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Found 13 results

  1. Date: 8/29/2020 Server: Multiplayer Survival (LAN > Private Internet) Server version: 1.13.1 (Stable) Server Creation & Age: 1.12.14 (Stable), and 10 days into the game. Mods: Silo, xSkills, Graves Immediately after remapping the world for the update, this message appears: "Over 26 days left before monsters begin to appear." We can't get monsters to spawn. I have tried /worldconfig graceTimer 0 and 1. I have restarted multiple times after using this command both in single and multiplayer. It still continues to maintain 26 days. The value simply will not change (except through spending time in the game). Hovering over the world save shows that its grace timer is set to 1 day (the last value I tried), but the game still wants to take 26 days. I don't think that the mods would interfere with this config issue even if they were removed. Is there another command that I have yet to try? Please help. Edit: Temporal Storms cause any drifters that spawn to flicker and appear somewhat transparent. A few other issues: It does not show when it is snowing, but snow simply appears on the ground (Edit: Snowfall appearing now. May have just been the map updating, post-patch). You can also jump over fences if the block you stand on has snow on it. Big Horn Sheep can escape 1-block high fences if there is snow on the ground. The moon shows during the day and either is gone at night or already halfway in the sky as soon as the sun sets. The sun rises in the south and sets in the north.
  2. In this spotlight you can see what the players have built on our server.
  3. Hello again dear Vintarians, After presenting you the chess game pieces, I was think about building a place for the game, and this is how the things turned up: Building this, I was helped by @Kai Effelsberg and @Quentin Preik Also we would like to organize the first Chess Tournament between Vintarians. The tournament will have place on @Kai Effelsberg server . The 1st place wins a game code ( this is thanks to @Tyron for helping us). For the 2nd, we are still thinking about the price (maybe it will be a Supporter Addon, depending if we have $$ or not ). All of you that like to participate to this tournament leave me an message (gazelutza#3770 on discord) and I will make a list. From here we see how things go, and I will give you more details. If there are outer players that like to help the community (recording for YouTube, streaming, etc) let me know. To my dear Vintarian brothers, till next time
  4. Hey, fellow players! Here's the initial public release of my "tweaks collection" mod, which aims to make yours (actually, mine ) survival experience better! This mod adds the following thingies: 1. Mailbox 2. Trashcan, the 3. Rusty Spikes 4. Trapdoor patch! Since version 0.7-B: 5. Branch Cutter! 6. Vines patch 0.72-B changelog: Please keep me notified about found bugs! And stay tuned for more content! Yeeeehaaaah! If (and only!) you're already using Immersion mod, use -immersion version of Necessaries which is compatible. necessaries_v0.72-B.zip necessaries_v0.72-B-immersion.zip necessaries_v0.7-B.zipnecessaries_v0.7-B-immersion.zip necessaries_v0.6-B.zip
  5. Currently playing on a multiplayer server. The one that Rorax and Vallen made. Experience Skeps randomly disappearing once in a while even empty skeps with no reason behind it. Happened to me twice in the same chunk. Mods enabled on the server: CarryCapacity 0.4.7-rc.1
  6. 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-1.1.0.zip 1.12.5-ShackleGear-1.0.0.zip 1.12.14-CivMods-1.1.0.zip
  7. 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)
  8. AbjectPovertyCraft aims to replicate the plugin functionality of the civ genre of minecraft servers, with a returned focus to resource scarcity in order to encourage political and economic cooperation between large groups of players. We were the earliest proponents of the plumb and square method of in-game reinforcement for Vintage Story, and hope to have a hand in the further development of mods that will give like-minded groups of players the tools needed to band together, form societies, build nations, and enforce rule of law in their areas of influence in-game without the need for admin intervention. Server address: 192.99.9.20:42427 (or find us in the public listing) Current version: 1.9.12 Required Mods: 1.12.0-rc.1-CivMods-1.0.7.zip1.11.0-CollectibleExchange-1.1.0.zip If you have any further questions, or wish to connect with other players: Join our Discord. Or make a post on /r/AbjectPovertyCraft. This server is PUBLIC. There is no whitelist, nor will there ever be.
  9. The title is pretty self-explanatory; be able to press 'tab' or some other button to see how many people are currently online. thanks
  10. Howdy, I was going to setup a server for myself and a couple friends, but when I was testing out the server software, the log reported critical errors. I'm not sure how important this is, as it occurred on attempting to shut the server down with the command "/stop", but I'm a little worried that I might lose world progress if this turns out to be major. server-crash.txt
  11. Just a couple quality-of-life things that could be added to smooth the multiplayer experience: 1) Add a button that would display the players currently in the game. This display could potentially include stats like connection quality, player level, and time online, perhaps. 2) Add a player count on the server list next to the server's name. A little player count, like 2/5 players, would be nice to have. Possibly a player list here, as well. 3) Create a notification in-game when someone joins, regardless of whether or not the chat window is open. Just a few, simple things that would be greatly appreciated, and could help the game's multiplayer feel a bit more polished. Cheers
  12. Yesterday evening, me and Skodone - the developer of beautiful, award winning stealth game called "Hushed escape", decided to test multiplayer together. Hours passed by playing and we didn't even notice! Yes, it was a lot of fun; some moments felt like good old Minecraft alpha times, where surrounded by a bunch of angry mobs, we were forced to dig tunnel downwards for more resources. Let me share some first pictures of what we accomplished! Our first base became an old ruins in the middle of a lush meadow. Skodone quickly took care basic of repairs! Food was a bit of a challenge - at some point we were down to eating reeds. However first crops managed to grow just in time. So here is an overview of our very first, slightly chaotic garden by the lake! Smithing our first tools and weapons went smooth. except that single occasion when our copper anvil simply disappeared into thin air o.o; I'm looking forward more adventures soon!
  13. As some of you guys already know, me and my dad have been very passionate Minecraft players since beta. Few things we always enjoyed to do is building our bases, outposts, long railway connections (with lots of sightseeing possibilities) and mining. My dad favors tunnel mining when he plays alone, but when together - we do a lot and lot of caving. I always wished caving would be much more dangerous, caves go deeper and resources less abundant / harder to get. Now the future looks bright! We're taking small steps but we'll never stop going forwards. While one by one challenging features are going to be added, me and my dad created a new world, settled in and started building. These few weeks have been amazing! We got the first impressions of surviving, tested how difficult / easy certain things were. Lots and lots of balancing ahead to be done for sure! The experience of this journey is definitely something I would like to share, who knows, maybe somebody else besides me will find it interesting! After some exploring and gathering basic food for surviving, we build our very first "classical" storage house around 100 blocks from spawn point. Getting our garden expanded. Our food stacks are overflowing... ...and we are drowning in berry bushes! Mining was so painfully slow. Still is! Waiting for bronze age and annoying the hell out of my lovely husband to start working on alloys, smelting in vessels and molds. That's all for today, but I will occasionally keep updating our progress. Not that it matters, but back then, when we used to play Minecraft, I wrote journal of few hilarious adventures of how stupidly we died and then ventured several thousand blocks back to retrieve our belongings and yea... died again. I wrote a lot about building, went into very boring technical detail. Then I wrote about our endless butterfly chasing fun, finding rare species, collections etc. Those wonderful times.... So yea. I have no idea what awaits me many years from now, but if there is one thing I'm sure of - finding this post again and reading it will be the day of epic win! My very best greetings to all of You, Saraty ^_^
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