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  1. Temporal Tinkerer (Formerly "useful-locusts") is a mod that aims to implement all sorts of lore-friendly tools and accessories. There are effectively two sources of tech in the mod, a traditional electricity style, and a mysterious "temporal technology". Both technologies are very basic as of now, and the electric tech will be endgame content, however the temporal tech is able to be salvaged from ancient ruins or haywire constructs at any time when you find them. Giving advantage to explorers. There are lots of plans for this mod, including the mixing of both technologies! Temporal-Torch Update: A complete overhaul and content addition to the original mod (and a re-branding), this update includes a new- mysterious mid-game light source, anvil recipe integration, recipes, ruins, sounds, and plenty of strange high-tech components. Sneak-Peek: Feel free to- suggest anything, build off of the mod, or use these assets in your mods! All existing worlds with the mod previously installed are compatible with this update. You wont loose any items, but you will need to generate new chunks to find the ruins. Downloads: 1.14: Temporal Tinkerer_2.1.0.zip 1.13: Temporal Tinkerer_1.1.0.zip Old Downloads:
  2. Rue

    Trail Food

    This is my first mod. The premise of this mod is to bring some dried long term foods for traveling since you do a lot of it. Version 1.0 is a rewrite of the Pemmican mod by Elwood. Current foods: Pemmican Pemmican Block Planned foods: Dried Berries Granola Dried Meats Chicken Nuggets Oatmeal with dried berries Please enjoy the mod and let me know if you have any suggestions. Trail Food.zip
  3. This is server mod. Mod allows players teleport to other players. Commands: → /tpr(equest) <player> - Sends teleport request to [player] → /tpa(ccept) - Accepts the teleport request Permissions: → for /tpr - "tprequest" → for /tpa - "tpaccept" You can change messages and teleport cooldown in configuration file 'teleports.cfg' teleports.dll
  4. Mod adds different variants for existing blocks. morevariants_v1.0.3_1.13.4.zip Warn! For compatibility with other mods, you need CompatibilityLib. Supported mods:
  5. Hey, fellow players! Here's the initial public release of my "tweaks collection" mod, which aims to make yours (actually, mine ) survival experience better! This mod adds the following thingies: 1. Mailbox 2. Trashcan, the 3. Rusty Spikes 4. Trapdoor patch! Since version 0.7-B: 5. Branch Cutter! 6. Vines patch 0.72-B changelog: Please keep me notified about found bugs! And stay tuned for more content! Yeeeehaaaah! If (and only!) you're already using Immersion mod, use -immersion version of Necessaries which is compatible. necessaries_v0.72-B.zip necessaries_v0.72-B-immersion.zip necessaries_v0.7-B.zipnecessaries_v0.7-B-immersion.zip necessaries_v0.6-B.zip necessaries_v0.73.zip necessaries_v0.73-immersion.zip
  6. Hello and welcome to the Xleveling and XSkills mod. These are technically two mods with the aim to add a character progression system to the game. I split this in two mods to seperate the systems behind the mods from the actual skills. XLeveling is an interface that does nothing noticeable at its own. But it provides an interface to add skills and abilities to the game, does synchronisation between server and client and saves and loads data. And it provides a dialog that can be opend by pressing the 'O' key by default. I made it so that you can use this to implement your own skills to the game if you want and you don't have to rely on the ones i created. I want to create a guide on how you can add your own skill when i have the time for that. XSkills is an implementation for skills and abilities that uses XLeveling . You gather experience for different skills by doing certain actions. And if you have collected enough experience you will get a additional ability point that you can use to increase the tier of an ability. This mod is still under development and some things will probably change. Never the less save games should always be compatible. If you have ideas for new abilities or skills i would like to hear them. If you find any bugs please report them to me so that i can fix them. Following skills and abilities are currently implemented. Only the first tier of every ability is represented here: This mod also adds some new commands to the game: Downloads: Version 0.3.1 for VS 1.13.3: xskills_v0.3.1.zip xlib_v0.3.1.zip Version 0.3.2 for VS 1.13.4: xskills_v0.3.2.zip xlib_v0.3.2.zip
  7. Pols Server Utilities 1.1.0 This mod will add some useful commands for servers such as /home and /spawn. Note: This mod works for both server and clients. It also works as standalone version on servers so no need for clients to have it. Commands: /home works by teleporting the player to their current spawn point. This can be set by using a Temporal gear. /home [name] teleports the player to a home they named. /sethome [name] will create a players home with that name. /homelist will display a list of the players homes. /delhome [name] will delete a player home they named. /spawn just teleports you to the world spawn location. AKA where you spawn for the first time. /me [message] will let players talk in the 3rd person. Admin Stuff: /saveconfig will save the config file. Handy to save the config before editing the config file. /loadconfig will load the config file. Handy if you made changes to the config file when the server is running. The config file is saved when the server is shutting down and loaded upon startup. There is also a server message you can set to broadcast to all players however often you want(in seconds). This can be set in the config file that is generated on first boot since the mod has been added. Config Location: AppData\Roaming\VintagestoryData\ModConfig\PolsServerUtilities. Note: Location may vary depending on your setup. The config is named based on your world name. EX: PolServerUtilitiesConfig_sunny village lands.json. This will allow each world to have its own config. Other Notes: There is a cooldown setting for spawn and homes but that isn't actually implemented yet so the settings do nothing for now. Don't remove them tho or you will run into troubles. /home without any name still requires you to use a Temporal gear. This is intentional since /home is so fast it should require at least some effort for the speed of going home quickly. /home with a name however doesn't require a Temporal gear. Mod Version: 1.1.0 Game Version: 1.13.4(Might and should work on newer versions and maybe even older versions since its just code). Planned Features: /players to see how many players are on the server. Might also make it show what players are on. A tips system that will show tips every so often(if you have tips to add feel free to private message me). Be able to set a cooldown for using /home and /spawn Sleeping will sleep through the entire night. Random teleport(just need to figure out how to place the player at terrain level) More as I think of some. If you have any suggestions feel free to let me know. I'm still new to modding this game but i'm getting better every day. Download: Pols Server Utilities 1.1.0.zip New Version!
  8. For those who are tired of driving poor hens or sheep for thousands of blocks The mod adds Cage. The Сage's case is crafting from any metal on the anvil. Add resine to the case - you get an empty cage. After that, you can find some animal and catch it (chance to catch 10% or less than 10% hp). When you throw a cage into an animal, it can be captured. But if you luck is not on your side, the cage may break with an 25% chance when it enters an animal and it didn't captured. If hp of the animal is below the limit - 100% chance of capture. You can free the animal if you drop the cage again (consumed). Also, to increase the chance of catching an animal, you can add bait to the cage. By default, the following baits are available: - All chicken: any grain, chance: 100%, min health: 100% - All rabbits: carrot, chance: 100%, min health: 100% - All pigs: turnip, chance: 75%, min health: 50% - All sheep: cabbage, chance: 75%, min health: 50% - All foxes: raw poultry, chance: 50%, min health: 50% - All wolf: any grain, chance: 50%, min health: 50% To add bait, simply craft it with cage. Unfortunately, at the moment the manual does not show recipes if the result of the recipe is an item with custom attributes. But you can see the available lures in the "Used for" of any cage. Mods compatibility: Source code/Releases: https://github.com/DArkHekRoMaNT/CaptureAnimals captureanimals_v1.1.1_1.13.4.zip
  9. This is a very simple mod that makes the creative teleporter usable in survival. First it adds a crafting recipe: To break a teleporter you can right click with a padlock. You can download this mod from here: https://github.com/McJty/TpTools/releases/tag/0.2 Let me know what you think
  10. A simple library that makes it easy to add compatibility with other mods for assets. You just need to add your asset to assets/<yourmodid>/compatibility/<targetmodid>/<vanilla-path-and-assetfile>. They will only be loaded if <targetmodid> is loaded. For example: I have a More Variants mod (modid - morevariants), I want to add a patch to support Carry Capacity (modid - carrycapacity) and add recipes for Extra Chests (modid - extrachests). As a result, the assets will look like this: Source code/Releases: https://github.com/DArkHekRoMaNT/CompatibilityLib compatibilitylib_v1.0.0_1.13.4.zip
  11. Just adds an elevator The elevator has a range of 8 to 128 blocks. Better material, more range. You can also improve the elevator once by adding a temporal gear to it and doubling the range. P.S. Temporal dust for creating elevators is obtained by grinding a temporal gear in a quern (1 gear to 8 dust). Source code/Releases: https://github.com/DArkHekRoMaNT/SimpleElevator simpleelevator_v1.0.1_1.13.4.zip
  12. This is my first mod for Vintage Story, or any game for that matter. It adds larger storage capacity chests to the game. The recipes are simply adding a plate of the metal tier to the previous tier chest in the player crafting grid. For example: the Copper Chest takes a Wooden Chest + Copper Plate. Bronze Chest takes Copper Chest + any bronze plate. Iron Chest takes any Bronze Chest + Iron Plate. I feel the recipes are fair enough. Every chest can be made into the "Labeled" version by adding a sign to it just like the wooden chest. Labeled chests can be upgraded to the next tier as well. These chests are based on the vanilla wooden chest so they behave and interact the same. They can be reinforced and are lockable. Known Issues: In the GUI the chests will show the Copper Chest as the "Drops when broken" item for all chests. This issue has been resolved with VS v1.13.4. These bigger inventories cause the GUI window for the storage to be taller and eventually have a scroll bar. If you have multiple of these chests open at once they will run off the top and bottom of the screen. In order to resolve this you can set your GUI size to 7 or lower and they will scale down and fit properly. If you don't want to use a smaller GUI scale you could set the windows to movable and arrange them to where they fit. I hope people will find this mod useful and enjoy using it. It was a fun learning experience for me and I hope to make more mods soon. Note: This mod is required for both client and server. Language files for English, German, French, Spanish, and Russian are included. Update: Language file now included for Russian. Thanks DArkHekRoMaNT! Update 10-1-20: Added a version with a config for Carry Capacity. Hands only! Download: ExtraChests_v1.0.0.zip Download with Carry Capacity config: ExtraChestsCC_v1.0.0.zip
  13. These mods are simple quality of life tweaks to some parts of the game that I thought could use some tweaks, each tweak comes in its own zip so you can only install the individual mods that you want. Better Archery: Better Backpacks(and optional increased backpack cost add-on): Better Poultice: Faster Barrel: Full-Drop: Downloads: Better Archery: BetterArchery.zip Better Backpacks: (Be sure to read warning in bottom of tab about using existing worlds) BetterBackpacks1.0.zip IronBackpack: IronBackpack1.0.0.zip Better Poultice: BetterPoultice1.0.0.zip Faster Barrel: QuickerBarrel.zip Full-Drop: FullDrop1.0.0.zip
  14. Have you ever been tired of looking for an iron fence, crates, a quiver or a chandelier in dungeons? Especially if you need ten of them in your mansion? Have you ever been surprised by the strange lack of recipes for a vines basket, omok or colored torches? Why can't lining be added to an already finished lantern? Why can’t the plates cover the floor, although it is written on them? This and much more adds my More Recipes mod. Recipes added for: Deconstruct added for: Other: If you have suggestions for recipes for other items or changes to current recipes - suggest) morerecipes_v1.3.1_1.13.4.zip
  15. Version 2.2.1 Shows a simpll HUD Clock in the left upper corner with the current ingame time. Client side only Hotkey CTRL + "U" for show / hide, as default change your KeyBinding, it will be saved when "Leave World" Have fun with it. Version 2.x is for 1.13.0 or higher! V. 1.0.0-RC1 add simple UI for display Time V. 1.0.0-Final (for 1.12.14) add Hotkay add Text 'Time' for better understanding V. 2.0.0-RC1 add Locale support EN add Locale support DE add Seasonal data and temperature add full Date and Time V. 2.1.0-RC1 saving your Key-Binding when leaving a world, restored when entering a world add images for faster identifieng the current season V. 2.1.1-RC1 FIX: Temperature determine V. 2.2.0 Improve some codings, clearing some compatibility issues to my other mods, by a shared library V. 2.2.1 Fix compatibility to my mods, see compatible mod version Known issues: currently none [Mod for Version 1.13.4+] hudclock-2.2.1.zip Compatible Mod versions Medieval expansion 3.0.2 Link Simple HUD Clock 2.2.1 Link Starter Pack 1.1.1 Link Workbench expansion 1.1.0 Link
  16. This mod offers up some early game survival goodies - traps (deadfall and snare), fishing (fish basket, trotline, limb line, weir trap), jerky, stakes, and cordage. Inspired by extreme survival shows like Naked & Afraid. Version 1.3 Updates: Added all fish to soup and stew recipes. Animation added to fish. Unbaited fishing is now much more difficult. To offset this change, I've made it a lot less likely that fish will steal your bait. More updates to the end game items (the things that shall not be named), including some new gear types and a new elusive fish type. on GitHub. Documented : https://github.com/SpearAndFang/primitive-survival And available for download: https://github.com/SpearAndFang/primitive-survival/releases
  17. This mod adds Temporal Mirror, you can save a point (Sneak + RMB on the block) and return to this point (Hold RMB). Mirror is crafting from its frame and temporal gear and has 1-10 uses (depending on the material). The frame is made on anvil or using metal casting. A wooden frame require any wooden plank and chisel. P.S. The plans add a second mirror, for teleportation to the players (Terraria forever!). And improve the model, but most likely it will already be in 1.13, when VS will support regular .obj models. P.P.S. In very distant plans, to return to the original idea of the mod and add teleportation blocks. Or put it in a separate mod. Wacky love of modularity, feel like a TE author. Source code/Releases: https://github.com/DArkHekRoMaNT/TemporalMirror teleportermod_v1.2.3_1.13.4.zip
  18. Hello World, this mod allows for the farming of flowers(including crotons and rafflesia) and herbs. Seeds can be obtained from flowers and herb by putting them in a crafting grid with shears. Growing plants can be planted on any fertile ground no tilling required. They will change color with seasons and will stop growing once the temperature goes below 0. This is my first mod so any feedback, criticisms, suggestions, and bug reports are very much welcomed! wildfarming_v0.2.zip
  19. These mods are designed to tweak armor to fit better into the game, some brief examples of each are: Class Based Armors- gives each armor type a buff to a specific statistic, like chainmail armor increasing bow shooting speed, or gambeson making you move faster and use less hunger. Armor Stat Rebalance- Decreases the negatives from wearing armor, for example plate armor used to slow you down by 42% but now it only slows you by 24%. More Armor Durability- Increases armor durability by about 2x-3x. Armor Crafting Rebalance- Makes armor recipes make more sense, not designed to make armor cheaper, but makes the crafting of it to be less grindy. More armor durability is an addon for classbasedarmors/armorstatrebalance, but it can be downloaded and used separately from these mods, you have to use the combination zips of these mods to use both at once. Class Based Armors: Armor Stat Rebalance: Armor Crafting Rebalance: More Armor Durability Examples: ONLY ONE STAT TWEAKING MOD WILL WORK WHEN ENABLED, ONLY ENABLE ONE ZIP OF "CLASS ARMORS" OR "STAT REBALANCE", EACH MOD ALSO HAS A VERSION WITH THE INCREASED DURABILITY MOD, THE INCREASED DURABILITY MOD WILL NOT WORK ALONGSIDE "CLASS ARMORS" OR "STAT REBALANCE" UNLESS YOU DOWNLOAD THE VERSION WHICH INCLUDES IT. CRAFTING REBALANCE IS INDEPENDENT OF THESE MODS SO IT WILL WORK WITH ANY OF THEM AND CAN BE ENABLED REGARDLESS OF WHAT MOD YOUR USING. DOWNLOADS: Class armors: Stat Rebalance: Addons (increased durability/ armor crafting rebalance):
  20. This is a simple mod to extend the recipes the Helve Hammer is capable of working on to include the other vanilla 2D smithing recipes. Allows ingots without a 'recipe' selection to be picked back up as ingots. (Current vanilla behavior is they automatically become arrowhead 'work items' when placed on Anvil) Extended recipes incur a speed penalty for balance; indicated visually by slag particles during smithing. Hammers, Padlocks, and Helve Hammers are "3D" recipes and still need to be crafted traditionally. This is my first mod and foray into harmony; feedback and bug reports welcome Download Here: v0.1.1 GE Helve Hammer - alpha
  21. Hi all, this is my first ever mod for Vintage Story. As some of you may know I have made tons of mods on Minecraft already (The One Probe, Lost Cities, RFTools, Deep Resonance, MeeCreeps, ...). This mod was meant more as a learning experience. I had to learn a new language (C# vs Java) and a new modding API. So it's likely there are bugs in this mod. Please let me know if you find any. At this moment this mod adds two items. First there is the Spade: The spade has only one purpose: that's to move a single block of farmland while keeping its stats. There is already another mod that allows you to break farmland but I believe this is more balanced as it doesn't reset the stats but keeps them as they were. Also it can do only one farmland block at a time. The next item is the Seed Bag: The Seed Bag is a bag that can only hold seeds. It has room for 16 slots of seeds. To open the GUI you simply right click it while looking at the air. If you right click it over farmland it will plant the seeds in a 3x3 area. In addition if a Seed Bag is in your hotbar it will automatically collect seeds that you harvest (if there is room) The mod can be downloaded from: https://github.com/McJty/FancyTools/releases/tag/0.2 Comments are welcome! You can also look at the source code if you want. No promises on that though. This is my first mod so I may have made lots of mistakes there (I welcome constructive criticism). I have a twitter profile here: https://twitter.com/McJty And a discord server here: https://discord.gg/4wMtFKT Thanks
  22. This mod changes drifters to be more of an interesting encounter in the game, as they are one of the most common enemies you face. These tweaks are spit into two categories, loot tweaks, and difficulty tweaks, while increasing loot may be seen as making things easier, the difficulty tweaks bring them into a much better balance as you will have to face very dangerous drifters for better loot drops. There are also two versions of the mod to suit different play-styles, the lootonly zip which does not change difficulty of the drifters from vanilla but increases drops, and the Better-Drifters zip which adds both the loot tweaks and tweaks to increase drifter difficulty. Changes: Loot-Tweaks: Drifter-Tweaks Images: Downloads: You can only enable one version of the mod at a time, as they overwrite the same file, so only enable the version you want or else the mod might not work how you want it. Better-Drifters: (includes both loot-tweaks, and makes drifters harder) Better-Drifters1.0.0.zip Better-DriftersLootOnly: (only increases loot) Better-DriftersLootOnly1.0.0.zip
  23. Version 1.1.0 Adds a 2block size workbench. can be crafted in inventory, see handbook for recipe. Offers own recipes, discribed in the Players Handbook with own Description-Page. Works in Singleplayer, also on Online-Server. V. 1.0.0 Add 'extended workbench' Add Handbook-Page with discriptions Add function to copy a chiseled block. See handbook. Add function to make Plaster Blocks chiselable. See handbook. Add Scaffolding, craftable in the 'extended workbench' V. 1.0.1 Fix loading all recipes twice - thanks @Aledark for reporting V. 1.0.2 Fix server side nullreference error when chisel got destroyed - thanks @Jacob Rey for reporting V. 1.1.0 Add support for orientated chisseled Blocks, like BlockLog, BlockStairs, BlockSlabs and them which have the horizontal Orientation [Mod for Version 1.13.4+] workbench-expansion-1.1.0.zip Compatible Mod versions Medieval expansion 3.0.2 Link Simple HUD Clock 2.2.1 Link Starter Pack 1.1.1 Link Workbench expansion 1.1.0 Link
  24. Version 3.0.2 Main features of Mod Portcullis in different sizes (3x3 to 5x5) Drawbridges in different sizes (3x4 to 5x7) Gates in different sizes (3x3, 4x4 and 5x5) Floor-Plates for auto-open/close Vanilla-Doors, Portcullis and Gates Full animated Every item has recipe Seperate Portcullis-Part item for construction Recycle gates back to parts recipe included Languages: English + German Wood material and texture on Drawbridges Wood material and texture on Gates V. 1.x V. 1.2.0-Alpha1 V. 2.x V. 3.0.0 Rename mod for less confusing players when need mod Improve reduce unecessary Code-Variants (Code ids) for Blocks Add new Gates with different wood-materials Important for Update from 2.x to 3.0.0. Please read! V. 3.0.1 Fix compatibility problems between mods V. 3.0.2 Fix: PlaySound when FloorPlate triggers BaseDoorBlock Known issues: No full patching by default game-api, so implemented a own replacer. caused by reduce unnecessary code-block-variants. Please read UPDATE BLOG 2.x to 3.0.0 V2.1.x does not work with VS-1.13.0 by a bug, which is fixed in VS-1.13.1 Planned features : Interaction-Blocks for open / close Drawbridges and Portcullis [Mod for Version 1.13.4+] medievalexpansion-3.0.2.zip Compatible Mod versions Medieval expansion 3.0.2 Link Simple HUD Clock 2.2.1 Link Starter Pack 1.1.1 Link Workbench expansion 1.1.0 Link
  25. This mod adds various items and a new papyrus paper press which can be expanded with recipes. Currently it does not add that much but i plan on expanding in the future. I am aiming for a mod that will improve survival aspects but also add some decorations to the game. If there are any bugs or something you would like to see with this mod feel free to message me on the Vintage Story Discord server -> Th3Dilli Features: glowing glass / glass slabs in various colors (creative only - no recipe) paper making from papyrus rolling pin tool paper press Works in singleplayer and on multiplayer servers. For multiplayer add it to the server mods and you should be fine Harvest papyrus with a knife to get raw papyrus. Tools: Papyrus Paper making: Paper lantern Lit recipe: Glowing Glass / Glass slabs: th3expantion_0.1.2.zip
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