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Custom Tools Mod
Custom Tool Station
When you right-click it, you’ll see a crafting grid like when you click a workbench. Now, you only need to put sticks as you usually do for crafting tools, and then put any block you like as a tool material:
Yep, you can use blocks from other mods as a crafting material. Here I used energy ore from my Launcher Mod:
Here is the download link:
I’m back from my hibernation. Most likely gone so don’t pm me.

I’m back from my hibernation. Most likely gone so don’t pm me.
I’m working on an open-source mod called Craft++. Check it out!
I can’t use this with the ‘Magical Crops’ mod it says that one of the item id’s is already taken. Any way to fix this? I really like the look of this mod and what it provides.
java.lang.IllegalArgumentException: Slot 4095 is already occupied by [email protected] when adding [email protected]
at net.minecraft.block.Block. (Block.java:349)
at net.minecraft.block.BlockFlower. (BlockFlower.java:18)
at net.minecraft.block.BlockFlower. (BlockFlower.java:27)
at magicalcrops.BlockMagicalCrops. (BlockMagicalCrops.java:27)
at magicalcrops.soulCropCow. (soulCropCow.java:23)
at magicalcrops.mod_mCrops.load(mod_mCrops.java:478)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
I can’t use this with the ‘Magical Crops’ mod it says that one of the item id’s is already taken. Any way to fix this? I really like the look of this mod and what it provides.
java.lang.IllegalArgumentException: Slot 4095 is already occupied by [email protected] when adding [email protected]
at net.minecraft.block.Block. (Block.java:349)
at net.minecraft.block.BlockFlower. (BlockFlower.java:18)
at net.minecraft.block.BlockFlower. (BlockFlower.java:27)
at magicalcrops.BlockMagicalCrops. (BlockMagicalCrops.java:27)
at magicalcrops.soulCropCow. (soulCropCow.java:23)
at magicalcrops.mod_mCrops.load(mod_mCrops.java:478)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
I’m back from my hibernation. Most likely gone so don’t pm me.
Jello i made a showcase of your mod, hope you enjoy!
Jello i made a showcase of your mod, hope you enjoy!
Thanks:)
I’m currently trying to fix enchantment glow glitches & update mod to 1.7.2.
I love the mod and its idea. the mod has good potential as well. unfortunately i had an unexpected crash. the crash is as follows.
Time: 4/23/14 5:06 PM
Description: There was a severe problem during mod loading that has caused the game to fail
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Crafting Mastery (Crafting Workbenches updated)
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About this mod
Crafting Mastery is ‘Crafting Workbenches’ with new updates!
DLC requirements
| DLC name |
|---|
| Automatron |
| Wasteland Workshop |
| Far Harbor |
| Contraptions Workshop |
| Vault-Tec Workshop |
| Nuka World |
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
valdacil’s Armor Keywords for the groundwork in making these mods possible.
drdanzel for Crafting Workbenches and starting the idea of which this mod was born to carry on his good work.
Gambit77 for Armorsmith Extended for his awesome work on making armors so much better.
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version 3.52
Version 3.5
Version 3.4.0
Version 3.3.0a
Version 3.3.0
Added optional file for Sim Settlements:
-Holotape craftable under utilities workbench under ‘Holotapes’
-All Utilities items now in utilities workbench under ‘Settlement Devices’
-All items now include VIS tags.
Version 3.2.0
Version 3.1.0
Version 3.0.0
Version 2.7.0
-Crafting Mastery-
Stealth boys are now craftable in the Utilities of the Chemical Workbench along with their mightier Railroad Variant!
Version 2.6.0
Version 2.5.0a
Version 2.5.0
Version 2.4.1
Version 2.4.0
Version 2.3.1
-Removed the need for gun nut from ammo bench as all ammo needs at least that anyways. just means you can preplace the bench. for the future!
-Reworked Syringes with the following changes: Leveling up unlocks higher tier/new types so not all are usable from start
-Beserk now works on all levels and not just the first 20 and Beserk Mark II now allows you to frenzy machines!
-Bleedout Mark I-V now increases damage based on mark version
-Endangerol Mark I-V now increases damage resistance removal 10%-30%
-Radscorpion venom reworked to need Bleedout III and a radscorpion Stinger combo to create a slightly more damage Bleedout effect and paralysis!
-Frenzied Bloatfly added that makes enemies go into a frenzy for 2 mins and then spawns a bloatfly if they die (frenzy and bloatfly combo!)
-All recipes changed to be slightly easier to make (eg: not needing chems but some basic materials the chems are made from)
Version 2.3.0
— Armor keywords Ammo workbench disabled as now redundant
*Weapons Workbench with same appearance is now the new ammunition workbench so no longer have 2 workbenches for weapon upgrades like base game
*This means world ones that look like the weapons bench model 2 (the table one with the tank on the floor) will now craft ammo instead!
*Now you can craft ammo from workbenches found as well as built in the world!
*(note: any mods using armor keywords ammuntion bench WILL work here too as using its keyword still so no compatability issues either)
*Old saves using the Armor keywords Ammunition bench will still function as normal it’s just not craftable anymore
-Chem workbench split into 2 benches like the above weapon/ammo bench split.
*boiler chem bench = throwables workbench: this is where mines/grenades/traps are now made
*corner chem bench = same as before without the above stuff (so aids/chems/utilities)
-Cooking benches renamed to Cooking Pit/Cooking Rotisserie/Cooking Stove
*Cooking Pit can cook soups/utilities/beverages/anything with a liquid centre
*Cooking Rotisserie cooks all kinds of meat products
*Cooking Stove does both the above like before (now requires lead belly 2 though)
— Renamed categories under chems bench from drugs to chems and healing to aids to match how people reference them in game (immersion +1)
— Removed perk requirements for benches needing Local Leader 2 and changed them to more sensible perks if needed (benches needing perks when the craftables therin need perks is silly)
— Ordered workbenches better in the build menu so basic ones are leftmost and higher tier ones further right
-Removed Smart Frag Grenade and Assaultron Head Replicas from immersive mod (so no more replicas at all in this version, for max compatability with other mods)
Version 2.2.1
Version 2.2.0
Version 2.1.1
Version 2.1.0
Version 2.0.0
Version 1.5.3
Version 1.5.2
Version 1.5.1
Version 1.5.0
Also contains alternative crafting versions of FH/NW/Special ammo
Version
Straight donations accepted
Crafting Mastery
An updated and standalone mod to drdanzel’s awesome ‘ Crafting Workbenches’ mod (remember to kudos his too!)
Craft anything you could ever want and more.
Want a Water Zapper for all your settlers? Want both you and piper dressed as kellog? Want to create an army of Mechanist lookalikes?
Do this and more with Crafting Mastery!
——————————————————————————————————————————————————————————
Installation:
Simply install either the main file and use the installer to create your perfect setup or use one of the combo versions in optionals for a giant single esp of all your favorite options rolled into 1. Other combos can be made at user request.
——————————————————————————————————————————————————————————
Includes (all DLC are optionals for people without certain DLC):
-All Armor craftable across base and all DLC
-All Weapons craftable from base game and DLC
-All Power Armor craftable from base game and DLC
-All Ammo from base game and DLC weapons
— Clutter Items Craftable from base game and DLC items
And when I say All i mean all. yes even replicas of those unique items you once thought was single item only is possible (optional). Now you and Deacon can stop fighting over that Deliverer pistol and have one each! or make a copy of that awesome Tesla Armor and duo team your enemies in style!
-Reorders the benches in the settlement crafting menu so they’re not all over the place
-Removed the need for perks on Workbenches so you can plan exactly what perks you want or build your tool shed from the get go!
*Disclaimer* Not responsible for accidents caused using a workbench you don’t know how to use, proper training is still required to use.
Also make sure to note: if this version is uninstalled you’ll lose all the replicas and only keep the default ones
since uninstalling this means the replicas no longer exist (separate IDRef#). All of these have replica after their names so you’ll know which ones are effected.
Without this mod this one simply wouldn’t exist as it started as just a way of updating his but with it now lacking updates I felt it was right to be standalone. Don’t forget to kudos drdanzel for his brilliant work that started me on this and allowing me to update it in the first place. drdanzel.. if you do return. YOU ROCK my friend! 🙂 remember to kudos and endorse his mod too!
Also thanks to joelflake for his awesome ‘Recipe Container’ script to allow items in containers to be switched for something else after a delay so now the freezers actually work properly!





