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About Me

Found 8 results

  1. 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. 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! 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. Made with any tool-tier metal- bronze, iron, steel: Download: https://mods.vintagestory.at/show/mod/1197
  2. Inspired by bonfire (by David Stark) sugestion . An alternative way to get copper nugets from ore chunks : 1. Heat them up in fire. 2. Toss them into water. In this seting water couses stone to crack with thermal shock revealing metal nugets hidden inside. With this we get an option to start using metal tools with only 100 units of copper. Since this one in inspired by another sugestion i will quote it here: Bonfires are large fires constructed by placing 16 sticks followed by 32 logs. When lit, they produce a large flame and smoke plume and burn for two days. They cannot be used for cooking. Like pit kilns, they set nearby things on fire, including any flammable items several blocks up, due to the tall flames. Once they have burned out, any immediately adjacent rock blocks become "brittle", allowing them to be broken by hand, yielding the usual stone and ore pieces. Why? They look really cool in your village center, wintry mead hall, great festival, or doom fortress. They provide a very slow and expensive way to mine ores without having unlocked the tools for them. This is how ores were actually mined in the copper age, by setting up large fires against ore faces. (If being able to mine any ores is OP, restrict this to working with softer ores that would be mineable with copper tools. Overal with bonfires we could remodel early metalurgy and make it bit more compicated and most important more time and resource consuming thus pushing it away in time from starting the world. Whole process of optaining copper tools would look something like this: 1. Find stones on the surface with traces of copper in them ( thats what i wrote in my comment on bonfire sugestion, basicly remade surface stones to contain only traces of metal making them unusable for smelting only acting as markers). 2. Dig out area of soil that will let you get to stone layer and make bonfire there. 3. Gather wood and sticks for bonfire , build it , fire it , wait (however long we make bonfire last for). 4. Bonfire makes all stone blocks that touches it brittle. Now those blocks can be harvested with any flint (or above ;D ) tools or just a stick. Since stone is cracked you would actually only need some sort of lever to dislocate chunks of it and pick them up. From stone blocks we get stones and from ores ore chunks. 5. After you obtined ore chunks heat them up again in fire and after they heat up toss them into water to crack them again and obtain nugets. 6. Rest of the process stays the same (for now XD ) If you want to make it more compicated and kind of force to even further away in time we could make stone cracking with bonfire 2n+1 steps process that needs temperature below 0*C. 3 steps would look like this : 1. Make bonfire let it burn out. 2. Pour water on all stones affected by bonfire and let it freze cracking stone even further (frozen water expands in cracks). Thats why low temperatures are needed and thats what pushes obtaining copper further away in time. 3. Make bonfire again to remove water. Steps 2 and 3 can be reapeted indefinitely (well i wouldnt set it to more than 3 times so 7 steps should be max) number of steps could depend on type of stone as well , more heat resistant or harder stones would require more steps. To sum up everything here this sugestion makes obtaining your first copper tools much more time consuming (if part with water is used even impossible before winter) and resource heavy. In my opinion it would shift player focus in first game year to securing things needed for survival like shelter , farm , animals and collecting resources for winter. It would also make crude/primitive blocks/tools more relevant and would make it logical for new players to better familiarise themselves with knapping and clay working (since clay storage vessel is best for storage before you get saw, my small one #3 would work nice here). This slower progression thats more focused on above surface resources feels more natural and kind of forces players to secure good survival foundation first before moving up on tech tree. I love slow progression that lets you get familliar with each thing or mechanic on every tier and leaves some time to side track and have some fun building but at the same time i hate grind i hate it when game forces me to do something a lot of times just for the sake if it. In my opinion its much better to extend stages in gama via logical choices of action or environmental variables than grind or dumb luck aka. RNG. Btw since this one is inspired by and i used your sugestion here David im curious about your opinion.
  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. 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:
  5. So with the addition of bone soil panning, I've noticed a huge increase in the amount of copper spearheads that I've been getting. While I do appreciate being able to have this supply of weaponry at hand, it can get overwhelming very quickly. I know that at least two people have spoken on this topic previously, but I have a very particular suggestion for this implementation that I think would be ideal. Provided that the tool has not been made yet, you can melt down the spearhead back into their base or alloyed metals, but you need multiple spearheads instead of just one to make one ingot. Some of the original ingot has to be split and hewn in order to make the item that you wanted to make in the first place, so it requires more pieces for you to recreate one ingot. You could even make it to where small items like shears require four times the amount of metal, medium items like pickaxes require three times the amount of metal, and large items like swords require twice the amount of metal. (So one sword would be equivalent to 50 units of metal, one pickaxe would be roughly equivalent to about 33.3 units, and one shears would be equivalent to 25 units) This would probably make the quick click mistakes that are made (you clicked sawblade when you really wanted a sword) a little bit more tenable in the long run because you're not losing 100% of the work that you've made, despite there being no real way to mitigate the loss that you would take to your resources (metal, charcoal, and hammers). And for people who choose to be on smaller worlds, it allows them to save as much as possible by recycling. I, being on 1M seed, am going to have more resources to take from than someone on a 50K or 10K seed.
  6. Welcome to my weapon mod, Medieval Weapons! This mod currently adds maces of all metal variants, they are 0.5 dmg stronger than their sword counterparts. For balancing purposes they are only smithable! So get to smacking! Changelog: Added maces. Medieval Weapons v0.1.zip
  7. Ever ran into the issue of having too much scrap? Sadly this cool item has little to no use, and the parts are just used for the translocator. Sure in 1.14 we can make scrap weapons now, but still its use diminishes very quickly out of specific circumstances. This mod adds bloomery recipes to metal scraps and parts, where they act exactly like meteoric iron and give iron ingots as an output, the ratio is still 2 as well so 2 metal scrap/parts = 1 ingot of iron. With the 2.0.0 update (will work on 1.13 but intended for 1.14) you can now smelt metal parts to steel ingots at the same ratio 2:1. Note that scraps still smelt to iron. Another source of steel in 1.14! Images: Download: Either version works with both 1.14 or 1.13, but since you cant do much with steel in 1.13, 2.0.0 is listed as 1.14. [1.13]: UsefulScraps1.0.0.zip [1.14]: UsefulScraps2.0.0.zip
  8. Hello there! Let me preface this by saying that I have not played Vintage Story at the time of this post - only watched let's plays of it on YouTube. I do plan on purchasing the game when I have the chance, as I think this game does have the potential to be a worthy competitor to Minecraft, and I loved the TerraFirmaCraft mod for said game. Alright, I'm not totally certain if this has been ever discussed on the forums before (I've used the search feature and nothing that is of any certain relevance to this thread's title showed up, and my look into the wiki did not yield any useful result either), but in my let's play viewings I've noticed there's a distinct lack of a stone anvil. TerraFirmaCraft required the player to acquire a stone anvil of a particular type (last I remember the stone type had to be igneous, subtype didn't matter) and this anvil was required if the player wanted to progress beyond the copper era. Now here in Vintage Story, it seems that one can craft an anvil mold and cast a metal one instead, thereby bypassing the need for a stone anvil entirely. I was wondering if you, the developers, had considered adding in a stone anvil. Now I'm not quite sure if tiered anvils exist in Vintage Story a la TerraFirmaCraft's system - and I don't want to write up any further details concerning potential balance issues with the existence of a stone anvil in-game relative to the metal anvils because I don't know enough about Vintage Story's smithing system - but at the very least, having the option to use certain stone types as makeshift anvils would be nice. There does seem to be historical precedent for this in the real world, so for authenticity's sake at least, without knowing why stone anvils aren't in the game at the time of this post (if there is precedent for this), I think stone anvils would be a fine addition to Vintage Story. That being said, I would like to hear your thoughts on the hypothetical addition of a stone anvil in the game and if it is viable. Thank you for reading this post, -Sda.
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