Xandu
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Posts posted by Xandu
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On 4/16/2025 at 12:30 AM, Ian41221 said:
How exactly does the Blacksmith skill work? Not sure if this has been asked before but what is the quality actually based on?
When you forge more items you will get better at it.
On 4/18/2025 at 11:45 PM, Strompey said:Is there any way to turn off the Xlib chat? It spams the chat a lot and keeps on forcing the chat window to the bottom whenever something gets xp.
You can disable the experience tracking in the configuration file, which should be "false" by default. You can also leave the channel like every other channel: "/group leave [group]"
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7 hours ago, Ultrcombraun_ said:
I haven't been able to find any resources on the method to "disassemble locusts" from the metallurgy skill. Why not add it to the description?
Like other mobs, the dead locust has a tooltip that explains how to do this.
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On 3/30/2025 at 3:46 PM, Korbut said:
Thank you for the mod. It adds a nice variety to the game and can be easily customized to your needs.
I have a question about the "trackExpGain" parameter in "xleveling" config. I have deployed a dedicated server where we play with friends, but there is no experience gain displayed in the chat. Although the setting is set to "true". I remember that I had a similar problem in the singleplayer, but the problem resolved itself there, at some point after several hours of playing - gaining experience began to be displayed in the chat. This does not happen on a dedicated server. Maybe I'm missing some settings in the server itself?Edit: somehow, the problem resolved itself again, after a few days of playing on the server, a chat channel with notifications about the experience appeared by itself.
Hi. If someone else has the same issue:
1. You have to activate this configuration for the client as well.
2. Make sure you are in the chat group "Xlib". You can manually join it with "/group join Xlib" if you are not in the group for any reason.On 4/1/2025 at 11:54 PM, Redpaws said:What, exactly, counts as a temporal unstable area?
Does standing in a rift count as an unstable area?
Does a temporal storm mean the whole world is considered unstable for the duration?
The server I'm on set up shop in an unstable area but used a mod to stabilize it (but gear still spins), and I don't even know what that means for the temporal perks.Edit: After testing, temporal unstable kicks in from instability from depth, and from naturally unstable surface areas. What surprised me was that it is a gradual change, so you got to be pretty deep to get the full benefit. Even moving up/down a few blocks is enough to see a difference in damage. Standing in a rift does nothing, but temporal storms has the bonus maxed out for the duration. (Just in case anyone else wondered!)
Also found out from testing that knives scale with Husbandry for the Tool Master skill, even though it isn't listed. The more you know!
Yeah rifts work a little bit different than other temporal unstable areas. I think knives were added after I wrote the tooltip. Also rolling pins benefit from your cooking skill.
On 4/4/2025 at 9:09 PM, Dailan said:I wonder, I have been trying to add a xp modifier for a custom class that I created, I made the json fire to parce the jsons in the skills/ folder, but its not showing when I run the game,
this is the representation
{ "file": "xskills:skills/farming", "op": "add", "path": "classexpmult/myclass", "value": 0.1 }I tested different ways, so far these are the ones I have tried:
- full file correct path instead of short one
- used addeach
- used path as "classexmult" and my class in value, as if the classexpmult was an array instead of a dictionary
-doublecheck modinfo
game runs and log doesn't show any errors, any ideas why the extra % its now showing on the skills window
Update: disregard, I figured it out.
Hi. Make sure to add xskills to the dependencies in your modinfo. This seems to help in some cases. Also look at the config files for the skills. If your class is already in these files it will overwrite your patch.
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8 minutes ago, Arythazin said:
Is there another way to quench apart from getting a watering can and spraying something you've laid on the floor? Some things can't be laid on the floor, for example an axe head, and I'm not sure how else I would be able to apply quenching towards making my axes.
Throw the item into water.
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4 hours ago, Salamandra said:
I didnt see anywhere in this topic, or in the comments on the mod page, but a quick question I have about the gemstone miner attribute is whether or not leveling it up increases the droprate of diamonds from suevite rock? I'm looking for a more gameplay oriented way to get more diamonds without downloading another mod, or just changing the droprate in the stone config game files myself, because that doesnt click well with the idea of earned progression to me...
The abilities increase the drops depending on the type of the block. To get more drops from suevite rock you need the "Stone Breaker" ability.
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1 hour ago, Xcross15 said:
where do I find the config files for the mod, I looked through the mod config and do not see an XLeveling file in the mod configs? Do I need to load a world file for it to appear?
The mod uses a XLeveling directory inside of the ModConfig directory. You might need to join a singleplayer world for it to be created since mods are only loaded when you have started a world.
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4 minutes ago, Ackzel said:
Could someone explain what "Bright Harvest" Does?
I've tried using a Scythe and im always able to harvest a 3x3 area with it, with or without bright harvest.
I searched previous comments and the mod maker said that they are hard coded to harvest 3x3, but then what does Bright Harvest do?Thanks.
It harvest in a 3 by 3 area. But in the base game it only harvests up to 5 blocks.
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1 hour ago, Redpaws said:
Oh, so there is! Missed that extra line completely. Thank you!
Tried out various numbers. Having it above 1.0 doesn't seem to work and just leads to a 100% XP loss rather than a loss based on a % of the requirement to the next level, but lowering the value does work to make you lose less (or more) % of your current XP. Is there a way to make it flat XP loss though? Like making it so you always lose exactly 5 or 10 XP, or whatever other value. Feels like the penalty gets too harsh when you're very close to leveling Survival, and non-existent if you very recently leveled it.
Having it above 1.0 only works for the other setting, not for this one. I may add a maximum exp loss value in the next update.
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9 hours ago, Redpaws said:
Is there a way to remove XP loss on death for Survival? expLossOnDeath is already set to 0.0, but it still makes me lose ~60% of the current survival XP on death. It'd be nice to be able to disable it, or at least change the lost amount a flat, constant amount rather than a %. To me, it's not really 'fun' to lose 20-25 real hours of progress in an instant just because I died while very close to leveling.
Doesn't matter what I set the value to, it seems like Survival (and only Survival) has a baseline of ~60% of current XP being lost on death, and then whatever the expLossOnDeath does. With 0.5, I'd lose ~80% of Survival and exactly 50% for everything else. With 1.1, I'd lose 1~% of the current level requirement for every other skill, and 60% + 1% of the current level requirement. Is Survival XP loss just bugged or something?
There is an extra setting for the survival skill in the survival.json config file.
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4 hours ago, WingMaster_ said:
Is the iron fist skill broken? I noticed while I was playing vintage story with a friend that the iron fist skill did not seem to increase the damage I do with my fists at all. Normal fist damage is 0.5 and the skill (1/3) says it multiplies that damage by 2 and then multiplies that damage again by your average protection tier. I tested with a friend by punching him and it still did only 0.5 damage, even put on full steel plate to tests damage with the same result. Am i missing something?
You have to enable abilities for PvP in the configuration file.
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59 minutes ago, Azuli-Bluespots said:
With Combat Overhaul installed, bows don't give combat experience anymore. Can this be fixed somehow, even if manually?
What versions do you use?
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56 minutes ago, MrWWIIBuff said:
I was using sea water.
Ok. That's weird. It doesn't show anything if you fully fill the pot with sea water? Could be a conflict with another mod.
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15 hours ago, MrWWIIBuff said:
Currently having an issue with the Desalinate perk. No matter how much water I put in the cooking pot, and making sure its even in every slot, I cannot Desalinate the water. The only thing that works is it will make lime.
If you get lime you should also get salt. You just get less salt. If you want to get more salt you should use salt water.
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On 2/19/2025 at 1:24 PM, Schmidt2496 said:
So i have added xlib + xskills to a server and personal mod folder, made sure it is enabled however I cannot open the xskills menu when pressing "O" any help with this, I did add it to an already established server but I didnt see anything stating that I shouldnt do this ?
This sounds like you are using a wrong version. If you use version 0.8.14 of the mod make sure the server and your client is running on version 1.20.4 of the game.
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On 2/6/2025 at 11:36 PM, werff said:
The thing is, I think if you could a forked effecto between Monk and Meatshield, or a "Nudist Meatshield" skill, one that has better stats but only works without armor would be great.
I mean "Meatshield" is worth grabbing wheter you wear armor or not, having an opion with better perfomance without armor would be in line with the nudist and monk themeIt should still be worse than wearing armor. You have to have a benefit from wearing armor because of the effort it requires to make and it also comes with a lot of negatives.
On 2/7/2025 at 9:10 PM, Dr_ZoidBerg said:Greetings Xandu !
First of all, thank you so much for the mod. the XP grind and specialization is exactly what vintagestory was missing
i would like to chime in with the report of a strange sync bug at least two other people have reported, which only happens when XLib and XSkills are installed on a server (ubuntu, x86, .net 9.0). when items drop and are picked up, the 3d rendering of the items are still there. Also player animations get a bit wonky.
This only happens on a dedicated server. my local file hosted on web works like a charm
Im actually pretty new to vintagestory, so if you could point me to where the logs are you need (if you deem this report worth a look) that would be great
Hi. Thank you for your report. But I still have no idea why this happens. There is no code xskills touches that I can imagine that could cause such a bug. I don't think that logs can help with this issue.
On 2/8/2025 at 3:45 PM, Cryorus said:I feel survival experience should be primarily be more than just existing , sitting in a hole covered from the outside world and munching on extremely storable food is hardly "surviving"
Would love to see just existing as a small trickle of exp but the main way to level survival being to resist fatal attacks and injuries ( take damage and not die ) , heal from said injuries and eat food.
With this in mind as you have more sources of survival exp , would it be possible to add a debuff like the well rested buff ? Appears after death and reduces the survival exp gain rate.
Could be called "Restless Soul" and a stacking debuff that reduces your gain rate until it expires and everytime you die while you still have it makes it stack ( numbers I would leave to your discretion). Implying that your soul after respawning needs to readjust to your new body and dying while still adapting makes you more out of sync.Well, I would say that this still is "surviving". Getting damage and surviving is something I want to keep in mind for a maybe future defensive skill.
It is possible to implement such a thing but it takes more work because there isn't really a way to modify experience for a specific skill outside of classes.
And you already loose survival experience when you die so it would be a little bit redundant.-
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19 hours ago, werff said:
Seeing how "Monk" works, could you give it a bit of % damage reduction per level or make it improve the "Meatshield" skill % reduction if you have that skill?
That would make it a bit more of a gimick and usefull for basic gameplay in stoneage, once you enter the bronzeage it wouldn't be worth much, but well, at least it would be fun and a bit usefull, with a lot of investment, until thenI think the ability is fine as it is. Monk also works fine with the nudist ability. There is also the "drunken master" which can be used to further strengthen the monk.
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9 hours ago, Xcross15 said:
Question for the people in the thread. Does anyone know if stable warrior still functions in stable areas if you have temporally unstable? If not is there a way to enable it Being able to unlock effectively a global damage bonus at a high level sounds awesome.
No, temporally unstable inverts the effects of the stable warrior effect. Making it work in all environments would contradict the concept of the ability.
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8 minutes ago, Kostelo said:
Hi,
you must go to the mod configuration folder. There should be a XLeveling folder with a survival file.This file should have an section for the survival ability. Change it to something like this:
{
"name": "allrounder",
"id": 6,
"maxTier": 5,
"minLevel": 5,
"enabled": true,
"values": [
1, 2, 3, 4, 5
]
},-
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21 minutes ago, Kostelo said:
Hey so after trying for hours i am lost and try it here
We would like to set AllRounder to have a max of 5 Tiers at the levels 5,10,15,20 and 25.
But after trying my brain is fried and i hope you can kinda explain how to get that into the Skill with and maybe provide the values?
i am really trying to understand here
EDIT:
Yes i have tried understanding the explanations above
Hi. With the default configuration you cannot set specific levels. It will just use subsequent levels for this. To add specific levels you need requirements. For examples see at the assets/xskills/skills folder inside of the mods folder. And you have to patch the survival file for it. (https://wiki.vintagestory.at/Modding:JSON_Patching)
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35 minutes ago, Sofia Q.F. said:
makes sense thank you!
Other question, how do I get salt out of a cooking pot? I feel a bit dumb lmaoYou can't take it out of the pot. It shouldn't be in there. It seems to be part of the conflict with "Core of Arts".
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17 minutes ago, Sofia Q.F. said:
I was trying to make a redmeat stew, but yes, we do use "art of growing" but I never expected that to be causing an issue with meat too!
It is an issue with cooking in general. "Core of Arts" replaces the default cooking pot which makes code applied to it not work anymore.
The first question was related to your experience issue. You get more experience if you use more diverse ingredients.
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1 hour ago, Sofia Q.F. said:
Hi there! Love the mod, though the grind to level up cooking is kind of nuts! (Im the dedicated chef for our server and despite that only have a single level in cooking despite preparing a ton of meals)
One question: i picked up the perk (canteen cook I think) that allows me to make portions of 8 instead of 6. However, when I cook something with 8 portions, once the bar reaches the end, it starts over, and never finishes the meal. We have expanded food too, maybe it's incompatible?
Thanks!What meals do you cook?
I spent a lot of time getting the mod work with expanded food properly. This sounds like the issue with the "Core of Arts" mod that we encountered 2 days ago on discord. -
On 1/7/2025 at 11:29 PM, DejFidOFF said:
Hello o/
Is it possible to add compotibility ( Cooking skills ) with chiseledfirepit from mod ChiselTools?Hi. This should wok now.
On 1/11/2025 at 8:47 AM, LebenTod said:Can you explain what you expect from compatibility for someone that has never played with from golden combs?
On 1/12/2025 at 1:46 AM, Tro Klass said:Hi!
First of all, thank you for your mod. I've been playing with it for 2 years now and it's really a welcome addition to the vanilla experience (that and primitive survival).
I recently uploaded a local save we used to play as multiplayer locally to a server config (ARM64) and even if most of my mods work fine, yours is apparently creating a bug (I say apparently since the bug disapear when I remove xlib).
The bug is just visual but it's still very much a nuisance: items are boucing when you drop them on the floor and stay (only as a visual) even after you walk on it and it get back in your inventory. Same with "processing" items (like those in quern) or when you breaks blocks (as you can imagine, this is when it gets the worst). The bug stops when you diconnect from the server.Not sure if it is ARM related or something else. We never had this bug (different from the "usual logs bouncing" when you axe a tree) when we were playing on a local game and it appeared the first time we payed on the same save as a server game.
Config:
server v 1.19.8 ARM64 on ubuntu 24.04.1 LTSseed: imported
Mods (all latest stable and compatible version with 1.19.8):
BetterRuins
bricklayers
CarryOn
CommonLib
CompatibilityFix
expanded_matter
MoreRoads
PlayerCorpse
primitivesurvival
ProspectTogether
stillnecessaries
StoneQuarry
workbench-expansion
xlib
xskills
Any idea? Or suggestion?This looks like a server/client - synchronisation issue. While I can understand the part with the block I have no idea why the pickaxe acts like this. Since I am currently working on the 1.20 version of the game I can not look into the issue for 1.19. And it seems to be a multiplayer issue which makes it even more difficult to investigate. The stable release of 1.20 should not be too long form now. Maybe this will fix the issue by it's own. So I would ask if you can check whether this issue still occurs in 1.20 and tell me if this is the case.
You also said that it also happens with querns and xskills does nothing specific to querns. So are you sure it is related to those mods?
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On 1/4/2025 at 4:44 PM, AnomynousX said:
Skills, abilities, professions, specializations...
I will, as in the documentation for now refer to abilities.
Some abilities have requirements. These can be "professions" or "specializations".
E.G: "Miner":
Requirements:
Required Level 5, which I have
Limited (1/1) specialization, which apparently I have, but it I wouldn't know which one because it doesn't say if its a specialization or a profession.Is there documentation on which "abilities" are specializations and professions?
I would highly recommend adding a tag like S and P (and A for for something which isn't a specialization or profession)Edit:
I was unable to choose farmer with Green Thumb at 0 or 1... So? Green Thumb is not a specialization blocking Farmer. Or is this because I edited my abilities? (Ill give a restart a try with the Green Thumb at 0)

Edit 2:
I THINK I understand that you can have only one profession and I do have digger... But digger is referenced as a specialization???? I'm lost
"professions" and "specializations" are just synonyms in this case. It's my bad that sometimes one term is used and sometimes another. So everything that has "Limited (1/1) specialization" in its requirements is an specialization.
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XLib and XSkills
in Mod Releases
Posted
Hi. So I may be a little bit late to answer some of these questions but I will answer them non the less.
The amount of cooking experience you get from cooking depends on different things. For single items it depends on the satiety of the item. Since salt has no satiety, is gives 0 experience.
It is intentional exp multipliers are not applied for books. So you don't have to stock your books until you have your multipliers.
You have to use a hammer.
I was thinking about adding other tools. For that reason I want to mitigate to write specific tools in the tooltip because I would forget about updating it.
I know the comment is some months old but I think the game version 1.19.8 was already outdated at this point and I cannot give support for old versions.
The color red does not exist in the game for books. It is called brickred. So the command should be: "/skillbook mining 300 normal-brickred".
This questions is actually answered in the faq in the first post of this thread.
Opening the firepit will make you the owner of the firepit. The owner should be shown in the tooltip. Only abilities of the owner can be applied to the firepit. In previous versions the last person who put stuff in the cooking pot was the owner but apparently this could cause issues when people just shift+clicked items into the fire pit.
Yes it is. It depends on the clothing slot. E.g. wearing pants gives you a larger penalty than wearing a belt.
You must not have anything in your hands.
Experience can be a value between 0.1 and 1.5 times the base experience of that skill. But the mod also supports custom values if you now how you can patch json files.
The average price depends on the amount of the experience you will receive from the book. You can find the list for the traders here: "xskills/assets/xskills/patches/trader.json"
There is an ability which allows you to lower the amount of metal you need to create an anvil. If you have this ability and create an anvil with less metal than you get when you dismantle it you have an infinite metal exploit.
Are you playing on a server? I don't know exactly why this happens but it should be just visual. There is a synchronisation issue from the server to client. So the client does not know that the bonus was applied. Someone mentioned that you can go away from the tree so that is no longer loaded and when you go near it again the value may be correct again. You could try this.
Every type of nutrition has its own effect. Shouldn't be too hard to figure it out yourself.
Animals intentionally do not provide combat experience. But they are still affected by combat abilities. Adding the XSkillsEntity behavior to animals may cause issues because the XSkillsAnimal behavior already contains the XSkillsEntity behavior.
This change was part of some code simplification.
This is a known issue. The game doesn't like changing the saturation cap.
It is easier to help if you write what you are trying to do and what command you use.
No you can't do this. But you could add the mining profession as a requirement for every metalworking ability which simulates something similar. But you can not disable the experience gain for a skill while the skill is enabled in general.
I am glad that you could fix it yourself. If you have such an issue it is helpful to add the crash report from the server log files or the clients.
If this is still an issue: can you send a screenshot from your metalworking screen. I am quite confused by your description.
If you are playing singleplayer you could just remove this part from the mod files. If you are playing multiplayer you have to make a mod that uses JSON patching to remove this part. You could also just remove all 'class' requirements at once.