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Everything posted by Marlim
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civilizations The Atlas Civilizations (Discontinued)
Marlim replied to Marlim's topic in Multiplayer
The Atlas Civilization is now open. After a long setup and testing process, the server is finally online. For those looking for a persistent world shaped by players, it's a good time to join. IP: 198.73.57.155:25900 Version: 1.20.12 Discord: https://discord.gg/3p4KdYzR79 Full modlist and details in the server post. If you run into any issues, help is available in the support channel. -
civilizations The Atlas Civilizations (Discontinued)
Marlim replied to Marlim's topic in Multiplayer
Open Demo A demo of Atlas is available for testing before the official opening. The goal is to check stability, identify any bugs, crashes, mod issues, or balance problems, and avoid last-minute surprises. This is not the official start, everything may be wiped. Anyone who wants to test or follow the development, feel free. IP: 198.73.57.155:25900 Discord: https://discord.gg/Z6WjVuwB5N -
civilizations The Atlas Civilizations (Discontinued)
Marlim replied to Marlim's topic in Multiplayer
Saturday, June 21st, 2025, 15:30 BRT / 18:30 UTC The server will open on Saturday, June 21st. Until then, we'll be open to suggestions and a demo world will be available for testing and suggestions. The official launch event is scheduled on Discord, so if you're interested, come in and confirm your presence! -
Atlas is a Civilization-style server where players create societies, shape territories, and drive history through conflict, cooperation, and trade. There are no set paths, only tools, systems, and consequences. Freedom exists, but so does responsibility. Everything built can be taken, defended, or lost. PVP and Diplomacy: With PVP always active and no specific rules, all outcomes, from alliances to war, depend entirely on player decisions and actions. Player-driven Economy: The economy is shaped entirely by players. With limited resources and valuable trade, those who negotiate and specialize can thrive. Philosophy: No rules, only incentives, discouraging unwanted behaviors instead of prohibiting them. RP is optional and completely organic. Team intervention is minimal by nature. Unique Features: Land Claiming has been replaced with an alternative form of protection, flags for offline protection, and vanilla reinforcement for protecting buildings. You are free to build, trade, defend, or even steal, all through in-game tools and systems. Proposal: History: Main Features: PVP Always On Voice Chat Support No Wipes Starter Kit Info: IP: (Discontinued) (Discontinued) (Discontinued) (Discontinued) 20 current slots (Expandable) Open roles: (Discontinued) Recommended for players 18+ — freedom, responsibility, consequence.
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Where are the brown woods? Don't get confused, think with me, in the game we have different colored woods and that's great, we have green, orange, red, yellow, white, purple wood and other tones, but what about brown? You could argue that yes, we have brown woods, like oak, kapok, ebony or walnut, and yes, maybe this really is a brown, but I'm referring to more specific colors and tones, walnut has a more gray tone. a cool tone and ebony is a mixed wood. My suggestion is to add new wood with darker tones, or brown in color, like the spruce or dark oak in Minecraft, I know that like me, other players feel this lack of darker wood, especially those who came from Mina or who usually build, perhaps a new spruce forest or a new rare dark oak would be a good idea. This would provide more construction possibilities, allowing the construction of cozier or darker and gloomier environments. An example is the SpucedUp (https://mods.vintagestory.at/sprucedup) mod that changes the texture from pine to spruce. (I'm not asking for a texture change, just the addition of a new tree with dark brown tones) Suggestion on discord: https://discord.com/channels/302152934249070593/1187945677817380935/1187945677817380935 Images:
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If you completely clear a large area, the plants will not grow back ever again, which is quite unrealistic as nature if unchecked would grow until it overwhelms your house, giving the impression of an abandoned house.
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My suggestion is to make the snow more dynamic. Currently, when winter comes, the game automatically puts snow on the ground, do you think this is normal? I'm walking and out of nowhere snow appears. The solution I propose is simple: snow only appears when it's snowing. When the blizzard starts, the layers of snow will gradually appear, and the stronger the blizzard, the more snow will accumulate, this simple mechanic would make winter more dynamic and alive. I find that always having snow on the ground is repetitive, it's like I'm playing in a scenario. I understand that it may not be a priority right now, but I don't think there would be a right time to add something so specific. In addition, this mechanic is present in Minecraft Bedrock Note: A new "snow" item would be nice, with the possibility of making snowballs and throwing them
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"What was this?" "You feel something passing by and the dust rises" When the oceans update comes, monsters and legends cannot be left out. My suggestion is that the developers take advantage of the mysterious atmosphere that Vintage Story has and invest in it, making the oceans something challenging and mysterious, not just colorful corals. I emphasize that a good suggestion of inspiration would be the recent thriller game "Iron Lung"
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It's just a suggestion...
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I refer to differences in color tones.If you look closely you will see that in the boxes, in the aged wooden blocks and in the plaster blocks there are different shades, I cannot see harmony. The colors don't match
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It would be interesting not to show all the information about the mushroom, to preserve the surprise. "Do I eat? It can be toxic" A simple detail, but that can improve immersion
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Maybe you didn't understand my point, but if you want to understand, there's the conversation on the official discord, on the channel "suggestions-forum"
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I built a lot in Minecraft, and when I got to Vintage Story I felt a huge difference, it's obviously not the same game. I noticed some difficulties during the game, such as the lack of dark wood, and what is available is difficult to obtain. I also found discrepancies, too many details, exaggerations, visual pollution, which makes the game seem a little disharmonious and visually heavy. Maybe it's just me, but it bothers me. Please don't get me wrong, I love Vintage Story and I recognize that it's not complete, it's in early access, I'm just worried about the future of the game, which maybe when it's more famous it will be harder for the community to be heard. I know that the game is in development, I also know that this is not the current focus of the developers, I see a lot of suggestions asking for new additions, such as items and mechanics, but I don't see players asking for changes to the graphics, that's why I created this topic. I see a huge lack of harmony and several details in models and textures that bother me during the game, but especially when i'm building. This lack of harmoniousness makes the construction process more overwhelming, as attempting harmonious construction is difficult. Like I said, polishing textures and models may not be the developers' focus right now, but if they want to promote the game I suggest they do a lot of polishing first. I know that the focus of this game is on realism, and not on cartoons, so below I will mention some details present in the game that I noticed that do not match the game's proposal or that cause discomfort. Link to the full suggestion on discord, as there is a limit on images here: https://discord.com/channels/302152934249070593/1206413820504051762/1206413820504051762
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The idea of making an ice hole in ponds sounds cool, it matches igloos hehe
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I didn't understand the connection with my answer, maybe the translation got in the way of understanding
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To solve this, just make sure that the broken blocks are not dropped and that the merchant when dying does not respawn, or just respawns with a medicine. It doesn't have to be that way, there must be more ways to solve this problem. My english is not good.
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I think the wanderer's proposal is that of a simple, primitive and unintelligent mob, seeing one of them using spears or any kind of more advanced items doesn't match.
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My proposal is that they remove the protection present in the game's wagons. And if the player damages/breaks any block of the wagon, the merchant gets angry and refuses to trade with you or tries to kill you. This would give the player a greater sense of freedom and immersion and also make the interaction with the merchant more dynamic. Remembering that this is an open world sandbox game. Just an idea to think about, and maybe improve on.
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Commercial wagons are protected in the game, in survival mode it is impossible to damage or loot a commercial wagon. Instead, I propose that they remove this protection, leaving the player more free to loot and break wagons. But of course the dealer won't like this: As a reaction to breaking, damaging or looting the commercial car, the merchant of that car may refuse to sell to that player or try to kill him as a way of protecting the car or himself. I think it could make the game richer and more interactive, and it would definitely improve immersion. I used Google Translator
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This game is moving away from the voxels idea a bit, just look at the wheel that was added. I think the cloud looks great like this, combined with the game.
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We don't need zombies, we have drifters...
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If I mown the lawn of my yard it will one day grow back...but that doesn't happen in the game. My suggestion is that the grass grows over time, Stardew Valley or Terraria style, in spring, after the winter and snow.
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Your suggestion would certainly make the game more alive, real, complete and scarier