Mods / Extra Clay!

Tags: #Storage
Author: Echoweaver
Side: Both
Created: Oct 3rd at 2:41 AM
Last modified: Oct 4th at 2:11 AM
Downloads: 173
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Latest release (for Vintage Story 1.21.0 and 1.21.1, potentially outdated):
extraclay_1.0.2.zip  1-click install


I've been playing a lot in the stone and pottery ages recently. Crude Building Elements has been invaluable, but there are a couple of blocks I wish it had. 

I think Vintage Story has overlooked pottery for carrying liquid. Crude Building Elements includes a ceramic bucket. Here's a ceramic barrel to go with it. It only holds 40L of liquid rather than 50L, so you'll get a big upgrade when you can make them out of wood. But you can at least do some dyeing and make compost. If you want to make leather, you'll need some other mod to provide an alternative to limestone or wait for copper.

For stone age accessible building, I restored hardened clay blocks from earlier versions of Vintage Story, which can be baked in the firepit. Combined them with a knife in the crafting grid to make hardened clay slabs.

Note: Clayworks has all of the things in this mod. There's no reason to install this if you are using Clayworks.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.2 extraclay 173 Oct 4th at 2:11 AM extraclay_1.0.2.zip 1-click install

Initial release


3 Comments (oldest first | newest first)

💬 TwilightStar, Oct 21st at 9:09 PM

This mod is definitely Incompatible with Bricklayers, got the below listed error when I selected the "malachite clay" recipe in the handbook.

 

Crash Report
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addIngredientForInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 919
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 108
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 128
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 313
at Vintagestory.GameContent.ModSystemSurvivalHandbook.OnSurvivalHandbookHotkey(KeyCombination key) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 184
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1841
at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 320
at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 880
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 249
at OpenTK.Windowing.Desktop.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.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

 

I hope this helps

💬 Echoweaver , Oct 10th at 10:02 PM

m00n I kind of figured that folks using Bricklayers would prefer to use Clayworks instead. But if you're interested in using this with Bricklayers, I'll take a look. It's probably not difficult.

💬 m00n, Oct 10th at 7:46 PM

i think this may be incompatable with bricklayers currently can that be fixed by any chance please?

 (edit comment delete)
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