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Found 19 results

  1. WeaponPack alpha currently adds 9 new weapon types with metal variants. Weapons are now gated to certain types due to material limits which adds a fun dynamic to progressing though the ages. For example the khopesh can only be cast in a clay mold and is a starter weapon, as such its not able to be made from iron+ metals. Then you progress to the gladius when you have an anvil and the rest of the mod tries to follow this pattern. Important: I will no longer be updating the hardcore version as I need to find a better way to implement harder recipes into a single mod. But it's not efficient to keep up with essentially two versions of the same mod, and I just feel like the hardcore version is not really worth maintaining unless I get enough people who want it. New weapons for 1.15 update: Added the Katar- a very short range weapon capable of insane amounts of damage, it's a hit and run weapon so the risk of getting hit is high but that risk rewards you with up to 15 damage at the steel tier meaning it can one-shot surface drifters! Not all is crazy though as they suffer from not only that tiny range but also in their durability, it's also hindered by a slow attack speed like the spear. Added the Throwing-Spear- This spear is meant for throwing, meaning it does even more damage when tossed than the standard spears double damage, its also able to fly a bit farther. Throwing spears can be made from every tool metal and in primitive versions with flint or obsidian. You must forge metal spear heads on an anvil but each ingot will give you 72 spears in total which is important because they are a single-use item meaning they will break when they hit anything and cant be retrieved. They do less damage and have less ranged when used as a direct weapon as compared to a vanilla spear. Other changes this update include slight buffing to scrap weapons and the club, overall tweaks to increase damage across the board but also reduced range overall. The halberd and heavy spear are now fully implemented with respect to attack speeds, they will now attack at the rate of the spear with a similar animation. Added descriptions to weapons for handy info. Also removed resin from pine logs recipe, flax twine to rope, and the plank needed to make the macuahuitl so now it takes a whole log. Weapons: Other Tweaks: Currently adds some big buffs to scrap tools/weapons, and clubs to keep them up to par with the rest of the mod, long blades are left alone in every way but they are not as good as most weapons of their tier. Currently scrap weapons have around bronze statistics but they have less than copper durability, now there's a good reason to use them. Download: https://mods.vintagestory.at/show/mod/445 Old versions:
  2. Adds a new type of ingot mold called the "foundry" it comes in two sizes one can solidify 24 ingots at once and the other does 12 at once. The foundry must be filled completely for you to receive the ingots when they cool, otherwise it just holds the amount poured into it until you eventually fill it all the way. Got annoyed with having to make a billion ingot molds and having to find the space for all of them so here's the solution! Would need some fancy modification to base code to have partial outputs which I am unable to do. Also I would like to have faster cooling speed with mechanical power but again I am limited with my abilities for now, if you'd like to contribute I'd really appreciate it. Download: https://mods.vintagestory.at/show/mod/1197
  3. Not sure if this is an oversight, a bug, or if I'm missing something, but I have tried to break work items with a chisel in almost every possible way in the crafting grid. Ingots work and will break down, but the moment a copper ingot is turned into a work item it no longer works. I've seen a number of forum posts claiming breaking work items as a feature, but has anyone actually tested it? I have tried extensively, to no avail.
  4. BackpackPack is a mod intended to be a successor to "QOL Tweaks BetterBackpacks", it is designed to fill in gaps in the backpack progression and even drastically increase the base games backpack capacity with the plus version. It replaces all of vanillas backpack recipes with improved versions and adds some early and late game backpack progression. This mod has two versions- the "BackpackPack" and the "BackpackPackPlus"; The normal version keeps the storage capacity of vanilla backpacks and keeps the newly added backpacks in line with those numbers. The second, or "Plus" version uses numbers similar to the original "QOL Tweaks Betterbackpacks" mod meaning backpacks give you much more storage that is about double of the base games numbers. Use the normal version if you like vanilla storage numbers, and use plus if you like huge inventory sizes. Backpack Progression: (Quantity slot amounts are shown as PLUS version, N/A to standard version) Storage Numbers: Mod is usable on existing worlds, however backpacks existing before the mod was installed and across the two versions will need to be replaced (by re-crafting or spawning them in) to have their storage numbers be updated. The two versions are exclusive to each other, as they have different mod id's so if you load a world that had the standard version with the plus version the other versions items will simply cease to function, but the currently loaded version will work fine, you may want to refund the cost of the items though if you make the switch intentionally. You wont loose the items from mistakenly loading the wrong mod though, just load back up the version you had when you made the items and they will function as normal. Character backpack graphics (as in being shown on the back) seems to be buggy for some reason, if you want your backpack to show on your back you will have to re-log otherwise nothing will show up on your back, seems to be some issue with the base game. Downloads: Standard Full link: https://mods.vintagestory.at/show/mod/1061 Plus Full link: https://mods.vintagestory.at/show/mod/1060
  5. This huge mod doubles the current amount of tool-grade metals in the game, massively expanding the endgame content. Enjoy 7 unique metal types all with their own quirks and complexities to create, start with blacksteel- a tier 5, progress to crysteel or move on to redsteel/bluesteel in teir 6. Finally, with some rare resources you will be able to create the three legendary metals-adamantite, mithril, and ultimately vinarium. Mod takes major inspiration from the minecraft mod "Minefantasy II", currently using TerraFirmaCraft colored steel ratios, might change them for balance though. I recommend using my mod: BetterDrifters so post steel tools have some sort of point in progression. Looking for feedback on things like "is the durability/mining speed difference too small or dramatic?", crashes or general balance suggestions on things like the hammer/excavator. I'll read all feedback. Mod is currently in a alpha/testing state, while unlikely, there may be crashes and there might be incompatibilities with other mods like: Metal recovery is at least one mod that will not work with this from what I've seen, so use it/similar mods at your own discretion. Brief description: I'll go over some basics here but I've included three new guides in the handbook going over stuff in more detail. You should give them a read if you need help. Metal properties: Each new metal offers a choice: durability or speed. While some metals may let you mine faster or offer increased mobility this often comes at the cost of durability, as such you will need to make a choice of what metals you will want to make your tools or armor out of. Images: Downloads: Current- MysticalMetals1.0.1.zip Old:
  6. Sometimes ( rare ) its imposible to craft (minigame with skulpting ) flint tools. Its imposible to remove voxels. Happens to me, and my friend on multiplayer game.
  7. Can we make a mod where clay is distributed around the perimeter of a centered square (since that is the shape of most pots). it would greatly reduce the time it takes to make most pottery items, and it would be realistic, especially if there was a potters wheel. one of the problems is that most pots are centered on one pixel, but the storage vessel is centered on 4 (and maybe the watering can too, but I didn't check)
  8. As the title says: just some of my ideas written down. - Smoking of meat/fish. Similarly constructed as the bloomery. - Fishing. - Fish traps. - Graved salmon. - Creating oil lamp by clicking with fat on the bowl instead of crafting it in the grid. - Grinding/repairing tools. For example with grindstone, leather or on the anvil. To a certain extent until they are no longer suitable for grinding/repairing and finaly brake completely. - Recipes By clicking the ingredients on buckets, pots or a working surface (like a cutting board). - Cut into slices and top breads with, for example, jam. - Super moon spawns monster (werewolves?) - temporal Storm while super moon spawns even more Stronger and "stranger" monsters - Irrigation by mechanical energy (Archimedean screw?) to fill waterchanels within the fields. This would need to overhaul the water mechanic i guess. - Stick "tent" for early shelter, with NO storage or fire. just to hide and sleep. Out of sticks and dry grass maybe? Simple A-frame shelter. - Stick wall. Very basic "defense". Decays into rotten stuff for a composter or just fall apart after a few days. - Reduced stability after x days of no sleep
  9. Hey Guys! I didn't find anything through the search, but since I'm not on the discord I might have missed a discussion on there but lemme try and open a topic about it anyway. My current gameplay (just finished my T3 Anvil) is strongly dependent on the day/night circle. Even with a torch nights are as dark as they can get (about the same as caves) and unless i darken my room while playing i can't even see more than a few blocks ahead, that holds true even with maxed gamma (which strangly doesn't seem to do much no matter how much i push it to the right). Now I understand that night is supposed to be dark, but i think that the same light level as a cave is far too dark. As someone who grew up in a small village I know that nights are darker outside the citys but even then stars and moonlight should make a difference. As long as they are not blocked out by trees that is. My first suggestion is to up the light level under the starry sky by a few levels deppending on weather and moon phase (cloudy weather means no light from stars and a new moon night should be darker than a full moon one) Another thing i noticed is that making knives is rather costly with sticks, 2 sticks for 2 knives when a single stick is long enough for a spear? My second suggestion is to change the crafting recipe so that you only need 1 stick and 2 knive blades and get 2 knives out of it. naturally for that to happen we would need to make Knive blades stackable. We could even make the recipe modular and you could use 1-8 knive blades and would get that many knives but allways use a stick, that way preparing in advance would be rewarded This brings me to my third suggestion. Make tool parts stackable. I don't see why a flat flintshovel head takes the same inventory space than a full 64 stack of cobblestone blocks. I do understand that the tools themselves must remain unstackable (only using one at a time and durabillity) but the same can't be said for the parts. These three suggestions probably won't change the endgame feeling all that much (except maybe the lightlevels at night) but they would increase what you can do in the early phase of the game where inventory space is still a problem and where the first few nights are spent in some closed off space where you can't do much except making tools and clay stuff. I would very much like to hear your oppinion on this stuff and maybe you have some suggestions to share as well. I know that longtime players will probably don't find those suggestions necessary, but i do think that the new players would like them as they help getting into the game without making it all that much easier or unrealistic, if anything i think the realism and immersion would increase.
  10. 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?
  11. 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.
  12. Here i'd like to suggest an idea of cooking. A lot of food i've come across in game only restores stamina and not health. That's where i bring in cooking. To start off you'd make a cooking pit. That would require metal ingots or stone in a square of 8 with a fire pit in the center. After that you would require a fired pot made with any kind of clay. That would just be made with clay in a circle lol. In this, you're basically making soups and stews for the most part...but also boiling meats and veggies. You can use any kind of fuel in the fire except coal bc that would be nasty, and the layout is similar to a fire pit with a crucible. However, you'd need to fill the pot with water to work. Other than that, cooking is the same as melting metal in the crucible. Recipes: Broiled bushmeat Veggie soup: boil any veggie berry juice: boil an berry Game Stew: raw bushmeat + carrots + wheat and more to add onto
  13. So basically, this idea would be to incorporate a tanning rack system into the game. First off, you should be tanning hide through a rack to create leather. That also leads to other creations from my other suggestions. You could use it to create handbags (cheaper alternative to backpacks), leather armor, custom grips for tools and weapons, art, and so on. The leather rack would be crafted by placing three logs on the bottom of the crafting inventory in a line. Next you would put cobweb or string in the middle block. And finally surround it by sticks. Once crafted you would hang hide on it and wait for it to cure in maybe half an in game day. After that you would use your knife to tan it. The mechanics would be in a way similar to crafting a flint knife. Instead of knocking out pieces you would drag over the entire piece two or three times, each time making each individual block of the hide lose some color. In the end it would finally result into a leather piece. You could then dye it if wanted thru other systems to be discussed later on. That's all. Let me know if you like this idea or not, comment why you did or didn't, and let me know if i should continue with ideas as i have a LOT for this game lol.
  14. I think there should be chopping blocks in the game for firewood, something like that would really fit the game for me and it would also be more realistic, though i think there should be 2 ways of making firewood; through grid crafting (wich yields 4 firewood) and through the chopping block (wich yields 6 firewood because its an appropriate workstation). Also i think worms and other small, decorative animals(like butterflies) should be a good addition aswell, there will be worms you can collect and place into low/medium fertility dirt to make it go a tier up in fertility, worms are really important for plants since they make the soil softer and better in general. Another thing, there should be traps for capturing/killing animals and i think that there should be cows for milk, and that would add another nutritional factor, wich is dairy. Probably those things i just talked about won't ever get added into the game, but i wanted to voice my opinion
  15. MammaJamma


    I didn't find a previous post on this so: Fishing as a mini-game is a great way to extend the play life of a survival/sim game (for me at least) I love seeing what I can catch in different ponds and biomes fish are a great early game, non-scary way to get protein fish traps, weirs, poles and nets would all add to the immersive feel of the game, primitive skills can create fish farms and managing a fishery is interesting and challenging It would add some use for the lovely ponds scattered everywhere (other than farming and water) (what about turtles and frogs too?) streams! could add special awesome fish (trout) and maybe a flyfishing mechanic? maybe just a few flies rather than a fully stocked inventory of flies adding mayflies (or other inverts) as an indicator of where fish are would be super cool Entities? the programming in this language is less resource hungry for sure but I wouldn't want to cause entity induced lag so I understand if these ideas are unreasonable.
  16. While streaming and discussing the topic of the tutorial and other various system in the game I came up with an idea for a potential non-intrusive tutorial. A hot-keyed Survival Guide which will explain the various parts of survival in the world of Vintage Story. This book would contain explanations about most of the systems in the game and would assist new players in understanding some of the more obscure mechanics. I also suggest that there be possibly images or videos/gifs that demonstrate some of the systems leaving no ambiguity for the player. The controls displayed in the guide would have to be dynamic and reflect the players current control scheme as to not cause confusion. Given that it could be a book-styled interface it would be lore friendly and fit the games theme too.
  17. I noticed I can't evenly distribute items in crafting grid with moving mouse with left mouse pressed, to evenly distribute a stack of items between grid cells, to craft many items at once. I can use only right button, placing per one item. So e.g. to make lot of cobblestone, I have to do lot of circles with right mouse button, placing rocks around the clay stacks. Or use right-click to divide the stack of rocks. Please consider supporting the even distribution of items in crafting grid using mouse movement with left button pressed. Some other comfortable shortcuts and features, allowing easier and quicker crafting, could be nice. But I can't think of anything atm.
  18. So I was watching an abridged anime the other day when I stumbled upon this scene: And it got the gears in my head spinning a bit... asking if there was a way to take RedRam’s smithing idea which has garnished VS so much interest and make both the game and the mechanic more interesting. As it stands now, there is a single tool which can be used to swap between all the smithing "moves." In reality, a smith would use a different tool for each action he wanted to perform. With this suggestion, I'm not suggesting removing the current multi-tool. That tool is a great way for people to learn how to use the smithing system without having to deal with a lot of extra parts. With that said, the current system will begin to fall flat in the late game, there is no real reason to continue smithing once you have all the tools you need, no real reason to dedicate time into mastering the skill, and once all(most) of the "move" patterns have been memorized: no real challenge to the system anymore. To fix these problems I would propose adding a new set of tools, one for each "move." Then adding a rhythm system where you have to make your moves according to a certain rhythm to get an improved chance at improved stats (bunny hopping off of Eric's suggestions). However, this type of rhythm system would be difficult to balance, since players have to keep track of performing all of the moves in the right order in the right place at the right time. Which is why I would suggest that there not be a penalty for playing out of rhythm instead rewarding them for playing the game the hard way. This could take the form of a system where every successfully timed move adds to a combo meter, which resets whenever the player misses a beat. At the end the more beats a player hits successfully the less of a random multiplier will be applied to the tools stats. Missing all of the beats would lead to a completely random result while hitting all of the beats would give a flat value considered to be the "best". Additionally, the player's highest combo would determine how much of a slight added bonus will be added to the tools quality. This creates a system where if you take your time or are learning you have a fair chance at making a good tool, at the same time skilled smiths could increase (possibly a linear interpolate) the quality of their tool; while also ensuring that a skilled smith will always be able to make a slightly better tool than a lucky player.
  19. I know that the "E" key accesses the "Backpack Contents" but once my hotbar was full, none of the items I picked up were in there. Is there another inventory menu that I'm missing? I'm also not sure how to place items in my backpack or whether I'm supposed to be able to. Also, what are the slots out to the right of the hotbar? I can't seem to place any items in there. Thanks.
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