Novadegree
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I never used mine for a type of fast travel, I found it very handy for those "How am I going to get down situations".
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I'm not going to go as far as to say "appreciation", I bought the game with the understanding they were going to keep developing it, and they have. That said, I'm sure not going to cast judgement on someone who has to try and deal with what happened when the only thing he wanted to do was make a game for us to play and have fun with. I've been playing this game for a long time and recently started using the forums (I made a mod). I'm thinking this weekend I'm going to start the process of my next play though, and after 300 to 400 hours or so, I'll start another one. I hope you all keep playing and having fun too.
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I would suggest the FOTSA Mods . The wildlife really adds a lot to any world. Tentharchitect has done an awesome job and has all the animal types split up so you can pick and choose which ones you like. I wish you lots of fun on your server.
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I've found copper pickaxes and I do believe I've gotten a couple tin bronze axes before, but to me the luckiest find was enough flax fibers and flax twine to make a linen sack right off the bat. I'm no youtuber or streamer, but I remember saying "Let's go!" lol.
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Karl Kernow started following Novadegree
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I would add anti cheat code #toosoon
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Idk about using Meta blocks for seamless integration but you can look at this code for some tips. I use the meta air blocks to try and keep rooms filling with grass and dirt. These lines: "rockTypeRemapGroup" and "replacewithblocklayers" are the terrain blenders so to say. if you want to try and blend your structure more to the surrounding terrain just build the terrain into your schematic, IE if you want your house on a hill, build the house on a hill and export the whole thing as one schematic. I'm new to modding myself so take my advice with a grain of halite. Feel free to use my mod to experiment with, it's drag and drop as far as schematics go, change the code, try different code, re-name some things and make it your own (with your own structures). I hope it helps you on your modding journey. [ // FIRST ENTRY: Adds the temperate/standard empty village structure { "op": "add", // The operation type: appends new data "path": "/structures/-", // Target array path; the "-" means "insert at the end" "value": { "code": "temperatevillage", // Unique internal identifier for this specific structure "group": "emptyvillage", // Group name; helps control spawning limits with similar structures "mingroupdistance": 2500, // Minimum distance (in blocks) required between structures of this group "chance": 0.5, // 50% probability that the game tries to spawn it in an eligible region "placement": "surface", // Dictates where it spawns; generates on top of the terrain "mintemp": 0, // Minimum temperature requirement for the biome (0°C) "maxtemp": 25, // Maximum temperature requirement for the biome (25°C) "minrain": 0.25, // Minimum rainfall multiplier required (0.25 = moderate moisture) "maxrain": 1.0, // Maximum rainfall multiplier allowed (1.0 = heavy rain/wet biomes) "minforest": 0.25, // Minimum forestation density requirement for the biome "maxforest": 1.0, // Maximum forestation density allowed (can spawn in dense woods) "suppresstrees": true, // Deletes existing trees in the spawn zone so they don't clip into buildings "suppresswaterfalls": true, // Stops nearby water sources from generating messy waterfalls over the town "schematics": ["surface/evillages/*"], // Path to the folder containing the physical .json blueprint designs "offsety": -1, // Sinks the structure 1 block into the ground for a natural foundations look "rockTypeRemapGroup": "standard", // Automatically adapts structural stones to match local biome rock types (use granite blocks) "replacewithblocklayers": [ // Flags specific schematic blocks to dynamically match the surrounding biome "game:soil-medium-normal" // Swaps medium-fertility grassy soil out for local sand, snow, or native grass ], "blockmapping": { "game:meta-filler": "game:air" // Converts structural placeholder blocks from the schematic into empty air } }, "file": "game:worldgen/structures.json" // The target core file that this modding patch modifies },
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New to Vintage Story, decided to record my first playthrough.
Novadegree replied to WyvernHammer's topic in General Offtopic
Well you get an A+ from me for two reasons: 1) Volume was perfect for me, I could hear you and the interactions in game, the music volume was also perfect, just enough to know there's music. 2) No foul language. My only advice is to keep making videos, you'll learn what works for you and your viewers. All in all a very good job for a first video. -
Living a Nomad Lifestyle in Vintage Story and Stone Age Living
Novadegree replied to Fey Shadow's topic in Discussion
I'm a hoarding nomad. I usually adapt a ruin or village to my needs for storage so I can collect hundreds upon hundreds (if not thousands of blocks), items ect.. and do nothing with them lol. World gen is a must for me, so Terra Prety, Floral Zones, Wildgrass, Wilderlands Forest , R Better Grass, Aloysia Hates Dwarf Birch. Monsters in my worlds are below ground and in ruins only, the temporal stuff is all off. I use all of the FOTSA animals plus any other animal mods that work. Better Ruins, Abandoned Kingdom (modified version), VS Village, and I will be using my mod Empty Village in the next play though. I used Tent Bag for a while but found that I didn't use it as much as I thought I would, I just continued adapting ruins and villages. When it comes to tools I usually stick with bronze for the most part and feel rich when I'm rocking black bronze, not to say I don't use iron. Steel? I did it in my last play though and to be honest I'd rather spend the time exploring. The mini game of hammering stuff out was fun the first time but with having issues with my hands Knapster was a savior and More Molds is pretty nice mod for me also. Theres others I just can't think of off hand (I haven't started my next play though yet). Oh and I use a mod to set the trader spawn distances to far away, I edit the rest of anything else to move it farther (actually I edit that trader distance mod too). He/She was right on the money, it is fun. -
I can't really just add options like that. The mod was made with the intention for the player to do as they see fit with the structures. There is not any build protection in any of the structures of this mod, want different soil - use different soil, want holes in walls - make holes in walls.
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Empty Village [v2.0.1] This mod adds rare, empty settlements into world generation . Download and full details Empty Village
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Hello, I released my first mod about a month ago and have released a few updates to it since. My questions are about information in the description and general advice: 1) Install and uninstall instructions when users update, should these be included? Or is that common knowledge? 2) Removing the WIP statement from the description even though I am adding new content, should I have left it? 3) Update frequency, does when or why matter? If it adds something new or improves the mod? 4) The mention of other mods I feel work well with mine? 5) Reaching out to other mod authors, what's the best way? 5) Advice about the matter in general? Here is a link to My mod Empty Village Thank you.