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Found 11 results

  1. As long it occurs to make an anvil and then a saw to make wood planks and stairs, you can only make a single layer of block for roof in the "stone age". While it's known that ancient hpuses had hay roof since the paleolithic age. Can you implement the hay stairs in the game? thank you Ps: there will be shields also?
  2. AbjectPovertyCraft aims to replicate the plugin functionality of the civ genre of minecraft servers, with a returned focus to resource scarcity in order to encourage political and economic cooperation between large groups of players. We were the earliest proponents of the plumb and square method of in-game reinforcement for Vintage Story, and hope to have a hand in the further development of mods that will give like-minded groups of players the tools needed to band together, form societies, build nations, and enforce rule of law in their areas of influence in-game without the need for admin intervention. Server address: 192.99.9.20:42426 (or find us in the public listing) Current version: 1.9.12 Required Mods: 1.11.0-BlockPhysics-1.0.18.zip1.11.0-CollectibleExchange-1.1.0.zip1.11.0-CivMods-1.0.3.zip If you have any further questions, or wish to connect with other players: Join our Discord. Or make a post on /r/AbjectPovertyCraft. This server is PUBLIC. There is no whitelist, nor will there ever be.
  3. Hello everyone. This is my 1st post on this forum hence I would like to thank Tyrone and all the ones who are involved in the development of the game. Keep up with the excellent work! I'd like to give my little contribution by telling you about my experience with building materials. Let's start with clay: in my opinion clay is a fine material to make roofs. During a run I decided that I wanted to top my base's buildings with blue clay stairs and slabs in order to simulate a tiled roof. I cooked some clay and I realized that the process yelds one block of clay instead a single brick. Who wants to make a block of brick has to use 4 units of clay for a single brick. To me this is a nonsense: why a single brick should be 4 times more expensive than a block made of the same material? It would be more logic if 1 or 2 pieces of clay made a brick and 9 made a raw block. Another 2 ideas about bricks: 1. Bricks forming. Instead putting the clay on the crafting table it would be nice to craft a wooden frame then put the frame(s) on the ground and fill it with softened clay (clay + water, in a similar fashion of bread dough). After a certain amount of time the sunlight would dry the bricks and make them ready for being cooked. 2. Bricks cooking. It would be nice if it was possible to build a multi block structure (like the charcoal making one) where raw bricks can be cooked in large batches. In order to make stones collection more efficient my suggestion is to use both hands: the left hand would hold the chisel and the right one the hammer. Hitting a rock block a certain amount of times would drop the whole block. I suppose that this thing could pave the way for other 2 hands mechanics like: quiver and bow or tongs and hammer for metal forging. Right now clay is used as binding agent to make brick blocks. I think that it could be interesting to use lime instead. Burning animal bones or certain types of stone on a campfire would yeld dye which mixed with water would make lime. The mixing could be made in an empty bucket placed on the ground instead using the crafting table.
  4. The Adjustor Mod for VS 1.9.6+ A useful tool for builders that lets anyone who has it rotate slabs, stairs and other blocks without breaking them! Even from difficult angles - just hold the crouch key and the rotate controls are flipped (spin instead of flip up/down). NEW: Fixed mode. (Default;'F' key) - allows forcing the SAME direction for all blocks - each click will always try and force the block to the same direction. Lets you place several types of slab-like blocks onto roofs or sides they would not otherwise go. Release Notes; V0.1.8 Updated rotation icons Generic-er rotation type handling (may work for MORE blocks now) Other stuff (code tweaks, cleanup, ect...) * Download Mod HERE * Updated version; works better with V1.9.6+
  5. So stone bricks appear in underground dungeons now. E.g. I saw granite ones. They look great and can be a good end-game material, an improvement of cobblestone. But getting them via exploration is not very reliable, they become too time-expensive, especially on multiplayer servers. Why not allow players to craft them, with some expensive enough recipe? E.g. Can be done from raw stone block only => checkerboard quarry in needed. Made from raw stone similar as firewood from logs - crafting in grid with pickaxe and hammer. This may create an additional use for mold-made bronze tools in end-game. I suggest at lest 2 bricks are made from one raw stone block. 1 might be too expensive imho. To create brick blocks u use similar recipe as for blue/fire bricks - with clay. This will make them reasonably expensive: quarrying+tool durability+clay+need quite a lot of bricks to make enough brick blocks. And dungeon-looted bricks will be very desirable, to save on all those resources and crafting time. And this addition can be very cheap development-wise: most brick textures/blocks seems to exist (maybe except stairs/slabs). Stairs/slabs can be copy-pasted from existing blocks. Recipes don't use any unique mechanics, and can be copy-pasted from firewood and from blue brick blocks crafting. Profit!
  6. Currently I have a deadlock with my build on a server. I need to expand the building, e.g. to add a kitchen, but it progresses slowly and with lot of frustrations, my design skills are terrible. I could try things in creative first, but I can't import the layout of my existing base and its surroundings to a singleplayer world. Also, despite that being a standard practice, I always hated switching to a separate creative world to design things for survival, because you have to do things kinda twice and it breakes immersion. Could a feature be introduced into the game to allow "mind experiments" for planning and designing buildings and terraforming? E.g. player can sit on some block setup or some station of sort. Or dream while sleeping. Or consume a potion. And be transported into a "dream" world, which is a copy of his, and the player can switch to a creative mode there. After trying and building all things there, player returns to the ordinary world, and can enable to see blocks from the dream world, appearing as ghost blocks. The problem is to prevent cheating, e.g. ore prospecting and ruins search. Idk how. Maybe travel distance limit can be an answer. The dream world is a bubble with radius of ... 100 blocks? I guess it will be generated very quickly. And even if you go into the dream world when exploring the land, you can't explore significant part of cave system or surface. But for a building design it would be more than enough. Or maybe dream exploration can be a thing and quite expensive for early game. Like: we pay for finding ore/ruins with time and metal for tools. Why not pay with less time but different resources for potions instead of metal tools.
  7. Hello everybody! Chris again. This time i will open a thread on my current project. A huge Vintage Story city. Im trying to build this city because i never built a real, good looking city and also because of a random wall i was building to test new WE features and i thought, why not using that wall in an outer city wall? At the moment i am still at the beginning of my project and i am experimenting on many things like the style of buildings, blockvariety, size and terraforming and of course the general theme of the city. First of all: How am i going to proceed in order to build this map? 1. Basic terraforming and terraindesign. 2. Basic structures and planning where to put each individual building. 3. Exterior walls and structures. 4. Basic surroundings of the city. (streets, parks, ways, stairs, lakes, ...) 5. Adding nature to the surroundigs and the buildings. (Trees, bushes, decorative leaves, flowers, flower pots, more detail in naturalizing the terrain,...) 6.More detailed surroundings. (Lanterns, outside lights, details in the streets and ways, details on the exterior walls, ...) 7. Intirior design and details. 8.Additional things like eastereggs, secrect passageways, hidden doors, hidden rooms, organics, maybe nametags on each indiviual building. As you can see the first "block" (a group of buildings surrounded by a main street) is already finished talking of basic exterior walls, but of course this was just the first experiment on which style i am going to choose. Those 19 buildings in this first "block" are only a small percentage of the future amount of buildings (about 400 are planned right now) and of course i have planned to include some bigger marks on my map. - One huge castle (bigger and more military looking. More towers and less decorative meaning) - a palace (more detailed and decorative building with more windows and less towers) - a huge temple - a highgarden building (a building with different levels with different "gardens" on it) - a huge gate as entrance to the city - a main market right in front of the gate - another marketplace (the city is going to be big so i place the second maketplace a bit further away from the first) - arena (well i guess there's no need to explain) - and of course different " special" buildings and places like a variety of stores, a blacksmith, a library, many parks, waterfountains,... If you have any suggestions about what you would like to have in this city just post a comment down here! :-) Also i still don't know exactly how i am going to call this city, so suggestions concerning the name are welcome as well! I will use this open thread to post updates, wether by editing or just commenting under this main post, so if you are interested in my current project just come by every once a week and be hyped for the day Vintage Story will have another EPIC project on its list. Thanks for reading! Greetings from Germany, ~Chris
  8. Yesterday evening, me and Skodone - the developer of beautiful, award winning stealth game called "Hushed escape", decided to test multiplayer together. Hours passed by playing and we didn't even notice! Yes, it was a lot of fun; some moments felt like good old Minecraft alpha times, where surrounded by a bunch of angry mobs, we were forced to dig tunnel downwards for more resources. Let me share some first pictures of what we accomplished! Our first base became an old ruins in the middle of a lush meadow. Skodone quickly took care basic of repairs! Food was a bit of a challenge - at some point we were down to eating reeds. However first crops managed to grow just in time. So here is an overview of our very first, slightly chaotic garden by the lake! Smithing our first tools and weapons went smooth. except that single occasion when our copper anvil simply disappeared into thin air o.o; I'm looking forward more adventures soon!
  9. Hello everbody! This is my first try on a castle in Vintage Story. It took me longer than expected and of course i had a two month break in which i didn't build anything. At the moment the castle only consists of the outer walls and i will not continue this project. I still think it didn't come out too bad. I had problems with my building flow due to how different it is to Minecraft and of course i had to get used to the World Edit in this game. I will continue building things though. Just a bit smaller i guess . Ingame time: Greetings from Germany, Chris
  10. As some of you guys already know, me and my dad have been very passionate Minecraft players since beta. Few things we always enjoyed to do is building our bases, outposts, long railway connections (with lots of sightseeing possibilities) and mining. My dad favors tunnel mining when he plays alone, but when together - we do a lot and lot of caving. I always wished caving would be much more dangerous, caves go deeper and resources less abundant / harder to get. Now the future looks bright! We're taking small steps but we'll never stop going forwards. While one by one challenging features are going to be added, me and my dad created a new world, settled in and started building. These few weeks have been amazing! We got the first impressions of surviving, tested how difficult / easy certain things were. Lots and lots of balancing ahead to be done for sure! The experience of this journey is definitely something I would like to share, who knows, maybe somebody else besides me will find it interesting! After some exploring and gathering basic food for surviving, we build our very first "classical" storage house around 100 blocks from spawn point. Getting our garden expanded. Our food stacks are overflowing... ...and we are drowning in berry bushes! Mining was so painfully slow. Still is! Waiting for bronze age and annoying the hell out of my lovely husband to start working on alloys, smelting in vessels and molds. That's all for today, but I will occasionally keep updating our progress. Not that it matters, but back then, when we used to play Minecraft, I wrote journal of few hilarious adventures of how stupidly we died and then ventured several thousand blocks back to retrieve our belongings and yea... died again. I wrote a lot about building, went into very boring technical detail. Then I wrote about our endless butterfly chasing fun, finding rare species, collections etc. Those wonderful times.... So yea. I have no idea what awaits me many years from now, but if there is one thing I'm sure of - finding this post again and reading it will be the day of epic win! My very best greetings to all of You, Saraty ^_^
  11. Hi everybody! Chris here again. This time i tried to use my typical style of building on a medieval house to see how it looks. It doesn't look too bad but i definitely learned that my overdetailed style does not fit into Vintage Story. Well that's good anyways because it took me about 4 hours to build this little house. Less details means less time to build and more builds gonna be finished as result, so let's hope i'll find a fitting style for my future builds. :-D Greetings from Germany, ~Chris
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