#146 - Clear quartz can be crushed into crushed quartz
Tweaks and Balancing
#135 - Reduce bloomery fuel to smelt crushed items: - crushed metal from 1:16 to 1:32 (4 fuel per 64 => 2 per 64) - crushed flint from 1:1 to 1:6 (6 fuel per 6 => 6 per 36)
Translations
#144 - Use gray instead of grey to match VS spelling
This is a small compatibility release and ONLY compatible with 1.19.7 - please upgrade VS to get all the bugfixes in the main game.
Also, make a backup of your world!
v2.6.0 - 2024-05-15 - Legacy Removed
Legacy Removal
#97 - Remove legacy items: powdered-ore-bauxite, powdered-ore-granite, crushed-ore-granite These are mapped to powdered-stone-X and crushed-stone-X upon world load
Compatibility With VS 1.19
#96 - Allow crushed coal to be used in Terra Preta crafting
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
v2.5.2 - 2024-03-24 - More Powdered Coal
Compatibility With Other Mods
#94 - Compatibility with Ancient Tools: craft empty pitch pots
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
v2.5.1 - 2024-03-01 - Powdered Coal
Compatibility With VS 1.19.4
#91 - Powdered charcoal can be turned into powdered coal
#91 - Powdered charcoal can be used to craft blasting powder
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Changelog for v2.5.0
v2.5.0 - 2024-01-26 - 1.19 Dejank
Optimizations
#81 - Optimize crushed/powdered 3D models by re-using incontainer textures
New Features
#86 - Blasting powder is crafted with crushed or powdered coal (from Bricklayers)
#83 - Metal parts can be crushed into 4 pieces (vs. 5 from cutting with chisel)
Compatibility With VS 1.19
#90 - Fix: metal scraps could no longer be pulverized into crushed rusty metal
#85 - Use our own crushed.json shape instead of the missing game one
#84 - Change grindedStack to groundStack for VS 1.19 compatibility
** This version is compatible with 1.18.8 and onwards. **
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Changelog for v2.4.1
v2.4.1 - 2023-09-26 - Grinding vs. Ground
Bugfixes
#80 - Grinding some ores like bauxite was broken due to VS changes (Thanx, BillyGalbreath!)
** This version is compatible with 1.18.8 and onwards. **
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Changelog for v2.4.0
v2.4.0 - 2023-09-22 - Stones and Sand
Features
#69 - Add crushed and powdered stones for the mod Not Enough Sand
Translations
#79 - Add Spanish/Latin American translation (Thanx, ElectroNikkel)
** This version is compatible with 1.18.6 and onwards. **
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Changelog for v2.3.0
v2.3.0 - 2023-08-09 - Rare Metals
New features
#77 - Allow smelting of crushed metal ores (Thanx Alatyr!)
#72 - Large temporal gears can be crushed into temporal pieces
#68 - Allow smelting of uranium bits, nuggets and crushed uranium
#68 - Allow crafting of uranium plates from uranium ingots
** This version is compatible with 1.18.1 and onwards. **
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Changelog for v2.2.2
v2.2.1 - 2023-07-15 - Pigment Fixes
Bugfixes
#70 - Fix: malachite nuggets had no pigment anymore
** This version is compatible with 1.18.1 and onwards. **
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Changelog for v2.2.1
v2.2.1 - 2023-06-04 - Smelting Fixes
Bugfixes
#66 - Fix: crushed ores did not go into the crucible and could not be smelted
** This version is compatible with 1.18.1 and onwards. **
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Changelog for v2.2.0
Various
Mod compatible with 1.18.1 and later (instead of 1.18.4 and later)
Vanilla Tweaks
#61 - Red dye now made with vermillion (powdered cinnabar) instead of crushed cinnabar
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Changelog for v2.1.3
Bugfixes
#58 - Add Ceramos compatibility: make lead frit craftable again
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Changelog for v2.1.2
Compatibilitiy with 1.18.3
#51 - Remove unnec. patches for cupronickel and electrum bits and ingots
New features
#52 - Add crushed nickel, nickel bits and ingots can be crushed
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Adding this release to an existing world with Expanded Matter before 2.0.0 requires:
an update of Bricklayers to at least 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests. it also adds a few crafting recipes related to ores, metals and alloys that are missing from the base game.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Adding this release to an existing world requires:
an update of Bricklayers to 2.0.0
a remapping of blocks via: /fixmapping applyall
and finally a server restart
This mod adds new crushed and powdered forms of ores, as well as the recipes to crush and convert ores into the other variants. In addition, this mod makes some items and ores look better in open containers and allows you to use more of them as pigments to mark signs and chests.
Beside that, there is nothing usable by the player in this mod, it is only useful if used by other mods, like Bricklayers.
Do not install it unless this library is requested by another mod!
v2.0.0 - 2023-04-26 - Powders and Ores
Vanilla Tweaks
#36 - Add descriptions to crushed and powdered metals and ores
#32 - Crushed chromite can be used for tier 3 refractory bricks
#29 - Dye can be crafted using the new powdered materials
#26 - Now visible in barrels: powdered borax, powdered sulfur
This mod is only useful if used by other mods, like Bricklayers. It contains no things that are useful without a mod actually using them.
Do not install it unless requested by another mod!
Changelog since v1.1.1
Balancing
#19 - Increase output of ash-sludge by a factor of two
Translations
#24 - Add Japanese translation (Thanx, Macoto Hino!)
#22 - Add Italian translation (Thanx x_Yota_x & Nahuel-Campos)
Expanded Matter
This mod contains materials and crafting recipes for them to expand the base game materials. It is focused on either realistic or lore-base materials, e.g. no magic items.
If you like our work and want to support us, please consider becoming a Patron.
This mod is only useful if used by other mods, like Bricklayers. It contains no things that are useful without a mod actually using them.
Do not install it unless requested by another mod!
Changelog since v1.1.0
#18 - Increase sealing and drying time for ash (as requested by Aura Fury)
Expanded Matter
This mod contains materials and crafting recipes for them to expand the base game materials. It is focused on either realistic or lore-base materials, e.g. no magic items.
If you like our work and want to support us, please consider becoming a Patron.
This mod contains materials and crafting recipes for them to expand the base game materials. It is focused on either realistic or lore-base materials, e.g. no magic items.
If you like our work and want to support us, please consider becoming a Patron.
#9 - Add translation to creative tab names, put crushed temporal into Luminous tab
Expanded Matter
This mod contains materials and crafting recipes for them to expand the base game materials. It is focused on either realistic or lore-base materials, e.g. no magic items.
If you like our work and want to support us, please consider becoming a Patron.
This mod is only useful if used by other mods, like Bricklayers. It contains no things that are useful without a mod actually using them.
Do not install it unless requested by a mod!
Expanded Matter
This mod contains materials and crafting recipes for them to expand the base game materials. It is focused on either realistic or lore-base materials, e.g. no magic items.
If you like our work and want to support us, please consider becoming a Patron.
I am not sure if exactly this mod or just too many mods or what, but i was having a problem with the handbook not showing anything, then i disabled this mod and (and the two mods that needed it) and it fixed.
Paniskio Already known. Crushed items are not meant to be smelted, this is just for emergency situations. The stacksize will not be increased, but I'll look eventually into fitting more items into the bloomery be reducing the fuel amount needed.
Crushed Hematite's stack maximum seems to be a detriment to smelting it, since 64 is significantly less than what the normal hematite can fit in the Bloomery.
The code requires T4, I would have guessed that meteoric pounder caps are T4, not T3, apparently :o So, sorry, you need steel caps for all iron, titanium and uranium crushing.
Kamulton Some other ppl have reported this, but there is little I can do about this. It doesn't crash for me and EM is a content-only mod, so any crashes are coming from either VS itself or another mod. Could you pls post a crashlog to the discord so we can maybe figure out what other mod causes these crashes.
Tels I'm having trouble with "malachite clay." When I enter the recipe, it crashes.
💬Tels , Oct 17th at 11:52 PM (modified Oct 17th at 11:52 PM)
Shazberry I'm sorry, the description is a bit misleading. The powders are generally used in crafting colored glass when you have Bricklayers installed - the descriptions came from BL when all the "common" items/powders/ingredients were moved to the EM library mod. If you don't have BL or any other mod that uses EM installed, many items have not much use and some of the descriptions are just general flavour text.
I've been trying to use the powders to change the color of glass, when i look at things like powdered copper I see no recipes, is this intended? I've tried barrels, glass, glass slabs, right clicking placed glass and every crafting method I could conjure up. Would this be a conflict with some other mods or am i misunderstanding how it all works? figured when it said the powdered copper made a dark opaue glass, that it would actually be craftable. Any help would be appreciated
AdamC This must be a VS bug, because it also happens for crushed lapsi etc. I've observed it for 1.21.2. Please report the bug in the official VS discord so the devs can fix the bug.
💬AdamC, Oct 6th at 4:54 AM (modified Oct 6th at 8:47 PM)
I've just updated and now my (opened) crates with crushed galena, copper, etc. are missing textures.
for me it was only EM stuff sorry! looks like it was fixed by today's Vintage Story update
OceTheKing You need indeed salt water aka water from an ocean. Look for the wavy sand, the corals and unique plants to see if it is fresh water or salt water.
You need to use a bowl or bucket and then left-click the cooking pot slot with the liquid in hand. If you are in wilderness survival and the "no water source transport" is true, you cannot use a bucket, but must use a bowl or jug to transport the water.
I'm trying to make Magnesia Alba and I can't figure out how to put limewater in a cooking pot. It won't take the limewater and I'm not sure if I can put any into it. Don't have sea water yet so have yet to test anything with that. Any help? (Sorry for posting twice deleted original comment thinking I could ask in the Discord but the link is broken for me so I have to post again)
Sadly, ConfigLib and imGUI aren't working with 1.21 right. I wish someone would fork them if the authors aren't going to properly maintain them. The config window opens outside the game window, and doesn't actually work anymore. See those pages for deets.
ElusiveEnigma This is an oversight, there were some changes to the VS glue and I missed to adapt my recipe. Thanx for the report, will fix it in the next release!
catgirlTreats The colored clay is a Bricklayer's thing, and yes, all colored clays except "malachite clay" and "porcelain" have been removed due to the changes in VS in 1.20. In 1.21, even more colored clay products have been removed since 1.21 adds them on it's own.
You must now achive certain clay colors by using a beehive kiln and opening 0, 1, 2 or 3 doors to achive the right temperature. The handbook should tell you which color you achive with with door combination.
Hi, not sure if this or the bricklayers page is the right place to put this, but I'm playing on the newest version for 1.20.12 and the recipes for coloured clay seem to be missing? I last played in 1.19, and the clay was craftable then, and I was looking forward to colour-coding some of my ceramics in this playthrough and just can't find the recipes or even the items in creative mode. Have coloured clays been removed since then? The finished coloured clay items are still in the game, so I'm just really confused.
Currently having an issue where if I pickup a carcass (early in game so just chicken right now) and put it back down, I can no longer do anything but pickup and put down the carcass, I can't butcher it with a knife like I normally do early game. This may be intended, I haven't played in a while, but wasn't sure. I'm on 1.20.12 if that helps
Just started playing VS again after a while, getting a strange error I never used to. I tested my client with only EM, ConfigLib, and imGUI enabled and nothing else. Tried regenerating the EM config file as well as clean mod installs. Same result. Log below.
Game loads and runs fine, but the powdered metal items don't exist and any references to them have broken images.
Edit: All powdered objects, such as coal, seem to have broken graphics. They still exist and function, except for the aforementioned metals.
Crash Report
14.7.2025 16:07:14 [Error] Item type em:itemtypes/resource/powdered-metal.json could not be loaded. Will ignore. Exception thrown: 14.7.2025 16:07:14 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.ServerMods.NoObf.RegistryObjectType.loadInherits(ICoreAPI api, JObject& entityTypeObject, String entryDomain, String parentFileNameForLogging) in VSEssentials\Loading\RegistryObjectType.cs:line 265 at Vintagestory.ServerMods.NoObf.RegistryObjectType.CreateBasetype(ICoreAPI api, String filepathForLogging, String entryDomain, JObject entityTypeObject) in VSEssentials\Loading\RegistryObjectType.cs:line 199 at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.AssetsLoaded(ICoreAPI coreApi) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 93
Undea I have not tested it with WC: F&N 1.4.1 - but since EM no longer uses, touches or references vinegar, any bugs related to vinegar are not my fault :)
@tels did you test with the new Wildcraft: Fruits and Nuts 1.4.1 version?
this is what they write in the latest patchnotes. - BASEGAME VINEGAR IS BACK because turns out disabling it caused lots of incompatibilities... It is rebranded as distilled "cleaning vinegar" and can be used to soak residue off pots - Yet another Expanded foods wine/vinegar compatibility fix - the game no longer crashes, but don't expect much from it...
i am asking because i have the same problem as Foxtrot88 and cant make vinegar
ty, sorry for asking here, i know it's not something covered by this mod but i wondered if you might have some insight since it dealt with the ui a little bit.. i swears the issue was so old so i wondered if it's even in their scope or addressing :sob: i can try though
merryclefairy My mod is a content-only mod, and this is a bug in VS that my mod cannot fix. Please file a bug report with the VS devs to fix this issue for all mods. Sorry for the stress!
is there anything that fixes the creative menu having too many categories (that you can't click on bc they're past the creative inv box) when there's a lot of mods :(? i don't know where to ask. i thought i'd ask here since this mod adds categories.. i'm stressed lol
Foxtrot88 Do you mean the 3.2.3 release? I've tested it with the Wildcraft: Fruit and Nuts and Wildcraft: Tree modules and it works. The older 3.2.2 release has the game crashing because Wildcraft disables VS vinegar, but the newer EM should work.
What versions are you using exactly and can you tell me more about the crashes?
eerino That's difficult to answer for me, the ones I know are mine: Tailor's Delight, Bricklayer's and by extension Dressmakers. Wool & More also works great with EM together. Also, EM should work with almost every mod out there, if you do know of any conflicts, please open an issue or post on Discord so I can fix it if possible.
edit 2: i wrote a whole big self entitled comment about why you should change stack sizes then an hour later realized i can just make a patch to change stack sizes myself. its literally 12 lines of json, less if you dont count single brackets.
Excellent mod! i love having pretty barrels ful of crushed minerals!
Just a quick note: "bloomeryFuel" is a thing in 1.20.5, and the next version of EM will allow you to fire 64 crushed items with only 2 coal (instead of 4) in a bloomery.
Karrots Melting down crushed metal in a bloomery was a stop-gap measure in case you crushed it, it isn't supposed the way to melt metal. You should make nuggets and melt these down.
And I don't want to increase the stacksize, it is carefully balanced with the powdered items. But I'm working on a fix for the bloomeries, so it can be more fuel efficient. It might require 1.20.5, or maybe even 1.21, still experimenting.
Hello, Would it possible to increase stack size of the crushed metals from 64 to 128? Bloomeries can only intake 1 stack, with the crushed hematite at 64, it is only posible to get 3 ingots out of a bloomery vs using nuggets getting 6 ingots. Thank you for all you do!!
LyfCree Kernite can be found by panning, bought from traders and in newly generated chunks, usually in the same area were borax spawns, and usually a bit underground.
Hello, I am having some troubles figuring out how to use the temporal powder to make ojects glow blue or purple. There is no information in the handbook on how to use it, so I've tried: adding it to the block, crafting it with a block, cooking it with a block, and adding it to a barrel with water/aqua vitae/vinegar/brine. There is no clear information on this use, so it would be nice if the information could be updated in the handbook! Can you please tell me how to use this so I can make some glowing bar signs??
Kosmu Not really, VS burn times for steel making, furnaces, bloomeries and possible the beehivekiln were you pile fuel don't actually mind the burn time at all, so it's always better to use the cheapest fuel (like browncoal) if you can. Coke is good for using in the fire pit.
Hey sorry to bother, but does this mod add kimberlite? My game is throwing an exception for properties of stone bricks on worldgen and I'm trying to track down the source mod.
Just a heads up, there is a warning about the non-existing em:powdered-ore-flint in 3.1.0 - the warning is harmless and be gone in the next release, please ignore it.
SturgeonFish I get your idea, but still I need to think about it. It will change VS mechanics and this has to be considered carefully. Also some of the ores (cassiterite) pulerize not in a 1:1 manner, so if they would produce nuggets, it can't be a 1.1 ratio, either, which complicates things. I'm not forgetting it :)
Tels I feel like its a simple change that dodges a lot of issues. I really like what EM enables other mods to do but this one aspect just seems like a hinderence.
Tels I'd like to pitch my idea again: Have ores output their nuggets in the pulverizer and if a player needs the crushed variant they just run those nuggets back through the pulverizer again. I find myself not using the pulverizer for ores that have crushed outputs since dealing with them for normal smelting (which is 99% of what I need the ore for) is too annoying.
Criperum if I remember correctly, crushing ilmenite, chromite and cassiterite only yields 30% compared to crushing it to nuggets with a hammer, so smelting crushed cassiterite seems like a waste. The ratios are defined by VS and I don't like to change them in EM because it could throw of the balance of the game. I know its more convienent to just crush everything with the pulverizer, tho. Maybe I can figure out a way to have a config for this.
Is it possible to make Crushed Cassiterite smeltable. It's really very convinient to just crush all ores into powder without using manual hammering. But cassiterite is a problem. Also ilmenite, chromite
Would it be possible to get a config to change the stack size of pulverized ore back again to 128 so the curcible has effectively the same capacity as Vanilla?
For anyone else trying to find the id for using the moddb install command, its just em /moddb install em 1.20.0 for current 1.20.3 server admins/mods/etc.
Otterbutter Thanx for the headsup! Will be fixed in pre.3 or the final release.
Padwan The crushed ores have a stacksize of 64 so you can powdered them and still end up with exactly one stack. The bloomeries recipes cannot be modified as the game automatically determines how many items you can put int thems, this would not really help, anyway.
recipe for terra preta using Crushed Coal needs to be updated. They doubled the crafting costs of Terra Preta in 1.20, but the recipes added by this mod still use the old costs.
Would be nice if pulverized bloomery ores like magnetite had a stack size of 128 like the nuggets. As it is now, you can only make 3 Iron blooms at a time if you use crushed magnetite.
@tels basicly an exchange an item for a form of energy that can then be used to make another item like in full metal alchamist. most natrural blocks (dirt stone cobblestone sand exa) had an emc of 1 iron ingot had an emc of 128 so 2 64 stacks of dirt would make 1 iron ingot
Azraile Oh, yeah, I thnk corundum never spawns, like Uranium, scoria, tuff or a bunch of others that I forgot. There are some that are ultra rare (like kernite and phosphorite). But as I said, I made the decision that EM should only add crushed/powdered versions and crafting and never change the worldgen - this is left to other mods. I'll try to keep EM as generic as possible and worldgen changes are a minefield :)
sorry I thought it added corundum, but it just adds the crushed version....... i have NEVER seend it x.x on several worlds i didn't think it was base world and wasn't generating becase it wasn't on the list of ores and where they spawn
Azraile EM does not change the way ore spawn, worldgen or prospecting. Some ores, like uranium, never spawn, but that is an VS issue this mod does not fix.
OpPointBaker The newest release let's you use powdered graphite as fuel :) It does, like powdered coal, not work in a bloomery, and this is because the bloomery does not accept fuel unless it is a higher temp and a longer burn time. Which is unfortunate, one would think it would then just require you to put more in. But this is how VS works and I cannot change it in my mod.
OpPointBaker Hm, yes, powdered coal has this, so powdered graphite should have it, too. Crushed and powdered coke isn't a thing in EM, it just crushed into "crushed coal", so it should be already usable.
I had been reading up on if graphite can be used as a fuel for heating, and by itself in solid chinks, not really. it burns very slowly and the energy output is not that much higher than what it takes to keep it burning. [410-430C and for much, much longer than anthracite] However, if powdered it burns with the same heat and time as powdered coke. I would you be willing to add combustion properties to ground graphite so it could be used as a fuel for smelting/blooming?
Heavy_Mettaloid These are nice ideas, I like them! However, I think they won't fit into Expanded Matter, as this is more about adding new materials, or making existing materials than cannot be obtained obtainable. And not just enabling crafting of existing materials that can already be obtained.
I think this would fit best into it's own mod. The crafting recipes are actually rather easy, I can help you with that if you want to release a mod. Please ping me on discord if you are interested.
Any thoughts on making recipes for Saltpeter? I've been researching the subject and some sort of nitrate farm or similar process of mixing dung (or rot) with soil and watering it was one way saltpeter was produced back in the day. A simplified process could be mixing dung (or rot) with water, to create "dung water" in a barrel then adding soil and sealing it to produce small amounts of saltpeter.
Alternatively after mixing the dung water and soil you have to place the soil block and keep it watered to produce saltpeter.
I've no skill modding myself, but maybe having animals produce dung which must be harvested with a shovel would be an interesting addition to this mod considering all the ways it was used back in the day.
@Tels Sure I can clarify. I like to use a mod that enables pulverizing ore into nuggets as it saves a lot of tedium with manually smashing it all with a hammer. EM is overriding this and is causing the pulverizer to output crushed metals, which sometimes aren't smelting properly and also don't stack as high. I would appreciate if there was some sort of option to have the EM pulverizer recipes work with just the corresponding nugget instead of the raw ores to prevent this conflict and ensure that players are only getting the crushed/powdered metals exactly when they mean to.
SturgeonFish I'm not completely understanding the question, maybe its a terminology mixup?
In EM, you can crush ores with the pulverizer to "crushed X" and this can be milled with a quern into "powdered X". If instead you use a hammer, like in vanilla, you get nuggets.
Initially, one could only make crushed ore, and then powder it for dyes, glass etc. Then people said "we have a lot of nuggets already, cant we crush these, too?" so I added nugget crushing. Then there was the question why not also allow ingot crushing. So you can crush ingots, too.
But then ppl said, you can crush nuggets and ore - we did all that and now have a bunch of crushed metals but can't smelt that. So I added smelting of some of the crushed metals back into ingots.
Apart form making sure that none of these many crafting ways yield you more metal than you started with, I feel there are already way to many different things you can do to get the same result.
So what exactly do you miss? The example you posted ("have it go ore > nugget > powder") is a bit confusing to me, as you can already get nuggets out of ore with a hammer, and then you can crush and quern these nuggets. Are you suggesting that nuggets instead should be querned to powders directly?
Maybe it would be easier to discuss this on discord.
GON EM does contain the ash but not actually recipes to burn things to ash - this is added by other mods like Bricklayers. I do have plans to extent the things you can burn and possible even move that to its own mod. But I wont have time before mid april to work on this. Sorry.
Would it be at all possible to tweak the recipies for pulverived metals to only work with corresponfing nuggets instead of ores? Or at least have a config option for it?
To clarify I mean instead of pulverizing ore directly to metal powder, Have it go ore > nugget > powder. I'm having some issues with smelting certain powders (nickel specifically but It's likely a conflict with other mods that I haven't isolated) and in my opinion having this recipe chain dodges a lot of possible conflicts.
I am on a server with Expanded Matter and Ancient Tools installed. I am trying to make an "empty pitch pot" in order to make pitch.
However, I am not able to. I need powdered charcoal. When I put powdered charcoal in my inventory it becomes "Expanded Matter: powdered coal." So, I'm not able to make the "empty pitch pot" from Ancient Tools.
I suspected that it was down to the changed handling of resin by ACA/EF.
Thanks for confirming that it does in fact work with the latest version of EM! I really appreciate it, narrowing down what causes a problem can be a pain.
I cannot currently cook the pitch glue to repair clutter blocks in ruins, although I have EM 2.5.1 installed. I suspect it may be due to Expanded Food/A Culinary Artillery and how that changes handling of resin, but I don't know for sure.
Has anyone successfully made pitch glue with EM 2.5.1?
I've been using VPN to access some of the sites blocked in Russia, and forgot to disable it while downloading this mod. After I disabled and installed it though, it wwiped my hard drive. WTF?
if i recall, it was this mod that showed pigments when you would type pigment in the creative inventory.. i personally in 1.19.2 am not experiancing this. (although i could be wrong and thinking of another mod xD)
MikhaelPerrin Have a look into server-main.txt, and it should tell you what mod you are missing. Alternatively, if you use the 1.19.0-pre.7 version, it might also tell you what mod you might missing or which was not loaded if you click the Mods screen. Hope this helps.
ALSO, make sure you are on 1.19, because the 2.5.0 versions ONLY work on 1.19 (it says so right above :)
Guys, since the 2.5.0 pre update, I'm getting this message: "Unable to resolve some mod dependencies. Check log files." I tryed to check the log files but I'm stuck since I don't know what to look for and how to correct it. Does anyone know what should I do?
PS: I have also updated bricklayers to 2.5.0 pre and I'm getting the same message on that mod too.
Rapidash Thank you for that info, this is good to know! Eventually my hope would be that Useful Stuff can just use EM and the duplicate items can be avoided. Just one question: Which version do you use, the new one (https://news.kalataka.ru/show/mod/4208) or this one: https://news.kalataka.ru/show/mod/25 ?
Tels Thankyou for your response. I do have the latest installed. This prompted me to look to other mods being the culprit and i found and solved my issue. I use Useful Stuff, it has the option to crush stones into sand and this is what was causing conflict. I turned off this feature and am now able to craft the crushed granite as needed. Posting incase others have a similar issue.
Rapidash Yes, this mod typically includes the crafting recipes and setups so you can create them. In case of your granite, please check that you also upgraded Bricklayers to v.2.4.0 - there was a change to granite and the new BL version is needed to activate that. After upgrading, the world needs a remap and a server restart (or game restart if you are on single player). If after the remapping you still have old crushed/powdered granite somewhere (it will say "deprecated") then just put these into your crafting grid to convert them to the usable form. Sorry for the inconvience!
RogueRaiden Unfortunate timing: powdered things in EM got broken due to a VS change, and the Bricklayer's release that was supposed to fix some things got delayed a bit. It will be sorted out soon.
Alatyr Crushed ores are 64 so powdering them gives you 1 full stack (128 powders). If I make them 128, too, this would overflow chests and I don't like this. Sorry about the bloomery, I would love to change the ratios, but they are hard-coded in vanilla engine with regards to the fuel amount :-(
Tels Crushed ore can now be placed in Bloomery. But since the stack of crushed ore is only 64, and not 128, it doesn’t fit much. The stack of crushed ore should be increased to 128.
Alatyr You are right, when I added the ability to smelt some crushed ores for convience, I missed the iron ores and malachite. Will add these in the next release. Thank you for the report!
I am not sure if exactly this mod or just too many mods or what, but i was having a problem with the handbook not showing anything, then i disabled this mod and (and the two mods that needed it) and it fixed.
is there a guide to this mod cause i dont know how to make boneash?
Paniskio Already known. Crushed items are not meant to be smelted, this is just for emergency situations. The stacksize will not be increased, but I'll look eventually into fitting more items into the bloomery be reducing the fuel amount needed.
Crushed Hematite's stack maximum seems to be a detriment to smelting it, since 64 is significantly less than what the normal hematite can fit in the Bloomery.
Chillz_On_Ice
The code requires T4, I would have guessed that meteoric pounder caps are T4, not T3, apparently :o So, sorry, you need steel caps for all iron, titanium and uranium crushing.
15: "nugget-magnetite": { "crushedStack": { "type": "item", "code": "em:crushed-ore-magnetite", "stacksize": 1 }, "hardnessTier": 4 },
not yet, we are only in the meteoric age. i was under the impression that T3 would be able to handle it.
Chillz_On_Ice Have you tried steel pounder caps?
im trying to crush magnitite nuggets in a pulverizer with meteoric pounder caps but it just spits out a nugget again?
Aesonne I'll look into it. But it will only prevent additional ore drops from Expanded Matter, not drops from vanilla.
There is a setting in config file for disasbling ore drops from panning. Its not working at all for gravel/sand and bony soil.. please fix :)
Tels it seems like the BlockSounds class should work, but I'm struggling to get it right.
AdamC Thanx, I'll look into it. I don't even know if it is possible to set that sound.
I don't have a gitlab account or I would create an Issue: Crushed coal makes no sound when you place it in the forge (unlike the other fuels)
Tabbot it was because panning was almost the only source for uranium. Now that it spawns in the world, I probably could reduce the amount a bit.
Tels
I don't know what happened, but the error has been fixedit's weird that uranium ore is so much more common than lead or even zinc when one is panning;
Kamulton Some other ppl have reported this, but there is little I can do about this. It doesn't crash for me and EM is a content-only mod, so any crashes are coming from either VS itself or another mod. Could you pls post a crashlog to the discord so we can maybe figure out what other mod causes these crashes.
Tels I'm having trouble with "malachite clay." When I enter the recipe, it crashes.
Shazberry I'm sorry, the description is a bit misleading. The powders are generally used in crafting colored glass when you have Bricklayers installed - the descriptions came from BL when all the "common" items/powders/ingredients were moved to the EM library mod. If you don't have BL or any other mod that uses EM installed, many items have not much use and some of the descriptions are just general flavour text.
I've been trying to use the powders to change the color of glass, when i look at things like powdered copper I see no recipes, is this intended? I've tried barrels, glass, glass slabs, right clicking placed glass and every crafting method I could conjure up. Would this be a conflict with some other mods or am i misunderstanding how it all works? figured when it said the powdered copper made a dark opaue glass, that it would actually be craftable. Any help would be appreciated
SpicyHott No.
Does this mod allow you to make saltpeter and potash?
AdamC This must be a VS bug, because it also happens for crushed lapsi etc. I've observed it for 1.21.2. Please report the bug in the official VS discord so the devs can fix the bug.
I've just updated and now my (opened) crates with crushed galena, copper, etc. are missing textures.
for me it was only EM stuff sorry! looks like it was fixed by today's Vintage Story update
OceTheKing You need indeed salt water aka water from an ocean. Look for the wavy sand, the corals and unique plants to see if it is fresh water or salt water.
You need to use a bowl or bucket and then left-click the cooking pot slot with the liquid in hand. If you are in wilderness survival and the "no water source transport" is true, you cannot use a bucket, but must use a bowl or jug to transport the water.
I'm trying to make Magnesia Alba and I can't figure out how to put limewater in a cooking pot. It won't take the limewater and I'm not sure if I can put any into it. Don't have sea water yet so have yet to test anything with that. Any help?
(Sorry for posting twice deleted original comment thinking I could ask in the Discord but the link is broken for me so I have to post again)
@tels It just got fixed today! All is well.
Maybe we vibed it into getting fixed...! ;)
Shava oh that is bad :-/
Sadly, ConfigLib and imGUI aren't working with 1.21 right. I wish someone would fork them if the authors aren't going to properly maintain them. The config window opens outside the game window, and doesn't actually work anymore. See those pages for deets.
ElusiveEnigma Fixed the recipe in v3.3.1 - thank you :)
ElusiveEnigma This is an oversight, there were some changes to the VS glue and I missed to adapt my recipe. Thanx for the report, will fix it in the next release!
The pitch glue recipe from EM is 2 resin to 4 powdered coal, but it only makes 10 mL rather than 1 L. Is this intended?
Do I perhaps have a bad interaction from another mod causing this?
Tels thank you so much!
catgirlTreats The colored clay is a Bricklayer's thing, and yes, all colored clays except "malachite clay" and "porcelain" have been removed due to the changes in VS in 1.20. In 1.21, even more colored clay products have been removed since 1.21 adds them on it's own.
You must now achive certain clay colors by using a beehive kiln and opening 0, 1, 2 or 3 doors to achive the right temperature. The handbook should tell you which color you achive with with door combination.
Hi, not sure if this or the bricklayers page is the right place to put this, but I'm playing on the newest version for 1.20.12 and the recipes for coloured clay seem to be missing? I last played in 1.19, and the clay was craftable then, and I was looking forward to colour-coding some of my ceramics in this playthrough and just can't find the recipes or even the items in creative mode. Have coloured clays been removed since then? The finished coloured clay items are still in the game, so I'm just really confused.
Raelin Expanded Matter has nothing to do with carcasses and butchering. Maybe you intended to post on the Butchering mod?
Currently having an issue where if I pickup a carcass (early in game so just chicken right now) and put it back down, I can no longer do anything but pickup and put down the carcass, I can't butcher it with a knife like I normally do early game. This may be intended, I haven't played in a while, but wasn't sure. I'm on 1.20.12 if that helps
OliverRook I don't have the resources to make another version for 1.20, sorry.
May you backport the Geology Additions fix to 1.20?
Chaebennon Use the correct version of vintage story for the correct version of mods. The current stable version is 1.20.12. Hope that helps!
Just started playing VS again after a while, getting a strange error I never used to. I tested my client with only EM, ConfigLib, and imGUI enabled and nothing else. Tried regenerating the EM config file as well as clean mod installs. Same result. Log below.
Game loads and runs fine, but the powdered metal items don't exist and any references to them have broken images.
Edit: All powdered objects, such as coal, seem to have broken graphics. They still exist and function, except for the aforementioned metals.
14.7.2025 16:07:14 [Error] Item type em:itemtypes/resource/powdered-metal.json could not be loaded. Will ignore. Exception thrown:14.7.2025 16:07:14 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.ServerMods.NoObf.RegistryObjectType.loadInherits(ICoreAPI api, JObject& entityTypeObject, String entryDomain, String parentFileNameForLogging) in VSEssentials\Loading\RegistryObjectType.cs:line 265
at Vintagestory.ServerMods.NoObf.RegistryObjectType.CreateBasetype(ICoreAPI api, String filepathForLogging, String entryDomain, JObject entityTypeObject) in VSEssentials\Loading\RegistryObjectType.cs:line 199
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.AssetsLoaded(ICoreAPI coreApi) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 93
Undea I have not tested it with WC: F&N 1.4.1 - but since EM no longer uses, touches or references vinegar, any bugs related to vinegar are not my fault :)
@tels did you test with the new Wildcraft: Fruits and Nuts 1.4.1 version?
this is what they write in the latest patchnotes.
- BASEGAME VINEGAR IS BACK because turns out disabling it caused lots of incompatibilities... It is rebranded as distilled "cleaning vinegar" and can be used to soak residue off pots
- Yet another Expanded foods wine/vinegar compatibility fix - the game no longer crashes, but don't expect much from it...
i am asking because i have the same problem as Foxtrot88 and cant make vinegar
ty, sorry for asking here, i know it's not something covered by this mod but i wondered if you might have some insight since it dealt with the ui a little bit.. i swears the issue was so old so i wondered if it's even in their scope or addressing :sob: i can try though
merryclefairy My mod is a content-only mod, and this is a bug in VS that my mod cannot fix. Please file a bug report with the VS devs to fix this issue for all mods. Sorry for the stress!
is there anything that fixes the creative menu having too many categories (that you can't click on bc they're past the creative inv box) when there's a lot of mods :(? i don't know where to ask. i thought i'd ask here since this mod adds categories.. i'm stressed lol
Foxtrot88 Do you mean the 3.2.3 release? I've tested it with the Wildcraft: Fruit and Nuts and Wildcraft: Tree modules and it works. The older 3.2.2 release has the game crashing because Wildcraft disables VS vinegar, but the newer EM should work.
What versions are you using exactly and can you tell me more about the crashes?
Latest version just bricked my game and recipe book is showing nothing at all, some conflicts with Wildcraft modules might be at hand.
eerino That's difficult to answer for me, the ones I know are mine: Tailor's Delight, Bricklayer's and by extension Dressmakers. Wool & More also works great with EM together. Also, EM should work with almost every mod out there, if you do know of any conflicts, please open an issue or post on Discord so I can fix it if possible.
Is there a list of the mods (or most of the mods) that rely on this?
edit 2:
i wrote a whole big self entitled comment about why you should change stack sizes then an hour later realized i can just make a patch to change stack sizes myself. its literally 12 lines of json, less if you dont count single brackets.
Excellent mod! i love having pretty barrels ful of crushed minerals!
Hi, here is the french translation updated for that mod. Powder to you ! 🧚♀️💪
Tels , Mar 24th 2024 at 12:32 PM
IAmJade Sorry to hear that. The next version of Expanded Matter will have Ancient Tools compatibility.
💬 Jadesy, Mar 23rd 2024 at 11:23 PM
I am on a server with Expanded Matter and Ancient Tools installed. I am trying to make an "empty pitch pot" in order to make pitch.
However, I am not able to. I need powdered charcoal. When I put powdered charcoal in my inventory it becomes "Expanded Matter: powdered coal."
So, I'm not able to make the "empty pitch pot" from Ancient Tools.
I will report this on Ancient Tools, as well.
Florin No, I have not worked on compatibility with Ancient Tools, the last change was from a year ago. Are there things that do not work?
Did the March 28th release patch in support for Ancient Tools?
Just a quick note: "bloomeryFuel" is a thing in 1.20.5, and the next version of EM will allow you to fire 64 crushed items with only 2 coal (instead of 4) in a bloomery.
Karrots Melting down crushed metal in a bloomery was a stop-gap measure in case you crushed it, it isn't supposed the way to melt metal. You should make nuggets and melt these down.
And I don't want to increase the stacksize, it is carefully balanced with the powdered items. But I'm working on a fix for the bloomeries, so it can be more fuel efficient. It might require 1.20.5, or maybe even 1.21, still experimenting.
Hello,
Would it possible to increase stack size of the crushed metals from 64 to 128? Bloomeries can only intake 1 stack, with the crushed hematite at 64, it is only posible to get 3 ingots out of a bloomery vs using nuggets getting 6 ingots.
Thank you for all you do!!
LyfCree Kernite can be found by panning, bought from traders and in newly generated chunks, usually in the same area were borax spawns, and usually a bit underground.
Hello, I was wondering where can I find kernite? I've tried all over and can't seem to find any.
KatnessEverderp I'm very sorry, but the temporal power can atm only used in Bricklayers to make glowing glass, it does not have any users w/o BL.
Hello, I am having some troubles figuring out how to use the temporal powder to make ojects glow blue or purple. There is no information in the handbook on how to use it, so I've tried: adding it to the block, crafting it with a block, cooking it with a block, and adding it to a barrel with water/aqua vitae/vinegar/brine. There is no clear information on this use, so it would be nice if the information could be updated in the handbook! Can you please tell me how to use this so I can make some glowing bar signs??
Kosmu Not really, VS burn times for steel making, furnaces, bloomeries and possible the beehivekiln were you pile fuel don't actually mind the burn time at all, so it's always better to use the cheapest fuel (like browncoal) if you can. Coke is good for using in the fire pit.
Does the coke burn time, means it's actually better for making steel?
Mollycoddle Kimberlite is in VS, this mod does not add nor change it.
Hey sorry to bother, but does this mod add kimberlite? My game is throwing an exception for properties of stone bricks on worldgen and I'm trying to track down the source mod.
Just a heads up, there is a warning about the non-existing em:powdered-ore-flint in 3.1.0 - the warning is harmless and be gone in the next release, please ignore it.
SturgeonFish I get your idea, but still I need to think about it. It will change VS mechanics and this has to be considered carefully. Also some of the ores (cassiterite) pulerize not in a 1:1 manner, so if they would produce nuggets, it can't be a 1.1 ratio, either, which complicates things. I'm not forgetting it :)
Tels I feel like its a simple change that dodges a lot of issues. I really like what EM enables other mods to do but this one aspect just seems like a hinderence.
SturgeonFish I have to think about that again...
Tels I'd like to pitch my idea again: Have ores output their nuggets in the pulverizer and if a player needs the crushed variant they just run those nuggets back through the pulverizer again. I find myself not using the pulverizer for ores that have crushed outputs since dealing with them for normal smelting (which is 99% of what I need the ore for) is too annoying.
MrChok Which pulverized ores do you mean? Do you mean crushed ore? or powdered metals?
Criperum if I remember correctly, crushing ilmenite, chromite and cassiterite only yields 30% compared to crushing it to nuggets with a hammer, so smelting crushed cassiterite seems like a waste. The ratios are defined by VS and I don't like to change them in EM because it could throw of the balance of the game. I know its more convienent to just crush everything with the pulverizer, tho. Maybe I can figure out a way to have a config for this.
Is it possible to make Crushed Cassiterite smeltable. It's really very convinient to just crush all ores into powder without using manual hammering. But cassiterite is a problem. Also ilmenite, chromite
Would it be possible to get a config to change the stack size of pulverized ore back again to 128 so the curcible has effectively the same capacity as Vanilla?
For anyone else trying to find the id for using the moddb install command, its just em /moddb install em 1.20.0 for current 1.20.3 server admins/mods/etc.
Otterbutter Thanx for the headsup! Will be fixed in pre.3 or the final release.
Padwan The crushed ores have a stacksize of 64 so you can powdered them and still end up with exactly one stack. The bloomeries recipes cannot be modified as the game automatically determines how many items you can put int thems, this would not really help, anyway.
recipe for terra preta using Crushed Coal needs to be updated. They doubled the crafting costs of Terra Preta in 1.20, but the recipes added by this mod still use the old costs.
Would be nice if pulverized bloomery ores like magnetite had a stack size of 128 like the nuggets. As it is now, you can only make 3 Iron blooms at a time if you use crushed magnetite.
Uranium needs Foundries support.
https://github.com/AImli-oi/Vintage-Story-MOD-Chinese-localization/blob/main/expanded_matter-3.0.0-pre.1
Chinese localization
@tels basicly an exchange an item for a form of energy that can then be used to make another item like in full metal alchamist. most natrural blocks (dirt stone cobblestone sand exa) had an emc of 1 iron ingot had an emc of 128 so 2 64 stacks of dirt would make 1 iron ingot
jamescook I have about zero experience with MC, so, no, it's not a mimic of anything from MC :)
not gonna lie i saw the name and thought this was a mimic of project e from minecraft.
Azraile Oh, yeah, I thnk corundum never spawns, like Uranium, scoria, tuff or a bunch of others that I forgot. There are some that are ultra rare (like kernite and phosphorite). But as I said, I made the decision that EM should only add crushed/powdered versions and crafting and never change the worldgen - this is left to other mods. I'll try to keep EM as generic as possible and worldgen changes are a minefield :)
sorry I thought it added corundum, but it just adds the crushed version....... i have NEVER seend it x.x on several worlds i didn't think it was base world and wasn't generating becase it wasn't on the list of ores and where they spawn
Azraile EM does not change the way ore spawn, worldgen or prospecting. Some ores, like uranium, never spawn, but that is an VS issue this mod does not fix.
ores don't seam to show up on prospecting scans...... or least I have never seen them ever..... and i've scaned a LOT of the world
Sweeeet :D Thank You!
OpPointBaker The newest release let's you use powdered graphite as fuel :) It does, like powdered coal, not work in a bloomery, and this is because the bloomery does not accept fuel unless it is a higher temp and a longer burn time. Which is unfortunate, one would think it would then just require you to put more in. But this is how VS works and I cannot change it in my mod.
OpPointBaker Hm, yes, powdered coal has this, so powdered graphite should have it, too. Crushed and powdered coke isn't a thing in EM, it just crushed into "crushed coal", so it should be already usable.
I had been reading up on if graphite can be used as a fuel for heating, and by itself in solid chinks, not really. it burns very slowly and the energy output is not that much higher than what it takes to keep it burning. [410-430C and for much, much longer than anthracite] However, if powdered it burns with the same heat and time as powdered coke.
I would you be willing to add combustion properties to ground graphite so it could be used as a fuel for smelting/blooming?
That makes sense. I might just take you up on that offer.
Heavy_Mettaloid These are nice ideas, I like them! However, I think they won't fit into Expanded Matter, as this is more about adding new materials, or making existing materials than cannot be obtained obtainable. And not just enabling crafting of existing materials that can already be obtained.
I think this would fit best into it's own mod. The crafting recipes are actually rather easy, I can help you with that if you want to release a mod. Please ping me on discord if you are interested.
Any thoughts on making recipes for Saltpeter? I've been researching the subject and some sort of nitrate farm or similar process of mixing dung (or rot) with soil and watering it was one way saltpeter was produced back in the day. A simplified process could be mixing dung (or rot) with water, to create "dung water" in a barrel then adding soil and sealing it to produce small amounts of saltpeter.
Alternatively after mixing the dung water and soil you have to place the soil block and keep it watered to produce saltpeter.
I've no skill modding myself, but maybe having animals produce dung which must be harvested with a shovel would be an interesting addition to this mod considering all the ways it was used back in the day.
DUCATISLO
A number of game developers are Ukrainian. The Stalker games come to mind.
Slava Ukrayini
why is EM2's nationality ukranian? wtf
@Tels Sure I can clarify. I like to use a mod that enables pulverizing ore into nuggets as it saves a lot of tedium with manually smashing it all with a hammer. EM is overriding this and is causing the pulverizer to output crushed metals, which sometimes aren't smelting properly and also don't stack as high. I would appreciate if there was some sort of option to have the EM pulverizer recipes work with just the corresponding nugget instead of the raw ores to prevent this conflict and ensure that players are only getting the crushed/powdered metals exactly when they mean to.
SturgeonFish I'm not completely understanding the question, maybe its a terminology mixup?
In EM, you can crush ores with the pulverizer to "crushed X" and this can be milled with a quern into "powdered X".
If instead you use a hammer, like in vanilla, you get nuggets.
Initially, one could only make crushed ore, and then powder it for dyes, glass etc. Then people said "we have a lot of nuggets already, cant we crush these, too?" so I added nugget crushing. Then there was the question why not also allow ingot crushing. So you can crush ingots, too.
But then ppl said, you can crush nuggets and ore - we did all that and now have a bunch of crushed metals but can't smelt that. So I added smelting of some of the crushed metals back into ingots.
Apart form making sure that none of these many crafting ways yield you more metal than you started with, I feel there are already way to many different things you can do to get the same result.
So what exactly do you miss? The example you posted ("have it go ore > nugget > powder") is a bit confusing to me, as you can already get nuggets out of ore with a hammer, and then you can crush and quern these nuggets. Are you suggesting that nuggets instead should be querned to powders directly?
Maybe it would be easier to discuss this on discord.
GON EM does contain the ash but not actually recipes to burn things to ash - this is added by other mods like Bricklayers. I do have plans to extent the things you can burn and possible even move that to its own mod. But I wont have time before mid april to work on this. Sorry.
Any chance we could have the ability to cook/burn tule and reeds for plant ash?
Would it be at all possible to tweak the recipies for pulverived metals to only work with corresponfing nuggets instead of ores? Or at least have a config option for it?
To clarify I mean instead of pulverizing ore directly to metal powder, Have it go ore > nugget > powder. I'm having some issues with smelting certain powders (nickel specifically but It's likely a conflict with other mods that I haven't isolated) and in my opinion having this recipe chain dodges a lot of possible conflicts.
IAmJade Sorry to hear that. The next version of Expanded Matter will have Ancient Tools compatibility.
I am on a server with Expanded Matter and Ancient Tools installed. I am trying to make an "empty pitch pot" in order to make pitch.
However, I am not able to. I need powdered charcoal. When I put powdered charcoal in my inventory it becomes "Expanded Matter: powdered coal."
So, I'm not able to make the "empty pitch pot" from Ancient Tools.
I will report this on Ancient Tools, as well.
I suspected that it was down to the changed handling of resin by ACA/EF.
Thanks for confirming that it does in fact work with the latest version of EM! I really appreciate it, narrowing down what causes a problem can be a pain.
CKitt This is very strange, I've tested cooking glue with EM and BL successfully. Have not yet tested ACA + EF, tho.
I cannot currently cook the pitch glue to repair clutter blocks in ruins, although I have EM 2.5.1 installed. I suspect it may be due to Expanded Food/A Culinary Artillery and how that changes handling of resin, but I don't know for sure.
Has anyone successfully made pitch glue with EM 2.5.1?
I've been using VPN to access some of the sites blocked in Russia, and forgot to disable it while downloading this mod. After I disabled and installed it though, it wwiped my hard drive. WTF?
if i recall, it was this mod that showed pigments when you would type pigment in the creative inventory.. i personally in 1.19.2 am not experiancing this.
(although i could be wrong and thinking of another mod xD)
MikhaelPerrin Have a look into server-main.txt, and it should tell you what mod you are missing. Alternatively, if you use the 1.19.0-pre.7 version, it might also tell you what mod you might missing or which was not loaded if you click the Mods screen. Hope this helps.
ALSO, make sure you are on 1.19, because the 2.5.0 versions ONLY work on 1.19 (it says so right above :)
Guys, since the 2.5.0 pre update, I'm getting this message: "Unable to resolve some mod dependencies. Check log files."
I tryed to check the log files but I'm stuck since I don't know what to look for and how to correct it. Does anyone know what should I do?
PS: I have also updated bricklayers to 2.5.0 pre and I'm getting the same message on that mod too.
Tels
:D I use the new one. https://news.kalataka.ru/show/mod/4208
Rapidash Thank you for that info, this is good to know! Eventually my hope would be that Useful Stuff can just use EM and the duplicate items can be avoided. Just one question: Which version do you use, the new one (https://news.kalataka.ru/show/mod/4208) or this one: https://news.kalataka.ru/show/mod/25 ?
Tels Thankyou for your response. I do have the latest installed. This prompted me to look to other mods being the culprit and i found and solved my issue. I use Useful Stuff, it has the option to crush stones into sand and this is what was causing conflict. I turned off this feature and am now able to craft the crushed granite as needed. Posting incase others have a similar issue.
Rapidash Yes, this mod typically includes the crafting recipes and setups so you can create them. In case of your granite, please check that you also upgraded Bricklayers to v.2.4.0 - there was a change to granite and the new BL version is needed to activate that. After upgrading, the world needs a remap and a server restart (or game restart if you are on single player). If after the remapping you still have old crushed/powdered granite somewhere (it will say "deprecated") then just put these into your crafting grid to convert them to the usable form. Sorry for the inconvience!
Tels Hi, does this include the ability to craft them? I am unable to grind or create crushed granite to make powdered for porcelain.
slava cocaini!
RogueRaiden Unfortunate timing: powdered things in EM got broken due to a VS change, and the Bricklayer's release that was supposed to fix some things got delayed a bit. It will be sorted out soon.
looks like old powdered granite and old crushed granite are still used in trader trades and other recipes while the new versions cannot be used.
Alatyr Crushed ores are 64 so powdering them gives you 1 full stack (128 powders). If I make them 128, too, this would overflow chests and I don't like this. Sorry about the bloomery, I would love to change the ratios, but they are hard-coded in vanilla engine with regards to the fuel amount :-(
Tels Crushed ore can now be placed in Bloomery. But since the stack of crushed ore is only 64, and not 128, it doesn’t fit much. The stack of crushed ore should be increased to 128.
Alatyr You are right, when I added the ability to smelt some crushed ores for convience, I missed the iron ores and malachite. Will add these in the next release. Thank you for the report!
Tels Crushed ores cannot be smelted. This is a catastrophe! I am talking about such ores as malachite, magnetite and some others.
Oh my... Making Not Enough Sand compatible with this will be... Quite the work
I'm having a bug. Crushed sphalerite won't go into a crucible. Other crushed ores like copper do work, though.
Edit: Just noticed the updated files on June 4th. Going to try them
Jack7D1
why would it? this is a library for other mods, youy'll need it if you use them
is this mod gonna wipe my hard drive lmao
Craluminum Crushed/powdered electrum and graphite are now in Expanded Matter 2.1.0.
Craluminum No. It can be added in the next release if a mod needs it.
Is there crushed electrum?
Craluminum Thanx, I've done so now!
Add library tag if it is library