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AlteOgre last won the day on April 14 2020
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A third season of hardship has passed and things have again become tougher for our @Seraph survivalists. With the presence of rogue seraphs, the order within seraph community has shifted. Many have been working to find means to show where they belong, and what's theirs, and to express and emphasize their identity and allegiance. And some tailors have begun sharing any relevant skills to assist their friends for those purposes. Both the search for more and better, and the pursuit of rogues, has pushed explorers to new frontiers. For some, that opens room for escape, for new horizons, some more challenging, some more comfortable. All in all, there is a sense of urgency to 'toughen up' as the world toughens up around them, ... and show it. "ORDER" (y4q2 update) * Added mods: Banners, DressMakers, Heraldry, RPCharacterSheets, C&NClaims, C&NEconomy * Temporal Storm duration set to 50% (from 45%) * WeatherTheStromSheltered spawn conditions adjusted to 24 blocks from player and max light level 5 (from 28 blocks resp. level 4). * Crop growth rate reduced from 96 to 94%. * Increased creature strength from 75 to 80%. * Increased creature swim speed from 110 to 120% * Reduced max time without sleep from 4.5 to 4.0 days. *(Note that this is the final setting for this feature.)* * Seraph base health reduced from 19.0 to 18.5 hp. * Increased seraph hunger rate from 80 to 85%. * Decreased seraph Temperature tolerance from -4 to -3 °C. * World borders expanded from 800 to 1200 chunks (32.0k to 38.4k blocks, latitude range expands from 22.5°-67.5° to 18.0°-72.0°).
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The third autumn is well underway and @Seraph life has again become a bit harder. The storms have caused quite some uproar in some communities. Uncertainty and misunderstanding have fed mistrust. And some individuals have abandoned the usual civil composure towards others and have become outright hostile. Rumours of rogue seraphs roaming the lands have spread. Everyone has become more vigilant and cautious. On a positive note, the long summer and intensified threat have sped up innovations in metal working and lead to the availability of some nifty mechanical devices, both for civil and defensive purposes. METAL (y3q4 update) * Added mods: MillWright, OutlawsMod, TheTrueArchScrew and WoodenShuttersAndMore. * Temporal Storm duration set to 45% (from 40%). * WeatherTheStormSheltered spawn conditions adjusted to 28 blocks from player and max light level 4 (from 32 blocks resp. level 3). * Increased creature strength from 70 to 75%. * Enabled spawning of weakest Outlaw types: "Looters". * Reduced max time without sleep from 5.0 to 4.5 days.
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Another long winter, another long period of innovation indoors. Tailors have had some heydays due to both the wintery focus and the increased supplies of hides and fibrous materials. Some @Seraphs have begun creating stuff just for fancies, or commissioning others. And some communities are experiencing an onset of a market economy with the gradually growing supplies of rusty gears as a base currency. Moreover, the improved gear is enabling explorers and adventurers to venture out to new frontiers. The world has come to experience an onset of a different kind as well though. An ominous rambling, trembling and shuttering is shaking any seraph's soul and bone. It seems like what was once restricted to the rifts that appeared last spring, is now engulfing the entire world, in waves. But for how long? "CLOTH" (y3q2 update) * Added mods: ExpandedMatter, TailorsDelight, WarmGambeson, Vinconomy, FleeExhaustion, RealGrapes, TemporalSymphony. * Enabled Temporal Storms with frequency 'very rare' and duration 40% (note that our double duration days make them last 80% of default). * WeatherTheStormSheltered ensures easy spawn conditions fttb: 32 blocks from player and max light level 3. * Food decay rate increased from 25 to 30%. * Crop growth rate reduced from 98 to 96%. * Increased creature strength from 65 to 70%. * Reduced max time without sleep from 5.5 to 5.0 days. * Seraph base health reduced from 19.5 to 19.0 hp. * Health regeneration rate reduced from 125 to 120%. * World borders expanded from 800 to 1000 chunks (25.6k to 32.0k blocks, latitude range expands from 27.0°-63.0° to 22.5°-67.5°).
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The leaves are changing colours once again, and the @Seraphs count their blessings while a new winter approaches. Spring and summer brought insights in the ways of water and in means to collect and process fibrous materials. And while the world is turning, the rust is churning, inevitably growing its impact on all things alive and sentient. "PULP" (y2q4 update) * Added mods: AqueductsAndSluices, WaterGateMod, BillPosting, ShearLib, Wool&More, Scarecrow * Increased creature strength from 60 to 65%. * Increased creature swim speed from 100 to 110%. * Reduced max time without sleep from 6.0 to 5.5 days. * Increased seraph hunger rate from 75 to 80%. * Decreased seraph Temperature tolerance from -5 to -4 °C. * Wool&More non-default setting: gazelle, deer and moose cannot be sheared.
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Winter has passed and left our @Seraphs wiser and more resilient. The season of scarcity makes way for the season of plenty. The harshness of winter pushed the ingeniousness of hunters, butchers and masons towards better means and methods, many of which prove all the more useful as the snow thaws and many animals begin their breeding season. : As the hunt for game brings word of new horizons, word is also spreading of eerie blurred pockets in the world. They have started to refer to these pockets as 'Temporal Rifts'. These rifts spew creatures of the Underhome onto the surface of the world, and they come and go in seemingly random cycles, both in space and time. Seraphs start to experience reduced constitution and increased need for sleep. Attentive farming specialists sense a slowing of crop growth as well. Their relentless gnawling on the foundations of the world, seems to have triggered more than just those rifts. Meanwhile, the inevitable natural selection has again grown the average strength of any entity crossing a seraph's path. "GAME" (y2q2 update) * Added mods: Bola, Butchering, StoneBakeOven, TraderCamps, Quivers&SheathsFork, AttributeRenderingLibraryFork * Increased creature strength to 60%. * Reduced max time without sleep from 6.5 to 6.0 days. * Enabled Temporal Rifts. * Seraph base health reduced from 20.0 to 19.5 hp. * Crop growth rate reduced from 100% to 98%. * World borders expanded from 600 to 800 chunks (19.2k to 25.6k blocks, latitude range expands from 31.5°-58.5° to 27.0°-63.0°).
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/land claim allowuseeveryone true is not working.
AlteOgre replied to Vyp3r G0d's topic in Multiplayer
If I recall correctly, you will need to use /land claim save after you adjusted permissions for a claim. The wiki mentions this: So, you load a claim you wish to edit, then edit its permission settings, and finally save the claim to ensure the adjustments are properly registered and effective. -
Autumn has set in and our @Seraphs sense that winter is approaching. Some have intensified their endeavours to provide for sufficient shelter and improved their ways with stone and supportive structures. Their enhanced ability to subtract more useful stone makes some venture deeper into the Underhome, gnawling on the foundations of the world, unaware of what they may trigger. Good shelter will not only protect them from the cold, but will also provide the comfort of a safe bed, as the shortening days have increased their need for sleep. Meanwhile, both the coming of the seraphs and the inevitable natural selection has grown the average strength of any entity crossing a seraph's path. Stone (y1q4 update) * Added mods: ChiseledBlockRetention, ChiselTools, PostsAndBeams, RealSmokeQPPatch, StoneQuarryForked. * Increased creature strength to 55%. * Reduced max time without sleep from 7 to 6.5 days.
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Our Beta launch has been pretty successful so far: better world gen, more players ... and more memory load. And our extensive test phase proved all worth the while and trouble of pushing Watersheds and server capabilities to their limits. We have added the Cave-in Fix mod to make cave-ins less unpredictable and devastating.
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Our server has been re-animated and given a new life: our Beta server opens Sunday, 10 May 2026, 12:00 CEST We hope to welcome many new seraphs and their puppeteers to enjoy our wonderful playground once again! See the original post in this thread and our forum post for more details.
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Test Beta server now running on VS v1.22.2. Atm 33 mods have been added and customised. All running without errors except for the usual performance strain caused by excited playtesters stretching the new chunk gen limits. World gen is amazing so far and players are excitedly placing claims on the cavnas of our world. About 13 more mods will be added in the course of next few days. Full launch anticipated at the end of next week / in the course of the weekend.
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Today, we have started a test phase for our Beta server, using VS v1.22.1. The first post of this thread will be updated in the course of next week.
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This part of the forums is reserved "For looking for other players to play together". For a mod focussed forum thread you can best post one in this part of the forums: Vintage Story Modding - Vintage Story
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This wiki page may be helpful for starters: Setting up a Multiplayer Server - Vintage Story Wiki