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  1. 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
  2. This mod allows players to use pigments as a crayons (in 1.14.0 and later you have to craft these "crayons" literally) and draw on anything around! Five colors are available: Charcoal - Black Lapis Lazuli - Blue Cinnabar - Red Olivine - Green Borax - White Just hold right mouse button while holding one of pigments and draw (1.13.4)! Craft a piece of Blue Clay along with some Resin and a pigment to get yourself a Crayon (1.14.0)! To remove the drawing, just put a block on it. Known issues: - Fast strokes won't be recognized by server and will result in a poor quality of drawing (when save/load the world) - When drawing intersects block boundaries, part of painting can be absent after saving/loading the world Planned features: - Glowing paint (using Glowworms as a source) - Optimization of saving mechanics Changelog: 1.2.2-B: - Compatibility fixes for 1.15-pre.1 Latest Version: 1.13.4 (no longer supported!): cavepaintings_v1_13.4-1.1.2-A.zip 1.14.0: cavepaintings_v1.14.0-1.2-B.zip 1.15-pre.1: cavepaintings_v1.15.0-1.2.2-B.zip
  3. Lazy Warlock's Tweaks (AKA lazytweaks) Hello everyone! Now that I've got a suggestion to-do list I've started making small quality-of-life tweaks to the game using simple asset mods. I mostly play single player, so I don't know if these would ruin tribe dynamics for multiplayer servers where resources and land claiming is important. However I think most will appreciate the small changes I've made here. (Also let me know if they can't be used on servers, not sure what needs to be done with asset mods to make use of them server-side) Okay now for the Mods: Whittling (IE stick crafting) Okay, so sticks are a crazy valuable resource in VS but I didn't like how you couldn't craft them from other pieces of wood. No more! Now you can craft sticks from planks and firewood using a knife or saw, however planks and saws are far more efficient at making them: Recipes (they're all shapeless): Stacking Tool Heads Sometimes you just want the spend your primitive night knapping a bunch of javelins to throw, only to find your inventory is full and you don't have a wicker basket to store anything. Now you can make tool heads to your hearts content! Some items stack less since they would technically be larger than others (like scythe blades), but anything you can knap from a piece of flint can now fit into stacks of 64 (arrowheads can stack up to 128). Limestone Gathering Gathering limestone can suck hardcore if you spawn in an endless sea of peridotite (like I did). I wanted a consistent way to get lime and still remain faithful to the semi-realistic methods of VS, thankfully I found a cool bit of info about limestone here (Limestone Deposits). More or less, in real life limestone is quite common on sea floors and can be found as chunks mixed with muddy silt. So I thought, why not make use of that "muddy gravel" that does nothing. You'll still need a bucket and quern to get the desired end result, but at least you won't have to find another continent to continue your progress. You can also produce limestone even faster in a barrel, by mixing muddy gravel and water in a 1:1 ratio. Recipe (Shapeless): Ash Leaching Potash is a useful substance in VS for K fertilizing, but it's a rather scarce product. I fixed this by introducing White Potash, also known as Caustic Potash. Following the real life methods of production, it first requires making ash by burning logs, firewood or planks in a firepit. Certain woods, like oak, produce more ash than others. Once you have your ash, soaking it in a barrel with a 4:1 ratio of water over 24 hours will produce Lye, which must be evaporated slowly again in a barrel to produce White Potash in a 2:1 ratio. White potash is just as effective as regular Potash, and almost triples the effective fertilization of regular ash (which can also be used as a basic K fertilizer). (once I or the VS team make a item-to-item recipe in the cooking pot I'll change this method) Recipes: Cooked Eggs A simple recipe that allows you to cook eggs on a firepit (which can be done IRL for all the skeptics out there, check this out here). Cooked eggs don't last as long, but at least you can eat them now Recipe: Tool Molds and Smithing Adds in tool molds for knives and spears and reduces the units required for some smaller tools. I calculated this mostly by checking the smithing recipes and counting the voxels. Then I rounded to relatively simple numbers to keep the units from being overly precise and frustrating to mix alloys with. Most are in multiples of 25 units (25, 50, 100, 150). If people REALLY want precise measurements though, I can release a separate mod that counts units down to multiples of 5 or less. I also added a double knife recipe for smithing and tweaked the shape of the knife since it seemed too boxy. More Spears Most of the higher tier spears are missing from VS, and so they've been added. Known issues: Need to add damage tiers back in, though they still deal more damage. GUI transformations are strangely different with some new syntax in the JSONS, I need to mess with this more to figure it out. Straw Straw is a new item addition that I found to be somewhat absent in Vanilla. Straw is obtained by harvesting any grain. It replaces many of the recipes for Dry Grass and reeds, including skeps. You can also use it to make thatch roofing and briquettes with charcoal dust and peat. Seed Conversion Any grain can now be converted into a seed. They cannot be converted back however, as seeds do not degrade over time and this would allow you to indefinitely keep grains. Powdered Materials Sulfur and charcoal can now be powdered in a millstone, which is essential for making blasting powder and terra preta. The recipe for blasting powder has also been changed to be more realistic, and ultimately more efficient since saltpeter is generally easier to find. Compost Changes Compost is a little strange in Vanilla VS, so I changed it to suit my preferences. You now create a compost item from rot, any dirt and straw. The item cures over time into different stages and improves at each stage. At the final stage (cured), it can be combined with soil to make "composted soil", or it can be used as a fertilizer. Even more significantly, it is an essential component for Terra Preta production, which you can now make with the addition of charcoal powder, bony soil (renamed ancient loam). You can also now make a "Compound" fertilizer, which combines various things to make a very effective universal fertilizer. Pictures: Efficient Leather Tanning Allows you to convert every stage of hide into smaller pieces to make batch processing easier. You can use a knife or shears to process the hides, but shears provide slightly more pieces. Also adds a final "tanned" version of hide rather than having the barrel convert prepared hide into pieces (which doesn't really make sense). Skep Changes Real world skeps don't need to be destroyed to harvest the honeycombs, so I just made it so the skep drops when harvested. You can also make skeps from straw as well, as was traditionally done in various parts of the world. Miscellaneous Changes: You can now make a new firepit with peat bricks. Added a recipe to convert hay beds into wooden beds. Next on the List of tweaks: smelting down intact tool heads disassembling anvils Installation (Vintage Story Version: 1.12.+) Just drop the zip file right into your "mods" folder in Vintage Story! If you can't find it, you can open it up in the vintage story mod manager at the main menu. For those having issues with steam: Known bugs: I had to adjust the GUI position of a few tool head so they didn't intersect with the stack number, but this caused some to move out of place on the tool-tip window. Log tooltips and the firepit recipe don't match up with the quantity of ash produced. The tooltip is the accurate amount! Incompatibilities Potentially incompatible with anything that alters Vanilla spears or toolheads, let me know if this comes up and I'll see what I can do. Changelog: Licence & Support: Current Version: Lazytweaks V3.1.0 (Google Drive Link) Older Versions: (VS 1.13+) - Lazytweaks V3.0.0 (Google Drive Link) lazytweaks v1.3.0.zip lazytweaks v1.8.1.zip lazytweaks v1.9.1.zip
  4. These mods are simple quality of life tweaks to some parts of the game that I thought could use some tweaks, each tweak comes in its own zip so you can only install the individual mods that you want. Better Archery: Better Backpacks(and optional increased backpack cost add-on): Better Poultice: Faster Barrel: Full-Drop: Craftables: NoMolding: Stackables: Useful-Scrap: MushroomMod: OrePulverizer: My other mods: ArmorTweaks-[New armor stats] BetterDrifters-[More loot, or difficulty] SuperFuel-[High Heat fuel] Creativables-[Creative rotor and TL in survival] TemporalTinkerer-[Repairable tools, and tech] WeaponPack-[New Weapons] MoreClasses-[Better Classes] Downloads:
  5. Heeey, gals and guys! First of all. ZEEkea is absolutely not affiliated with IKEA But... You've gotta look at it: Almost everything is craftable in survival. "Almost" means - not every night lamp is craftable without recipes of colored glass added by other means. Features: - Tall Lockers and Nightstands contains a number of slots for your storage needs (animated doors and you can see what's inside). - Night lights can be turned on and off to emit a calm colored light forever. - Carpets are actually a crafting component, but can be used as a decoration (you can put it on a floor or walls or even ceiling), they are also chiselable. - Armchairs can be combined into a couches! Or kept separated if holding Shift while placing. - Door bell will ding-dong when someone presses it using RMB. - Freezer will store all your food for a loooong time as long as you provide it with a constant supply of cold Ice. - Curtains can be placed below Curtain Rods and may cover you window from bright light and curious eyes - Candle Holders are convenient way of decorating AND lighting your premises. Craft the Candle Holder, put a Candle in it and fire it up using torch. - And you can also build and furnish your backyard or bar with a help of Benches and Bar stools! - More lamps! Authentic animated door bell! Ore boxes! (all in version 1.4.0): - Tiki Lamps are here! Easy craft, aesthetic look and Light Level of 13! (since version 1.4.6) - Torch Lamps are good enough for those who don't like bees, giving 17 light when filled with 4 torches (available since 1.4.8) And starting from version 1.4.0-B you are able to disable any of mod content via config file (look for it in your VintagestoryData/ModConfig/ZeekeaConfig.json) That's it for now! Have fun! And of course your suggestions and bug reports are welcome! Changelog: 1.4.9-B: - Compatibility fixes for 1.15-pre.1 Latest version: 1.13.4 (no longer maintained!): zeekea_v1.13.4-1.2.1-B.zip 1.14.0+: zeekea_v1.14.0-1.4.8-B.zip 1.15-pre.1: zeekea_v1.15.0-1.4.10.zip
  6. The Helve hammer can now forge more than just plates and ingots Mod support: To make the hammer support (or not support) custom items, it is enough to add attributes/helvehammerworkable: true or false to the output item. By default, the absence of such an attribute is considered true (changing in config) Config: AllWorkable - will this work for any items (default - false) DefaultWorkable - default attribute (default - true) AnvilTier - minimum anvil tier (default - 3, iron) Vanilla items are patched, by default you can do everything except the anvil. Download: ModDB or GitHub
  7. Abandoned by author. No further support. VSProspectorInfo This mod takes the results from your prospecting pick attempts and stores the results automatically, on the appropriate chunk in the world map. This makes it a lot easier to dig for local peaks of ores, generally just prospecting whenever you're out spelunking and gives you visual aid as to where you have prospected before. I recommend you to read more at the moddb instead: https://mods.vintagestory.at/vsprospectorinfo This mod is a fork of P3t3rix's original mod, ProspectorInfo, from here, so all credit to him for the original idea of the mod and the original code! I merely forked it, fixed it for v1.14.2 and added some new features. The mod is purely client-side, and will not require the server to have it installed, but neither will any data be shared with others. Don't install on a server. Features Parse, save and load prospecting pick data, per chunk Toggleable visual aid on the world map, of which chunks you have data for Installation Download the zip package for the latest release here: https://gitlab.com/vsmods-public/vsprospectorinfo/-/releases Drop the zip directly into %appdata%\VintageStoryData\Mods (or where ever your VS data is installed to) Don't extract it Make sure you do not have the old vsprospectorinfo (or prospectorinfo) installed 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. Contribute Want more awesome Vintage Story content? Help me spend more time developing mods than enterprise software, by becoming a patron or donating straight to paypal! Prospecting mini-guide All you gotta do for prospecting is find the ‘local peak’ of whatever ore you’re trying to find. Run around the world and start prospecting each chunk until you get like a reading of Medium or above, then you can begin finding the local peak. Propick once, if nothing, skip like 5 chunks. Use `.debug wireframe chunk` to visualize chunk borders, so you always stand in the middle of a chunk to do it, so the distance between your propick attempts are consistent. Remember that only the first block destroyed matters, the two other do literally nothing besides making it a non-trivial task to propick. It shouldn't take very long to find the local peak if you propick once in a chunk, then go 1 chunk in each cardinal direction from the same chunk and propick again. Then keep going like that, until you find the local peak. As long as you do it once per chunk (and save data with mod or bookmark), you will very quickly see the pattern of the ore map. Then you just have to continuously walk in the direction in which the concentration of ore increases, to quickly home in on the local peak. If you 'overshoot' by skipping like 2 or 3 chunks at a time, and then the percentage starts going down, then you already know that one coordinate of the local peak is between where your concentration started to drop and where you propick'ed the last time where you saw it increase. Once you found the local peak, dig straight down in the corners of the chunk + the middle, until you find the veins of ore. Optionally, use the secondary propick mode on the way down to help you find veins. You never want to be digging horizontally, only vertically. To find every single vein in a chunk will, at most, require 6 tunnels from the top to bottom, if you use secondary-mode propick at every 6th block going straight down in your tunnels. Source Code: https://gitlab.com/vsmods-public/vsprospectorinfo Releases: v4.1.0(19/07/2021): https://mods.vintagestory.at/download?fileid=1881 v4.0.2(10/05/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/719ff5a6d2c29dccf088ddfa9fd826fb/vsprospectorinfo_v4.0.2.zip v4.0.1(28/04/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/ee1b7ba875f76b2664cd5de053045bf6/vsprospectorinfo_v4.0.1.zip
  8. 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
  9. These mods are designed to tweak armor to fit better into the game, some brief examples of each are: Class Based Armors- gives each armor type a buff to a specific statistic, like chainmail armor increasing bow shooting speed, or gambeson making you move faster and use less hunger. Armor Stat Rebalance- Decreases the negatives from wearing armor, for example plate armor used to slow you down by 42% but now it only slows you by 24%. More Armor Durability- Increases armor durability by about 2x-3x. Armor Crafting Rebalance- Makes armor recipes make more sense, not designed to make armor cheaper, but makes the crafting of it to be less grindy. More armor durability is an addon for classbasedarmors/armorstatrebalance, but it can be downloaded and used separately from these mods, you have to use the combination zips of these mods to use both at once. Class Based Armors: Armor Stat Rebalance: Armor Crafting Rebalance: More Armor Durability Examples: ONLY ONE STAT TWEAKING MOD WILL WORK WHEN ENABLED, ONLY ENABLE ONE ZIP OF "CLASS ARMORS" OR "STAT REBALANCE", EACH MOD ALSO HAS A VERSION WITH THE INCREASED DURABILITY MOD, THE INCREASED DURABILITY MOD WILL NOT WORK ALONGSIDE "CLASS ARMORS" OR "STAT REBALANCE" UNLESS YOU DOWNLOAD THE VERSION WHICH INCLUDES IT. CRAFTING REBALANCE IS INDEPENDENT OF THESE MODS SO IT WILL WORK WITH ANY OF THEM AND CAN BE ENABLED REGARDLESS OF WHAT MOD YOUR USING. DOWNLOADS: All mods work in 1.13, and 1.14. Class armors: Stat Rebalance: Addons (increased durability/ armor crafting rebalance):
  10. I was doing some chisel work when i thought it would have been awesome to have similar guidence system like with knapping or Clay working. I imagine it as we make one chiseled block like we do now and then we can "copy" it as design (it could show in our hand book) . Later when looking with chisel in hand on a block that can be chiseled and pressing "f" apart from option that we already have there would be book icon that after you press it would show all your designs (i think it would be best if they could be grouped in folders) and here is a question how much "power" you want those designs to have . I figured that fully copying like in Minecraft's mod chisel and bits is to much since its not yet in the game (considering that on creative we can copy them) and would break immersion. I thought of 3 possibilities : 1. They only hold the shape and ignore materials so you can use each design on any chiselable block but if you want to have multi material blocks you would need to change voxels yourself ( the ones that you want to be different material ofc) 2. They would be locked to blocks with the same materials used in original block and show you where you need to change voxels or just stright up do it themselves. 3. Just both 1and 2 as modes you can freely chose from. As an addition i think it would be even better if those designs would be an profile file so we could use them on any save or server kinda like blueprints in factorio. I think this solution would make it much less frustrating to chisel blocks on survival and maybe even open some new ways to craft things like stone coffin and grate blocks.
  11. Since a lot of actions demands empty hand , we could add a toggleable option that would lock the first slot of hotbar so its always empty ( apart from when player put something there). It could also work with additional hotbar slot that can be selected but cannot be filled in any way. Or make hotbar selection toggleable as a whole so you would have configurable button (in game controlls) that lets you hide currently selected item (hotbar slot) like in some rpg's , also maybe traders wouldn't like it if you aproach them with weapon/tool in hand XD.
  12. Hey, gals and guys! Ever since I wrote my first mod for Vintage Story, I thought about inability of viewing all my mod's content. I discovered a way to add my own creative tab later (thanks @Spear and Fang and his Primitive Survival), but that is good only for players who able to switch to creative. So, I decided to add all creative tabs to survival handbook! Because - why not? If you for some reason don't like to click tabs (perhaps, because there's too much of it!!) you can use the sharp "#" symbol prefix to filter what you need (that's actually just tab "names" in code): But, as you probably know, not every mod adds its own creative tab. So, for the rest of mods I added the ability to filter content by modid! Just type it in search area prefixed by "@" (no, I haven't heard about Minecraft and JEI ). You want more? Well, I can also offer you the tremendous system of Bookmarks! Now you can bookmark any Item or Block page (no custom pages or guides yet, at least for now, sorry), using the most convenient button at the bottom of the page, and it will stick into dedicated category named "Bookmarks"! Oh yeah! And a little bonus! Now you can see the possible quantity outcome from your grid-crafting recipes. It's maybe not the most convenient way to display this information, but it's the only one I could accomplish without redesigning the Item page completely. Version 1.2.3 fixes names of renamed chiseled blocks in inventory. Now if you renamed your masterpiece, the correct name will be displayed on tooltip (requires server-side!) Version 1.2.4 adds "collectable code" search symbol - $. Use this prefix to search for collectables which codes contain search sequence. $iron for example will result in all collectables made of iron, but not iron ore (because it doesn't contain "iron" in its code). Version 1.2.7 adds Mod Name info to Collectibles (can be switched off in config). That's it. This simple and incredibly useful (at least for me ). Latest client-only version (1.14.2+): survivalcats_v1.14.2-1.2.2.zip Latest client-server version (1.15.2): survivalcats_v1.15.2-1.2.10.zip 1.14.2+: survivalcats_v1.14.2-1.2.7.zip Changelog: 1.2.10: - Compatibility fixes for 1.15.2
  13. 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.
  14. 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
  15. Stacks Adds a Stack of Sticks. Just put a stack of 64 sticks in the crafting grid. Functions similar to bamboo stacks. I may add other stacks in the future. Download Stacks v1.0.3.zip Previous Version Stacks v1.0.2.zip
  16. This is a simple mod to extend the recipes the Helve Hammer is capable of working on to include the other vanilla 2D smithing recipes. Allows ingots without a 'recipe' selection to be picked back up as ingots. (Current vanilla behavior is they automatically become arrowhead 'work items' when placed on Anvil) Extended recipes incur a speed penalty for balance; indicated visually by slag particles during smithing. Hammers, Padlocks, and Helve Hammers are "3D" recipes and still need to be crafted traditionally. This is my first mod and foray into harmony; feedback and bug reports welcome Download Here: *please backup your world before enabling the mod. A few people are experiencing a potentially unrecoverable issue related to other smithing / anvil mods* v0.1.1 GE Helve Hammer - alpha
  17. 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/)
  18. Nothing that hasn't been done, but here are a couple small changes to hopefully make your vintage story life better. Hope you like these and have fun! unbreakablearrows_v1.0.0.zipstickrecipe_v1.0.0.zip P.S. Other cool mods containing the same or similar functionality are: "Better Archery" by Mr1k3 "Lazy Warlock's Tweaks" by The_Lazy_Warlock
  19. Some people think the sleep time in the game is unreasonably low, so I made a mod that doubles sleep time. So far, this is the only mod here, but if there is a request for other small simplifications of the game, I will add here. If you have any suggestions, write. Extended Sleep Time (doubles sleep time): Drop Armor (on player death)
  20. 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
  21. This mods increases the durability of most tools post Copper age and just edits the base JSON configs. I thought the durability of the base game tools was a bit short when doing decent to large size projects. Whilst mining it occurred to me that after each mining session my tools would be broken or near too breaking and the idea of carrying 6 pickaxes seems a bit weird to me, this lead me to thinking about other things like chopping trees down, harvesting clay, etc. In those situations i would craft a bunch of obsidian tools. To get around the idea of using just obsidian tools for big areas, this mod increase the durability of metals past copper to make it worth making those tools more worth while. Reason copper isnt increased is that its the first metal that you find on the surface, gets you started in smithing and is a weaker metal compared to the others and treating the metals based on their tier. Changes: The changes in durability are what i am currently testing out.on a server and debating if they are too little or not enough for the right situations. Any feedback is welcomed! Tell me your experiences if things should go up or down and why, this will be taken into consideration when making changes. Install instructions Download the Zip Drag and drop the Zip inside your client mod's folder or on the server mod's folder. ToolDurability++.zip
  22. Ever ran into the issue of having too much scrap? Sadly this cool item has little to no use, and the parts are just used for the translocator. Sure in 1.14 we can make scrap weapons now, but still its use diminishes very quickly out of specific circumstances. This mod adds bloomery recipes to metal scraps and parts, where they act exactly like meteoric iron and give iron ingots as an output, the ratio is still 2 as well so 2 metal scrap/parts = 1 ingot of iron. With the 2.0.0 update (will work on 1.13 but intended for 1.14) you can now smelt metal parts to steel ingots at the same ratio 2:1. Note that scraps still smelt to iron. Another source of steel in 1.14! Images: Download: Either version works with both 1.14 or 1.13, but since you cant do much with steel in 1.13, 2.0.0 is listed as 1.14. [1.13]: UsefulScraps1.0.0.zip [1.14]: UsefulScraps2.0.0.zip
  23. Having started playing this game completely blind recently I have recently been enjoying that awkward period of time where you understand basically nothing about the game, it's progression, or what you should even be doing next. Which in all honesty is something that makes games like this all that much more enjoyable and immersive. Although the in-game handbook was helpful and the wiki was a lifesaver. I feel that the in-game handbook is pretty unwieldy for newer players. You open up them menu to try and see what items you might need to make next and you just see pages of stuff you're still ages away from even considering making. Something that may help with this a bit would be to have the in-game handbook progress as you do or to implement some variety of research mechanic. Progressive in-game handbook: Having the guide start mostly empty aside from sticks/flint/ect and progressively display/reveal more items as you come across them or their components. Such as displaying copper tools/armor once you pick some copper nuggets up off the ground, or displaying alloy combinations when you have the raw component metals. "Undiscovered" items could be greyed out with hints on how to reveal them, such as "make a new alloy", "discover a new metal", or "hunt a larger animal". Research mechanic: This would achieve a similar result as the progressive in-game handbook by having players seek out new items to "research" the uses of and discover the new items. Given how interwoven such a mechanic would likely be to most levels of gameplay, this would probably be something that would be enabled/disabled at world creation. The usual game research mechanic of shoving items into some "magical box of item researching" probably wouldn't fit this game super well. Something somewhat similar to the "progressive in-game handbook" for inventory crafted items would work for most of it. For example, after collecting at least 10 or so Cattails you unlock the recipe to make a hand basket. There should probably be some sort of menu that displays progress towards unlocking these recipes to show what someone needs to collect for them, as well as showing that there are still things to be discovered. The second type of researching would be related to this game's knapping/blacksmithing/pottery mechanics. which would likely involve just messing around making random shapes until your character gets some sort of inspiration to make a particular shape (the recipe displays) and you make whatever it is you discovered. There might also be some element of making a shape close to the real thing accelerating the discovery process. For the blacksmithing and pottery versions of this trial-and-error mechanic there could also be a material "refund" of some scrap metal or clay for the failed versions made before a successfully discovered recipe.
  24. The issue: This is a "strict" voxel game (no terrain smoothing or such shenanigans) so if you build roads, they always go in a perfectly straight line. The obvious use case for using those roads is for the player to travel in a likewise straight line... but mouse sensitivity and screen resolution makes that an impossibility. You're always that little fraction of a degree off no matter how hard you try. The suggestion: If the player is moving forward and his heading is within 2-3° of the 8 main directions (0°, 45°, 90°, etc.) then the game will slowly micro-adjust the heading to exactly match the value of this main direction. There would be no UI, nothing to know, nothing to operate. It just "works better". - - - - - - - - Maybe I'm unlucky with resource spawns in my world but there sure is a lot of walking involved in getting all the things.
  25. Hi I just made a new mod called Quivers! It's very simple and just allows you to craft the quiver which currently does not seem craftable for some reason but after some testing it seems functional, so now with this you can make and use it! I have changed the mod a little, it now adds the leather quiver with 12 slots AND there are now also more quivers for early and mid game. Tiered Quivers: Primitive Quiver - 4 slots and made from cattails, twine and a knife. Linen Quiver - 8 slots and made the same as primitive but with linen instead of cattails. Leather Quiver - 12 slots! Made the same as previous tiers but with leather. Ideas and suggestions welcome. This is my first completed mod ever so while constructive criticism is greatly appreciated, be gentle Version history and downloads Downloads are inside the spoilers!
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