HP4You Posted November 25, 2025 Report Posted November 25, 2025 Does the "Tree Nursery" skill also affect fruit tree growth/maturation time? The TreePlantedCallback function affects tree growth, but do fruit trees share the same tree growth mechanic?
Ayden Reedhead Posted November 26, 2025 Report Posted November 26, 2025 What fuels are the best for the gourmet skill, also how well do the cooking skills work with the stone oven mod
wia Posted December 10, 2025 Report Posted December 10, 2025 Are the Xandu mods abandoned? Seems none of them have been touched since 9 September. No comments from xandu either.
Trungad Posted December 11, 2025 Report Posted December 11, 2025 Its a shame that the best vintage story mod still has stuttering issues and hasent had a meaningful update in quite some time. Still waiting and hoping for a new update!.
13attle Star Posted December 13, 2025 Report Posted December 13, 2025 I hope everything is going good. Good wishes to @Xandu and anyone else involved with the mod.
Paulo Gabbi Posted December 23, 2025 Report Posted December 23, 2025 someone need to fork this mod, it is a shame a good mod like this being abandoned 1 1
bubonicspy Posted February 14 Report Posted February 14 for the machine learning skill why wont it work on any materiel i try to make
Mako_Sense1 Posted February 16 Report Posted February 16 Mod dev probably studying, or waiting for 1.22, which is fair. Still would love an update, Its one of my favourite mods!!! I wish all the good things to the dev!
Foxtrot39 Posted February 21 Report Posted February 21 (edited) Can I get info an what govern the quality stat for the blacksmith perk? How do I know when I overheated an item before quenching it as it lowers the base quality? (hammered one at 1450°C before quenching and I get a full point lower than what I usually produce at minimum) Outside quenching and my smithing levels, is there anything else that affects the end result quality? Is there a "sweet spot" for quenching temp? Do I have to let it cool all the way down or just give it a dozen short dips? Edited February 21 by Foxtrot39
ZoliWorks Posted March 3 Report Posted March 3 (edited) On 2/21/2026 at 2:23 AM, Foxtrot39 said: Can I get info an what govern the quality stat for the blacksmith perk? How do I know when I overheated an item before quenching it as it lowers the base quality? (hammered one at 1450°C before quenching and I get a full point lower than what I usually produce at minimum) Outside quenching and my smithing levels, is there anything else that affects the end result quality? Is there a "sweet spot" for quenching temp? Do I have to let it cool all the way down or just give it a dozen short dips? I was annoyed by the quality as well cause i was constantly making rarity 5's so i dug into the code. The default values are set up so you can never really quench an item and increase it's rarity above 10. Best I could get was 10.01. Quenching is a different part of the code that I didn't look into. Metalworking skill gives a bonus to quality, caps at lvl 25 in the code. Forging the same item over and over again gives a bonus to quality, caps at 200 items forged in the code. metalworking.json configures the multiplier and the cap defined by each tier of the ability [multiplier, cap] High Roll: (Fixed Value) [Cap - 2] This defines the highest possible rarity you can roll. You cant go above it. Low Roll: (Array) [1.0 + (Skill * 0.1) * Multiplier + (Forging * 0.01), Cap * 0.5 - 1] The first value in the array defines a floor so you can never low roll an item with less than this quality while it also defines a ceiling meaning your can never increase your floor above this value. This is the part that gives meaning to progression and leveling your skill which raises your low roll floor so if you are skilled enough you will never forge an item with a quality lower than the low roll floor. Assuming skill lvl 25, forged count 200, Ability tier 2 and default config: High Roll: 10 - 2 = 8 Highest possible rarity you can roll is 8. Low Roll: [1 + (25 * 0.1) * 2 + (200 * 0.01), 10 * 0.5 - 1] = [8, 4] You are skilled enough to roll items with a minimum rarity of 8 but the code is capping the minimum rarity at 4 Quality: You are guaranteed to forge an item with at least rarity 4 but never above rarity 8. RNG does the rest randomizing the quality you get between these 2 values. Alternatively if your metalworking skill was lvl 1, your ability was still tier 2 and you were forging this item for the first time, the equation would look like this: Low Roll: [1 + (1 * 0.1) * 2 + (0 * 0.01), 10 * 0.5 - 1] = [1.2, 4] Based on your skill, you can never roll an item with a quality value of less than 1.2 Quality: You are guaranteed to forge an item with at least rarity 1.2 but never above rarity 8. RNG does the rest randomizing the quality you get between these 2 values. The more I play with xskills, the more amazed I am just how much thought went into it. Xandu handles all edge cases nicely, the logic is spot on and everything is configured quite smart. A lot of aspects of the code specifically combat possible exploits as well, such as the duplication chance when baking things in the oven. You cant spam take out - place in items to get them to dupe. If you duped an item once in the part-baked state, you cant dupe it again in the baked or charred state. Or when you heat something up, the quality goes down, so you cant quench the same item over and over again to increase it's rarity. Edited March 3 by ZoliWorks
Vessuvius Posted March 6 Report Posted March 6 (edited) Does XSkills together with XLib work on the current experimental version 1.22 pre5? I haven’t been able to get it running so far. Is there any version or fork that is compatible with this game version? If so, could someone explain what exactly is required to make XSkills work on 1.22 pre5? Edited March 6 by Vessuvius
Svuber Posted March 19 Report Posted March 19 Seems like the "Quickpan" ability in the "Digging" skill doesn't work. The speed at which you pan doesn't change, regardless of what the ability's values are.
Draceon_ Posted March 31 Report Posted March 31 Im having issues with downloading these mods, it keeps saying I need to download the dependencies but when I do nothing changes, it still says files/dependencies missing. Im on 1.21.6, is this a known bug?
Uncle Sam The Hunter Posted April 1 Report Posted April 1 Just checking in to ask which fork of Xskills is the proper one for 1.21.6 (Stable).
LDP487 Posted April 12 Report Posted April 12 Just wanted to confirm if the bug that is happening with AllRounder skill not allowing a second specialisation to be selected, has been fixed with the latest update?
Harrison Denny Posted May 21 Report Posted May 21 @Xandu Is there any way to change how fast an item cools off for smiting? If so, how would one go about doing that? I'm mainly asking this because of the patch you did where items will start cooling off immediately instead of waiting 1 minute before cooling off because with the current version of VS causing the cooling effect to be much faster and stronger me and my friends are struggling to keep up with smithing items right now, and feels like if we just use helve hammers all of the time takes the fun out smithing. I also do have heating hits maxed out and can barely outpace the cooling rate.
timelessambivalence Posted May 27 Report Posted May 27 Very much am looking forward to this mod coming back, the fork has left me with a bad taste in my mouth...
LDP487 Posted May 27 Report Posted May 27 14 minutes ago, timelessambivalence said: Very much am looking forward to this mod coming back, the fork has left me with a bad taste in my mouth... Haha yeh.. It was a good effort to try and get it to work with 1.22.. but it just doesn't work properly across multiple skills.
Dead Sigma Posted Saturday at 10:29 AM Report Posted Saturday at 10:29 AM On 5/27/2026 at 6:16 AM, timelessambivalence said: Very much am looking forward to this mod coming back, the fork has left me with a bad taste in my mouth... What exactly didn't you like about it? If there was something specific that bothered you, why not share your feedback? It's hard to improve or fix things when nobody points out what's wrong
Dead Sigma Posted Saturday at 10:33 AM Report Posted Saturday at 10:33 AM On 5/27/2026 at 6:31 AM, LDP487 said: Haha yeh.. It was a good effort to try and get it to work with 1.22.. but it just doesn't work properly across multiple skills. That's completely fair. I don't actually play Vintage Story myself, so there are a lot of gameplay-related issues that I simply can't catch on my own. I'm honestly a terrible real-world playtester Most of my testing happens during development to make sure there are no errors and that the core mechanics work as intended. Thoroughly testing every skill and perk in actual gameplay just isn't something I can realistically do by myself. Fortunately, a lot of players have been helping by reporting bugs and issues they encounter, and I try to fix those reports as quickly as possible.
Dead Sigma Posted Saturday at 10:35 AM Report Posted Saturday at 10:35 AM On 5/21/2026 at 3:17 PM, Harrison Denny said: @Xandu Is there any way to change how fast an item cools off for smiting? If so, how would one go about doing that? I'm mainly asking this because of the patch you did where items will start cooling off immediately instead of waiting 1 minute before cooling off because with the current version of VS causing the cooling effect to be much faster and stronger me and my friends are struggling to keep up with smithing items right now, and feels like if we just use helve hammers all of the time takes the fun out smithing. I also do have heating hits maxed out and can barely outpace the cooling rate. Sorry, that's on me. I wanted to make the system a bit more realistic, but after more testing and feedback, players started reporting that it felt unbalanced. I've already adjusted it and added a 15-second delay before workpieces start cooling down. Even without the Heating Hits perk, you should have enough time to work on a piece comfortably, and with the perk it should be even easier!)
timelessambivalence Posted Saturday at 12:15 PM Report Posted Saturday at 12:15 PM 1 hour ago, Dead Sigma said: What exactly didn't you like about it? If there was something specific that bothered you, why not share your feedback? It's hard to improve or fix things when nobody points out what's wrong Mostly just the feel of it. Not a fan of the AI use for images for cover art or with the UI mod, unsure if I trust the code not to follow after that, then there was a whole debacle with 'gilded' after someone tried to clean up the AI usage which really doesn't help my suspicions. Don't feel much of a need to bring this up to the author of the fork after the aforementioned debacle, even if admittedly I am only privy to the bare basics of the non-ai version existing, then being taken down and the source code for gilded being, apparently, hidden thereafter. Would just like a version that doesn't touch AI which I am hopefully optimistic would be the case with the original author.
Recommended Posts