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About Me

Found 7 results

  1. The weaponpack mods are a series of individual mods focusing on their own individual section of combat- melee, ranged, defense. The mods attempt to overhaul and/or improve existing mechanics in the game without straying too far from the vanilla style by offering modded weapons that are slightly better than their vanilla counterparts, this keeps vanilla things untouched most of the time and lets me have a lot more freedom with what I can do with the additions. Heres my patreon if you'd like to support me: Patreon Some important info: WeaponPackAlpha: WeaponPackBeta: WeaponPackGamma: Downloads: Alpha- https://mods.vintagestory.at/weaponpackalpha Beta- https://mods.vintagestory.at/weaponpackbeta Gamma- https://mods.vintagestory.at/weaponpackgamma Old versions (alpha):
  2. I know that several of these ideas are on the roadmap, and some are on the frequently suggested, however I wanted to try and visualize them. There are captions in the drawings for people too lazy to read, however I will try my best to explain everything in text. This might also not make any sense at all. Improved toolmaking Right now, knapping feels great to do, however dragging and dropping my toolheads that I used my blood sweat and tears to left-click on into the crafting grid with a twig is unsatisfying. So I drafted an idea to make it more immersive that involves knapping sticks into handles. For stone tools, the sticks are (x,y,z) 3x8x3 dimensionally, and need to be knapped with a stone just like toolheads. Upon completion, the toolhead is placed into the slot and hammered in with the stone. For the spear, the handle is longer than one stick, so you'll need to mend two together with dried grass. For metalworking, a new tool made of stone would be needed, the primitive hammer. Made of stone, it's only use is to hammer toolheads onto sticks, which no longer need to be knapped to fit the tools, because it's a video game. The metal hammers also do this function, however they are hard enough to smith, so there is still some gated progression. It would take a few bonks, and maybe even require to wait for the toolhead to cool down first before you can put it on the handle. Carpentry (deprecated) I rethought this idea Right now, carpentry is pretty lame. Because there is none! You drag and drop boards and tools into the crafting grid, so I wanted to try and come up with an idea to add proper carpentry. There is a new tool, the planer, which needs a forged blade, and, using the previous system, needs to assembled by placing the blade on an anvil, then a board, and then hammering a stick onto a marked voxel. The hammer and chisel will take out individual voxels of material (1x1x1), the saw will remove all material vertically, used for making large cuts, the knife can remove large amounts of material along a single axis, and the planer can remove large amounts of material on a face. Fluid holding items, like the barrel and bucket, would need to be sealed with a material like resin, or more historically, pitch, which was used in sealing the hulls of wooden ships. Pegs are hammered into holes, and are a means of adding material back onto a piece. They are cut individually from boards. There are so many recipes made with boards that I can't possibly forsee the possibilities with all of them, and blocks like the large wooden gear, which are 3x1x3, wouldn't even fit on the workbench, and would need to be assembled in pieces before being stuck together. Glassblowing This one is completely insane and isn't even on the roadmap, however I felt the need to try and cobble something together anyway. The blowpipe is casted from iron in a fired clay mold with a 1 voxel gap in the middle. The marver is a wooden table with brass plates on it, the jacks and shears need to be forged from iron because the temperatures are too hot for lesser metals. Soda lime is a mixture of soda ash and lime, and is necessary to start glassblowing, or else the furnace won't get hot enough, and the glass will be stiff and unworkable. Boron trioxide can be added to make heat-resistant glass for cookware, or maybe even an alchemy or potion brewing mechanic, if we ever get one. Lime is already in the game, but boron trioxide and soda ash are tricky, and would need to be acquired by pulverizing completely new minerals. The glass furnace has two ports, the main furnace which gets super hot, and the secondary port, called, no joke, the "glory hole". They'd be lined with differently-sized steel drums, which I couldn't think of an immersive way to craft, so you'd just place them in the crafting grid surrounded by stone/refractory bricks. The annealing kiln would be made from refractory bricks and have a metal door and would be needed to cool glass projects down slowly, so they don't break from drastic temperature changes. 5 chunks of glass and any additives (not dyes) would be placed in the large port of the glass furnace, and would need to be heated to ~800+ degrees celsius, before being moved to the marver. Right clicking on the marver would prompt a recipe select. Powdered dyes could be placed on the marver before moving the glass project, and the project would need to be rolled around in the dye to distribute the color. Selecting a recipe will prompt the character to blow into the blowpipe, beginning the crafting process. The blowpipe can hold up to 40 units of molten glass, however 5 chunks will only get you 20 units, so more can be added at any time. Molten glass starts off as a 5x5x5 voxel cube. Right clicking with the blowpipe while remaining at eye level will widen the piece by one voxel on the X and Z axis (6x5x6). Looking straight up or down and right clicking with the blowpipe will either lengthen or shorten the piece by one voxel, respectively (5x6x5, or 5x4x5). The jacks are held in the offhand, and a tool mode can be selected with shift + F. When selecting a tool mode, the player will need to place the blowpipe on the marver by right clicking on it. The workable piece will extend out from the marver in the direction closest to the player. The jacks have 4 tool modes: Pinch: Will pinch one line of voxels inward on a piece, decreasing the x and z values by on a selected line, while the rest of the piece is unaffected. Pull: Will pull out one voxel of molten glass, and allow it to be dragged along for more complex shape requirements. Once a voxel is filled while pulling, it will not be moved, so a player should be mindful. Incise: Using the jacks, the player will completely remove a face of the project, allowing for it to be widened. Used in the creation of bowls, cups, and glass panes. Widen: Inserting the jacks into an open face will extend a selected line out by one voxel along the x and z axis. Once a project is shaped, it will need to be cut with shears to remove it from the blowpipe. It will then need to be placed in the annealing kiln, which will allow for its temperature to drop slowly so it doesn't break. Once a piece is at around 300 celsius, it can be safely removed and left to cool outside the kiln. Glass panes are something you need a lot of, so all you need to do is cut open one face of a project and jam it into a clay mold. Up to 16 glass panes can be placed in the annealing kiln. Someone tell me if this made any sense at all. This video is a very good representation of glassblowing techniques. No obtuse commentary, although it features some tools and implements that I omitted to keep the system as simple as possible. Uhh.. woodchopping To finish off this post, something simple! To make a chopping block, hold shift and right click on a placed log 3 times, each time your character performing a heaving motion with the axe, and it will make a chopping block! Placing logs on the chopping block and right clicking once with the axe will cause the player to perform the same heaving axe motion, and split the wood into 4 firewood, instead of just 2, to compensate for the extra effort. I hope at least some of this made sense. I hope to update this thread with some more ideas I'm workshopping, like maybe textile manufacture, or underwater basket weaving.
  3. Have you ever been tired of looking for an iron fence, crates, a quiver or a chandelier in dungeons? Especially if you need ten of them in your mansion? Have you ever been surprised by the strange lack of recipes for a vines basket, omok or colored torches? Why can't lining be added to an already finished lantern? Why can’t the plates cover the floor, although it is written on them? This and much more adds my More Recipes mod. If you have suggestions for recipes for other items or changes to current recipes - suggest it :) Recipes and other info: Wiki Download: ModDB or GitHub
  4. I wanted to be able to craft a few of the clothes in the game so I made this. You can craft around 20-25 pieces of clothing. The recipes are in the handbook, they take simple ingredients: flax fiber, feathers, leather, rope and dry grass. PS: this is volume 1... I couldn't do all of them in one day... Updated! Now with rope crafting recipe and pelt slicing recipes so you don't have to kill countless rabbits for your clothes Updated again! Now that warmth is a thing... i made the player able to reroll the condition of clothes! Simply put your lovely clothes, even if they are not craftable besides some flax fibers in the grid and get the piece of clothing with a diferent condition! Old Version: ClothesCraftingVol.1.zip Version that should work. Thanks to @pawsbrake ! What happened? I butched the way i packed into 7z. to solve someone's problem ! Sorry for the inconvinience. ClothesCraftingMk2.zip Now with 1 less bug ! Hehe... Thanks @Craluminum for telling me the correct code for the Nomad's Pants... ClothesCraftingMk2.0.1 (1).zip ClothesCraftingMk2.0.1.zip
  5. Hello everybody I want to create a new item "kunai " but i don't know how it works to create a knapping recipe. I have already created the following pattern : "____##____", "___####___", "__######__", "_########_", "__######__", "___####___", "____##____", "____##____", "___####___", "____##____" in the file : recipes/knapping/kunai.json Can someone help me ?
  6. Proposals 1) Add a recipe to use bonemeal instead of quicklime for the creation of slaked lime (for mortar). Instead of quicklime, bonemeal can be used in a barrel with water to get a mixture with properties fit for mortar preparation. As bonemeal contains less calciumoxide than chalk- or limestone (notably more fosfates), it would seem justifiable to make slaked lime from bonemeal require a little more calcium containing compound 'volume' than slaked lime from chalk- or limestone would require. A liter of slaked lime would then require a liter of water and 6 'units' of bonemeal. Optionally, bonemeal may be used to only partially replace quicklime to create slaked lime. For that purpose a recipe could be added that uses 3 units of quicklime and 2 units of bonemeal to create a liter of slaked lime. This may be more realistic, but also be a bit too circumstantial and partially undermine the motivation for this improvement proposal (see below). It's a game after all. 2) Add an extra conversion step to create bonemeal ash as intermediate product by 'baking' bonemeal in a firepit so the resulting bonemeal ash has increased calciumoxide content. In that case a recipe for slaked lime from bonemeal could then require 5 'units' of bonemeal ash per liter. 3) Add a recipe to use bonemeal ash instead of quicklime for the creation of plaster. If bonemeal ash would be added, this product can directly be used instead of quicklime for plaster preparation. Bonemeal ash contains less calciumoxide than quicklime, so it would seem justifiable to make plaster from bonemeal ash require a little more calcium containing compound 'volume' as plaster from quicklime would require. Two blocks of plaster could for instance be created from 2 blocks of sand and 3 units of bonemeal ash. Motivation Use of bonemeal for these purposes is a real practical possibility as the functional use in both mortar and plaster can be derived from the bone calcium content and composition. Practical realism might make the final product be of different quality because of the bonemeal composition. This may justify creation of different quality products based on the bonemeal content in the ingredient mix (pure bonemeal mortar can result in reduced strength properties, but only partial replacement of quicklime in mortar can even lead to improved mechanical properties of the final product) ... but that may also just be something to be considered in a later stage, if ever. It adds to the variety of development options players have by having additional routes towards specific products. Limestone and chalkstone can prove hard to find for unlucky players in both sp and mp worlds, so bonemeal may be an interesting alternative resource for them. At some point in the game players may find they have excess bonemeal and/or a lack of other sources of lime. Both in sp and mp, players may simply end up with maximised agricultural output and a pile of bones they have no application for. Introduction of seasons may result in revaluation of bone meal as a fertiliser though, but still, any end-game optimised farming and livestock business will eventually end up with a nett output of bones. At the moment this is especially valid for servers. On servers the progress of time continues while players are absent, which results in rapid crop growth and soil refertilisation. This makes the functional use of bonemeal for fertilisation of farmlands much less valuable. Result is that the effective application of bonemeal for soil (re-)fertilisation is devalued and players leave more bonemeal unutilised.
  7. As i much I love the sound of food cooking away on a firepit I am also accutely aware of the amount of fuel I am burning through for basic recipes, as a quality of life and also aesthetic request could you include the ability to create a cast iron stove, these are much more efficient where fuel is concerned (a couple of logs could provide enough heat for multiple pots) and they are also good to look at. A handful of Iron Plates, a couple of Hinges and voila! a nice addition to the kitchen.
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