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Marlim

Vintarian
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Posts posted by Marlim

  1. 📯 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.

    If you run into any issues, help is available in the support channel.

  2. 📯 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!

    gdfzg.png.72e1f73a5f469c2737be18408a7771e3.png

    • Cookie time 1
  3. image.png.b5903fa50ccde3a801008f41e6361b9c.png

     

    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:

    Quote

    This tab presents the conceptual proposal for the Atlas Civ server.
    It is a public and official summary of the principles and decisions that define its operation.
    The text was written to clarify the concept behind the server and better guide those who participate or intend to participate.
    The full version, with technical justifications and more in-depth discussions, is recorded in internal documents.

    "   The Atlas Civ Proposal
    Atlas Civ was born with a clear proposal: to create a server that functions as a living world, where the unfolding of events is a direct consequence of the actions and decisions of the players themselves — and not of rules, artificial events or centralized systems. To achieve this, it was necessary to make bold choices, often contrary to the common standard of Vintage Story servers.

       The first of these choices was to take control away from the team and give it to the players. There is no constant moderation, nor active day-to-day administration — only a technical base that keeps the world standing. This distance does not mean abandonment, but rather trust: the server was designed to function without invisible gears. When there are conflicts, disputes or collaborations, they are real, between people, without external interference. This requires maturity from the participants, but generates something rare: an organic community that self-regulates through incentives, not prohibitions.

       This philosophy is directly reflected in the mechanics. There are no traditional Land Claim systems. Instead, tools like the Bulwark mod, manual reinforcements, and locks create an environment where protecting something requires effort and vigilance — just like in the real world. This does not mean an absence of protection, but rather the replacement of an abstract system with a practical one. A locked, reinforced, and well-positioned castle can be as secure as any automatic claim — and much more immersive.

       The map is also a fundamental part of the proposal. With a reduced size (compared to conventional servers), it was designed to force proximity, increase risk, and turn territory into a valuable currency. The idea of “hiding forever” is no longer trivial; it becomes costly. Hiding requires planning, risk, and perhaps even giving up certain amenities. This makes the terrain itself something contested, loaded with strategic and political meaning.

       Seasons last a real week. This slowing down of time changes the players’ relationship with the world: crops gain value, seasons become relevant cycles for economic and territorial life, and the server’s longevity is reinforced. Instead of a fast-paced race for progress, an environment is created that rewards continuity, memory, and the building of legacies.

       Even what might seem like mere technical details, such as ground gravity and rock instability, play an important role. Unstable caves and collapsing terrain are not punishments: they are ways of forcing the player to respect the environment, to adapt, to plan. The game ceases to be just a collection of systems to “be overcome” and becomes closer to a living simulation. Building a tunnel, erecting a tower, or digging a mine becomes a technical and strategic choice, not just an aesthetic one.

       The economy also follows this principle. There is no automated trade system. Everything depends on direct negotiation, real scarcity, specialization, and the ability to create lasting relationships. Even changes such as adding nails and ropes to tools are not random — they increase the value of certain materials and force the emergence of new economic flows, from reed plantations to ore routes.

       Finally, it is important to talk about the maintenance model. The server is funded by donations, which means that its continuity depends on the community's appreciation. There is no pay-to-win, nor purchasable benefits. Supporting Atlas is supporting the idea of a server that tries to simulate a world, not just offer a playground."

    📜 Inspirations:

    • The Atlas idea didn't come out of nowhere. It's the result of time-tested ideas, rooted in:
    • Old Minecraft Civilization servers – where politics, war, and diplomacy emerged naturally between players.
    • Series like Game of Thrones – which depict a world where alliances, betrayals, and territory are part of an organic web of power.
    • Strategy games like Civilization and Humankind – which explore the growth of societies under pressure from resources, neighbors, and difficult choices.
    • Atlas Civ tries to capture that same energy, but in a lively, unscripted way, in a world inhabited by real people.

    🤔 Frequently Asked Questions:

    • "Why does time pass more slowly?"
      To make the server more durable and to give importance to seasons and crops. Eras become relevant, and the pace favors larger constructions and seasonal conflicts.
    • "Why not use traditional land claims?"
      Because this reduces the risk and importance of decisions. Atlas proposes a world where protecting means building smartly and defending truly.
    • "Does the server have events organized by the team?"
      No. The idea is for players to create and organize their own narratives. The server needs to function without the team as a central gear.
    • "What if someone breaks the rules?"
      There are no rules, only systems. The server is shaped by the players' own responses. We encourage emerging solutions.

    pixel.png.eccaf46897e3fac0f78208d43da72d6f.png

    History:

    Quote

    The initial launch of the server in Vintage Story took place on July 1, 2023. The project gained significant attention for being one of the few with PvP functionality and adopting the civilizations theme. Mods such as Bulwark, Rusty Shell and Firearms developed during the server and became notable additions to Atlas. As interaction with the server progressed, claims were dropped in favor of the PvP element.

    The Atlas player count peaked at 24 simultaneous players, securing a place on the main server list and maintaining a consistent number of players online. Civilizations such as Coméria, Ylldrum, Hedgehogs, Atlachan and Daveahr flourished, while some declined early as was the case with Sylvan circle and others persevered until the end. The original development team consisted of a group of inexperienced developers.

    However, unforeseen circumstances arose within the group, leading the founder to make the difficult decision to restart the server and start again, armed with valuable lessons learned. During this challenging time, some team members have chosen to move on to other projects, and we wish them the best of luck in their future endeavors.

    Take a look at the player builds from the latest iteration:

    Spawn library:

    image.png.6bd4bd5262d7353249ace097bb7d14b7.png

    Hedgehogs tower:

    image.thumb.png.802456de5d967923150c501cc46560d2.png

    Image from Dave's followers:

    image.thumb.png.9b6d1010d7a8501fc4631835760acc09.png

    Sylvan circle village:

    image.png.49904ba4dd599e7658cb5034c48b541e.png

    Overall view over Atlachan:

    image.thumb.png.1f6bbbf4af721cd7625ee6ac6e7c4e5e.png

    Cannons lined up on walls of Coméria:

    image.png.3f5c15757b6aa8fae7e9a290b1a9f0e5.png

    Coméria Armory:

    2023-08-28_16-43-24.thumb.png.763eb628d58fa21fbb36e14f38a6f47d.png

    Others:

    2023-08-21_21-47-46.thumb.png.e4c0fc0992e3dd852ad73bf0c7d63d90.pngimage.png.b5725d6a40e1045c9a59c9f15b81da25.png
    image.png.4941e15401a5222867720400ad8a021f.pngimage.thumb.png.69794ab80932c6cc57e26e5c153c572e.png

     

    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.

    • Like 4
    • Thanks 1
  4.    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:

    Spoiler

    image.thumb.png.b23ccdd6c3f0c746526fbe2c31afb18b.pngimage.png.4f6e6f04f26393806db2acf2e8d89020.pngimage.thumb.png.b5069f3c410e0ca8999d8df3ab368cb1.png

     

    • Like 2
  5. 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.

    • Like 1
  6. 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 

    words-for-snow-AdobeStock_301401130.png

    • Like 1
  7. "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"

    image.thumb.png.8defec07b3d1b1b8078576e566186f23.png

    • Wolf Bait 1
  8. On 11/15/2022 at 2:20 PM, maibock said:

    Have to agree with this. Currently, the plaster blocks don't match any sort of wood in the game so far. Kinda wish there were variants for the natural wood types.

    Not only the plaster block, but the boxes as well, they use generic wood in some parts.

    • Like 2
  9. On 11/13/2022 at 8:58 AM, Streetwind said:

    But I can't really see them? Even in the screenshots provided, when I look at the circled areas, nothing looks off?

    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.

    image.png

    The colors don't match

    image.png

     

     

    • Like 2
  10. On 11/13/2022 at 8:58 AM, Streetwind said:

    But I can't really see them? Even in the screenshots provided, when I look at the circled areas, nothing looks off?

    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"

    • Wolf Bait 2
  11. 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

    Quote

    In the comparison below it is possible to see that the color tones of Vintage Story are excessively light next to an alternative texture:

    2024-02-07_14-33-44.thumb.png.0c724cc3242044c06e5717b59e2ff5ac.png
    2024-02-07_14-31-05.thumb.png.1d8f29c594a288a17fb6d821152b79d4.png

     


     

    • Like 3
    • Haha 1
  12. On 7/11/2022 at 9:06 PM, Hal13 said:

    Yes, but altering something that is vanilla and makes sense game lore and game mechanic wise, is the territory of mods. Instead of not dropping, those blocks should be craft- or at least obtainable elsewhere at latest in mid game. And we know Seraphs did bring innovation to the people before the fall, as such might have a knack on that long gone ages tech, but there is no reason to believe the Traders species couldn't use it, after all they did in the past.

    I didn't understand the connection with my answer, maybe the translation got in the way of understanding

  13. 1 hour ago, Hal13 said:

    Trader carts do consist partially of blocks not obtainable in vanilla and Traders respawn like Seraphs (it only takes longer for them)

    2 hours ago, mew_ said:

    This is a fine idea but the problem with this is that a crafty player could easily acquire items they aren't supposed to have yet in the early game with little-to-no effort.

    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.

  14. 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.

    • Like 4
  15.    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


     

    • Amazing! 1
    • Mind=blown 1
  16. 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.

    • Like 1
    • Wolf Bait 1
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