I was able to modify the "content.json" file in this mod to make it work. I added (W) to the beginning of all the weapon ids. So, for example, the Wooden Blade would go from:
You'll have to manually do that for every entry, but it doesn't take too long and it seems to have worked for me. Hopefully it does for you, as well (if you haven't already found another workaround). If you don't want to do it for every entry, you could just do it for the weapons that you specifically want to make. Just search for the weapon name and you should be able to find it.
Would it be possible to add a crucible or something else to melt down equipment components? I tried to make a galaxy sword (because I thought having two would be cool) and now I have 9 ingots of iridium tied up in useless equipment components. You should also probably remove the equipment components that can't actually be used.
I have a minor suggestion: there are many interactable spots, but they can be difficult to find. Could you consider adding the footprint markers seen in Shane's room? This would make it more intuitive to know where to step and engage with the environment to trigger interactions.
Also i felt like once you built the forge and gathered a large amount of bars, it's way too easy in terms of money and time to upgrade your own tools up to iridium in 20 minutes and you save a lot of dungeon-delving attempts by crafting your own desired rings. I had the idea of adding a time or stamina cost to balance it. let me know what you think!
Additional idea: Introduce a new crafting item called Heated Ingot. The process would work as follows:
To create a Heated Ingot, the forge must first be heated, which requires a gold fee to activate.
Once heated, players can craft ingots, but each Heated Ingot takes time to process (e.g., several in-game hours or until the next day).
After a set period, the forge cools down and must be reheated to craft more ingots or tools.
This system ensures players invest both time and money into the tool-upgrading process, balancing it against the convenience of crafting at the forge instead of relying on a blacksmith. Other balancing ideas:
Limit the number of ingots that can be crafted per heating cycle to simulate resource management.
Add a diminishing returns mechanic: reheating the forge multiple times in a short period costs progressively more gold to encourage strategic use.
This approach keeps the forge powerful yet balanced without relying on external fuels or skill-based restrictions already in place.
Thankfully, everything seems to run OK in the Forge even with the framework bug, at least when upgrading tools. The weapons seem to be displaying weird icons (for example the Wooden Club appears as a parsnip) but once crafted, appear to have their proper icons/stats.
So it looks like Craft Anything Framework, causes an Icon bug? Supposedly, from a reply on the top comment though, it may not be needed any longer? Supposedly, as of 1.6.9, a lot of its functions are now vanilla?
How plausible would it be for Forge to drop it as a requirement now? If at all?
I uninstalled CAF, and marked it not required in the manifest, and the icons are still messed up, but no crash? I would imagine I don't need to remove the entry as I uninstalled the mod all together, but it may also not matter because I'm doing this mid save. I don't want to make a new save to test.
Went to go make a Cudgel, and I got a Mystic Stone out of it. So previous comments that say it's just an icon difference isn't true, at least in my scenario.
Love the mod, just wondering: Does the armor actually provide a benefit, or is it just cosmetic? the description mentions added defense but I don't see any stats tied to the items.
61 comments
"Dolly.WeaponandToolCrafting_WoodenBlade": "(O)Dolly.WeaponandToolCrafting_WoodenSwordHandle 1 (O)Dolly.WeaponandToolCrafting_WoodenShortBlade 1/Field/12/false/Combat 0/Wooden Blade/(W)",
to:
"Dolly.WeaponandToolCrafting_WoodenBlade": "(O)Dolly.WeaponandToolCrafting_WoodenSwordHandle 1 (O)Dolly.WeaponandToolCrafting_WoodenShortBlade 1/Field/(W)12/false/Combat 0/Wooden Blade/(W)",
You'll have to manually do that for every entry, but it doesn't take too long and it seems to have worked for me. Hopefully it does for you, as well (if you haven't already found another workaround). If you don't want to do it for every entry, you could just do it for the weapons that you specifically want to make. Just search for the weapon name and you should be able to find it.
You should also probably remove the equipment components that can't actually be used.
Also i felt like once you built the forge and gathered a large amount of bars, it's way too easy in terms of money and time to upgrade your own tools up to iridium in 20 minutes and you save a lot of dungeon-delving attempts by crafting your own desired rings. I had the idea of adding a time or stamina cost to balance it. let me know what you think!
- To create a Heated Ingot, the forge must first be heated, which requires a gold fee to activate.
- Once heated, players can craft ingots, but each Heated Ingot takes time to process (e.g., several in-game hours or until the next day).
- After a set period, the forge cools down and must be reheated to craft more ingots or tools.
This system ensures players invest both time and money into the tool-upgrading process, balancing it against the convenience of crafting at the forge instead of relying on a blacksmith.Other balancing ideas:
- Limit the number of ingots that can be crafted per heating cycle to simulate resource management.
- Add a diminishing returns mechanic: reheating the forge multiple times in a short period costs progressively more gold to encourage strategic use.
This approach keeps the forge powerful yet balanced without relying on external fuels or skill-based restrictions already in place.How plausible would it be for Forge to drop it as a requirement now? If at all?