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About Me

Found 2 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. I would like to present a concept that I found in the TFC forums that would actually go really well with this game. This concept is meant to be a late game or end game thing, though it could probably be balanced for early game as well. It involves alloys and ways of mixing them. Here is how they put it: In a forge or some other way of melting metals you can mix metals to make alloys. An alloy is a mixture of a group of metals any where from 2 - infinity. The idea is to have alloy you to mix any metals to make an alloy of your own. This allows one to make their own recipe for an alloy and to share that with the other players through the forum or other means of communication. What they presented it the idea that each metal you have will add and/or subtract from the over all status of the alloy that being: Strength/Hardness Malleability color Melting temperature among other things that could be added or some of these statuses could be removed. For example, Copper is a copper-colored, malleable and kind of weak metal, Tin is also a weak metal and silvery in color, but when they are combined in liquid forms into bronze, they become stronger, though it is still malleable it is less so, it also has a new color. Some other things I would like to elaborate on is that there could be set combinations for the metals, and that would be for metals like bronze, bismuth bronze, steel, rose gold and other alloy metals that you may want to keep in specific recipes. Hence it being an end game kind of process, keeping the early game easy to do and understand with out this elaborate process. Their example goes as such, " You have metals 'A', 'B', and 'C'. When you combine metals A and B they produce a weak, but easily-shaped metal, When you combine Metals A and C you get a stronger, but less malleable than alloy AB, When You combine all three you get a Malleable metal that is still strong because the effects of metal C null or even overpower the effects of metal B. These could also cause different color effects should someone want to this and end up with a bright red or dark black metal to forge with. This would all depend on the amounts of each metal type you put into the alloy to get different effects." Keep in mind that the metals could be anything, metal A could be tungsten, and metal B could be silver. it doesn't really matter what the metal is, just what it does. This is the concept and the idea I now put forth for the Community and Game Devs. If you wish to read exactly what they talked about here is the link, though keep in mind that the creators of TFC have decided not to go through with it. http://terrafirmacraft.com/f/topic/8877-metal-tiers/
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