • trying to mine in total darkness makes your swings weaker
  • crosshair position matters: mining aiming to the edge of the block makes swings weaker, aim for center.
     
0.1.3 immersivemining 601 Jul 28th at 2:49 PM ImmersiveMining_0.1.3.zip 1-click install

Fixes


fixed bug where changing slots would trigger hits instantaneously.

 

Tweaks


Toast Reworked the pickaxe animation.

 

Additions


Added a patch so now blocks takes longer to regenerate. Configure it in the new config settings.


Added config values for everything, go wild!!

Separated config files for mod core systems:

  • per hit damage
  • block reneg
  • vanilla particles

 

separated config files for each tool:

  • damage multiplier per swing
  • camera shake strenght
  • effects frame (this only needs to be changed if you want to use a custom animation.
0.1.2 immersivemining 865 Jul 25th at 7:21 PM ImmersiveMining_0.1.2.zip 1-click install

Tool durability is now vanilla driven, not doing hardcoded damage to the tool anymore!
Block breaking sound is now vanilla driven, not triggering break sound manually anymore!
now works on third person too!
Now works with immersive third person!

 

Axe chop implemented.

It correctly detects chopping a tree from a placed log.

0.1.1 immersivemining 506 Jul 23rd at 11:13 PM ImmersiveMining_0.1.1.zip 1-click install

Quick patch for the prospecting pick to work.

0.1.0 immersivemining 211 Jul 23rd at 4:25 PM Empty ImmersiveMining_0.1.0.zip 1-click install

298 Comments (oldest first | newest first)

💬 pngwn, Nov 20th at 7:26 PM

I get a crash, even with it being the only mod enabled :(

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 32690 MB RAM
Game Version: v1.21.5 (Stable)
11/20/2025 2:25:29 PM: Critical error occurred in the following mod: immersivemining@0.2.17
Loaded Mods: immersivemining@0.2.17, game@1.21.5, creative@1.21.5, survival@1.21.5
System.Exception: Attempting to send data to a not connected channel. For optionally dependent network channels test if your channel is Connected before sending data.
at Vintagestory.Client.NoObf.NetworkChannel.SendPacket[T](T message) in VintagestoryLib\Client\API\NetworkChannel.cs:line 85
at ImmersiveMining.ImmersiveMiningClient.<StartClientSide>b__13_0()
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerLevelFinalize() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 397
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleLevelFinalize(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 1087
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
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
💬 B4MB0, Nov 16th at 5:22 PM (modified Nov 16th at 5:36 PM)

Hey I love the mod the animations, sound and feel of mining and chopping are great my only complaints so far are blocks regen in multiplayer despite setting the overall regen rate very high when i go to repair my tool and keep hiting it resets the progress. I messed around with the Shovel damage multiplier but i have to set the value quite high to make using a flint shovel worthwhile, I'm not sure if its feasible to make more config options for the different  tiers of tools that sounds like a lot but being able to have some granular control over it might help. Currently just using your hands is a better option until i get copper it also may just be an issue with running Toolsmith alongside this but otherwise thank you for all the great mods you make they make the game so much more than it already is. edt: just read that you can change the animation speed in the comments will try that out!

 

💬 LisaIsBraces, Nov 14th at 10:04 AM

Discovered some strange behavior when digging. Sometimes digging will take more hits to dig than average, this is not from digging in the incorrect way. This was tested both digging in the optimal intended way with stock configs and with all of the strictness configs disabled. I also tested different types of shovels and the results were the same. The chance of it happening seems very random, sometimes it can happen multiple times in a row or I can mine around 20 blocks without issue. Tested in both a fresh survival world and a creative superflat world on various types of dirt blocks without any other mods installed. There is also a rare issue of the shovel "missing" the block and only the animation playing without it actually interacting with the block.

💬 KnapTheStones, Nov 7th at 9:45 PM

mod seems to completely break axes for me, they lose durability on hit but they don't damage the tree at all, only mods I have that I would assume would mess with the trees/axes would be primitive survival, i do have vigor but you mod says its compatible so i wouldn't think it would have any place in the bug

💬 SaltyWater , Nov 6th at 10:37 PM

Beedy

No worries you didn't sound rude! :p

But I didn't understand exactly what you mean with show differences 🤔

The mod doesn't necessarely work on how many hits it takes to break a block, despite looking like it does.

It gates the vanilla breaking logic delta time into a single frame in the animation, I can't control how many hits it takes for each tier to break a block, but vanilla tier and mining speed is still take in consideration, because is the vanilla damage logic taking effect on the block! 

 

But if you want the animation to be faster you can change the animation speed inside the patch!

The block resistance is controled by this mod too, it takes longer to revert back to full resistance (block healing) to compensate for the longer animation. But you can also change that in the configs!

 

💬 Beedy, Nov 6th at 9:45 PM (modified Nov 6th at 9:49 PM)

But due to slower animations, block damage takes longer to update, which cause different teirs to break blocks after the same number of animations (same ammount of time).
I know it doesn't change teir stats, but it changes break speed. So, I believe we can achieve settings that makes the different teirs "show" differences when it comes to (time to break).

Edit: by the way, I LOVE this mod. I want you to know that. I don't want to sound demanding or negative. I just want to make this mod more perfect.

💬 SaltyWater , Nov 6th at 9:02 PM

Beedy

The mod doesn't change tool tier or mining speed!

A copper pickaxe is stil worst than a iron pickaxe.

💬 Beedy, Nov 6th at 8:58 PM

What config do you recommend to make each tool type teir show an upgrade over the lower tiers. In order to make steel the objectevely best and faster tool.
Because the default configs don't show that gradually. For example with pickaxes: copper: three hits, bronze, iron, steel: two hits.

💬 Jzzpr, Nov 2nd at 11:36 AM

I'm having issue of breaking locust nest (hanging) with iron pickaxe and other iron tools, it takes only 1-3% of block resistance which took around 36 hits of iron pickaxe to destroy. Compared to locust next (cage) which took 6 hits of the same iron pickaxe to destroy.

💬 SaltyWater , Nov 1st at 3:26 AM

Dyrian

Working on my end, prob a mod incompat

💬 Dyrian, Oct 31st at 4:19 PM

I don't know why but prospecting picks are not working, they digging like other pickaxes not like prospecting ones, and because there is no separate options for both i need to disable both that shit

💬 Cascade3218, Oct 27th at 1:29 PM

Dreoh I also noticed the same issue where randomly with combat overhaul included, the animation resets, I think it might be an issue with Overhaul Lib since I updated that one, it seemly resets even more! 

SaltyWater Perhaps, this needs to be added in the mod's known issues or something???

 

💬 Dreoh, Oct 26th at 2:37 PM

RunYouCleverBoy SaltyWater I fucking love this mod, however I had to uninstall it from our server because of exactly the issue he mentioned. When mining, it seemed like some internal timer would get reset or something and the animation would reset randomly. This meant that hits where this happened took almost twice as long and sometimes it would randomly register that original timer as ending and you would hit twice in quick succession.

Basically you would randomly get twice the duration of a swing, or instantly hit twice. It's very inconsistent and makes it very unappealing to use. I'm not sure if it's a conflict with my other mods but I can provide a modlist we're using if needed.

💬 Freeflier, Oct 22nd at 11:44 PM (modified Oct 22nd at 11:46 PM)

overall very good mod, only bug I've found is once when switching from a shovel to a spear (combat overhaul) mid-animation, the shovel started doing the combat overhaul spear throwing animation. Switching between tools a bit fixed it up. Using a knife can be frustrating, it's easier (and faster) to just use your hands to break mushrooms etc. I think it's because foliage isn't a full block, so you can't aim at the "center" of it. Or aiming at what you think is the center, doesn't qualify. 

 

I have a request for a mod, if possible. This is very immersive, might be frustrating to some, but might require some planning. In real life, frost hardens the ground. It would be interesting to try a mod where mining dirt/clay/muddy gravel is extremely slow during the winter months (at temperatures below freezing.) 

💬 WOG, Oct 21st at 3:00 PM

Love the feel of this mod

 

Is there a way to have modded tools to use this mechanic (or just work normally with this mod installed)? I tested with https://news.kalataka.ru/swordz and the added tools do nothing

💬 neobit, Oct 18th at 10:30 PM

Can you make your mod compatible with https://news.kalataka.ru/fueledwearablelights#tab-description

It doesnt seem you act to the light level from it.

💬 SaltyWater , Oct 18th at 1:07 PM

RunYouCleverBoy

double attack?

💬 RunYouCleverBoy, Oct 18th at 11:26 AM

not long ago it begins : animations have some period of time when it forget about current animation stage and restarting loop and it cause the double attack , feels like statter

💬 SaltyWater , Oct 17th at 1:08 PM

Rage4556

It's a good Idea! It's worth looking into it! 

💬 SaltyWater , Oct 17th at 1:06 PM

MailMan1001

 

You gotta do both! And go testing to see what fits you the best :p

💬 Paeddy, Oct 17th at 1:02 PM

Sometimes the animation goes out of sync and is only fixed by restarting the server I am playing on.

💬 MailMan1001, Oct 17th at 9:32 AM

How would i go about making the tools block break speed the same as vanilla? do i tweak per hit damage, if so what value would be close? or do i change the speed of the animations and what value?

💬 Rage4556, Oct 17th at 7:15 AM

one little suggestion, for a bit more challenge, maybe there can be a weakness depending on the level of your hunger? considering satiety is a big factor to strength and mining without being fed properly can have drastic results. not saying that this debuff should have drastic effects, but a slightly noticeable effect if you're basically starving.

💬 Doomstrike53, Oct 17th at 3:29 AM

I'm personally not a fan of the increased difficulty in terms of time and durability spent, but the slower, more powerful and syncronized hits are incredibly neat. The game devs should look at some of your mods for inspiration.

💬 ManManGuy10, Oct 14th at 7:28 PM (modified Oct 14th at 7:31 PM)

This mod causes a broken, repeating animation when tapping kegs from the mod "Hydrate or Die". I know you stated you dont plan on making any compatabilities with other mods, but I would like to know if there is any command or something I can do to reset animations, as I get stuck in a stupid looking animation until I leave and come back/die. I havent found a way to stop the animation other than those. Thanks for any help, and I love the mod :)

 

Edit: Dying seems to have stopped working for stopping the animation.

💬 ShrimpyBOi, Oct 13th at 2:35 PM (modified Oct 13th at 2:37 PM)

SaltyWater
Ik it's just a silly observation I made. Tho, it might still create a slight problem for those who want to play with this mod punishing style.

💬 SaltyWater , Oct 13th at 11:45 AM (modified Oct 13th at 11:54 AM)

ShrimpyBOi

That's why there's so many cool configs to tweak the mod to taste! 😆

💬 SaltyWater , Oct 13th at 11:44 AM

KooshieBooshie

The angleweakening mechanic is sampled inside the shake frame, the frame that the tool hits the block!

💬 ShrimpyBOi, Oct 13th at 5:48 AM (modified Oct 13th at 9:06 AM)

This mod's default settings basically make shovels useless, especially stone/flint shovels. Mining soil with your bare hands is much faster than mining with a flint shovel (or at least it feels like it), and because how hoes aren't affected by the mod at all, you can mine soil much faster by just using hoes. Sure, hoes have less durability than shovels, but because each hit animation with a shovel makes the shovel lose durability, hoes are ultimately more efficient and sturdier than shovels because they use the vanilla method of mining.

💬 KooshieBooshie, Oct 13th at 3:25 AM

I noticed the logic for the damage falloff when hitting away from the center seems to be calculated immediately, on animation start, as opposed to when you hit a block.

Is that intentional? It results in either having to target the center of the block behind the one I'm breaking or to pause after breaking a block and resume when I'm centered on the next one.

💬 SnaiI, Oct 10th at 6:46 PM

So uhh if you change your slots right after swing is resets the animation and you able to dig faster while spamming this move. On a server its really a game breaker.

💬 Airz, Oct 7th at 4:24 AM

Jordanmk1

 

I HAVE FOUND IT, by complete accident. So normally to config some of the basics like hit speed and other stuff you would open mod manager-mod folder- then config from there.

 

BUT! I never realized that in %appdata% if you search for vintagestorydata, then open that folder you will find all the things for vintage story INCLUDING! modconfigs. Which is an entirely seperate thing compared to the mod folder. If you open modconfigs and search for the immersivemining, then open it you will have all 5 tools which when opened with display everything else from durability, to how much damage you do at distance, pitch black, angles and all that!

💬 El_Neuman, Oct 6th at 3:23 PM (modified Oct 6th at 3:24 PM)

Love your mod! Please, tell me, if it's possible to return vanila sounds for all players on my server?

💬 MrOger, Oct 6th at 11:47 AM

Hey, i think this is VERY cool mod!
However, there were a couple of issues for me.
First one with the functionality: there seems to be a logic issue with the axe - with the mod you have both durability per hit and durability per broken block, so the axe takes massive damage per tree.
And just in general i think that durability per hit by itself should replace durability on block break, it's more immersive and it doesn't make sense to me to have both.
The second one is with the kinfe default config - it takes way, way too much stamina to use a knife due to it's high speed, it makes it borderline unusable. To me StaminaPerHit feels right in the ballpark of 5, maybe a tiny bit more.

One thing that does confuse me a bit is how mining speed in working with the system. Is it just transformed into block damage, or does it affect the speed of each swing? I think that it being split into both would make more sense even if it smells a bit game-y as with just transforming into block damage it becomes a game of breakpoints and "will upgrading a tool by 1 tier actually speed it up?"

💬 RunYouCleverBoy, Oct 5th at 3:25 PM

can u tell how it work with Toolsmith?
cause i have feel that speed and some attribute from toolsmith isnt affecting

💬 EthelVril, Oct 3rd at 3:03 PM

Seem to have no sound with IDG

💬 Redumulis, Oct 2nd at 12:32 AM

SaltyWater I see, thank you!

💬 SaltyWater , Oct 2nd at 12:08 AM (modified Oct 2nd at 12:09 AM)

Redumulis

Yes! the config inside Immersivemining.json is for disabling the per hit damage to blocks, what you want is not that!
Each tool has a .json config, each with Durabilityperhit field, that you need to change to 0 if you don't want your tools taking durability damage on each hit!

The comments fields inside the jsons will guide you!

💬 Redumulis, Oct 1st at 11:09 PM

SaltyWater Was it? I have my config adjusted through the ImmersiveMining json, and not individually in each tool's Json; and I have this problem. Do I need to adjust those instead, or as well?

💬 SaltyWater , Oct 1st at 9:15 PM

Redumulis

This was already fixed.

💬 Redumulis, Oct 1st at 9:08 PM

Disabling the per-hit damage appears to also have disabled the tool speed changes and reenabled the vanilla speed, along with the sounds.

💬 Jordanmk1, Oct 1st at 10:51 AM

Airz SaltyWater I agree, I really love this mod. I just hate how much it affects the durability of my tools. I mean - I go through a flint axe per tree. I wish I there was a way to reduce it ever so slightly.

💬 SaltyWater , Sep 28th at 2:45 PM

RunYouCleverBoy

I have no idea :p

💬 SaltyWater , Sep 28th at 2:45 PM

pTq

durability is vanilla

💬 RunYouCleverBoy, Sep 28th at 10:45 AM

speeding up animation in .zip will affect only in my FPV  if i host of server?
or another players will see my anmation faster and have their animation default?
or cause im host we all will have same animation?

or will it crash :D? 

💬 pTq, Sep 28th at 7:39 AM

I suspect that this mod makes it impossible to quest trade tin pickaxe to the merchant because durability is different and game probably thinks that pickaxe was used, thus not showing chat option to progress the story line. I went past using creative mode pickaxe.

💬 RunYouCleverBoy, Sep 27th at 10:59 PM

Airz, i didnt found the speed of animation in configs. only shakeFrame but this is shifts the animation and the damage apply moment so it now unsnycs..
how to just boost up animation?

💬 Airz, Sep 27th at 6:41 PM

Hey Mawcii Since you mentioned something that caught my interest, I love the idea of immservise mining but I prefer just the animation and sounds rather then the strict durability loss and area hitting, I wanted to ask if you can tell me how to remove the one you mentioned which was the area hitting, Im not a config master so im not sure where to find it and change that so i can hit anywhere and it does the same damage. If you happen to know how to fix the durability loss as well then tysm if not thats fine, hopefully salty will get back to me soon. but for now if you could tell me how where and how to change the config so I can do equal damage around the block then that would be amazing.

 

💬 ptrk, Sep 27th at 12:40 AM (modified Sep 27th at 12:41 AM)

I keep crashing whenever I try to play with this mod before getting into the game. Not sure if it's because I am on Linux, but I also tried the previous two versions as well with the same result.

Here's the crash report:

Crash Report
Running on 64 bit Linux (Nobara Linux 42 (Workstation Edition)) [Kernel 6.16.8.200] with 15769 MB RAM
Game Version: v1.21.1 (Stable)
9/26/2025 8:41:22 PM: Critical error occurred in the following mod: immersivemining@0.2.16
Loaded Mods: immersivemining@0.2.16, game@1.21.1, vsimgui@1.1.12, configlib@1.10.3, creative@1.21.1, survival@1.21.1
System.Exception: Attempting to send data to a not connected channel. For optionally dependent network channels test if your channel is Connected before sending data.
at Vintagestory.Client.NoObf.NetworkChannel.SendPacket[T](T message) in VintagestoryLib\Client\API\NetworkChannel.cs:line 85
at ImmersiveMining.ImmersiveMiningClient.<StartClientSide>b__13_0()
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerLevelFinalize() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 397
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleLevelFinalize(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 1087
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 Mawcii, Sep 25th at 5:54 AM

Hey Salty! I'm using this mod as well as your Click To Pick mod, and there's an issue i find- when i'm mining stone, the rocks fall down on top of another stone, and i am not able to mine on the center of said block, as the individual rocks that fell on top seem to block my ability to mine the stones- i simply went around this by turning off the config that makes you focus by hitting the middle of the block and simply hitting where there aren't any rocks, though, i would like to have that option on- i doubt there's much you can do about it, i downloaded the 'betterentityinteractions' mod in hopes it would fix it but it didn't sadly, im guessing that mod only works on grass. Anyways, throwing it out there for anyone running into this issue, if anyone has a fix or such let me know! Thanks for all the mods Salty, they're amazing <3 

 

💬 ChadsFriend, Sep 25th at 3:49 AM

Airz you are a saint! Thank you for such a detailed walk through! 

💬 Airz, Sep 25th at 12:51 AM

ChadsFriend if you click on the open mods folder in the mod manager, go to the the immservisemining file open it, double click to open the assets folder go to the immersiveming folder inside that, then go to patches, then go to animations, and it should show (axenew, knifenew, pickaxenew, and shovelnew) if you open any of them it should give you a bunch of coded stuff, once you have that open there should be something near the top that says animation speed, (i made a previous commet slightly below if you want more exact stuff atleast to the way i like it that seems reasonable for me atleast, you are more than welcome to try it as well) but in short i took all 4 configs and boosted them up .3 so instead of like .8 its like 1.2. if you want realistic yet decent paced id stick between 1.2 and 1.3. BUT! for the pickaxenew I have the speed set to 1.5 which is about perfect for me. if you want a little faster id say do no more than 1.6-1.7. After you have your desired configs, you can also change damage at frame(tho I have no idea what it actually does ngl). Then once you have your config set for me atleast it wont let me save it saying access denied, So I just did save as and renamed each one to pickaxenew(101) axenew(101) and then if you wanna change it just do the same thing but name it like pickaxenew(102) axenew(103). tho that is more preference. Then you should be good. I still don't have the answer sadly for durability, since i think losing 3-5 durability is crazed. 

💬 ChadsFriend, Sep 24th at 9:23 AM

Airz Where do you tweek the mining speed animation? I can't for the life of me find it in the configs!

 

💬 Airz, Sep 23rd at 9:08 PM

Hey Salty,

I have a question, So i managed to config everything else to my desire with mining speed and damage and such so i still have the animations, sounds and all that the way I like it and Its made my gaming experience 1000x more fun, the only issue I have is if there is a way to nerf the durability on tools in the configs or if you could add a way. I personally would like to do something where its like .25 durability per hit and then like 1 durability on block break. instead of it being 1 durability per hit and 2 durability on block break. I feel that just makes it a little too difficult for me even with 300% durability in the world conifg. the whole idea of losing 4 durbility per block since i increased damage and now with copper pickaxe its 2-3 hits on stone for example. so it sucks losing 3-4 durability per block instead of the usual 1. I think adding a very small amount of durability loss per hit, and then the inital 1 durability is perfect. so its still realistic but not like just game nerfing type and it should still work with Xskills whatever chance to not use durability stuff. 

💬 Tumor, Sep 23rd at 10:11 AM

The animations for cutting grass with a knife are too long and get REALLY boring in-game. The requirement for two free hands to mine stone often hinders my exploration of caves, although I think that's the intended effect. When I started playing from scratch, I almost immediately disabled this mod, not realizing its full potential, as the manual, repetitive actions became even longer.
Didn't tried configurating this mod though
It feels like focusing on where exactly you hit the block and what distance you hit it from should give more of a reward in terms of mining speed.

💬 ChadsFriend, Sep 22nd at 11:39 PM

I feel like im going crazy, I want to slightly tweak the animation speed of the shovel and pickaxe so things are justa tad faster. But I cant find where to do that in the Config json. Can anyone point me in the right direction?

💬 ChadsFriend, Sep 22nd at 7:05 PM

Paeddy I just came here to say the same thing, I noticed it the other day

💬 Paeddy, Sep 21st at 9:04 PM

Hey Salty,

 

if you switch to an item while an animation is running it breaks the item if it has like 0 durability like a nightowl chest for example.

💬 Frankess, Sep 21st at 1:27 PM (modified Sep 21st at 1:30 PM)

For those who have problem with no hitting sound: I had similiar problem until I changed "DurabilityPerHit" from 0 to 0.01.  At least for axe, pickaxe and knife. Shovel produces sounds even with this settings set to 0.

💬 Supdude, Sep 20th at 9:06 PM

This mod is so good that I can’t imagine going back to before using it!! That said, it would be even better if it could work with Configlib to make the settings a bit easier to manage. (I’m saying this very carefully—I know how much effort and headache goes into making and maintaining a mod, so I’m really sorry for bringing it up!!!)

💬 HaidaLoo, Sep 20th at 5:40 AM

Missing sounds too. Somehow clearing caches didn't fix that, sadly.

💬 SaltyWater , Sep 19th at 2:33 PM

ThePieIsALie

Clear caches!

Restart game!

💬 ThePieIsALie, Sep 19th at 2:15 PM

Installed the latest version of the mod just now and my axe no longer makes any noise when chopping trees. I saw someone else mentioning this earlier here before me but I'm also running into this issue now and I'm uncertain on how to fix it. 

💬 EchoHuntsman, Sep 19th at 1:54 PM

Love the mod. Only problems I had was that the knives cut things far slower than just your hands or a scythe, and I couldn't find the right settings to fix that, and the axe losing durability on each hit of the trunk and losing durability for each block broken is far too punishing for me. So, I just disabled those in the per-hit settings. Otherwise, very nice :)

💬 LacyDoes, Sep 19th at 2:09 AM

SaltyWater
Might be a Multiplayer Bug, Those two just didnt have any sounds when I opened a world to LAN

💬 fortysw4rm, Sep 19th at 1:30 AM

I updated this to the latest version tonight and I noticed when I was harvesting cattails my stamina with the Vigor mod was nuking. Is this just me?

💬 SaltyWater , Sep 18th at 10:49 PM (modified Sep 18th at 11:06 PM)

LacyDoes

Oh damn it is, thanks! I'll fix that

 

Actually no sorry, it's fine. 😂

💬 LacyDoes, Sep 18th at 9:27 PM

Axe and Pickaxe are missing sounds

💬 YahWeh, Sep 18th at 5:03 PM

Any idea how to make this work with NDL Chiselpicks? 

💬 RunYouCleverBoy, Sep 13th at 2:10 PM

@airz thanks)

💬 Airz, Sep 12th at 4:27 PM

RunYouCleverBoy what i find best so far for me is in the configs, i bump all tools up .3 in animation speed, so it still feels nice but works fast enough to have a good balance still. I just made another change for pickaxe and added it to .4 instead bc its just a tiny bit too slow for me a 1.3 speed so now im at 1.4 speed and imma try that, it should be good. I also bumped the damage up by like .1 so imma see how that works. Then bc i like my tools to last long enough and this mod makes tool durability a little too draining, i just have the games config to 300% for tool durability and that worked for me. see if this helps

 

 

💬 RunYouCleverBoy, Sep 12th at 11:42 AM

another problem- with shovel i have realistic swing time -thats good it took alot of time to dig with fling shovel
but the same time i can use my hands and dig SO MUCH FAST..

balance issue

💬 RunYouCleverBoy, Sep 12th at 11:41 AM

in multiplayer i cant see the friends animation on my server

 

💬 ArtGnat, Sep 11th at 6:04 PM (modified Sep 11th at 6:06 PM)

Love the Mod!
would it be possibile for a config option to change the speed/rate of the animation/Hits?

💬 Diarko, Sep 11th at 3:45 PM

Would be really nice if you fixed the compatibility with multiplayer. Having to join singleplayer before joining a server everytime you want to play is rough, especially when not everyone cares enough. And when you dont your tools will take durability loss from both systems.

 

💬 Sneezingprince, Sep 11th at 2:51 PM

Would this theoretically work on 1.20.12? Im interested in playing with this mod but also waiting for some other major mods to update before I get to 1.21

💬 Narg, Sep 11th at 12:20 AM

Hey SaltyWater, on 0.2.12, still getting occasions of damage not applying. Much more annoying however, the sparks animation seems to no longer be aligned with the hit and plays off and on throughout mining, usually goes off once the second I click, and then repeats about at the same rate as the hits, but unsynced. sparks also dont play consistently and I'll get 3 or 4 hits with no sparks between just as many with. tested as the only mod. only config I've touched is the damage per hit.

💬 Vergial, Sep 10th at 7:01 PM

So hey, I'm still getting the vanilla and mod logic when breaking blocks. I'm on 1.21.1, latest version of the mod. World created in 1.21, not sure if that'd have an effect.

💬 FireSB42, Sep 10th at 3:41 PM (modified Sep 10th at 3:41 PM)

Howdy @SaltyWater ! Just a heads up that while the mod works with the Toolsmith mod just fine, it's animations are a touch wonky. Your arms move just fine, but the tools do not. Compatibility would be awesome if it could be implemented!

 

Thanks for the awesome mod!

💬 Akaston, Sep 10th at 9:55 AM

Was it supposed to happen that when I cut the tree stump it has the resistance of the whole tree, but ONLY the stump gets cut while the rest of the tree keeps floating? When I cut one block above the stump (the second block), the tree falls completely.

💬 Thranduil61, Sep 10th at 8:52 AM

In Dappled Groves Adzes' animations is vanilla. Is it a known feautre or a bug?

💬 Grandfather, Sep 10th at 8:38 AM

Hey Salty,

Your modifications are excellent and we have been implimenting many of them on our server.
However, this one has been causing a lot of FPS drops which stopped entirely once the mod was disabled.
I suspect it has something to do with the game calling for the regular animation and block interactions on top of the mod doing the same, since you would have to load in a single player world to only be able to see one on your client.

I would love to see this mod adjusted to support dictating the behavior from the server side, so that it could be smoothly hosted on a multiplayer instance. Also, I wanted to let you know that in certain situations for this mod, tapping the mouse somehow negates block integrity update (I am not sure if its because of something being called from other mods, or in this one), that is, tapping just before the block breaks will not update adjacent blocks' stability and thus allow to bypass cave-ins or using support beams. Additionally, im sure you are aware for the ore breaker mod, one can dupe ore by hitting it just before the pickup happens if shift-pickup is not enabled on mouse mod.

Other than that, I thoroughly enjoy this mod, and your other ones. They all add a lot of feature that is simply missing and enriches gameplay. I hope this one could be vialbe to use on multiplayer in the future.

 

Grandfather.

💬 Thranduil61, Sep 10th at 6:58 AM

Thanks for the In Dappled Groves compatibility!!! Now I can play with this awesome mod :)

💬 FatRefrigerator, Sep 10th at 5:21 AM

For the person way down below and any future people, while it's not fully incompatible with Combat Overhaul (the game runs), the sounds, damage and animations are all messed up. So for all intents and purposes it is incompatible.

💬 NobleCole, Sep 10th at 12:36 AM

@R0D96 Thank you!

💬 LunaTheFox, Sep 8th at 9:09 PM

Any chance we can get kemono compatibility? or does anyone know where I need to look to find resources so I can attempt to make my own patch?

💬 Abra_The_Cadabra, Sep 8th at 6:28 PM

I second what Screamer said, if you go straight into a server with this you rapidly break things with tools while also getting the slow hits.

💬 R0D96, Sep 8th at 8:07 AM

NobleCole you just have to remove the shovel from the modifier in the config

💬 NobleCole, Sep 7th at 4:03 AM

I Like everything about this mod, except the mining of Charcoal is super tedious and immersion breaking, is there a way I could make charcoal mined like in vanilla or maybe you could remove charcoal from the list of things the mining applies to. regardless, cool mod!

💬 Andersh, Sep 6th at 11:52 PM

This is the best mod on the site rn

💬 Screamer, Sep 6th at 4:03 PM

I can confirm that the mod does not function properly on multiplayer at the moment. Vanilla tool behavior is present and layered with the mods changes. UNLESS you load into single player first, then switch to the server.

💬 KxttyKxt, Sep 6th at 3:10 PM

Bmxbike08 Ouk same issue here. ran as the only mod and it only works for the host if the MP world.

💬 Vigilance, Sep 6th at 4:46 AM

Super stoked that the mod is getting more configurable. Really enjoying using it so far, the speed difference will take some getting used to but I enjoy to some degree how much "destructive" actions are slowed down compared to constructive actions. I wish shoveling was a bit faster overall animation-wise, though. I did notice some goofy animation stuff like when I'm crawling (from your other mod) and mining, but I'm sure that's a bit outside of the scope.

💬 SaltyWater , Sep 6th at 2:28 AM

TheDucK80

Hey!

It is possible to change animation speed in 2 ways basically.

Via json, inside the animation speed value and via code using AnimationMetadata. Via code this can be rewrite at run time and based on conditions, json however is hardcoded.

You're free to make a patch if you want, I suggest decompiling the mod and using reflection to get my properties and wiring the xskills compat! 👉🤠👉

 

💬 TheDucK80, Sep 6th at 2:14 AM

Is the possiblity existant to have an alternate compatability with XLibs and XSkills "Momentum" buffs, where they would increase the animation speed?

If it is possible, I may undertake making a patch mod, unless it is a feature you want to incorporate into the mod itself :), but I have not been able to find out if it's possible to manipulate animation speed from my own observations. Any extra information that would be helpful, would be appreciated greatly

💬 Toudi, Sep 4th at 8:03 AM

some kind of feedack on the effectivness of your aiming and or distance would be nice, maybe crosshair color or some circle or something?

💬 LightAnemos, Sep 4th at 5:40 AM

Most blocks have 2 hit sounds, yet it seems this mod only uses one. Is it possible to get the 2 hit sounds working on things like meteoric iron?

💬 Ouk, Sep 3rd at 5:27 PM

Bmxbike08 Im having the same issue on my server (on SP works ok). But having loads of mods too.

💬 Bmxbike08, Sep 2nd at 3:04 AM

Love the mod however I am having issues with it in multiplayer. Blocks break like they do in vanilla unless a singleplayer world is loaded into first before quitting and joining the dedicated server. (I am using a lot of mods and I know it's probably another one causing an issue somehow but I'm curious if other people are having a similar problem.)

💬 Nico_Nico_Nyx, Aug 31st at 4:52 AM

Is it possible to have a seperate patch for the axe animations for In Dappled Groves? I don't want to have to manually change the .json files every time I update IDG

💬 Roughgalaxy, Aug 31st at 4:31 AM (modified Aug 31st at 4:51 AM)

@saltywater TIL that modconfig was a totally seperate folder. lol cheers.

 

I presume (if I just want the great animation set) I just set the first thing 1 and the rest to 0, save and off I go?

💬 SaltyWater , Aug 31st at 4:27 AM

Roughgalaxy

press windows

type %appdata%

Go to VintagestoryData\ModConfig\ImmersiveMining

💬 Roughgalaxy, Aug 31st at 4:23 AM

I see a lot of "check the configs!" but question. where are the configs? I don't know coding and I don't see the mod listed in with config.lib so... Instructions unclear can't config?

💬 SaltyWater , Aug 31st at 1:58 AM

LightAnemos

Calculated at player pos!

 

💬 LightAnemos, Aug 31st at 1:52 AM (modified Aug 31st at 2:11 AM)

The distance required for full block damage seems a little too strict - it seems to be calc'd at head height, if I'm looking down to mine a dirt block under me it takes longer then if I'm standing in front of it. They should probably both be the same - perhaps extend the grace range for full block damage by 1 block? 

Unrelated but doesn't think create the issue of tool tiering weirdness? Because damage is dealt in big chunks and the physical swing speed doesn't increase with tier, does this not imply that if, say, my iron shovel mines stone in 2 hits and my steel pick also ends up mining stone in 2 hits that's there's functionally no reason to upgrade outside of durability?

Edit - For axes that wouldn't really matter as you're almost always swinging 10x times anyhow, but for things like shovels where my stone shovel is already 2-3 hitting dirt there's physically not enough hits for improving my shovel to make mining faster each tier.

💬 animatiV, Aug 30th at 10:47 PM

Is the mod compatible with xSkills?

💬 Vilderos, Aug 30th at 3:53 PM

I changed the Perhitdammage to false and now it plays both vanilla sound and modded sound

💬 LightAnemos, Aug 30th at 11:39 AM

Could we get a simple option in config to toggle what tools we'd like this to function on? The knife stuff feels... weird.

💬 SaltyWater , Aug 30th at 12:39 AM

Dagurmawth

Oh amazing news! I'll update the description! Thank you for the heads up!

Yeah, then probably the crawl mod will have the same effect!

💬 Dagurmawth, Aug 30th at 12:27 AM

Note, it does work with verious Player Model mods, like Lizardfolk or Beasts of Men... anything PlayerModelLib.  Just Kemono likes to be the outlier and has an entirely different animation method (which I guess if fair for the level of customization).  I don't see kemono support coming unless you were to make an entire branch off of this mod for it.  I've tested your other mods like ledge catch... while the animations fail, the mechanics still work for climbing about.  I assume the upcoming crawl mod might work the same way.

💬 SaltyWater , Aug 29th at 6:42 PM

Calcite

 

no probs haha

I'll leave a warning on the description that it doesn't work with Kemono and such mods!

💬 Calcite, Aug 29th at 6:38 PM

Me, 40 minutes ago as I edit my just totally incorrect message conflating my issue with something else: "man, I sure hope the mod author and other user I pinged don't respond before I update the message about that mixup I made."
Dagurmawth My bad, you are 100% correct on what cased the mod to be borked. 
SaltyWater, Yeah I caught it right after that message, it works just fine wioth IDG and I updated my message. Thank you for your hard work for all your mods!

💬 Dagurmawth, Aug 29th at 5:44 PM

No dappled groves.  Kemono was the variable that bork it, and ke doesn't play nice with other animations.

I tinkered about, trying to get the mod to call the Kemono player enitity but that didn't work... and that's the limit of my modding knowledge.

Very cool mod, love using it, but my server players demand Kemono, so I'm a lil SoL x,x

💬 SaltyWater , Aug 29th at 5:32 PM (modified Aug 29th at 5:37 PM)

Calcite

I'm going to copy paste a comment I wrote  awhile ago 😆

"Tested with the two types of axes from dappled groves and both seems to be working fine! With vanilla animations.
I tried to patch em to use immersive mining animations but the transforms gets all wrong making the tool float so I'll probably leave that as it is.

But yeah, both tools working fine here on my end!"

 

Also I've discovered that for both axes you simply need to change a x value transform in their jsons for the animations to use my mod animations, but I won't bother patching that on my mod.

 

for the battle axe for example the correct transform is 

  • "-battle-": { "translation": { "x": -0.5, "y": 0.055, "z": -0.78 }, "rotation": { "x": 85, "y": 0, "z": 2 }, "origin": { "x": 0.6, "y": 0.05, "z": 0.62 }, "scale": 0.8
    once the translation x value is originally -1.1
    This should also be enough for the other types.
 
 

Do not forget you need to adjust the heldhitanimationbytype to "axechopnew" to play my animations.

💬 Calcite, Aug 29th at 5:28 PM (modified Aug 29th at 5:50 PM)

had a message about how this just breaks with In Dappled Groves, but actually, I'm a fool. The issue was from Kemono as stated by Dagurmawth. exact same issue, just standing there doing nothing.

💬 SaltyWater , Aug 29th at 5:27 PM

Yasamashi

Hey! Thanks!! ^^

Yes, the propick will still have perhit functionality, but shares configs, sound, particle effects with the pickaxe. However it doesn't affect the vanilla behavior, you can still prospect with it just fine!

💬 Yasamashi, Aug 29th at 5:23 PM

Hello! I've started playing the game and modding it with some of your Manual series mods (amazing!) and stumbled upon this one. In the "Known Issues" it's stated that "Propick doesn't work when the mod is installed. (Game treat's propicks as pickaxes so it will work like a normal pickaxe, I wont bother changing that)". Does that mean that propick lost its functionality or that it simply uses the pickaxe mechanics for the mod? Thanks in advance!

💬 Chubz, Aug 29th at 6:24 AM

In Dappled Groves compat would be really nice!

💬 Dagurmawth, Aug 28th at 7:40 AM

Love the mod.  It's working perfectly in 1.21 as far as I can tell.  Cutting herbs and grass with a knife is really slow though, I can do it by hand faster, defeating most of the purpose of having the tool.

Side note, I've desperately tried tooling the mod to work with Kemono and failed with every attempt XD my character just stands there like a lemon and won't swing their tool at all.

💬 AgentOfChaos, Aug 28th at 2:55 AM

for some odd reason i cannot cut cheese or pie

 

💬 Vari_Ares, Aug 27th at 6:51 PM

Thx a lot, I love the mod so far, I wanted that since forever ty !!! I just don't like the mining sound lol

💬 Alcyonaria, Aug 27th at 1:02 AM

With toolsmith it damages every toolpart (head/binding/handle) instead of sharpness/durability of the head. This makes playing with damage on hit untenable.

💬 SaltyWater , Aug 25th at 4:56 PM

BobEdJones

What kind of compatibily are you talking about?

0.2.6 forward fixes the off hand blocker so it works with the whetstone from toolsmith

💬 BobEdJones, Aug 25th at 4:31 PM

I would love for some compatibility between this and Toolsmith
Also I think having the distice have an effect on how much damage you do could be interesting. You can't mine stone or chop wood all that well IRL if you don't have room to swing.

💬 Chubz, Aug 24th at 7:38 PM

Man, thats amazing, love your mods!

💬 Dzieciol, Aug 24th at 3:55 PM

SaltyWater

Would be perfect if we could choose which tool is affected by this. Knife takes ages to cut anything

💬 SaltyWater , Aug 23rd at 6:03 PM

Vigilance

You can change the speed of the animation inside the animation json! 🤔

the shakeframes will read accordingly!

 

💬 Vigilance, Aug 23rd at 5:03 PM (modified Aug 23rd at 5:06 PM)

The problem isn't how many hits it takes for the knife to cut the grass, its the speed at which it does it. The knife shouldn't feel like a high impact tool for cutting grass-- something about it "feels" wrong. Taking three hits to cut the grass is fine, it's the speed that it happens. The speed you harvest grass with a knife in vanilla feels more accurate to the act of using a knife, I guess. I'm not "stabbing" the grass. If I managed to cut one full grass per "tick" of the animation, it'd still feel weird, I think.

I'll probably mess with it some, but I'm hoping you're seeing where I'm coming from.

quick edit: I was using the knife frames to add more "damage ticks" to the knife, ala vanilla, but it wasn't seeming to work as advertised.

💬 SaltyWater , Aug 23rd at 3:54 PM (modified Aug 23rd at 4:11 PM)

Vigilance

Why don't you just make the knife deal more damage? 

I think you misunderstood the shake frame, it's about the frame of the knife animation.
those 3 frame values inside shake frame are the frames of the knife animation that deals damage to a block. The damage is represented in KnifeDamageMultiplier, the first config! There's no tick based damage. The damage is frame based.

if you set KnifeDamageMultiplier to something like 10, it will give 10 damage to a block each frame inside the shakeframe config!

So if you set shake frames as 5,10,15,20,25 for example. every single animation loop will deal 50 damage to a block. Because you set a frame to deal 10 damage and is setting the mod to read 5 frames of the animation.

This is why the damage of the knife is so little by default (3). I've set shake frames at 15,25 and 35. So every single animation loop deals in fact 9 damage to a block.

Don't forget that you still need to take in consideration not only tool tier which higher damage values will make high tiers insta mine, but also the mining mechanics! Mining at a distace, moving, darkness and block edges. (grass counts as well, aim to the center of the block)

💬 Vigilance, Aug 23rd at 3:23 PM

I did, though! I did check the description, and I went in to the configs and chunked out as much as I could. I like the effects on every single other tool, including the scope of "Make things more punishing," but making harvesting grass feel like pulling teeth was disproportionate for a lot of reasons. Making a thatch roof out of hay bales becomes an ordeal probably 8x longer in scope. Even within your configs attempting to make it tick faster, it just flat out wasn't taking to it. I had to just take the mod out which is a shame because I would've otherwise been vibing it haha

If I can't accomplish it via your configs, I'd have to just fork it and cut out functionality in the code 😅

💬 SaltyWater , Aug 23rd at 2:51 PM (modified Aug 23rd at 2:56 PM)

Vigilance

Heey!

Check mod description!! 😆

"This mod is designed to be punishing by default, you will spend more time and tool durability BY DEFAULT and even more if you don't focus on the mining process."

You can't simply disable the knife, it will still work with hits instead of the vanilla. What you can do is disable mechanics to make it a little less punishing.

💬 Vigilance, Aug 22nd at 4:46 PM

I was watching this mod for a good little bit before I jammed it in my server and I didn't notice at some point the scope included the knife. I would really, really rather it didn't, but the configs do not look super friendly towards functionally disabling EVERYTHING regarding the knife-- just some of the "mechanics." I have no idea why a tool to make weighty tools feel weighty included the knife that is only usually gonna cut grass. The process of trimming grass shouldn't feel this cumbersome. I tried adding a tick every 5 "Shake frames", and that still doesn't feel good-- in fact, I'm not actually sure it did anything.

💬 Sianks, Aug 22nd at 5:52 AM

I got no idea why cutting grass with knife takes longer than with hand, is it really quicker to pull grass out with your hands than using a knife to cut it all?

💬 Incr3dible, Aug 21st at 4:45 PM

Thranduil61 got the same problem. The axe is swinging but doesn't mine/deal damage to the block. Tried everything in the configs but no solution. Got any luck so far?

💬 Rikaiu, Aug 21st at 2:47 PM

0w0 same for me, it seems like cutting mushrooms takes a bit longer than i expected and it's slower than breaking them with my hand

💬 VaporFerret, Aug 21st at 6:16 AM

SaltyWater Thank you for looking into it. Weird, never would have thought the incompatibility would reach further into my mods list but I guess it does :P

Here is a clip of whats happening for me just for reference, note this is with the latest update of this mod.

💬 0w0, Aug 20th at 6:59 PM

I'm trying to figure out the knife cutting but it seems like I can't find the sweet spot for items like mushrooms, and I'm wearing out my knives out quickly but eating through the durability like crazy, Am I missing a trick?

💬 DocXperiment, Aug 20th at 7:16 AM

You make great mods, I really enjoy them. 

I got a cross problem with the toolsmith mod from JonR, I added also for immersion. Your mod doesn't let me use the whetstone to sharpen my tools, because I can use the tools only with both hands. 
Maybe you can add the possibility to use the whetstone with an exception of the two hand rule? 

💬 xiedd13ix, Aug 19th at 8:35 PM (modified Aug 19th at 8:52 PM)

Just tested with mod disabled and vanilla works fine as soon as i enable won't let me mine,cut tree or any tool feature

edit: the mod tool animations also doesn't work for the same reason no clue why. will just keep vanilla for now, mod looked cool and more realistic

💬 xiedd13ix, Aug 19th at 8:23 PM

can't seem to get this mod working just added and, stops me mining or using any tool, the tool is acting like a torch

💬 Mudcrab, Aug 19th at 8:08 PM

Is there a way to disable certain animations? I really only want the axe animation and sycned hits for axe. Great mod btw

💬 RAChoco, Aug 19th at 3:46 AM

Really love what this mod does for syncing up the sounds and animations but I can't seem to be able to get any of my config file changes to stick as I would like to get it closer to vanilla, or at least tune stone shovels up to better than fist speed.

Experimenting with the config changes on a single player world does seem to work, but I've had no luck getting anything past the basic functionality working on the server I'm running. Has anyone else experienced this issue?

All that aside, much appreciated. This is a great mod for the animation and sound sync up alone.

💬 SaltyWater , Aug 17th at 11:45 PM

SkavenSpectre

Amazing news!
Thanks for the feedback! It gave me insight on what the problem was! (not the configs being server side but I actually didn't registered the tree damage when passing it so kinda) 😆

💬 SkavenSpectre, Aug 17th at 11:43 PM

New update works like a charm! Greatly appreciate your work and efforts, your mods are must haves!

💬 Sengo, Aug 17th at 11:13 PM

Are there any differences between your mod and Tools Animations by Maltiez?

💬 Maridiana, Aug 17th at 8:11 PM

How exactly do I configure this mod? I'm new to modding, and I'm not sure where all the configs would be when I go to look for them. Any help would be appreciated, thank you!

 

💬 AntisocialCat, Aug 17th at 4:09 PM

Hello it seems that the mod causes other players to be unable to mine trees ? I play with my girlfriend and i can mine them fine but when she tries to, it doesn't work. I disabled the mod and it seems to work fine when disabled. Also the animation is not synced, it starts fine and then the other player is just standing there, menacingly.

💬 SkavenSpectre, Aug 16th at 11:05 PM

SaltyWater i have done some further testing and did some very rough backporting of some of the features from the newer releases to 0.2.4 and 0.2.5 and we had encountered zero of the issues of the newer version. At this point my best guess is the changes to the configs/changing them server side has made them behave strangely since i did not touch those changes in my backports, though i am not experienced enough with making mods for VS and way too rusty with C# to identify why or how it has done so. Hopefully this atleast helps to sort this for the future since i dont think theres much more i can do to assist

💬 Giordy492, Aug 16th at 10:37 PM

like SkavenSpectre, players on my server seem not to be able to cut trees with axes, I'll try using v0.2.5 like he said.
another problem is that sometimes both the vanilla and modded way of digging go at the same time, breaking blocks in "vanilla time"
currently using v0.2.7 on VS 1.21.12

💬 Audixas, Aug 16th at 9:56 AM (modified Aug 16th at 11:04 AM)

This is probably an issue I created for myself, but after turning off all the mining speed adjustments and durability per hit, I now get both vanilla behaviour and this mod's. What I mean is, when breaking a block, it breaks as fast as vanilla with the original fast sounds, but also this mod's animations and sounds. Any idea how I could fix this?

Edit: Turns out it was caused by not restarting the game fully after changing the configs. Leaving this here in case someone else runs into similar issues.

💬 SkavenSpectre, Aug 16th at 12:56 AM (modified Aug 16th at 1:00 AM)

SaltyWater So i was trying to find a route cause and was playing with the config and checking for incompatibilities to discover that turning off perhitdamage and reverting to vanilla mining fixes it. Obviously its a temp fix since it disables most major functionality. Given that older versions still work flawlessly, and issues didnt arise till we updated to 0.2.6 and beyond my best guess is migrating configs server side might have borked something or the animations specifically for axes are having issue though im not sure how or in what way. Either that or the patch made something incompatible that im just not aware of yet. Ill continue to experiment and try to search a little deeper tomorrow to see if i can rout it out cause its strange it only affects axes / base game trees.

💬 SaltyWater , Aug 15th at 10:27 PM (modified Aug 15th at 10:32 PM)

SkavenSpectre

I have absolutely no idea what could be causing this. I didn't touch any part of the tree logic for the 0.2.6 :p

💬 SkavenSpectre, Aug 15th at 9:47 PM

My server is encountering a rather strange issue, it appears after the switch to version 0.2.6+ players are unable to chop down base-game trees types with axes but when reverting to 0.2.5 everything functions as intended. No other tools seem to have issue. This issue persists even after clean installs of the mod. It seems modded trees types are unaffected and can still be felled yet base game varieties take no damage

💬 Redumulis, Aug 15th at 7:13 PM (modified Aug 15th at 7:13 PM)

It seems that adjusting tool mining speed in the initial world settings completly breaks your mod.

💬 SaltyWater , Aug 15th at 5:54 PM

El_Neuman

Oh damn. Remove the sound from the Sound folder inside the assets! It will revert back to the vanilla sound

💬 El_Neuman, Aug 15th at 5:36 PM
Spoiler

My ears and head start to hurt from the sound you added when using the pickaxe. It’s very sharp and unpleasant! Unfortunately, I had to uninstall the mod because of this😞

 
 
💬 Thranduil61, Aug 15th at 1:23 PM

SaltyWater

It's not working for me. Maybe another mod in my modpack is preventing it from working. Thank you very much for your answer.

💬 SaltyWater , Aug 15th at 11:09 AM

Thranduil61

Tested with the two types of axes from dappled groves and both seems to be working fine! With vanilla animations.
I tried to patch em to use immersive mining animations but the transforms gets all wrong making the tool float so I'll probably leave that as it is.

But yeah, both tools working fine here on my end

💬 SaltyWater , Aug 15th at 11:08 AM

KranKyKroK

Hey!

The knife is already present!! :p

The only compatibility issue I saw with butchering is fixed in the lates versions which is a patch for the bone pickaxe!

Also, hands mining can be a bit tricky to implement, it's probably not going to happen 😅

Thaks for the feedback! ^^

💬 Thranduil61, Aug 15th at 6:27 AM

The mod looks great, I wish it was compatible with In Dapples Groves

💬 KranKyKroK, Aug 15th at 6:24 AM (modified Aug 15th at 6:28 AM)

This is an amazing mod, one of my must haves. This might seem a bit much, but I see yhat you plan on working knife interactions into the mod, when you do, could you took a look at the butchering mod and see if compatibility is possible. Also, would it be possible to apply the system to using your hands? It's a little immersion breaking to meticulously dig a block of dirt with a shovel, then break it in half the time with a fist like in minecraft. I'd understand though if some of these ideas might break the game. Thanks again for all of your unpaid time and effort!

💬 SaltyWater , Aug 15th at 2:37 AM (modified Aug 15th at 2:38 AM)

VaporFerret

Thranduil61

 

Tested with the two types of axes from dappled groves and both seems to be working fine! With vanilla animations.
I tried to patch em to use immersive mining animations but the transforms gets all wrong making the tool float so I'll probably leave that as it is.

But yeah, both tools working fine here on my end!

💬 SaltyWater , Aug 15th at 12:12 AM (modified Aug 15th at 12:15 AM)

Narg

hm.. shouldn't be possible. I fixed this issue in this version specifically! Other versions didn't had code for that!

Try clearing your cache folder just in case!

Also to be sure we're talking about the same thing 😂

I'm refering to the mod itself (syncronized hits, mechanics, etc..)

entering a world with a tool in hand will make it so the tool has no left click effect until you switch mouse scrool to another slot then back to it again (i'm still trying to figure this one out)

💬 Narg, Aug 15th at 12:00 AM

SaltyWater okay, thats odd, because 0.2.6 is the first version where I've had this problem. probably one of my other mods interfering then. you can probably disregard unless someon else also mentions the same problem.

💬 SaltyWater , Aug 14th at 11:28 PM

Narg

0.2.6 fix that!

older versions have this problem!

💬 SaltyWater , Aug 14th at 11:28 PM

ChromaticEntropy

I'll fix that next update!! 

💬 Narg, Aug 14th at 11:12 PM

hey, SaltyWater just updated to the latest mod version, and mod now fails on exiting my world and returning. Closing and reopening the game fixes it.

💬 ChromaticEntropy, Aug 14th at 9:32 PM

Hey, just installed the latest update, looks like block destory particles have disappeared, if i disable this mod they come back. When destroying soil, grass, and leaves no particles appear.

💬 SaltyWater , Aug 14th at 12:07 PM

Cliffrd

Sup! Yep i'll be tweaking the knife animation! ^^

Also yes it resets, I noticed it too! I'll look into it!

💬 SaltyWater , Aug 14th at 12:05 PM

Shampoto

heey!

Yeah sure you need to go to>

AppData\Roaming\VintagestoryData\ModConfig\ImmersiveMining

There you can find json files for tools and for the mod. You can change damage done to a block in each tool json.

Just don't forget about the mechanis, the problem you described is probably because you're far away from the block you're mining, or not aiming at the center of the block, mining in the dark or moving while mining.

All those can also be tweaked inside the configs!

💬 SaltyWater , Aug 14th at 12:01 PM

Beskar

you probably need to restart your game!

The mod tends to break when exiting/entering world without restarting the game causing the same issue you're described

💬 SaltyWater , Aug 14th at 11:59 AM

VaporFerret

Hey! it's prooobably because it uses a animation the mod doesn't get into consideration! I'll take a look

💬 SaltyWater , Aug 14th at 11:58 AM

Nyxtus

Hey!!  i'll be tweaking the knife animation!

💬 Cliffrd, Aug 14th at 9:26 AM (modified Aug 14th at 9:28 AM)

Huge fan of the mod, but the knife is giving me grief :( 
The animations weren't visible on my screen, everytime I'd cut something, my hands would move below. However, upon deleting the patch and tool files, my knife now doesn't cut anything lol

Also, even with blockdamagetimer set to 600 seconds, damage resets if I hit it with a new tool. Not sure if this is something that can be fixed, as the only reason I increased the block timer was so I could make a new tool given the increase in durability demand.

💬 Shampoto, Aug 14th at 12:29 AM

Hello! I seriously enjoy this mod, as I do find vanilla animations to be a bit wacky. I am, however, looking to configure block damage (if at all possible) as I am somewhat turned away by how random some block damage is. I've taken 2 hits on a dirt block with a copper shovel to destroy it, but sometimes it also takes 4 hits, 6 hits, etc. I am completely okay with the animation speed. My only ask is if I could be pointed in the direction where the block damage config is in the config JSONs, and what it's named. Thanks for the help, and I greatly appreciate your work!

💬 Beskar, Aug 12th at 11:31 PM

SaltyWater I have the problem that the knive doesn't work anymore on grass. I can not cut grass anymore, but can still attack mobs and harvest corpses. Does anyone have an idea?

💬 VaporFerret, Aug 12th at 9:50 PM

Just wanna say love the mod. I know you aren't currently working on compatibility with other mods, but I just wanted to leave a message that, sadly, this mod does not work within Dapple Groves, specifically, the forestly axe won't swing or do anything now.

💬 ThePieIsALie, Aug 11th at 10:25 AM

SaltyWater Ooooo okay that makes sense. Didn't realize the pickaxe included the prospecting pick. Thanks for the explanation!

 

💬 Nyxtus, Aug 11th at 1:19 AM

Amazing mod, but I can't seem to see knife animations? Or rather, they're so low in first person that they're not visible?

💬 SaltyWater , Aug 10th at 9:09 PM (modified Aug 11th at 10:53 AM)

ThePieIsALie

Heyy! thanks!! ^^

Yeah the propick have share the attributes of the pickaxe! So any changes you do on the pickaxe the propick gets affected too!

I probably won't be changing that since the game itself treat propicks as pickaxes tho!

💬 ThePieIsALie, Aug 10th at 4:50 PM

This mod is absolutely AWESOME. I've enjoyed playing with it so far as it really adds to the immersion! I especially appreciate how configerable everything is. Cuz while I understand that the ''slowness'' is intentional, it was a little too punishing for me. It took some figuring out and testing (and some learning on my part on how to even open a .json file (I'm so new to all this LOL)) to find the right values for what I wanted. But once I got there, it was just pure immersion bliiissssss. So thank you two for making this!

I do have a question (forgive me if the answer is obvious. Again, I'm still very new to this stuff): I did not find a config file for the prospecting pick (or the other tool-specific file to adjust the animation speed). But the mod does seem it impact how it functions. And I'd like to adjust the values for the prospecting pick too. Is that currently something I can do? Or is adding a config file for the prospecting pick possibly going to be in a future update?

Either way: awesome mod!

💬 SaltyWater , Aug 10th at 2:36 PM

parmegoon

there is already.

Remove my animations patch and set each tool shake frame to the impact frame of the vanilla animations!

💬 parmegoon, Aug 10th at 1:00 PM

I'm not a big fan of the new animations, can you add a functionality to enable the old ones?

💬 Ansixilus, Aug 9th at 9:34 PM (modified Aug 9th at 9:49 PM)

Edit: Never mind, I dun effed up and flipped a value that shouldn't have flipped, which borked the whole mod. Fixing that restored intended functionality, including the desired animations. Carry on, good fellow, and thanks for the mod.

 

Is there a way to use the animations and per-hit visual effects without the per-hit durability? I love the visuals, they're the entire reason I used the mod, but they aren't worth effectively quadrupling durability loss rate. I tried lowering the durability loss in the config, but it treats any value less than one as a zero and skips straight to disabling the whole thing.

💬 0w0, Aug 9th at 8:02 PM

This mod just feels right; just needs a little tweeking and have it play well with toolsmith as I think these mod and your's jsut make sense togeather!

💬 SaltyWater , Aug 9th at 7:59 PM

Nuinloss

Disabling the damage per hit on the immersivemining.json is not what you want.
You need to go into each tool config and set to 0 the mechanics you don't want to use!

💬 Nuinloss, Aug 8th at 9:59 AM

Is there a way I can configure this to have the vanilla mining mechanics, but keep the new animation tool sounds only playing per hit? I disabled the damage per hit mechanic, but the constant tool sounds from vanilla still play on top of the mod's tool sounds, destroying the immersion.

💬 Kasel, Aug 8th at 4:01 AM

Appears to be incompatible with custom model mods like the Anthro Fox.  Unfortunate.

💬 DrBubba, Aug 7th at 9:49 PM

Oh!  That's wonderful news!

 

You are so welcome.   The various Symphony mods are such game-changers and I am guessing some of your others are going to quickly get added to my must-have list, too.

 

You rock, SaltyWater

💬 SaltyWater , Aug 7th at 9:38 PM

DrBubba

Heey! Thanks friend! ^^

 

Yeah json changes won't go live, the mod loads it once per world load.
but in world you can hit ctrl+f1 to reload without the need of closing the game or leaving/entering world.

💬 DrBubba, Aug 7th at 9:18 PM

Hi, SaltyWater -

 

First off, I love your music mods but I had no idea you did all these other things.  You're making some quality additions here and I've just plugged many of them in to my current adventure.

 

My question is quick and I think I know the answer, but as a former producer/developer coming from a game where it was possible to tweak system-side and client-side settings "live", is that the case here?  In other words, if I make tweaks to this mod's config, do the settings change the next time I mine/chop/cut or do I need to log out and restart the game after every tweak to see the impact?

 

Thanks a ton!

💬 XxHANZO, Aug 7th at 2:33 AM

I love the mod, makes mining more satisfying. I did up the damage a little bit as it feels a smidge too slow with vanilla variable, thanks for making the configurable. A minor quibble I noticed with the shovel:the particles for shoveling charcoal after its cooked is white. 

💬 SaltyWater , Aug 7th at 12:15 AM

Rondem

Yeah! Game has a command for that!

💬 Rondem, Aug 6th at 11:03 PM

Love the mod but is there anyway to increase the durability of the tools, I have upped the animation speed a little. But it feels like I can mine about 4 blocks before my tool breaks.

💬 Feanirion, Aug 6th at 6:49 PM

Hi is this mod intended to be use with the inmersive first person? with out the option the tools are to low in the screen, the knife animation is hidden by the hotbar.

💬 SaltyWater , Aug 6th at 11:56 AM

R2Sam

The mod is not designed to mimic vanilla. If you want something similar you'd have to test values yourself

💬 R2Sam, Aug 6th at 10:28 AM

Could there be a simple way to have the mining and other tools speeds similar to vanilla while keeping the rest of the features?

💬 Doden, Aug 5th at 2:17 AM

I put this on my multiplayer server. It didn't generate a config file/folder on my server and was forced to pull from the generated file/folder from my singleplayer directory.

 

It also disables the paxel mod. Not sure if there's a workaround due to the nature of the mod itself. Love the mod, feels very immersive with the impacts. I'll have to tweak the animation speed if I want to keep it though - breaking blocks is entirely too slow with default settings, such as breaking up cobblestone blocks you've put down.

💬 SaltyWater , Aug 4th at 9:40 PM

DaimeneX

No problemo! (~ ̄▽ ̄)~

💬 DaimeneX, Aug 4th at 9:06 PM

SaltyWater
My bad, I had to remove old config files for new variables to pop up. ^^; 

💬 SaltyWater , Aug 4th at 11:57 AM

KuroG

You need to go to assets>immersivemining>patches>animations>choose a tool json>change "animationSpeed": 1.0,

💬 KuroG, Aug 4th at 5:21 AM

SaltyWater
If you don't mind, where can I find it? is it in the pickaxe.json file? the shakeframe one? if not I don't see any animation patches though ^^!

 

💬 SaltyWater , Aug 4th at 4:47 AM

KuroG

You need to change it inside the animation patches!!

Also, those animations from the videos are from earlier versions! Toast has made better ones!

💬 KuroG, Aug 4th at 3:07 AM (modified Aug 4th at 3:10 AM)

SaltyWater 
I have a question, how do I change the animation speed in both mining,digging, and chopping. I changed everything and experimented the changes but It's still the same speed : ^

(I want to copy the speed you have in your videos they look amazing)

 

💬 SaltyWater , Aug 4th at 1:32 AM

DaimeneX

Erm.. It's not a exact science. I can't predict how many hits a tool needs to break a block, there's too much variables, tool tier, mining speed, block hardness. You need to change the configs until you figure out something you like! You can also disable every mechanic you don't like, just check the configs.

💬 SaltyWater , Aug 4th at 1:30 AM

vyrkee

someday perhaps! 😆

💬 SaltyWater , Aug 4th at 1:29 AM

RachelTGG

have no idea! 😬

💬 DaimeneX, Aug 3rd at 11:05 AM

Could we get a more expansive config file?
I like the per hit aspect of the mod, but I'd like the swings to not change in strength based on the factors presented.
Meaning, I want consistent block breaking where I know how many swings it will take.

💬 vyrkee, Aug 2nd at 10:08 AM

should totally be added to the main game !!

💬 RachelTGG, Aug 1st at 11:20 PM

how is the compatibility with combat overhaul?

💬 Batlychee, Aug 1st at 10:27 PM

SaltyWater thank you, looking forwards to it 👍

💬 f0xh0und696, Aug 1st at 8:14 PM

@Redumulis

thanks for the warning, not good at coding, so will just avoid whetstones for now.

💬 Redumulis, Aug 1st at 6:20 PM

f0xh0und696 SaltyWater Minor conflix with Toolsmith, requiring a tool to have 2 hands means than you can't use the whetstones from Toolsmith.

💬 SaltyWater , Aug 1st at 4:13 PM

Narg

Yep, I am getting hits that deals no damage too! I'm trying to figure out what the hell is going on! 😆

💬 Narg, Aug 1st at 3:53 PM

not sure if this is damage calculations being wierd or something else, but sometimes I'll have one piece of dirt get broken in 2 hits, 100 to 25 to broken, and another at the same distance go 100 to 25, then 3 hits that do nothing, then a break.

💬 f0xh0und696, Aug 1st at 2:22 PM

@SaltyWater

cool, i'll add this to my load-order later, thank you

💬 SaltyWater , Aug 1st at 12:34 PM

f0xh0und696

I have not tested any of those, but their behavior should be unchanged!

💬 SaltyWater , Aug 1st at 12:33 PM

NEXDEATH

Yep, coal is slow to mine by default, and the mod doesn't change mine speed/tool tier speed. It only locks it to a single frame. You need to either change the shovel damage or edit the animation speed!

💬 f0xh0und696, Aug 1st at 8:38 AM (modified Aug 1st at 8:40 AM)

does this work with immersive wood chopping/sawing?

also primitive survival's adze? or will it just use efault animatios?

these are a must for my load order and would love to add this to my list too.

 

edit: was gonna mention toolsmith too, look like someone already checked?

💬 NEXDEATH, Aug 1st at 5:58 AM

Sorry for another comment, i just wanted to say that the shovel digs coal EXTREMELY slow, it does like 4 hits for every single piece of coal. Doesnt seem intentional so I thought id at least point it out

💬 SaltyWater , Aug 1st at 2:18 AM

Batlychee

Yes I can! I will be putting on the to do list for the next update! 🙏

💬 Batlychee, Aug 1st at 2:14 AM

thank you for this mod, it's really improved the vibes of the game. the tools all feel more organic and less minecraft-y now. only issue i've had with it is that it conflicts with toolsmith a bit. the two handed tools can't be sharpened with a whetstone anymore. would it be possible to add an exception to the empty offhand requirement to that item specifically?

💬 SaltyWater , Aug 1st at 12:31 AM

Crackomint

heeey!!

 

Yep the flint shovel does take more time than the hands, but I'll not bother with that, I still like it!

Also, no I don't plan on doing a config for each tool tier, that would be madness! 🤣

And, this is not my mods doing, my mod simply checks if you have a item in the off hand and stops you from mining, but it doesn't lock any item in your hotbar or doesn't stop you from selecting other items too! :p

💬 Crackomint, Aug 1st at 12:09 AM

Thank you for making this mod! I've wished for a long time that the animation and sound for tool use matched up. I'm sure it was a pain to get it right, so I appreciate your efforts.

 

I just looked and saw that someone else mentioned this, but it does break the immersion when you realize it takes twice as long to break dirt with a flint shovel as it does with your hands. It disincentivises the immersive approach in favor of Minecraft-esque punching. I appreciate that you created detailed configuration options so we can change the values on our ends... but I think this disconnect will cause a number of people to simply uninstall the mod, rather than take the time to configure things. Just my thoughts.

 

My other wish is that there was a more elegant way to implement the "need to use two hands" feature. As it is, if you're using a tool and something pops into your offhand, which happened a couple times to me during testing, you can't even select your offhand to take the item out--it just gives you the error message. And you can't just deselect the tool either? I had to throw the tool out of my hands to get the error message to stop popping up and be able to select the offhand. This is kinda frustrating. I don't know if it's possible to at least make it so you can take whatever's in your offhand out while you're holding a tool, but it would be much less painful if you could. Right now, while I like the idea of the feature, it doesn't feel good to use.

 

I hope these suggestions aren't rude, again I really like this mod! Thanks again for making this great game even better :)

 

💬 NEXDEATH, Jul 31st at 11:22 PM

Thank you, i'll try that now. love the mod btw and I can't wait to see if you end up doing more with it.

💬 SaltyWater , Jul 31st at 11:13 PM

NEXDEATH

That's because they were generated in a old version of the mod. Delete em, enter a world again and watch the new updated ones being generated.

💬 NEXDEATH, Jul 31st at 11:10 PM

The Axe and Pick tool configs dont have the options for that, just the shovel. This is what the pickaxe config looks like. the shovel is the only one that has the distance/center/moving strength reduction options

 

{
"PickaxeDamageMultiplierComment": "How strong each pickaxe impact is, higher = more block damage per hit, lower = less. Higher numbers will make the block to be insta mined. Rembemer! This is still rulled by vanilla tool tier and mining speed multipliers.",
"PickaxeDamageMultiplier": 8,
"ShakeAmountComment": "How much the camera shakes with each impact.",
"ShakeAmount": 0.25,
"ShakeFrameComment": "Exact Impact frame of the animation that will trigger the effects: Camera shake, particles, sound, and damage. Change this only if you use a custom pickaxe animation with a different impact frame or if you want to revert back to the vanilla animation.",
"ShakeFrame": 6
}

💬 SaltyWater , Jul 31st at 3:02 PM

NEXDEATH

Yep! Just go into configs and set anything you don't like to 0! In each tool config!

Also about the flint shovel... Oh well you win some you lose some! I still take the immersive approach!🤣

💬 NEXDEATH, Jul 31st at 2:57 PM (modified Jul 31st at 3:42 PM)

Sorry, one more thing. Is it possible to disable the variation in break damage due to distance or movement or anything of that sort? it would be really nice to have the animations and the break mechanic without having to get so up close and personal.       I was only able to do this for the shovel so far in the configs

💬 SaltyWater , Jul 31st at 11:31 AM

NEXDEATH

I have no idea, you gonna have to do the testing yourself. 😬

 

💬 NEXDEATH, Jul 31st at 2:57 AM

Also, its slower to dig with a flint shovel than with your hands in this mod. seems a bit counterintuitive on that aspect

 

💬 NEXDEATH, Jul 31st at 2:27 AM

approximately how fast would i have to set the config to make the breaking have vanilla values?

 

💬 parmegoon, Jul 30th at 7:58 PM

oh

💬 SaltyWater , Jul 30th at 7:53 PM

parmegoon

this one is a old one i've made, toast made the current one. I will be updating the videos later.

💬 SaltyWater , Jul 30th at 7:23 PM

parmegoon

the animation is vanilla, toast didn't made one for the shovel yet.

💬 parmegoon, Jul 30th at 7:14 PM

i don't know if this is a bug. But the animation just don't look very good. like half of my screen is blocked by my shoulders

💬 SaltyWater , Jul 30th at 6:30 PM

DelToro95

The power of home office! 😂

💬 DelToro95, Jul 30th at 6:23 PM

Wow, you're going fast with these updates!

💬 wael6, Jul 30th at 5:58 PM

well ok now the mod has a point agains't toolsanimation since you guys added synced mining for the shovel

💬 Thranduil61, Jul 30th at 5:36 PM

I would love for it to be compatible with In Dappled Grove :)

💬 OMGDeadtoast, Jul 29th at 1:05 PM

As a fellow Toast, just commenting to say hello :) 

💬 SaltyWater , Jul 29th at 1:16 AM

Tsumugi

You wanna go to your VintagestoryData folder (inside %appdata%)

Then go to Modconfig>ImmersiveMining folder. There you'll locate the configs.

Make sure to enter a world once with the mod loaded so the configs can be created.

💬 SaltyWater , Jul 29th at 1:15 AM

Redumulis

Sorry, it had to be fixed! 😭

💬 SaltyWater , Jul 29th at 1:14 AM

_Ale1ster

Thanks! I always think about that, maybe some day! ^^

💬 Tsumugi, Jul 29th at 12:37 AM

I can't seem to find the config anywhere?

💬 Redumulis, Jul 28th at 10:54 PM

😭 I thought I was so slick for realizing I could instamine by swapping picks

💬 _Ale1ster, Jul 28th at 6:56 PM

Love this stuff. I hope you have a future in game design because stuff like this in games is so memorable and satisfying.

💬 SaltyWater , Jul 28th at 4:16 AM

Flint_N_Steel

Thanks!! ^^

💬 Flint_N_Steel, Jul 28th at 1:32 AM

The shake animation on tree chopping is really slick, love that feature.

💬 SaltyWater , Jul 27th at 12:21 AM

Nagefire

It's all vanilla driven, I won't be touching that 😆

I'll leave everything configurable tho!

Also yep, I intend to keep the per hit durability mechaninc!

💬 Nagefire, Jul 26th at 11:56 PM

I recommend canning the idea of tieing durability to number of hits; blocks "recover" damage pretty quickly, and it's easy to misclick blocks when mining large veins or clearing dirt. You could remove the mechanic that makes blocks recover damage, but that will result in a myriad of additional problems. I don't see it being a feature that adds to the immersion

💬 Nagefire, Jul 26th at 11:50 PM

Could you tweak behavior to make breaking things like leaves, fences, and furniture faster? I don't mind the additional time it takes to mine or break logs, but clearing leaves before breaking trees is painfully slow

💬 SaltyWater , Jul 26th at 4:43 PM

Jack67119

Hmm strange, this doesn't happen in current versions.

But I'll probably have to change code when updating then. (><;)

💬 SaltyWater , Jul 26th at 4:37 PM

OldManYells

Its alriight! 😆

So when I say it doesn't break the mining speed/tool tier i'm talking about the tool tier stat mining speed x value (for example a Iron pickaxe still have a 7.5x speed mining stones), and the mod does take this in consideration. Those values are not changed by the mod, a copper pickaxe will still be slower than a steel pickaxe, but now it's in hit quantity!

💬 Jack67119, Jul 26th at 4:15 PM

So actually I did find an issue with the mod on the pre-release versions, not sure if its also present on other versions or not. When disabling or removing the mod, I can no longer mine anything with a pickaxe or axe in my worlds. Clearing the mod config and mod data files fixes the problem. This was on 1.21 pre 2.

Again, fully understand its not meant for this version. Just wanted to put the issue out there.

💬 OldManYells, Jul 26th at 3:19 PM

SaltyWater Somehow i skipped the first one but the 

> Will this break mining speed and tool tier?

Is a bit confusing since it's said that it doesn't "break" mining speed, but it actually does according to the first point. So in theory if i change the animation speed i do "break" the mining speed.

Any additional reason why you chose to not ship the debug symbols with the mod (aside from the obvious one)? Changing the animation speed didn't do anything so i was trying to understand why.

Edit: nvm, change in the wrong direction i guess

💬 SaltyWater , Jul 26th at 2:32 PM

wael6

This you rn

┌( ಠ_ಠ)┘

💬 SaltyWater , Jul 26th at 2:31 PM

Solomon_Forge

Thanks!! <3

💬 SaltyWater , Jul 26th at 2:30 PM

OldManYells

heey! Please check Q&A!

💬 SaltyWater , Jul 26th at 2:29 PM

Whiskey_bizz

ArtificerDrachen

All working fine on my end!

💬 SaltyWater , Jul 26th at 2:28 PM

DaimeneX

Oh wow! Thanks for the report! 😆

💬 SaltyWater , Jul 26th at 2:27 PM

Jack67119

Amazing news! Thanks for the report!🙏

Sadly the internet is severely lacking pickaxe sound effects, both in quantity and quality. 😭

 

💬 wael6, Jul 26th at 11:27 AM

this is literally just toolsanimation but worse

💬 Solomon_Forge, Jul 26th at 11:22 AM

love for this to be added to base game, well done

💬 OldManYells, Jul 26th at 10:26 AM

SaltyWater i'm on 1.20.12 with this mod 0.1.1 version and i'm sorry to report that it does greatly affect the speed of mining. I've recorded video if you need additional evidence. I've noticed as i have the item pick up notifier mod and it easily shows the  difference because the notification expires (4 seconds) between pickups when mining, which doesn't happen without the mod (was mining quartz with a Iron pickaxe). I can provide more details if you need (mod list and what not) but the videos are from the same setup with and without the immersive minning.


Edit:
(Videos expire after 2 days)

https://streamable.com/i14fb4 Immersive Mininig
https://streamable.com/4gt7py Vanilla

Edit2:
Your show case video above (just noticed it now) actually showcases how slow the same scenario is, and matches the video that i recorded. Coincidentaly it was the same setup (quartz + iron pick)

💬 ArtificerDrachen, Jul 26th at 1:04 AM

Apparently the animations aren't working? I have a ton of mods but it worked with toolsmith earlier just fine and I got no other mods that would interfere.

💬 Whiskey_bizz, Jul 25th at 11:41 PM

breaking bones, anvils, and bloomeries doesnt seem to work

 

💬 DaimeneX, Jul 25th at 10:18 PM

I found an amazing exploit by sheer accident.
If you have two pickaxes, you can basically swap between them repeatedly and speed up mining to unfathomable speeds.
Granted, attempting such an exploit causes the camera to shake like you're having a seizure in game, and will probably cause someone to have a seizure too 😂

💬 Jack67119, Jul 25th at 8:44 PM

Tried it on the pre release versions out of curiosity. Chopping trees down works well, I find the sound of the wood cracking and animation quite satisfying. Pickaxe worked fine, No bugs so far.

Overall I love the concept of the mod, looking forward to updates to certain things. If I were to give any feedback, I feel like the pickaxe sound could use some work. I like what's already there, I just feel it could use a bit more depth. Maybe some extra cracking noises from the rock being hit or something like that.

Will be messing around with it in multiplayer later. Following this mod :)

💬 SaltyWater , Jul 25th at 8:06 PM

Czekola

I'll make everything configurable!

💬 Czekola, Jul 25th at 7:37 PM

I do like it, hoever, axes are also important early game tool used for quicker removal of branchy leaves and leaves blocks
Consider boosting damage done to those blocks

💬 SaltyWater , Jul 25th at 7:21 PM

Eloiyse

 

Hey thanks!!

Yes I do plan to make almost everything configurable!

💬 Eloiyse, Jul 25th at 3:46 PM

Hiiya, super sick and the axe animation looks super dope.

Are there any plans to maybe make the screenshake effect configurable? Got the feedback some of my friends disliked the screenshake effect and it'd be super cool if it was optional for those that don't really like the effect.

 

Fan of your work. 💜

💬 SaltyWater , Jul 25th at 2:18 PM

Atlas_Maker

Oh damn, thanks for the report and feedback!

 

Rivermoss

It doesn´t? 🤔 I was pretty sure it would sync using the proper tool reference in json, what a shame. Oh well..

Also yeah, I'll leave everything configurable!

💬 Rivermoss, Jul 25th at 12:51 PM

An issue I noticed in multiplayer is that the mining animation isn't displayed to other players when you're mining.

 

Edit: I believe you should increase damage per hit so that the time it takes to mine blocks is comparable to vanilla. It takes a little over 2 seconds to mine claystone rock with a copper pick in vanilla. Using this mod at animation speed set to 1.0, it takes close to 8 and a half seconds to mine claystone rock with the copper pick.

💬 Atlas_Maker, Jul 25th at 6:27 AM

just a quick little bug report here
quickly switching between multiple picks allows you to RAPIDLY break blocks.

💬 SaltyWater , Jul 24th at 7:47 PM

Redumulis

Another good news! 🙏
We're on fire guys! 🔥

Thanks for the report!

💬 Redumulis, Jul 24th at 7:25 PM

SaltyWater I can confirm that this DOES work with Toolsmith!

💬 SaltyWater , Jul 24th at 5:57 PM

PapitoPapz

Heeeyy! Welcome to the community!

I'm glad you're enjoying my mods! Thanks for playing ^^

💬 PapitoPapz, Jul 24th at 3:55 PM

ANOTHER MASTERPIECE ! I started playing VS for the first time a month ago and always loved modding games and especially minecraft thousand of mods I have seen is crazy but yeah back to the point, your mods are always the best quality and perfect for vintage story. Every mod is a must have, NEVER STOP THANK YOU !!!

💬 SaltyWater , Jul 24th at 11:27 AM

ChimMAG

You're forgetting about Block Damage/Removal and tool durability! (~ ̄▽ ̄)~

💬 ChimMAG, Jul 24th at 7:16 AM

Judging by the description, this is only a client mod. But it is also listed as a server mod. Yes, there are plans in the roadmap that can only be server mods, but is there anything that has already been implemented that needs to be processed on the server? Sounds and animations have always been client mods.

💬 SaltyWater , Jul 24th at 1:26 AM

berryland

Ooh, this is good news! Thanks to letting me know!

Also yes! theres a exact value for how much damage each hit does and I do plan to make it configurable!

Thanks for the feedback! <3

💬 berryland, Jul 24th at 1:19 AM

Can confirm this mod works in multiplayer. In a server with 175 mods and 5 max players. Patiently waiting for a config so I don't have to get them all to run the modified zip with slightly increased animation speed. Have you considered just making each hit do more damage, instead of increasing the animation speed being the only way to increase mining speed? Either way love your mods bro. 

💬 SaltyWater , Jul 24th at 1:10 AM

Torisk_Ablinsky

I don't want to complicate it too much, I don't think its a good idea to have sub mechanics from sub mechanics.

I'll leave the two hand configurable tho! 😆

💬 Torisk_Ablinsky, Jul 24th at 12:56 AM

With the Two-handed thing: If you can, have it still work, but way reduced speed if you use one-hand. (or even have a chance of it 'slipping' and either dropping, injuring you or both, and possibly could work with a debuff of leg or arm injury?)

💬 SaltyWater , Jul 24th at 12:41 AM

NeoB

I couldn't handle the pressure! 😆

💬 NeoB, Jul 23rd at 11:48 PM

By now I think you should be part of the anego team.

💬 SaltyWater , Jul 23rd at 9:40 PM

BlizzySmalls

No probs bro! ^^

💬 BlizzySmalls, Jul 23rd at 9:11 PM

Oh I see. I wasn't sure what 'Propick' meant. Thought that might have been another mod lol. Thanks for the quick reply!

💬 SaltyWater , Jul 23rd at 9:07 PM

BlizzySmalls

Prospecting pick doesn't work due to a bug, check known issues! 😆

💬 BlizzySmalls, Jul 23rd at 9:04 PM

It doesn't seem to work for me. I am unable to mine anything with the copper prospecting pick and copper pick. There is no sound, cracking texture, or particles. Currently trying to figure out if it's an incompatibility with one of the other mods I have installed.

Edit: 
With only this mod enabled, the regular pick works but not the prospecting pick.

💬 potoes, Jul 23rd at 8:35 PM

Redumulis Let me know if you find the mods compatible. Also wondering if it's compatible with toolsmith. 

💬 Redumulis, Jul 23rd at 6:53 PM

SaltyWater Ah! Okay, thank you! I'll give it a look, hopefully Toolsmith's picks still work.

💬 SaltyWater , Jul 23rd at 6:31 PM

Redumulis

If it's only changing the mining speed and not the animation then its probably compatible!

💬 Redumulis, Jul 23rd at 6:27 PM

Is the mod then incompabible with anything that would change the default mining speed?

💬 SaltyWater , Jul 23rd at 5:11 PM

DecaByte

Thanks Deca! You're following almost every mod I've done! I appreciate you! <3

💬 DecaByte, Jul 23rd at 5:02 PM

Another wonderful mod from Salty! Thanks for this! This too really sooths that brain itch.

 (edit comment delete)
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