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  1. Today
  2. tony Liberatto

    Darkagecraft Open Vanilla Server 1.5.8

    This server was born out of a discord discussion about having a stable Vanilla Server. The server will only update to stable versions, The server will not have any mods ever. There is no whitelist. Any and all are welcome. The server address is darkagecraft.net:42423 The port number is important as we have the moded server on the default port. We do need admins and moderators, so if you are interested please reach me on the Discord Channel
  3. Yesterday
  4. Stroam

    Stroam's Various Tweaks

    I do reasonable tweaks on request.
  5. Last week
  6. Stroam

    How to install mods

    Here's a guide on how to install mods. This guide assumes you know how to navigate web pages and browse through files on your computer. I'll specifically be covering windows as I assume anyone with linux can also figure it out with this information. First, go to the mod release section of the forums. Next, open the thread of the mod you want to download. I'll pick this one. This mod like most will have a link for downloading the zip file. Some though will have a link to a github page where you can download the mod. Click on the zip file to start downloading it. Once downloaded, it'll most likely be in your download folder. You'll want to copy or cut the download and then navigate to the Mods folder where your Vintage Story files are. For windows they are in Username/AppData/Roaming/Vintagestory/Mods. There will be two mods in there as you can see from the picture. That's because the game modes are technically mods. Paste the zip file that you copied or cut, into this folder with the other mods. If you are unable to locate your AppData folder it could be because it is hidden and you are not able to view hidden files and folders. To make it so you can, go to the top and click on View. From there navigate to where it says Hidden items and make sure it's check marked. From this point, you can probably start up Vintage Story and everything will work fine. The next section is common issues you may encounter. Common issues: The mod is not enabled. Start up the game and go to Mod Manager. From there make sure the mode has a blue box in the top right. not enabled enabled. This is also where you get the mod version number. It's right next to the box and in this case, it's 1.0.0. The game version will be the version number on the Survival Mode mod. Error Vintage Story has a fairly fast update cycle and while it's not common for mods to break it can happen. When this happens you'll get an error. To locate the error you'll need to go to your log files which are in Username/AppData/Roaming/VintagestoryData/Logs. You'll want to then go to the mods page on the forums and post what you were doing prior to the error, the version of the mod, the game version you were using(instructions above), and the error file. Here are general guidelines for which file you need. client-crash.txt - when the world crashes but the client doesn't and takes you back to the Vintage Story main page. client-main.txt - when there's a graphical issue but the game doesn't crash. server-main.txt - should probably always be included. Is when things don't work like they should. For instance, a recipe doesn't work. VintagestoryCrash.txt - for when the Vintage Story crashes. The Vintage Story crash reported will pop up and ask you to report it on the issue tracker because it's most likely a vanilla bug brought to light by the mod. Please include all the information that you would for any error.
  7. Bl0ckparty

    Merchandising and Charity events

    I don't really think Minecraft Creepers are cute. In fact, most of the Minecraft Mobs aren't cute. It's in how they're m-a-d-e that makes them cute. Not to step on toes, but I think first and foremost, t-shirts would be the best way to both advertise and go into merchandising for Vintage Story. Twitch has a whole section for artistic types (Twitch>Browse>Creative). Right there you can see the various groups who could have a go at making something for VS. Not sure what the contest prizes would be--other than exposure and a free game or having something named after them (like a food dish or style of furniture). Drawings, paintings, etc. in one category. Music--not to knock the current tunes, they're far better than Minecraft's basics--but maybe options for tracks available. Sort of like a music mod of various tracks or a scroll down menu in vanilla with various themes. Cooks in another category making recipes with photos of the finished meal using the various foods available. Miniature creators from the various categories like sculpting, 3DModeling, glass, etc. Again, I don't want to step on any toes of current creators of both vanilla and modded VS, though. But these are ideas I'm throwing out there with my two cents. Add in that some of the proceeds go to this charity or that and word of mouth will spread.
  8. tony Liberatto

    The Fauna Mod

    Fixed a minor error in the version for the CarryCapacity Mod. No other changes.
  9. If the community showed interest in a limited run of VS merchandise it'd be a neat way to raise a little money and extra can given away as prizes for VS events or as convention swag. The thing that works against VS is drifters aren't cute, and none of the animals are highly stylized so if you got a wolf plushie it would be difficult to distinguish it from all the other wolf plushies on the market. I think a locust nightlight might also have the opposite effect you are trying to go for in a nightlight. However, charity events are always popular and a great way to advertise. Recently people were discussing how the game gives wolves a bad name. Maybe at some point in the future could get a popular twitch streamer to try out the game with a percentage of all donations and purchases of the game at that time going towards a wolf conservation project. Would need some sort of real-time indicator that shows on the stream how much money has been raised for the cause. Charity updates could also be a thing. Essentially an update that everyone gets when a certain amount of money has been raised for a charity with a percentage of the money raised going back into development. So let's say you release an update that updates cooking. At that time some new dishes are locked behind a charity event that raises money for starving kids in Africa. Once the goal has been reached the new content gets unlocked for everyone.
  10. Balduranne

    Agriculture, weeds, mulch, and plows

    That's because there's nothing else to do after iron. I'm with RedRam on this - Arbitrary gating progress through achievements is more annoying than the enforced rush to copper. I'd rather have more options before copper and more things to do once you reach iron; Longer doesn't mean better - Look at Alien: Isolation.
  11. tony Liberatto

    Agriculture, weeds, mulch, and plows

    Have you read The Mysterious Island? The characters there are in a similar situation to the player. They are suddenly in a primitive environment and having to survive. You will notice that they went straight to iron. There was no Stone Age, There was no copper age, no bronze age. They just found iron and started working it, made wires and electricity. If the goal is to get to high tech as fast as possible, why should the Devs waste any time in coding lower techs? I believe the longer it takes for the player to get to the top of the tech tree, the more enjoyable the game will be. Right now iron is the top, Once you reach iron what do you do? get bored and start a new world. Many players enjoy that feeling of starting a new world, and why is that? Because of the struggle to survive, all I am saying is that if we can have the player spend more time in the Stone Age, the game in itself will be more enjoyable. If the player can get to the iron age in 6 hours, that's how they will measure the game. They will say: Vintage Store is a short game. With a few tweaks, we can make the game longer. If the Devs will agree with me and make those changes, I do not know. If not but at least they get me an Achievement System with an API, at least I will be able to mod this. For now, I do not believe I will be able to change your mind. But, know that I enjoy our arguments, even if we disagree, at least your comments are intelligent and interesting. Your arguments are valid. Is just a difference in what we each expect from the game.
  12. Tyron

    Chunks Missing

    Oh, okay, please do update to version 1.5.8 and see if the issue persists. If it does, please search for the file ending with .vcdbs, in the Saves folder
  13. redram

    Agriculture, weeds, mulch, and plows

    For others. I *do* know that for me it would be very artificial and annoying to have an achievement gate. Now, I'm not arguing *for* the gating of agriculture behind metal. But at least it's a more natural *need-based* gating. You need metal. Find metal and you're there. This is as opposed to an entirely artificial achievement gate, which I find immersion-breaking in this kind of sandbox game. I would be fine with metal being gated behind agriculture or animal husbandry in a need-based way, but the problem is how? There's nothing logical that I can think of in agriculture or animal husbandry that would make sense at all. You could require a bellows, hence leather, but the player can just get that from hunting, they don't need to have 'mastered animal husbandry'. I'd be interested to know how you would even define the 'mastery' of agriculture and AH for purposes of your achievement gate. So a couple meta questions come to mind. What is the 'canon' behind the player start? Are they supposed to be a primitive savage with no knowledge of metal? Or are they an advanced person that is 'stranded' in the wild or something? If the latter (and I would argue it is the latter, based on the game lore as I understand it thus far), then why should they not be capable of leap-frogging food concerns and going straight for metal if the player wants? Also, is this a history simulator, or a game? If it's not a history simulator, then again, what's wrong with the player rushing metal? The only reason man developed things in the order they did is because man HAD to have food to survive. Period. We know instinctively from day 1 what food is, and it was simple to use - you eat it. And also relatively easy to find, at least in certain areas, though some food does resist becoming food. Metal was not easy to find, not obvious how to use, and not required just to live. But this is not real life. This is a game. And I don't think the game is ever probably going to have the starvation imperative that forced primitive man to focus so much on just getting food, before he had the free time to discover metal. Even if it did get pretty hard, metal entry point will also have to get far harder, as it's very easy to find four copper and create a handful of charcoal, currently. Plus, we as modern humans already know what metal is and generally how it's used. You can't erase that from the player's mind. This just isn't real life, period.
  14. Chris Schiller

    Chunks Missing

    Server version 1.5.4 server-old.shserver.sh Not sure if this is the savegame or not.
  15. tony Liberatto

    Agriculture, weeds, mulch, and plows

    A complete base includes a farm with sustained crops. The player is not able to build a complete base in the sense that he does not have access to agriculture before metal. How natural, or logic, is to gate agriculture behind metallurgy? Historically mankind developed agriculture and animal husbandry long before metallurgy. Food security comes before technological development. Even though technology makes easier to secure food. So, yes I would prefer for the game to require the player to make a farm and domesticate animals before he goes looking for metal. It makes sense in a survival way. It is really weird that you are stranded in a weird dimension, and before you make sure to have food to last you go looking for metal. I think an achievement system that unlocks metallurgy would be the way to go. You are free to disagree, as always. But the truth is that neither I nor you would know how much fun or maybe frustrating this would be without actually trying.
  16. redram

    Agriculture, weeds, mulch, and plows

    They're already "able". It sounds like you want to force it. I'm against any artificial gating like that. If it were logical great, but there's no logic to having to "master" agriculture and animal husbandry before working metal, as things stand. As for the 'race to metal' in the current game I have no problem with it, and I don't think the learning curse is a problem either. The game makes it perfectly easy to be a hunter gatherer as it is, with never-ending berries and wolf meat, cattails, plenty of docile animals around. Learning and improving at a game to me is what keeps one interested in the game.
  17. dakko

    Agriculture, weeds, mulch, and plows

    While I would enjoy that approach, there are too many people that wouldn't. I would rather have the individual player approach the game in the manner that they prefer.
  18. Festive Vintarians Here's whats up since last post! The ReVersed festival, where we presented Vintage Story, ended last sunday, and as always, simply great for connections and socializing, not so great for sales. It lasted for 4 full days and took a few more to prepare. After the event I had a bunch of real life catching up to do and handle various health issues in my familiy, yet again. Hopefully starting from Friday I can get back into serious productiveness again. I seriously start to miss coding on the game. We uploaded have a pre-release version of 1.6 on discord, so for those adventurous enough checkout the #news channel. It is jam-packed with great features and I hope it won't be long anymore until we can release it as testing version. I also got in contact with PingPerfect, a game server hosting provider and will make some updates on the game server, which in all likelihood will result in our first consumer server service for Vintage Story \o/ I also will get in contact with a very interesting offer from a publisher that I met during the festival, with large potentials for the future of the game, not sure how great our chances are, so keep your fingers crossed And finally decided to push an update for two rather game breaking bugs in the game so that we have something stable to play with until version 1.6 is stable enough. See below for the change list. Some lovely new Let's Play Videos came out recently! (silly editor, can't horizontally stack the videos) Festival Pics Game updates (v1.5.8) Tweak: Bamboo stakes can be used to build firepits Fixed: Respawning not working in some cases Fixed: Rare server crash from pumpkins
  19. Festive Vintarians Here's whats up since last post! The ReVersed festival, where we presented Vintage Story, ended last sunday, and as always, simply great for connections and socializing, not so great for sales. It lasted for 4 full days and took a few more to prepare. After the event I had a bunch of real life catching up to do and handle various health issues in my familiy, yet again. Hopefully starting from Friday I can get back into serious productiveness again. I seriously start to miss coding on the game. We uploaded have a pre-release version of 1.6 on discord, so for those adventurous enough checkout the #news channel. It is jam-packed with great features and I hope it won't be long anymore until we can release it as testing version. I also got in contact with PingPerfect, a game server hosting provider and will make some updates on the game server, which in all likelihood will result in our first consumer server service for Vintage Story \o/ I also will get in contact with a very interesting offer from a publisher that I met during the festival, with large potentials for the future of the game, not sure how great our chances are, so keep your fingers crossed And finally decided to push an update for two rather game breaking bugs in the game so that we have something stable to play with until version 1.6 is stable enough. See below for the change list. Some lovely new Let's Play Videos came out recently! (silly editor, can't horizontally stack the videos) Festival Pics Game updates (v1.5.8) Tweak: Bamboo stakes can be used to build firepits Fixed: Respawning not working in some cases Fixed: Rare server crash from pumpkins View full record
  20. tony Liberatto

    Agriculture, weeds, mulch, and plows

    @dakko I Completely agree with your statements. But I would also go a step further. I would make the Player first Master agriculture and animal husbandry before he/she was allowed to work metal. We have all this beautiful setup with all these stone tools, and most players just rush through it as fast as they can. I want the player to be able to build a complete base with the tools and resources available in the stone age.
  21. dakko

    Agriculture, weeds, mulch, and plows

    (copying from discord discussion) I like your ideas for penalizing the crudely tilled ground, Red Ram. The problem that I have with metal hoes is that it requires a skill set previously learned in other games. The race to smelting is a strategy that has to be learned and perfected. Which is fine. Once it becomes second nature, players are eager for that pickax anyway, so waiting to plant their seeds is no big deal. Also, as Airova mentioned, tools aren't even necessary for growing crops on a small scale. For game mechanics, it makes sense to require a tool; a crude stone age farming implement would be more in keeping with the rest of the game, and more realistic too. So here is the catch (and this is probably only a hardship for single players): a player starts a game, and unless they've already perfected the race to smelting, or already know how to keep themselves armed and know how to hunt efficiently and cook their food, they are going to starve to death. Unless they start prepping to smelt pretty quickly, it's game over. Why can't we spend some time in the stone age and maybe struggle our way to copper?
  22. Tyron

    Chunks Missing

    Hi, Sorry to hear of that, please provide me with the savegame and the server version number that you are using.
  23. Stroam

    Brick by Brick

    Updates: I moved all my tweaks into a new thread, Stroam's various tweaks. I combined all my previous building mods into one called Brick by Brick which includes: Stone pathways Roman roads Lamp posts Wicker Fences Fence gap Adobe Cob Directional hay and bamboo crafted by placing vanilla hay and bamboo in the crafting grid. Can be craft back to vanilla for recipes using the same method. Grid recipes for: plain quartz pillar quartz ornate quartz stone brick stone bricks polished stone Smithing recipe for: chisel Modified vanilla stone paths to be full blocks to better work with stairs, slabs, and so it can be chiseled. If you'd like a block to be added please feel free to request it. I'm not the greatest artist so any help in that department is appreciated. If you already have modded a block and feel like it would be a good fit to add to the mod, feel free to suggest it. All credit will be given where credit is due and thank you for checking out my mod.
  24. Earlier
  25. tony Liberatto

    being in the dark will hurt you

    I understand this is a feature to be added to the hardcore version of the game. So it would be a choice of the player to use. But I have to agree with @redram , in that I hope the developers do not waste time in this until we have the survival mode complete. There are just too many other things that are sorely need before anyone should even think about working on this. Again, not against, especially because I never play hardcore, but think others should be free to do it.
  26. redram

    being in the dark will hurt you

    I guess to me this 'fear the dark' thing seems like a poor match for this game. Like it's being shoehorned into a resource-gathering/exploration game. To differentiate it from minecraft I guess? Don't starve does it successfully, but with an off-the-wall world of strange creatures and fantasy. It works well there, and is used to gather some unusual resources. In the context of VS, which from what I've seen so far is mostly 'realistic' with some steam punk mechanical stuff. Which leads to flailing around for effects because the game has set itself the goal of avoiding 'fantasy'. Nothing described here is of any interest to me at all, and I hope its way, way, way down the line of things to be added to the game, because there's a million other things that would be far more interesting and fun to have. And unless it adds more than annoyance to the game, I'll take advantage of the first mod I can get to disable it.
  27. Telem

    being in the dark will hurt you

    I must admit I ve never played the game but from the reviews I read I get the simulation of a psychosis with the following symptoms: - Hypervigilance ( character gets kind of a non controllable movement boost caused by some kind of fear or premonition) - Visual and Auditory Hallucinations that range from mundane to horrifying existences (which could be expressed through a random model change in mobs next to him?) - Agitation - Flashbacks (Why am I back at - add location - ?) - Intrusive thoughts (might make sense with lore since specific things can resurface through it) - Delusions All in all it is quite heavy to stomach and might be a feasible expansion to hardcore survival. If its just about making the player use more lighting in normal survival making animals fear fire/torches, weaken drifter (I can imagine them beeing a lot stronger than now) in a specific light level or make them unable to walk into real bright environments.
  28. Stroam

    being in the dark will hurt you

    Fixed. A sanity system is hardcore and a state of physcocis can be elements of survival horror games but I mean more like how it's used in Senua's sacrifice and not the likes of which you'd find in a resident evil game or Dante's Inferno. No creepy undead things or blobs of flesh and teeth or creepy dolls, etc. This is going to be mainly a mechanic for early game when you don't have many resources, unprepared and away from the base, and situations you find yourself low on health. The goal is to make the player use light sources whenever it's dark, consider combat and death more carefully, and potentially tie into lore.
  29. Telem

    being in the dark will hurt you

    Such things are part of the Human psyche since the dark also symbols the unknown and the unknown is scary. I might ve been a bit specific but I can´t imagine any other reason why you should lose control than getting shocked/scared by some kind of prank your mind is playing you. Also I didnt say that it should include any undead or gore, the example was just some kind of "free running mind lost in his own fantasy". And most fears in the dark in the wild that I can think about are kind of like "please dont let me meet with a wild animal that´s so hungry that it will hurt me", getting lost, beeing anxious about loneliness. Not to mention that a sanity system is quite hardcore to begin with. Oh and please dont mention anything like things in "Rim World" where not eating at a table will turn you either into a pyromaniac that burns everything burnable or into a psycho that tries to kill all his mates.
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