Jump to content

AlteOgre

Very supportive Vintarian
  • Posts

    83
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by AlteOgre

  1. * Server and mods updated to VS 1.21.6. * Replaced PlayerList with PlayerListRevived and Banners with HeraldryBanners. * Added support mod Heraldry.
  2. Use the wiki: Setting up a Multiplayer Server - Vintage Story Wiki Wiki exists for reasons.
  3. That moment has finally come: the server has updated to VS v1.21.5! Without further ado nor prose or poetry, just check the changelog of our Y9 winter changes: * Server updated to VS v1.21.5 * TS duration changed from 45 to 50%. * Drifter spawning during TS closer to players and in lighter areas (resp. 18 blocks and light level 8). * Crop growth rate reduced from 92 to 88%. * Enabled spawning of Panda Bears. * Player health reduced from 18 to 17 hp. * Expanded World Border from 800 to 1000 chunks (+6400 blocks in all directions). * Added the following mods: Bricklayers, RealGrapes, Quivers&Sheaths (+ AttributeRenderingLibrary) and WolfTaming. ... and enjoy!
  4. Added four teleporters at spawn. These offer whoosh options to travel approximately 25k blocks in each cardinal direction, bringing seraphs close to the present world borders.
  5. Spring is in the air! Seraphs celebrate thaw and the tilling of their acres, the necessity of which has become more pressing as the enhanced storm intensity has caused faster food decay. (Increased food decay rate to 35%.) The long winter has brought about some interesting changes to the world's wildlife as larger species of deer have evolved, and predators have been at more serious danger of becoming prey themselves, either from other predators or from the elements. (Enabled spawning of elk and moose, and of a range of large carcasses.) Many a seraph has spent the long winter days fiddling about with needle and thread, and some have come up with ingenious new clothing designs. Others fiddled with various materials in search of more durable, more efficient or just more fancy ways to enlighten their world. (Added mods: Dressmakers and ApeLanterns.)
  6. Autumn pours its magnificent colours over our world and winter approaches. And so does the ninth year of our existence as seraphs in Ilu Ambar - Quenta Yára. Next winter will be long and cold (... due to the recently doubled real life duration of in-game months, seasons and years). Aware of the upcoming chill, ingenious seraphs have begun working on new designs of devices to warm their home and armour that keeps their bodies warm. (Added mods DRBraziers and WarmGambeson.) Meanwhile, as various individual settlements have grown more aware of their status, and to some extent esteem among the populous, some have began working on signs to display their identity. Banners and similar items now fly atop roof and parapet. (Added Banners mod.) And the restless rustlord ... never ceases to intensify their grip on the dimensions defining our world. (Temporal storm frequency and intensity is increased, and drifter spawns during storms intensified.)
  7. The year of our Dave 8 has brought our @Seraphs much to wonder and ponder. Time has come to a sudden slowdown and the hours, days, months, seasons and years now all last twice as long as before. How, why? As the confuzzled seraphs seek for ways to understand this weird shift, they, as usual, turn to their daily pursuits and make the best of it. The copium in these entities strong is. (The pace of time has been halved.) Meanwhile, canines have evolved to grow ever stronger and there are reports of some new species hunting in packs. Careful young seraphs! (Enabled spawning of 5t1 strength canines like red wolves and african wild dogs.) In order to cope with these new top predators, many animals have grown to swim faster. (Creature swim speed increased to 120%.) The tailoring and butchering leap of last year has now lead to even more innovations and while seraphs are getting an increased appetite, they excel in increasing both the effectiveness and the yields from hunt and slaughter. (Hunger rate increased to 95%. Added mods: Bola, Wool&More and ShearLib.)
  8. Per request of a very convincing majority of the active playerbase: Per start of in-game year 8 (early May), the pace of time is halved. This results in: * in-game months, seasons and years all take twice as much time to pass in real life, * longer in-game days (96 real life minutes), temporal storms, crop growth duration and animal gestation times, * slower (halved) hunger, healing and food spoilage rates. The annually planned adjustments of difficulty affecting settings and additions of various mods will be adjusted to make for an increased (possibly doubled) rate of change (per in-game year), while taking into account the above mentioned effects.
  9. Another long year has passed and progress has been meaningful indeed. Though the intensity of the storms is ever increasing, gnarling on the constituency of our proud inhabitants, and the world evolves to produce stronger, more resilient animal species, craftsmanship, resourcefullness and technology help our seraphs move on in the race to rustmageddon. Changes implemented for the Y6-Y7 transition: - TS duration slightly increased and drifter spawns during TS will be slightly closer to players and in lighter areas. - Slightly reduced player healing speed. - Enabled spawning of Caribou and Reindeer. - Added mods: Butchering, FoodShelves, PurposefulStorage, ExpandedMatter, TailorsDelight and Vinconomy. - Removed mod HeatRetention and replaced it with ChiseledBlockRetention. It is expected that we will be able to upgrade to v1.21 in the course of next in-game year, Y8.
  10. The storms are lengthening they said. Our explorers have gone farther they said. Our means have improved they said. Their bodies grow weaker they felt. Longer storms, drifters appear more close-by and at higher light levels, and crop growth is slowing down. The world we know has grown larger, with more varied forests, larger prey and larger predators. We scare the crows from the crops, we bake a cake and store the more, and can cripple whichever we target. Seraphs constitution and metabolism have weakened. Oh it senses ... Implemented Y5-Y6 changes: TS duration increased from 30 to 35%. Drifter spawning during TS closer to players and in lighter areas (resp. 24 blocks and light level 5). Crop growth rate reduced from 96 to 92%. World border expanded with another 100 chunks (to 800 chunks / 25.6k blocks). Added: FotSA:Pantherinae and BetterForest. Enabled spawning of Pantherinae with a strength of up to 5 (Leopards enter the world, at 50% of default rates). Enabled spawning of all deer from both vanilla and FotSA:Capreolinae with a strength of up to 8 (Marsh, White-tailed and similar, at 50% of default rates). Creature swim speed increased from 110 to 115%. Player health reduced from 19 to 18 hp, and hunger rate increased from 85 to 90%. Added: Scarecrow, StoneBakeOven, ShelfObsessed and FleeExhaustion.
  11. During the cold winter months @Seraph are spending a lot of their time pondering possibilities to improve their lives. The winter of Year 4 has proven very fruitful in terms of novel nifty means for precision woodworking. This allows for various new applications making their lives easier, and safer. (Added mods WoodenShuttersAndMore, MechanicalBlockRetention and Millwright.) Meanwhile, the less crafty seraphs who spend much of their time outdoors, have come up with ways to tame red and arctic foxes. Nobody knows whether mastering these small canines will prove them any good though. (Added FoxTaming.) In the course of the year, the new major temporal disruptions, now called "Temporal Storms", have gradually lengthened and cause drifters to appear closer by, and in lighter areas. (Temporal Storm duration increased from 25 to 30%, while during storms drifters spawn at min 28 blocks from seraphs where light level is below 5.) Final noteworthy news flash may be an account of a hunter who says they had some extraordinary sightings in the far south, of possibly a yet unknown animal species. These are quite large four legged furry beasts, with heads that have similarities with canines. And they are apparently also capable to stand on 2 legs and seem to be omnivorous. (Enabled spawning of sun bears.)
  12. The winter of in-game Year 3 is nearing its end and while our seraphs rejoice in meeting another spring in Y4, the world will meet them with some new challenges. It senses the ominous signs of a first major temporal disruption, causing the now named drifters of the deep to approach ever closer to the surface and the light. (Enabled Temporal Storms at lowest frequency and duration. Added WeatherTheStorms mod, restricting drifter spawns during storms to min 32 blocks from player and max light levels of 3.) This change in the world's temporal behaviour has an immediate effect on plants, animals and seraphs. (Food Decay rate increased to 30%, Creature Swim Speed increased to 110%, Player Hunger Rate increased to 85%, Player Health Recovery Rate decreased to 120%.) Meanwhile, the world's fauna keeps evolving. While canines grow bigger and specialize in pack hunting, felines pursue specialisation in a different predatory technique: ambush hunting. This has lead to the emergence of stronger cat species that can not be tamed as easily. (Added mod FotSA:Felinae. Enabled all caracal and lynx spawns: all 4t1 strength species.) Seraphs are poised to further explore the world and help each other find opportunities to improve their prospects. (Expanded World Border to 22.4 k blocks in all directions. Added mods BillPosting and TraitAcquirer.)
  13. Our seraphs are enjoying their fourth summer (July Y3). While adapting to the gradual changes in the availability of food sources, they have expanded their capabilities to process foods and are now able to produce a much wider range of prepared meals. (added ExpandedFoods and ACulinaryArtillery) With the arrival of larger prey and predators, the hunters have developed their techniques for ranged attacks and shared their insights with everyone. (added BullseyeContinued and OverhaulLib) Their ingenuity proves all the more useful as the ever more present temporal disturbances erode their constitution. (reduced seraph base health form 20 to 19 hp)
  14. On Ilu Ambar - Quenta Yára, year 2 has almost passed as our @Seraphs learn to master their trades. The development of adequate tools now enables them to chisel the most soft and brittle materials. (enabled 'micoblockChiselling all' and added QP's ChiselTools mod) The world continues to evolve and life's struggle is slowly getting harder as stronger canines with more pack-like behaviour emerge and the coming of the rifts in last year has seemingly slowed the growth rate of crops. (enabled spawning of 4t1 canines like coyotes, dingos and smaller wolf types + reduced crop growth rate with 4%) Note that we had a very serious back-end caused roll-back of 6 days and a long wait for back-end maintenance, pushing us all back for almost 2 weeks. Server hasn't had even a single crash since then and we haven't experienced any lag issues either. Running smoother than ever, even when fully populated.
  15. Added two new mods for the purpose of general convenience: * SeaLevelFix: The base game does not correct the 'near surface ore spawn levels' for worlds with non-default height. Our world has a height of 320 instead of the default 256 blocks and therefore those ores are typically found some tens of blocks deeper underground. This mod corrects for that. This may be a 'late addition', but still very useful as our world expands. Mod will only be effective with new terrain generation: terrain generated before this addition will have 'near surface ores' generated at deeper levels. Most have got used to that by now. * OfflineFoodNoSpoil: This mod enables reduced food spoil of items held in the player inventory while the player is not logged in. We will work with a setting that makes the player inventory while not logged in be similar to a 'cellar'.
  16. Year 1 has come to and end for our @Seraphs and they rejoice in another spring, full of life and excitement! The new year is coming with some ominous changes. Strange distortions of reality appear in apparently random locations at random times. The few who dare share their experiences report that entering them, on purpose or accidentally, is said to be quite scary and comparable to the effect of a long stay deep in the underhome. They are referred to as rifts and they can at times come in huge numbers, resulting in many spawns of the creatures that once would remain deep in the underhome or who would only come out of the many caves and crevices after dark ... (enabled rifts) The changes appear to have a remarkable effect on the seraphs and animals of our world whose appetite seems to grow bigger and whose perseverance to cross bodies of water has grown stronger respectively ... (seraph hunger rate and creature swimming speed increased) The arrival of stronger canines may have sped up the selection of bulkier, more agile and more illusive species of deer ... (added FotSA:Capreolinae - deer stronger than 6t1 won't spawn yet) Finally, the skillset of our seraphs has grown and they are now able to close off many smaller holes in rooms that would otherwise cause draught and unintended cooling or heating. A new product called oakum, craftable from flax fibres, does the trick ... (added HeatRetention mod)
  17. We have no huge oceans, but there are large bodies of water. We use Conquest Landform Overhaul with LandCover 80%, LandCoverScale 125%, Upheaval 30% and LandFormScale 160%. Btw, welcome to Ilu Ambar!
  18. Year 0 was a good year for newly arriving seraphs. A 'walk in the park' some might say. The world is gradually changing, and Year 1 has just started on our VS server. Word has spread that some industrious seraphs have mastered and improved ways to quarry large chunks of rock, allowing for more effective and efficient quarrying methods ... (added StoneQuarry mod) Last year and early spring still gave a berry boom ... but somehow the growth rate of this easy food resource has slowed significantly ... (added BerryBushGrowthControl) The abundance of small prey seems to have boosted the development of stronger predators and we're getting multiple reports of hunters encountering stronger foxes and even newer, stockier breeds of canines ... (enabled spawns of stronger foxes, raccoon dogs and some jackals)
  19. Hey Anddreygg and Skylar1998, I can assure you that our server is a very new player friendly server, where you will find many cooperative players who will be willing to support you and teach you the game. The server starts with relatively low difficulty settings and as in-game years go by, they will gradually be enhanced to eventually be similar to vanilla ... and beyond. We will enter our second spring tomorrow and there are multiple small, buzzing settlements with friendly and active players near spawn. Here's a link to our forum post, which holds all important info you may need:
  20. Community is steadily growing and very active. We've just expanded the player slots for a second time since launch. Come join in while the world is still friendly to all new seraphs (see forum post), and as we're approaching our second spring (and some planned additions).
  21. After a very smooth start we faced some tough headwinds with problems at our server back-end and possibly also from EntitiesInteract/EntitiesConfig giving us major downtime. We took out mentioned mods and also had our host correct possible causes at their end and are now back up again, with more seraphs, sponsors and slots, and more mods as well!
  22. We found EntitiesInteract no longer working with MoreAnimals and FotSA:Caninae since v1.20.10. As we wish to surpress MoreAnimals entity spawns and gradually introduce FotSA predators (a.o. the Caninae), we decided to not use MoreAnimals and FotSA:Caninae fttb, until EntitiesInteract can again properly control entity spawns from those mods. EntitiesInteract does still manage to control vanilla mob spawns fortunately.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.