Mods / Material Needs

Tags: #Cosmetics #Crafting #QoL #Texture Pack
Author: Nephelangelo
Side: Both
Created: Oct 7th at 6:32 AM
Last modified: 10 hours ago
Downloads: 8629
Follow Unfollow 221

Recommended download (for Vintage Story 1.21.5):
MaterialNeeds_1.1.6.zip  1-click install


If you like this mod be sure to check out my other mod Terra Prety!

This mod greatly expands the volume of building materials available to you in Survival Mode by adding hundreds of new color variants of existing materials such as Plaster, Wattle & Daub, Rammed Earth, Flowers, Wood and more, and introduces countless new recipes for materials previously only available in Creative Mode, such as Aged Wood, Roof Beams, Rope Beams, Aged Ashlar, Cracked Ashlar, Clay Blocks, Dirty Gravel, Muddy Gravel, Rubble, Boulders and more!

This Mod Includes:

• Over 100 new Color Plaster Blocks.
• Over 100 new Color Wattle & Daub Blocks, giving a new use for gravel.
• 170 new Color Rammed Earth Blocks.
• 28 new Flower Color Variants all based on real world varieties. These will show up in your worldgen.
• 8 new dyes, Vermilion, Amber, Cyan, Chartreuse, Indigo and Magenta, now covering the full color spectrum. Also added Dark Brown and Light Brown.
• Several new Aged Wood blocks to make Aged Wood and Very Aged Wood sets fully complete and visually consistent.
• Survival recipes for Aged Ashlar Blocks.
• Survival recipes for Cracked Ashlar Blocks.
• Survival recipes for Beam Variants which were previously only obtainable in Creative Mode.
• Survival recipes for Aged Wood, Aged Hay, and Aged Thatch Roof variants.
• Survival recipes for Aged Wood Roof variants.
• Survival recipes for Raw Clay Block variants.
• Survival recipes for Dirty Gravel, Wet Dirty Gravel, Sludgy Gravel, etc. variants.
• Survival recipes for Boulder variants for decoration.
• Survival recipes for Stony Rubble variants for decoration.
• Ability to collect Leaf Blocks with a Saw in Survival Mode.
• Recipes to fermemt Vinegar in Survival Mode.
• New dye making recipes utilizing unused flowers and other foliage.

1.1.6 UPDATE: Adds ability to collect Branchy Leaves with a Saw as per player request. Now also compatible with the BetterRuins mod.

Roadmap:

• Add Overlay recipes.
• Add Very Aged Doors and Gates.
• Add Linen colors.
• Add Red Mudbrick.
• Add Grey Mudbrick.
• Add Pale Aged Wood set.
• Add Weathered Wood set.
• Add Aged Ebony Wood set.
• Add Suevite Aged Ashlar & Cracked Ashlar.
• Add Kimberlite Ashlar, Aged Ashlar & Cracked Ashlar.
• Add Lighter Dye set.
• Add Darker Dye set.
• Possibly some Color Glass variants.
• Possibly some Stone texture variants.
• Rework Vinegar recipe.
• Many other methods for obtaining building materials in Survival Mode.

Specially designed for builders, this mod greatly expands the variety of Plaster and Wattle & Daub blocks to 34 colors each! With hues and shades close enough to other colors that they will work well together for blending and texturing work, the aim of this mod is to provide builders with a broad and comprehensive color palette for designing builds. These colors are made to be faithful to the quality and style of the standard VS block palette.

Color Plaster Blocks are now produced by dyeing blocks in a barrel using the game's existing dyes, plus 6 new dyes, Vermilion, Amber, Cyan, Chartreuse, Indigo and Magenta, making Vintage Story dyes now cover the full color spectrum. The new Daub varieties use gravel for crafting grid recipes instead of sand so as not to interfere with vanilla daub recipes, which is still consistent with real world Wattle & Daub creation, they also all have barrel dye recipes for maximum flexibility. Cobalt, Magenta, and Violet are considered "royal" colors and are specially obtained through barrel dyeing only, while the rest of the new daubs have crafting grid recipes. All new Plaster and Wattle & Daub blocks are chiselable and should be compatible with QPTech's QP's Chisel Tools. You will not need to download any dependency mods like Expanded Matter, Material Needs will work on its own! 

Please post pics of any builds you create with this mod, I would absolutely love to see what you create!

Compatibility
Material Needs is now compatible with:

BetterRuins
Biomes
Wildcraft: Fruits and Nuts
Axle In Blocks
Herbarium
Snow Shoes
New Block Variants

Plaster, Wattle & Daub and Rammed Earth can now be found in all of the following varieties:

Amber
Ashen
Azure
Black
Brown
Golden Brown
Light Brown
Weathered Brown
Charcoal
Chartreuse
Chestnut
Cinnabar
Cobalt
Coral
Graphite
Green
Lime
Magenta
Moss
Orange
Oxblood
Pewter
Red
Rouge
Russet
Sage
Salmon
Tan
Taupe
Turquoise
Violet
Viridian
White
Yellow

New Flower Variants
New Flower Variants now include:

Pink Catmint
Blue Catmint
Montrose White Catmint
Persian Blue Catmint
Red Boy Cornflower
White Dwarf Cornflower
Pink Ball Cornflower
Black Gem Cornflower
Gold Haze Heather
Wickwar Flame Heather
Scarlet Heather
Blue Lagoon Heather
Yellow Mallow
Scarlet Rosemallow
Pink Mallow
Primley Blue Mallow
Wood Poppy
Field Poppy
Shirley Poppy
Himalayan Blue Poppy
Red Scotch Broom
Lena Scotch Broom
Moyclare Pink Broom
Boskoop Ruby Broom
Pink Forget Me Not
Blue Forget Me Not
Pink Lily of the Valley
Purple Lily of the Valley
Daub Recipes
All crafting grid recipes also include Dry Grass and a Dirt Variety. (this list needs updating)

Amber

Crafting: Sandstone + Fire Clay / Blue Clay
Dyeing: Blue Dye + Taupe Daub

Azure
Crafting: Andesite + Blue Clay
Dyeing: Blue Dye + Taupe Daub

Bancha
Crafting: Peridotite + Fire Clay
Dyeing: Green Dye + Russet Daub

Black
Crafting: Basalt + Blue Clay
Dyeing: Black Dye + Golden Brown Daub

Blush
Crafting: Chalk + Fire Clay
Dyeing: Pink Dye + Tan Daub

Charcoal
Crafting: Shale + Blue Clay
Dyeing: Black Dye + Taupe Daub

Chartreuse
Crafting: Limestone + Fire Clay
Dyeing: Green Dye + Taupe Daub

Chestnut
Crafting: Claystone + Red Clay
Dyeing: Orange Dye + Azure Daub

Cinnabar
Crafting: Chert + Fire Clay
Dyeing: Red Dye + Russet Daub

Cobalt
Crafting: N/A
Dyeing: Blue Dye + Golden Brown Daub

Gray
Crafting: Phyllite + Blue Clay
Dyeing: White Dye + Golden Brown Daub

Magenta
Crafting: N/A
Dyeing: Pink Dye + Golden Brown Daub

Oxblood
Crafting: Slate + Red Clay
Dyeing: Red Dye + Brown Daub

Pewter
Crafting: Chalk + Blue Clay
Dyeing: White Dye + Taupe Daub

Red
Crafting: Chert + Red Clay
Dyeing: Red Dye + Chestnut Daub

Rouge
Crafting: Chalk + Red Clay
Dyeing: Pink Dye + Taupe Daub

Russet
Crafting: Claystone + Fire Clay
Dyeing: Orange Dye + Turquoise Daub

Sage
Crafting: Limestone + Blue Clay
Dyeing: Green Dye + Golden Brown Daub

Salmon
Crafting: N/A
Dyeing: N/A

Taupe
Crafting: Limestone + Red Clay
Dyeing: Orange Dye + Sage Daub

Turquoise
Crafting: Andesite + Fire Clay
Dyeing: Blue Dye + Sage Daub

Violet
Crafting: N/A
Dyeing: Purple Dye + Golden Brown Daub

Viridian
Crafting: Peridotite + Blue Clay
Dyeing: Blue Dye + Bancha Daub


Enormous thanks to Brady_The, JonR, NiclAss and jayu for help ironing out the technical details on this one.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.6 materialneeds 425 3 days ago MaterialNeeds_1.1.6.zip 1-click install

Adds ability to collect Branchy Leaves with a Saw as per player request.
Fixes Clay crafting grid recipe. 

1.1.5 materialneeds 772 4 days ago MaterialNeeds_1.1.5.zip 1-click install

Adds compatibility with Better Ruins.

1.1.4 materialneeds 3445 Nov 13th at 4:47 PM MaterialNeeds_1.1.4.zip 1-click install

Adds compatibility with Biomes mod.

1.1.3 materialneeds 73 Nov 13th at 4:33 AM MaterialNeeds_1.1.3.zip 1-click install

Adds Survival recipes for Stony Rubble blocks.

1.1.2 materialneeds 224 Nov 12th at 2:36 AM MaterialNeeds_1.1.2.zip 1-click install

Added recipes for all Dirty Gravel, Wet Dirty Gravel, Sludgy Gravel, etc. variants.
Added recipes for Clay Blocks.
Added recipes for Stone Boulders for decoration.
Added recipe for Oak Bark, as required to make Dark Brown Dye.
Nerfed Wattle & Daub Block litre requirement, now outputs 1 block per 2 litres.
Slight color adjustments to flowers.
Introduced mod switch patch to deactivate vinegar recipe when Wildcraft is detected.

1.1.1 materialneeds 152 Nov 11th at 5:01 AM MaterialNeeds_1.1.1.zip 1-click install

Makes all new Flowers placeable in flower pots and planters.
Changes Blue Wild Indigo Mallow name to Primley Blue Mallow.
Fixes a couple small bugs.
Slight color adjustments to flowers.
Adjusted the stem colors of potted cornflowers and poppies while I was building my own flowers, because they felt a bit neon green. 
Lily of the Valley (Purple) is now the rarest flower in the game, at 1/4,000th the chance as the vanilla variant. Happy hunting!

1.1.0 materialneeds 131 Nov 10th at 9:37 AM MaterialNeeds_1.1.0.zip 1-click install

This update makes a few changes that could alter a couple existing blocks for players. Please backup your save before installing. 

Adds 28 new Flower color variants,all based on real world varieties, plus new dye recipes. These will show up in your worldgen.
Added recipes for all Rope, Thick Rope and Extremely Thick Rope beams which were previously only available in Creative.
Extensive rebalancing of colors to make Rammed Earth, Wattle & Daub and Plaster super consistent hue, shade & saturation. (Likely the last big color tweak.)
Swaps Lime and Chartreuse shades, as they were a bit backwards.
Fixes several Daub recipes including Sage and Green barrel recipe overlap.
Repatches new Aged and Very Aged wood blocks through World Properties in hopes of improving compatibility with other mods.
Added Light Brown Dye and Dark Brown Dye to help obtain all the various brown blocks more easily.
Added Tannin recipes for the less saturated brown blocks.

1.0.8 materialneeds 1059 Oct 29th at 9:26 PM MaterialNeeds_1.0.8.zip 1-click install

Fixes a couple dye recipe overlaps between Sage, Chartreuse, Orange, Coral, Blue and Cobalt.

1.0.7 materialneeds 294 Oct 27th at 11:18 PM MaterialNeeds_1.0.7.zip 1-click install

Apologies for the lack of Changelogs in the last few releases, the ModDB text entries were not working for me at the time. The changes that have been added in the last several releases have been:

Added 170 new color Rammed Earth blocks. (will be tweaking these textures a bit in the future)
Added barrel dye recipes for Wattle & Daub blocks as pew player request.
Added Survival recipes for Aged Ashlar blocks.
Added Survival recipes for Cracked Ashlar blocks.
Added Survival recipes for almost every Beam variant that was previously unavailable.
Reworked Very Aged Wood log textures. (will likely be revising these more in the future)
Did a slew of tiny micro-adjustments to the various Wattle & Daub and Plaster colors to coordinate them with the new blocks.
Fixed sound effects for Plaster blocks.

There are now 3 tiers of color blocks:

Rammed Earth (cheapest, least saturation)
Wattle & Daub (medium cost, medium saturation)
Plaster (highest cost, highest saturation)

And as always, cobalt (blue), violet and magenta hues are considered "royal" colors and obtainable through barrel dyeing only.

1.0.6 materialneeds 240 Oct 26th at 6:47 AM Empty MaterialNeeds_1.0.6.zip 1-click install
1.0.5 materialneeds 60 Oct 26th at 1:01 AM Empty MaterialNeeds_1.0.5.zip 1-click install
1.0.4 materialneeds 176 Oct 25th at 12:02 AM Empty MaterialNeeds_1.0.4.zip 1-click install
1.0.3 materialneeds 145 Oct 24th at 3:48 AM MaterialNeeds_1.0.3.zip 1-click install

Reorganizes Aged Wood and Very Aged Wood variants to be visually consistent (dark will always be Very Aged and light will always be Aged).
Adds several new Aged Wood and Very Aged Wood blocks to make both fully complete sets of blocks.
Reworks Vinegar recipe for the time being to avoid conflicts with other mods.
Probably numerous other changes and additions I'm forgetting. :D

1.0.2 materialneeds 363 Oct 19th at 5:06 AM MaterialNeeds_1.0.2.zip 1-click install

Added Survival recipes for Aged Hay and Aged Thatch Roof Blocks.
Fixed fancy Plaster Blocks which would change colors when a wrench was used on them.
Fixed exploit: player placed Leaf Blocks will no longer drop seeds or sticks.
Removes Shears' ability to collect Leaf Blocks due to unwanted clutter.

1.0.1 materialneeds 219 Oct 17th at 1:40 AM MaterialNeeds_1.0.1.zip 1-click install

Added ability to collect Leaf Blocks with Shears or a Saw in Survival Mode.
Added barrel recipes to obtain Aged Wood variants in Survival Mode.
Added ability to ferment Vinegar.
Added Lime color to Plaster and Wattle & Daub sets.
Various texture tweaks and improvements. 

1.0.0 materialneeds 163 Oct 14th at 9:12 PM MaterialNeeds_1.0.0.zip 1-click install

Added barrel dye recipes for all Plaster block variants.
Added new dyes: Vermilion, Amber, Cyan, Chartreuse, Indigo and Magenta, which should now make VS dyes fully comprehensive.
Added recipes for all the new dyes, plus several more new recipes for existing vanilla dyes.
Reworked many Wattle & Daub recipes to include the new dyes.
Reworked and cleaned up many Wattle & Daub textures. Will be doing more soon. 

0.0.5 morecolors 166 Oct 13th at 7:20 PM MoreColors_0.0.5.zip 1-click install

Adds new Plaster block set in matching colors to the Wattle & Daub. (No survival recipes yet.)
Extensive retweaking of the hues and shades of various blocks.
Salmon renamed to Coral.
Blush renamed to Salmon.
Bancha renamed to Moss.
Gray renamed to Graphite. 

0.0.4 morecolors 263 Oct 8th at 11:40 PM MoreColors_0.0.4.zip 1-click install

Added additional recipes for Chestnut, Russet, and Oxblood daub.

0.0.3 morecolors 57 Oct 8th at 7:44 PM MoreColors_0.0.3.zip 1-click install

Reworked several recipes to be easier to obtain in Survival.
Fixed Violet and Salmon recipes.
Fine tuned Viridian hue.
Fine tuned Magenta hue.
Fine tuned Rouge hue.
Fine tuned Blush hue.

0.0.2 morecolors 72 Oct 8th at 7:51 AM MoreColors_0.0.2.zip 1-click install

Quick fix for Taupe textures.

0.0.1 morecolors 42 Oct 8th at 7:09 AM MoreColors_0.0.1.zip 1-click install

Added crafting grid recipes for all new daub varieties with the exception of Violet, Cobalt, and Magenta, which are specially obtained through barrel dyeing.
Added barrel dying recipes for all new daub varieties.
Added Viridian daub variety.
Renamed Blue to Cobalt.
Renamed Light Blue to Azure.
Renamed Brandy to Taupe.
Renamed Flamingo to Blush.
Renamed Dark Gray to Charcoal.
Renamed Dark Green to Bancha.
Renamed Light Green to Chartreuse.
Renamed Lilac to Rouge.
Renamed Umber to Russet.
Renamed Vermilion to Cinnabar.
Corrected spelling of Turquoise.

0.0.0 morecolors 88 Oct 7th at 6:34 AM MoreColors_0.0.0.zip 1-click install

Preliminary build for a mod expanding the variety of Wattle & Daub colors to a standard set of 32 colors, with hues and shades close enough to other colors that they will work well for blending and texturing. This version is not final, and does not yet have recipes for Survival. Please recommend recipe ideas in the Mod DB comments.


85 Comments (oldest first | newest first)

💬 Nephelangelo , 3 days ago

MegaBroBuster

Branchy leaves delivered!

Vigilance

Ah, that looks like it's caused by the crafting grid recipe being set to "shapeless". It's fixed now. Thanks.

💬 Vigilance, 3 days ago

I believe on your end it was trying to craft the full block when I just put a single stack of 64 clay in the grid, as I was trying to make mortar, and it just detected quantity and went "Okay, that's a block." Unsure what all could go in to it because I frankly hate recipe patches and wish I could just overwrite everyone's with my own for more granularity lmao

💬 Nephelangelo , 3 days ago

Vigilance

That's good news! I feel pretty comfortable then that all the new materials I still want to introduce should fit in just fine without being a significant hit to the RAM.

As for the clay block recipe, I guess Quality of Building introduced a new mortar recipe that's just 9 pieces of raw clay in a grid? From a game design perspective I feel like that makes more logical sense as the clay block recipe. If they're trying to just let you use clay as mortar, then it would probably make the most sense for them to just adapt the vanilla recipes to use clay instead of mortar.

💬 Vigilance, 3 days ago

So far, I didn't notice any actually note-worthy RAM hit (like legitimately less than 400mb in my test world, which was in the margin of error for what I was expecting) from installing the mod in a vacuum, so I made the leap to start testing it out. So far I'm not a super-fan of at the very least the clay recipe, because it's blocking the new mortar-from-clay recipe from Quality of Building, which I'm also currently testing out. I actually had to triple check I wasn't insane and confirm who added what recipe for a minute haha, but that's a rant for another time. I actually had to circumvent the recipe by either crafting mortar two at a time, or using salty's radial crafting mod, which is approaching a few levels of mod stacking as a solution I wasn't hoping to see yet.

💬 Nephelangelo , 4 days ago

Vigilance

Thanks. Hopefully I can get it running well with solid compatibility. In general I feel like other mods should expect to accomodate new rock and wood types, since Tyron made it so easy and straightforward to add them, the game is basically inviting new content there. And there's a very clear and proper way to implement them with the world properties and wildcard system that other mods should probably anticipate. 

💬 Vigilance, 4 days ago

I can understand that philosophy. With toggles and whatnot it'd be fine for my use cases, but I've been bit and burned by the modded stone bug before since I started using Interesting Ore Gen, which doesn't particularly enjoy new rocks from GA for instance. I think that's a good pitch though, and if you're confident in it I am too. When I get some time later I'll go through and try to get a vague sense of RAM usage from this mod with some other usual-culprits, but I don't have a super scientific method for that currently outside of just loading everything up and comparing differences over a few launches.

💬 Nephelangelo , 4 days ago (modified 4 days ago)

Vigilance

 

People will think they don't want it in theory until they see them, then they'll suddenly want the new stone types. If it's added it will have to be done so in a way that can be activated or deactivated, or as a separate supplementary download, since it's not really possible to add on new stone types halfway through a world save, and it will be necessary to avoid compatability issues with mods that don't properly accommodate new stone types. So don't fret. This mod is about expanding missing or inaccessible materials and colors, and there are a few obvious hues of stone missing from the palette that vanilla started (one single shade of orange stone with no variation, for example, does not adequately reflect the average range of orange you would find on Earth, so I will probably add a couple), I'm currently just researching what their geological basis would be. At the moment I'm thinking 2-6 new stone types to round out the range of colors you can find, and if I implement them I will do so in a way that won't overlap with Geology Addons. 

💬 Vigilance, 4 days ago

If this mod adds in new worldgen stones (if that's what you mean) it'd basically instantly step out of the realm of usability for me compatibility-wise.

💬 MegaBroBuster, 5 days ago (modified 5 days ago)

Nephelangelo Thanks for considering it, so allow me to explain my why: Because i wanna make a pergola. And vines do not adhere to normal leaves, only branchy ones. Thats all.

Have a great one m8 👍

💬 Nephelangelo , 5 days ago

MegaBroBuster

I had taken out the ability to collect branchy leaves because it didn't seem noticeably different from the normal leaves and they wound up just being an additional block that wouldn't stack in your inventory. But I will think about adding it back in.

Vigilance

Yeah I'm curious to know how much RAM it's eating into currently. I am considering adding in a few new full sets of sedimentary stone, along with all variants that come with them, which will likely add a decent bit to the RAM usage. But I personally use very few mods so I haven't really noticed any performance difference yet. Hopefully I can squeeze in a few new material sets without any issue.

R0D96

Looking at my notes, Russet Daub should be made with Andesite Gravel and Fire Clay.

💬 MegaBroBuster, 5 days ago

Can i please request the ability to also gather branchy leaves? As of now, you can only gather normal plain leaf blocks

💬 Vigilance, 6 days ago

The big issue and problem with performance isn't really when the blocks are used in the world, as far as I've been concerned, but the overall ram hit to having dozens and dozens and dozens of extra blocks/etc loaded in your texture atlas and otherwise. It's what makes stuff like Wildcraft or ACA/Extended foods balloon ram usage of the client up to 20+GB sometimes, and it's really kind of exponential at times. It gets nasty for stuff like this 'cause once it is in your world, it gets really cumbersome to remove, or if you've grown used to some of it... Well. :)

 

I'll probably fix up a test environment and try to get some cool numbers figured out, but I am so heavily drawn in by more flavors of rammed earth- my absolute favorite block- that it will probably blind me some! I am a little worried about the extra recipes and whatnot, as I'll have a ton of extra redundancy from this mod that I really didn't need/want, but all good things at a cost haha

💬 R0D96, Nov 25th at 8:57 PM

the recipe for russet daub doesn't seem to be working, Im using red clay with the andesite gravel and getting nothing

💬 Netch, Nov 21st at 6:48 PM

Awesome, thanks a bunch <3

💬 shalun69, Nov 18th at 2:21 AM

Check me, but there is a compatibility issue with Better Ruins. I had a much earlier versions of your mod which generated errors. Finally got around to investigating so updated all mods including MaterialNeeds to 1.1.4 and Better Ruins to 0.5.3. Generated a new world and errors persist. Disabling either Better Ruins or MaterialNeeds, no more errors. Enabling both, errors resume.


server-main.log:17.11.2025 18:12:10 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:slantedroofing-lightaged-east-free cannot be resolved
server-main.log:17.11.2025 18:12:10 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-ridge-lightaged-free cannot be resolved
server-main.log:17.11.2025 18:12:10 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-plane-lightaged-free cannot be resolved
server-main.log:17.11.2025 18:12:10 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-road/road1.json': Output Block code game:woodenpath-lightaged-ns cannot be resolved
server-main.log:17.11.2025 18:12:10 [Error] Grid Recipe 'betterruins:wood raft': Output Item code game:boat-raft-darkaged cannot be resolved
server-main.log:17.11.2025 18:12:10 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-shipwright/shipwright1.json': Output Item code game:boatseat-lightaged cannot be resolved
server-main.log:17.11.2025 18:12:20 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:slantedroofing-lightaged-east-free cannot be resolved
server-main.log:17.11.2025 18:12:20 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-ridge-lightaged-free cannot be resolved
server-main.log:17.11.2025 18:12:20 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-plane-lightaged-free cannot be resolved
server-main.log:17.11.2025 18:12:20 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-road/road1.json': Output Block code game:woodenpath-lightaged-ns cannot be resolved
server-main.log:17.11.2025 18:12:20 [Error] Grid Recipe 'betterruins:wood raft': Output Item code game:boat-raft-darkaged cannot be resolved
server-main.log:17.11.2025 18:12:20 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-shipwright/shipwright1.json': Output Item code game:boatseat-lightaged cannot be resolved

💬 Shadowise, Nov 17th at 11:09 PM

Nephelangelo, got it - thank you so much!

💬 Nephelangelo , Nov 17th at 2:56 AM (modified Nov 17th at 2:56 AM)

Introdile

You can simply delete the "leaves-block-drop" json under "assets/materialneeds/patches/leaves". 

Shadowise

 

The flowers have the same spawning conditions as their vanilla counterparts, but at different levels of rarity. The front two rows of flowers in the screenshot will spawn at 1/400th the frequency of the vanilla flowers, the next row back spawn at 1/40th and the last two rows spawn at 1/4th the frequency. The only exception is Lily of the Valley (Lavender) in the front center right, which will spawn 1/4,000th as frequently as vanilla Lily of the Valley. Have fun hunting!

 

Vigilance

 

I would love to see someone check it. In my test world I have all the hundreds of new blocks placed in the same location and don't notice any performance difference, though I don't use many other mods personally. 

💬 Introdile, Nov 17th at 1:41 AM

Would it be possible to add a way to turn off leaf block gathering? At least until the interaction between this mod and xskills is fixed.

💬 Shadowise, Nov 16th at 8:12 PM

Nephelangelo, are the 28 added flowers spawning in random environments, or are you attempting to match the species to somewhat realistic conditions (in terms of where they like to grow in the real world - latitude, elevation, dry/wet climes, temperature)? Thank you!

💬 Vigilance, Nov 15th at 1:48 PM

Has anyone benchmarked this much at all? I love the premise but am also woefully aware of how insanely fast these mods stack up. I would like to know how close to the "unplayable" threshold for RAM I'd be looking at.

💬 Beedy, Nov 15th at 11:44 AM

Are the added flower variants compatible with Wild Farming feature that let us extract flower seeds out of flowers?

💬 Nephelangelo , Nov 15th at 7:13 AM

Hydromancerx

I'm leaving for a trip tomorrow, so I will not have time for the next couple weeks, but the More Lanterns author may be able to rework compatibility from their end.

💬 Hydromancerx, Nov 15th at 6:57 AM

Can you add compataiblity with More Lanterns? Both add Cyan and Brown dyes

💬 Nephelangelo , Nov 12th at 2:29 AM

seaseraphic

Had it loaded up today with Alchemy just to test and got no errors. Looks like the flowers just aren't utilized by their mod's recipes, but they could certainly add them in if they wanted.

💬 seaseraphic, Nov 11th at 11:25 PM

The new flowers are very pretty, though im curious how they might compat with Alchemy? since each potion requires one specific flower 

💬 Nephelangelo , Nov 11th at 12:51 AM (modified Nov 11th at 12:52 AM)

Netch

Thank you! Expanded Foods should no longer have issues since I reworked the vinegar recipe. As for the Aged Wood additions, I believe you can simply delete a few files to eliminate the custom wood set that has caused some compatibility issues. If those mods ever fix their compatibility you can then just restore the original mod with no issue. I may rearrange these to be easier to remove in the future, but try this:

Instructions to Remove New Aged Wood Blocks
Delete the following folders under "assets/materialneeds/patches":

wood
fixes-recipes
fixes-types

And then delete the following files under "assets/materialneeds/recipes/barrel/aged":

darkagedwood.json
lightagedwood.json

And delete the following folder under "assets/materialneeds/recipes/grid":

wood
💬 Netch, Nov 10th at 9:22 PM

Hi there! LOVING the added colorful blocks and flowers!! Honestly the whole mod is A+, but I'm putting together a modpack for a small friends server however, and the list already includes Expanded Foods (vinegar) and Better Ruins (recipes for aged blocks and beams) My first question is: if I can figure out how to remove those recipes, is that something you'd be okay with? I wouldn't publish it. Second question is: if you're comfortable, would you be able to provide advice/assistance on how to do so? Thanks a bunch <333

💬 Onesilverkey, Nov 6th at 3:30 AM

Nephelangelo

I am. Hmm, Good to know that its just a mod interaction, I was starting to get so confused

💬 Nephelangelo , Nov 5th at 10:13 PM

Onesilverkey

Sounds like you're probably using XSkills, which has this peculiar effect.

Slikkelas

Gotcha. Thanks for looking into it.

💬 Onesilverkey, Nov 5th at 3:32 AM

Currently the ability to get leaf blocks is expanded to "if you have anything in your hands" instead of just a saw in survival. The tool tips indicate saw but I was also able to get them with a stick.

💬 Slikkelas, Nov 4th at 10:13 PM

Edit: Looking into it further i learned that the old legacy files like the planks uses -we and they changed it later on to -ew for new stuff. But they can't change it in the old stuff, since it would brick old save files people have been playing from way back.

 

💬 Slikkelas, Nov 4th at 3:29 PM

Nephelangelo I found that in mn-agedplanks.json it says "*-lightaged-we" and i think it should be "*-lightaged-ew".

I could be wrong, but just wanted to mention it.

 

💬 Nephelangelo , Nov 4th at 2:35 AM

DJRelax

Thanks, I reached out to them.

💬 DJRelax, Nov 3rd at 5:27 PM (modified Nov 3rd at 5:31 PM)

@Nephelangelo

 

Spoiler!
Running on 64 bit Windows 10.0.19045.0 with 32679 MB RAM
Game Version: v1.21.5 (Stable)
02.11.2025 19:15:34: Critical error occurred in the following mod: vintageengineering@0.4.5
Loaded Mods: bettertranslations@0.0.33, vintageengineering@0.4.5, game@1.21.5, vsimgui@1.1.14, betterruins@0.5.2, bettertraders@0.1.0, configlib@1.10.8, materialneeds@1.0.8, terraprety@7.0.8, creative@1.21.5, survival@1.21.5, autoconfiglib@2.0.9
Involved Harmony IDs: vintageengineering
System.NullReferenceException: Object reference not set to an instance of an object.
at VintageEngineering.RecipeSystem.VERecipeRegistrySystem.GetIngredientsForOutput[T](ICoreClientAPI capi, IReadOnlyList`1 recipes, ItemStack output, ItemStack[] allStacks) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\RecipeSystem\VERecipeRegistrySystem.cs:line 272
at VintageEngineering.RecipeSystem.VERecipeRegistrySystem.AddRecipeCreatedBy[T](ICoreClientAPI capi, IReadOnlyList`1 recipes, String requiredMachine, String createdByVerb, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1& components) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\RecipeSystem\VERecipeRegistrySystem.cs:line 341
at VintageEngineering.RecipeSystem.VERecipeRegistrySystem.<>c__DisplayClass31_0`1.b__1(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1& components) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\RecipeSystem\VERecipeRegistrySystem.cs:line 416
at VintageEngineering.CollectibleBehaviorHandbookTextAndExtraInfoPatch.addCreatedByInfoPostfix(Int32 __state, Boolean& __result, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Patches\CollectibleBehaviorHandbookTextAndExtraInfoPatch.cs:line 97
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch2(CollectibleBehaviorHandbookTextAndExtraInfo this, 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)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 109
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.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 348
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 95
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 174
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 446
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 593
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1996
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
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.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2026
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 359
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 210
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, 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

 

If anything, the developer of the Vintage Engineering mod has a discussion thread about this error. Link

💬 Nephelangelo , Nov 2nd at 11:02 PM

DJRelax

Please share the error and I'll look into it.

💬 DJRelax, Nov 2nd at 4:47 PM (modified Nov 2nd at 4:52 PM)

Hello!
Thank you for your mod.
However, I'd like to point out that your mod causes a critical error when used with the mod Vintage Engineering
Is there a way to fix this, as I really want to play with both mods?
Thank you very much!!!

I'm sorry, I saw that it had already been written about.

💬 Nephelangelo , Nov 2nd at 3:08 AM

LostnoFrost

I'm looking at 1.0.8 and Green Daub currently uses Chestnut as its base as far as I can tell, while Sage uses Golden Brown.

I'll look into reworking the output numbers.

💬 LostnoFrost, Nov 1st at 1:10 AM

I return once again with more Daub related reports. The new recipes all make 12 pieces of Raw Daub, but vanilla changed these recipes to make 8 per craft, and to spend 6-8 per block instead of 10-12.

While I'm here, Golden Brown Daub + Green Dye recipes still have a conflict, being a recipe for Green and Sage Daub.

💬 Nephelangelo , Oct 31st at 6:33 PM (modified Oct 31st at 6:52 PM)

crash1555
qwacky

I must have messed up the recipe, I'll get it fixed in the next update. Thanks for letting me know!

*EDIT*

Just checked them now and they should be working fine. It's confusing because the Handbook cycles the recipe ingredients too fast and the ingredients becomes out of sync if you hover your mouse over them, but you basically have to keep dyeing a Brown plaster with a White dye until you get the lighter shade you want. You can also do the reverse, dye any of the lighter Brown plasters with Grey dye, or the more saturated Brown dye, until you get the darker Brown you want. Maybe I'll introduce some Light Brown and Dark Brown dyes to help with this.

💬 qwacky, Oct 31st at 5:49 AM

It seems there is no crafting recipes for the lighter color plasters, or moreso the handbook doesn't make sense on how to craft them, which means that any of the Tan / Light brown colored plasters are currently uncraftable? 

Tan, Taupe, Light brown ETC 

 

on 1.21.5 o/ thanks

 

 

💬 crash1555, Oct 31st at 5:28 AM

Is Tan plaster impossible to craft or am i crazy?

💬 Nephelangelo , Oct 29th at 9:10 PM (modified Oct 29th at 11:00 PM)

LostnoFrost

Thank you for the heads up! I must have forgotten to update the dye and daub adjustments I had worked out. These are now fixed for the next update.

bipsy

Thanks for letting me know. I think I will need to rework the new Aged Wood blocks to work as full new sets rather than trying to patch the existing Very Aged set into two different sets. Will mean in the next update you'll have to replace any of the new lighter Aged Wood materials I introduced if you crafted them, but otherwise shouldn't effect your game at all.

EDIT: I take it back, it looks like the blocks and materials don't have to be replaced with this patch change, they will automatically accept the patch switch when I introduce it.

💬 LostnoFrost, Oct 29th at 5:59 PM

Interesting batch of recipe conflicts I found:
Cobalt and Blue Daub share a recipe, Golden Brown Daub + Blue Dye in a barrel.


Coral and Orange have a similar conflict with Golden Brown Daub, as do Green, Chartreuse and Sage

💬 bipsy, Oct 29th at 5:48 PM (modified Oct 29th at 6:05 PM)

I'm experiencing the same issue @Willownezz mentioned with those mods.

Additionally, Vintage Engineering combined with this mod seems to make the game crash when you open anything in the handbook with shift+H.

💬 SpookyJ, Oct 28th at 5:05 PM

great work so far. looking forward to seeing this mod develop further.

💬 purple8cloud, Oct 28th at 7:24 AM

i love u

💬 Nephelangelo , Oct 28th at 1:24 AM

purple8cloud

Ask and ye shall receive. Added barrel dye recipes for all the Wattle & Daub blocks. 👍

Euthanasia

I messaged them on their Discord thread but was told they mainly post on the ModDB so it looks like I will need to contact them here.

Willownezz

Will look into these. Looks like they're mainly trying to create new variants using my blocks, which means they could potentially create new blocks with my textures, or I may have to patch it another way to avoid other people's mods conflicting with it.

💬 Willownezz, Oct 27th at 7:39 PM (modified Oct 27th at 7:41 PM)

Some mods like 'Culinary Artillery', 'Alchemy', 'Axelinblocks', 'Snowshoes', and 'Better Ruins' seem to have some issue with the Light Aged wood types.

 

Spoiler
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-acacia-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackacacia': Output Block code aculinaryartillery:bottlerack-lightaged-acacia-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-baldcypress-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackbaldcypress': Output Block code aculinaryartillery:bottlerack-lightaged-baldcypress-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-birch-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackbirch': Output Block code aculinaryartillery:bottlerack-lightaged-birch-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-ebony-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackebony': Output Block code aculinaryartillery:bottlerack-lightaged-ebony-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-kapok-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackkapok': Output Block code aculinaryartillery:bottlerack-lightaged-kapok-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-larch-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottleracklarch': Output Block code aculinaryartillery:bottlerack-lightaged-larch-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-maple-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackmaple': Output Block code aculinaryartillery:bottlerack-lightaged-maple-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-oak-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackoak': Output Block code aculinaryartillery:bottlerack-lightaged-oak-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-pine-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackpine': Output Block code aculinaryartillery:bottlerack-lightaged-pine-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-purpleheart-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackpurpleheart': Output Block code aculinaryartillery:bottlerack-lightaged-purpleheart-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-redwood-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackredwood': Output Block code aculinaryartillery:bottlerack-lightaged-redwood-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-walnut-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackwalnut': Output Block code aculinaryartillery:bottlerack-lightaged-walnut-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-lightaged-aged-north in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackaged': Output Block code aculinaryartillery:bottlerack-lightaged-aged-north cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:rollingpin-darkaged in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'aculinaryartillery:recipes/grid/rollingpin.json': Output Item code aculinaryartillery:rollingpin-darkaged cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-bismuth in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-bismuth cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-bismuthbronze in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-bismuthbronze cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-blackbronze in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-blackbronze cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-brass in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-brass cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-chromium in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-chromium cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-copper in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-copper cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-cupronickel in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-cupronickel cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-electrum in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-electrum cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-gold in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-gold cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-iron in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-iron cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-meteoriciron in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-meteoriciron cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-lead in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-lead cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-molybdochalkos in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-molybdochalkos cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-platinum in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-platinum cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-nickel in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-nickel cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-silver in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-silver cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-stainlesssteel in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-stainlesssteel cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-steel in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-steel cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-tin in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-tin cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-tinbronze in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-tinbronze cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-titanium in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-titanium cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-uranium in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-uranium cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code alchemy:herbrack-lightaged-zinc in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'alchemy:recipes/grid/herbrack.json': Output Block code alchemy:herbrack-lightaged-zinc cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code axleinblocks:axleinplanks-lightaged-ud in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'axleinblocks:recipes/grid/axleinblocks.json': Output Block code axleinblocks:axleinplanks-lightaged-ud cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code axleinblocks:gearscrate_p-c-lightaged-s in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'axleinblocks:recipes/grid/gearscrate.json': Output Block code axleinblocks:gearscrate_p-c-lightaged-s cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code axleinblocks:transmission_p-lightaged-ns in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'axleinblocks:recipes/grid/transmission.json': Output Block code axleinblocks:transmission_p-lightaged-ns cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:door-sleek-windowed-lightaged in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'betterruins:fancy door': Output Block code game:door-sleek-windowed-lightaged cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:metalblock-corroded-sheet-temporalit in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-corroded-sheet-temporalit cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:woodenpath-lightaged-ns in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-road/road1.json': Output Block code game:woodenpath-lightaged-ns cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:slantedroofing-lightaged-east-free in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:slantedroofing-lightaged-east-free cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:beam-ridge-lightaged-free in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-ridge-lightaged-free cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:beam-plane-lightaged-free in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-plane-lightaged-free cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:boat-raft-darkaged in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'betterruins:wood raft': Output Item code game:boat-raft-darkaged cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:boatseat-lightaged in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-shipwright/shipwright1.json': Output Item code game:boatseat-lightaged cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code mannequins:mannequinstand-lightaged in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'mannequins:mannequin': Output Item code mannequins:mannequinstand-lightaged cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code postsandbeams:woodenpost-darkaged-barked-ew in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'postsandbeams:recipes/grid/woodenpost.json': Output Block code postsandbeams:woodenpost-darkaged-barked-ew cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code snowshoes:snowshoes-wooden-lightaged-plain-untreated in Grid recipe
27.10.2025 12:36:50 [Error] Grid Recipe 'snowshoes:recipes/grid/wooden/snowshoes-plain.json': Output Item code snowshoes:snowshoes-wooden-lightaged-plain-untreated cannot be resolved
27.10.2025 12:36:50 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
27.10.2025 12:36:50 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
27.10.2025 12:36:50 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
27.10.2025 12:36:50 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
27.10.2025 12:36:50 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
27.10.2025 12:36:50 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:flour-birch in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:flour-pine in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
27.10.2025 12:36:50 [Warning] Failed resolving crafting recipe ingredient with code game:flour-maple in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
27.10.2025 12:36:50 [Warning] barrel recipe file shroomies:recipes/barrel/detoxmush.json make uses of wildcards, but no blocks or item matching those wildcards were found.
27.10.2025 12:36:50 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code fromgoldencombs:langstrothside-lightaged in barrel recipe fromgoldencombs:recipes/barrel/langstrothparts.json
27.10.2025 12:36:50 [Warning] barrel recipe file materialneeds:recipes/barrel/aged/lightagedwood.json make uses of wildcards, but no blocks or item matching those wildcards were found.
💬 Euthanasia, Oct 26th at 4:56 AM

@froggee @Nephelangelo

I am getting the same thing. A crazy amount of leaves to drom when cutting a tree down.

I have xskill and MN

I have not found a fix or the reason for that matter. But I am looking in to it.
if I find a solution Ill post what I know.

💬 purple8cloud, Oct 24th at 6:24 AM

function to change already placed wattle and daub's color?

💬 Nephelangelo , Oct 24th at 4:49 AM

froggee

I looked through their leaves patch and didn't see anything that I would expect to conflict with MN. Maybe there's a conflict coded deeper into their DLL, I'm not sure. 

💬 froggee, Oct 24th at 12:22 AM

After some testing, I've found out that my getting leaf drops has something to do with the XSkills mod being paired with this mod. It doesn't happen with only Material Needs or XSkills on their own, just when the two mods are paired together.

💬 Nephelangelo , Oct 23rd at 11:27 PM

froggee

Just tested it and I'm not getting any leaf block drops from 1.0.2 with an axe. Tried going back and forth between the saw and the axe to produce a probelm and could not produce an issue. Seems to be working properly as far as I can tell. 

💬 froggee, Oct 23rd at 8:30 PM

I made sure that I'm on 1.0.2 by reinstalling 1.0.2, and I'm still able to pick up leaves without a saw. Specifically, I'm able to break and pick up leaves without using any tools. Sorry I wasn't more specific in my original comment.

💬 Nephelangelo , Oct 23rd at 6:34 PM

seaseraphic
froggee

It sounds like you're on an older version. Go ahead and upgrade to 1.0.2, axe dropping leaf blocks should be removed. Should now be limited to the saw.

💬 seaseraphic, Oct 23rd at 4:33 AM

Came here to report the same issue as froggee below. Cutting trees with an axe will drop leaf blocks, which isnt ideal as they clog inventory.

💬 froggee, Oct 22nd at 9:00 PM

I just started a survival world and started to get leaf block drops without using a saw, is this a known issue perhaps? I'm using quite a few mods, so it might have something to do with that.

💬 sheesh1991, Oct 22nd at 4:50 PM

Nephelangelo OOOOOO, I see what you mean.  It's just adding the ability to create aged wood using vinegar recipes, I got you.  I had thought that you had created actual aged variants of the different wood types, like aged pine, aged walnut, aged ebony, etc.  My bad

💬 Nephelangelo , Oct 20th at 12:57 AM

sheesh1991

Just checked it and the Aged Wood variants should be showing up in the recipes. They are barrel dye recipes, at the bottom.

Should be adding some more Aged Wood stuff soon.

SalMetagamer

Thank you! I can look into a Wooden Shingle block, will add it to my notes.

💬 sheesh1991, Oct 19th at 10:26 PM

Am I stupid?  I can't find the aged wood types in the blocks and items handbook.  What are keywords can I use to search for them?

💬 SalMetagamer, Oct 19th at 4:55 PM

Really liking this mod so far, more colors are always a great thing. As a suggestion, chould be maybe get a "wooden shingle" block? The clay shingles have a full roof set as well as a solid, chisable block with the shingle texture, but the wooden roofs dont have a matching block with the wooden shingle texture that we can chisel. Thought I would mention it as you seem to be planning to add some more wooden blocks for aged wood and it would be a great addition to a mod like this, great work as always!

💬 Nephelangelo , Oct 19th at 4:09 PM

Nyxara

Hi there, I can try to rework the vinegar recipes for compatibility, could you try to find out which Wildcraft recipes in particular this conflicts with and which Material Needs vinegar recipes do not have any conflicts? Reaching out to the Wildcraft creator to try to coordinate compatibility.

💬 Nyxara, Oct 19th at 2:34 PM

I think there may be an incompatibility with wildcraft:fruit and nuts and the vinegar recipe. Wildcraft changes the aged wine recipe and when I tried to get aged wine it all turned into cleaning vinegar instead.

💬 sheesh1991, Oct 18th at 11:54 AM

Nephelangelo Oh snap!  Sweeeet!  I'll take a look whenever I can today!

💬 Nephelangelo , Oct 17th at 6:45 AM (modified Oct 17th at 6:48 AM)

ShaeTsu

 

For this reason the mod doesn't allow collecting branchy leaves. If normal leaves cause an issue I'll probably nerf it somehow.

💬 ShaeTsu, Oct 17th at 6:00 AM

Just an FYI allowing players to harvest placeable leaf blocks effecitively allows them to generate infinite tree seeds because the game doesn't diffirentiate between natural leaves and player placed ones. Not that tree seeds are a balance point worth being concerned with, but still.

💬 Nephelangelo , Oct 17th at 4:52 AM (modified Oct 17th at 4:52 AM)

artemax44


Lol, that's definitely not intended. Will look into fixing that soon. For now just try to use them in the default orientation. 

And thank you!

💬 artemax44, Oct 17th at 4:31 AM

Nephelangelo

The mod is incredible. What I don't like is that when I place a block of plaster of a certain color and try to rotate it with the wrench, it changes shape and color. 
I don't see the point in this, since it takes away from the appeal of making dyes in the barrel. I hope you can fix this.
💬 Crafter991, Oct 17th at 2:03 AM

LETS GO NEW UPDATE

💬 Nephelangelo , Oct 17th at 2:01 AM

sheesh1991

Aged Wood recipes added! Will likely do some variants at some point just to round out the set. Probably won't touch anything regarding ruins to ensure that the mod remains compatible with other mods, but other mods will be able to use my resources if they want to update the ruins with my blocks.

JupiterAugust

New Plaster and Wattle & Daub all chiselable!

💬 sheesh1991, Oct 16th at 8:31 PM

Yes please on the aged wood variants!  Really hope that covers all the log types as well!  Would you be able to include the aged wood variants in the generation table for ruins?

💬 JupiterAugust, Oct 16th at 5:24 AM

yes yes yesss lets gooooo more decorationsssss

 

are they all chiselable? 🤔

💬 Nephelangelo , Oct 16th at 12:08 AM

ShaeTsu

Thinking about doing color glass, though I might limit that to a smaller range of colors. Will probably also round out the Aged Wood set and give them all recipes.

💬 ShaeTsu, Oct 13th at 3:15 PM

Nephelangelo That's unfortunate, hopefully that limitation can be overcome some day. Plaster, glass, and leather blocks are all something that can benefit greatly from coming in all of these colors, but that's getting pretty high up there in block count.

💬 Nephelangelo , Oct 13th at 9:28 AM

ShaeTsu

I looked into it, unfortunately using the Attribute Rendering Library would make chiseling with these blocks impossible due to how vanilla currently works.

AstaZora

Thank you! I'm currently working on plaster textures, matching their colors and trying to make it work within the vanilla style.

And sure that would be cool, just please make sure to credit me for anything you use!

💬 ShaeTsu, Oct 11th at 11:25 AM

If you plan to expand this to more blocks like plaster that will also introduce a lot of variety, I recommend looking into using attribute rendering library. Mods that add a lot of blocks without using it tend to devour RAM like it's candy. 

💬 AstaZora, Oct 8th at 9:37 PM

I would absolutely love to use these for making other new blocks in the game for a wip mod. Please let me know if I can use/sample this pallete for rocks and other materials! it's absolutely beautiful and really fixes the rainbow pallete problem I've been having. 

Also, mad respect for paying homage to the game's very different muted color pallete (there really aren't a lot of popping vibrant blocks, and it's very pleasant for the eyes, but has it's own challenges)

💬 Crafter991, Oct 8th at 7:14 PM

Definitely adding this to my next survival world. Can't wait!

 

💬 Nephelangelo , Oct 8th at 7:56 AM

Yukari_75
MASIOSARE
Enoch
m00n
Ryilo
eerino

Thanks everyone! I decided to use gravel instead of sand so as not to interfere with the standard daub recipes, which is still consistent with real world wattle and daub creation. Each daub variety now also has a barrel dyeing recipe as well. Everything should be up and running now for Survival!

💬 Yukari_75, Oct 7th at 5:04 PM

I'd suggest letting people use dye to color daub

💬 MASIOSARE, Oct 7th at 3:43 PM

May you can use some fruit juice to make the recipe in survival.

Using the fruit press and berry or fruits like apple it can be possible to do the blocks.

💬 Enoch, Oct 7th at 12:59 PM

Oh these are beautiful. Very excited. I second the dyes idea too, or even combining colors of the daub in the grid to get other colors ex: red and yellow to make orange, but there's such a range that might get a lil complex. 

💬 m00n, Oct 7th at 12:21 PM

this looks awesome! :D

💬 Ryilo, Oct 7th at 9:57 AM

Nephelangelo : For the survival recipes I think it would be better to keep things as simple as possible, like in vanilla. So, one step to make the color, one step to dye the raw daub.

To create the missing colors you could make a "dye paste" for every needed color. When the "dye paste" is mixed with water, we obtain the new color, as in vanilla.

The "dye paste" could be made with some plants that are currently unused for making dye, and by mixing (just put them both in the crafting grid) two different plants. Some plants are found on warm climates only, so care must be taken to have all the possible combinations regardless of climate zone (ie. being forced to go south to harvest papyrus would be a no-no).

💬 eerino, Oct 7th at 6:57 AM

very pretty! Can't wait to see what people make with it :)

 

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