Mods / Make Tea Forked
Author: sargentsteveEr
Side: Both
Created: Aug 27th at 4:07 AM
Last modified: Oct 26th at 9:19 PM
Downloads: 14837
Follow Unfollow 275
Recommended download (for Vintage Story 1.21.0 - 1.21.5):
maketeaforked_0.7.1.zip
1-click install
Make Tea Forked
Original by: urm
A forked version of Make Tea updated to 1.21.0, will be removed at original owner's request.
So the 1.21.0 update changed a lot of things, apart from possibly breaking every mod that added clay/ceramic items to backend changes, this is my attempt at forking the mod and bringing it into alignment with 1.21.0's new requirements.
If you'd like to make your tea drinking habits sustainable, I would suggest looking towards Wild Farming - Revival by SpearAndFang
Some features may be broken.
Features:
- Clay form teapots and mugs.
- Fire them in a pit or beehive kiln, with full clay color support.
- Boil water in the teapot, add herbs and brew tea, with new UI, graphics and sound effects!
- Tea recipes for every in-game vanilla herb (currently that includes all the flowers).
- Brewing temperature matters! Pay attention to the UI colors and keep notes of the proper temperature ranges.
- Drink tea while it is still fresh, it won't be long before it's no better than muddy water.
- Make sure to drink from a mug to fully appreaciate some teas!
- Depending on the herb used, the tea will have different properties: a bit of nutrition, healing, and even a calming effect (increases temporal stability). Some teas are also quite toxic!
Future:
I will most likely not be adding new features or compatability, however, I will attempt to the best of my ability to maintain the mod due to broken features.
Regardless, feel free to suggest additions and compatability. I'm always happy to take people's ideas!
Compatabity with mods such as Hydrate or Diedrate will most likely function as liquids themselves have seemingly not been touched, but I will most likely not add compatability or new tea recipies.
This was a lie, I have hopefully future-proofed the mod to have a much more robust liquid support system, although improvements can be still made.
Known issues
- Can't shift+click teapot into the firepit (same as vanilla crucible) (May fix this at a later date.)
Licensing
Some of the code is based on publicly available Vintage Story code.
You are free to use the code in this repository for Vintage Story mods, as long as you credit "urm" in any reasonable manner.
All the sounds are sourced from ZapSplat.
Other
Make Tea
Features:
- Clay form teapots and mugs.
- Fire them in a pit or beehive kiln, with full clay color support.
- Boil water in the teapot, add herbs and brew tea, with new UI, graphics and sound effects!
- Tea recipes for every in-game herb (currently that includes all the flowers).
- Brewing temperature matters! Pay attention to the UI colors and keep notes of the proper temperature ranges.
- Drink tea while it is still fresh, it won't be long before it's no better than muddy water.
- Make sure to drink from a mug to fully appreaciate some teas!
- Depending on the herb used, the tea will have different properties: a bit of nutrition, healing, and even a calming effect (increases temporal stability). Some teas are also quite toxic!
Potential future features
- More tea types as the range of herbs in the base game expands.
- Tea toppings such as milk and honey.
- More teapot and cup variety
Known mod compatibility
Known issues
- Can't shift+click teapot into the firepit (same as vanilla crucible)
Licensing
Some of the code is based on publicly available Vintage Story code.
You are free to use the code in this repository for Vintage Story mods, as long as you credit "urm" in any reasonable manner.
All the sounds are sourced from ZapSplat.
This section is intended to help others by explaining the errors this specific mod caused, and how I've (hopefully) fixed it. I hope this is useful for others who are trying to update their mods.
To prevent this section from going on forever, feel free to mention me at the Vintage Story Discord server!
When VS updated to 1.21.0, large amounts of various back-end was shifted around and modified, and while I'm not 100% certain on what actually happened, I believe it has to do with their update from hardcoded interactions between the fruitpress and honeycomb.
Looking at crash logs, the server hangs and dies during startup when the Fruit Press block is initialized and scanning for all “top-opened liquid containers.” At least one of these containers from the mod doesn't define a capacityLitres attribute, so the game calls BlockLiquidContainerTopOpened.get_CapacityLitres() and hits a NullReferenceException.
[Error] Exception: Object reference not set to an instance of an object. at Vintagestory.GameContent.BlockLiquidContainerTopOpened.get_CapacityLitres() in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerTopOpened.cs:line 25 at Vintagestory.GameContent.BlockFruitPress.<>c__DisplayClass3_0.<OnLoaded>b__1() in VSSurvivalMod\Block\BlockFruitPress.cs:line 40 at Vintagestory.API.Util.ObjectCacheUtil.GetOrCreate[T](ICoreAPI api, String key, CreateCachableObjectDelegate1 onRequireCreate) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 24 at Vintagestory.GameContent.BlockFruitPress.<>c__DisplayClass3_0.<OnLoaded>b__0() in VSSurvivalMod\Block\BlockFruitPress.cs:line 33 at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2939 at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 925 at Vintagestory.Server.ServerMain.Stop(String reason, String finalLogMessage, EnumLogType finalLogType) in VintagestoryLib\Server\ServerMain.cs:line
[Event] Stopped the server!
While the .JSON files were properly defined already, it was actually the teapot.cs that was the culprit for the crash.
In Teapot.OnLoaded(...) the code sets the capacity from a top-level Attributes["capacityLitres"]. The .JSON puts capacity under attributes.liquidContainerProps.capacityLitres, so this line points at nothing while Fruit Press enumerates top-opened containers during startup. But changing it to read the nested path (or removing it and letting the base class read from liquidContainerProps) would solve this initial hiccup.
if (Attributes != null)
{
capacityLitresFromAttributes = Attributes["capacityLitres"].AsInt(2);
}
with
if (Attributes?["liquidContainerProps"].Exists == true)
{
capacityLitresFromAttributes = Attributes["liquidContainerProps"]["capacityLitres"].AsFloat(2f);
}
There are more issues that had to be solved for the mod to properly function as intended, most likely also issues brought upon by the game update, but again, to prevent this section from going on forever, feel free to mention me at the Vintage Story Discord server.
I've noticed some people discussing Harmony as a potential error, and in this mod at least, Harmony targets BlockLiquidContainerBase.SplitStackAndPerformAction, which means it's not an issue.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.7.1 | maketeaforked | 8863 | Sep 16th at 12:31 AM | maketeaforked_0.7.1.zip | 1-click install | ||
|
- Internal updates | |||||||
| 0.7.0 | maketeaforked | 2498 | Sep 8th at 11:47 PM | maketeaforked_0.7.0.zip | 1-click install | ||
Teapots may soft-break with this update, if they are unusuable, please break them then place them again. | |||||||
| 0.6.0 | maketeaforked | 1153 | Sep 4th at 9:01 AM | maketeaforked_0.6.0.zip | 1-click install | ||
| |||||||
| 0.5.0 | maketeaforked | 143 | Sep 4th at 3:21 AM | maketeaforked_0.5.0.zip | 1-click install | ||
Currently there seems to be an issue on Hydrate or Diedrate's end that prevents tea from being produced with their custom water variants (Boiled, Well, etc.) For now please use water directly from a freshwater source such as a lake, pond or river. This was 100% Make Tea's fault, and has been patched and improved for future-proofing.
| |||||||
| 0.4.2 | maketeaforked | 1803 | Aug 27th at 11:29 PM | MakeTeaForked-0.4.2.zip | 1-click install | ||
|
- Added functionality to shift + right cick teapot into firepits. | |||||||
| 0.4.0 | maketeaforked | 377 | Aug 27th at 4:10 AM | MakeTeaForked-1.21.0.zip | 1-click install | ||
|
- Initial mod release | |||||||
Also just experienced the teapot duplicating when trying to put water (by clicking on a water source) in or pouring it out
I have experienced the same bug as Stason below, I poured out a teapot into a larger container and ended up with about 20 duplicates of the teapot.
They just poured water into the kettle and poured it out. Result
Beedy
with my limited content modding abilitys i dont know how to get it to work, since the function of the pot is hardcoded in the dll file i think.
i managed to change the amount of liters of water that you can put in the pot, but then it won't make tea, since the tea recipes are hardcoded (for a lag of a better work <-<)
i learned that the hard way when i tried to change the recipes to include the dried flower cuttings from the alchemy mod, and i could not for the life of me to get it to work. >.<
sargentsteveEr
i have a request ... you think you can add the dried flower cuttings from the alchemy mod as a alternative ingridient to make tea ?
as i wrote a little bit further up. i tried it myself but could no get it to work with my limited knowledge.
Beedy tbh I use this mod completely independent of HoD as a ambience/character mod rather than something that gives any true benefit for its use. Some teas will help recover hp and tempora stabillity though, so there is that. I can look into adding the ability to change some values with ConfigLib, but the teapot itself currently only holds so much right now.
Jhoulana Thanks for the help. I suspected that the portion is the cause. Do you know if I can edit the recipe to make the teapot hold more water?
Beedy
you can change the hydration of the teaportion and others in the ModConfig for HoD
"HoD.AddItemHydration.json"
the problem i think is that the teaportion is 1L, wich gives you hydration of 600 (same as a waterportion actually)
and if you drink with a mug from maketea it is just 0.2L, so less and therefore less hydration.
I love the idea of this mod. I love the sounds so much, and the new use for flowers. But so far, I can't really get the practical benifit of it. I'm using Hydrate or Diedrate, which should synergize well this mod. But this mod doesn't provide a reason to drink tea instead of water, juice, or wine. Tea provide very little hydration, thus drinking tea isn't rewarding enough to go through making the teapot and brewing tea.
In my humble opinion, the solution would be to buff the tea stats to incentivise making it. To make the the process worth it. To make drinking tea more rewarding than drinking water. Or if we can do this ourselves using .json configs I would love to know how. Thank you. I appreciate the work you did with this mod's improvements.
Haisalmon@ rosysyn I'll take a look into the issue, it would be awesome if an issue can be opened on the github page here because my memory is atrocious
Xordaii I could try but modelling is completely out of my scope, I'll see though.
I have same problem with rosysyn and i also have Hydrate or Diedrate.
sargentsteveEr any chance of getting the ability to save cold teas? Like put in bottles for trips?
Found a bug! On VS latest/mod latest. When rapidly refilling a teapot directly from a barrel (was in a barrel holder, not sure if relevant), it will duplicate the teapot. I ended up with 15 teapots in my inventory before I realized what was happening. Not sure if this happens with all barrels or other specific water sources. I do have the Hydrate or Diedrate mod, which adds different types of water sources (rain water, boiled water, etc), but the water in the barrel was just plain water.
Also, a comment - it sure would be nice to be able to mass produce tea in a cauldron/other large vessel. There's another mod for making horsetail tea in a barrel that works nicely and has a healing effectc- was hoping to see more options along those lines.
Herbal teas hardly ever have caffeine, only when they have actual leaves from the tea tree added to they have caffeine (at least from my 35+ years of drinking it, and I get migraines from caffeine, so I am careful.) It's sort of like how skim milk is actually 1% and whole milk is 3%. Decaf tea still has caffeine if it contains White, Black, or Green Tea in it. (There are some odd things out there that also add it, but they are not in the game: yerba mate from another tree, diff types of Holly, guarana.)
Even coffee substitutes like chickory or dandelion brews have no caffiene. Just bitter to wake you up. Please don't add caffeine.
sargentsteveEr Warnings on the server, thought you should know:
27.10.2025 00:46:12 [Warning] Failed resolving crafting recipe ingredient with code game:flower-rafflesia-free in teapot recipe maketea:recipes/teapot/flowertea.json
27.10.2025 00:46:12 [Warning] Failed resolving crafting recipe ingredient with code game:flower-croton-free in teapot recipe maketea:recipes/teapot/flowertea.json
Edit: Please don't add caffeine to the herbal teas. Tea trees would be fun :D At least you could control if you wanted a relaxing cuppa or something to keep you jittery for days.
So I also can't place the full teapot down. I am unsure if according to the discription or the comments below this is supposed to be fixed, or what the exact fix for this is. I can't seem to find any control scheme for HoD shift+RB.
Edit; nvm, I was on an older version, newer one has fixed this already!
So what you gotta do to make tea is you boil the water first, take it out of the fire when its between like 50-80 degrees C, and then put the plants in, if you're brewing it good the "Brewing" text will be green Niniisan
Everytime I make tea it's 75% spoiled. I have no idea why. Immediately after it's done brewing it immediately spoils.
Very excited to try this. I would love to see a mod that added in wild tea trees that you could cultivate differently for black, green, or other tea types... it would be a nice way to incorporate tea into farming
Where can we see a list of tea effects?
MystiVaid Many herbal teas don't contain caffeine so it should probably be some that do and some that don't. I want to add it is a great idea for the mod.
sargentsteveEr I am not sure I am getting this to work properly. So I brew the tea, get some in a cup, I drink it but I don't really find anything happens. I sometimes find it awkward to fill up the tea cup too. What might I be doing wrong? I have a feeling the issues is between the operator and the keyboard/mouse and not the mod.
LivCi Tea contains caffeine, so it should actually make you more alert and delay your ability to fall asleep.
Best mod
Please add Czech translation on Crowdin from Original autor
It would be cool if drinking tea increased your "sleepy counter" by a bit. By that I mean that usually, when you wake up, you can't sleep again until several hours later. Tea should make you sleepier and allow you to sleep earlier
So I was able to write a custom recipe generator that reads all the recipes registered in the game and generates variants of them that use HoD's custom fresh water types if they have game:waterportion, I was succesfully able to get 0.5.0 to use these new recipes and they work in the tea kettle (0.6.0 automatically works with all water types cause of the wildcard but like I said before its also working with salt water now). The only issue is the kettle has some issues recognizing these outside recipes, mind if I make a pr on the repo with a potential fix?
Chronolegionaire I do want to wildcard it, but also have it inheret the attributes of the liquid it uses so other mods can work "out of the box" (Working on this), I'm not exactly sure if this is a great idea in terms of modding though. If your compatability works better then I'll definetly revert it.
Just a heads up, adding the wild cards to the recipe like that will likely make it work with salt water as well unless that is intended. I'm working on compatibility on my end using code rather than a json patch, so it might be best to just revert it to use game:waterportion
Chronolegionaire That makes sense, I saw the "out-of-the-box compatability" list and was confused on why this mod accepts only 'water', thought it was both a hydration and crafting compatability patch. And good to know exactly how HoD works though, appreciate it. I'd have to take a deep dive into mod compatability since I'm not exactly knowledgable in that.
As for the drinking itself, I'm honestly not sure what happened but regardless I managed to make something that works with/without HoD, so that's neat...
I believe the mod likely treats water as exactly game:waterportion due to the tea JSON recipie, I'll see what I can do.
The reason the HoD added waters don't work is because they are considered completely different items so if the recipe calls for game:water they won't accept any of HoDs waters as an inpute (for example hydrateordiedrate:wellwaterportion-fresh. I attempted to make compatibility recipes using the new HoD water items but the tea pot still doesn't seem to accept anything but regular water. Does it do any hard coded checks for game:water?
Also regarding the drinking thing, HoD doesn't touch block interaction drinking behavior at all, it just patches some stuff onto the end of the vanilla interaction to detect the hydration attribute, so if there is an interaction going on there that would be very weird. The water interaction that HoD adds is only for water blocks placed in the world, the block interaction stuff shouldn't have anything to do with HoD (and it wouldn't even fire off as I gate it to empty hands only anyway).
Blaiyze Just tested and seems to brew perfectly fine, try to add the herb and water before brewing if you have HoD, then let me know if it's still not functioning.
LastXsile Blaiyze Definetly looks like there's some jank going on with drinking, especially directly from the teapot. I'll have to look into it, current thought is it's caused by some incompatability between my method of "patching" shift+click functionality on a firepit and HoD. (It's possible to share by using a liquid container such as a mug or bowl)
Okay so after a quick look, it seems that HoD's behaviour of drinking via shift + clicking runs before the placing-of-the-teapot, but is a bit weird since other things like the mug can be placed perfectly fine. I'll try to do some fixes but no guarantees.
hare I'll need to do a look into the files later to help you out, I've barely touched anything outside of teapot.cs to be fully honest...
Seems to be a conflict between this and Hydrate or Diedrate. Heated the water in the kettle to the proper temp, added Heather herbs, but the tea doesn't brew. Otherwise it seems to function as intended
i'd like to make tea from mushrooms using my own little mod, but adding a teapot recipe is something i can't figure out how to get working. any help is appreciated :p

sargentsteveEr New world new pot made tea can't place the pot or empty its content into any containers so i jsut have to drink it. Yeah shift right clicking doesn't nothing. Could be a mod conflict but i woudln't know with what. Probably an issue with hydrate or diedrate as it just triesa to drink it when you hold shift right click.
LastXsile Are you shift + right clicking to place? It's also possible that there's version incompatability, as teapots from older versions seemed to not work consistently at times while I was fixing the mod.
Can't seem to get place the tea kettle down after brewing tea in it or empty its contents into anything.
Cynag Yeah sure, feel free to get it over to me any way you want (discord, github, etc)
Hi! Great mod 😃
I’ve made a PT-BR translation for it. If you’d like, I can share it!