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Found 8 results

  1. YABBA - Glass Chapter AKA - "That Glass Chiseling Mod" https://mods.vintagestory.at/yabbaglasschapter Originally YABBA was going to be Yet Another Building Block Addition to add all sorts of blocks. Well, of course the first thing I added in back in April of 2021 was the ability for people to Chisel Glass, because it was the thing that was the most requested in our servers. TechRabbit, LocoMiner, TheGingerHasASoul, and others all came to know YABBA as "That Glass Chiseling Mod". Just like we now call GIF Gif because the people want to call it that (Though I am stubborn and pronounce it the same as the Peanut butter), The Current Chapter of YABBA, as it is, shall be known as "That Glass Chiseling Mod". How this update came to be Basically: After talking with others, and sharing the roadmap for where I wanted to go with this, I was told that it didn't fit the feel of YABBA in it's current form. Glass Chiseling was a functionality to blocks, not adding blocks itself; as such it would be better to break apart YABBA into Chapters to keep the overhead down. So there are still other Chapters of YABBA in the works, but they are going to be split up from YABBA - Glass Chapter; Giving players the ability to customize what they want in their worlds/servers SCOPE: Lightweight Block and Chiseling Mod for Glass COMPATIBILITY: 1.14.8+ (Currently tested on 1.15.5) I am creating the forum update only now because as much as I like the ModDB, the forum interface really provides the best way for feedback and improvements on mods still. So: That being said... have ideas, suggestions for improvements... or something else that you think fits the feel of YABBA (We are thinking YABBA will affect more the Functionality of blocks), let me know! SIMILAR MODS BY OTHER AUTHORS: AUGUST 2021 - Tels has also started working on Glassworks over at https://mods.vintagestory.at/glassworks that has some promising features and blocks that are going to be different than what I will have. Be sure to check out his work as well.
  2. QPTECH 1.3 RELEASED \o/ https://mods.vintagestory.at/qptech - adds a multi-block water tower, electric kiln, and electric log splitter, in addition to lots of tweaks and fixes - also check out the new youtube channel which includes a bunch of tutorials! Link to Discord Moddb link
  3. Better drifters is a mod that aims to make drifters a little more terrifying. As one of the main enemies its weird that these little guys are a threat at all to anything but your ankles. With this in mind I have increased the tainted, corrupt and nightmare drifter size by about 50% and they are now just barely smaller than the player. The normal and deep drifters had their size increased too by a slightly smaller extent. Nightmare drifters now have a glowing face so you can identify them a little easier so you have a little more time to try and out run them. Now drifters have new sounds and a distinct aggro sound. Combat tweaks: Drifters have had their health increased from: normal- 12-15, deep- 16-20, tainted- 22-25, corrupt- 30-40, nightmare- 40-65. But have also had their max spawn count decreased from: normal- 14-10, deep- 8-7, tainted- 7-6, corrupt- 6-5, nightmare- 5-3. Now you will face fewer drifters but they are individually more dangerous. In addition their movement speed when chasing you has been increased for every drifter except the normal surface one. Nightmare drifters will chase you so fast you almost cant out walk them, so while you can run away, they will close that gap far faster now. Drifters can now see you from further away depending on tier, for example the surface drifter is unchanged at 14 blocks, while the corrupt drifter can see you from 20 blocks. They also will attack more frequently depending on level, and will attack at a range of rates rather than a fixed one. Normal and deep drifters now deal damage 20 milliseconds later than they used to so you can have more time to dodge them. Drifters now spawn at more distinct heights, now you wont face nightmare drifters but at the deepest of depths. Loot and cosmetics: Not all is so scary, these drifters will now drop loot much more frequently and as a base you are almost guaranteed to get at least one flax fiber from a surface drifter. Drifters take less time to harvest with a knife and some can just straight up drop metal scrap/parts off of themselves on death. Overall most loot drop rates have been increased to match the difficulty increase, but not so much as to be considered overpowered. Nightmare drifters have a 5% chance to drop their severed spiked arm on death, this weapon deals tons of damage but has a low durability. Drifter size increased, includes hitbox extension. Nightmare drifter looks scarier. Drifters now make idle sounds less frequently because its annoying. Enabled a rare unused idle animation called "despair", its purely cosmetic but I though it was a neat animation for being unused. Now drifters have new sounds and a distinct aggro sound. Images: Downloads: https://mods.vintagestory.at/show/mod/547 Alternate hardcore version available in comments. Thanks to Thaliusfor making the changes. For those who want a even bigger challenge.
  4. Abandoned by author. No further support. VSProspectorInfo This mod takes the results from your prospecting pick attempts and stores the results automatically, on the appropriate chunk in the world map. This makes it a lot easier to dig for local peaks of ores, generally just prospecting whenever you're out spelunking and gives you visual aid as to where you have prospected before. I recommend you to read more at the moddb instead: https://mods.vintagestory.at/vsprospectorinfo This mod is a fork of P3t3rix's original mod, ProspectorInfo, from here, so all credit to him for the original idea of the mod and the original code! I merely forked it, fixed it for v1.14.2 and added some new features. The mod is purely client-side, and will not require the server to have it installed, but neither will any data be shared with others. Don't install on a server. Features Parse, save and load prospecting pick data, per chunk Toggleable visual aid on the world map, of which chunks you have data for Installation Download the zip package for the latest release here: https://gitlab.com/vsmods-public/vsprospectorinfo/-/releases Drop the zip directly into %appdata%\VintageStoryData\Mods (or where ever your VS data is installed to) Don't extract it Make sure you do not have the old vsprospectorinfo (or prospectorinfo) installed Commands .pi - main command for the mod and the default sub-command is to 'showoverlay', which will toggle the rendering of the texture on the map .pi showoverlay [true,false] - Sending no arguments will simply toggle the value of the RenderTexturesOnMap config option. Sending either true or false, will set the config option to the appropriate value .pi setcolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the TextureColor field in the config & rebuilds the texture. .pi setbordercolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the BorderColor field in the config & rebuilds the texture. .pi setborderthickness [number] - Set the BorderThickness value in the config & rebuilds the texture. .pi toggleborder [true,false] - Set's the `RenderBorder` value in the config & rebuilds the texture. Configuration TextureColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the texture. Default: 7 52 91 50 BorderColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the border texture. Default: 0 0 0 200 BorderThickness [number] - The thickness, in pixels, of the border color. Default: 1 RenderBorder [true,false] - Whether or not to render the border at all. Default: true AutoToggle [true,false] - Whether or not to toggle the texture on map automatically, based on the player equipping/unequipping a prospecting pick. Default: true Usage Whenever you finish prospecting a chunk, the data is saved into the ModData folder and added to the chunk info of the world map. This is just a 1:1 parsing of the chat message that the prospecting pick sends. The mod renders a transparent square of all chunks that have been prospected. If a chunk is re-prospected, the message is simply overwritten. The rendering of these squares can be toggled with the .pi command. Contribute Want more awesome Vintage Story content? Help me spend more time developing mods than enterprise software, by becoming a patron or donating straight to paypal! Prospecting mini-guide All you gotta do for prospecting is find the ‘local peak’ of whatever ore you’re trying to find. Run around the world and start prospecting each chunk until you get like a reading of Medium or above, then you can begin finding the local peak. Propick once, if nothing, skip like 5 chunks. Use `.debug wireframe chunk` to visualize chunk borders, so you always stand in the middle of a chunk to do it, so the distance between your propick attempts are consistent. Remember that only the first block destroyed matters, the two other do literally nothing besides making it a non-trivial task to propick. It shouldn't take very long to find the local peak if you propick once in a chunk, then go 1 chunk in each cardinal direction from the same chunk and propick again. Then keep going like that, until you find the local peak. As long as you do it once per chunk (and save data with mod or bookmark), you will very quickly see the pattern of the ore map. Then you just have to continuously walk in the direction in which the concentration of ore increases, to quickly home in on the local peak. If you 'overshoot' by skipping like 2 or 3 chunks at a time, and then the percentage starts going down, then you already know that one coordinate of the local peak is between where your concentration started to drop and where you propick'ed the last time where you saw it increase. Once you found the local peak, dig straight down in the corners of the chunk + the middle, until you find the veins of ore. Optionally, use the secondary propick mode on the way down to help you find veins. You never want to be digging horizontally, only vertically. To find every single vein in a chunk will, at most, require 6 tunnels from the top to bottom, if you use secondary-mode propick at every 6th block going straight down in your tunnels. Source Code: https://gitlab.com/vsmods-public/vsprospectorinfo Releases: v4.1.0(19/07/2021): https://mods.vintagestory.at/download?fileid=1881 v4.0.2(10/05/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/719ff5a6d2c29dccf088ddfa9fd826fb/vsprospectorinfo_v4.0.2.zip v4.0.1(28/04/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/ee1b7ba875f76b2664cd5de053045bf6/vsprospectorinfo_v4.0.1.zip
  5. All Textures based on the Original. Current features are : 1. The contrast of ores is adjusted so that the ores can be seen better (all stone types are optimized). 2. Glases with smaller borders 3. A separat Themepack only highlights the Terra Preta u wished : Downloads : Prinzips-Ore-Themepack-1.2.3.zip Prinzips-Terra-Preta-Highlighter-1.2.zip Last Update : 07-05-21 Narf Inc.
  6. MCB: Overhaul is a mod meant to completely change progression and evoke the feel of Minecraft Beta - when Minecraft was more about building than adventuring. It is separated into multiple packages, with as many as possible capable of standing on their own. There aren't enough packages to consider it a full overhaul yet, but features will be released as they are completed. The packages can be found on the mod database. Stone Pickaxes: Adds simple stone pickaxes. They can mine anything copper can, allowing you to skip collecting ore stones off the surface. Made through knapping. At some point, I might adjust it so that copper and stone are Tier 1, requiring you to make a copper pickaxe, but that's low on my priority list. Cobble Drop: Make raw rock drop cobblestone when mined instead of stones. You can smash it with a hammer in the crafting grid to get stones, if you need them. "MCB" definitely doesn't stand for anything. ( ^-^;) b
  7. DOWNLOAD HERE This mod adds shale and sandstone versions of the shingles and their knapping/grid recipes. Original author is Semmelx3 (his discord is Raccoon#9477), all credits belong to him
  8. Just a simple Mod that changes how plaster is made. It will now only require 1 lime to make quicklime and combining quicklime and sand will now yield 4 plaster instead of 1. BetterPlaster.zip
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