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Hello and welcome to the Xlib and XSkills mod. These are technically two mods with the aim to add a character progression system to the game. I split this in two mods to seperate the systems behind the mods from the actual skills. Xlib is an interface that does nothing noticeable at its own. It consists of two parts XLeveling and XEffects. XLeveling provides an interface to add skills and abilities to the game, does synchronisation between server and client and saves and loads data. And it provides a dialog that can be opend by pressing the 'O' key by default. I made it so that you can use this to implement your own skills to the game if you want and you don't have to rely on the ones i created. The mod also adds some general information for skills and abilities to the ingame handbook. XEffects provides an interface to add temporary or permanent effects to the game that can influence a player. XSkills is an implementation for skills and abilities that uses XLeveling . You gather experience for different skills by doing certain actions. And if you have collected enough experience you will get an additional ability point that you can use to increase the tier of an ability. This mod is still under development and some things will probably change. Never the less save games should always be compatible. If you have ideas for new abilities or skills i would like to hear them. If you find any bugs please report them to me so that i can fix them. Skills Following skills and abilities are currently implemented. Only the first tier of every ability is represented here: Configuration The mod creates automatically config files for every skill. You can usually find them in this directory or something similar: C:\Users\[UserName]\AppData\Roaming\VintagestoryData\ModConfig\XLeveling. The files are named after the skill they represent. You can also find a xleveling.json there which contains some general configurations. Here is a list of the things you can configure and a short explanation what everything means: Commands This mod also adds some new commands to the game: Installation As any other mods just download the .zip folders and put them into your games mod folder. Do not unpack the .zip folders. Uninstallation If you want to uninstall the mod make sure you have no meals or meal containers such as crocks left in your world with more than 4 ingredients in it. You can receive these from the happy meal (cooking) ability. Meals with more than 4 ingredients in your world without the mod will crash your game. Unfortunately crocks seem to be affected by this even when they do not have more than 4 ingredients in it. So you may need to remove every crock. FAQ Q: Can i change the minimum skill level i need to learn this ability or the experience i need to reach a skill level? A: Yes you can. For Questions like this i recommend to look at the configuration section of the mod post first. Q: How can i get unleran points? A: You can just search in the handbook for consumables that give unlearn points. The exact search term could be language specific. Q: Can i change the experience i get from mods or can i add experience to new modded mobs? A: You can adjust the values in the mods json files and i think json patches shold work, too. You can find the file here: xskills/assets/xskills/patches/combat.json. You can also use this file as an example on how to add experience to new mobs. Q: Can you release a version for the game version X. A: Probably: yes. But i only develop the mod for the newest game version. Providing support for older game versions would just be to much work. I may not be able to provide versions for every pre release version of the game since the game can change heavily between these updates and i sometimes need some time to adjust the code and sometimes i simply have not the time for this. So please wait at least 24 hours after the release of a game version before asking for a mod version for the game version. Q: What does the all-rounder skill do? A: First of all you can not choose another class with this ability. You can choose another XSkills Specialisation/Profession. These are a class of abilities that allows you to receive more experience for specific skills. By default you can just have one of these abilities. With the all-rounder ability you can have more than one. You can also identify these specialisation abilities by looking at the requirements in the tooltip. A few examples of these abilities are: farmer, minder, digger, metalworker. Experience In general you will get experience from doing skill related stuff. But since it was asked multiple times i will add a more detailed list here. Translations German and english translations by myself Russian translation by @Digitalr Polish translation by @Beerus Create your own skills To add new skills or abilities to the game you should be able to code. Preferably in c# or a similar language. I recommend to set up your development environment like described here and here. Notice that a mod that uses XLib or code from any other mod always has to be a compiled mod. Your mod only needs to add a reference to the XLib library(.dll file) if you want to add abilities or skills. Note that you may have to unzip the file to get direct access to the .dll library. The xlib.zip also contains a xlib.xml file. It contains the documentation for xlib and you may want to add this file to your references, too. I think it is always the easiest to learn from examples. So i made an example skill that shows the most important features of XLeveling. You can find this example in the download section. Downloads The mod can now be downloaded through the mod db: https://mods.vintagestory.at/show/mod/247 https://mods.vintagestory.at/show/mod/244 exampleskill.zip
BackpackPack is a mod intended to be a successor to "QOL Tweaks BetterBackpacks", it is designed to fill in gaps in the backpack progression and even drastically increase the base games backpack capacity with the plus version. It replaces all of vanillas backpack recipes with improved versions and adds some early and late game backpack progression. This mod has two versions- the "BackpackPack" and the "BackpackPackPlus"; The normal version keeps the storage capacity of vanilla backpacks and keeps the newly added backpacks in line with those numbers. The second, or "Plus" version uses numbers similar to the original "QOL Tweaks Betterbackpacks" mod meaning backpacks give you much more storage that is about double of the base games numbers. Use the normal version if you like vanilla storage numbers, and use plus if you like huge inventory sizes. Backpack Progression: (Quantity slot amounts are shown as PLUS version, N/A to standard version) Storage Numbers: Mod is usable on existing worlds, however backpacks existing before the mod was installed and across the two versions will need to be replaced (by re-crafting or spawning them in) to have their storage numbers be updated. The two versions are exclusive to each other, as they have different mod id's so if you load a world that had the standard version with the plus version the other versions items will simply cease to function, but the currently loaded version will work fine, you may want to refund the cost of the items though if you make the switch intentionally. You wont loose the items from mistakenly loading the wrong mod though, just load back up the version you had when you made the items and they will function as normal. Character backpack graphics (as in being shown on the back) seems to be buggy for some reason, if you want your backpack to show on your back you will have to re-log otherwise nothing will show up on your back, seems to be some issue with the base game. Downloads: Standard Full link: https://mods.vintagestory.at/show/mod/1061 Plus Full link: https://mods.vintagestory.at/show/mod/1060
Hey there! I just bought this game earlier and I've been going around getting what I need to get my first house started and I've setup a lovely hobbit hole and a little camp fire so far. While I've been building these two areas I have died many times due to lack of food, so if any of you have tips on the food aspect of the game it's something I always struggle with no matter what game I play..
Vintage Story covering implemented and unimplemented features taken from the roadmap. Vintage Story, as planned, is a progression farming simulator. It doesn’t have much focus on combat both in terms of a combat system and combatants. It isn’t really a survival game because the player doesn’t overcome a lot of environmental dangers. There’s hunger, fall damage, and … beasts? It does have a tech progression and different ways of getting enough to eat. There are even difficulties such as soil depletion to make farming more difficult. There’s nothing wrong with being a progression based farming simulator, however, some things like a dungeon boss don’t quite fit with that theme. Here are some suggestions that I think will make Vintage Story better. Abstract the NPCs in Vintage Story from creatures IRL. Don’t add oceans for a long long time. Stretch progression from stone age to the age of steam. Turn Vintage Story into a Progression City builder by adding humanoid NPC’s. At this point I assume people know what the uncanny valley is, and if you don’t, look it up. Basically the more something looks like a real-life animal, the more it is expected to behave like a real-life animal. By abstracting the creatures in a video game, you relax those expectations. Something that looks exactly like a chicken, people expect to behave exactly like a chicken. Something that looks kind of like a chicken, people will expect to sort of act like a chicken. This cuts down on disappointment from failed expectations and cuts down on criticism. There are many ways to create geological separations and oceans are one of the more difficult ones. They take a number of creatures, plants, biomes, transportation, and mechanics. Oceans have so much stuff they can be games on their own. It’s much better to add vast barren sand dunes than large empty oceans if the goal is to separate things by distance. Starting at the stone age and progressing to the age of steam makes for a great core. Starting with the stone age is important because it helps to keep things simple at the start. Stopping at the age of steam is good because it gives modders a great place to take off for creating end game content. They could go steampunk, heavy automation, etc. Don’t have to worry as much about balance if the mod is intended for endgame as well. To pull this off though, each age needs plenty to do. Farming, herding, and building was done way before metal and would be good things to focus on in the stone age. Players will naturally work toward metal production because that’s what they are use to doing. To extend the ages this needs to be slowed down by making mining and refining more difficult. There are many ways to do this from environmental hazards to transportation. Each age should also upgrade existing technologies, not completely replace. Bronze and steel cut through flesh and blood equally as well. A progression city builder encompasses many elements already in the game but expands on it in a well-rounded way. Villages have farming, smiths, combat, and trade. The idea would be to start humanoid NPCs out as a hindrance to the player and by the age of steam, a necessary ally. The reason for them to be humanoids but not necessarily anything we are familiar with is for the reason stated above about abstraction. These NPC’s would provide the player with a lively environment, potential allies/enemies, job flexibility, source of goals, competition, difficulty options, and resource consumers. At the beginning, the NPCs would have basic gather behaviors. They would run around eating whatever they could find during the day and huddle up at night. As time progresses they develop hunter behaviors where they will group up to start hunting down animals. During this time they might also construct tents. Next development would be to start planting crops in the general area. Not really farms per say but expanding the food plants in the general area. Over time those would turn into farm and villages. Villages would start developing professions. Villages might have a chance to get into conflict with other villages. The villages would expand fracture and eventually turn into towns. I know that sounds like a lot of work, and it is, but you’d be surprised how complex systems develop from simplistic behaviors. The player would not be able to interact with the NPCs at first. They would be competing with the player over food. As the NPCs developed the player would be able to start trading a limited amount of goods. When the NPC’s develop tribes the player would then be able to start earning reputation. This would be done through successful trading and killing tribe enemies within sight of a tribesman. As professions develop the player can start performing tasks for those NPCs. A shaman may need medical herbs or a chieftain might want a hunting trophy, etc. At the same time if the player didn’t want to do something they could trade for the goods. The village would adapt to the player based on the village needs. For instance, if the player was always trading them wood, the village might not have any lumberjacks because that need is fulfilled already. Though if the player kept the price of wood too high for too long a villager may turn into a lumberjack and start a tree farm. None of this could be possible without time-based approach. Meaning like in TFC if you wander off and come back later, the crops will have progressed. It also means a lot of background calculations. When the player comes back should this still be wilderness or a town? What should various creature populations be? Etc. This doesn’t work so well with ways to speed up or slow down time like beds. Beds are in my opinion one of the worst things that happened to Minecraft. They remove the challenge of the night, they cause player conflict when some people want to sleep and others don’t. In TFC servers they make predicting how much time will pass when you log back on a server impossible leading to ruined crops. Minecraft would be much better off if the fast-forward function of them were removed and they added more things to do at night. Anyway, at this point this is long enough half won’t read all of it and if it gets too much longer no one will read it so please leave some feedback.