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  3. Tyron

    Version 1.9 is slowly taking shape

    Great citizens of the earth, it's been nearly a month since the last update. This is whats up. We've been hard at work on the next release, which will become version 1.9 - the world generation update. I suspect it will still take another 3 to 6 weeks until the first pre-releases. With this version we want to focus on 2 major aspects: Get as many planned worldgen updates in as possible and getting the game (more) ready for a major marketing push. Once v1.9 is released and stable enough we will contact media and influencers. Part of the road to v1.9 included building a web-based story & asset management tool for the vintage story gamedev team, as we've been struggling for 2 years to find a suitable tool for the task. As with everything, we don't wait for the right circumstances, we create them. Here's a screenshot of it: The VSDB. Coded from scratch, in the hopes of being our salvation to the documentation chaos we had before But back to the game itself. I'm very happy how it turning out, so much in fact that I start to quite dislike the current v1.8 release and that makes me really eager to release v1.9 as soon as possible. Here's a sneak peek of the upcoming features. Some parts that are completed for v1.9 Lot's and lots of user interface polishing, for example the improved hotbar: There are also vastly improved screens when connecting to a server or loading a game world. Improved shadow quality (at the cost of somewhat shorter ranges), improved game performance due to optimizations in the occlusion culling system and god rays shader. Caveat: Chunk generation may become a tad slower, but should not be very noticeable. Improved cave systems: Greater variety, sometimes generates narrow or very low passages. Rarely generates large dome like or ravine like caves, now much less uniform, likes to generate large lava caves, lava now generates with basalt on top Trader Outposts: Caravans and small Settlements of Traders ready to outbargain you on your goods and hard earned money. They talk and act with 3 unique personalities. Many new worldedit gui additions, making it easier than ever to import and export structures, for example, the magic wand: Still Planned for v1.9 Disclaimer: No guarantees on how much we actually can get done. New and improved rock layer generator that will allow us to have much more dynamic rock layers 6-10 new rock types (and maybe a few new tree types) Locust nests New ores and more varied deposit generation Milky quartz crystals in geodes Two-Way Teleporters in Survival mode, which can be activated at high cost and then can be used to teleport to fixed locations in the world More ruins, maybe ruined villages and piles of metal scraps that can be scavenged for useful stuff Configurable world generation Climate bands, in preparation for seasons in v1.10 some more plant and animal life more ingame guidance to make the game more intuitive to play ...and a bunch more So I think there's plenty to be excited about, at least I am! Until the next post! View full record
  4. Tyron

    Version 1.9 is slowly taking shape

    Great citizens of the earth, it's been nearly a month since the last update. This is whats up. We've been hard at work on the next release, which will become version 1.9 - the world generation update. I suspect it will still take another 3 to 6 weeks until the first pre-releases. With this version we want to focus on 2 major aspects: Get as many planned worldgen updates in as possible and getting the game (more) ready for a major marketing push. Once v1.9 is released and stable enough we will contact media and influencers. Part of the road to v1.9 included building a web-based story & asset management tool for the vintage story gamedev team, as we've been struggling for 2 years to find a suitable tool for the task. As with everything, we don't wait for the right circumstances, we create them. Here's a screenshot of it: The VSDB. Coded from scratch, in the hopes of being our salvation to the documentation chaos we had before But back to the game itself. I'm very happy how it turning out, so much in fact that I start to quite dislike the current v1.8 release and that makes me really eager to release v1.9 as soon as possible. Here's a sneak peek of the upcoming features. Some parts that are completed for v1.9 Lot's and lots of user interface polishing, for example the improved hotbar: There are also vastly improved screens when connecting to a server or loading a game world. Improved shadow quality (at the cost of somewhat shorter ranges), improved game performance due to optimizations in the occlusion culling system and god rays shader. Caveat: Chunk generation may become a tad slower, but should not be very noticeable. Improved cave systems: Greater variety, sometimes generates narrow or very low passages. Rarely generates large dome like or ravine like caves, now much less uniform, likes to generate large lava caves, lava now generates with basalt on top Trader Outposts: Caravans and small Settlements of Traders ready to outbargain you on your goods and hard earned money. They talk and act with 3 unique personalities. Many new worldedit gui additions, making it easier than ever to import and export structures, for example, the magic wand: Still Planned for v1.9 Disclaimer: No guarantees on how much we actually can get done. New and improved rock layer generator that will allow us to have much more dynamic rock layers 6-10 new rock types (and maybe a few new tree types) Locust nests New ores and more varied deposit generation Milky quartz crystals in geodes Two-Way Teleporters in Survival mode, which can be activated at high cost and then can be used to teleport to fixed locations in the world More ruins, maybe ruined villages and piles of metal scraps that can be scavenged for useful stuff Configurable world generation Climate bands, in preparation for seasons in v1.10 some more plant and animal life more ingame guidance to make the game more intuitive to play ...and a bunch more So I think there's plenty to be excited about, at least I am! Until the next post!
  5. While I generally like the idea, I do not like the idea of having to hold the mouse button, even more keep clicking endlessly on a block. Instead perhaps craft while the block is selected. The quern is annoying as I have to just hold the RMB for ages to grind grains.
  6. Tyron

    Crush

    Thanks for the report, i've now fixed some crashes related to the windmill rotor. Please be aware though that these blocks are part of the unfinished mechanical power network.
  7. Tchey

    v1.7.8 The Neolithic Mod

    Thanks for your work, hope you are well, and back to modding. I'm still eager to play this mod as soon as it's updated to 1.8 ! Do you know if it would be days, weeks, more ?
  8. Earlier
  9. Cricus

    Problem on knapping and clay forming on French version

    I have also this problem but in the italian language
  10. AlgorithmicMind

    Crush

    Running on 64 bit Windows with 8 GB RAM Version: 1.8.6 Survival Mode Edition (Stable)12/2/2019 8:14:11 μμ: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.Mechanics.BlockWindmillRotor.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel) at _K2fmDt3LahlWXEj6Esz0AJJFmNp._FVV6TLtFbL51ACDFj5fSg5drO1p(BlockSelection ) at _nMC4aA7Wi7OBKYjJRNpjyldeJPo._aXOXqkHIjpp5ro9V62UjmrBECge(BlockSelection , Block ) at _nMC4aA7Wi7OBKYjJRNpjyldeJPo._D2eWbXUCqpvRfMA7ElF8olZuSHe(Single ) at _nMC4aA7Wi7OBKYjJRNpjyldeJPo._yCfXhLj9ADMgaHRvlwn75lUVfie(Single ) at _MrklTihOKPbcVZ346gJmH39UZUH._Yk7Dv1H1VJNpa6qcgjCMd4B8fLNA(EnumRenderStage , Single ) at _K2fmDt3LahlWXEj6Esz0AJJFmNp._Yk7Dv1H1VJNpa6qcgjCMd4B8fLNA(EnumRenderStage , Single ) at _K2fmDt3LahlWXEj6Esz0AJJFmNp._xUgShaj3EGJw6bxByvAjBAOsrTm(Single ) at _JA2o2qCdbxRRuKLcj0ed5GERaOW._xUgShaj3EGJw6bxByvAjBAOsrTm(Single ) at _XbwW92DfPLMirecI3G0ZC0SbIlI._bM3q3B2uYU871QxTRlooiqKeKCh(Single ) at _XbwW92DfPLMirecI3G0ZC0SbIlI._gELHdT9iJuSCK3WN5DcuoAMhk1R(Single ) at _wshbe4W5vWkCJQpgFYaAfJQGYfjb._8fyrbxfxgthLgctCPbPxZBeE7lC(Object , FrameEventArgs ) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchRenderFrame() at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at _7RbFPYmEauEtblHF8XhRgqgNTbT._Bq6cNCFb7UUjYLmEki8Fg1xITYu(_cP5Vo8cijahhBKUlfh9aHwWB989 , String[] ) at _E1oVgwngz1oPDa0IuTZ50QFzLQd._Bq6cNCFb7UUjYLmEki8Fg1xITYu(ThreadStart ) ------------------------------- Event Log, last 3 entries ================================== { TimeGenerated = 10/10/2018 3:26:47 πμ, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.AccessViolationException at OpenTK.Graphics.OpenGL.GL.DeleteBuffer(Int32) at _uhPMYwuZV1y63gksIvayg8lpdaG._rX7xi8Gt18tFqvq6ErlyAMhzqRC() at Vintagestory.GameContent.WeatherSystem.<StartClientSide>b__20_0() at Vintagestory.API.Common.Action.Invoke() at _foI2hCxGcDzKqqjfeABpB6CpNBLA._AiShxbfULtErDuFzDa8i0RqObKC(Boolean) at _PbV8dOmd2gPDngjzYiRbb06dUqO._9RKodfsMCWrcpJPVYtzpRJIB5Zv() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Threading.ThreadHelper.ThreadStart() } { TimeGenerated = 2/10/2018 8:18:34 μμ, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.AccessViolationException at OpenTK.Graphics.OpenGL.GL.DeleteBuffer(Int32) at _EEwwVLTFpNy8ejWA0ErCrTMFZ2n._SZg1M6dwxu6O7H1Fd2PwFXCBnwK(Vintagestory.API.Client.MeshRef) at Vintagestory.GameContent.WeatherSystem.<StartClientSide>b__20_0() at Vintagestory.API.Common.Action.Invoke() at _x6txsUH2ZmvxikF8rpAfSVVdSAD._I6mlcuRErbQJp9mLqlj4EKGI4Gl(Boolean) at _Dk6p5IENbKR5Z01gdPDIZUDlywi._SKrswt76yikkCPwK5GneIovltIh() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Threading.ThreadHelper.ThreadStart() } It happened when i tried to place a wooden rotor on a wooden axel. Note: Either i do it vertical or horizontally it is the same crush. #Gamemode: creative Gamespeed: Normal#
  11. Melchior

    V[0.2.2] The ORASCOPE (VS 1.8.6)

    Short addendum on the new release; The actual shape/size of the search area may be kinda (unintentionally small) - it may be increased in a later version. It is a straight projection from the face of the rock mined NOT a 'bubble' like the Orascope command was. -- Mine the face TOWARDS the area you are interested in. (also this versions has NOT been tested in multiplayer - it should still work...) Also it DOES replace the "useless" percentages report of the old Prospecting pick...
  12. DrTenabrae

    My VS model releases

    I've released my first entity... the armadillo ! Check it and my other models out at vs.usagi.com http://vs.usagi.com.au/index.php/2019/02/09/armadillo/
  13. Tyron

    Problem on knapping and clay forming on French version

    Oh could you check if its correct in the translations system? => https://vintagestory.oneskyapp.com/collaboration/translate/project/project/150774/language/5#/
  14. Stroam

    My VS model releases

    Looks good.
  15. Melchior

    V[0.2.2] The ORASCOPE (VS 1.8.6)

    Am literally working on it now (Also possible V.S. bug!) The Prospecting Pickaxe will work; Differently... it will be MUCH more helpful; it may even draw a obvious line to the nearest ore deposit (if any).
  16. Mogy Mog

    V[0.2.2] The ORASCOPE (VS 1.8.6)

    yes.. yes an "ore finder" device or the like would be good.. just something to least go 'Hey.. theres tin here' or something.. so you dont spend hours trying to fine 1 piece of it
  17. Balduranne

    v1.7.8 The Neolithic Mod

    For balancing reasons, the chance to get a head is very low. We tested it at 10% in previous versions and it was a little too common. The saw has the biggest chance to drop it, the sword is below that, the axe has the least chance.
  18. Cricus

    crash

    I tried to trade with a merchant.
  19. Alexandre Gallois

    v1.7.8 The Neolithic Mod

    Hy, I've a problem with boar head, when I use an axe on them, they loose their heads. But I don't have it in my inventory ... Same thing with the primitive sword!
  20. Alexandre Gallois

    v1.7.8-Darkagecraft

    Thank you for your reply !
  21. True, thats a weird email response. I'll forward it to the websoftware devs.
  22. Balduranne

    v1.7.8-Darkagecraft

    That's kinda intentional. Tony wanted to slow down progression, so the only way to get a crucible is through totem offerings.
  23. Tyron

    crash

    Thanks for the report, could you explain what you did just before the crash?
  24. Hi, I'm french and when I want to make a tool or a mold. If I select one, it's another one that's made. hoehead -> hammer-hand adzehead ->Axehead axe-hand -> adzehead hammer-hand -> sicklehead knife-hand-> axe-hand sicklehead -> knife-hand spear head-> hoe-head axe head-> shovel head shovel head-> spear head The other are right, hand the problem is solved if I switch my game in English (version 1.7.8) PS: Sorry for my bad English
  25. Alexandre Gallois

    v1.7.8-Darkagecraft

    Hy, I've a problem on the server, I don't find the craft to make a crucible. I'm blocked in the stoneage ...
  26. DrTenabrae

    My VS model releases

    Updated all models to v1_01 - they're now in a sensible folder structure and a separate texture download is not necessary.
  27. This suggestion is largely inspired by the Minefantasy 2 mod. Combination crafting: This suggestion is largely based around crafting stations and at some point the player needs to craft his first crafting station. This is where combination crafting comes in. The concept is pretty simple: Shapeless crafting in a crafting grid with two input and on output slot. The crafting grid can be found in the inventory. This very simple crafting method is only used for very simple things at the beginning of the game like: Combining tool heads with sticks to make a tool. Creating your first crafting station. This is literally all its needed for and it should be only useful in the first days of gameplay. The crafting stations: All crafting stations function the same way, the only difference is the recipes they allow. When clicking at the side of any crafting station, the GUI of that crafting station is opened. The GUI of each crafting station contains: Nine slots of storage, which are the input and output A recipe/output selector (like terraria or subnautica) A side configuration widget (explained further down) When a recipe has been selected and the ingredients have been put into the storage slots, the player needs to start crafting. When looking at the top of the crafting station, a progress bar and icon for the required tool: When the wrong tool is selected, the icon will turn red. Right clicking will fill a bit of the progress bar. Holding right click will count as one click, spamming right click will not move the bar, but cause it to blink red. The player should wait a bit after each right click and clicking in a specific rhythm will yield the best results. The time between the clicks is dependent on the tool and tool tier, a hammer is faster than a saw and a steel saw is faster than a copper saw. An empty hand is also a tool. More complex recipes may require use of multiple tools. When enough progress with one tools has been made, the icon switches to another tool. Examples: For crafting a table, the player may saw five times and hit with a hammer twice. For crafting a clock, the player may use his hand two times, wrench two times, hammer one time, wrench five times and use his hand once. This interactivity makes crafting take some time and feel like crafting and it also makes automation much more interesting, especially for complex recipes. The crafted product usually goes into the storage of the crafting bench and when that is full, it will go into the players inventory and when that is full, it will drop onto the ground. The side configuration widget or: Where did my firewood go? If a player places a chest next to a crafting station, the crafting station will automatically draw ingredients from it. This solves a lot of storage problems and is a huge quantity of life feature. But what about the output? This is where the side configuration widget comes in, it lets the player configure, which of the three sides are inputs to draw ingredients from or outputs to put the items or both or none. If the output can be stacked in the world, like firewood, it can also be output on an empty block to form and extend such a stack. The front side of a crafting can't be configured an will not interact with inventories, because it needs to be a point of reference for configuring the other sides and a way to select a recipe. The feature closely resembles the machine configuration of the Thermal Expansion mod: Progression: Having different crafting stations also allows for gating the progression and mods being introduced into the progression by their own crafting stations. I image the vanilla progression with crafting stations to be somewhat like this: Flint tool using knapping and combination crafting Chopping station by combining an axe with a wood block Firewood by chopping wood using the axe on the chopping station Pottery and basic copper tools Copper nains and wood used to create a carpentry station on the chopping station Carpentry station for cutting wood with a saw and most other crafting Stone working station for working with stone Engineering station for mechanical power and automation
  28. DrTenabrae

    My VS model releases

    Hey all, I mostly hang out on the VS discord rather than here but i've been working on some models for VS that modders are free to use. You can find them here: http://vs.usagi.com.au/ Feel free to leave feedback on the site or find me on the discord server. ( @tenabrae#0610 )
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