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About Me

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  1. -Collaborative Classes Revised- PLEASE NOTE: Any version earlier than 2.0.0 will not be compatiable with versions after and including 2.0.0 Why the revision? I after testing the mod I felt that the amount of classes were too large and that this stopped most people from playing the mod, this is one of the reason for the change but also due to balanceing issues and general feedback. This is my first mod so thank you for both your time and understanding. Collaborative Classes is a mod that aims to bring a stronger focus on classes in vintage story. This includes changing the postives and negatives of the classes to be more focused on collaborative gameplay. Many of the classes now specialize in only a few particular things, with a set of negatives to things they are not good at. With the aim of the mod to promote trading and collaboration on servers, I would recommend not playing in single player. Mod Includes: Revamps the classes to be more focused around collaboration and trading within a community. Adds reinforced tools (2x Durability) that require mulitple classes to craft. (Tools for All Classes) Miner can turn Crystalized Ores into Gem Bits for other classes to use in recipes. Miner can craft a hybrid pick that both mines and can be used as a weapon Mercenary can turn Gem Bits into sellable gems. Mercenary can make smaller denominations of rusty and temporal gears (for player trading) Mercenary can craft superior copper and iron weapons Mercenary can mend metal armor Gatherer can craft dye which can be made into coloured chiselable blocks Gatherer can craft seeds (quite expensive) Hunter can make bone masks Hunter can mend leather armor Download: https://mods.vintagestory.at/show/mod/453 Classes: Features: Things (Hopefully) To Come: Finish Gem-Cutting Trait & Recipes. Done Bone tools/weapons for hunter. Scraped Idea Seed recipes for gatherer. More Classes Such As Cook. or maybe adding recipes for food to existing classes? Need a coder More Gem Bits recipes for Gatherer, Hunter, Miner Additional Items For Mercenary. Done Get Feedback=Better Mod? Potential Issues: Any mod that adds/changes classes or traits WILL clash with this mod. BUT should work with xskills and xlib mods Any mod that edits the game lang file MAY clash with this mod. Reinforced tools won't use other mods crafting recipes. Loading up an old world and opening the traits tab WILL crash your game This mod will only work on fresh worlds Credits: Thanks to BluryFace for some great models - (https://www.twitch.tv/blury_rng) If anybody is looking to help or want to make a addon to this mod, absolutely, message me and I will be glad for the help/support ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog: Collaborative Classes Revised 2.0.1.zip
  2. 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:
  3. Hi guys, I'm trying to implement following logic: User puts item into active slot. Right clicks on specific block Pop-up asking for text entry is shown When pop-up content is saved (and only if) - save entered text into item, and block coordinates I've implemented it in the following way: if (!(byEntity.World is IClientWorldAccessor)) { return; } string prevName = _name == null ? "" : _name; BlockPos prevPos = _pos; GuiDialogBlockEntityTextInput dlg = new GuiDialogBlockEntityTextInput("Enter your text", bec.Pos, prevName, bec.Api as ICoreClientAPI, 500); dlg.OnTextChanged = (text) => { _pos = bec.Pos; _name = text; }; dlg.OnCloseCancel = () => { _name = prevName == "" ? null : _name; _pos = _prevPos; }; dlg.TryOpen(); But, this _name property is set only on Client's side, I've tried to use : slot.Itemstack.Attributes.SetString("name", _name); But they are also set only on client's side. So the question is - how can I send information from client's copy of an item to server's copy of an item?
  4. Hello everybody I want to create a new item "kunai " but i don't know how it works to create a knapping recipe. I have already created the following pattern : "____##____", "___####___", "__######__", "_########_", "__######__", "___####___", "____##____", "____##____", "___####___", "____##____" in the file : recipes/knapping/kunai.json Can someone help me ?
  5. I was in my creative world and didn't put my hand on wasd, hitting q and throwing the block I was holding. It ended up flying off at an angle behind me when holding s. So I did some tests and found that you can throw things quite far and high with runs and jumps. You could possibly even do a game of basketball, even with dribbling as you throw the item ahead of you and pick it up before shooting for the hoop. Btw, here's a little throw test I did.
  6. In the last few days i have been playing The Sims 2: Castaway from PS2 and had some ideas for the game (Ps. This ideas was only ment to increase the primitive time). The Sim's 2: Castaway based stuff This section is related to things that should fit well in tropical climates. Clothes maded from plants like palm leaf, jute, bark, vines, yucca etc... (Icons from The sims 2: Castaway) Primitive wooden stuffs maded from wooden brenches, shells (you can find them scattered around the beaches), bamboo, wooden logs, vines (if you are in a tropical climate) or yucca, hemp, natural fiber (in other climates). Credits for the concept arts: http://www.sebastianhyde.com Primitives ways to build wall’s and roofs (blocks) like this: Some primitive usefull furnitures: Improved fireplace rounded by stones. Have some advantages from the common fireplace: (Made whit a common fireplace + stones of any kind) Primitive Stove: Better than an improved fireplace. (clay + stones + bamboo + jute fiber or yucca fiber) Primitive flower pots: (made of bamboo, bark, jute fiber or yucca fiber). Other stuff from primitive era! Shell axe (similar to flint axe, but easier to get and less durable): Bone knife (similar to flint knife, but HARDER to get and MORE durable): Primitive hide decoration: (Put in walls or in the ground to make a floor or just for deco) Pelt clothes: They can give more advantages to the plants clothes. Whit this the game could handle a temperature system, so when the player want’s to go in a cold region (like a mountain) he will need clothes that warm him, or when the winter comes depending where the player is (The Run For Survival :D). Clam food (from clam shells): Take the closed shell from the ground, put in your hand and right click. You have 100% chances to get an empty shell and 13% to get a clam for eating. About shells: The shells will spawn at any tipe of sand (like rocks in the ground) at the beach (near the ocean). When you click in one it will have a about 10% chance to get a large shell (to craft a shell axe), 40% to get a closed shell and 50% chance to get a empty shell (used to craft shell colars or other deco stuffs). Primitive fishing net: Used as an alternative to fishing rod if you don’t get a bait (made from stick and some jute fiber or yucca fiber). Furthermore you will be able to make a better net whit string’s. (it can be a block too) About fishing whit rod’s: You will need a rod made from sticks (primitive one) and a bait (insect’s dropped when breaking dirt [3% of chance whit hand and 10% whit a shovel]). Later in game you will be able to craft a better fishing rod if you find bamboo or have a saw. Waterskin: Used to store a little amount of water, usefull if you dont have a clay pot. (Made whit pelt and jute fiber or yucca fiber) Primitive slingshot: Alternative to spear because use stone as ammo and you don’t need to trow itself, but gives less damage. Used to kill small animal such birds, rabbits, rats, ckickens... Primitive backpack: Store less items than a normal backpack, but is usefull. (made from pelt and sticks) Sorry if i made a english mistake, i'm brazillian . If you have any other suggestion or opinion about primitive era fell free to comment!
  7. Hello everybody! Chris again. This time i have some smaller ideas and suggestions with more practical usage. World Edit Tools: I have already posted a thread on how confusing the usage of we in VS could be as rotation and copy-pasting seems quite random on first sight. Now there is already a very helpful tool to, at least make it easier to mark a certain area (/we g(direction) value) , but what i didn't think about could have made it even more easier. WE had many different default items set as certain "tools". The most important was the wooden axe as it was just a simple tool to mark areas with. Left - Rightclick for the different points and there we go - easy. Blocks that could be helpful for building stuff: Darker wooden planks - Contrast is one of the most important things a builder can use to make his creations more interesting and better looking. I know there are darker blocks ingame but i wish there would be a darker version for wood as well. Planks, stairs and slabs. As you can use contrast for not only the colours but also for the material in usage. When i build a wall with stone as front layer, i sometimes dislike to put a darker kind of stone as background. As in most medieval-fantasy styles the most natural combination would be stone-wood, but there are no dark wooden blocks available. The variations of logs are fine. Iron bars - Iron bars or whatever metal you want it to be, were always an item i used for decoration. But most importantly it can be put into windows to replace the chunky glass blocks or of course if you are intending to build a prison or dungeon, iron bars are very usefull. Glowing blocks - Yes i know theres a mod already made including some glowing blocks, but i am just posting it here as this is a list for things i'd like to have ingame. It might not be too obvious but many builders used glowstone or redstonelamps for lightning purposes. As there are no such blocks i think it would be nice to have a certain "glowing block" in the creative inventory. A builder who loves to put a lot of love into details, won't place torches or lanterns just randomly on a wall to make it brighter. But a builder could hide glowing blocks behind semi transparent ones or just build big street lanterns or other things to bring some light into his projects. Things that could be added not only for building puposes but just because i think it would be cool: Crates - open crates as decorative item. Put it down and then, maybe you could put in food and other certain stuff. I've always hated to build marketplaces in MC. All you could do was placing chests, melons and pumpkins, and cakes to make it look like things are being traded there. But it just never looked like a real market somehow. This way you could put out crates visible on the individual marketstands - well that would change it all. Of course, there aren't many things to put in right now. And ingot and log piles are already helpful on that matter, but i think it is something i didn't see yet and it could be a helpful decorative option. Not only for marketplaces but also for everybodys home. Not too modern and not too fantasy based. Just a box - something like a smaller chest. Not as amazing as the crate idea, but why not put it in this post? Mostly meant as decorative block as even if it would be usable it should have a less amount of slots than a chest. So why not build chests? Well that does finish the thought. Would be cool as decorative block though. Plates and bowls - now this is a funny idea for the future as i can not imagine that this could have any value at all right now. But this is just a funny idea. At some point people always wanted to decorate their tables they build in their homes. It just looks empty after a while. Put a chest on top of it? Nah! :-/ Carpets? ok alright. But it still never looks like a dining table. But of you put some plates on it with some meat or other food on top of the plates - you see where i am going with this. It's of course not important but i can imagine something like this in the later states of the game as it is so basic and simple as a thought but mc never thought it would be cool so why bother. Usable furniture - Again not necessary but still very basic and still somehow interesting. Chair, bench, table (you can put items on top), all kinds of shelfs (usable of course), etc.. I know we should make this game more basic and focus on the story and the realistic survival but again this is just a thought of mine. I know there are plenty of mc mods adding a lot of these things and all of it including the other suggestions on the list above are just thoughts that are very subjective as i hate interior desing. I just don't have the patience to put chest, bookshelfs, furnace, crafting table in 10 million different ways into a room and say; hey now that looks good. I have already seen saraty's post on interior design and i understand that it is possible to make it look good anyways, but i don't have the patience and time for that. Knowing i need the same time i needed to actually build the damn city just to put some interior design into it is frustrating. :-) Ships - Also a thought for the future. How could it be done? Well i imagine a hard crafting recipe in multiple steps. First you have to put together the fabric for the sail. Then put it into an actuall sail. Then the ship itself. Multiple parts of the ship that had to be crafted first and then put together. Once sail and main part of the ship are done they also have to be put together and here we go. You have a ship item in your hands and you just have to put it into water and it works! Now that's easier said than done i know but as i said just a few ideas for the future. Graphics, shader - I know there are many things planned and it just doesn't have the priority but as i said, just for the future. I think once my map is finished and i take on other projects i think making videos of it is unavoidable. The small castle and that one house i built are by far not enough to put in the effort of creating a cinematic. People might not see how much work it is to make one of my videos but let's say it like this. 9-17 hours for a 2-3 minute video. Of course not on one day. That makes it even worse as it will probably take almost a week to produce a video. Adding the fact that i'm not used to the cinematic tools in VS yet. There are many things i can do and actually do in most of my videos but there are also things that look awesome that was mainly part of the epic shader i was using. Godrays are good start but one of the more obvious ones is shadow itself. Right now VS has a wonderful smooth shadow option and everything looks alright especially if you just play survival but i think it for later cinematics in mabye 6 months or so, it would nice to have epic shadows on the map. Of course just as an option. Another option i like to talk about is the way water looks like. Many shaders give it an awesome look some only a little bit reflectivity and of course the movement of the water changes. Now that's just unimportant. But it has to have a more epic look to it in my opinion. It is another thing i can not eddit into my videos. If the colour of the trees is not appealing? - Just change it with colour correction. Contrast not high enough? - put a filter on! Ambient bloom not enough? - No problem as long as shadows and sunlight exist! Just highlight the brighter parts of the picture. Backround blur? - Sure! And if you want to work with highlights or "layers of importance" not a problem! Work with layers and masks to blur out the thing you want and make the viewer focus on the things you think he should! But all of that cannot make up for shadows, good lightning, reflectivity and the looks of water. (at least not with my skillset) Thanks for reading this! Greetings from Germany, ~Chris
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