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Found 8 results

  1. I generally like playing multiple saves of sandbox games like Vintage Story, switching back and forth between 2 to 3, sort of round robin style. But I want different things in each save/world. Hence, mod management. With java Minecraft, I use MultiMC. With RimWorld, I use a mod to allow such switching. Does Vintage Story have that ability? Perhaps with a mod? If not, is such a mod possible? Or perhaps Vintage Story devs have it planned for the future? Take care, Melody
  2. 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 е
  3. 1866 OLD WEST SERVER 88.214.57.152:2006 Neuer Server. Baue im Wild West Stil.PVP Bounties, Duelle, Turniere sind in Planung KEINE Tempority Stability Weniger Hunger (0.1) Monster am 10. Tag STARTER KIT (Melde Dich bei Joe_Garret und erhalte Essen,Fackel,Bett,Gear für SETHome) /home /spawn Discord <soon> MODS Immersion Mod folgt sobald Server auf Version 1.12.8 ist Wir freuen uns auf Deinen Besuch !
  4. A special flag present in (modinfo) / mod-system which has a very specific and important use: Any world created with that mod installed that has the special flag set [MANDATORY], (these are server-side code and/or content mods). WILL need it installed, and running to load that WORLD. A User facing message to the effect of: 'World "NAME" Requires Mod "NAME" Installed and functional - World loading cannot proceed without it!' Also tracking the mod's version - so that an older version is not accidentally used, mod-systems should handle version updates on their own.
  5. Hello, Attached are all mods presently required to log in to AbjectPovertyCraft. As the list of plugins expands, this modpack will be updated accordingly. Mods included are as follows: 1.12.5-CivMods-1.0.8 1.12.5-CollectibleExchange-1.1.0 1.12.5-ShackleGear-1.0.0 I'm sure everyone here knows how to install these, but in the event that they do not visual instructions can be found here. If you encounter any difficulties, feel free to ask for help on the AbjectPovertyCraft Discord. 1.11.0-CollectibleExchange-
  6. 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 survi
  7. System information: OS: Windows 10 CPU: i5 / 2500k GPU: GTX 570 RAM: 8 GB Bugs- when loading a world you just left, the game will crash with the following crash report: https://pastebin.com/xjCUgaLH (Reproduction steps: make world, leave world, re-enter world; work around: after leaving the world, restart the game.) when loading some mods, the first instance of a code mod throws "System.UnauthorizedAccessException." Tested with Carry Capacity (Reproduction steps: install code mod. boot game, check mods.) Workaround When loading a world after viewin
  8. Here im gonna provide u with my mods and recipes! Im working on 1.4.2 so the mod is only compatible with 1.4.2+ Im doing some animals for now, the sheep is already done and can be enjoyed fully here: They come in 3 variants and are friendly, they bah and drop some meat (hopefully wool in future!) sheep.zip
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