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Found 11 results

  1. Hello again dear Vintarians, After presenting you the chess game pieces, I was think about building a place for the game, and this is how the things turned up: Building this, I was helped by @Kai Effelsberg and @Quentin Preik Also we would like to organize the first Chess Tournament between Vintarians. The tournament will have place on @Kai Effelsberg server . The 1st place wins a game code ( this is thanks to @Tyron for helping us). For the 2nd, we are still thinking about the price (maybe it will be a Supporter Addon, depending if we have $$ or not ). All of you that like to participate to this tournament leave me an message (gazelutza#3770 on discord) and I will make a list. From here we see how things go, and I will give you more details. If there are outer players that like to help the community (recording for YouTube, streaming, etc) let me know. To my dear Vintarian brothers, till next time
  2. The mod adds Temporal Mirror, you can save a point (Sneak + RMB on the block) and return to this point (Hold RMB). Mirror craft from sign and temporal gear and has 10 uses. teleportermod_v1.0.0.zip
  3. Hey, fellow players! Here's the initial public release of my "tweaks collection" mod, which aims to make yours (actually, mine ) survival experience better! This mod adds the following thingies: 1. Mailbox 2. Trashcan, the 3. Rusty Spikes 4. Trapdoor patch! Since version 0.7-B: 5. Branch Cutter! 6. Vines patch 0.72-B changelog: Please keep me notified about found bugs! And stay tuned for more content! Yeeeehaaaah! If (and only!) you're already using Immersion mod, use -immersion version of Necessaries which is compatible. necessaries_v0.72-B.zip necessaries_v0.72-B-immersion.zip necessaries_v0.7-B.zipnecessaries_v0.7-B-immersion.zip necessaries_v0.6-B.zip
  4. Want a more chill Vintage Story experience and or not enjoy life with drifters and locusts? Love the wonders of cave exploration without the stress? If so, the No Monsters mod is for you. It prevents drifters and locusts from spawning. It does not affect any other entities so you can still enjoy the dangerous wolves! Mod Version: 1.0.0 Game Version: 1.12.14 NoMonsters-1.0.0.zip
  5. Drifters spawn at night, and once in awhile there's a light - heavy temporal storm, but wouldn't it be great if there was something that absolutely terrified you at night? Demon Wolves! \m/ And if you kill one of them, there's a rare loot drop?
  6. Clay forming is immersive and cool looking, but can feel like an enormous chore, especially when you want to create multiples of the same item. What I propose to make the process faster and easier is not a complete overhaul of clay forming or a way to get around it, just the addition of one simple block that slightly changes how it works. The pottery wheel is a block that needs to be powered mechanically to work. You start a clay forming process on top of the pottery wheel, and once it is powered, it slightly changes the mechanics of the clay forming by making it so that when you place or remove a voxel, it will do the same to all voxels in the same "ring" (square centered on the grids center) as that voxel. To illustrate this, I made these terrible edits in MS Paint: This is a representation of the grid of the clay forming layer that the player is working on, divided in "rings" (the black/white concentric squares). With a powered pottery wheel, any action done to a voxel is also done to all voxels in the same ring. So placing/braking the voxel marked in purple would do the same to the voxels marked in pink. Below you can see it in-game to make it clearer: In normal clay forming, breaking the purple voxel would break it alone, but if the clay forming is being done on top of a powered pottery wheel, it will remove all of the voxels marked in pink. The same would happen if you place a voxel instead. This would make creating "rotationally symmetric" pottery like planters, flowerpots and storage vessels much faster by vastly reducing the number of voxels you have to place/remove while still maintaining the believability, immersion and the same basic mechanics. One issue is that some pottery (crucible, claypot, bowls, crockpot, the body of the watering can) end up not being "rotationally symmetric" because their centers are not aligned with the center of the grid due to them having sides that are an uneven number of voxels while the clay forming grid has sides with even numbers. This could be fixed by making these items have slightly different clay forming grids with sides with uneven numbers (making the innermost "ring" a single voxel instead of four) so that they properly align, or changing their shape slightly. The pottery wheel could also be used in automation by rotating blocks placed on top of it according to the rotation of the axle/gear powering it.
  7. It would be nice and confortable to stock the peat bricks on a surface like it's done with firewood. What do you think about it?
  8. Sda215

    Stone Anvils

    Hello there! Let me preface this by saying that I have not played Vintage Story at the time of this post - only watched let's plays of it on YouTube. I do plan on purchasing the game when I have the chance, as I think this game does have the potential to be a worthy competitor to Minecraft, and I loved the TerraFirmaCraft mod for said game. Alright, I'm not totally certain if this has been ever discussed on the forums before (I've used the search feature and nothing that is of any certain relevance to this thread's title showed up, and my look into the wiki did not yield any useful result either), but in my let's play viewings I've noticed there's a distinct lack of a stone anvil. TerraFirmaCraft required the player to acquire a stone anvil of a particular type (last I remember the stone type had to be igneous, subtype didn't matter) and this anvil was required if the player wanted to progress beyond the copper era. Now here in Vintage Story, it seems that one can craft an anvil mold and cast a metal one instead, thereby bypassing the need for a stone anvil entirely. I was wondering if you, the developers, had considered adding in a stone anvil. Now I'm not quite sure if tiered anvils exist in Vintage Story a la TerraFirmaCraft's system - and I don't want to write up any further details concerning potential balance issues with the existence of a stone anvil in-game relative to the metal anvils because I don't know enough about Vintage Story's smithing system - but at the very least, having the option to use certain stone types as makeshift anvils would be nice. There does seem to be historical precedent for this in the real world, so for authenticity's sake at least, without knowing why stone anvils aren't in the game at the time of this post (if there is precedent for this), I think stone anvils would be a fine addition to Vintage Story. That being said, I would like to hear your thoughts on the hypothetical addition of a stone anvil in the game and if it is viable. Thank you for reading this post, -Sda.
  9. Currently I have a deadlock with my build on a server. I need to expand the building, e.g. to add a kitchen, but it progresses slowly and with lot of frustrations, my design skills are terrible. I could try things in creative first, but I can't import the layout of my existing base and its surroundings to a singleplayer world. Also, despite that being a standard practice, I always hated switching to a separate creative world to design things for survival, because you have to do things kinda twice and it breakes immersion. Could a feature be introduced into the game to allow "mind experiments" for planning and designing buildings and terraforming? E.g. player can sit on some block setup or some station of sort. Or dream while sleeping. Or consume a potion. And be transported into a "dream" world, which is a copy of his, and the player can switch to a creative mode there. After trying and building all things there, player returns to the ordinary world, and can enable to see blocks from the dream world, appearing as ghost blocks. The problem is to prevent cheating, e.g. ore prospecting and ruins search. Idk how. Maybe travel distance limit can be an answer. The dream world is a bubble with radius of ... 100 blocks? I guess it will be generated very quickly. And even if you go into the dream world when exploring the land, you can't explore significant part of cave system or surface. But for a building design it would be more than enough. Or maybe dream exploration can be a thing and quite expensive for early game. Like: we pay for finding ore/ruins with time and metal for tools. Why not pay with less time but different resources for potions instead of metal tools.
  10. I play survival so I took function over looks so my initial shack was meant to be just simple wooden planks with flat roof. I thought nah that would be too boring so I ended up with this. But then I thought what about just decorating but keeping function so I ended up with this. The interior is basic if anything. I originally didn't plan on posting it here when I saw all the other builds here. It just didn't feel good enough and too basic. But my friend Caelus5 convinced me to post it. Thanks. Edit: how do I embed images so they are not links? Edit 2: Tyron delivered ?
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