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Posted

When crafting items in the normal 3x3 grid, the sprite in the output item's slot will sometimes flash in and out or not appear at all. I have only experienced this twice, both today crafting a forge and ropes out of cattails. I am guessing this is due to those recipes needing singular item types as ingredients? The item can still be crafted if you catch the output before it disappears, but this causes other issues, where the item crafted basically transmutes into a different item in your inventory. The example of this I experienced earlier was the rope I crafted out of cattails, after which the 5 rope I crafted turned into 5 cattails. I did not even try crafting the forge due to this experience, but am assuming a similar experience being left with 1 granite cobblestone. Leaving and rejoining fixed the glitchy crafting but did not return the items to their true state. I have not seen this before 1.22-rc5. I am using a few mods, those being carryon, betterruins, sortable storage, configlib and imgui. I could see how sortable storage might cause an issue but don't really see how any of the others would have anything to do with the main crafting, so I am assuming this is due to the newer build of the game. I thought it would be worth asking here first if anybody happened to have run into this before or if this is a known issue, since I don't really have any logs (not sure how those work anyway) or proof it even happened to make an actual bug report, and it could just be due to new unstable mod versions anyway.

Posted

I have not seen this behavior in 1.22-rc5 when crafting rope from cattails yesterday. I just tried again, crafting 5 rope after reading your post, and it was fine.

Can you try again after disabling the mods?

  • 1 month later...
Posted

I play in a totally vanilla and new 1.22 world (started last monday). I experience the same issue randomly: during one save load, I won't be able to craft ropes. In the next, I can craft ropes but I can no longer craft flint knives, ...

  • Like 1
Posted

I ran into this bug with both haystacks and ladders, at different times. For some reason, clearing the cache seemed to fix it each time it cropped up, though just closing and restarting the game did not.

Posted

Yeah, I've been getting that too. Quick reload of the world fixes the issue. For me, it was torches.

I wonder how much longer we'll even have this current crafting system? I think I remember seeing in the road map that they plan on doing away entirely of the 3x3 grid crafting system at some point.

Posted

I keep getting it on my single player world with rammed dirt. (Though I've see it for flint knives and shovels too in the same game) Works for a few hours, but once it starts, restarting the game is the only way to make those usable blks/items. I still managed to play for a while after, and kind of used it as a challenge to see how long I could last without the knife once, but restarting the game always seems to fix it. The weirdest part was getting the unusable/disappearing duplicates if you manage to click quick enough. Oddly I added mods to that world and it's been behaving since, but correlation does not causation make, so idk, probably from just crafting less bulk blks now.

  • 1 month later...
Posted

I'm getting a similar issue trying to craft anything. I tried with sticks and other simple items. i can see the spear, hoe, or axe flash, but cannot pick it up. I left the game and rejoined but it still persists. I jumped out of that bugged world, and into a different one, and the issue did not occur. It only occurs in my son's world, no others.

Posted (edited)
On 5/19/2026 at 12:27 AM, Byrnorthil said:

The above got flagged as a Duplicate Issue and the main one to put your comments and logs against now is:

https://github.com/anegostudios/VintageStory-Issues/issues/9175

I've encountered the same issue when crafting items that have multiple ingredients and outputs available, such as axes when there are both bone and wood in your inventory, but I assumed that this was because of the "Improved Handbook Recipes" (1222.0.2) mod, and so have not troubleshot further.

Professor Dragon.

Edited by Professor Dragon
  • Like 1
Posted

I'm getting an issue like this but it has nothing to do with any particular recipe, but is close to what OP described.  I become unable to craft anything as the result item "flickers" in the output slot, being invisible until I try to click it, then it appears for a frame and then disappears again.  Saving and reloading the world fixes it for some time, but it recurs reliably.  There are mods on this save but not for the items I'm crafting.  I am using BetterRuins that the OP also mentioned.  

  • 2 weeks later...
Posted

adding to this, just got it on 1.22.4 with seemingly nothing to trigger it (mod list attached just in case), updated to 1.22.5 and still nothing, tried to open and close on both versions as well as full close down and open and still didn't fix, hope they can figure it out soon
.Screenshot2026-07-21153316.png.d1a6fa382518ae6ca890f568697706f1.png

Posted

I'm getting this bug on 1.22.5 now, reloading the world fixes it, but it seems to come back eventually. The only clues I have are these logs in debug-client.

21.7.2026 18:38:50 [Debug] MeshRef with vao id 40665 with 576 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40663 with 288 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40662 with 576 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40661 with 576 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40660 with 576 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40659 with 576 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40658 with 576 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40657 with 576 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40913 with 216 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40912 with 108 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40911 with 108 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40910 with 108 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 41043 with 360 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 41042 with 72 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
21.7.2026 18:38:50 [Debug] MeshRef with vao id 40627 with 1152 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.

Posted (edited)
2 hours ago, Jeralvin said:

I'm getting this bug on 1.22.5 now, reloading the world fixes it, but it seems to come back eventually. The only clues I have are these logs in debug-client.

21.7.2026 18:38:50 [Debug] MeshRef with vao id 40665 with 576 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.

If you were to enable that environment variable (VAO_DEBUG_DISPOSE to true), you could then get a stack trace and isolate it down to the culprit, likely a mod.

I'm not going to pretend I'm qualified for that, but if you move over to the Mods Troubleshooting forum or to the VS Issue Tracker, then maybe you'll get the help you need. The former is community run - you may get lucky, maybe not. There's some insanely talented modders there.  The latter has Dev. input, who are more used to the code analysis and who can tackle vanilla game bugs and interactions, but I can't speak to how they prioritise queries.

You can do the usual and create a clone world, disable all mods etc and see if you can rule if it is mod related or not. It's usually one of the more obvious mods that does block replacement, or one of the bigger mods. Just don't forget to re-enable mods before going back to your current world.

Professor Dragon.

Edited by Professor Dragon
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