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Showing content with the highest reputation since 05/01/2021 in all areas

  1. Some progress - a guardian goddess on the cliffside and a street view down below.
    3 points
  2. 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
  3. "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
  4. I have returned to the game after 2+ years break. Despite the game became slightly too hardcore for me, with the food decay, temporal instability and winter, the game is even more amazing, enjoying it a lot. I would even say that this "too hardcore" is not true, just feels this way for a newbie. After practicing all the mechanics, it might be quite comfortable. But it was unpleasant to see few core UI features to be still unfinished and unpolished. Unfortunately they slightly annoy me every time I use them, but I would like to use them a lot, because I love their functionality. The game i
    2 points
  5. 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
  6. 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
    2 points
  7. Oh yea, I should. Translation support on ModDB is lacking.
    2 points
  8. Maybe i can do some fancy harmony patch stuff do make it work. But i have to try it.
    2 points
  9. I propose a golem mechanic that would use a multiblock structure as an oven for baking them. A golem kiln if you will. the golems are made piece by piece out of clay, and can be reinforced with various metal dust from the pulverizer. Now the types of golems made would also be varied, from a defense golem, a messenger golem, and a horse golem.
    2 points
  10. MCB: Overhaul is a mod meant to completely change progression and evoke the feel of Minecraft Beta - when Minecraft was more about building than adventuring. It is separated into multiple packages, with as many as possible capable of standing on their own. There aren't enough packages to consider it a full overhaul yet, but features will be released as they are completed. The packages can be found on the mod database. Stone Pickaxes: Adds simple stone pickaxes. They can mine anything copper can, allowing you to skip collecting ore stones off the surface. Made through knapping. At som
    2 points
  11. Any black powder firearms in Vintage Story would have to be balanced in a way that fits the gameplay design, and that means *attention to detail in the mechanics of how they operate.* You would never carry around a black powder firearm already loaded, for risk of it fouling or going off unintentionally. This means it wouldn't be practical to do the pirate cliche of carrying a bandolier of loaded pistols. Black powder firearm mechanisms are not even remotely reliable. A badly made black powder firearm is as much a danger to your enemy as yourself. To give an example of h
    2 points
  12. 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
  13. 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
    1 point
  14. I've noticed that water source blocks can have water flowing into them if you place a block in water and destroy it. It's given me an idea: Rivers that steadily get shallower before dropping down a bit is kind of unrealistic, the amount of water flowing down a river stays mostly static so long as more isn't flowing into it, and rivers that are completely still are even less realistic, so perhaps a solution when/if there's a worldgen pass that adds them is to use this bug or something similar to create flow in a river that maintains its depth, or perhaps make rivers a mix of rapids like this an
    1 point
  15. Finally, I found the solution. To implement such experience, you should add this code: behaviors: [ { "name": "HorizontalOrientable" } ], variantgroups: [ { code: "side", loadFromProperties: "abstract/horizontalorientation" } ], creativeinventoryByType: { "*-east": {general: ["*"]} }, shape: { base: "block/yourblockmodel", "rotateYByType": { "*-north": 0, "*-east": 270, "*-south": 180, "*-west": 90 } },
    1 point
  16. Running on 64 bit Windows with 16 GB RAM Version: v1.14.10 (Stable)5/7/2021 6:19:30 AM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at ExpandedFoods.BlockScrewPress.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud() at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView() at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Client.NoO
    1 point
  17. I loved the idea, it would totally match the game!
    1 point
  18. I have concluded that my issue was impatience. Red meat just cooks longer than soybeans.
    1 point
  19. Maybe temporal hotspots can have a break/rift/gate that emanates... corrupting nearby entities to mutate into horrific lovecraftian monsters. Players can fight their way to these areas and seal/destroy the hotspot. Maybe the longer the hotspot is active the worse it gets changing the landscape and making the air toxic? Players could fight to keep these hotspots from spreading across the map and the resulting end of the world. Just a thought!
    1 point
  20. Resolved: I believe the issue was in the formatting of the entity.json file. Seems to work now.
    1 point
  21. Yeah time pauses when everyones offline
    1 point
  22. Fixed! Thanks for letting me know lol. Ill try and stay on top of updates in the future. Hopefully we can get some kind of system that links the game client with the moddb and autoupdates. That would be sick. Yep, you'll need the same versions of the mods. If the server and your client have different versions it'll tell you which ones you need. You can also run your own client side mods as well so like the server doesnt have VSProspectorInfo on the servermods but I definitely recommend it client side.
    1 point
  23. This may or may not be helpful, but I used stairs.json as a reference. These, in particular, are the important parts: class: "BlockStairs", variantgroups: [ { loadFromProperties: "abstract/verticalorientation" }, { loadFromProperties: "abstract/horizontalorientation" }, { code: "cover", states: ["free", "snow"] } ], I think the class and vertical/horizontal properties are what help control orientation. If you look further down, you'll see this: shapebytype: { "*-up-north-free": { base: "block/basic/stairs/normal", rotateY: 0 }, "*-up-west-free": { base: "block/basic/s
    1 point
  24. I have already thought about this. But you can't probably do much without adding xlib as a dependency to your mod.
    1 point
  25. So I admit my idea of fun is often "more difficult", but here's technically another item that needs cloth: proper torches. Stack size for fabrics should be very high because it *is* very high IRL.
    1 point
  26. that would be the way i did it lol
    1 point
  27. tbh I'm more likely to use sauce than oil, so I'm fine lol just wanted to make sure I hadn't misread something
    1 point
  28. oh, forgot to mention; soybeans (raw) into the press should make oil right? and the soaked soybean process thing makes the sauce now? last time I tried I got soy sauce from soybeans in the press lol...that's with the 1.3.7
    1 point
  29. "Wolf Bait" is a friendly way of identifying new players. For example, if someone were to make a thread going "WTF how do I lit fire???", I would react with the Wolf Bait emoji and possibly answer their question if someone else hadn't already. Or I guess it's a way of calling someone a noob. We were all noobs once...
    1 point
  30. May not be an issue with your mod, might be any other that changes the same values my list of mods:
    1 point
  31. I threw together a salad really quick, soy sauce can just be thrown in randomly. I also made a meat stew with random ingredients and fish sauce, that works too. I think garnishes post mixing/cooking are only on sushi, or other fried foods, such as a vegetable ball or nuggets.
    1 point
  32. QPTECH 1.1.0-pre.1 Preview Release is out on the Mod DB https://mods.vintagestory.at/show/mod/321 \o/ Go grab yourself some electricity! Also now requires the initial release to the QPTECH API for integrating electricity and other things in the future. v1.04 is out - basically a bug fix release, should get things working on servers! V1.02 of QPTECH is now out! Adding a nice new bit of decor for your kitch - the cast iron stove. V1.03 pre-relase now available - featuring lots of kitcheny stuff v3.0.1 Video here QPTECH will feature various machines to help you out in your
    1 point
  33. Oh a mining drill Yeah i sort of have that hidden in there already - well a quarrying drill. But it's not sorted out yet.
    1 point
  34. Is a fence required to domesticate animals?? I have dug out around a ruin and have several sheep, which I'm feeding. Will they become domesticated, or do I need to put in a fence??
    1 point
  35. Animals despawn if they are without sunlight for some time. It's enough for sunlight to come in from the side, so there is no problem with for example putting a roof over your pen so that it doesn't fill with snow. But when they are in caves, they may move too far away from any source of sunlight, and in that case, they will despawn.
    1 point
  36. What would be neat is if there was a special polar ruin, like an ice city, or frozen temple. Something like mountains of madness. Either give it a special resource, or place a dangerous boss there. The hypothermia risk would be a great barrier to keep out the unprepared.
    1 point
  37. You made an interesting suggestion and I began to wonder how could permafrost be implemented as a game mechanic? To start with, soil should be effected by block gravity. Freezing temperatures should act as block reinforcement on soil, much in the same way when the plumb and level is used. At a particular level of reinforcement the physics of the block changes and it no longer becomes susceptible to block gravity. Much in the same way that water becomes ice during winter. To maintain that level of reinforcement, the "permafrost" block would need to be pl
    1 point
  38. Thanks for all the help....I will try them all out!!
    1 point
  39. you need to combine two chiseled blocks of different materials (right-clicking once on a block with a chisel is all it takes to transform it into a chiseled block). You simply place one on top of the other on the crafting grid, with the block you want as the base material on top. This should convert it into a "multi-material block", and once you place it you'll have the option to switch materials when you're using a chisel on the block. The 'painted' look is best if you combine blocks that have different colors but the same texture (like mixing different types of wood, or rock, or clay). You c
    1 point
  40. It would be great if you could make musical instruments. Even if it's something simple like a drum or a lyre, you could have an interface that locks your toolbar keys into notes or sound types until you crouched out of it. It would be a lot of fun to jam with friends in multiplayer!
    1 point
  41. I dont know. Looking strange to me. Even if there are 2 moons, the bluish tint on the small one does not look natural. I like the mod, but i think this should be done better.
    1 point
  42. Not to sure, I use 46 other mods so narrowing it down might take a bit more time than I have at the moment. But considering how much I like the convenience your mod provides, it's time I will have to find. I will let you know what i find out, whenever that may be.
    1 point
  43. Hey all, this is currently my first VS mod so I hope you guys like it, i'll keep things short; This mod adds a surface hostile humanoid mob to your game world, and as the title states, they are goblins. they have the spawnrate of wolves, You will sometimes hear them breathing heavily nearby so approach cautiously. VS-1.12.x-WildGoblins-0.2.1.zip VS-1.12.x-WildGoblins-0.2.0.zip VS-1.12.x-WildGoblins-0.1.1.zip
    1 point
  44. That's likely a new moon, which you can see like that in the actual morning or evening sky.
    1 point
  45. 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!
    1 point
  46. Just released a fix for it, veggie seed extraction will now require shears instead.
    1 point
  47. For better visibility and debugging (see samples below) i created an own overlay for json files for Notepad++ based on Vintage Story keywords. Some keywords are sepcially colored like "game:"-Items and some of mod items (if someone has a list of mod IDs > please send these to me so i can add these so all mod IDs are highlighted correctly) Download File Date: 2021-03-20 npp_vintagestory_json.xml News 2021-03-20 More keywords added. Actually over 450! If already using: delete the existing user language "vintagestory" first before importing
    1 point
  48. This mod allows you to get salt from water by leaving it to dry in a barrel, I decided that I would release this as unlike the other mods that provide similar functionality, this does not change any world generation. In fact you can add or remove this mod and there shouldn't be any lasting effects on your save from it. One thing to note is that because of this, all water counts. So it is up to you to decide if you want to use any water, or just water with seaweed in it. Download SaltProduction.zip
    1 point
  49. Dear Wintery Community v1.14.8, a stable release, can now be downloaded through the account manager. Whats new in v1.14.8 This update should again fix a lot of easy to fix or major bugs. As always, we hope this is the last stability update for v1.14 This update also has the chance of improving compatibility with MacOS and Linux/Wayland! Please do let us know if it did help for you in #gamedev on discord. The Vintage Story Mod Database! We have now launched an official modding database where every player can upload and download mods. We call it the VS Mod DB, go check it out! It
    1 point
  50. That's all I need to start working with the stack of meteoric iron ingots I have ready to go. It's frustrating. But... I just want to say that the diversity between different play-throughs in this game is incredible. I have now made it to iron (and more recently, steel) in more than 10 worlds. And while I have loved it when I have found all I needed within a 1000 blocks of my home, I have also become bored more quickly in those worlds. The world I am in right now is a fun one. But I have not been able to find Borax or Bauxite - two key components for working with the better metals. This h
    1 point
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