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Found 8 results

  1. 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)
  2. 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: 192.99.9.20:42426 (or find us in the public listing) Current version: 1.9.12 Required Mods: Basic Armour Mod v0.1.8-B Block Physics Mod v.1.0.15 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.
  3. The title is pretty self-explanatory; be able to press 'tab' or some other button to see how many people are currently online. thanks
  4. 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
  5. 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
  6. 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!
  7. 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 ^_^
  8. Seems like you have to redo /op username everytime you create a new world
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