Jump to content

AlteOgre

Very supportive Vintarian
  • Posts

    99
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by AlteOgre

  1. 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°).
  2. 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.
  3. 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°).
  4. 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.
  5. 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°).
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. The description for the simple 'ad-hoc server / open single player game to lan' method on this page also contains tips on how to possibly solve the issues you're facing: Setting up a Multiplayer Server - Vintage Story Wiki And the page lists alternative methods. Good luck and enjoy!
  13. 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
  14. This wiki page may be helpful for starters: Setting up a Multiplayer Server - Vintage Story Wiki
  15. We have decided to do a full world reset of our world for a relaunch with VS v1.22. Transfer of builds from the current world will be facilitated for those players who desire their builds to be re-used in a location of their choice, albeit that those will be stripped to bare bones buildings. Upon relaunch we will implement various lesson learned in the way we will configure our next world and in how we will plan difficulty enhancements and mod additions. Overall, the world will be smaller (polar-equator distance was just too big), have more ocean, less ores and we will have a faster development pace. As with the current world, we will start with a minimal amount of mods and preferrably with a stable release as soon as that is available.
  16. * Server and mods updated to VS 1.21.6. * Replaced PlayerList with PlayerListRevived and Banners with HeraldryBanners. * Added support mod Heraldry.
  17. Use the wiki: Setting up a Multiplayer Server - Vintage Story Wiki Wiki exists for reasons.
  18. 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!
  19. 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.
  20. 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.)
  21. 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.)
  22. 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.)
  23. 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.
  24. 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.
×
×
  • 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.