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Everything posted by cjc813
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i think i'm stuck in an artic world... noob help plz
cjc813 replied to Galdor_Mithr's topic in Discussion
How much did you change the settings? How far south have you traveled? Moving south should change the temperature, and you should see the climate change noticably within 10k blocks or so. -
i picked up the game on the 13th of October and iv no-lifed 100 hours...
cjc813 replied to Galdor_Mithr's topic in Discussion
What. -
A hunter in chainmail is pretty durable and accuracy doesn't suffer too badly. It's my preferred setup. Keep a spear, a falx, and a bow on your hotbar. If they run up on you, throw the spear at them for burst DPS and finish them off with the sword. You'll still be mobile enough to pull back if you need to.
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People can't hear Bowtorn scream before they shot. I don't think they're going to hear footsteps.
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This isn't Minecraft.
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Politely disagree about Quarry mod. Imo, relieving blocks the vanilla way isn't good game design. I like how quarry mod introduces interesting mechanics and unique gameplay instead of simply making it faster.
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It's very much not vanilla, but imo it should be. The stone quarry mod is at least worth a look. Makes things way faster, but it doesn't feel trivial, and the mechanics are neat. I'm a pretty big vanilla purist, but I don't play without quarry mod.
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Title. When I add Working Classes, I'd like to give all my people the option to reroll without having to manage each one. Is there a way to do this, either with a command or with server configs?
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Just got everything updated to 1.21 and *so far* nothing seems to be exploding. If ya wanna play 1.21 with us, come on by!
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Hey everybody! We're still going strong with a group of folks, making good progress. We've got 2 settlements established near spawn, and both are amazing. Especially the one nearest to spawn. Some really cool builds and super nice folks. There's room for more! Players of all skill levels are welcome, and there's funding for plenty of server slots. Check us out! We are going to do the Chapter 1 story location this Sunday, and we have community armor available so you're welcome to join. Check out or discord, and @ me with any questions or see our chat channel.
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Welcome to VS. It's a great game, I'm glad you checked it out. To be honest, it's entirely up to you as to whether or not you go solo or MP first. Both are viable. If you do want a nice group of folks to join up with, I started a server a few weeks ago. My people are pretty chill and helpful. Mods are minimal, and I put a lot of effort into making sure it's easy for newbies to join. You're more than welcome. Check us out.
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If you haven't hopped into the Discord already, come on by! We start in 1 hour.
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hey, squish. my server's gonna have a fresh start first thing in the morning (6am central). if you're still on the hunt, check us out.
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Alright, folks! I'm excited to announce that this SUNDAY, August 3rd at 6am central, my lil' band of misfits and I will be doing a fresh start on a brand new world! We had a lot of fun over the last few months, and I sure learned a lot. It's time to go again. The main idea behind our server is this: I want a tight-knit group of folks who enjoy a vanilla-ish Vintage Story experience. This is an excellent server for newer players who want to learn the game and have nice people around while they do. Everyone who's not a jerk is welcome. Check out our Discord or keep reading to learn more. About the Server Like I said, I'm going to keep things vanilla-ish. I've spent a lot of time thinking about how to incorporate mods without drastic changes to progression or combat. With this in mind, I'll be rolling mods out in 3 phases. Week 1 (8/3 - 8/9) will play as close to vanilla as I can get away with. Starting on week 2 (8/10 onward), I'll be adding the bulk of our current mod list, and there are a lot of the community favorites in there. After 4-5 weeks (approx. 8/31 onward), I will add a handful of mods that are super fun, but tend to trivialize progression when added too soon. (Full mod list is below.) I'll always be open to mod requests (or any feedback from my folks), but bear in mind, we are here to play Vintage Story. If you prefer to mod the game beyond recognition, I respect your playstyle, but this server may not be a good fit for ya. In addtion to regular ol' surviving and thriving, we'll also be having weekly group adventures every Sunday at 3pm central (If you have a schedule conflict and still want to go, let me know. I'll do my best to schedule as many people as possible). We'll be doing all of the Better Ruins story structures, as well as the main story, over the next several weeks. Technical Stuff Server Dedicated hosting in Chicago, US. 12 Slots, with funding for more. Starting on Vintage Story version 1.20.12, to be updated to 1.21 stable ASAP. Settings Starting climate set to "warm" (halfway between default and the equator) World spawn radius reduced by half (now 25 blocks) Each month is 15 days and days last 50 real-life minutes* Trees grow twice as fast Can chisel nearly all blocks Temporal storms disabled (will enable with enough requests) Equator distance reduced by 60%** Story structures are half as far away All other settings are default *This time setup keeps years a reasonable length, with 2 advantages. First, days (and thus winter nights) are shorter. Second, if I later find that I NEED to slow down the rate at which years pass, I can do it WITHOUT BREAKING ANYTHING by simply making the days longer. A small change to day length will have a significant impact on the length of a year. **North pole to equator is now 40k. World spawn to equator is now roughly 13k. This allows folks a bit of climate control just by moving a few minutes (or more) north/south. Mod List Week 1 (Installed 8/3) Auto Map Markers Better Ruins Bill Posting Chisel Tools Heat Retention Labeled Trunks Sortable Storage Player Corpse Player List Buzzwords Vanity Immersive Corpse Drop Carry On [Back Slot Disabled] Week 2 (Installed 8/10) Containers Bundle [Waiting for 1.21 compatibility.] Purposeful Storage Expanded Matter Food Shelves [Waiting for 1.21 compatibility.] Primitive Survival Prospect Together Culinary Artillery [Waiting for 1.21 compatibility.] Expanded Foods [Waiting for 1.21 compatibility.] Stone Bake Oven Bark Beetles From Golden Combs Stone Quarry Week 5+ (Installed 8/31 or Later) Millwright The Working Classes xSkills Make Me Leak Carry On [Back Slot Enabled]
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Thanks for the reply! I had gotten it sorted. For anyone who may google this later: make sure you also include it at the appropriate spots in the serverconfig.json file. It needs to be inside the "WorldConfig" brackets, but OUTSIDE of the "WorldConfiguration" brackets. Silly me, right?
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If it's not above y 150 with at least 4 sets of sails, it's not even a windmill. Anything over 170 blocks, tho, and you're overcompensating.
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as much as I hate to necro a nearly 4 year old thread, I've got the same question, and I guess this is better than just posting my own, brand new post. can anyone explain what effective differences there are between the two settings? what, if anything does /time speed affect that /calendarspeedmul doesn't, and vice versa?
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Does anyone know how to set world height for a new world from serverconfig.json? I've attempted adding "MapSizeY": ### to the worldgen section of serverconfig.json, created a brand new world, and the world height was still at 256. Same deal with "WorldHeight": ###. I have my serverconfig.json file the way I want it and really don't want to have to create a world locally and upload it.
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Mine's more location based. For example, there's always a trunk next to my greenhouse with all the "farming shit" in it. (Seeds, compost, rot, items that I'm waiting on to rot, good soil I haven't used, etc.) All the raw materials from mining (ores, gems, quartz, bauxite, flint, etc.) end up in my forge, which always ends up at the bottom of my windmill. Building materials for windmills end up with their own trunk, too. Obviously keep my stockpile of (char)coal there, as well. Bars/plates end up on the ground in a corner, somewhere along with bricks. I usually keep a supply of peat and firewood stacked at both the kitchen and the forge. Food is all together in a cellar area. One vessel tends to be my "refrigerator" with all the prepared food in it, then other vessels store raw food long-term. Then I have an established "leather stuff" area -- same deal. Beyond that, I really just have a few random trunks for whatever's left. One's usually a "dirt" trunk. Then a "wood" trunk. Then a "plants" trunk for flowers, saplings and tree seeds. A "flax/linen" vessel for fibers, twine, linen, and bandages. Then I have one "misc" trunk for literally everything else. If a playthrough is long enough, I'll end up with a trunk just for temporal gears and/or Jonas parts. In my "bedroom" I also keep "my" stuff, like my favorite weapons and armor, rusty gears, and any oddball knick nacks that I just think are "neat." At the entrance to my base, beside the door, there is usually a few tool racks too for "sometimes" tools like chisels, pro-picks, shears and usually a hammer. And ofc in the forge area there's always a hammer and tongs on the wall. I'll usually set up some crates and a single trunk outside for stones/cobble. I dump all the stone-type shit in the trunk, and once there get to be several stacks of the same kind of little stones, I'll load them into a crate.
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@HalfAxd thanks for the info. I tried starting over multiple times, and even did a 100% fresh install. (Deleted the data folder, no mods.) I guess I'll just roll back to pre-2 until pre-4 releases.
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Playing 1.21 and my hunger and health bars haven't changed in several in game days. Hunger doesn't go down and health doesn't regen. I've slept multiple times. I know this is an unstable release, so I'm not complaining, but does anyone have any ideas on how to get it working properly without restarting the world?