Mallia Posted June 23, 2025 Report Posted June 23, 2025 Love the upcoming material especially the new hairsyles and coral reefs I wanted to mention the box braid hairstyle should probably have some texture on the top of the head to represent the overlapping braids, similar to the dense rows style. 4
Never Jhonsen Posted June 24, 2025 Report Posted June 24, 2025 (edited) On 6/17/2025 at 7:50 AM, Never Jhonsen said: Would this mean that if I, for example, put 4 of the same powder into ground storage, that it would just make (visually only) one larger pile? Or would it still be just 4 small piles, one in each corner? And, judging by the ore count increase, would I be able to just drop a bunch of powder into one space? One large pile of powder that's made up of, say, 12 of the same item? I downloaded 1.21.0_RC1 to answer my question, and it appears that Yes, you can drop more powders than 4 in a spot, but No, they're just 12 normal piles in one space and not one large one. When it comes to all the powders I could think of (and other similar items), all the ore ones look to be implemented, but there isn't anything for grains or flours. From top left; Sunflower Grain, Malachite (Bountiful), Crushed Hematite From bottom left; Flax Flour, Powdered Sulfur, Uranium Nuggets. Edited June 24, 2025 by Never Jhonsen 1
CastIronFabric Posted June 24, 2025 Report Posted June 24, 2025 (edited) Is it straightforward a matter of copying the entire Vintage story directory (not including game save files) to another location, reassigning the shortcut to point to the proper Data and mods folder? I have multiple shortcuts for the purposes of mod management but I have yet to do a separate install with the game running on a different version than my main and answers on the internet I am not confident are explaining EXACTLY what I am trying to do. Edited June 24, 2025 by CastIronFabric
FlareUKCS Posted June 24, 2025 Report Posted June 24, 2025 I just installed the preview version to a different directory, and while settings and my old game are present, I just made a new world and tested it. I have 2 versions of the game but they do share aspects, as those are in the %APPDATA% sections. still doesn't break either copies so I guess its safe to test the pre 1 but dont plan to make a long term world based on the pre 1 version, it may be fine but it may totally ruin it in later versions. That said I found the lack of ocean to be odd, I ran a world with the default and despite running around for days found no ocean, I started a new world again and changed it 70% land 300% landform, and still not found the oceans. The game runs fine even with some mods (Simple HUD is ok, but trying to add the config caused a report crash so yeah play with caution), but generally runs like a normal run so far.
CastIronFabric Posted June 24, 2025 Report Posted June 24, 2025 40 minutes ago, FlareUKCS said: I just installed the preview version to a different directory, and while settings and my old game are present, I just made a new world and tested it. I have 2 versions of the game but they do share aspects, as those are in the %APPDATA% sections. still doesn't break either copies so I guess its safe to test the pre 1 but dont plan to make a long term world based on the pre 1 version, it may be fine but it may totally ruin it in later versions. That said I found the lack of ocean to be odd, I ran a world with the default and despite running around for days found no ocean, I started a new world again and changed it 70% land 300% landform, and still not found the oceans. The game runs fine even with some mods (Simple HUD is ok, but trying to add the config caused a report crash so yeah play with caution), but generally runs like a normal run so far. ok and google AI description sounds rather straightforward for anyone who has separate shortcuts for the purposes of mod management as I do. I assume its download, then the install process would allow me to specify a folder. I just need to clean up my existing framework I have three setups all linked to the same version of the game and I am really only using one and some of them are not set up the same, its all a hot mess at the moment. So I have some house keeping to do.
Maelstrom Posted June 24, 2025 Report Posted June 24, 2025 (edited) Good question. Don't know, but it's usually a few weeks, upto about 6 weeks in my experience. edit - The pre-release is to give modders a chance to update their mods by the time release candidates come out. Between now and the first RC, Tyron and co are squashing bugs and mashing issues. Edited June 24, 2025 by Maelstrom 1 1
CastIronFabric Posted June 24, 2025 Report Posted June 24, 2025 3 hours ago, FlareUKCS said: I just installed the preview version to a different directory, and while settings and my old game are present, I just made a new world and tested it. I have 2 versions of the game but they do share aspects, as those are in the %APPDATA% sections. still doesn't break either copies so I guess its safe to test the pre 1 but dont plan to make a long term world based on the pre 1 version, it may be fine but it may totally ruin it in later versions. That said I found the lack of ocean to be odd, I ran a world with the default and despite running around for days found no ocean, I started a new world again and changed it 70% land 300% landform, and still not found the oceans. The game runs fine even with some mods (Simple HUD is ok, but trying to add the config caused a report crash so yeah play with caution), but generally runs like a normal run so far. I can confirm your statement about oceans. In fact, I created a world using a seed I am very familiar with and I confirmed my geo location and its radically different in that my large lake is gone. I do not know where the oceans are but I can confirm that large lakes are far less (I have two missing in the world I mentioned) and I have not found any ocean. I do not know if that is intentional or not. Regarding lakes, lets be honest. 1. we can create lakes if we want if we want lake side property 2. this mean more land near by for stuff and less lakes to travel across when traveling.
Thorfinn Posted June 24, 2025 Report Posted June 24, 2025 (edited) 4 hours ago, CastIronFabric said: Is it straightforward a matter of copying the entire Vintage story directory (not including game save files) to another location, reassigning the shortcut to point to the proper Data and mods folder? Yes. That's probably the best way to do it, in fact. I wanted to go back and compare a couple things to 1.20.12, and just realized this install got rid of my old one. Which is somewhat inconvenient as my data directory is inside my install directory, which means it is possible that if you answer wrong, it does mess with your saves. It's possible it was user error, but I'm usually pretty careful about that. I will be doing as you suggest in the future. [EDIT] Just to make damn sure the registry has no idea how to find my install. Edited June 24, 2025 by Thorfinn
Never Jhonsen Posted June 25, 2025 Report Posted June 25, 2025 When I temporary installed 1.21.0_RC1 yesterday, I made a folder inside the Vintage Story directory (C:\Users\My_USER_ACCOUNT\AppData\Roaming\Vintagestory) called "BETA", and inside that folder, I made another one called "Vintagestory" which I installed the prerelease in. Once I was done testing, I deleted "BETA" and loaded my normal 1.20.12 like nothing happened. I DID need to make a new Start Menu shortcut, but that was as easy as going into my 1.20 instalation, right clicking the game, and clicking "Pin to Start Menu"
Dark Thoughts Posted June 25, 2025 Report Posted June 25, 2025 You guys make it way harder on yourself than it has to be. You can just use VS Launcher and manually import the pre-release as another VS installation. https://mods.vintagestory.at/vslauncher
DArklapp Posted June 25, 2025 Report Posted June 25, 2025 Did anyone else notice that the merchants appear unlit in this version, I found it funny why I practically crashed into one at night
Maelstrom Posted June 25, 2025 Report Posted June 25, 2025 Ever since 1.15 (when I started playing) traders were more often than not unlit. Rarely have I found a trader provide their own lantern.
StCatharines Posted June 25, 2025 Report Posted June 25, 2025 22 hours ago, CastIronFabric said: Is it straightforward a matter of copying the entire Vintage story directory (not including game save files) to another location, reassigning the shortcut to point to the proper Data and mods folder? I have multiple shortcuts for the purposes of mod management but I have yet to do a separate install with the game running on a different version than my main and answers on the internet I am not confident are explaining EXACTLY what I am trying to do.
CastIronFabric Posted June 25, 2025 Report Posted June 25, 2025 1 minute ago, StCatharines said: thanks for the info. I did figure it all out and set up the two separate instances just fine, in fact both with their own mod list. I do have a follow up question for everyone. QUESTION: where is the best place to get any updated information on the work Mod makers are doing? sure there is the mod site but I am curious if there is a discord or if gethub has a posted notification feature maybe? I am primarily interested in Culinary Artillery which is currently not working on the update and it affects many other mods. Having said that the errors I see appear to possibly be related to a object name change which I would think would be fairly straightforward fix, just a matter of getting to it of course.
StCatharines Posted June 25, 2025 Report Posted June 25, 2025 Discord is the best for ACA/EF, in my opinion.
LadyWYT Posted June 25, 2025 Report Posted June 25, 2025 Love to see the new stuff! The one nitpick I have is the saddle scabbard for the falx--it leaves the sawtooth portion of the blade exposed right where the rider's knee will be when riding. Though it won't actually hurt the rider, of course, it does look like a major safety hazard. Personally, I would either add a bit more to the scabbard so that portion of the blade is properly covered, or just flip it the other way around so that the sawtooth portion isn't pointed at the rider's knee and thus much less likely to cause accidental harm.
taArden Posted June 27, 2025 Report Posted June 27, 2025 *chef's kiss* Played in a 1.21 pre-1 world, unmodded and absolutely no issues. LOVE the reworked abode for the Treasure Hunter trader. Please! Please! Please, say that we will be getting those palisades as craftable in survival vanilla. I know I can use a mod to get them but we've now been shown palisade variations twice in vanilla and they are SOOOOO desired.
NeoB Posted June 29, 2025 Report Posted June 29, 2025 On 6/16/2025 at 9:30 AM, ArtemisRM said: Minecraft has real fish, and each one is different. Vintage Story has flying 3D animated confetti instead. I think this is a major step backward in Ocean life development. give tyron a break fish are already there but this is more of a visual effect on the corals and marine flora, I'm sure there will be an update where the variety of fish will be much greater. 9
Rhyagelle Posted June 30, 2025 Report Posted June 30, 2025 I think it is so silly to complain about something like that... I like the artistic design behind the insects and whatnot. Full models would feel too out of place sometimes for things that small, and for schools of fish, I like the particle versions quite a bit. 2
Maelstrom Posted June 30, 2025 Report Posted June 30, 2025 9 hours ago, Rhyagelle said: I think it is so silly to complain about something like that... I like the artistic design behind the insects and whatnot. Full models would feel too out of place sometimes for things that small, and for schools of fish, I like the particle versions quite a bit. Agreed. A lot of Tyron's decisions are made with performance in mind. TOBG may have a lot of stuff but it's at the cost of overloading a game that can't handle all the demands. There've been mods to that game for AGES to improve it's performance. 2 1
Thorfinn Posted June 30, 2025 Report Posted June 30, 2025 (edited) The other thing is that I don't know how much effort most put into understanding the systems in the engine, but things are getting set up so you can crank out hundreds of different fish, and pretty much any other life, as fast as you can generate models. Look at goats that were all in one release, for instance. Make a model, tweak a couple numbers that say what elevation, temperature and rainfall they exist at, tweak a few numbers to change their temperament, and you have a dozen "new" creatures. Which is why complaints like fish or whatnot is counterproductive, even foolish. To add a lot of fluff that's either going to have to change when they decide there's a better way to implement a feature, or simply not incorporate that better implementation? Even Hytale. Replace textures, including the sky, with cartoony art and you already have the visual effect Hytale was going for. True, the gameplay and storyline will take a lot of work, but the hard work of the database structures and world is already done. [EDIT] So why not just add some new creatures? Because someone will make a pen of those creatures, and, when the game gets updated and something changes, people will complain. But, yeah, when it gets closer, you will probably just choose how many varieties of grass, trees, flowers, mushrooms, animals, fish, etc., your computer can handle. Edited June 30, 2025 by Thorfinn
Maelstrom Posted June 30, 2025 Report Posted June 30, 2025 Goats? That's nothing compared to the first bio-dump --> Flutterby's. There was over 150 of them dropped in 1.18. 3
Thorfinn Posted June 30, 2025 Report Posted June 30, 2025 (edited) Absolutely! Finish the graphics, add them to the variant group, and you don't have to do much more than add a line to "*-acmonbluefemale": { minTemp: 25.8, maxTemp: 35.8, minRain: 0.2, maxRain: 0.4, minForest: 0, maxForest: 0.5, minY: 1.6, maxY: 1.9 }, "*-acmonbluemale": { minTemp: 25.8, maxTemp: 35.8, minRain: 0.2, maxRain: 0.4, minForest: 0, maxForest: 0.5, minY: 1.6, maxY: 1.9 }, "*-aegamorphobluefemale": { minTemp: 24.2, maxTemp: 34.2, minRain: 0.8, maxRain: 1, minForest: 0.8, maxForest: 1, minY: 1, maxY: 1.3 }, "*-aegamorphobrownfemale": { minTemp: 24.2, maxTemp: 34.2, minRain: 0.8, maxRain: 1, minForest: 0.8, maxForest: 1, minY: 1, maxY: 1.3 }, "*-aegamorphomale": { minTemp: 24.2, maxTemp: 34.2, minRain: 0.8, maxRain: 1, minForest: 0.8, maxForest: 1, minY: 1, maxY: 1.3 }, ... to tell them where to spawn. Salmon (and bass) have a lot of work. Once they get fleshed out as well as butterflies (or mushrooms: check this out) ... "*-devilstooth-*": { saturation: 80, health: -2, foodcategory: "Vegetable" }, "*-golddropmilkcap-*": { saturation: 80, health: -2.5, foodcategory: "Vegetable" }, "*": { saturation: 80, health: 0, foodcategory: "Vegetable" }, the only thing that will take more than a few seconds is the artwork. Once you know which files to edit, anyway. [EDIT] Several people talk about wanting mushrooms to fill some other nutrition category. Got a guess what you would have to change? Edited June 30, 2025 by Thorfinn
Maelstrom Posted June 30, 2025 Report Posted June 30, 2025 14 minutes ago, Thorfinn said: ... "*-devilstooth-*": { saturation: 80, health: -2, foodcategory: "Vegetable" }, "*-golddropmilkcap-*": { saturation: 80, health: -2.5, foodcategory: "Vegetable" }, "*": { saturation: 80, health: 0, foodcategory: "Vegetable" }, Several people talk about wanting mushrooms to fill some other nutrition category. Got a guess what you would have to change?
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