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  1. Temporal Tinkerer (Formerly "useful-locusts") is a mod that aims to implement all sorts of gadgets and trinkets to extend out endgame content. Currently there are two technologies temporal and electric, both have their own quirks but still provide powerful items. Includes 3x3x2 mining, a super fast multi-tool, powerful armor cutting swords, and a couple new sets of insane armor. Now introducing the new temporal armor sets! These armor sets are split into two categories- utility and combat. These armor sets, like the tools can be recharged with temporal power cells in the crafting grid, watch out however as they are not unbreakable- they will still get destroyed once the durability reaches 0 so try to repair them before they get too low. The utility set provides: +75% movement speed on the boots but you use hunger 35% faster and they don't protect you very well +50% faster ranged weapons and accuracy on the helmet but provides mediocre protection The chest plate provides a new unique effect- reduced-hunger drain! While wearing this device you will drain hunger 50% slower, it has drawbacks though, the device is heavy, sometimes unreliable, and you only heal at 50% the rate with items when wearing it. It does not provide any armor value but still degrades when hit. The combat set provides: better protection values than even the strongest of metal armor sets, high protection tier. But they are vulnerable in PVP to the swords added in this mod because they deal massive damage to armor durability. +20% movement speed and very high protection on the leggings, but 5% increased hunger rate +15% ranged accuracy, high protection, but 5% slower move-speed/increased hunger rate on helmet The chest plate generates an invisible force field around itself meaning that any attack targeting the chest slot (50% chance) will be completely negated, the armor also amplifies the effect of healing items. The item has fairly low durability though so be sure to frequently recharge it with cells or it will eventually break, items like the temporal sword can chip down the durability pretty quickly as a counter New schematic/trading system: Now you can summon a trader hologram when using a trader summon item, this will spawn a tinkerer trader who can offer up parts and schematics you will need to craft any temporal equipment, save up those gears! Schematics are used in the grid with ingredients and will never be consumed, so you can use them forever once purchased. New stuff: The new schematic system introduces a complete overhaul to all the recipes for temporal equipment Temporal essence is now the new power source for temporal items, you can obtain the essence from drifters or purchase it from tinkerers then use it to craft temporal power cells Added recipe for the creative rotor using very late game components New items like ancient plating can be obtained from junk piles, locusts and the tinkerer General Mod Content Overview: Images: 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 any previous update. You wont loose any items, but you will need to generate new chunks to find any new ruins. Downloads: https://mods.vintagestory.at/show/mod/444 Old Downloads:
  2. 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:
  3. !!This mod requires SuperFuel, for these recipes to be obtainable in survival!! This mod adds two new recipes to survival: the creative "Auto-Rotor", and the "Broken Static Translocator" as endgame challenges. Please note that the static translocator cannot be broken once placed, so be careful where you put it, the auto rotor however is movable in survival. The recipes are pretty well balanced as they require components like chromium, titanium, diamonds, meteoric iron and both metal parts/ temporal gears. These are really just supposed to be an endgame goal when you have obtained all of these exotic materials. With the "SuperFuel" mod you are now able to mine and melt both titanium and chromium into ingots, these ingots are used in both recipes. The Auto Rotor: Say goodbye to unreliable windmills, and hello to this temporal-powered gearbox! (meteoric iron in corners, chromium ingots at the top, titanium ingots at the bottom) Broken Static Translocator: Want to create a teleportation hub? well this will have to suffice for now... Creates a broken static translocator, like the ones you find underground. They still need to be repaired with the usual 3 temporal gears and 2 metal parts, so that's why the recipe is so "cheap". (chromium ingots at the top, titanium ingots at the bottom, diamond in the upper center) Placed Translocators act exactly like the ones you find underground, when activated they will "warp spacetime" for a while until it finds a destination, the more of these in the same area the longer the wait. They teleport you to an existing naturally generated translocator, and repairs them like normal so you can return. Download: Works on 1.13, and 1.14. Creative-Ables1.0.0.zip
  4. POINT Ever since TFC, Sevtech and other tech-age-traversing mods, I was really bugged by these 2 things: No story or overarching goal, no direction; no-one to compete with, no-one to share/compare the progress with, no-one to learn or to steal from; => no motivation to do anything beyond hording and acquiring new-whatever. Building new stuff for the sake of building newer stuff, while fun for a-while, eventually gets boring and the feeling of all-is-pointless starts to prevail. I was trying to reflect onto whats and whys --- what exactly is missing from vanilla minecraft, or these great mods, that makes me feel this way, and I think the answer is fairly simple: the emptiness comes from a sad realization that whatever goal you choose for yourself there's no-one in the entire game-world who could appreciate it (and/or your struggle to get it). Basically, a conquest game starts to feel shallow, when immersion is broken by actors not being able to achieve (to compete to achieve) things you want, --- or in other words, when there's no economy simulation going on (no shared vision of goals and what they cost). While you could find very interesting proofs of concept like Millénaire, the cohesive world generation is another thing. It always felt wrong the game (minecraft in this case) generates terrain on the fly in a non-cohesive random and messy way. We have villages, but where are all the roads? Where the travelers, convoys, caravans and such? What would it cost to pre-generate meta-layers of the world, like climate-zones, habitable and non-habitable zones, roads and towns (just relative positions with no geometry what-so-ever) and actually generate the geometry and actors when the player gets there (while still being able to reason about them even if they wont)? The closest successful world-gen with roads I can think of is Lost Cities, but I'm not sure whether it achieves that via meta-layers, or it's just very clever reflective, but still random, world-gen. * Basically, the conquest game like minecraft seem to have no vision on how to scale its gameplay beyond hording. One could argue, that multiplayer is the ultimate answer to these issues, but the counter-argument to that would be in acknowledgement that every player in a multiplayer-setting would have to force themselves to consolidate with other players in order to form competitive economies --- and for those to form you would still need some kind motivators (something extremely rare and useful? something to transcend to prestige and reputation?)... and there's no telling how many players do you need before the overall economic struggle would seem sustaining? EXAMPLE Like, did it ever bugged you, that in order to progress through the tech-age-traversing mods (or even in vanilla minecraft/terraria and such) you have to deal with menus, upon menus, upon menus to find all the recipes you able to craft from an item, to find the entity you have to craft them with, to find a pattern in which you have to lay the items you have, only for the cycle to continue anew with each new shiny thing you'll get. Sometimes it feels like you spend most of your time in the crafting menus or on Wikipedia, rather than in the actual game. Even doing the most basic stuff (like finding and cooking food, or forging metals) could be challenging because how particular and obscure the recipes/block-behaviors are. Wouldn't it be way cooler and way more approachable if a game-world had an entity you could simply observe to learn all the mechanics from? An entity with the same'ish goals and restrictions you could could compete or live along with? It doesn't have to be sophisticated, it simply have to be somewhat aware. QUESTION What's the VintageStory stance on this? Would we be able to expect these issues being addressed in some near future and in what way? I know there's some kind of story in VS and villages are one the road-map, but what exactly you envision for you product so far? DISCUSSION What do you people think of this? Is this the direction you want to see VS go? ====== Thank you, VS-team, great product so far! Cheers,
  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!
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