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  1. Dear Spring-y Community v1.14.10, a stable release, can now be downloaded through the account manager. [Edit:] Also released v1.14.10 to fix a connection issue with Vintagehosting servers! Vintagehosting. A year in the making, now finally ready! We built this service so that players can have a pleasant experience from the moment they visit our site, and that includes setting up multiplayer servers. From today on we are offering home-brewn game server hosting. It's ideal for small groups of friends and family! Right now we only have 100 servers available, but we will buy more hardwa
    13 points
  2. Hello, something like three months ago I tweaked the vanilla fox to make a cat, but never had time to make it a full-fledged mod, so I'm giving it away for anyone who would like to adopt it into their own mod. Not all animations are final, but there are some neat details : eyelids, pupils that can widen and narrow, a functional mouth and separate tongue, retractable claws. Hope you have fun! Cat.zip
    8 points
  3. Hi y'all! Just got the game a few weeks ago. Here's a peek at a build I've been doing in my Creative world. I'm particularly happy with the windows, especially the mashrabiyya-style ones on the second floor, but I think I'll make them with multiple wood types next time. I just wish there was an equivalent to the stripped log blocks in Minecraft, since I was getting a perfect result chiseling some logs until I realized the bark still showed up at the joints, ruining the look
    7 points
  4. I've been reading a history blog series about cloth production, and based on this, I'd like to propose mechanics for spinning and weaving. This proposal specifically ignores questions of clothes crafting and dyes. It's entirely about how to move the flax -> linen crafting away from grid crafting. It creates three tiers of crafting efficiency: handheld, advanced, and powered. Spinning There are two ways to turn flax into thread: spindles and spinning wheels. Spindles are items crafted using a stick, a block of wood, and a knife as a tool. When equipped, you can hold down
    6 points
  5. Dear Spring-y Community v1.14.10, a stable release, can now be downloaded through the account manager. [Edit:] Also released v1.14.10 to fix a connection issue with Vintagehosting servers! Vintagehosting. A year in the making, now finally ready! We built this service so that players can have a pleasant experience from the moment they visit our site, and that includes setting up multiplayer servers. From today on we are offering home-brewn game server hosting. It's ideal for small groups of friends and family! Right now we only have 100 servers available, but we will buy more hardwa
    6 points
  6. Hey @Tyron, this is for you! This insufferable wall of text is the result of multiple months worth of on-and-off gameplay, testing, ruminating, note-taking, and writing. In making this thread, I attempted to adhere to the following principles: Stick to the homesteading theme as declared in the 1.15 feature poll (meaning plants and farming, animals and animal husbandry, cooking and alcohol, and home decoration) Don't make up new game systems and content; look at improvements for existing ones instead (though this may at times result in suggesting extra features that improve existin
    5 points
  7. On the homepage of Vintage Story, a small block of text reads "No marketplace. No loot boxes. No microtransactions. No paid DLC. No hidden fees. No pay2win. No ads. No user data monetization. No software patents. No shareholders. No publisher. No 3rd party interests." (sic). I would primarily note the "no user data monetization" line in this, as I'm very glad to see a video game respecting digital privacy when so many disregard it. However, I've noticed an irony in that the website itself uses the privacy violating Google Analytics platform. In addition, the Vintage Story privacy policy states
    4 points
  8. Storms are a great idea, an added challenge
    4 points
  9. Download This mod (currently) has eleven potions to choose from: Archer's Flask- Gives the player increased ranged damage, accuracy and charge speed. (Accuracy and charge speed is shown in the character stats dialog) Fighter's Flask - Gives the player increased melee damage. Healing Oil - Gives the player healing over time. Hunter's Delight - Gives the player increased animal lot, forage amount, wild crop amount and reduces animal seeking range. Looter's Delight - Gives the player increased forage amount, rusty gear amount from metal piles, vessel cont
    4 points
  10. Salutations and welcome to my very first suggestion! This will be the first of many detailed suggestions laying out the mechanics of a deep and complex NPC presence in the worlds of Vintage Story. Please be aware, I am not entirely sure how technically feasible most of what will be covered here will be which is why I will avoid discussing extraordinarily complex systems such as Civilizations engaging in diplomacy with each-other. I will also be alluding to features/items that may not even exist in the base game. Nevertheless, I firmly believe that a rich NPC presence will make Vintag
    4 points
  11. Mod is coming along very nice but I have to ask/suggest one thing : For 1.15 a distillery was teased , I would love to see the mod use that to sort of "balance" the potion effect. Like you would still be able to make weaker version from maybe a boiled mixture of ingredients but to get the maximum out of it you would have to include the use of the distillery. So far I am really liking the idea of this Maybe for some additional "Potion" ideas : How about something to give animals ? Potions or Tinctures to manipulate some stats like making an Ewe think it gave birth so it la
    4 points
  12. Section 4: Home Decoration Contains ideas centered around building oneself a beautiful, individual, and satisfying home. Corner Stairs Crafted Wooden Furniture Matches Wood Used More Immersive Lamp Recipes
    4 points
  13. Section 3: Cooking and Alcohol Contains ideas related to combining edibles in interesting ways. Though there's not that much here, as it would venture too much into suggestion new systems or content, neither of which is the point of this thread. Unhide Hidden Satiation Bonus on Meals Storage Shelf Tooltip Polish
    4 points
  14. Section 2: Animals and Animal Husbandry Contains ideas regarding the keeping, breeding, and raising of livestock. Chickens Hatch from Eggs Chalk from Eggshells Possible Pig Perk? Animal AI Improvements Bones Dropped by Skeletons Animal Tooltip Polish
    4 points
  15. Dear Spring-y Community v1.14.9-rc.1, an unstable release, can now be downloaded through the account manager. Soon we'll be releasing our first batch of officially hosted servers through our service that we call "Vintagehosting". It'll encompass about 500 player slots or 100 servers for 5 players each. The core goal of this service is to offer dead simple server hosting for friends and family. We'd like players to have a good experience with our game, and that should include setting up game servers. If there is enough demand for it then we can think of hiring extra help to expand this ser
    4 points
  16. Dear Spring-y Community v1.14.9-rc.1, an unstable release, can now be downloaded through the account manager. Soon we'll be releasing our first batch of officially hosted servers through our service that we call "Vintagehosting". It'll encompass about 500 player slots or 100 servers for 5 players each. The core goal of this service is to offer dead simple server hosting for friends and family. We'd like players to have a good experience with our game, and that should include setting up game servers. If there is enough demand for it then we can think of hiring extra help to expand this ser
    4 points
  17. EXPANDED FOODS DOWNLOAD HERE GITHUB NOTE: PLEASE POST WHAT VERSION OF THIS MOD YOU ARE USING WHEN POSTING BUG REPORTS OR QUESTIONS THIS MOD HAS BEEN HEAVILY OVERHAULED SINCE PRE 1.3.0 RELEASES. YOUR BERRY BREAD, MUFFINS, FRIED MEAT, DUMPLINGS, PEMMICAN, AND SUSHI WILL NOT PORT OVER! EAT THEM WHILE YOU CAN! 1.15 sure feels far away. Can't wait for all those cool new foods they're probably going to add? Do you just want to make more stuff? Are you disappointed in how little use cheese has right now? Then check this out! Expanded Foods includes my Berry Bread mod and my variant of
    3 points
  18. Some progress - a guardian goddess on the cliffside and a street view down below.
    3 points
  19. A library for creating custom, temporary buffs. I've created a ModDB entry for this library at: https://mods.vintagestory.at/show/mod/633 However, there are no files to download there, because this library is meant to be included in the source code of your own mods. Overview This source code library can be included in your mod's source code to support your own buffs. Buffs can specify their own expiry time, either in game time or real time. Buff expiry is automatically "paused" for players who leave the server, and also when the server is shutdown. Buffs get an OnTic
    3 points
  20. This huge mod doubles the current amount of tool-grade metals in the game, massively expanding the endgame content. Enjoy 7 unique metal types all with their own quirks and complexities to create, start with blacksteel- a tier 5, progress to crysteel or move on to redsteel/bluesteel in teir 6. Finally, with some rare resources you will be able to create the three legendary metals-adamantite, mithril, and ultimately vinarium. Mod takes major inspiration from the minecraft mod "Minefantasy II", currently using TerraFirmaCraft colored steel ratios, might change them for balance though. I rec
    3 points
  21. "It's bigger on the inside." Download and Source: https://mods.vintagestory.at/show/mod/615 This mod adds a large, searchable, expandable single-block storage system to the game. Crafting The default recipe takes 2 temporal gears (top left, top right), 2 lapis (middle left, middle right), 8 boards of any kind (center), and 3 metal scraps across the bottom. Overview Use like any normal inventory. The number of slots available starts out at 64 and can be expanded in increments of 16. These are both configurable. The ChARDIS can be expanded by installi
    3 points
  22. QPTECH 1.1.0-pre.1 Preview Release is out on the Mod DB https://mods.vintagestory.at/show/mod/321 \o/ Features the new electricity system and various subparts, tools and such to build it. Also will need the QPTECH API Mod (link on the mod db) - currently just a very basic mod with an interface for integrating other mods so they can share electricity.
    3 points
  23. I think it would be very interesting to add new trees with darker woods, it would be a great alternative to aged wood. Some examples of darker woods:
    3 points
  24. Updated to 1.3.7! READ THIS! Bottles revamp - now actual containers; use /efremap to map old bottles to new ones (the liquids will be lost) Added wild yeast - used to add healing to dough or soft dough Altered breadberry & muffin recipes, made normal bread an Expanded Food Added chopped cured meat - cured meat can now be fried Fried veggie/meat balls removed in favor of new item - Fried Balls All fried items now require flour, too! Fixed bread crumb name in salads Salad expiration time nerfed Deep fried food added New handbook sec
    3 points
  25. A clockwork centipede that segments can be added to. The head segment is a rideable. The segments after can be storage compartments or a grill. Great for roaming travelers, miners, etc. The compartments are made with gears and smithed metal pieces. The head can only be found underground and must be tamed. Runs on temporal steam or some other made up end game energy source. Not coal or charcoal. The smithing already requires two forests to fuel.
    3 points
  26. I found a trader, surface translocator, ruin combo completely overlapping each other. I suspect I wont be able to fix that translocator since it's within the trader... Overlaps is not a new bug and it's not a pretty discovery fit for the screenshots forum so... here it is. When will we see a fix to prevent things overlapping?
    3 points
  27. I had not...that is until you said something. The Crazy caves do not really do anything noticeable since most of the underground is gone so its pointless to use with Caelum Terras, unless you enjoy world generation lag. The trees on the other hand certainly add to the fantasy element though.
    3 points
  28. Whether snow and dust storms will be added.
    3 points
  29. It occurs to me that this hand tool category could also be extended to other things. Specifically, people were able to grind things long before the invention of querns using a hand mortar.
    3 points
  30. I'm no expert on game design, but I have come up with a few ideas that I think would be pretty nice to see in the game. One idea that I've had is a way to make temporal storms more interesting. I've seen a few people that basically think that temporal storms are rather lackluster as they are now. One thing that I thought of that I actually found to be kind of intriguing was the idea of a new monster that only appears in the storms. The basic idea is that it's some kind of tall creature which makes a distorted wind chime sound and saps your temporal stability when you look at it, ta
    3 points
  31. Tool, weapon, and armor durability is a significant driver for the gathering of metal ores and their refining. What will be the corresponding use to make it worthwhile to not only continually produce textiles but to do so with increasing efficiency? While clothes currently wear out, it is not at a high enough rate to warrant an entire support infrastructure. The next biggest textile item is the sails on the windmills. Should they degrade over time? In 1.15 there is some discussion that rope will become a item in the game. If rope could be used as a alternative form of mechanical li
    3 points
  32. When bringing up the map with the M key, it happens often that I can't find the white dot that identify my character. This is made worse when around snow since the character dot is also white. Monster Hunter Rise has a really elegant solution to finding yourself on the map, you push a button, and a "ping" appears around your location. The ping appears as an animated glowing red ring around the player(like the ripple effect of dropping a pebble in water). This makes it quite obvious where the player is on the map. I think that this would be a great way to solve that particular issue.
    3 points
  33. Just a small animal to have around because it's a sorta rustic/eldritch-y world that'd make sense, even for just more life in the world. Could have normal crows and ravens flying around certain areas like ruins or forests and they drop feathers, maybe some metal nuggets and such suuuuper rarely. No bones cause bird. But there could always be some more peculiar ravens that actually do some things. Red-eyed birds or ones with some interesting features that set them aside from the rest that could work like the Bell a bit, making enemies come towards it as they spot you at night. They
    2 points
  34. As the title suggests, I feel that the arctic areas need some love. Not a whole lot up there except ice and snow and cold, with a sparse scattering of arctic foxes. All good so far. A few additions would be fitting, and nice to have. I'd suggest the following: -Fur Seals. These should be found around open water areas and yield furs suitable for arctic-worthy clothing. (Add furs to the game as an item for use in making extreme cold weather coats, fur boots, fur gloves, fur hats, etc). They should also yield large amounts of fat/oil and a good amount of meat. -Leopard seals. Also found i
    2 points
  35. Your suggestion for a special polar ruin would be an excellent reason to explore these regions and is reflected in both the Roadmap and Tyron's post "Choose your favorite theme for v1.15! Gasp!" As opposed to the a nomadic lifestyle experience mentioned above it would be more of an expedition. Right now the polar regions would be an excellent biome to host this idea as it would be easy to restrict food (much, much lower spawn rates for wild plants), the environment is inherently dangerous, and covers vast areas (Standard world size: 100,000 m in the Z direction and ~20,000 m in the X
    2 points
  36. If an enchanting system were to be implemented, then instead of one where you use a gem or green orbs to add an attribute, I propose engraving special runes on the equipment, then smearing the blood of an animal on it. The more powerful the enchantment, then the longer the runes and the higher level the creature blood. Now, runes will be a little different than the other voxel based crafts. In those if you made a mistake you would know, and have to either use a new ingot, or remove claw, etc etc. NOT WITH RUNES. If you miss spell one of those, you will not find out until you dip it in bl
    2 points
  37. Almost as if a higher tier of glider is needed, one with a tiny, temporal gear powered motor.
    2 points
  38. Thankfully from my tests this bug seems purely visual, I will try and figure out where it is getting that funky math for on the display. I did this exact recipe and could not reproduce the crash, this seems like some type of incompatibility. Would you happen to be using some other mod that modifies cooking containers, like Xskills?
    2 points
  39. To prevent item loss when removing redundant items, you could remove the ability to craft the items, but leave them in for a few version, so people who have those items have time to use them.
    2 points
  40. I personally think we should see better bows and probably crossbows before we see guns added to the game. I also see the progression from ore bombs to shrapnel bombs before we see guns as well. But fleshing out the combat, especially the ranged stuff is definitely welcome.
    2 points
  41. I like this idea, and it can be used to really expand the story. It would be interesting to get distracted from an iron or salt hunt, to discover a ruined city, and maybe get clues as to what happened to the people? At the same time, is the world going to be empty forever or will there be villages?
    2 points
  42. I was thinking this exact thing, but was not sure how realistic things should be taken. Storing water long term with no added elements to keep it clean is only a recent thing in history. That being said, there was news that stills are in the works, and if we are going to have those, hopefully putting away barrels of wine for fermentation will find it's way into the game too. Interesting part will be: what role will thirst and different types of beverages play in the game...?
    2 points
  43. How do you like this?
    2 points
  44. Aesthetic suggestion: Perhaps the yellow lines on the side could match the liquid's color? It would blend together better and also make the cork look more distinct. You could probably squeeze some more liquid inside, too. The walls look REALLY thick.
    2 points
  45. Hello there! I saw that you had made this cool potion mod and I was really excited, I managed to whip this up in the last few hours, though, the textures were temporary grabs from my compilation of minecraft textures. I could send you the model if you want! I planned on making a potion fluid, but I honestly have only worked with this program as of today, and have no clue. I can even add a cork, or animations too.
    2 points
  46. There's no such thing as interior temperature in the game, I'm afraid. The game can detect enclosed spaces if their volume is no more than 7x7x7 blocks, and that volume is surrounded entirely by solid block faces (unchiseled) or doors. Within such spaces, the player's cold resistance is increased and the cold weather food usage penalty is removed. Plus, a burning fire has a much larger range for warming up players than it normally has outdoors. But that's it. There's no separate interior temperature being tracked for the room.
    2 points
  47. Having used the prospecting for quite a while now, I now also think it's ok. Personally I now think the ore distribution should be different per ore type, i.e. metal. Most ores should stay unchanged, so generating in large disks that are easily found by combining prospecting and vertical mining. Large thin disks may not sound the most appealing for ore generation, but the advantage of being easily found is just too good to ignore. Iron generation should however be completely changed imo. It shouldn't rely on the ore density map and should be readily available everywhere, like surf
    2 points
  48. Skis, ice skates, snowshoes and climbing equipment. That would be my suggestion. Skis, ice skates - very fast movement, as fast as on a cobblestone street. But skis have to be waxed, bees wax. Snowshoes, worse than skis, but better than normal shoes in the snow. Climbing equipment, hooks and rope for climbing steep walls and for abseiling. Should be easier than ladders or even building stairs. Mountaineering should be easier and faster than ladders. But also more dangerous, gravel and rubble can slide off. Hooks and the rope you can thrown like a spear. So you are a bit like Cliffhan
    2 points
  49. Hey modders, In order to further support your modding efforts I've begun work on an official mod database that is tailor-made for uploading and downloading mods. A rudimentary version of it is now online at https://mods.vintagestory.at In the very near future I will develop an API for this site that directly integrates your mods into the client. Ideally we'd want players to connect to modded servers and auto-install all required mods with the press of a button. Happy modding!
    2 points
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