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  1. Is there any kind of mod that allows you to mine a block, plus adjacent blocks of the same type? I've looked around, but I've been surprised to have not found one. I thought it'd be pretty easy to find one, considering the size and depth of the modding community. If anyone does know of a mod of this type, would they please share it? I'd be very happy to find one.
  2. It's time for the official pre-release of Immersive Phototrophy. Hate eating all the time? Well boy do I have the solution for you. Become a plant. They can make energy from the sun. Epic. Simply type /photosynthesis to become a plant. Type it again to return to monky. While a plant, you restore energy when in light. Not just sunlight, but also held light, block light, and even light coming off of entities. Not only that, but your plant skin will generate sugar and inject it right into your blood, giving you a sugar rush. The more light, the faster you go. All values are based on real life. A lot of research and effort went into ensuring a perfect balanced, backed up by real world values. Due to a mistake in conversions, energy was rewarded half as much as it should have been, so it's been doubled. Not only that, but clothing/armor now blocks sunlight exposure, which makes your photosynthesis less effective. A new /exposure command has been added to provide useful information about the current light level/exposure. Please leave feedback after playing, and let me know what you think about the new mechanic. https://mods.vintagestory.at/immersivephototrophyprerelease
  3. !Greetings Vintarians! Because of boredom and curiosity in the modding process, I decided to use some pictures of my friends and design new skin textures for the player to make them look more like humans. I think it turned out fairly well. I have posted the mod here if you're interested in using it. Since all it does is change some textures, it should work client side. Any feedback and/or cool screenshots is appreciated!
  4. I'd like to create a system similar to that of cooking, where you put ingredients in a bottle instead of a cooking pot, however I don't want regular food recipes to be craftable while using the bottle (for example, I wouldn't want soup in an alchemical bottle) is there any way of creating a custom crafting type?
  5. Ka Ev

    Fancy Sky

    Fancy Sky The moon and sun are round, and the night sky with stars is also changed. I hope you enjoy it VSmodDB github The mod works on the client side regardless of the game option, single player or server game. fancysky.zip
  6. Vanilla+ by JabZ My first themepack and the first themepack for VS in general! Here it is, Vanilla+ improved models in a Vanilla friendly way. I got inspired to create this themepack by the odd looking "nubs" on some weapons and tools, the sword and spear most notably. Then I expanded V+ to blocks aswell, like cheese and barrels. Adding some details to it that don't disrupt the game's design. The goal of this themepack is to improve on the base game models without losing the vanilla charm. Most notably, the "nubs" on the longblade and scythe have been removed along with additions to other tools and blocks, see for yourself down below! DISCLAIMER! The client side version of this mod is now called "Vanilla+ Legacy" and does not need to be installed by everyone on a server, but it's missing the chest model for compatibility sake. For the version with updated chest models both the server and all users need to install the "Vanilla+ 1.X.X" version! Known Incompatibilities: More variants mod (Fix WIP) Patreon: I now have a patreon where you can support my work financially and reap some cool benefits! https://www.patreon.com/JabZ?fan_landing=true Version 1.6.6 Changelog: V+ is now tagged as a "Content" mod to allow things like chests to be remodelled Chests have been given a metal trim Version 1.6.5 Changelog: Completely Overhauled the bucket from 2D sprite to 3D Features Barrel now looks sturdier thanks to an additional plank on all sides Ladders now have 4 steps instead of 3 Trapdoors now have crossbracing Displaycase is now 1 voxel taller Bushmeat is thinner, indicating it's low nutritional value Redmeat is thicker, indicating it's high nutritional value Onion are now bigger, everyone loves a nice large onion Version 1.5.5 Changelog: Added a more "round" ish look to all sorts of cheese. Corrected some misalignments on tools Preview Images: Downloads: Vanilla+ (v1.6.6).zip Vanilla+ Legacy.zip
  7. README INSIDE WITH TEXTURE Cloudy3DX Cloudy3DX VS Version 1.14.3.zip
  8. hey that would be really sweet to add that to vs
  9. RU: Создаю мод добавляющий в игру катаны. Проблема создания моды возникла с момента создания слитков. Они не отображается когда складываешь их на пол. Вылетает игра когда кладу слиток из моды на наковальню. Еще я нашел "code:" ingotpile "," в файлах игры Другие моддеры, пожалуйста, помогите мне советом. Как исправить это дело. RU: Я создаю мод, который улей в игру катаны. Проблема создания моды возникла с момента появления слитков. Они не предоставят, когда вы кладете их на пол. Игра вылетает, когда ставлю на наковальню слиток из моды. Я также нашел в файлах игры некий код: "слиток", ". Другие моддеры, пожалуйста, помогите мне советом. Как исправить это дело.
  10. App Developer: Aidan647 Site Developer: Traineratwot Discord: https://discord.gg/BGNQWq2Vev Site: https://vs.aytour.ru/ Download: https://vs.aytour.ru/download Github: https://github.com/VsModManager
  11. I made Vintage Mod Manager first beta is ready so you can test it. Hope you like it. Manager uses our website for mod list. At the moment Website and Manager is Work in Progress state. Download: https://vs.aytour.ru/download 57,8MB/150MB download/unzipped size Github: https://github.com/VsModManager Discord server: https://discord.gg/BGNQWq2Vev "Original post" If any problem occurs please contact me. Change log:
  12. Hello fellow Vintarian! This fine mod adds the ability to put 6 Iron Ingots and 6 coal into a bloomery to get 6 Blister steel! You can still use the Refractory Furnace to make steel if you feel like it, this mod just adds the alternative to use a bloomery instead. Credit to: ZigTheHedge for figuring out how to make this work! Simple Steel v1.0.0.zip
  13. 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
  14. IMHO, killing poor drifters from dirt pillar are... m-m-m.... Kind of cheat? It is sad, but there is no enemies with ranged attack at this moment (only in roadmap). But... We have bees and locusts. Both of them can ignore pillars. So, can anyone make mod, which adds spawn of locusts during temporal storms, and give tainted/corrupt/nightmare drifters ability to spawn swarms of flies (corrupt bees?) with configurable chance? Thank you.
  15. I would like to know if it was planned that there is a proximity vocal in games or that a person is working on it in mod ? (Sorry I use google translate)
  16. Many have contemplated the Riddle of STEEL. Unlike so many - I have A solution. Preview-Release for V.S. 1.13.* ~ Version 0.1.2 [PHASE ZERO] Era of STEEL Preview-Release 0.1.2 (DEBUG) (code+content mod; install it on Server & Client!) Features: Converting regular smithed Iron products (only some of them!) into a form of STEEL Quenching (Temper-Hardening) Sharpening New Spear tip model, New Sword blade model Steel Mail & Scale Kinda-mostly realistic Steel production process based on actual research & historical facts Steel tools USABLE in standard recipes [Incomplete things]: Steel arrows...not yet Better process for Quenching/Hardening/Tempering/Normalizing... More tools from steel (setting the 'stage' for more...) Lots more! [Bugs]: That's a players job to find Updates (0.1.2): Fixed Scythe bug Hints: I actually wrote something in the handbook (read it?) Be careful with that Carburization-Pack, its fragile! There are "tricks" to it ...certain 'Technique'
  17. Vies Storage Current Version : v0.1.0 (VS-1.12.14) The Vies Storage mod adds more chest options to Vintage Story, without breaking the challenge we all know and love. Currently the mod contains : - Copper Chests (18 slots) - Tin Bronze Chests (20 slots) - Iron Chests (22 slots) To make these chests, you will need to forge "Chest Support" items using an anvil and the metal type. For the full recipes, refer to the in-game handbook! Planned: - I want to make various chests for all of the metal options in the game. They will have their storage capacities based on their Tier. Tier 1 = 18 slots | Tier 2 = 22 slots | Tier 3 = 26 slots - I want to add labeled versions of all chests. - I would like to add secret paintings that can hold a few hidden items too. viesstorage-1.12.14-0.1.0.zip
  18. Hi guys! I created "content" type test mod with modinfo.json just like on wiki, but when i zip it with "zip" linux app, move it to Mods/ directory, start game with "mono vintagestory.exe" in terminal appears "no modinfo.json" error for my mod.Game works correctly. Please help) ________Russian___________ Привет! Я сделал тестовый "content" мод как на вики но когда я сжимаю мод в zip с помощью утилиты zip в linux, перемещаю в директорию Mods/ и запускаю игру с помощью mono, в терминале после загрузки игры появляется сообщение о том что в моём моде отсутствует modinfo.json хотя он там есть. Помогите)
  19. Vies Blocks Current Version : v0.1.0 (VS-1.12.14) The Vies Blocks mod adds more blocks to play with! This mod also introduces a new utility block, the "Trash Can". Items in the Trash Can stay until it is emptied. There is no retrieving discarded items! Currently the mod contains : - Hay Blocks (Stairs, Slabs, Doors, Trapdoors, Fences, and Gates). - Bamboo Blocks (Stairs, Slabs, Doors, Trapdoors, Fences, and Gates). - Trash Cans (Acacia, Birch, Kapok, Maple, Oak, Pine) To use the Trash Can: 1. [Right-Click] the Trash Can and place items you want to discard in the slots. (has 4 slots) 2. Exit the GUI, then hold [Shift] + [Right Click] to empty! Planned: - Add a new block, the "Trunk". This is a storage container with 24 slots. You can upgrade it with supports to change the look and make it 28 slots. - Add a new block, "Painting of Memories". This is a painting with 7 variants. When you place it, sneak + right-click will scroll through each variant. - Add more random blocks as I play on my server. - Find a way to make the Trash Can look full when it has items in the slots. - Have the over over tooltip with Trash Can directions displayed. ViesBlocks-1.12.14-0.1.0.zip
  20. KreatorB

    Sleep Q?

    Is it possible or does it exist a mod that allows for single player sleep on a multiplayer server if you have several people on at the same time? If yes, where can I find and how do I install? If no, would someone please create it? Thank you
  21. Start by making a Generator using a lot of copper wire by either painstakingly wrapping it around a coil, or having your windmill do it for you. Then do it again to make a Motor. You now have a means of converting wind power into electrical power, and then into shaft power. What can you do with it? Well first off, it's very convenient to transfer shaft power over wires instead of gaudy shafts. It's also easier to store and can even be used in a few unique ways. Silicon, you may of heard of it. You can get it by grinding down sand in a macerator. It has magical properties, by imbuing this magic into components you can create what is known as a Smoke Fairy. If you overload your electronics the Smoke Fairy will escape and tease your inability to electronics properly. Catch it and it will repair your component. Kill it to shut it up. But wait, how do you even get this macerator? Well you have a motor right? Just hook that up to a spinny-bit and feed sand through it. Easy. So now you have silicon so you can use it to make 'intelligent' things. Now that you have that, you must learn the art of Signals. Signals are like a type of power that is controlled. You use them to tell machines what to do. For example: A relay will only allow electricity to pass if the signal is high. This is good, now you can remotely control your stuff at the press of a button. You still have to wire them, but what if I told you that you can use up a little power to have WIRELESS!? That's right, WIRELESS. Wireless signals only need a transmitter and a receiver to deliver signals across the air via radio. They're short range but you can extend this with Signal Repeaters. Sounds great right? It really is, but they cost power to use and tend to mis-fire during thunderstorms, so probably avoid using them for anything reliant on reliable instructions. So you have power, and a way to control it. Awesome. What's next? Build a computer. Well OK lets not get ahead of ourselves, we're going to want better ways to control signals first. This is where your silicon really comes in handy. You're going to make chips. Did you know that every single gate in a computer can be made out of NAND gates? Check out the NAND game, it's really cool. They're called Not And, these pretty much these have two inputs and one output, and blah blah just play the NAND game it explains all this. Point is, you can chain these together on a circuit board to make chips to control your electronics in advanced ways. Like building a computer. Anyway now that I've gone mask-off I expect to see full-sized calculators in the not-distant future. With all of that out of the way, finally we can get to the fun part; power. Electricity comes in two flavors: Voltage and Current. If the Current gets too high then the wires will get too hot and the Smoke Fairy will escape. If the Voltage gets too high then the Smoke Fairy will be strong enough to break free. You want to keep both within the cable's limits which can be accomplished by using Resistors to restrict flow, Inductors to smooth inrush current, and Capacitors to smooth inrush voltage. Relays, Switches, Fuses and Breakers can be used to cut off power completely to an area. Ideally you want to have as much power go through a wire as possible without overloading it, so by using components in a smart way you can build what is called a DC-DC converter. This will step up or down the voltage while preventing the current from getting too high. You need to really plan this out because it's easy to make a mistake and have to start over. With clever Signal use, you can completely automate the DC-DC to produce whatever current/voltage you want whenever you want. If you'd rather, you can also choose to to make AC power instead. In these cases all you need is a transformer. By adjusting the winding ratios you can multiply or divide the voltage from one end to the other. Obviously this won't work as well with DC unless you switch it on and off to simulate AC. How do cables work? Different metals have different conductivity; both for heat and power. Better cables have less resistance and therefore produce less heat, or can otherwise better transmit that heat away from themselves. In short, your cable material determines its current capacity. On their own, cables can just be exposed to the environment. As long as you don't touch them, you're fine. Just hang them in the air and the air itself will act like an insulator. Ideally though you'll want some material to cover them. The more insulator you add, the higher voltage you can go before things go catastrophic, but the less current you can handle due to the reduced ability for the cable to dissipate heat. In general, more insulating means less current and more voltage, and more power overall. Features: Generator/Motor - Converts motion into electricity or visa-versa Electric Forge - Uses a large amount of electricity to heat up items Heat Turbine - One side hot, one side cold, power out the side Lead Acid Battery - Long-term storage which packs a punch Single Use Battery - Oversized AA battery. Exciting results if you accidentally recharge it Portable Tools - Extremely powerful tools, as long as you can keep them charged! Tech Tree - Make machines to make your life easier as you make more machines to unlock new tools LED Lights - Do you like RGB? Who doesn't. Use signals to make any RGB colored light you want. Except for black. Doesn't work like that Regular Lights - Probably should have put this one first. Light up your life with bulbs that burn out over time. Bigger bulb = bigger light obviously Arc Lighting - Extremely primitive light. Want some light without needing a lamp? Two wires across an air gap and VERY high voltage will do the trick. Chargebugs - Eats electricity to multip- HEY!!! GET AWAY FROM MY WIRES YOU LITTLE PESTS! God damn it. These are worse than rabbits. Power Armor - Don't get too excited, it's just coal plates. Provides no protection when not powered, so it's amazing if you can power it, otherwise it sucks really bad. Tazer - The power of Thor in your hands. Deals little damage but anything not scared off by the noise it makes will be scared off by its seriously painful zap. Plasma Rifle - Tazer with range. Super impractical but fun as hell. Do *NOT* fire in a thunderstorm unless you want to experience Thor's power first-hand.
  22. DrTenabrae

    BvBows

    http://vs.usagi.com.au/bvbows/ BVbows This mod adds 3 types of bow to vintagestory which use a rough approximation of historical composite bow construction techniques. It also adds 4 new types of arrow based on late 15th century case hardened arrows. Bows ⦁ Will use vanilla arrows or the new arrows. ⦁ Composite Shortbow - Does about twice as much damage as the vanilla bow. ⦁ Composite Recurve - Does about triple as much damage than vanilla: it will OHK a wolf with a clean short range shot. ⦁ Composite Longbow - Does about four times the vanilla bow. It will OHK anything* with a clean short range shot, and any animal at long distance. *I didn't actually test nightmare drifters so maybe not _anything_ Arrows ⦁ The arrows included in the mod can only be made with varieties of bronze or iron. ⦁ Arrows do slightly more damage than vanilla arrows. ⦁ They break slightly more often (should be roughly 40% breakage) ⦁ They craft in 4s so with the arrowhead mold (below) it shouldn't be too onerous to make if you have the materials. ⦁ Arrows can be used with the vanilla bow Extras Arrow Mold Clay mold that will create 9 arrowheads at a time. Target Butte A decorative shooting target for your archery contests. Ingredients & Construction Ingredients Hide Stock (barrel) - Created by soaking a small hide in water for 24 hours Limed Hide (barrel) - Created by soaking Hide Stock in Lime Water Hide Glue (firepit) - Created by cooking Limed Hide in a fire for 60 seconds Hide Glue Portion (barrel) - Created by combining Hide Glue and water in a barrel Bow Laminate (unglued) (grid) - Grid crafted with planks, bone and hide pelt (of any size) Bow Laminate (barrel) - Created by soaking Unglued Bow Laminate in Hide Glue for 8 hours Bow (grid crafting) Shortbow requires 4 bow laminate, flax twine, chisel and a saw Recurve requires 6 bow laminate, flax twine, chisel and a saw Longbow requires 12 bow laminate, flax twine, chisel and a saw Arrows (grid crafting) Arrowhead, stick, feather, honeycomb, flaxtwine and fat Target Butte (grid crafting) Grid crafted with linen, hay and plank. The future: - If someone who can code would like to work with me I would love to have a bow class with more flexibility so the different bows could have different velocities, draw speeds, aiming qualities, etc. - I'm also looking for someone who can add some conditionals to both bow and melee weapon damage so we can have modifiers vs. certain enemies (so for example we could give bows bonuses vs. animals so they're great for hunting yet not OP for other combat) You can check out my VS content at http://vs.usagi.com.au
  23. Bloodwyn

    RPG Mod

    This mod will be adding classic RPG functionality to Vintage Story. Please feel free to add suggestions, critiques and comments. All textures except for the beards are provided by Balduranne. Bug her for more, and I'd be more than happy to add them! Current Version: 1.0.1 Future Goal Partially Done Done, Next Release Done, Released Features: Character Creation Character Attributes Character Skill Trees Abilities Customizable Character Models Models Change with Life-style/Diet/Attributes Other races: Dwarves, possibly Halflings Armor if Tyron doesn't do it soon Fantasy creatures Feature Documentation: Character Creation: All players can change their character at any time by entering the following command in chat: /setskin . A dialog will appear in which you can choose your appearance, race and sex. Changes are shown to you immediately, but in order for others to see the changes, you must close the dialog. Pictures: Changelog: 1.0.1 : -Fixed archive error 1.0.0 : -Added character creation. Downloads: rpgmod_v1.0.1.zip
  24. have you: 1. ever wanting the realm the world as a fox 2. wanted a small mod that doesnt change gameplay if so then this is the mod for you please do note that there is a bug with the head spinning out of control in idle and that i cannot fix it! foxyplayer_v1.0.0.zip
  25. It's no secret that a few of us are trying to get mods ported over from the Civcraft genre of minecraft servers. Next item on our list (hopefully), is something that recreates only the basic functionality of the mod which I've posted a demonstration video of below. The purpose of this is to enable players to trade with one-another without having to coordinate play-times, and enable trade in a multiplayer environment independent of the NPC traders. By no means will this decrease the significance or utility of the NPC traders, as there are still many items which cannot be crafted in survival as of yet. On the contrary, this will provide greater opportunity for more homebodied players, or those more adept at building and farming that caving and mining, to acquire gears and other valuable goods by supplying more adventurous types with basic commodities that they might not feel inclined to farm. The benefits of inter-player commerce are myriad. (Also, I figure this is one less feature for me to nag Tyron about, and most certainly one that can find use in other multiplayer settings (Hi, Tony) until such time as player-owned shops are a vanilla feature.) The idea of the mod is as follows: A player creates a shop chest (more on that below), which acts as a sort of simple vending machine. The shop outputs an item (or multiples of a single type of item) for a predetermined input cost. A customer approaches the shop with the input selected in their hotbar (right hand), and double-clicks on the chest, at which point the input items in their right hand are exchanged for the output item(s). In order to set up a shop chest I want to deviate from the example below and add a material cost other than the chest and reinforcement: the Temporal Gear (everyone's favorite). The steps as I envision it are as follows: 1.) Shopkeeper places a chest or labeled chest (remember to lock and reinforce). 2.) Shopkeeper places desired output in the first slot of the chest. 3.) Shopkeeper places input requirement in second slot of chest. 4.) Shopkeeper shift+right-clicks on the intended shop chest with a Temporal Gear, instantly consuming the gear and permanently defining the shop's exchange condition. 5.) Shopkeeper may remove the input material, stock up on output material and reap the benefits of trade and division of labour. Now, I don't expect anyone in the community to do this for us (though that would be nice), but I figured I'd do a bit of preliminary research while Light is temporarily unavailable to see if it's possible with the current API functionality or if we'll have to beg Tyron for some additions. (Thank-you for your time and attention)
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