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Posted

I've played this game for 500 hours or more, so not too much, and over that time I've wanted one small thing: to go to the Moon (or at least low Earth orbit). Many people would say, "Why not just play a game that's themed around space travel?" But none of those games are as satisfying in terms of progression as Vintage Story. I just want to Dr. Stone my way to space. I want to spend 1,000 hours building a single rocket carrying an unmanned satellite. If I had the money, I would pay a team of modders to build out the infrastructure of mods needed to eventually lead to spacecraft construction, however im a broke college student, I hope someone with either the money or the modding skills, and a similar passion, has the same thought.

 

(I have not made or interacted with any community posts before, but I felt the need to share this idea. If this isn't the right place for that, please let me know.)

  • Like 3
Posted (edited)

I understand that mods exist to turn a game into anything else one wants and seeing as TOBG also had space mods ages ago, the idea might not be as far-fetched as I think it is; but I still gotta ask - what specially made you look at a medieval-levels-of-primitive-technology wilderness survival experience and think "Yes, what this needs is to build a post-modern-age solid space ship to explore other planets?

You mentioned that Vintage Story's progression system is the most satisfying compared to other, dedicated slow-progression space-themed games (like Space Engineer; Minecraft but in space) yet all I see thinking about it that way is so much tedium it couldn't possibly be fun. It falls into the same discussion category as realistic trains; just imagine how much steel you would need to build a rocket. And now think about how much work it takes to make a single steel ingot. Not to mention making reasonable rocket fuel using baseline "throw rock in crusher to make powder, mix powder in barrel and wait" chemistry. The prospect of spending 1000h just to make your first unmanned rocket sounds like a fancy and motivating goal, until you realized it would just mean doing the exact same 3 loops for those 1000h. Mine iron ore, smelt into steel, mix fuel.

Edited by Rainbow Fresh
  • Like 3
Posted (edited)
1 hour ago, Rainbow Fresh said:

I understand that mods exist to turn a game into anything else one wants and seeing as TOBG also had space mods ages ago, the idea might not be as far-fetched as I think it is; but I still gotta ask - what specially made you look at a medieval-levels-of-primitive-technology wilderness survival experience and think "Yes, what this needs is to build a post-modern-age solid space ship to explore other planets?

You mentioned that Vintage Story's progression system is the most satisfying compared to other, dedicated slow-progression space-themed games (like Space Engineer; Minecraft but in space) yet all I see thinking about it that way is so much tedium it couldn't possibly be fun. It falls into the same discussion category as realistic trains; just imagine how much steel you would need to build a rocket. And now think about how much work it takes to make a single steel ingot. Not to mention making reasonable rocket fuel using baseline "throw rock in crusher to make powder, mix powder in barrel and wait" chemistry. The prospect of spending 1000h just to make your first unmanned rocket sounds like a fancy and motivating goal, until you realized it would just mean doing the exact same 3 loops for those 1000h. Mine iron ore, smelt into steel, mix fuel.

At least speaking for myself (who would like that as well). The reason I play this game has nothing whatsoever to do with medieval, wilderness survial or primitive technologies. I can say the same was true when I played Wurm Online/Unlimited for 10 years it was not because it was set in medieval times nor was it because it was 'low fantasy'.

So there is that anyway

Edited by CastIronFabric
Posted

It's satisfying because it's tedious and difficult. To quote a great man: "Do not pray for easy lives. Pray to be stronger Seraph" modified JFK quote,

I grew up playing Minecraft, but the progression loop is easy, even with more difficult mods.

However, in Vintage Story, even if you're particularly good, the power creep is small. Even when you reach steel, you're not suddenly able to mow through mountains. It's much more grounded, and to me that's why building a rocket is so appealing: it's the culmination of all that work.

Posted

I wouldn't mind seeing a Galacticraft-style mod for VS, but I also agree with @Rainbow Fresh. While anything goes in the modded realm, it's fairly difficult to put something like space travel into a game focused on medieval technology and survival, without things feeling very out-of-place. That's probably why we haven't seen such a mod yet--it'd be a LOT of work just making the space part and then a LOT of work trying to make all the different tech to even allow the player to make space-age stuff. From a coding standpoint, that is, I don't think the workload for the player matters as much.

As for TOBG, it's been around longer so space mods have had more time to be developed, but TOBG also has the advantage of having a rather whimsical nature that's not particularly grounded in reality. So no one's going to be asking too many questions about slapping some metal plates together and going to the moon when the character can also glue diamonds together into a pickaxe and visit biomes made entirely out of mushrooms.

  • Like 1
Posted
14 hours ago, LadyWYT said:

I wouldn't mind seeing a Galacticraft-style mod for VS, but I also agree with @Rainbow Fresh. While anything goes in the modded realm, it's fairly difficult to put something like space travel into a game focused on medieval technology and survival, without things feeling very out-of-place. That's probably why we haven't seen such a mod yet--it'd be a LOT of work just making the space part and then a LOT of work trying to make all the different tech to even allow the player to make space-age stuff. From a coding standpoint, that is, I don't think the workload for the player matters as much.

As for TOBG, it's been around longer so space mods have had more time to be developed, but TOBG also has the advantage of having a rather whimsical nature that's not particularly grounded in reality. So no one's going to be asking too many questions about slapping some metal plates together and going to the moon when the character can also glue diamonds together into a pickaxe and visit biomes made entirely out of mushrooms.

So the idea is this. You start the game in the Stone age (year zero) by the time you get to Steel you are still in 'Middle Ages' but its no longer the stone age and its no longer year zero.

So what do you do then? you keep going. You go into Steam then Industrial revolution then Cars then computers then space. I do not think becasue a game is currently set in Medieval Ages that it means the clock needs to stop ticking and most only remain in that era. I do not think there are any rules that time can not move forward.

Posted
8 minutes ago, CastIronFabric said:

So the idea is this. You start the game in the Stone age (year zero) by the time you get to Steel you are still in 'Middle Ages' but its no longer the stone age and its no longer year zero.

So what do you do then? you keep going. You go into Steam then Industrial revolution then Cars then computers then space. I do not think becasue a game is currently set in Medieval Ages that it means the clock needs to stop ticking and most only remain in that era. I do not think there are any rules that time can not move forward.

Time moves on, so does technology and most importantly society. If you were to put everything from cars over computers to spaceships into the same game with the same level of detail, who is to interact with all of that? Why were they to be interacting with all of this? Seeing how it's already a pain navigating the landscape on foot or elk, imagine how well your average 80s car would fare. You'd need to build roads and tunnels of notable sizes to get anywhere. What is the point when all this game is about, beyond survival and it's incomplete story, is exploration? You are done exploring by the time you build a road there. Same for the computer. You'd have to invent the machine, build the machine, then code anything to work on the machine and for what? Sure, in this case there could be an open community sharing readily made programs much like Minecraft's Computercraft. But even then I have found little use for them computers over there despite loving the mod and loving coding myself. A computer would not add anything meaningful to the game's progression that a single Seraph could reasonably fathom. Unless you forcibly make it a hard requirement for space age tech, in which case it's just a really fancy building block. Spaceships and everything around space exploration atleast has that - exploration. There is something to do past the point of building the rocket for the sake of building the rocket. You can use it to unlock more content, unlock more game. But then again, circling back to the opening statement: The reason why a game like this plays in medieval times and why it, reasonably, stays within these confines is because humanity scales exponentially. It is feasable to believe a single Seraph can smith a set of armor. Build a castle of stone. And build some funky Jonas Tech doodads that someone else already invented, using fantasy materials. And even then we build only small gadges, not something like the resonance archives ourselves. Everything from the industrial age onwards is, well, industrial. Using hundreds of manpower on top ever expanding factory machinery to produce things that make a Seraph smelting some steel ingots in a brick furnace look like baby's first lego tower in a world building 100 story tall skyscrapers around it.

Which means, as was the primary point LadyWYT brought up, would - even if you game-ify it and wash everything down to a short-cut size fit for a single Seraph to handle on their own, still required coding the accumulated equivalent of all that technological progress on the same scale as the rest of the game is done. Which the rest of the game had it easy because it is literally based on "primitive technology".

So yes, time keeps moving and people would keep progressing and there surely are those three chosen ones that would be willing to spend a literal 2500h building a spaceship by hand. The consideration that the game is limiting itself to medieval times not just for the setting's sake still persist however. In order to go from industrial to space age with the same level of depth, immersion and effort as the rest of the game would require basically modding an entire second game inside of the game. Something you'll not find a modder willing to do around every other corner.

Posted

Look at Factorio. Building your first rocket involves creating an entire industrial base, often with multiple generations of factories to build the things you need to build the things you need to build your rocket, with automated systems mining distant ore deposits, pumping and processing oil, and transporting materials and intermediate components around. The Seraph does all that alone and none of the humans take note?

VS isn't exactly medieval, it looks like things were in something like our Renaissance and the early stages of an industrial revolution, but they were just starting to experiment with unpowered flight. However, alongside their clockpunk/steampunk machinery, they also had technologies like teleportation, and might have taken a completely different approach that could get there much sooner if things hadn't been interrupted.

  • Like 1
Posted
2 hours ago, Rainbow Fresh said:

So yes, time keeps moving and people would keep progressing and there surely are those three chosen ones that would be willing to spend a literal 2500h building a spaceship by hand.

The thing about really grindy games too is they remain extremely niche because of the grind. Vintage Story, at least currently, seems to be planned around an average of 100 real life hours of play to complete the general tech tree and main story. Requiring the player to invest several hours in a world in order to progress can tie the player to the world more closely, but it's also very easy to push that requirement too far, and many players like to start new worlds fairly often in order to have a change of scenery, replay the progression, play with friends, or just try a new class/modlist. Some players already complain about the current VS time requirements being too demanding. I don't see most players being excited about dumping thousands of hours of real time into trying to go from "caveman to cosmos". It'd be fun for a single challenge playthrough, but it's not going to be particularly fun to replay. It's also going to get really frustrating for players who like the space stuff but don't enjoy the slog of primitive tech that comes before it, or players that only enjoy the more primitive tech but not the space stuff(they will get outclassed in multiplayer, and that's never fun).

Posted (edited)
3 hours ago, Rainbow Fresh said:

Time moves on, so does technology and most importantly society. If you were to put everything from cars over computers to spaceships into the same game with the same level of detail, who is to interact with all of that? Why were they to be interacting with all of this? Seeing how it's already a pain navigating the landscape on foot or elk, imagine how well your average 80s car would fare. You'd need to build roads and tunnels of notable sizes to get anywhere. What is the point when all this game is about, beyond survival and it's incomplete story, is exploration? You are done exploring by the time you build a road there. Same for the computer. You'd have to invent the machine, build the machine, then code anything to work on the machine and for what? Sure, in this case there could be an open community sharing readily made programs much like Minecraft's Computercraft. But even then I have found little use for them computers over there despite loving the mod and loving coding myself. A computer would not add anything meaningful to the game's progression that a single Seraph could reasonably fathom. Unless you forcibly make it a hard requirement for space age tech, in which case it's just a really fancy building block. Spaceships and everything around space exploration atleast has that - exploration. There is something to do past the point of building the rocket for the sake of building the rocket. You can use it to unlock more content, unlock more game. But then again, circling back to the opening statement: The reason why a game like this plays in medieval times and why it, reasonably, stays within these confines is because humanity scales exponentially. It is feasable to believe a single Seraph can smith a set of armor. Build a castle of stone. And build some funky Jonas Tech doodads that someone else already invented, using fantasy materials. And even then we build only small gadges, not something like the resonance archives ourselves. Everything from the industrial age onwards is, well, industrial. Using hundreds of manpower on top ever expanding factory machinery to produce things that make a Seraph smelting some steel ingots in a brick furnace look like baby's first lego tower in a world building 100 story tall skyscrapers around it.

Which means, as was the primary point LadyWYT brought up, would - even if you game-ify it and wash everything down to a short-cut size fit for a single Seraph to handle on their own, still required coding the accumulated equivalent of all that technological progress on the same scale as the rest of the game is done. Which the rest of the game had it easy because it is literally based on "primitive technology".

So yes, time keeps moving and people would keep progressing and there surely are those three chosen ones that would be willing to spend a literal 2500h building a spaceship by hand. The consideration that the game is limiting itself to medieval times not just for the setting's sake still persist however. In order to go from industrial to space age with the same level of depth, immersion and effort as the rest of the game would require basically modding an entire second game inside of the game. Something you'll not find a modder willing to do around every other corner.

The programming involved to make this happen would be huge, the amount of game play required for gamers to learn would likely last them a lifetime, so I am not sure it would be possible functionally.

However, my point was there is not some arbitrary rule (written or otherwise) that causes a violation on game play to make gameplay progress beyond Medieval Ages, nevermind the fact that the game itself STARTS in STONE age not Medieval age.

Now the Developers might have stated they do not want to make the game past Medieval Ages and that is fine, but that does not mean it could not happen if they had a different view on the subject simply because the game is 'set in the Middle Ages' which by the way could be argued it does not in the first place.

That was my only point.

 

Edited by CastIronFabric
Posted
48 minutes ago, CastIronFabric said:

However, my point was there is not some arbitrary rule (written or otherwise) that causes a violation on game play to make gameplay progress beyond Medieval Ages, nevermind the fact that the game itself STARTS in STONE age not Medieval age.

Now the Developers might have stated they do not want to make the game past Medieval Ages and that is fine, but that does not mean it could not happen if they had a different view on the subject simply because the game is 'set in the Middle Ages' which by the way could be argued it does not in the first place.

Steam technology is the furthest technological advancement that the devs have indicated is on their roadmap, which is probably the first major roadblock to getting a rocket. Steam powers a LOT of things even today.

However we can take clues from what exists in the game to figure out where it is currently. The game is currently locked somewhere around the threshold between Antiquity and the early medieval period -- pre-gunpowder, pre-industrial, essentially capped right before the kind of technological leap that would take it from "blacksmith and forge" to "steam-driven machinery." The roadmap's steam tech would represent a jump of well over a thousand years past where the tech tree currently ends, which tracks with why it's framed as a major future content arc rather than an incremental update.

And yes I know blasting powder exists, but it's only used for ore bombs which is an early form of dynamite and doesn't automatically propel the game to the gunpowder era (13-14th century) because gunpowder existed in China as early at the 9th century and was used for mining, incendiaries and fireworks. In fact if you look closely at where each technology in the game exists, you can clearly see the pattern emerge:

  • Power source -- Manual labor and wind power. No combustion or steam engines (yet). Steam power is the bottleneck for the industrial age which is the gatekeeper for anything related to space travel.
  • Metallurgy ceiling -- hard locked to the bloomery and cementation furnace. No industrial blast furnaces yet or even on the roadmap. Lack of industrial processes for steel presents a troublesome roadblock for achieving space travel as well as the inability to make the steel alloys needed for space travel.
  • Armor/combat -- Steel plate armor is the pinnacle (pre 1.23) and weaponry is capped at falx blades, spears, and bows and arrows

Notably lacking is any sort of process or technology that could propel the game beyond the medieval period and into the industrial revolution needed to create a space rocket. Also lacking, as mentioned before, are the metal alloys needed to actually build rockets, namely: Alloy/tool steels combining manganese, chromium, and even tungsten to the simple carbon steel we have now; Aluminum, which was not even known to exist and only later found to exist in bauxite (surprise!); nickel-based alloys (specifically Inconel), which would be 100% required to even build the rockets and rocket engines needed for space travel, not to mention all of their refining processes; Titanium, which was almost impossible to refine properly until the 20th century; and all of the rare-earth metals needed to build the guidance and computing systems of the rocket itself, assuming you weren't just planning to strap yourself to a sustained explosion and not only survive, but make it back to earth in one piece. 

And that doesn't even take into account:

  • Extrusion -- needed to create metal wires
  • Electric generation and storage
  • Discrete electronics such as resistors, capacitors, transistor/vacuum tubes
  • Instrumentation such as dials or digital readouts

And even then, after all that is complete, you still have to find a way to fuel it all because rocket fuel wasn't made from coal or charcoal dust, so we're going to need to add petroleum to the game as well as all of ITS refining processes...

I mean if you really want a mod that does *ALL* of this, then I mean... good luck. It's not a project I'd want to tackle, that's for sure.

  • Like 2
Posted (edited)
17 hours ago, Teh Pizza Lady said:

Steam technology is the furthest technological advancement that the devs have indicated is on their roadmap, which is probably the first major roadblock to getting a rocket. Steam powers a LOT of things even today.

However we can take clues from what exists in the game to figure out where it is currently. The game is currently locked somewhere around the threshold between Antiquity and the early medieval period -- pre-gunpowder, pre-industrial, essentially capped right before the kind of technological leap that would take it from "blacksmith and forge" to "steam-driven machinery." The roadmap's steam tech would represent a jump of well over a thousand years past where the tech tree currently ends, which tracks with why it's framed as a major future content arc rather than an incremental update.

And yes I know blasting powder exists, but it's only used for ore bombs which is an early form of dynamite and doesn't automatically propel the game to the gunpowder era (13-14th century) because gunpowder existed in China as early at the 9th century and was used for mining, incendiaries and fireworks. In fact if you look closely at where each technology in the game exists, you can clearly see the pattern emerge:

  • Power source -- Manual labor and wind power. No combustion or steam engines (yet). Steam power is the bottleneck for the industrial age which is the gatekeeper for anything related to space travel.
  • Metallurgy ceiling -- hard locked to the bloomery and cementation furnace. No industrial blast furnaces yet or even on the roadmap. Lack of industrial processes for steel presents a troublesome roadblock for achieving space travel as well as the inability to make the steel alloys needed for space travel.
  • Armor/combat -- Steel plate armor is the pinnacle (pre 1.23) and weaponry is capped at falx blades, spears, and bows and arrows

Notably lacking is any sort of process or technology that could propel the game beyond the medieval period and into the industrial revolution needed to create a space rocket. Also lacking, as mentioned before, are the metal alloys needed to actually build rockets, namely: Alloy/tool steels combining manganese, chromium, and even tungsten to the simple carbon steel we have now; Aluminum, which was not even known to exist and only later found to exist in bauxite (surprise!); nickel-based alloys (specifically Inconel), which would be 100% required to even build the rockets and rocket engines needed for space travel, not to mention all of their refining processes; Titanium, which was almost impossible to refine properly until the 20th century; and all of the rare-earth metals needed to build the guidance and computing systems of the rocket itself, assuming you weren't just planning to strap yourself to a sustained explosion and not only survive, but make it back to earth in one piece. 

And that doesn't even take into account:

  • Extrusion -- needed to create metal wires
  • Electric generation and storage
  • Discrete electronics such as resistors, capacitors, transistor/vacuum tubes
  • Instrumentation such as dials or digital readouts

And even then, after all that is complete, you still have to find a way to fuel it all because rocket fuel wasn't made from coal or charcoal dust, so we're going to need to add petroleum to the game as well as all of ITS refining processes...

I mean if you really want a mod that does *ALL* of this, then I mean... good luck. It's not a project I'd want to tackle, that's for sure.

I want to be clear, the assertion I am addressing is not related to what the developer has stated as their roadmap and the original assertion did not bring that up as a point either (best of my knowledge)

The assertion was implied that because this game is 'set in the Middle Ages' then intrinsically it should not go beyond that because it would be bad design. Again NOT because the developers themselves have explicitly stated that they do not want to go past that but because it would be bad design because the game is set in the Middle Ages full stop (again not because the developers roadmap)

With that as a baseline this these are my points:

1. Because a game is set in the Medieval Ages does not mean it has to remain there, just because it is as it is.

2. Despite the fact that this specific game does not even start in the Medieval Ages it starts in the Stone Age.

3. Even if the developers themselves have said its a hard stop at Medieval Ages as a roadmap that does not mean a game (intrinsically any game) has to stop at the Medieval Age simply becasue that specific game has that end point as its current design.

I can appreciate everyone replying to me with counter points not really related to items 1-3 but the core of my response is directly related only to items 1-3 nothing else. Anything else that is not directly related to items 1-3  is not really related to my response. So developer roadmaps, how hard to code would be to make, how unpleasant the grind would be, how long the game play would be etc are not related to what my response was about.

Just becasue the book or TV documentary stops world history at the Middle Ages or just because a game does, does not mean it has to. One can read a book about World History from 4000 BC to 1500 CE (Atone Age to Middle Ages) does not mean someone can not write a book that covers world history from 4000 BC to 1975. Its natural for time to move forward and not stop.

I am sorry you had to spend so much time with your well done response but I am afraid its not really related to my core response and perhaps I was not crystal clear the originally. I come from a set point that I assumes everyone is on the same page as me when it comes to mutable game design regardless of what the developer has planned or not as a default, unless explicitly stated otherwise. I hope that default makes sense.

I hope this clarifies everything for everyone.

 

 

 

Edited by CastIronFabric
Posted

Something I think everyone has missed is whether the game engine is capable of creating a second world.  TOBG Glacticraft mod creates more dimensions, which that game engine itself supports.  VS has only one dimension.   So the game itself limits the possibility of a space mod to build height for the world that is created.   No alternate dimensions possible despite the lore indicating a rust "dimension".

Posted
1 hour ago, Maelstrom said:

Something I think everyone has missed is whether the game engine is capable of creating a second world.  TOBG Glacticraft mod creates more dimensions, which that game engine itself supports.  VS has only one dimension.   So the game itself limits the possibility of a space mod to build height for the world that is created.   No alternate dimensions possible despite the lore indicating a rust "dimension".

There's actually a library mod to create additional dimensions: https://mods.vintagestory.at/manifold

On 6/21/2026 at 6:37 AM, Rainbow Fresh said:

I still gotta ask - what specially made you look at a medieval-levels-of-primitive-technology wilderness survival experience and think "Yes, what this needs is to build a post-modern-age solid space ship to explore other planets?

At least for me, it would be depth and moddability. VS already has detailed systems in place for metallurgy, regional climate, modifiable vehicles, and so on. While space may not be particularly fitting thematically (unless traversed via portal), it would certainly be compelling mechanically. Heck, there have been multiple mods to add gas simulation to the game, so we could even have proper oxygen limitations. As for the modding part, the game's data-driven nature and emphasis on easy compatibility between mods would make for a much more appreciable implementation than in any other game I know of.

Posted
On 6/21/2026 at 6:37 AM, Rainbow Fresh said:

The prospect of spending 1000h just to make your first unmanned rocket sounds like a fancy and motivating goal, until you realized it would just mean doing the exact same 3 loops for those 1000h. Mine iron ore, smelt into steel, mix fuel.

The fun part is automating such processes as you go.

Posted
2 hours ago, Maelstrom said:

Something I think everyone has missed is whether the game engine is capable of creating a second world.  TOBG Glacticraft mod creates more dimensions, which that game engine itself supports.  VS has only one dimension.   So the game itself limits the possibility of a space mod to build height for the world that is created.   No alternate dimensions possible despite the lore indicating a rust "dimension".

Maybe, but I wanna say that the devs were looking into some sort of "dimension support feature", not necessarily to add an extra dimension to the vanilla game(outside of current mechanics or perhaps a ship interior), but to give players the option of build separate dimensions via mod if they wanted. I don't recall where I saw that though, so it may or may not actually have been a thing.

In any case, I would also take statements of "the game engine isn't built for that" with a grain of salt. Similar things have been said about other game engines(like Skyrim's) and players still found a way to mod what was thought to be impossible.

Posted
1 hour ago, LadyWYT said:

Maybe, but I wanna say that the devs were looking into some sort of "dimension support feature"

You may be referring to the old prototype for ships, where a mini-dimension of sorts was created via command and subjected to physics simulation. I don't have a link for this unfortunately, but I believe it was somewhere in the official discord server.

  • Like 2
Posted
3 hours ago, sleeves said:

There's actually a library mod to create additional dimensions: https://mods.vintagestory.at/manifold

Kewl!!!!    In days not so long past I would troll streamers new to VS that they could stand in a rift to be *ahem * teleported to the rust dimension where nuggets of metal were littered all over the place, but gather quickly as the locals congregate quickly and are none to happy with your sudden appearance in their living room.

You just told me that my idea is actually possible!   Hmmmmm.....

  • Haha 2
Posted
3 hours ago, sleeves said:

The fun part is automating such processes as you go.

Putting the base modability you mention in your previous post aside, Vintage Story has no automation. If we solely go off of what the game itself, as it is right now and as it seems to be intended for the most part, has to offer, you'd be smithing the entire rocket hitting several thousand steel ingots with your hammer, one smithing process at a time. Maybe a couple for the hull can be helve hammered into plates first. Hence me confusion and curiosity as to why anyone would look at the game that makes you click individual voxels to dozens of times just to make the most basic tools and thinks "Yes, I'd like to build an entire frigging spaceship this way".

Posted
1 hour ago, Rainbow Fresh said:

If we solely go off of what the game itself, as it is right now and as it seems to be intended for the most part, has to offer, you'd be smithing the entire rocket hitting several thousand steel ingots with your hammer, one smithing process at a time.

True, but that's also the case for the other block game; space mods either included general automation or expected you to run such a mod as well.

Posted
On 6/23/2026 at 5:56 AM, CastIronFabric said:

With that as a baseline this these are my points:

1. Because a game is set in the Medieval Ages does not mean it has to remain there, just because it is as it is.

2. Despite the fact that this specific game does not even start in the Medieval Ages it starts in the Stone Age.

3. Even if the developers themselves have said its a hard stop at Medieval Ages as a roadmap that does not mean a game (intrinsically any game) has to stop at the Medieval Age simply becasue that specific game has that end point as its current design.

1. Wrong. It does because not enough time passes to move it past the Medieval Ages. In the other block game, time is meaningless. In VS, time is very much defined with seasons. If the medieval stonemasons and forge workers couldn't send a rocket to outerspace, then neither can the Seraph.

2. Also wrong. The player starts with stone tools, but it's clear early on that they already have knowledge of Medieval metalworking techniques.

3. Wrong again, no surprise there. You say any game. Okay... Call of Duty: WWII. Explain why the game must go beyond the retelling of the events of WWII, because, according to you, just because the developers made it encompass that section of world history doesn't necessarily mean that's where it must stop.

At this point I won't accept any sort of deflection as an answer. You really don't know what you're talking about and I just demonstrated it with three distinct counterpoints.

Posted (edited)
4 hours ago, Teh Pizza Lady said:

1. Wrong. It does because not enough time passes to move it past the Medieval Ages. In the other block game, time is meaningless. In VS, time is very much defined with seasons. If the medieval stonemasons and forge workers couldn't send a rocket to outerspace, then neither can the Seraph.

2. Also wrong. The player starts with stone tools, but it's clear early on that they already have knowledge of Medieval metalworking techniques.

3. Wrong again, no surprise there. You say any game. Okay... Call of Duty: WWII. Explain why the game must go beyond the retelling of the events of WWII, because, according to you, just because the developers made it encompass that section of world history doesn't necessarily mean that's where it must stop.

At this point I won't accept any sort of deflection as an answer. You really don't know what you're talking about and I just demonstrated it with three distinct counterpoints.

The game starts in the Stone Age and moves into the Steel Age. 

There is not a reason why a game can not move forward in time beyond the Steel Age.

When people suggest a game can not its purely arbitrary rule they have made up.

Could Call of Duty WW2 go father than WW2 (which is in the title)? sure why not. Unlike Vintage Story there is a bit of a conflict in the title of the game but there is not some golden rule that it could not.

World History does not REQUIRE a book or a TV show to end on specific important dates in history, it can cover as much of the dates as it likes.

Now getting into the fallacy which suggests this game can not be good unless its something the developer has explicitly stated then here goes this:

The developers have stated they are interested in making the game go into Steam Power, which, was NOT part of the Middle Ages.

 

Edited by CastIronFabric
  • Wolf Bait 1
Posted
4 hours ago, Teh Pizza Lady said:

1. Wrong. It does because not enough time passes to move it past the Medieval Ages. In the other block game, time is meaningless. In VS, time is very much defined with seasons. If the medieval stonemasons and forge workers couldn't send a rocket to outerspace, then neither can the Seraph.

2. Also wrong. The player starts with stone tools, but it's clear early on that they already have knowledge of Medieval metalworking techniques.

3. Wrong again, no surprise there. You say any game. Okay... Call of Duty: WWII. Explain why the game must go beyond the retelling of the events of WWII, because, according to you, just because the developers made it encompass that section of world history doesn't necessarily mean that's where it must stop.

At this point I won't accept any sort of deflection as an answer. You really don't know what you're talking about and I just demonstrated it with three distinct counterpoints.

All these points (on both sides) are outweighed by one simple thing: it's a mod. The whole point of modifications is to change the game, hence their name.

  • Like 1
Posted (edited)
32 minutes ago, sleeves said:

All these points (on both sides) are outweighed by one simple thing: it's a mod. The whole point of modifications is to change the game, hence their name.

I see this conversation in two area.

1. Using the logic that a game should only be what the developers envisions (a principle I do not agree with as a side note) and that vision is sacred and immutable then its important to note that from the start this game it was intentionally designed to be modded. I would even argue that the proper way to play this game is to play it as you like. It is one of the most flexible games when it come to settings, mod libraries, override with creative controls etc that I have ever played in my 40+ years of video gaming. 

2. I think its perfectly reasonable and frankly rather self evident that there really is not a design principle problem with having the technology move into Steam Power (as the developers have stated they would be open to doing) and even beyond Steam Power and perhaps all the way into the modern era. I do not see that as some kind of novel idea, I think its fairly self evident as a possible idea. I fail to see why anyone would think this some kind of violation of design principles.  (disclaimer: this position I am having is separate from the technical questions, the feasibility of long term game play etc I am only addressing the view that the idea itself is somehow fundamentally flawed at face value)  

 

Edited by CastIronFabric
  • Like 2
Posted
3 minutes ago, CastIronFabric said:

2. I think its perfectly reasonable and frankly rather self evident that there really is not a design principle problem with having the technology move into Steam Power (as the developers have stated they would be open to doing) and even beyond Steam Power and perhaps all the way into the modern era. I do not see that as some kind of novel idea, I think its fairly self evident as a possible idea. I fail to see why anyone would think this some kind of violation of design principles.  (disclaimer: this position I am having is separate from the technical questions, the feasibility of long term game play etc I am only addressing the view that the idea itself is somehow fundamentally flawed at face value)  

You are correct that there is no inherent law against any fictional story or world being progressed beyond its inception. On a fundamental, logically abstract level nothing and noone can stop you from taking Vintage Story as it is now and make a version of it that imagines how life would be in that world if they went past the middle ages, or even past the developer-intended end goal of technological progress, early steam power. However, to use a really, really blunt metaphor, just because you don't die eating a spoon full of raw cinnamon doesn't mean it's a good idea to do so. And that is what people get hung up upon. You said yourself that this has nothing to do with the feasibility of actually implementing all that is necessary for a space age mod, how well it would actually turn out gameplay enjoyment wise, or how much detail would be necessary to achieve a satisfactory end result. But it kinda is. The game as it is right now exists because implementing the scope of things it set out to have were feasible. Yes yes, there are many rough edges we'd all want the devs to polish and many more things we all want the devs to implement even into the base game, but the principle is the same. Vintage Story as it is exists, because it was feasible to achieve. It was feasible to achieve, because it set itself a clear scope; stone age to middle ages with maybe, one day, barely toe-dipping into post renaissance. We like the game as it is because of the way it is. If you just use a sledgehammer to knock out a core wall and go "This is nice, now do it all the way up into the space age"; that doesn't sound too feasible anymore. If it's not feasible, it will not be the same as what people like about it now. If it is not what people like about it now, what is the point.

So, no, you are technically correct: there is no solid barrier, no godly force forbidding and physically preventing you from taking Vintage Story and turning it into Factorio, or adding Star Wars to The Lord of the Rings. There is just many to be anticipated problems, including the end result turning out actually shit, that should reasonably prevent - or atleast thoroughly question - your attempt at doing it.

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