Mods / Immersive Rope Crafting

Tags: #Crafting #QoL #Tweak #Utility
Author: Actual_Dio
Side: Both
Created: Sep 6th at 8:02 PM
Last modified: Oct 21st at 12:56 PM
Downloads: 3817
Follow Unfollow 217

Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
immersiverope_1.0.7.zip  1-click install


You ever wanted to sit with your bros, braiding rope by the fire, talking about whatever? Well now you can!

How to Start Braiding Rope:

This mod allows you to craft rope in world by first Shift Right-clicking a fiber source item onto a loose stone on the ground.

Fiber Sources:

Each fiber source has a specific amount of fiber they contribute to the rope. You can add fiber sources to an unfinished rope but Right-clicking the block with the item you want to add in your hand. The following are currently implemented fiber sources:

  • dry grass => 2 fiber.
  • thatch => 4 fiber.
  • cattails => 10 fiber.
  • wildvine => 15 fiber.
  • flax fibers => 2 fiber.
  • flax twine => 8 fiber.

 

In total you need 32 fiber to make a single rope. The values are made so that crafting rope this way requires less materials than if crafted in the grid.

This translates to the following amount per rope:

  • 16 dry grass
  • 8 thatch
  • 4 cattails
  • 2 wildvines
  • 16 flax fibers
  • 4 flax twine

 

You can mix any kind of fiber onto the same rope, but adding an item with more fiber than is required to reach 32 fiber will waste the unused fiber.

Braiding the Rope:

To create a finished rope item, you must braid the rope on the ground. To do this, the unfinished rope must have enough fiber to complete a step of braiding, and you must Right-click with an empty hand and with nothing in your offhand. 

By default a rope takes 16 braiding actions to be completed and each action takes 1 second. You can complete an action in half the time if you are sitting down.

You can change this in the config file located in ModConfig/ImmersiveRopeConfig.json to change the amount of seconds it takes to complete a braiding action ("secondsPerAction") and how many actions it takes to complete a rope item ("totalSectionsPerRope"). You can only choose from 32, 16, 8 and 4 actions per rope, or the default 16 is used instead. You also can't change the amount of seconds to a value larger than 10 seconds or else the default 1 second is used instead.

There is also an option to disable grid recipes for crafting rope ("disableVannilaRopeRecipes"), but this is not enabled by default.

Future Plans:

  1. Adding an animation to the rope braiding action
  2. Adding compatibility with other mods and other fiber sources

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.7 immersiverope
1.21.2 - 1.21.5
1222 Oct 21st at 12:56 PM immersiverope_1.0.7.zip 1-click install
  • Made it so you can add more than 32 fiber to each rope crafting block so its easier to bulk craft rope
  • Added some missing lines to the lang files for potential translation
1.0.6 immersiverope 1240 Sep 16th at 4:51 PM immersiverope_1.0.6.zip 1-click install

Fixed small bug with the loading of the fiber list causing a crash

1.0.5 immersiverope 88 Sep 16th at 11:32 AM immersiverope_1.0.5.zip 1-click install

Fixed bug in last version with inability to add fiber to created unfinished rope.

Made the nomenclature of the mod more consistent.

Added the list of fiber sources to the ModConfig folder.

 

The modid of the mod was changed so anything that was placed or created in the previous update will appear as a white cube, simply destroy it and create it again

1.0.4 manualrope 193 Sep 15th at 10:58 AM manualrope_1.0.4.zip 1-click install

Small changes and fixes that have been requested

  • Moved configs to the ModConfig folder in VintageStoryData
  • Added in game error messages for when you try to do an invalid action
  • Made it so when default recipes are disabled they wouldnt show up in the handbook pages anymore
  • Added small instructive text in the Rope item handbook page explaing how to create rope with the mod installed
  • Other small bug fixes
1.0.3 manualrope 458 Sep 10th at 6:23 PM manualrope_1.0.3.zip 1-click install

Added compatibility with Floral Zones and Primitive survival

1.0.2 manualrope 121 Sep 9th at 10:58 AM manualrope_1.0.2.zip 1-click install

Should have fixed the bug with the unclear progress on the model.

Fixed a bug where you could add more fiber than should be possible.

Fixed a bug where you could still braid the rope without sufficient fiber.

Also made the rock stay on the ground so you can add fiber to it again after completing a rope.

1.0.1 manualrope 211 Sep 7th at 9:23 PM manualrope_1.0.1.zip 1-click install

Made the default rope actions 16 again
Filled out the Mod Info properly

1.0.0 manualrope 152 Sep 7th at 1:03 PM Empty manualrope_1.0.0.zip 1-click install
0.0.4 manualrope 114 Sep 11th at 12:16 PM 1.20.12_manualrope_1.0.4.zip 1-click install

Added this as version compatible with 1.20.12


62 Comments (oldest first | newest first)

💬 DatVegan, Nov 20th at 9:50 AM

No worries, good luck with your thesis! The freedom in time can be nice, but don't postpone and procrastinate. Nearly ruined my own thesis thinking I could rush it at the end.  

💬 Actual_Dio , Nov 19th at 6:48 PM

DatVegan I see what you mean, I think maybe in the future. For now I am focusing on my college thesis so I will likely not be doing mods until the next year.

💬 DatVegan, Nov 18th at 9:23 PM

I see that there is compat with cordage from Primitive Survival in that in can add fiber  to rope crafting. But is it maybe possible to make the cordage crafting a different possibility (F key on  keyboard)? Similar to how you select prospecting, the clicking F while holding fibers and looking at a rock will make theplayer choose between rope and cordage. Crafting cordage takes time too, after all, similar to rope.

💬 The_Revisionist, Nov 11th at 11:09 PM

Actual_Dio
I opened a PR on Gitlab to add a translation :)

💬 Beedy, Nov 5th at 6:28 PM

Rebuildable Bloomery, AND Immersive Rope Crafting both are crazy good mods! You are cooking Actual_Dio Thank you for making them!

💬 Maxeroo, Nov 3rd at 8:25 PM

Hello! Wonderful mod for immersion, love it.

There seems to be an incompatibility with Pickup Artist though, as fibers cannot be added to any loose stones. But perhaps this is on Pickup Artist's end and not yours! I'd gladly accept any solution if you could think of any otherwise! In any case, love the concept <3

💬 DatVegan, Oct 31st at 1:23 PM

Actual_Dio is have checked once again, and it seems i just fumbled as in creative the text that one needs two hands to tie rope did not happen somehow. All is well!

💬 Skalki, Oct 25th at 8:35 PM

Dio this mod is so small and so immersive, mad props. 10/10

💬 Actual_Dio , Oct 25th at 5:01 PM

egoanditspwn thanks for the heads up Ill see what I can do

💬 egoanditspwn, Oct 25th at 4:39 PM

when adding grass 5 at a time, it accepts amounts less than 5 while still adding 5 grass worth of fiber.

💬 Actual_Dio , Oct 24th at 10:19 AM

BraniyaKz Theres already compatibility with cordage but I dont think wool will ever be added, I dont feel like it makes sense.

💬 BraniyaKz, Oct 24th at 12:48 AM

Is there planned compatibility/addons for cordage/wool&more?

💬 Venusgate, Oct 21st at 8:54 PM

Re: 1.0.7: Made it so you can add more than 32 fiber to each rope crafting block so its easier to bulk craft rope

Extremely welcome change!

💬 Droseran, Oct 21st at 3:54 PM

DatVegan I use this with Toolsmith and have had no problems. Maybe another mod is interfering?

💬 slartibartfast, Oct 21st at 1:14 PM (modified Oct 21st at 1:15 PM)

I am kind of surpised that you did not go for stick in off hand while right clicking on fiber in hotbar.

However I guess there would not be the progression and result on the ground that way.

💬 Actual_Dio , Oct 21st at 12:52 PM

DatVegan I tested it myself with toolsmith and I have had no issues whatsoever so without more info I dont really know how to help you

💬 DatVegan, Oct 18th at 7:28 PM (modified Oct 18th at 7:29 PM)

Love me some more immersive in-world crafting! Is this mod incompatible with toolsmith? Noticed some comment talking about not being able to add fiber materials to the stone, and I too have the issue. It does register as a valid fiber material, but just doesn't add anything. Toolsmith is installed. Hope you can help.

💬 TrainDoc, Sep 27th at 6:08 PM

Actual_Dio Dude! You were under no obligation to do this so I greatly appreciate you were willing to set that up. Thanks :D

💬 Actual_Dio , Sep 26th at 12:18 PM

TrainDoc Ive added a link to the source code now

💬 MKJwhoa95, Sep 19th at 11:38 PM

I'm really loving this mod! It fits so well into the existing crafting systems. Looking forward to the animations!

💬 Actual_Dio , Sep 18th at 11:19 AM

TrainDoc I completely understand that and I am hoping to publish them online eventually, it just hasnt been a priority for me.

💬 TideTurner, Sep 18th at 3:34 AM

It's a good mod! Especially good when cattails are dry around you.

💬 TrainDoc, Sep 18th at 12:54 AM

Actual_Dio love your mods man, but unfortunately I can't use them on a server I run because I we don't allow mods that we can't view the source code of for safety and security reasons. If you ever publish them to github or gitlab please let me know! Thanks for making some cool mods. Even if they seem pretty minor they are quite fun and really enhance my experience.

💬 Actual_Dio , Sep 16th at 4:55 PM

Kaschperle I pushed an update that should fix that bug, thanks for letting me know

 

💬 Actual_Dio , Sep 16th at 4:53 PM

The_Revisionist It changes the amount of work actions needed to complete a rope, by default its 16 and it can be 32, 16, 8 or 4. If you put a value that isnt one of those it will default to 16.

💬 The_Revisionist, Sep 16th at 4:27 PM

What does "totalSectionsPerRope" do in the config? I can't seem to notice any difference if I change its value.

💬 Kaschperle, Sep 16th at 1:56 PM

Heyho just wanted to drop it there that this mod is crashing with my 264 mods list :D

 

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 65483 MB RAM
Game Version: v1.21.1 (Stable)
16/09/2025 15:55:17: Critical error occurred in the following mod: immersiverope@1.0.5
Loaded Mods: aculinaryartillerypatch@1.2.6-pre.4, americanfrontiersman@1.8.4, atwatersedge@1.5.1, beamium@1.2.2, betterforest@0.1.1, BetterGrass@0.0.3, blacksmithname@1.2.0, buzzybees@1.1.7, canoemode@1.0.4, catchledge@0.5.6, cavesymphony@1.2.0, cbr@1.0.0, chiseltools@1.15.1, claycasting@1.3.4, clickuptorches@1.1.1, containersbundle@1.1.2, cpxem@1.0.1, craftablecompanion@1.3.0, crawlanddive@0.2.1, darcesdriftersredone@1.2.4, decopottery@1.1.0, dodgemaster@1.2.3, hqzlights@1.1.2, vichnybackpack@2.3.2, expandedmolds@1.2.0, explosive@0.1.1, fallingtree@0.3.0, flickeringlights@0.1.2, floralzonescaperegion@1.0.23, floralzonescaribbeanregion@1.0.18, floralzonescentralaustralianregion@1.0.15, floralzonescosmopolitanregion@1.0.5, floralzoneseastasiaticregion@1.0.13, floralzonesmediterraneanregion@1.0.14, forestsymphony@1.0.6, bovinae@0.2.4, caninae@1.0.32, capreolinae@1.2.9, casuariidae@1.1.4, cervinae@0.1.6, chelonioidea@1.0.2, dinornithidae@1.0.17, elephantidae@1.0.13, felinae@0.2.10, iniidae@0.1.3, machairodontinae@1.0.25, manidae@1.0.16, meiolaniidae@0.1.6, pantherinae@1.2.0, rhinocerotidae@1.0.20, sirenia@1.0.22, spheniscidae@1.0.11, thylacinidae@0.1.3, viverridae@1.0.4, vombatidae@0.4.2, hangingoillamps@1.0.5, immersivemining@0.2.13, immersiveorecrush@2.2.4, improvedsheep@1.0.1, jonasboat@1.0.1, lessigneousrockplease@1.1.0, litbrig@0.7.6, manualquenching@1.0.8, manualscraping@1.3.0, mbr@1.0.0, metalleaf@1.2.1, millwright@1.2.8, morefuel@1.0.9, nacatfish@2.0.2, @1.0.0, ornamentalfish@5.0.1, overhaullib@1.8.1, packyourshovel@1.0.8, primitivesurvival@3.9.6, prospecttogether@2.1.0, pulverize_rocks@1.0.0, redclaytoredceramic@1.0.0, RelightTorches@1.0.0, repairablelocust@1.5.0, rustandrotcrashfix@1.0.1, sawchiseling@0.1.1, shelfobsessed@1.6.2, shivertweaks@6.0.1, snowcaps@0.0.0, sprintmomentum@0.1.3, spyglass@0.5.2, temporalsymphony@2.2.1, torchholdersmithingplus@1.0.0, translocatorengineeringredux@1.6.0, usefultraders@2.3.1, vaultandroll@0.1.1, vintageengineering@0.4.0, game@1.21.1, vsimgui@1.1.12, weedgardens@1.0.1, alchemy@1.7.14, ancienttools@1.6.0-pre.6, animalcages@4.0.1, apegrapes@1.3.1, arrowbarrels@1.2.1, attributerenderinglibrary@2.3.0, flags@1.1.12, betterfirepit@1.1.6, betterjonasdevicesfixed@2.0.4, betterpoultice2@1.0.11, betterruins@0.5.0, bettertraders@0.1.0, blacksmithenhancementsrealistic@1.2.0, blocksoverlay@4.5.3, butchering@1.10.3, carryon@1.10.9, cartwrightscaravan@1.7.1, combatoverhaul@0.9.3, commonlib@2.8.0, configlib@1.10.2, configurableroomsize@1.1.0, corduroyroads@1.0.3, coreofartspatch@1.0.3, craftablecartography@0.2.14, cruciblecapacity@1.0.2, danatweaks@3.6.0, electricalprogressivecore@2.3.0, entitycolortint@2.1.2, entitynametag@1.4.0, expandedfoodspatch@1.7.6-pre.1, extrainfo@1.10.0, fairplayguardian@1.2.0, farseer@1.3.2, fieldsofsalt@1.2.4, flowerfarming@1.1.1, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, genelib@2.0.0-rc.1, gourmandbalance@1.1.0, gourmand@1.7.4, herbarium@1.4.0, hidenametagsmod@1.21.0, hydrateordiedrate@2.2.13, immersiverope@1.0.5, immersivewoodchopping@0.8.2, insanitylib@1.0.5, interestingoregen@2.0.0, jaunt@2.1.0-rc.1, kevinsfurniture@1.7.3, knapster@2.14.4, maketeaforked@0.7.1, maltiezcrossbows@1.5.3, maltiezfirearms@1.2.3, mannequinstand@1.0.6, manualrope@1.0.3, medievalexpansionpatch@1.3.1, metalpots@1.6.1, moreanimals@1.6.2, morepiles@2.2.0, mountcamerafix@0.2.0, mountDestroyLeaves@1.1.3, nbcartographer@2.2.1, onebedsleeping@2.5.4, oneroof@1.11.0, pelaguswinds@1.2.2, petai@4.0.0, playerlist@2.1.5, precisepickedup@1.0.7, purposefulstorage@1.4.1, realsmoke@1.1.1, removeprimitivesurvivalstairs@1.0.0, ropetiableall0@1.2.4, rpgdifficulty@1.1.8, rpvoicechat@2.3.22, rubberbandaid@1.0.0, rustyshellfork@0.1.0, saltandsands@1.1.3, saltpeterproduction@1.1.0, slowtox@3.0.1, smithingplus@1.7.4, statushudcont@3.3.1, stepupadvanced@1.2.1, stillnecessaries@1.3.0, stonebakeoven@1.2.0, substrate@1.1.2, tarmod@1.1.3, terraprety@7.0.8, th3dungeon@0.4.4, thecritterpack@1.3.2, toolsmith@1.2.7, unconscious@1.12.8, vanvar@7.1.0, coffee@1.0.3, vigor@0.5.0, vintagescarecrow@0.0.7, vintagesymphony@1.0.4, visorhelmets@1.1.1, creative@1.21.1, vsinstrumentsbase@2.0.4, survival@1.21.1, vsvillage@3.0.1, waterfall@1.0.0, woodenfortifications@2.0.9, workbenchexpansionpatch@1.1.0, xlib@0.9.0-pre.2, armory@1.2.0, artofcookingpatch@1.0.3, artofgrowingpatch@1.1.5, autoconfiglib@2.0.9, beamtools@1.0.2, bloodisegg@2.0.0, brainfreeze@1.2.2, brittlemaltiezfirearms@1.0.2, cats@4.0.0, compatlayer@0.0.6, detailedanimals@0.6.0-rc.2, draconis@1.1.0-rc.2, electricalprogressivebasics@2.3.0, elkjaunt@1.2.0, equus@1.2.0-rc.5, em@3.3.0, fueledwearablelights@1.0.2, glassmaking@1.4.4, morearrows@1.1.1, moreblueclay@1.0.2, passablebranches@0.0.3, playercorpse@1.12.0, poolsofbrimstone@1.0.0, quiversandsheaths@0.3.3, realsmokeforancienttools@1.0.0, realsmokeforbraziers@1.1.0, realsmokeforchiseltools@1.1.1, theremnantscopatch@1.0.6, shearlib@1.2.0, snowshoes@2.1.2, stonequarry@3.5.1, storageoptions@2.0.0, tabards@0.2.1, vintagesymphonyassets@1.1.0, vsinstruments_quackpack@1.0.2, vsvillagedesert@1.0.2, vsvillageviking@1.0.2, vsvillageaged@0.0.6, vsvillageindustrial@0.0.6, vsvillagetowers@0.0.6, wearandtear@1.5.14, wildcraftfruit@1.4.1, wildcraftherb@0.0.1, wildcrafttree@1.3.2, wolftaming@4.0.1, xinvtweaks@1.8.1, xskills@0.9.0-pre.2, zrustdrops@2.0.0, aogbreedingaddonpatch@1.1.1, artxskillsplus@1.1.1, electricalprogressiveqol@2.3.0, exoskeletons@0.4.2, realsmokeartofgrowingfirepit@2.0.0, tailorsdelight@2.0.0, ashes@1.3.0, wildcrafttreesoneroof@0.8.1, equusbp@1.0.2, wool@1.7.1, dressmakers@1.7.1
System.ArgumentNullException: Value cannot be null. (Parameter 'source')
at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Linq.Enumerable.Select[TSource,TResult](IEnumerable`1 source, Func`2 selector)
at ManualRope.Content.BlockUnfinishedRope.<>c.<OnLoaded>b__2_0() in C:\Users\voupa\Documents\Programming\Vintage Story Modding\ImmersiveRope\ImmersiveRope\Blocks\BlockUnfinishedRope.cs:line 23
at Vintagestory.API.Util.ObjectCacheUtil.GetOrCreate[T](ICoreAPI api, String key, CreateCachableObjectDelegate`1 onRequireCreate) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 24
at ManualRope.Content.BlockUnfinishedRope.OnLoaded(ICoreAPI api) in C:\Users\voupa\Documents\Programming\Vintage Story Modding\ImmersiveRope\ImmersiveRope\Blocks\BlockUnfinishedRope.cs:line 20
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Blocks(Int32 i)
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 762
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 Amenarae, Sep 16th at 2:32 AM (modified Sep 16th at 3:24 AM)

I was able to start the rope with a piece of thatch, but it's not letting me add anything to it, saying everything I try is 'not a valid source of fiber". This is also occuring with cattails, cordage (from primitive survival), thatch, dry grass, flax fibers, etc. I eagerly await a resolution, as I really like the idea of this mod! In the meantime, my rope will sit unfinished U_U

💬 GON, Sep 15th at 7:52 PM

I am running Toolsmith as well, and having the issue 

💬 Hoffmiester, Sep 15th at 6:58 PM (modified Sep 15th at 7:07 PM)

having similar issue however its toolsmith as it changes alot of the fibre materials to also be labelled as tool bindings i think thats where this conflict lies, have any of you also got toolsmith installed?

💬 Actual_Dio , Sep 15th at 6:38 PM

The_Revisionist Ill try to push a fix for it today if possible

💬 Actual_Dio , Sep 15th at 6:37 PM

Coda_Vanistok The fiber overflow idea is actually an interesting one, Ill experiment with that one and see how it works.

The thought process behind the fiber source values was to make it less expensive than grid crafting while also giving a relatively fair amount of fiber. Of course this was all based on my personal opinion, but I can see the points you are making in the balance of that and I might test some stuff.

And yeah the name is because of the mod id I gave it when I started and then I thought of a better name lol

Also I have already added compatibility with primitive survival, cordage counts for 16 fiber to prevent expliots of infinite duplication in cutting rope into cordage and turning it back to rope. I also added compatibility with the fiber plants of the Floral Zones series of mods.

Finally Im glad you enjoyed my mod and I hope you can get more fun out of it in the future as well 😊

💬 Coda_Vanistok, Sep 15th at 4:57 PM

Actual_Dio So what was the thought process behind the variations in fiber sources? While I'm glad 2 vines don't make a whole rope, it both feels like too much, yet not enough for balancing against the vanilla need for 3, and even worse when you are using a mod like primitive survival, where a single rope breaks down into 2 cordage and vice versa. I know you don't have mod compatibility in store yet, but I do have some suggestions from experience using the mod.

- Allow limited fiber overflow, even though it takes 32 fibers to make a rope, it'd be nice if the overflow was allowed up to about 40-44 out of 32. This would allow you to comfortably make a rope from 3 vines at first, but make the following ones cheaper since they get a head start with the bonus fiber amount, which feels far more rewarding and would setup a good integration standard for other fiber sources from mods.

- Change the base value of vines and cattails down, and increase the base value of flax fibers. Even if flax fiber is smaller than thatch, I feel that having it being so cheap really detracts from how valuable it is in other cases. I can't find even an emergency situation where someone's gonna opt to use a flax fiber over a single piece of grass. It's a nitpick, but a light one. Thankfully your config does have the values exposed, I did see you're working on making it generate it's config to the modconfig folder, excited to see that.

- Change the name of the file, or change the name of the mod, if not both "Immersive ropes" and "manualrope" at the same time is a bit silly.

- Keep this up, we need more mods like this, this is an awesome addition and has done wonders to help me get friends interested in how we've made ropes and cordage and everything in the past. Hearing them ask "What does a rock have to do with making a rope?" was a fun conversation to have.

💬 The_Revisionist, Sep 15th at 4:57 PM (modified Sep 15th at 4:57 PM)

Actual_Dio Thanks for implementing my suggestions!

Unfortunately, as others already mentioned, I think there's a bug in the new version. No matter which of the eligible materials you try it with, it says "this item is not a valid source of fiber".

💬 GON, Sep 15th at 4:45 PM

Attempting to add wild vine to the rope as fiber is currently broken - it is trying to place the vine onto the rope block rather than adding it to the crafting

 

💬 GON, Sep 15th at 4:23 PM (modified Sep 15th at 4:33 PM)

I'm running with this mod and the Art of Growing (unofficial patch) which modifies Dry Grass, so it's not letting me use dry grass to make ropes. Not a huge deal but wanted to bring it up 

You can use the dry grass to start the rope, but once it has been started it is not allowing me to use more dry grass to add to it, giving the message "This item is not a valid source of fiber"

 

💬 Noop, Sep 15th at 4:12 PM

Running into what I assume is a bug on 1.21.1 (Dedicated server)

Sometimes when crafting a rope, when you complete the work stage instead of getting a completed rope and a stone it turns the stone into a normal granite stone. (I'm using sandstone) When breaking that granite stone you get an incomplete rope. Placing that back on the ground gives you an incomplete rope with 0 fiber. Sometimes I have to redo it 2-3 times before it actually finishes the rope. 

💬 The_Revisionist, Sep 14th at 12:23 PM

Actual_Dio Of course, no worries, thanks for putting it on your to do list :)

💬 Actual_Dio , Sep 14th at 12:17 PM

The_Revisionist I think those are all very good points and Ill try to add that when I can. Im currently working on adding animations to it slowly so Im gonna take a while to get around to it, but I wil make sure I get to it eventually

 

💬 The_Revisionist, Sep 13th at 11:04 PM (modified Sep 14th at 12:23 PM)

Brilliant mod, super immersive!

Would it be possible to remove the handbook grid recipe for the rope if it's disabled via the config? Perhaps you could also add some info to the handbook entry for rope about how to make it the new way.
Related to this, currently if the grid recipe is disabled on the server, for people joining if they put the ingredients in the grid (e.g. cattails), the rope shows up for a split second in the ouput spot before it disappears.

Also, would you be able to update the mod so that the config file generates in the ModConfig folder (outside the mod zip)?

💬 Actual_Dio , Sep 11th at 9:36 AM

Farlander111 Thats a great idea I will work on that and push an update as soon as I can

💬 Farlander111, Sep 11th at 4:33 AM (modified Sep 11th at 4:33 AM)

This just works!

 

Actual_Dio PS could you add a red notification informing the player that they need more fibers or must use off hand to craft one coil of rope? 

💬 str1k6r, Sep 9th at 3:44 PM

Actual_Dio works now, thank you!. This is huge, fixed even unfinished rope

💬 Actual_Dio , Sep 9th at 2:18 PM

str1k6r Sorry there was a small mistake in my previous update, should be fixed now

💬 str1k6r, Sep 9th at 11:36 AM

I get stack on work 15/16 fiber 2/2, and cannot finish the rope. destroying it with left click hold results in all fiber loss

is there a fix to this behaviour? default config, didn't change anything

💬 Actual_Dio , Sep 9th at 10:06 AM

Dusty926 Thank for the praise, Im glad you enjoy my mods 😊

Right now Im working on overhauling the twine and weaving mechanics to be more immersive and require proper tools like a drop spindle, a heckling board to process flax stems into fiber, hand and drum carders for dealing with wool and cotton, spinning wheels and even looms, possibly alloying weaving of patterns.

 

💬 Actual_Dio , Sep 9th at 9:50 AM (modified Sep 9th at 9:53 AM)

Faeldray Im currently working on trying to fix these issues, I think its a matter of server-client sync not being quite right so Im trying to make it better at the moment.

I do agree with you about the permanent rock item and Ill try to see what I can setup with that.

💬 fortysw4rm, Sep 9th at 9:14 AM

Amazing mod. Thanks so much for this!

💬 Faeldray, Sep 9th at 8:06 AM

I've been playing around with this mod and I absolutely love it, fantastic job! I do have a few pieces of feedback that I hope you don't mind me giving:

  • Can there be a "permanent" version of the loose stone (as in something you need to break to pick it up)? Maybe like a stick you can plant in the ground or a larger rock. I only ask because I keep picking up the loose stone when I finish the craft and need to keep putting it back down.
  • Sometimes when I'm braiding, the rope will visually progress and then instantly go back a stage. This was on single player so I don't think it's lag.
  • Sometimes when I finish crafting, the rope braid reverts back to a loose stone but without giving me the rope end product. If I break the stone, I get an unfinished rope braid item but when I place it back down, I've lost all fiber and progress. It might be related to the above issue, I'm not sure.
  • I discovered a slight "cheat" while using vines. It's done by adding 1 vine, braiding as far as I can, adding another vine, and then braiding again. I should need 2 more fiber but I get a completed rope instead. I don't know if this is because it's rouding up or what.
💬 Dusty926, Sep 9th at 6:22 AM

Absolutely love this as well as the rebuildable bloomeries. Anything that can be done in world, should be done in world.

I also really like these as more primitive, manual methods. Using the grid is faster, but it's sometimes more fun to go the inefficient route in favor of convenience (using sources other than vine) or immersion.
It makes me really curious to see what else you could do for other early game/alternative methods of crafting or building. Charcoal pits/pit kilns are a subject I think worth looking at (I have my own idea, but no code prowess 😭), but ultimately I'm super interested to see what you have next.

This and the bloomeries mod have become instant add and keeps to my save, thank you for your incredible work!

💬 GON, Sep 9th at 12:57 AM

I've run into the same issue when using vines to craft the ropes. Cattail works fine. Need to try other materials when i get a chance

💬 Actual_Dio , Sep 8th at 11:59 AM (modified Sep 8th at 12:02 PM)

Sianks That tells me something weird happened with the Block Entity and it returned to default... Ill see if I can figure out what happened. 

The glitchiness is the server and the client fighting with updates, so it looks jank, but Im working on a fix for it soonish

The rock does spawn on the ground, but since you are usually right clicking when it happens, you automatically pick it up.

💬 Sianks, Sep 8th at 11:28 AM

So, I've placed Sandstone stone on the ground, I held Veins in my hand and clicked RMB few times on the stone, obviously it started adding up fibers, after fibers were full I choosed Empty Hand and started braiding the rope, I saw Sandstone stone inside of the rope and the rope itself as im braiding it, altho it was kind of glitchy for me, like a sector of line is finished then it disapears, then its finished again and moves onto next one, later i realised you can Sit down and everything becomes smooth and quicker.

Either way, i was doing it while standing up, at the end of everything, instead of getting Rope and Stone to inverntory, it just disapeard (you know, like when you place Crock, or tools on the floor and they disapear but they are still there, you just need to pick them up), something like that happened to me, I couldnt pick up this rope from floor so i decided to break it with hands, and, I got it! Got the rope and Granite stone right to the inverntory.

Thats another thing, are stones supposed to go to inventory or stay on the groud?

Also, i was play with 100 mods so that's why something might of went wrong, altho no mods were conflicting Immersive Rope, but its always an option right?

💬 Actual_Dio , Sep 8th at 10:30 AM

Antar I wanted to make it as vannila friendly as possible so that if people have it on their servers the players can choose to interact with it or not, and I made it so theres a clear advantage to using it, while allowing you to still use the grid recipe if you simply dont have the time to braid it manually and have an excess of cattails.

💬 Actual_Dio , Sep 8th at 10:26 AM (modified Sep 8th at 10:28 AM)

Sianks That is a weird bug... Could you describe exactly what you did so I can try to replicate it? Did the center rock in the unfinished rope have a sandstone texture? The fact it gave you granite means the rock type wasnt properly initialized and reverted to the default, so if it had the sandstone texture and still didnt initialize correctly that would be very bizarre...

💬 Antar, Sep 8th at 6:21 AM

I'm surprised disabling the grid recipes aren't on by default, since I feel like the people who would rather use the grid wouldn't download the mod anyway.
But either way, this is another great gridless crafting mod along with your amazing Bloomery one. You are releasing hit after hit, so you're definitely a modder to keep an eye on!

💬 Sianks, Sep 7th at 11:52 PM

got a bug where I was braidng the rope using Sandstone stone, when finished, rope disapeared from the ground but it was still there so I just destroyed with hand, got finished rope back and Granite Stone... funny bug but yeah

💬 ArtGnat, Sep 7th at 9:27 PM

This is so Cool!

💬 Actual_Dio , Sep 7th at 9:20 PM

Narg Thanks for the heads up, I think I left it at 32 after testing it, Ill push an update really quick to make it 16 again.

💬 Narg, Sep 7th at 9:16 PM

Actual_Dio hey, description says default is 16 braiding actions, but when I downloaded this and start a world to test, it defaulted to 32. obviously I can go and config this, but I figured you'd want to change one of these so they match.

💬 Coda_Vanistok, Sep 7th at 7:32 PM

This is a wonderful concept. It'd be an excellent addition to primitive survival as well with their use of cordage.

💬 oneil, Sep 7th at 2:50 PM

Good idea ! More immersion ^^ 

 (edit comment delete)
Основной веб-сайт | Почтовый сервер | FTP сервер | Административная панель | API интерфейс | Content Delivery Network | Статические файлы | Ресурсы сайта | Изображения | Файловое хранилище | Блог | Интернет-магазин | Техническая поддержка | Справочная система | Документация | Форум | Новости | Загрузки | Демонстрация | Тестовая среда | Приложение | Медиа контент | Разработка | Промежуточная среда | Бета версия | Безопасная зона | Вход в систему | Панель управления | Портал | Система управления контентом