Mods / Salty´s Radial Crafting
Authors: SaltyWater, DanaCraluminum
Side: Both
Created: Jun 14th at 5:44 PM
Last modified: 1 day ago
Downloads: 2495
Follow Unfollow 198
Recommended download (for Vintage Story 1.21.5):
RadialCrafting_0.2.6.zip
1-click install
Pet the floppa to buy me a coffee!
This mod adds a radial menu for crafting!
It does NOT remove the crafting grid. (yet)
Crafting
Press CAPS LOCK (Key by default) to switch between item collect mode from auto to sneak. (optional)
Drop the necessary ingredients for a crafting recipe.
Hold B ( Radial Menu key by default).
Choose the recipe.

Press CAPS LOCK (by default) to switch between item collect mode from auto to sneak. So you can work with dropped items without auto collecting.
Or if you don't feel like doing it all the time you can set the dropped item scan radius inside the config json to set the max distance (in blocks) between you and the dropped items.
For recipes that requires tools, said tools needs to be in either the player hands or hotbar (backpack inventory does not count).

The tool takes damage as normal. If you have more than one, the one on the left takes damage.
For recipes that requires liquid countainers, said containers need to be on the player hands or toolbar too. (backpack inventory does not count).

Multi-Crafting & Cooldowns
Both the Bulk crafting and cooldown system works togheter:
To Multi-Craft:
Hold ctrl and left click to add +1 itemstack for the final craft.
Hold ctrl and right click to remove -1 itemstack from the final craft.
Hold shift and left click to add the maximum items you can craft with the available resources.
Hold shift and right click to go back to 1 itemstack.

watch the center tooltip
Then to confirm just left click the recipe:

Please read this carefully:
This will start the crafting and cooldown system.
Inside the cooldown you can't walk, open the radial menu or toggle collect mode. So watch out!
If the the crafting requires a tool and you're holding it in your main hand, a unique animation plays out!
Be careful, make sure every resource is available until it finishes crafting, or else you will be penalized with no recipe result, wasting resources.
Every recipe will take 1 second or more to craft.
Cooldown is calculated by ingredient quantity and 3 types of items:
[normal items] - 0.1 sec
[tools] - 0.3 sec
[liquid containers] - 0.5 sec
(All those values are configurable in the mod configs, but the default 1 second recipe cooldown is hardcoded and can't be changed.)
Example: You have a recipe that requires no tools or liquid containers but the amount of resources required is 12,
then it will take 1,2 seconds ([normal items] - 0.1 secs x 12) to craft every single batch of that recipe.
Example 2: If the recipe requires 8 resources instead it would take 0.8 seconds, but the cooldown defaults it to 1 second.
Example 3: But if a recipe requires a hammer, an axe and a chisel, and 6 more resources then its 0.9 sec + 0.6 secs, 1.5 seconds for each batch produced.
(You can disable the cooldown system in the mod configs setting the variable instant to true)
If you're feeling lost check the help tooltip:

Info
Do you need a table to use the radial menu?
No it was only for showing off.
Do you need the handbook open?
No, it’s only to demonstrate the mod implications. It feels more natural to look up the resources required for a recipe and simply drop them in the world, rather than arranging them in the grid.
Will This work with modded/edited recipes?
Yes, the mod reads directly the json recipes.
For example, if using Tools Require Rope the radial menu will only prompt you with a tool recipe if theres ropes dropped with the other ingredients.
But please let me know if you find any recipe modded or vanilla that doesn't work.
Will This work with liquid containers and liquid % recipes?
Yes, the mod reads directly the json recipes.
For example creating dough needs one liter water from a liquid container. The mod will translate that one liter accordingly to the container after the crafting process.
But the soaked bandage only uses 0.2 liters of Aqua Vitae, wich is also correctly translated to the container after the crafting process.
Can I translate this?
Yes!! There is a lang file for every text entry of the mod.
Roadmap
(and notes to self)
- Add liquid/tools recipes compatibility.
- Faint circle low opacity for the radial menu to better contrast with certain backgrounds. (I decided to go with low gamma)
- Stop time opening the radial menu. (discarded)
- Make it toggable.
- Menu animation.
- Add multi crafting sytem, using a combination of holding keys.
- Add tooltip for resources.
- Add multiplayer compatibility.
- Add cooldowns
- Add animations
- Add particle effects
- Add Sounds: (For last, I want specific sounds for specific material types and specific tools used in a recipe)
check out my other mods here:
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.2.6 | radialcrafting | 30 | 1 day ago | RadialCrafting_0.2.6.zip | 1-click install | ||
|
Fixed a crash that could happen during crafting cooldown when the mod temporarily restricts player movement (invalid motion NaN value). | |||||||
| 0.2.5 | radialcrafting | 760 | Aug 30th at 3:22 AM | RadialCrafting_0.2.5.zip | 1-click install | ||
|
removed embedded dlls. | |||||||
| 0.2.4 | radialcrafting | 94 | Aug 28th at 3:54 PM | RadialCrafting_0.2.4.zip | 1-click install | ||
|
port to 1.21 | |||||||
| 0.2.3 | radialcrafting | 481 | Jul 19th at 3:39 PM | RadialCrafting_0.2.3.zip | 1-click install | ||
|
Fixes: Fixed slab recipes not working anymore. Fixed toggle mode working only once.
| |||||||
| 0.2.2 | radialcrafting | 422 | Jun 30th at 9:14 PM | RadialCrafting_0.2.2.zip | 1-click install | ||
|
Added Animations for tools: If a recipe has a tool in the ingredients and the player is holding it: Hammer Knife Shears Saw Axe
Additions: Player now can't move while in cooldown. Player can't open radial menu while in cooldown. Player can't toggle sneak/auto item collect while on cooldown. If resources are collected mid crafting the player gets penalized with no final item. Warnings fetched from lang file for the above.
Fix: Clothes not being 100% when crafting. | |||||||
| 0.2.1 | radialcrafting | 117 | Jun 28th at 7:14 PM | RadialCrafting_0.2.1.zip | 1-click install | ||
|
This is not a complete cooldown system implementation, but I needed to push this update for the two fixes below.
Added cooldown system >Cooldown is calculated by ingredient quantity and item type: [normal items] - 0.1 sec [tools] - 0.2 sec [liquid containers] - 0.3 sec >It does a final calculation multiplying by bash quantity (if multi-crafting). >Items are consumed one by one inside the cooldown >A minimum cooldown value is hardcoded (1 second). So every single recipe will take a second or more to craft. >You can disable the cooldown system in the configs, setting the variable "Instant" to true.
Added particle system: >Triggered when a item is consumed inside the cooldown. >Takes the color of the item texture.
Added configs for cooldown System. Added animations for the cooldown system.
Fixed: Radial Craft Menu Key is now rebindable. Fixed: Chunks not yelding the correct amount of nuggets, if crafted in the radial menu.
Still to do: So far there's only 2 animations implemented. 1 for every crafting recipe 1 for recipes that requires a hammer AND the hammer is in the main hand. This one will trigger instead of the 'every crafting recipe' above. (which is just the player hammering instead of the first animation which is the player moving his hands to simulate working on the crafting.) So I will be implementing at least one for every tool.
Make the multi-crafting keys rebindable. Make the player unable to move while inside crafting cooldown. Make the player unable to craft/open radial menu while inside crafting. Make the crafting stops if resources aren't found anymore. (mid crafting another player picks up the items) | |||||||
| 0.2.0 | radialcrafting | 156 | Jun 25th at 11:57 AM | RadialCrafting_0.2.0.zip | 1-click install | ||
|
Added required ingredients to recipe prompt, for better resource managment. Added Multi Crafting: Added help button: Added Lang file for the Help Button Fixed bug in liquid recipes that: prompts you and let you craft a recipe even if the liquid is not the required for the recipe. remove the liquid from the first container in the inventory by orther, even if it's not the required from the recipe. Added multiplayer compatibility Compatibility with Vanilla Variants | |||||||
| 0.1.2 | radialcrafting | 102 | Jun 24th at 1:45 PM | RadialCrafting_0.1.2.zip | 1-click install | ||
|
added config options: Added new key, toggle collect mode | |||||||
| 0.1.1 | radialcrafting | 100 | Jun 23rd at 11:06 AM | RadialCrafting_0.1.1.zip | 1-click install | ||
|
Now opening the radial menu lowers gamma to give better contrast with environment. Now there's a little smooth animation opening and closing the menu. Also for selecting recipes from the radial menu. Now theres a radius limit of 3 blocks from dropped items to count as resources and be prompted with recipes. Fixed and tweaked water container recipes. | |||||||
| 0.1.0 | radialcrafting | 231 | Jun 14th at 5:48 PM | RadialCrafting_0.1.0.zip | 1-click install | ||
|
first release. please refer to the road map to see planned features. | |||||||

SaltyWater
Burgersim
Sorry guys but you are right, it was two mods doing it to me, after an hour of gameplay insantylib and player model lib would cause a crash 100% of the time, after going threw and removing 3 mods at a time, seeing if i crash, then readding them, i managed to single out these two, if you still get crashes, i suggest using my method.
Simply VS Manger was a life saver for this, you can get it on this mod site.
Also, I fucking LOVE your mods Salty.
SaltyWater thx in advance, and no worries ^^
Burgersim
MrWolfytc
MelkiiBes
Slikkelas
I'll take a look at this today, sorry for the troubles
MrWolfytc I don't think it's about switching gamemodes. My friend never once switched gamemodes on my server (she's not an op) and she crashes when trying to craft, but I switched a lot during the testing of my server and I never crashed with radial crafting trying to craft so far.
guys i think i figured it out, did anyone that chashed go into creative and back to survival, i tested it three times, once with my full mod pack, once with just salty's mods, once with just this mod. All was good intill i changed gamemodes. Then it would desktop eveytime i craft.
MelkiiBes
Burgersim
Slikkelas
SaltyWater
EDIT: if you REALLY need to go into creative i have just discoved if you remove the mod and switch gamemodes, then switch back before readding the mod, the game will not chash.
Error while trying to craft
SaltyWater Got the same crash as Slikkelas with a friend on my Server. Funnily enough she crashes, but I can craft just fine. The error log shows the same NAN/floating point error for her everytime tho.
Btw I just wanted to add I really like this system and if it worked for everyone of my friends on my server as well, then I would probably ask if you could add an option to disable the crafting grid alltogether ^^ and just as a suggestion (if that was even possible) if you add an option to also disable the crafting grid you could then look at editing the handbook to only show items and quantities instead of the crafting grid for recipes (or maybe add those recipes to the crafting grid as a kind of recipe and disable the grid recipes, not very versed in VS modding but just an idea ^^).
SaltyWater I am trying to solve an issue, where out of nowhere when ever i try craft something game crashes and gives this error:
I am at a loss, because sometimes the problem persists in creative and other times it resolves, but my save is bricked to the point of not being able to use radial crafting in that world no matter what i isolate and even if i remove the animations from the mod.
The menu comes up fine, but as soon as i try craft anything, it crashes.
Disabling the mod also keeps the pickup setting to sneak. Deleted all traces of it in cache and mod folder.
Hope you can spot what is going on, since i find it hard to go back to grid crafting.
would this mod go well with the Manuel mods? also is it best apired with the Click to pick up mod?
@YaWeh
It seems the gamma forced change only happens if configured to hold mode (you can change it int the modconfig). For a solution for now i am using the mod in toggle mode. If i had to gess i suppose the "fade in" function fails to assign to the property that saves the current gamma and it goes to a default value that is 100, maybe just in case having the default as the usual default for vintagestory would be better. It is stored as 1f, so maybe 1.5f, if 150 is the default, i dont know becouse i had to adjust it.
Pressing the build button resets my gamma to 100 every single time, any ideas?
Swedneck
Alt? You can make it toggleable check configs!
It seems you have to hold alt to be able to actually select anything from the radial menu, it'd be much more intuitive if the radial menu worked like a joystick, like radial menus usually do.
SaltyWater Small incompatability between this and your Click to Pick Mod. With the Enable Nearby Pickup config option enable on "Click to Pick", The combined items are treated like only one singular item. So when I wanted to do a Wooden Chest, I had 8 Planks and Nails on the Ground, but I was told "nothing to craft".
Thanks a lot for this mod, I really love it and already got used to it to the point I almost stopped using inventory crafting. But I found just one problem - when using mod Toolsmith (devides a tool into 2 parts - head and handle and both of them have separate durability and head has sharpness, when instrument breaks it drops its components and you need to combine them again in craft menu) and your tool breaks, if you combine its parts in inventory crafting it stores the sharpness value of head before breaking and applies it to the new crafted one, BUT if you're combining two parts of a tool via radial craft sharpness RESETS to default, and it abuses mod mechanics both negative and positive ways (when heads sharpness was > default you lose all those extra sharpness points, when sharpness was < default crafting grants you more sharpness than you previously had). Hope I made myself clear and you can possibly fix this <3
just needs to be an option to dissable normal crafting grid and this is perfect!
Heyo, game crashes on 1.21.0 with this Mod when activating the menu with crafting materials lying around.
Without materials, it just darkens the screen a little and tells that nothing's there to craft.
Running on 64 bit Windows 10.0.19045.0 with 32644 MB RAM
Game Version: v1.21.0 (Stable)
27.08.2025 00:07:32: Critical error occurred in the following mod: radialcrafting@0.2.3
Loaded Mods: autotoolbar@0.1.1, BetterGrass@0.0.3, catchledge@0.5.0, chargedjump@1.1.0, clicktopick@2.0.0, dodgemaster@1.2.2, firestarters@1.4.4, handtohand@1.0.4, immersiveorecrush@2.2.2, manualdough@1.1.4, manualquenching@1.0.7, manualscraping@1.2.3, manualshingle@1.0.1, overhaullib@0.8.25, primitivesurvival@3.9.4, radialcrafting@0.2.3, slowwalkmod@1.2.3, stoneharvesting@1.1.0, game@1.21.0, vsimgui@1.1.12, betterfpcamera@1.3.0, betterruins@0.5.0-rc.1, combatoverhaul@0.7.1, configlib@1.10.1, hydrateordiedrate@2.2.7, smithingplus@1.6.8-rc.7, stepupadvanced@1.2.1, terraprety@7.0.5-pre.1, th3dungeon@0.4.4, toolsmith@1.2.6-rc.1, vigor@0.5.0, creative@1.21.0, survival@1.21.0
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.GridRecipe.CopyAttributesFrom'.
at SaltyWater.RadialCrafting.Services.RecipeService.BuildPreviewStack(GridRecipe recipe, List`1 availableStacks)
at SaltyWater.RadialCrafting.Client.InputManager.OpenMenu()
at SaltyWater.RadialCrafting.Client.InputManager.OnCatchItemsHotkey(KeyCombination keyComb)
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1834
at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 320
at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 880
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 249
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 27.08.2025 00:04:56, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.21.0.0, Zeitstempel: 0x68760000
Name des fehlerhaften Moduls: openal32.dll, Version: 1.23.0.0, Zeitstempel: 0x63dd31ad
Ausnahmecode: 0x40000015
Fehleroffset: 0x00000000000df046
ID des fehlerhaften Prozesses: 0x5e48
Startzeit der fehlerhaften Anwendung: 0x01dc16d54b594527
Pfad der fehlerhaften Anwendung: D:\STUFF\7GAMES\VINTAGESTORY\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: D:\STUFF\7GAMES\VINTAGESTORY\Vintagestory\Lib\openal32.dll
Berichtskennung: 5b2e4bdc-306b-41db-947a-2ffdef9a06ca
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
--------------
{ TimeGenerated = 26.08.2025 23:10:20, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.21.0.0, Zeitstempel: 0x68760000
Name des fehlerhaften Moduls: openal32.dll, Version: 1.23.0.0, Zeitstempel: 0x63dd31ad
Ausnahmecode: 0x40000015
Fehleroffset: 0x00000000000df046
ID des fehlerhaften Prozesses: 0xe48
Startzeit der fehlerhaften Anwendung: 0x01dc16cd0ce26690
Pfad der fehlerhaften Anwendung: D:\STUFF\7GAMES\VINTAGESTORY\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: D:\STUFF\7GAMES\VINTAGESTORY\Vintagestory\Lib\openal32.dll
Berichtskennung: 9f829319-1e35-40f3-9f71-f09e139568d6
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
for some reason it will not let me choose what to craft. it pulls up the menu fine
Gotcha
Bone_D
Thanks!! ^^
You can make it togglable in the mod configs! 👉🤠👉
KappnTortle have it too. I think it happens when loading into the world and trying to use the radial menu without having anything valid to craft. As soon as you use the menu with something valid to craft the issue (resetting gamma) resolves on my end. But im also playing with a bunch of mods. Other than that amazing mod! Only request i would ask is the menu to be toggleable instead of holding.
willow_is_tired
hmm I'm playing on it too. zero problems on my end, there's no limit for how many mods you can have that I am aware, no.
playing on 1.20.12,, for some reason the mod wont load at all? its installed correctly but the log shows zero mention of it.. i've actually had this problem with a few mods before,, is there some kind of mod limit in vintage story or something?
Hiya! Im having an issue where, after useing the radial menu, my gamma is reset to default (100) when i normally have it set higher.
Edit: well after setting gamma back a few times the problem has stopped but i will edit post again if i can recreate the issue
Pyxel
Heyy! I didn't understand exactly, are you trying to toggle pick up mode while having instant pick up enabled? Why don't disable it first? 🤔
The ALT bind works pretty good right? Mine is bind to the side mouse button! 😆
You mean like player states? Hunting, building, etc?
Would it be possible to put an integration option with Instant Pick Up? Making it so that "Sneak" mode will automatically (temporarily) disable Instant Pick Up would be ideal. I tried to bind the two to the same hotkey but discovered that VS only picks one to do if both are available.
Also this mod is awesome. I found binding crafting to ALT was the way to go though because it (normally) doesn't cause issues and allows me to both manage inventory and craft in an incredibly fluid manner. I love it. Someday I'd like to figure out how to "change modes" between my current task and have that adjust how things interact. A collecting ingredients mode, a crafting mode that turns on click to pick, maybe a hunting mode that enables fall off ledge, etc.
Arthum
Working fine on my end. make sure the mod is loading inside the client and server logs!
SaltyWater
Hey not sure if its just me but since the latest update of the mod I can't open the radial menu or use capslock to toggle pickup mode. I tried changing the keys incase there was some weird overlap but neither worked. Normally there would be a chat message to indicate that pickup mode had been switched which no longer appears or works.
Jayro
Thanks for the feedback! Fixed now!
"Hi! SaltyWater I just wanted to report that if you try to make a rock slab, it shows the creation effect but doesn't actually give you the rock slab.
(Sorry, English isn't my primary language.)"
AxtelSturnclaw
Oh yeah it does! Thanks for the feedback! it will be fixed! (~ ̄▽ ̄)~
SaltyWater For the record, toggle mode for the crafting menu is broken - after a single craft, the menu will not re-open until the world is closed and re-opened. No errors appear in the client or server logs.
AxtelSturnclaw
Oh! The mod has a option to toggle the radial instead of hold it! So you don't need to be holding 2 keys at the same time! 😆
The process makes sense to me in my personal design vision, even at the cost of some convenience! I'm sorry that it bothers you that much!
The problem with binding unlock to the radial button is that the game doesn't allow an action to be bound to multiple keys at once, and thus under your proposed model, trying to use the (un)lock mouse button to interact with the world will always open the radial crafting GUI - which rather undermines your point about trying to avoid "menus".
There seems to be some disconnect here, because I really cannot see the argument that requiring an additional key be held down at all times to use this mod is in any way improving the immersion of the mod. Not only does it have significant accessibility concerns for people with disabilities, it actually creates an additional barrier of "this is a GUI that I have to remember to unlock the mouse to use" between the player and the diegetic experience of crafting an item in-world with your hands. This isn't the "fun of thinking about the process", it's a UX papercut. It's a severe enough papercut that it's the most common issue raised in the comments for this mod.
At the very minimum, respecting the vanilla Immersive Mouse Mode setting for whether the mouse unlocks when you open the radial crafting menu (like every other interface element in the game) would go a long way towards improving the immersion and give players a choice for their preferred behavior.
I can understand the desire to leave the scroll wheel free (it is nowhere near as significant a UX issue as being able to interact with the menu at all!), though I'm curious if the active hotbar slot has any effect on the crafting heuristic or if the use of the scrollbar is entirely orthogonal to any of the mod's mechanics.
AxtelSturnclaw
I feel like doing a lot of things automatic would make it look more like a menu/gui and take out some of the fun of thinking about the process. Same applied to scrolling! This is why i've made it so you can interact with the world even inside the radial!
But if you really want it you can bind both unlock and radial to the same button!
But I'll probably won't be adding those features.
Is there a reason to not automatically unlock the cursor while holding the radial crafting menu keybind?
Toggling Immersive Mouse Mode doesn't seem to affect anything, and it's quite unintuitive to be holding a button to open the GUI and also need to hold another button to actually interact with it. The current mouse behavior effectively makes the keybind Alt+B to use the radial menu keybind, which means you're looking at a three-button chord to use bulk-crafting.
Additionally, it'd be really nice to be able to use the scroll wheel while hovering a recipe to adjust the quantity for bulk-crafting, rather than having to ctrl+click.
Could you please make this mod compatible with you other mod, Click To Pick? Specifically the option EnableNearbyPickup in ClickToPick mod. When crafting with radial menu it doesn't count all items in the 'stack', that groups multiple items on the ground into one, but instead counts the entire stack as one item
If i can suggest something when the radial menu open unlock automatic the mouse so we just have to click and then when release the button they come back normal ^^ but awesome mod by the way great work ^^
HappyHamster27
Yes, the mod needs to be both on the client and on the server.
do others need to have the mod for it to work, or does it work client-sided?
Afroman726
Thanks! ^^
Your mods are AMAZING! :D
QuetzaCoco
Well I do have some ideas but definitely not like the forest! I don't think it's feasible but it would be cool af!
once again fantastic mod, I love the vision you are going for, cant wait for the removal of the crafting grid lol.
Quick question when you have the chance, and im not sure if this has been asked before, but how feasible would it be to replace/change the item storage to an immersive counterpart? Something similar to how The Forest handles or like Tarkov, needing to remove your backpacks and "look inside" them. Might be alot but I was curious as the rest of your mods make the game so much more involved. Thanks in advance!.
Kwehlani
Good catch! I'll fix that!
mavman88
You can set it to toggable in the json configs!!
MystiVaid
Yeah sure! I can look into it!
SaltyWater
Hey! When crafting clothing I noticed that it randomizes the repair level rather than producing a 100% condition piece of clothing.
its it just my game or could you make it so that when holding b the mouse become unlocked cause its not pleasant to hold b and alt at the same time
Regarding Multi-Crafting, could support for the mouse wheel be added? Using scrolling to adjust the crafting quantity.
SaltyWater I get what you are going for. And I use a lot of your mods because the added world interaction adds so much to the game. The emersion of your mods adds so much. Just saying for me, I add mods to improve drop behavior so totally not willing to give it up, so I'm looking for some middle ground that would let me use this one as well.
Looked at the config before, didn't twig it was for that.lol Thank you
Calminaion
Yeah! togglable is already possible! Check the configs! ^^
Brilliant idea :)
Always good to have them rebindable. Everyone is different with the keys they like to use.
Would it also be possible to make the radial menu toggleable so you can have it stay up if you want instead of holding the key? Might be good for people who have trouble with key combinations.
Calminaion
Thank you for the feedback! ^^
Hell yeah the item list was a really great idea right? I was getting confused with multiple prompts of the same recipe too!
Also, thanks for the heads up on the key bind It will be fixed in the next update! Maybe I can register keys for the Multi-Crafting system too, instead of the hardcoded ctrl and shift!
Really like the new update and thank you for making this mod, I kinda had enough of grid crafting.lol
Having a list of what the recipe will use is really good and so is having a smaller radius. Before I would try to make a toolsmith tool, which showed 3 of them, and I couldn't tell from just the pic if it would use a binding or not and sometimes would use a stick instead of a handle but now works great.
I usually use ctrl for moving the cursor so had to change that, but that's fine, unfortunately I can't rebind the Radial Craft Menu Key. Tried but will only work if it is set to B. Keep up the great work and I can't wait to see what other mods you'll come out with.
Mendall
I actually explained that somewhere in reddit! 🤔
Requiring items to be dropped but not tools or liquid containers is a deliberate design choice! It´s both so the crafting system feels more connected to the VS world and so players still need some decision making in the crafting process. Something instant like everything being read from the tool bar or even back pack inventory was never intended! as playing with item collect mode on auto! It's simply not what I aim for. The option is there so players who don't like the sneak option can still give the mod a shot! But there's so much customization you can do before it stops being a Salty's mod! ^^
Ok, love this concept but, the hole having to change dropped item behavior to make it work is a tuff sell. It would be a tun better if it worked with ground stored items instead. That said, I guess a lot more things would need to be ground storable. Or make it work with everything being in the hot bar for those not wanting to alter their dropped item behavior.
ZippyWonderdust
Thank you Zippy, comments like this fill me with determination! <3
Also, I'm deeply grateful for your donation! It means a lot to me! <3
This looks so amazing! I'm definitely going to try it out.
I have to say that I think you are one of the most innovative mod authors here. Your work is both excellent and inspiring!
JoLaChevre
Niiice!
Thanks for the feedback! Let me know if anything goes wrong! ^^
It works perfectly on server now ! Thank you for your amazing work !
RemedyHearts
Try 0.2.0
doesnt seem to be working on a lan server, i as the host can see it and use it just fine but the client player seems to not be able to use it, keybind does nothing even when changed.
Thanks!
MystiVaid
I wouldn't say it's compatible. I would say my mod does the same thing but in another menu.
Since my mod reads all
GridRecipeincapi.World.GridRecipesthen filters and try to match with the dropped resources. If a modded or edited json recipe has the same resource input from any other recipe, both will be prompted to you in the radial menu.So yes, in both mods a single recipe can have multiple outcomes!
I also checked the source code from recipeselector. Seems like it's only patching the gui dialog, not any json code, so they'll probably work just fine togheter too.
Is this mod compatible with https://news.kalataka.ru/recipeselector? Can a single recipe have multiple outcomes?
Maybe you could add second, third etc circle arround if its not too complicated? Still kinda breakable bot not that much.
Michaloid
Nope, The icons are 64 pixels by default and are hardcoded to shrink until they hit 32 px.
Not gonna lie you can break the radial menu right now by simply dropping every item possible for it to prompt a gazillion recipes and they'll appear all one inside another.
I'll probably add a hardcode limit to the recipes that can prompt in the radial menu so users don't exploit that!
That's what i was talking about. What if it has more and more recipes than that? Will it shrink till it's hardly visible? Granted, i don't think there is more recipes than that in vanilla, but what if?
Anyway. I really love the idea, haven't had time to experiment yet, but it looks very fun!
JoLaChevre
Oh, i'll take a look! thanks for the feedback!
Reddest
Michaloid
Oh about the recipes fitting, it's alright. the mod starts shrinking the recipe prompts as soon as it hits more than 6
here take a look:
I saw this on reddit! Excited to see it released!
Hi ! I noticed an issue with the mod installed on a multiplayer server. On the server the radial menu does not show up. I tested it on a solo map with the exact same config an everything works without any problems. Do you have any guess on what could be happening ?
Thank you for your amazing work !
Wow ✍
Amazing mod concept!! I love it. I will wait untill a more stable release to test it tho.
Keep it up!!
I can't wait to see further progress on this mod.
Seeing everything you can craft at once feels alot better than trying to remember the order of everything in the crafting grid (stupid mechanical parts lol)
I am concerned about what Michaloid pointed out though - fitting so many recipes into one screen
Endurance
Perfectly understandable!
CKitt
Thanks! I hoppe you have fun! ^^
Michaloid
Actually, Stranded Deep!
I had no clue Lay of the Land was a thing! 😂
That is exactly the direction I hope Vintage Story eventually goes! Great mod, as usual.
Hmm, Lay of the Land inspired huh? It is pretty cool, but there are some items that have so many recipes that i'm not sure it can fit on the screen :D
This looks really cool. But I won't be using it in singleplayer for now. As much as I love this, I don't know if I have the time for even more mods that are immersive but time consuming... for now