

Helve Hammer Extensions (Continued)
Allows you to forge almost all items with a helve hammer.

Description
<h2>What this mod does</h2> <p>The vanilla helve hammer only knows how to forge plates and ingots. Every other smithing recipe still has to be hammered out by hand. Helve Hammer Extensions changes that: drop a started work item on a powered anvil and the helve will take over for almost any vanilla recipe.</p> <p>What that means in practice:</p> <ul> <li>Tool heads, tool parts, and resource recipes are all auto-forgeable. Every vanilla toolhead (pickaxe, axe, shovel, knife, hammer, scythe, saw, prospecting pick, and the rest) is covered.</li> <li>An "all workable" config toggle lets the helve handle even mod-added recipes that haven't been tagged, with no per-recipe setup.</li> <li>A configurable anvil-tier gate (iron by default) so the feature only kicks in once your smithing setup reaches the tier you choose.</li> <li>A small per-recipe attribute that other mods can use to opt their items in or out individually.</li> </ul> <p>Once your mechanical-power setup is built, the helve hammer stops being a niche curiosity for two recipes and becomes a real production tool.</p> <p> </p> <h2>Upgrading from the original mod</h2> <p>If you were running DArkHekRoMaNT's <a href="https://mods.vintagestory.at/helvehammerext">Helve Hammer Extensions</a>, remove <code>helvehammerext-*.zip</code> from your <code>Mods</code> folder before installing this one. Both mods loaded at the same time will conflict. Your existing <code>ModConfig/helvehammerext.json</code> will be re-read by this fork without changes, since the config schema is unchanged.</p> <p> </p> <h2>Configuration</h2> <p>No setup required. With default settings, the mod tags every vanilla smithing recipe as helve-workable, so the helve hammer can work all of them as soon as your anvil reaches the configured tier.</p> <p>Each recipe can opt in or out individually via a <code>helvehammerworkable</code> attribute on its output, which other mods can set on their own recipes too. <code>AllWorkable</code> is a global override that bypasses that per-recipe gate.</p> <p>If you want to change behavior, edit <code><VS data dir>/ModConfig/helvehammerext.json</code> (written on first run) and reload the world:</p> <ul> <li><code>AllWorkable</code> (default <code>false</code>): when true, every item is helve-workable regardless of per-recipe attributes. Use this if you want the helve to work on mod-added recipes that haven't been tagged.</li> <li><code>DefaultWorkable</code> (default <code>true</code>): fallback when a recipe output has no <code>helvehammerworkable</code> attribute set.</li> <li><code>AnvilTier</code> (default <code>3</code>): minimum anvil tier required. 1 = copper, 2 = bronze, 3 = iron, 4 = steel.</li> </ul> <p> </p> <h2>Compatibility</h2> <p>Works in single-player and on dedicated servers. On a multiplayer server, both the server and connecting clients need the mod installed. No known conflicts with other smithing or anvil mods.</p> <p> </p> <div class="spoiler"> <div class="spoiler-toggle">What changed versus the original mod</div> <div class="spoiler-text"> <ul> <li>Built against Vintage Story 1.22 and .NET 10.</li> <li>CommonLib dependency removed. Config loading now uses the native <code>ICoreAPI.LoadModConfig</code> API, so the mod ships as a single self-contained DLL and no longer requires CommonLib to be installed.</li> <li>Stale config recovery: if an existing <code>helvehammerext.json</code> on disk fails to deserialize (for example, leftover CommonLib-shaped JSON), the mod logs a warning and resets to defaults instead of crashing on startup.</li> <li>Vanilla JSON patches rewritten with the <code>addmerge</code> op. The same <code>helvehammerworkable: true</code> attribute is still applied to toolheads, tool parts, and resource recipes; <code>addmerge</code> just merges it into the existing <code>attributes</code> block instead of replacing the block wholesale. The original <code>add</code> op was harmless in earlier VS versions when most vanilla toolheads had an empty <code>attributes</code> block, but in 1.22 every vanilla toolhead ships with a populated one (transforms, handbook groupings, forgability flags), and an <code>add</code> against those would silently destroy the vanilla data. <code>addmerge</code> preserves it.</li> <li>Harmony unpatch is scoped to the mod's own ID so that disposing this mod can never strip patches owned by other mods.</li> <li>Asset folder renamed from <code>helvehammerext/</code> to <code>helvehammerextcontinued/</code> to match the new modid namespace. No registered blocks or items exist, so no world-save migration is needed.</li> </ul> </div> </div> <p> </p> <h2>About this fork</h2> <p>This is a continuation of <a href="https://mods.vintagestory.at/helvehammerext">DArkHekRoMaNT's Helve Hammer Extensions</a>. DArkHekRoMaNT <a href="https://mods.vintagestory.at/stonequarry">stated in April 2026</a> that he has paused his mods for the time being; the original Helve Hammer Extensions was last updated for Vintage Story 1.21 in September 2025. This fork picks up from there and ports the mod to 1.22. To coexist with the original on ModDB, it is published under the new modid <code>helvehammerextcontinued</code>.</p> <p> </p> <h2>Links</h2> <ul> <li>Source code: <a href="https://github.com/Tirello-Nardell/HelveHammerExtensions">github.com/Tirello-Nardell/HelveHammerExtensions</a></li> <li>Original mod page: <a href="https://mods.vintagestory.at/helvehammerext">mods.vintagestory.at/helvehammerext</a></li> <li>Original forum thread: <a href="https://www.vintagestory.at/forums/topic/3916-helve-hammer-extensions/">vintagestory.at/forums/topic/3916</a></li> </ul> <p>MIT (per the original mod).</p>
Ratings & reviews
Sign in to leave a rating or comment.


