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  1. Yesterday
  2. Models

    Wow, terrific models Cork55. The Loom is looming marvelous, and both it and the ax in the tree block are lovely. I cannot chose a favorite. Such lovely detail in the anvil too, the hammer lying at an angle really adds an already very nice composition. Nice work.
  3. Adventure locations

    Underground Wonderground wombling free.....
  4. Last week
  5. Whats a world without a horizon to aim for? The game as been increasing in capability, and that really opens up some great game possibilities. 1. An early VS version. 2,3,4,5 are in Vintage story 1.3* 6,7,8 Latest experimental version, 1.4*. At this point it seems to be rendering as far as the setting will allow for.
  6. Adventure locations

    A couple of adventure maps.
  7. DW's Impression and Suggestions

    Lot of fun atmospheric ideas here! They can already be hung. Not sure about side mounting - never tried.
  8. Agriculture, weeds, mulch, and plows

    Ya, that's definitely something to be careful about. I think the better idea, if its decided to make animal fodder a thing, is to have the animals get 'skinny' or 'malnourished' if not fed well, but not die. In such a state they yield nothing, or reduced amounts. It's especially important in a multiplayer server context, since the game proceeds while some players are absent.
  9. DW's Impression and Suggestions

    I wouldn't mind it if my plants could be clustered into a block. I'm thinking I could open the crafting menu and put an onion in every square, maybe string in the middle square and it would create a bundle. This bundle of onions could be hung from a solid block. This would allow kitchens, pantries and markets full of hanging produce and herbs. Add that to live animals in the Up coming animal cages and it would really add to the atmosphere. I wouldn't mind a double fire pit. It's a small thing but right now firepits are one block. If I wanted to create a slightly larger fireplace like what you might find in a great hall, I would have to put 2 pits beside each other. Maybe like Minecrafts double chests, once a second pit is added to another pit they connect to form one big pit. I wish lanterns (or some alternative) could be hung from the bottom of blocks as well as mounted to their sides. This would allow to have lanterns hung from chains or ropes or fenceposts if the others don't become a thing. Also chandeliers. This brings me to vertical, horizontal and diagonal ropes and chains. For railings, hanging lights and cages, drawbridges etc. Not sure how it would work if drawbridges can be raised and lowered with upcoming mechanical update though. If the update allows for connected blocks to be rotated. A stair rail would be nice. Stairs look pretty plain as they stand now. It would attach to the side of the block like the ladder does now. It would be amazing to be able to attach slabs of different blocks together. Say a cobble slab with an oak slab on top. Within the same whole block i mean. Might be a lot of work though. Would be amazing for roofs, and might give us the ability to build quoins for buildings. Unless quoin blocks become their own thing some day. Armour mannequins. I imagine these are planned for the future but with the prospect of a new PC body I'm really excited about armour and the ability to display it. A mannequin head would be nice too. For unique helmets or hats in clothing shops. Moonshots: Vertical rails. I know rails will be added eventually. Would love to see vertical rails some day. Would allow for mines with big verticle shafts down to bedrock with minecarts ascending and descending them. Give an alternative option to the typical long stair. Would look pretty cool too. Could be used as an elevator as well. Taxidermy, or maybe just mounted creature heads or appendages. Especially or at least for boss trophies. Hanging caged skeletons, hanging bodies and heads on spikes for dungeons bandit camps and nevromancer layers? Or is that to dark for this game? Rare magical items uncraftable and only found in dungeons chests. Like a bag of holding type item similar to a ender chest or a pixie or glowing ball that ilumintes your surroundings. An ancient water breathing helmet or lava walking boots. I think we can all admit that dungeon chests aren't very exciting in Minecraft. Legendary items could be not only useful bit nice display items in home when not used. That's all for now I guess.
  10. Agriculture, weeds, mulch, and plows

    I do like the idea of manure being a thing. Right now I get by mostly on vegetables, as I have a farely solid farm going and my animals don't produce offspring very often, so I leave them be. Manure would give me more use for them. I suppose they could drop bone as well. Not sure how much I love the idea of having to feed my animals. I suppose if I could fill a trough that lasts for many days that might work. If I plan to build little villages all over though, I certainly don't want to have to run back and forth to fill troughs or risk all my animals dying. There would have to be a way to assign a villager to animal upkeep if that were the case.
  11. Earlier
  12. Version 1.4.6.2, a stable release, is now ready for download in the account manager. I was not prepared for the brunt testing force called InsommniaKitten. So here's another big list of fixes and some low-impact (engine wise) tweaks By the way, here's some random statistics I was curious about - on how many days I was actively programming on the game. I took the git commit logs to check whether I checked in new code as a rough measure for that: http://files.tyron.at/perm/tyron-activity.html What you don't see in the graph are the times I was programmming but not checking in anything or working on anything else not related to the games source code, like videos, the website, the wiki, the authentication servers or answering questions of the team and community. Game updates Feature: Added ability to set the game window border to fixed or borderless in the graphics settings (for @copygirl <3) Tweak: Ladders now require support by any block or the whole stack of ladders will break Tweak: Hitting cancel when generating a new world will now stop the server much faster Tweak: Kapok now yields only 2 firewood Tweak: Doubled occurence of bismuth deposits, whereas Iron, coal and deep copper deposits are less common now. Added super rare but massive cassiterite deposits. Some other minor deposit tweaks. Tweak: Doubled durability for hammers Tweak: Added a 15-30 minute cooldown on music tracks which should give other tracks the opportunity to play instead which before were probably never selected. Tweak: Improved linux installer script by @skol Tweak: Player now stands up when trying to walk while sitting Tweak: Larger font for Itemstack sizes Tweak: Smithing crafting outline more visible Tweak: (off by default, but the game can now auto-pause when you task out. Set pauseGameOnLostFocus to true in clientconfig.json before starting the game) Tweak: Disabled jumping in water, it's not supposed to be there anyway, imo Fixed: Unable join mulitplayer servers when previously a singleplayer world was loaded Fixed: Game rarely crashing when chunks with creatures in them are loaded (related to animation) Fixed: Torch burnout and Reed regrowth occring after 24 ingame hours instead of 3 days and 7 days respectively. Fixed: Firewood piles able to overwrite blocks that it shouldn't Fixed: Auth server verification during game startup now guaranteed to give up after 10 seconds. Used to be up to 90 seconds Fixed: Block entity exceptions during initialize hard crashing the game client. Now just logged. Fixed: Search results in creative inventory not updated when switching tabs Fixed: Blockbreaking overlay completely black when dynamic lights are set to 0 Fixed: Block placing sound jumping between left/right speaker while strafing Fixed: Block Info Hud flicker when breaking/placing blocks Fixed: Vines not breaking properly when they lost support Fixed: Itemstack tooltips sometimes clipping outside the game window Fixed: Able to attach a floating berry bush on a ripe berry bush Fixed: WorldEdit Gui labels breaking into multiple lines on gui scale 7 Fixed Leather block break sound not using leather sound, changed brick place sound Fixed: Bamboo, Sapling, Painting and Iron door Selection/Collisionbox incorrect Fixed: Wrong name and pick block for sideways logs and several other blocks Fixed: Berry bush block breaking particles gray instead of green Fixed: Itemstack Tool tip boxes not tightly fitting its contents
  13. Version 1.4.6.2, a stable release, is now ready for download in the account manager. I was not prepared for the brunt testing force called InsommniaKitten. So here's another big list of fixes and some low-impact (engine wise) tweaks By the way, here's some random statistics I was curious about - on how many days I was actively programming on the game. I took the git commit logs to check whether I checked in new code as a rough measure for that: http://files.tyron.at/perm/tyron-activity.html What you don't see in the graph are the times I was programmming but not checking in anything or working on anything else not related to the games source code, like videos, the website, the wiki, the authentication servers or answering questions of the team and community. Game updates Feature: Added ability to set the game window border to fixed or borderless in the graphics settings (for @copygirl <3) Tweak: Ladders now require support by any block or the whole stack of ladders will break Tweak: Hitting cancel when generating a new world will now stop the server much faster Tweak: Kapok now yields only 2 firewood Tweak: Doubled occurence of bismuth deposits, whereas Iron, coal and deep copper deposits are less common now. Added super rare but massive cassiterite deposits. Some other minor deposit tweaks. Tweak: Doubled durability for hammers Tweak: Added a 15-30 minute cooldown on music tracks which should give other tracks the opportunity to play instead which before were probably never selected. Tweak: Improved linux installer script by @skol Tweak: Player now stands up when trying to walk while sitting Tweak: Larger font for Itemstack sizes Tweak: Smithing crafting outline more visible Tweak: (off by default, but the game can now auto-pause when you task out. Set pauseGameOnLostFocus to true in clientconfig.json before starting the game) Tweak: Disabled jumping in water, it's not supposed to be there anyway, imo Fixed: Unable join mulitplayer servers when previously a singleplayer world was loaded Fixed: Game rarely crashing when chunks with creatures in them are loaded (related to animation) Fixed: Torch burnout and Reed regrowth occring after 24 ingame hours instead of 3 days and 7 days respectively. Fixed: Firewood piles able to overwrite blocks that it shouldn't Fixed: Auth server verification during game startup now guaranteed to give up after 10 seconds. Used to be up to 90 seconds Fixed: Block entity exceptions during initialize hard crashing the game client. Now just logged. Fixed: Search results in creative inventory not updated when switching tabs Fixed: Blockbreaking overlay completely black when dynamic lights are set to 0 Fixed: Block placing sound jumping between left/right speaker while strafing Fixed: Block Info Hud flicker when breaking/placing blocks Fixed: Vines not breaking properly when they lost support Fixed: Itemstack tooltips sometimes clipping outside the game window Fixed: Able to attach a floating berry bush on a ripe berry bush Fixed: WorldEdit Gui labels breaking into multiple lines on gui scale 7 Fixed Leather block break sound not using leather sound, changed brick place sound Fixed: Bamboo, Sapling, Painting and Iron door Selection/Collisionbox incorrect Fixed: Wrong name and pick block for sideways logs and several other blocks Fixed: Berry bush block breaking particles gray instead of green Fixed: Itemstack Tool tip boxes not tightly fitting its contents View full record
  14. Agriculture, weeds, mulch, and plows

    Just scanned through older suggestions in order to prevent duplications and came back to the topic of mulch. Saraty, you wrote about the mulch types you have in mind. You most probably know https://www.backtoedenfilm.com/organicgardening.html - my wife stumbled over this some months ago, now we are planning to give it a try and change the way we use our garden. What is the idea behind this alternative method: This would allow farming without plough (and even without a metal hoe - a digging stick would be sufficient). I'm a biologist by qualification and for me it is really striking how bad and compacted the soil gets by tilling is and how strong the continuous yield depends on frequent fertilization. Especially by plowing the valuable topsoil material is transported down to the anaerobic millieu below and anaerobic microorganisms begin to turn the organic material into methane and ammonia (means not only loss of carbon and nitrogen by gas, bad for the climate as well). Plowing and hoeing open the soil for all kinds of seeds (including weeds) and for the loss of moisture (and breaks the capillaries that reach the ground water). Therefore this soil must continuously watered (watering the weed seeds as well). This enforces the need of weed control (by hoeing or chemicals). In my opinion the alternative method is worth to consider before deciding the benefits of hoeing, plowing and fertilizing. In my opinion the traditional tilling benefit is speed in the initial soil preparation, especially when not only manpower but also "horsepower" and automation is available. Fertilizing is important as it compensates the continuous loss of carbon and nitrogen. And of course germinating weed is a problem. This matches the plowing advantages that Ivan described. The size of the fields that can be tilled by one man can be larger. The yield per man should be better if there is no limit of space, water or fertilizers. The alternative method would need more time to prepare and apply the ground cover and poke a little hole for each seed to be planted. When dry, an initial watering is needed (artificial or by rain) but no further watering if the natural humidity allows the growth of gras. Regarding the growth chance per seed this method is superior to the traditional tilling. And the growth chance of weed is minimal (as the weed seed cannot access the covered soil). Soil treated in this way has no loss of fertility, to the contrary, it gets more fertile by time as the lower layers of the mulch turn into compost and increase the thickness of the topsoil layer. The yield per plant should be better (more nutrients) The alternative method would be ideal for early stages of the gameplay, when no metal tools are available. Use of mixed mulch: I think the mulch types that Saraty had in mind can be generalized as a mixture of leaf and wood components (the ratio depends on the source of the organic material). In order to obtain enough material for ground cover, it would be ideal to consider additional organic materials: especially all sorts of broken foilage and other organic remains from plant harvesting and crafting. The main problem of this kind of organic drops is the limited inventory capacity. Therefore I suggest a simple way of dropping a single stack of items as a unordered pile somewhere in the landscape. Those piles would prevent the items from despawning and the inventory from congestion (not only for organic items, also for stones, ores, skulls, whatever). A pile of organic stuff could maybe turn to compost or Terra Preta by longer time. Compost could be applied to the topsoil layer to increase the soil fertility (as redram stated). The organic stuff could be kept dry and used as fuel. The organic stuff could also be used to feed animals. But the material could also be grinded to mulch (a simple hammer stone should be sufficient) Several sources of mulch (like grass clippings and wood chips) could be mixed to obtain a 1:1 ratio of wood and leafs (foilage clippings should already have this ratio) The mulch layer could be placed on top of the soil like a snow layer. It should be possible to plant into this layer without hoe (using a digging stick) and without constant watering.
  15. Thanks to the thorough testing by you all we managed to squash a lot of bugs \o/ If no major issues appear then I will declare this version as stable in a day or 2. Enjoy! Note: For those of you that had the 1.4.6.1 pre-release - the pigs are gone again for the next feature release, it might log some errors when opening a previous world but should run fine otherwise. Game updates Tweak: Savegames now remember the ambient settings that have been tweaked through the world edit gui Tweak: Whole tree chopping no longer drops sticks Tweak: Halved spawn rate of all creatures Tweak: Replaced torch sound for @InsommniaKitten ;-) Tweak: Removed unnecessary 'X' Icons from the Singleplayer world list and MP serverlist Tweak: Increased torch light duration from 2 to 3 days. Tweak: Increased reed regrowth time from 5 to 7 days. Tweak: Improved readbility of slider tooltips Tweak: Added warning texts when selecting large world heights Fixed: Outdated texts on the playstyle buttons Fixed: Select block outline jumping for 1 frame when placing blocks Fixed: Exception thrown when typing '/gamemode 2' in the server console Fixed: Some unreported exceptions thrown when loading worldedit workspaces. Might be a cause for other issues Fixed: Don't crash the server if mono decides to fail us on Console.ReadLine() Fixed: Falling tool molds leaving behind ghost blockentities and crashing the server on chunk reload Fixed: Input text fields not unfocusing correctly (i.e. on the login screen) Fixed: Login error messages not in a human readable form Fixed: Missing names for bamboo stakes, knapping surface and several others Fixed: Player able to clip into blocks while sneaking along edges Fixed: Rendering issues when setting dynamic lights to 0 Fixed: Bloomery base dropping itself instead of bricks Fixed: Entity rendering issues on certain graphics cards Fixed: Rare occasion where eating food replenishes several times it's amount of saturation Fixed: Game crashing randomly on ingot piles Fixed: Eating mushroom animation all wonky Fixed: Rare crash when using the ingame video recorder Fixed: Missing blocktypes not rendering at all. Now shows as "Unkown block id XXX". Fixed: Game crashing on missing files that are non-critical Fixed: Log blocks listed twice in the creative inventory Fixed: Godray rays going all curvy. Now there is a high quality setting that prevents that. Fixed: Sun/Moon moving in the sky when looking around (i.e. following the player) Fixed: Game pause screen not pausing clouds and ingame world time Linux fixes Fixed: Missing game icon under linux Fixed: Client not starting under linux Fixed: "/bin bash" typo in server.sh Fixed: Broken install.sh script (by @cynthia) View full record
  16. Ironing out the Iron age (v1.4.6.1)

    Thanks to the thorough testing by you all we managed to squash a lot of bugs \o/ If no major issues appear then I will declare this version as stable in a day or 2. Enjoy! Note: For those of you that had the 1.4.6.1 pre-release - the pigs are gone again for the next feature release, it might log some errors when opening a previous world but should run fine otherwise. Game updates Tweak: Savegames now remember the ambient settings that have been tweaked through the world edit gui Tweak: Whole tree chopping no longer drops sticks Tweak: Halved spawn rate of all creatures Tweak: Replaced torch sound for @InsommniaKitten ;-) Tweak: Removed unnecessary 'X' Icons from the Singleplayer world list and MP serverlist Tweak: Increased torch light duration from 2 to 3 days. Tweak: Increased reed regrowth time from 5 to 7 days. Tweak: Improved readbility of slider tooltips Tweak: Added warning texts when selecting large world heights Fixed: Outdated texts on the playstyle buttons Fixed: Select block outline jumping for 1 frame when placing blocks Fixed: Exception thrown when typing '/gamemode 2' in the server console Fixed: Some unreported exceptions thrown when loading worldedit workspaces. Might be a cause for other issues Fixed: Don't crash the server if mono decides to fail us on Console.ReadLine() Fixed: Falling tool molds leaving behind ghost blockentities and crashing the server on chunk reload Fixed: Input text fields not unfocusing correctly (i.e. on the login screen) Fixed: Login error messages not in a human readable form Fixed: Missing names for bamboo stakes, knapping surface and several others Fixed: Player able to clip into blocks while sneaking along edges Fixed: Rendering issues when setting dynamic lights to 0 Fixed: Bloomery base dropping itself instead of bricks Fixed: Entity rendering issues on certain graphics cards Fixed: Rare occasion where eating food replenishes several times it's amount of saturation Fixed: Game crashing randomly on ingot piles Fixed: Eating mushroom animation all wonky Fixed: Rare crash when using the ingame video recorder Fixed: Missing blocktypes not rendering at all. Now shows as "Unkown block id XXX". Fixed: Game crashing on missing files that are non-critical Fixed: Log blocks listed twice in the creative inventory Fixed: Godray rays going all curvy. Now there is a high quality setting that prevents that. Fixed: Sun/Moon moving in the sky when looking around (i.e. following the player) Fixed: Game pause screen not pausing clouds and ingame world time Linux fixes Fixed: Missing game icon under linux Fixed: Client not starting under linux Fixed: "/bin bash" typo in server.sh Fixed: Broken install.sh script (by @cynthia)
  17. THE IRON AGE (v1.4.6)

    Fantastic, thanks for the info. I'll make this an official release asap.
  18. THE IRON AGE (v1.4.6)

    its working now. thanks!
  19. THE IRON AGE (v1.4.6)

    Ok so, I did get the game now running under ubuntu via usb drive. There were a dozen of wrongly named filenames. I hope this fixes your issues too. Please have a try http://files.tyron.at/vs_archive_1.4.6.1pre1.tar.gz
  20. THE IRON AGE (v1.4.6)

    Hm damn, no indication on whats going on. Ok, let's see if Ubuntu on a USb drive is enough to debug the problem locally, I'll let you know once I fixed the issue!
  21. THE IRON AGE (v1.4.6)

    here are the logs. Logs.tar.gz
  22. THE IRON AGE (v1.4.6)

    Bad news is better than no news ;-) Thanks for the report, i fixed the music track thing, could you also drop me the all the log files, if they exist. (should be in /home/stefan/ApplicationData/VintageStoryData/Logs in your case)
  23. THE IRON AGE (v1.4.6)

    sorry to bring you bad news again, but this version is not working on linux (i did not check the previous ones as i was busy). i know what it means to develop something and i can only imagine what a pain it must be to develop for a shitty operating system like windows. just thinking about it makes me queasy. so you really have my respect. i had to change the music file "Night to Day.ogg" to lowercase to start the game. after i clicked "create" to create a new world i got the following output in the terminal: (to make sure there were no path issues i even used the install script.) 18:16:47 [Client Notification] Loading client side mods... 18:16:47 [Client Notification] Will search /home/stefan/ApplicationData/vintagestory/Mods for mods 18:16:47 [Client Notification] Found 2 mod packages 18:16:47 [Client Notification] Instantiated 23 mods classes 18:16:47 [Client Notification] Done loading client side mods. 18:16:47 [Client Notification] Found 0 external assets in category blocktypes 18:16:47 [Client Notification] Found 0 external assets in category itemtypes 18:16:47 [Client Notification] Found 0 external assets in category lang 18:16:47 [Client Notification] Found 0 external assets in category lore 18:16:47 [Client Notification] Found 0 external assets in category worldproperties 18:16:47 [Client Notification] Found 0 external assets in category sounds 18:16:47 [Client Notification] Found 0 external assets in category shapes 18:16:47 [Client Notification] Found 0 external assets in category shaders 18:16:47 [Client Notification] Found 0 external assets in category shaderincludes 18:16:47 [Client Notification] Found 0 external assets in category textures 18:16:47 [Client Notification] Found 0 external assets in category music 18:16:47 [Client Notification] Found 0 external assets in category dialog
  24. All logs disappeared :)

    Hey anytime! I'm glad that I could help. I sent you a savegame that fixes the logs. I'll work on the doors and shingles now
  25. All logs disappeared :)

    I'll be back in an hour or so thanks for the work man. Cant thank you enough would have been one hell of a throwback if i had to fix all that manually.
  26. All logs disappeared :)

    Well i do on my external HD but only one a time. Thats why it would have been useless because the last backup was from a day ago and i think the bug would have been there already because i updated only a day or two ago so. But yeah i will start to save every backup now. Thanks man!
  27. All logs disappeared :)

    But! Please please make regular backups of your important savegames!
  28. All logs disappeared :)

    Thank you so much! I havent replaced the doors yet because i was going to do that when i put furniture and stuff in the buildings and add the other details. Thanks again man.
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