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tony Liberatto

Very Important Vintarian
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Everything posted by tony Liberatto

  1. Sorry for the delay guys: @Sileo Patronus, and @Kagi. The new update fixes the Chests and the burdenbaskets. It should also fix the inventory, as it was a Vanilla bug that got fixed in the last game update.
  2. It's a bug. Wolves are supposed to get scared by the bonfire. They are actually the primary reason for the Bonfire. We are looking at what caused the bug. Thanks for the feedback.
  3. The person that works the wiki is traveling. It will not be done till next week. Sorry.
  4. It should be in the wiki, but maybe it was not added. I will make sure to add that information. Thanks for the feedback.
  5. The game is shipped with a ModMaker.exe in the files. All you have to do, is to edit the game files and run the mod maker. It will create the mod for you.
  6. This mod has been included in Immersion. All textures are working. I just noticed this post. Immersion here:
  7. Thanks. The work in Immersion continues. We even have already made the mod compatible with the latest pre release.
  8. @EMSpara Is that on the old Neolithic or on the new Immersion? Neolithic has been discontinued. I barelly have the time to take care of Immersion.
  9. @EMSpara Sorry. We do not have a full guide or tutorial for the mod. I try to add as much info in the Handbook and in the block descriptions. We desperately need someone that is good at writing to join the team. I am not even a native English speaker, and was always terrible at compositions. hated writing essays.
  10. As I have said before, the inventory is one of the things I most dislike about the game. And I really love this game. Inventory is slot based and very small. We need inventory based on type. It feels very frustrating to have to throw away food because you cannot fit in the inventory. One other big argument for a different inventory system is mods adding items and blocks. Whatever balance Tyron try to make originally it gets completely off whenever we add more stuff to the game.
  11. # Immersion Welcome to the Immersion Mod add-on for Vintage Story. The mod is available here: Latest Stable Release The mod depends on copygirl (Carry Capacity) We have a WIKI Please help Translate If you like what you see, Buy us a coffee. The immersion mod is intended for use by experienced Vintage Story players who have advanced beyond the bronze age. In immersion, the player earns stages of advancement by working additional crafting processes above the Vanilla game mechanics. This mod is NOT recommended for new Vintage Story players. This mod is dependent on carry capacity, available on GitHub. Remember to install carry capacity in your mods folder, or immersion will not function! Please note: This is a total conversion mod that requires the generation of a new world. Immersive Crafting Mechanic A hallmark of this mod is a new crafting mechanic "Immersive Crafting". This mechanic requires players to assemble or construct the object (Block, Container, Item) on a work-space block in the world. (In World Recipes) Vanilla crafting mechanics that are already performed outside the crafting grid such as knapping, clay forming, casting, and smithing remain the same. Wherever possible, crafting requiring use of the player's "grid" have been changed to the immersive mechanic, and the Vanilla grid recipes do not function. Any items or blocks created In World include step-by-step directions when constructing on a selected work-space in the Block GUI.(We recommend that Block tips, B, is activated when crafting any block/item.) Immersive crafting changes the resources required to create many vanilla items, and new recipes were created to allow the substitution of different resources. For example, any type of cordage that a player has available may be used in many of these recipes, and players are not limited because they do not have one specific item or material. Material substitutions and alternative recipes allow players to create some important functional blocks at earlier game stages, before metal tools are available. Immersion Additions and Changes This mod adds hundreds of new items, blocks, and concepts. It would be almost impossible to list every addition here, but a brief summary can be provided. * Terrain The immersion mod adds new terrain blocks including: seawater that can be used as a source of salt, and underground aquifers, which can be used (with wells) as fresh water sources. Immersion adds two colored clay (red, brown) in addition to the blue and fire clay. All pottery items and ceramic blocks made from the available clay types remain "true to color" after firing. *Plant Resources Immersion adds new resources including tropical fruit harvested from immersion palm trees, and giant reeds as sources of reed bundles. New sisal plants allow players to create alternative cordage that can substitute for flax twine in some crafting recipes. Different sizes of branches are now dropped from branchy leaves and can be used in constructing items, building materials, and functional blocks. *Animal Resources Immersion changes animal harvesting, which now includes skinning and butchering as separate stages. Animals also provide new resource materials including: tendons for sinew cordage and glue, horns used to craft advanced weapons, and intestines used to prepare advanced foods. A lucky player might also be able to collect an animal pelt, head trophy or skull. * Tools The immersion mod adds new tiers of stone tools including knapped stone hand tools and primitive tools assembled in-world. Some tool heads can now be knapped from bone. Additions of stone aged tools including the adze, hammer, sickle, sword and javelins, as well as three new tiered bows provide a range of building, crafting, and combat options. The additions are often stone versions of more complex tools that are not available until metal-working ages. * Metal Working Immersion adds more molds during the casting age including sheets, lantern components, candle molds, hinges, and pins. These allow players to craft vanilla lanterns earlier in the game, but also allow the introduction of more advanced lanterns in later game stages. Hinges are added to create functional blocks including doors and chests, while in later updates metal tools will be assembled using tool pins. Cast stamps for instant creation of simple clay items are available, and new mod specific tools can be smithed. * Crafting and Building Immersion crafting adds intermediate resources to build, including cast hinges, and panels from bamboo, wood or planks. These new blocks are used to assemble multiple components in immersive crafting. Log walls, roofs and primitive fences can be constructed from branches during the stone age. Small stones can be used to create stone paths and roads using the immersion tamper and setting hammer. Cracked stone and Quartz blocks can be crafted, as well as three new soil blocks: Adobe, Mud-wall, and a new version of cob. Unlike vanilla, most blocks, containers and items display the texture, color and appearance of the materials used when crafting, adding to the diversity and range of building options for players. * New Concepts Bamboo culture has been introduced, which allows players to craft doors, chests, buckets, barrels and other bamboo items during the stone and early casting ages. Bonfires can be constructed to keep predators at bay. Scaffolding can be built and placed to create a temporary ladder. Chopping Block can be constructed to create firewood in-world Mod Specific Bowls are used to mix ingredients and prepare more complex foods. Drying trays are used to obtain salt from seawater. Sisal Drying Mats and Drying racks constructed from branches and cordage are used to sun-dry fruit and meat as an alternative food preserving method. Stationary containers (chests and baskets) are doubled in size to accommodate all the new materials available Wells can be used to access underground fresh water sources. This mod is a work in progress, with new features and concepts planned and added in stages. For more guidance on features included in this mod and detailed crafting instructions, please see the Immersion wiki. This mod were developed by a team of talented and creative volunteers including Authors: Tony Liberatto, Novocain, jhendrix61978, Ereketh , Contributors: Tyron, Milo, Stroam, Elwood, MarcAFK, Demmon1, Dulakaba, Balduranne, BunnyViking . Without their efforts, this mod would not exist. copygirl (Carry Capacity) Please feel free to contact the mod author on GitHub or the Darkagecraft Discord Channel with suggestions, feedback, and error reporting.
  12. The mod name was changed to Immersion, I have not made a forum post. Sorry.
  13. New release of the mod, now full compatible with game version 1.10.15.
  14. I actually like this idea. It is immersive, believable and at least in theory would make pottery a more dynamic activity.
  15. The modded Server is offline for the moment. I am not completely happy with the main mod to start the new world. In the meanwhile everyone is welcomed into the New Darkagecraft Vanilla, at darkagecraft.net:42421 As the name suggests it has no server side mods.
  16. I have no idea how world generation works. I have a somewhat more in death knowledge of server administration and what used to work for TFC servers. What I think would work either for single player or for multiplayer is a highly configurable world generating tool. Like a group of settings on a screen on world creation for single player or a config file for the server. The basic concept is to allow for this choices. First and foremost, limited world size. No one, and I mean no one needs 600,000 x 600,000 blocks world size. We can have a server with 100 players in a world size of 30,000 x 60,000, but if someone disagree, that is where the config comes to help, so everyone can create a world the size they want. Now the second choice is about the climate, Should the world have an equator in the middle, and go cold both ways? South and North? or have the equator at the bottom of the map and go cold towards North. These 2 choices would go a long way for any server admin, but a single player would have fun in creating very small worlds, worlds that would have all the climate biomes to change on just 1000 blocks for example. The third thing needed is to be able to choose land/water proportion, so we can generate a world with a bunch of small islands, or huge continents, again choice. Other than that, is just a question of having Salt water Oceans, lakes, Rivers and streams. The word to remember here is Choice, Choice and Choice. Let the player decide what kind of world he/she
  17. Done: https://github.com/anegostudios/VintageStory-Issues/issues/313
  18. I have been struggling on how to approach this subject in a way that people can understand my meaning. I made a basic count of the mods in the #Mods Release channel of the forum. As of May/20/2019 we had 47 posts there. Some where re posts with a different name or just updates, some people just edited the old posts. Not considering that, of those, 27 were Content mods with no code in it, 20 were code mods. Of the 20 many were publish by me, and everyone knows I cannot code. Some were publish by people that struggle to code, I wonder how many of those consider themselves as proficient C# programmers. My point is that the easier way for people like me, and by the amount of Content mods, I am not alone, is if we could use the available code in the game as just attributes or behaviors, and just create json files. My idea is that if someone, be it a Dev or a Modder, wants to create a new block that uses any feature that is already coded into the game, they would not need to increase the size of the Game code. So the new block is a liquid container? It just need to have Attribute; LiquidContainer. Not to use the Bucket Class. There would not be a bucket Class. The bucket would use Attribute; LiquidContainer. This is a big change, and it would take time and effort to make it. I do however believe it would be worth it. One example, of how this would work, is how @copygirl is making her code for the CarryCapacity. Is a very extensive code, but anyone can use it without the need to make new code. We just set a block with the Attribute: Carryable. And that is it. There would always be room for actual coders to create new features, and they would be welcome. My idea, is that the game would really grow faster if this was done. So, my proposal, for the 1.10, is to be the Modder update. Another argument in favor of doing this now, is that the more the game grows the harder it would be to implement it latter. Mod authors with mods in the Forum are: 9 . Hobbes, Skodone, Tatazaki, Elwood, Balduranne, BunnyViking, MarkAAFK, Sunvald and TonyLiberatto. Mod Authors who do code are: 8 . Erik, Millo, Cout970, Stroam, Doam, Melchior, Novocain, copygirl, Now let's see how much controversy this post will bring.
  19. Sorry about that. There should be a warning about the chests. We had to change the way chest worked to keep compatibility with the Game code. Also to be able to add Labeled Chests. Please try to revert to the previous version of the Neolithic Mod and move all your items to stationary baskets.
  20. New Version of this mod. Now you only need to right click with the offering bowl to update the Totem to the Next Step.
  21. New Update for the Modpack. Now it is available in the GitHub, so it is easy to keep update.
  22. Sorry for the bugs. The Trough is fixed in the new update. Sorry for the chests. I had to completely rewrite the chests, that changed the Block ID for them. For now the only solution for updating an old world is to transfer all your items to the Vanilla Reed baskets, before updating the world. You will need to replace all the old Chests.
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