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1.16.0+ WeaponPack- New Weapons, shields and bows.
Mr1k3 posted a topic in Mod ReleasesThe weaponpack mods are a series of individual mods focusing on their own individual section of combat- melee, ranged, defense. The mods attempt to overhaul and/or improve existing mechanics in the game without straying too far from the vanilla style by offering modded weapons that are slightly better than their vanilla counterparts, this keeps vanilla things untouched most of the time and lets me have a lot more freedom with what I can do with the additions. Heres my patreon if you'd like to support me: Patreon Some important info: WeaponPackAlpha: WeaponPackBeta: WeaponPackGamma: Downloads: Alpha- https://mods.vintagestory.at/weaponpackalpha Beta- https://mods.vintagestory.at/weaponpackbeta Gamma- https://mods.vintagestory.at/weaponpackgamma Old versions (alpha):
Hammer's Ringing Fall
Vinter Nacht posted a topic in Mod ReleasesA Smithing Mod By Aetherial Labs Author: Vinter_Nacht, Texture Artist: AnxietyPealope JSON Files Assist: Raccoon Support Us Through Patreon! "With measured beat and slow, Like a sexton ringing the village bell" - Henry Wadsworth Longfellow So what is Hammer's Ringing Fall? This mod has been in the wings since November of 2021, which seems like another world now. At that time I was pondering the fact that the progression from clay and stone storage to chests was rather abrupt. Chests were so easy to make, you could simply put them together with nary a bit of effort. Once you had your saw, it was chests all around. That was the first "problem" this mod was made to solve, an abrupt jump in tech precipitated with a simple saw. Quite simply, it increases the importance of metal in the lives of the Seraph. Everything from tools and weapons to planks and shelving requires some degree of a metal component. Chests require hinges and nails, metal tools require rivets and metal bands (with the sole exception of the copper ax/pickaxe/etc, whose recipe is only slightly changed). You'll find that there is a need for metal at every turn you make. It is worth mentioning that this mod was primarily made with the concept of a multiplayer environment in mind. Blacksmiths typically find themselves relegated to making armor, tools, and weapons, but precious little else. Little else, that is, unless you count a seemingly endless number of chutes for the automation inclined. With Hammer's Ringing Fall there will always be a need for the smith to be at his forge, and an endless supply of charcoal to feed him. Surely a good thing for any virtual economy. Added By Hammer's Ringing Fall Are: Rivets - Used in all manner of metal craft, such as chutes, weapons, and tools. Metal Bands - Used in recipes where reinforcement or securing is required, such as your helve hammer base. Nails - All manner of woodwork requires these, including shelving, planks, and stairs. Hinge Flange Top/Bottom - Two of the three parts required to make hinges Pins - Used, along with the Hinge Flange Top/Bottom to create a hinge. Tool Hafts - An oiled tool haft is made using a log, an ax, and a bit of fat, and then cured for 48 hours to become a finished haft. Comes in three sizes. Small for swords and knives, medium for axes and hammers, large for scythes, hoes, shovels, and spears. Frequently Asked Questions: - Does the mod increase the durability of tools/weapons? Not at present, though that is an intended feature. I wanted to get it out to get tested, find out what the interest levels were, and get some feedback about how that modification should happen. Based on the increased costs, I'm speculating about 35% - What mods does Hammer's Ringing Fall Support? Currently, it only supports vanilla items. That will be changing rapidly, see above about testing interest and feedback. Can I toss a coin to my modder? Of course you can, and we thank ya kindly. As always, the first updates supporting new mods will be released to supporters on Patreon, as a thank you for your encouragement and kind words. Upcoming Features: There's a lot planned here, but you'll have to wait for me to share it. I don't want to make promises without having some idea of how to achieve them. For now, I'm just Tinkering with some ideas.
Axle in blocks
Василий Шевчук posted a topic in Mod Releaseshttps://mods.vintagestory.at/axleinblocks Main features: New blocks that hide axle in bricks, dry stone and wooden planks. New blocks that hide gears in bricks, dry stone and wooden planks. New blocks that hide transmission in bricks, dry stone and wooden planks. New obsidian glass block (Used in recipes). Languages: English & Russian Recipes:
1.16.0+ BackpackPack- Improving backpack progression.
Mr1k3 posted a topic in Mod ReleasesBackpackPack 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. Heres my patreon if you'd like to support me: Patreon 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
Sewing kit 1.16 - 1.16.1
DejFidOFF posted a topic in Bugs (archived)
1.16.0+ Foundry- large scale ingot casting!
Mr1k3 posted a topic in Mod ReleasesAdds 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. I got annoyed with having to make a billion ingot molds, having to find the space for all of them, then having to pour over and over again, so here's the solution! Heres my patreon if you'd like to support me: Patreon Made with any tool-tier metal- bronze, iron, steel: Download: https://mods.vintagestory.at/show/mod/1197
Cannot break work items into bits
Ender Riens posted a topic in Bugs (archived)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.
endgame MysticalMetals- (Alpha) Post steel content
Mr1k3 posted a topic in Mod ReleasesThis 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:
crafting Flint tools crafting sometimes not work
Laskuna posted a topic in Bugs (archived)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.
Mod request: "lathe" pottery function
Devilofether posted a topic in Mods & Mod DevelopmentCan 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)
Just some ideas
Tsumitsuki posted a topic in SuggestionsAs 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
Some small Suggestions
Kaelty posted a topic in SuggestionsHey 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.
Hay stairs for making roof.
Pitarik posted a topic in SuggestionsAs 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?
Clay and stones for building
Yukihira_S posted a topic in SuggestionsHello 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.
Cooking System | More Food
Exodiusk posted a topic in SuggestionsHere 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
Tanning Racks and Leather!!
Exodiusk posted a topic in SuggestionsSo 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.
Chopping blocks, worms and other things
Calaue posted a topic in SuggestionsI 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
MammaJamma posted a topic in SuggestionsI 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.
Smile posted a topic in SuggestionsWhile 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.