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Found 16 results

  1. For those who are tired of driving hens or sheep for thousands of blocks Cage case can be crafted on an anvil using all tool materials, to turn it into an empty cage, add resin. By default, it captures with a 10 to 25% chance. If you hit and could not capture, then the cage will be doungrade to case, or it will break with a 50-5% chance. The chance depends on the material and is written in the cage tooltip. You can increase the cage capture chance in two ways: Decrease the health of the mob. This will give +1% chance for every -2% of the mob's health (50% efficiency). Use bait. By default, these types of baits are available in the mod, but you can change, add (or patch with your mod) in config/baits.json, the rest of the cages settings are in the itemtypes/cage.json attributes. The first and second methods can be used together. Default baits: All chicken: any grain, capture chance: 100% All rabbits: carrot, capture chance: 100% All pigs: turnip, capture chance: 50% All sheep: cabbage, capture chance: 50% All foxes: raw poultry, capture chance: 25% All wolf: raw redmeat, capture chance: 25% Below 2.0.0: Download: ModDB or GitHub
  2. Reimagined teleportation system Will spawn broken teleport structures ~ every 4000 blocks. You can repair the structure with a temporal gear, then teleport from it to any other structure you activate. By default, the structure needs to be repaired only once, but to use it you need to walk to it once with your feet (and open the teleport dialog). The structure does not break, so you cannot move the teleport. Both of these items can be toggled in the config or with /tpnetconfig (on servers requires a reboot of the world) There are also a few additional commands /rndtp [range] teleports to a random point within range (or anywhere on the map, if not specified). Might kill, so be careful (fixed in v1.4.0) /tpimp list - shows a list of available teleport structures /tpimp paste <name> - will spawn the teleport structure with the given name under the player. /tpnetconfig - change the mod config (on servers requires a reboot of the world) .tpdlg - opens the teleport dialog, only in creative Preview Download: ModDB or GitHub
  3. CarryCapacity is a mod which allows picking up blocks and carrying them in your hands and on your back. This was made possible with the help of the awesome @Tyron providing some code samples with the official example mods. You can pick up chests, baskets, crates, barrels, planters, vessels and anvils by sneaking and holding right click with empty hands - that includes your offhand slot! This will prevent you from sprinting, and depending on what you're carrying, slow your walk speed down further. Placing them back down again is done by sneaking and holding right click on a block. Chests, baskets, barrels and vessels can also be worn on your back. To put what you're holding in your hands onto your back, sneak and hold right click in the air - without aiming at a block, otherwise you would just place it back down. Similarly, it can also be taken off again. Worn like this, baskets won't slow you down, but everything else will. [ VSModDB ] [ GitHub Releases ] Source code and more in-depth information is available on GitHub as well.
  4. This mod adds Temporal Mirror, you can save a point (Sneak + RMB on the block) and return to this point (Hold RMB). The mirror is crafted from a frame and temporary gear and can teleport up to 1k-15k blocks (depending on the material). Can be repaired. The frame is made on anvil or using metal casting. A wooden frame require any wooden plank and chisel. P.S. The plans add a second mirror, for teleportation to the players (Terraria forever!). And improve the model, but most likely it will already be in 1.13, when VS will support regular .obj models. P.P.S. In very distant plans, to return to the original idea of the mod and add teleportation blocks. Or put it in a separate mod. Wacky love of modularity, feel like a TE author. (There is a mod for creative teleports by McJty) Download: ModDB or GitHub
  5. Just adds an elevator The elevator has a range of 8 to 128 blocks. Better material, more range. You can also improve the elevator once by adding a temporal gear to it and doubling the range. P.S. Temporal dust for creating elevators is obtained by grinding a temporal gear in a quern (1 gear to 8 dust). Download: ModDB or GitHub
  6. Farmland Drops Soil changes the behavior of farmland to drop soil when broken, depending on the nutrients available. This is for those people that got frustrated by losing their precious Terra Preta when wanting to move their farms to a better, fancier place or even their entire base. Well, you can't! Except with the amazing Farmland Drops Soil mod. When you break a farmland block, it will have a chance to drop their respective soil block, depending on the nutrients available. If you wait for the nutrients to fully recover, you always get your soil back. Otherwise, it will pick the lowest nutrient, and adjust the drop chance based on it. For example, a Terra Preta farmland with N=80, P=60, K=40 has a 50% chance to drop the soil block (40 / 80 = 0.5). [ VSModDB ] [ GitHub Releases ] Source code is available on GitHub as well.
  7. This is just a very simple mod that doubles the step height of players (from 0.6 to 1.2) so they can walk up blocks without having to jump. Built for 1.14 but might be compatible with other versions. (As long as the existing order of behaviors isn't changed.) Download StepUp-v1.2.0.cs [ VSModDB ] To install the mod, simply place the .cs file into your Mods folder. You can get there by going to the Mod Manager in the main menu and clicking Open Mods Folder. Changelog v1.2.0 - Now actually works just on client (and comes as a single .cs file!) v1.1.0 - Now works if just installed on the client (not required on server) v1.0.0 - Initial release
  8. Embedded in vanilla since 1.15.0, do not use the library as mod in later versions, the game will crash. All functionality is preserved, so nothing will change for mod authors other than library dependency. A simple library for Vintage Story that makes it easy to add compatibility with other mods for assets. Easy way Advanced (v1.2+) Download: ModDB or GitHub Install as a regular mod, just add archive to your mods folder.
  9. GraveMod A simple little mod that on death creates a waypoint and stores the items in a grave, to ensure you can get your stuff back and don't have to wonder "where did i die ?" ,"Are my items despawned or is this the wrong place?" Graves can also be crafted for decorative purposes. To install just drop the zip into the Mods folder. More infos and source code: https://github.com/p3t3rix/VsGraveMod Version history: 1.0: initial release 1.0.1: small bugfix 1.1: now search surround blocks for a position for the grave 2.0: Use Foundation library to ensure compatibility with my other mods 2.1: embed foundation library to avoid conflicts. 2.1.1: fix npe some user experience. VS-1.14.0-rc6: 2.2: Update for 1.14.0-rc6 VS-1.14.0-rc8: 2.2.1: Update for 1.14.0-rc6 GraveMod-2.1.1.zip GraveMod-2.2.0.zip GraveMod-2.2.1.zip
  10. MumbleLink enables positional audio support in the voice chat program Mumble, allowing anyone using the mod in multiplayer and in the same voice channel to hear one another spatially in 3D - meaning you can make out their direction relative to you and, if so configured, hear them quieter depending on how far away they are. The mod is completely client-side, so you can use it on any server you wish. [ VSModDB ] [ GitHub Releases ] Source code and information on how to set it up are also available on GitHub.
  11. This mod is inspired by the recently released Minecraft mod of the same name by my friend LemmaEOF. It removes 85% of chunks from generating altogether, providing a completely different play experience for those looking for something new - perhaps a little challenge to freshen things up? As there are no balance changes made to the game such as dungeon or ore spawn rates or even a guarantee that you spawn on a bit of land that would give you blocks to get to nearby chunks, some world customization is recommended. [ VSModDB ] [ GitHub Releases ] Source code is available on GitHub as well.
  12. Took over Maintenance from capsup again. Thanks for adding in features and maintaining it. -------------------- Commands .pi - main command for the mod and the default sub-command is to 'showoverlay', which will toggle the rendering of the texture on the map .pi showoverlay [true,false] - Sending no arguments will simply toggle the value of the RenderTexturesOnMap config option. Sending either true or false, will set the config option to the appropriate value .pi setcolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the TextureColor field in the config & rebuilds the texture. .pi setbordercolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the BorderColor field in the config & rebuilds the texture. .pi setborderthickness [number] - Set the BorderThickness value in the config & rebuilds the texture. .pi toggleborder [true,false] - Set's the `RenderBorder` value in the config & rebuilds the texture. Configuration TextureColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the texture. Default: 7 52 91 50 BorderColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the border texture. Default: 0 0 0 200 BorderThickness [number] - The thickness, in pixels, of the border color. Default: 1 RenderBorder [true,false] - Whether or not to render the border at all. Default: true AutoToggle [true,false] - Whether or not to toggle the texture on map automatically, based on the player equipping/unequipping a prospecting pick. Default: true Usage Whenever you finish prospecting a chunk, the data is saved into the ModData folder and added to the chunk info of the world map. This is just a 1:1 parsing of the chat message that the prospecting pick sends. The mod renders a transparent square of all chunks that have been prospected. If a chunk is re-prospected, the message is simply overwritten. The rendering of these squares can be toggled with the .pi command. SourceCode: https://github.com/p3t3rix-vsmods/VsProspectorInfo Download: https://mods.vintagestory.at/show/mod/1235 1.0: initial release 1.1: embedded dependency to allow mod to work even if the library mod is not installed on the server. 2.0: Updated to VintageStory 1.13.1 3.0: took over maintenance again, this is a continuation of capsups work (https://www.vintagestory.at/forums/topic/3496-vsprospectorinfo-conveniently-store-prospecting-pick-results-directly-in-your-map-data/)
  13. A simple client side mod that allows to switch on a toggle for the mouse buttons. Gone are the days with hurt fingers because you had to hold the mouse button to get rid of the whole forest. Also since version 3 there is a toggle for sprinting (thx @Tyron for the necessary changes to the input handling) Put it into your Mod folder and press the "Toggly Toggle Mouse" (defaults to tilde) or "Toggly Toggle Sprint" (defaults to capslock) hotkey ingame. For more information and source code: https://github.com/p3t3rix/VsToggly 1.0: initial release 1.0.1: working on multiplayer clientside now 2.0: use foundation mod to ensure compatibility 2.1: embed the library because library mods currently do not work independent where deployed. 3.0: added toggle key for sprinting. Downloads: For VS-1.12: Toggly-2.1.0.zip For VS-1.13.1: Toggly-3.0.zip
  14. When I played, I had well, a lot of marks at long distances and I was too lazy to run there) Here I wrote this simple mod) the command is called /tpp (from tp to Point) it has three options: 1) /tpp list - list of all points with id and names 2) /tpp number - teleports to a placemark with id = number 3) /tpp name - teleports to a placemark named " name" === Когда я играл, то у меня было ну очень много меток на больших расстояниях и мне было лень туда бежать) Вот я написал этот простой модик) команда называется /tpp (от tp to Point) у нее три варианта: 1) /tpp list - список всех точек с id и именами 2) /tpp number - телепортирует на метку с id = number 3) /tpp name - телепортирует на метку с именем "name" GitHub V1.0.0 )))) this is my second mod) === ей) это мой второй модик)
  15. This simple mod just outputs the desired message depending on the type of attack that killed the player. This is my first mod) So to speak test) Values are taken from the file .json that lies in %AppDate%\Roaming\VintagestoryData\ModConfig\DeathTexts.json By default, only one parameter is enabled. The attack type is ignored if its value is null. The mod supports "inserts". If you specify "{Name} " in the text, the mod will replace it with the nickname of the player who died. If the file is not detected, it will be created with default values. I think this mod will be interesting on the server or when passing the map) Have a nice game. P.S. The mod, of course, was tested, but in the single) if there are problems on the server, then write and I will fix it) U.P.D add GitHub ============ Этот простой мод просто выводит нужное сообщение зависящее от типа атаки которой был убит игрок. Это мой первый мод) Так сказать тестовый Значения берутся из файла .json который лежит в %AppDate%\Roaming\VintagestoryData\ModConfig\DeathTexts.json По умолчанию включен только один параметр. Тип атаки игнорируется если его значение null. Мод поддерживает "вставки". Если вы укажите в тексте "{Name}", то мод заменит это на ник игрока который погиб. Если файл не будет обнаружен, он будет создан со значениями по умолчанию. Думаю с этим модом будет интересно на сервере или при прохождении карты) Приятной игры. P.S Мод, конечно, тестировался, но в сингле) если будут проблемы на сервере, то напишите и я исправлю) U.P.D добавлен GitHub V 1.0.0 V 1.2.0
  16. So your intrepid explorer has fallen again to wolves/drifters/irate-ram. If only there was a way to give them better protection; The Basic Armour Mod. (V0.1.8-B) BASIC ARMOUR MOD *download* for VS 1.9.9+ [Not V1.10] (V0.1.8-B *V1.10 PORT*) BASIC ARMOUR MOD *download* for VS1.10.0-pre3 (AND LATER) ; This mod extends the basic gameplay with a straight forward implementation of players wearable armour. A Helmet and several Vests have been provided. Texture & Models created by: BunnyViking (aka Dr.Tenabrae). [Code by Melchior] This IS a Client & Server-side mod. It needs to be installed for ALL clients & Server. Release Notes [0.1.8-B]: Renderer now working as intended on client [all worn armour models should be visible to players ] Helmet transform coordinates correct(er) No update for servers with existing install of V0.1.8, its backwards compatible. (Players should use V0.1.8-B ) Special build made for V1.10.0 version. (no warranty for preleases!)
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