Facethief Posted February 9 Report Posted February 9 All of the new berries in the handbook look really interesting! Overall, the new preview version seems really polished, and definitely improves on the game feel.
Dark Thoughts Posted February 9 Report Posted February 9 2 hours ago, Teh Pizza Lady said: so what you're saying is that in order to lose weight I just need to eat a bunch of shrooms. By the time I come down off my trip I'll be a few pounds lighter from having voided the contents of my stomach several times over? Technically you want to not puke because you want to continue to digest the good stuff for the trip. Unless you're some esoteric shaman who may believe that you also vomit out all that bad energy with it. Generally I would advice against vomiting if you can avoid it as the acid is extremely damaging to your pipes and teeth - and based on people with bulimia purging can become a sort of addictive disorder.
Teh Pizza Lady Posted February 9 Report Posted February 9 22 minutes ago, Dark Thoughts said: Technically you want to not puke because you want to continue to digest the good stuff for the trip. Unless you're some esoteric shaman who may believe that you also vomit out all that bad energy with it. Generally I would advice against vomiting if you can avoid it as the acid is extremely damaging to your pipes and teeth - and based on people with bulimia purging can become a sort of addictive disorder. just getting ideas for my mod Expanded Stomach... eating too many shrooms might have adverse affects on the player... . //media.invisioncic.com/r268468/emoticons/wink.png
LebenTod Posted February 10 Report Posted February 10 On 2/8/2026 at 3:25 PM, Saraty said: Yea I agree, spear changes are too drastic. They will most likely be adjusted. I believe the game would benefit more from buffing underused weapons than from nerfing the popular ones.
GeloBledo Posted February 10 Report Posted February 10 Awesome. My question, Can we get the new traders and world changes to work in old worlds or have to start a entirely new world. One thing that has killed off games for me and my wife is constantly having to re start every a update comes out. Games like Minecraft, 7 days to die, ect we have stopped playing because of this. We dont get to play very much together and often times dont get close to Mid game in most games before a update comes around and makes us start again. I dont want this to be the case in Vintage story. We both very much enjoy the game and have had to start over a few times. She is losing interest in the game. I feel like one more update where we have to re start will cause her to not play the game any more.
TFT Posted February 10 Report Posted February 10 12 hours ago, williams_482 said: Falxes should be updated to include an armor penetration ability, while rust monsters and mechanicals should be updated to have fewer hit points but some amount of innate armor of the same tier as their attack. Technically already does by having an attack tier. Spears have 0 no matter what material, but since only players have an armor tier the only time it matters is in pvp. Monsters having an armor tier matching their attack would incentivize bringing a falx and keeping up with its upgrades. 11 hours ago, LadyWYT said: If the melee damage is too high Blackguard will be too strong, since the extra reach makes it harder for a target to get away from a brawl. If the ranged damage is too low, then a lot of players are going to be upset, since I think more players tend to throw spears than use them in melee. On paper, reach sounds important but in practice it doesn't matter. There's a lot more going on than just raw damage numbers as well. An extra 30% on harder hitting spears sounds pretty good, but wont change that the things you want dead fast ignore the range advantage and close the distance regardless. Bears are very fast and hit like a truck, and brown bears have the speed and reach to make any kind of melee suicidal. If you're still afraid of spear damage being too OP then consider if monsters had some intrinsic armor then any cheese with spears would fall flat and your extra damage wont be helping much. All this is also ignoring that spears attack slower than a falx, which makes having a falx preferable to have as a blackguard for mulching things up in your face several seconds faster than with an equivalent spear. Another thing is the new quenching mechanics can greatly increase damage from any melee weapon which is going to benefit blackguards a lot more than having spears have damage parity with falxes. Swords getting crit chance from sharpening also benefits blackguards. Hunters on the otherhand get nothing to synergize with. Balance should be done around the commoner as a baseline. I don't see a problem with the melee fighter being really good at melee. 2
Maelstrom Posted February 10 Report Posted February 10 8 hours ago, GeloBledo said: Awesome. My question, Can we get the new traders and world changes to work in old worlds or have to start a entirely new world. One thing that has killed off games for me and my wife is constantly having to re start every a update comes out. Games like Minecraft, 7 days to die, ect we have stopped playing because of this. We dont get to play very much together and often times dont get close to Mid game in most games before a update comes around and makes us start again. I dont want this to be the case in Vintage story. We both very much enjoy the game and have had to start over a few times. She is losing interest in the game. I feel like one more update where we have to re start will cause her to not play the game any more. You can keep your old world. New terrain features (like new trader outposts and rivulets) will only come up in new chunks. Existing chunks will retain their original features, including traders. New mechanics, like blacksmithing are not dependent on the terrain. 1
williams_482 Posted February 10 Report Posted February 10 9 hours ago, GeloBledo said: Awesome. My question, Can we get the new traders and world changes to work in old worlds or have to start a entirely new world. One thing that has killed off games for me and my wife is constantly having to re start every a update comes out. Games like Minecraft, 7 days to die, ect we have stopped playing because of this. We dont get to play very much together and often times dont get close to Mid game in most games before a update comes around and makes us start again. I dont want this to be the case in Vintage story. We both very much enjoy the game and have had to start over a few times. She is losing interest in the game. I feel like one more update where we have to re start will cause her to not play the game any more. As Maelstrom said, you can keep your old world, and new things will generate in new chunks (with occasional oddities). You can also use commands to regenerate parts of the map of an existing world, if you've explored extensively and want some newgen terrain closer to home. 1
vicwarrior Posted February 10 Report Posted February 10 Am i the only one looking forward to the fat/oil rework? Really hoping it means we can farm our way into oil lamps or mass mechanical lubrication. Having giant mechanical projects stall for a lack of fat always felt awful, particularly with how slow pigs breed. As well as making oil lamps viable, rn they feel like an awful waste of fat. Hoping making mass mechanicals more viable is also an opening for more jonastech or machines to help with the grind. 1
Facethief Posted February 10 Report Posted February 10 15 minutes ago, vicwarrior said: Am i the only one looking forward to the fat/oil rework? Really hoping it means we can farm our way into oil lamps or mass mechanical lubrication. Having giant mechanical projects stall for a lack of fat always felt awful, particularly with how slow pigs breed. As well as making oil lamps viable, rn they feel like an awful waste of fat. Hoping making mass mechanicals more viable is also an opening for more jonastech or machines to help with the grind. You can definitely have renewable oil for lamps, but it seems as if you can’t use olive oil for mechanical parts. I expect that linseed oil will be used for mechanical parts and olive oil will be used only for lamps, but I’m not sure.
Ravensblade Posted February 10 Report Posted February 10 3 hours ago, Maelstrom said: You can keep your old world. New terrain features (like new trader outposts and rivulets) will only come up in new chunks. Existing chunks will retain their original features, including traders. New mechanics, like blacksmithing are not dependent on the terrain. If i use command to delete already generated chunks, would that make them generate according to new patch including traders?
Maelstrom Posted February 10 Report Posted February 10 I would expect that to be the case, but I'd want others more experienced in those technicalities to confirm that is the case.
Dark Thoughts Posted February 10 Report Posted February 10 If glacier ice is going to melt, how is that going to be handled when water moving is disabled? Does this not mean you can create water source blocks with glacier ice?
Professor Dragon Posted February 11 Report Posted February 11 (edited) Fantastic update. Thank you! As well as the new feature updates, many of the little issues that I've encountered have been addressed. Who knows what the performance features do behind the scenes, but that can only be good. I was going to pull out some of the features/fixes that I liked, but it's practically the whole list <SNIP!> Nibblers: We've discovered a bug that prevented animals like hares from eating player-planted crops since 1.19. This is now fixed. Make sure to protect your crops! Added cabinets and much improved storage system, allowing voxel-precision mixed item placing on cabinets, including books, clothing, chiseled figurines, all previously storable 1.21 items, and more! Cabinets are wood typed and can be upgraded with cabinet doors. Added mannequins to display your clothing Major forge rework. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more Fully rebuilt trader outposts Two new farm-able crops: Fennel and Licorice - Eight new Mushrooms Four new flowers: Bluebell, Ghost pipe, Daffodils and Mugwort Sleek doors texture rework and they now have a glass window Added 8 new variants of storage vessels Added survival mode craftable clay tiles Fixed: Resonance Archives gasifier would burn fuel too quickly Fixed: Baking an item in an oven would reset the spoilage timer Fixed: Animals would never eat planted crops Tweak: Add chiselable full block stone path Handbook improvements Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks. Stone paths now use wildcards to randomize texture, rather than alternates. Fixed: Pie dough sides were unusually dark when placed besides blocks Lots of internal preparatory work for foot steps sounds Tweak: Performance tweaks Tweak: Command Tweaks: Wood ladders can be sawed back into boards Ladders made entirely of sticks have their own model, separate from ladders made from planks Fixed: Fixes npc dialogue link text cut off in some cases Fixed: Armor stands could only be placed at edges of blocks Fixed: Color accurate worldmap: Still used vintage colors until the map was opened Fixed: Rotation of clayforming for watering cans matches output Added crowbar for easier removal of wooden beams Added crock labels for fruit jam Placed backpacks can now be opened New Sound Tracks Feature: New collectibles and craftables eature: Added pot pies - this allows you to create mixed meat & vegetable pies Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Feature: Added in-wall mechanical power axles Awwww! Tweak: Can no longer grid craft stuff from hot items Fixed: Luxury trader was still selling gold omok pieces <End snip> It's going to be a long wait though until the stable version is out . . . counting the days . . . Edited February 11 by Professor Dragon
Martin Horváth Posted February 11 Report Posted February 11 On 2/9/2026 at 9:48 AM, Dilan Rona said: Bowls with hot food (over 100 deg celcius) are too hot to handle with the hands now. It works normally once the temperature gets around 90 deg celcius and below It makes sense if it's the cooking pot, since that was on the heat, but a bowl shouldn't get 100 degrees just because the food is hot inside. 1
Chlamydia Posted February 11 Report Posted February 11 Hey! This update really looks cool and improves VS significantly in the right direction! I would however gladly trade this grinding wheel crit bonus for tool repair. VS is pretty realistic and I don't like the fact that every metal tool is not repairable and durability is so low. https://mods.vintagestory.at/grindstones You can repair a tool but overall durability is reduced each time (configurable), so you need to replace it one day anyway. Is it possible for you to consider such a change? Even as an option in game server settings. 2
Dilan Rona Posted February 11 Report Posted February 11 It does heat up in real life as well (well maybe not immediately), so that change regarding the bowl makes sense to me.
Martin Horváth Posted February 11 Report Posted February 11 13 minutes ago, Dilan Rona said: It does heat up in real life as well (well maybe not immediately), so that change regarding the bowl makes sense to me. I'm a cook but you don't have to be a cook to know that an eating bowl doesn't get 100 degrees Celsius because the food is... holding a bowl of food with tongs makes more sense????? 1
TFT Posted February 11 Report Posted February 11 41 minutes ago, Dilan Rona said: It does heat up in real life as well (well maybe not immediately), so that change regarding the bowl makes sense to me. The bowl is too hot so you burn yourself and take damage holding it, but as long as you have some tongs you can eat boiling hot food no problem. Makes sense to me.
Duzzit Posted February 11 Report Posted February 11 I've got the latest patch to play around with it, but I just can't seem to make the water wheel work. it just says suitable water blocks available 0 even when i spawn in the rapid water, or flew around to find some natural water that I'm fairly sure is rapid. I've even tried to copy the design/setup on the picture for the patch but i just seem to get nothing from it. What am I missing? (or is it still just not working yet)
MKMoose Posted February 11 Report Posted February 11 4 minutes ago, Duzzit said: I've got the latest patch to play around with it, but I just can't seem to make the water wheel work. it just says suitable water blocks available 0 even when i spawn in the rapid water, or flew around to find some natural water that I'm fairly sure is rapid. I've even tried to copy the design/setup on the picture for the patch but i just seem to get nothing from it. What am I missing? (or is it still just not working yet) As it is coded currently, it seems that it will only detect suitable power source blocks when fully constructed. And at the same time, there seems to be a bug that makes it impossible to build it.
Duzzit Posted February 11 Report Posted February 11 10 minutes ago, MKMoose said: As it is coded currently, it seems that it will only detect suitable power source blocks when fully constructed. And at the same time, there seems to be a bug that makes it impossible to build it. Yeah it states to follow tooltip instructions to build it once its placed down, but I'm not seeing anything. 1
williams_482 Posted February 11 Report Posted February 11 (edited) 4 hours ago, Chlamydia said: Hey! This update really looks cool and improves VS significantly in the right direction! I would however gladly trade this grinding wheel crit bonus for tool repair. VS is pretty realistic and I don't like the fact that every metal tool is not repairable and durability is so low. https://mods.vintagestory.at/grindstones You can repair a tool but overall durability is reduced each time (configurable), so you need to replace it one day anyway. Is it possible for you to consider such a change? Even as an option in game server settings. I recently tried out the Smithing Plus mod, which has a system like this, and I did not like it very much. Every time a tool broke I got a broken tool head that needed a little extra material to repair into a functional tool that would last slightly less time than it's predecessor. That toolhead took up an inventory slot that a broken tool would normally free up, and the process of repairing and restoring these tools to get less and less back each time quickly began to feel tedious. It just wasn't worth the bother relative to the vanilla approach of using up the tool and making a new one, while simultaneously making mining new metals feel less worthwhile. I've heard plenty of people ask for this sort of system, and plenty of good things about this mod, but I found I strongly prefer the vanilla balancing. No it's not realistic, but realistic tool durability makes mining more than the bare minimum of copper, tin, and iron largely pointless and the player should feel pressure to keep gathering more metals. Edited February 11 by williams_482 3
LadyWYT Posted February 11 Report Posted February 11 1 hour ago, williams_482 said: I recently tried out the Smithing Plus mod, which has a system like this, and I did not like it very much. Every time a tool broke I got a broken tool head that needed a little extra material to repair into a functional tool that would last slightly less time than it's predecessor. That toolhead took up an inventory slot that a broken tool would normally free up, and the process of repairing and restoring these tools to get less and less back each time quickly began to feel tedious. It just wasn't worth the bother relative to the vanilla approach of using up the tool and making a new one, while simultaneously making mining new metals feel less worthwhile. I've heard plenty of people ask for this sort of system, and plenty of good things about this mod, but I found I strongly prefer the vanilla balancing. No it's not realistic, but realistic tool durability makes mining more than the bare minimum of copper, tin, and iron largely pointless and the player should feel pressure to keep gathering more metals. I've not tried out Smithing Plus, but I used XSkills a lot back in the day for similar reasons. Metal was expensive, and recycling the material was an interesting prospect. Except, having a broken tool take up an inventory slot is a bit annoying, since then you have to stop what you're doing and go home to retrieve a new tool if you didn't already have a new tool with you in order to keep working. Basically, just a net loss of an inventory slot, and making tasks take longer overall due to the back-and-forth nature of it all. Yes, it's probably possible to just repair the tool before it actually breaks, but that in itself can feel wasteful if there was still durability to be used before it really needed repair. There was also the problem with steel; steel bits couldn't be recycled, since there's nothing in the game currently hot enough to smelt steel. Overall, I agree, the vanilla system isn't the most realistic thing, but the balancing works when it comes to videogame logic. When a tool breaks, that's an inventory slot freed up. If a tool is about to break, it's easy enough to bring another one with you so you can keep working instead of needing to go home. It also makes sense that the player will need to actually seek out more raw ore from time to time, instead of essentially just find a single deposit and never needing to find more for the rest of the game, especially on long-lived worlds. The new tempering system should give players even more control over how long their tools last, depending on how they decide to work the metal when forging. 2
MKMoose Posted February 11 Report Posted February 11 2 hours ago, williams_482 said: Every time a tool broke I got a broken tool head that needed a little extra material to repair into a functional tool that would last slightly less time than it's predecessor. That toolhead took up an inventory slot that a broken tool would normally free up, and the process of repairing and restoring these tools to get less and less back each time quickly began to feel tedious. 1 hour ago, LadyWYT said: Except, having a broken tool take up an inventory slot is a bit annoying, since then you have to stop what you're doing and go home to retrieve a new tool if you didn't already have a new tool with you in order to keep working. Basically, just a net loss of an inventory slot, and making tasks take longer overall due to the back-and-forth nature of it all. One thing that Vintage Story excels at which I find people really don't appreciate enough is that there's very little inventory clutter. And when there are any sort of items which don't have any significant uses, they are almost always picked up voluntarily. I can grab a couple specific tools that I need, a bowl of food and some other necessities, run off to do a specific task, and when I come back I just put back those tools and a full inventory of exactly the resources I set out to acquire in the first place. There's almost no additional clutter that I have to choose to either keep or throw away to make space for the stuff I actually initially wanted. One thing that was really annoying me when I tried Hytale was that swinging a weapon would destroy plants and some clutter, which meant a whole bunch of items dropping onto the ground. So I would go somewhere to do something, and while fighting three monsters or animals on the way I would inadvertently collect 3x grass, 1x stick, 2x purple petals, 1x yellow petals, 1x stone rubble and 3x green moss. It was genuinely infuriating after the 10th or 20th time. Vintage Story isn't completely free of similar problems, especially if you start collecting broken vessels, crops and so on, but I find that it's still ahead of most similar games especially considering that I've not felt these problems despite inventory space being more limited that in those other games. As a general rule, if I don't interact with it deliberately, don't shove anything into my inventory - anything that doesn't respect this ends up being annoying and undesirable, and broken toolheads fall squarely into that category. That's, side note, one of the less commonly mentioned reasons why monsters and animals arguably shouldn't have more varied loot (unless butchering gets made into a more developed mechanic, then you'd be carrying whole animals back home anyways). It can already be taxing on inventory space to return from a hunting trip with 2x flax fibers, 2x bone arrow, 10x red meat, 2x poultry, 3x bushmeat, 2x fat, 2x medium hide, 1x raccoon hide, 1x fox hide, 8x bone and 2x small bones, so having a whole bunch of extra variety on top would easily end up difficult to manage. This also tends to be a pretty big high-level design issue with many mods like Wildcraft - having a whole multitude of rock types, wood types, crop species and so on is already sometimes annoying to manage in the vanilla game, and having more things that serve only to create more variety is sometimes just not helpful. This is also why I'm gonna be looking out for the berry bush rework, and making sure to communicate it appropriately that there shouldn't be more than a couple species fruiting at the same time. I would be generally interested in managing used metal in various ways, like recasting, reforging into smaller tools, all of that, but it risks just adding more clutter at practically no benefit besides realism. A related alternative could lie in tool maintenance that is expected to be done in the field or when putting a tool away, primarily in the form of sharpening and oiling. It could be much more engaging to make it so that the player can maintain their weapons, tools and armor with care to improve their effectiveness and lengthen their lifetime, without making the player carry scraps with them. If you've seen a real scythe, then you may have seen it sharpened every couple minutes of mowing. If reforging or recasting is the goal, then I would at the very least look into allowing to break down all metal items into bits before they break and getting variable reward depending on durability, so that the player doesn't feel forced to use them up entirely in order to then reprocess. 7
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