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  1. So, I have a problem with Temporal Storms, they are not interactive enough. Like, I want players to feel that they accomplished something before the temporal storm began so they have a sense of being involved, instead of just hoping for the best or sleeping through it. I imagine if you didn't disable temporal storms in the game settings, that you don't want to just pass through it like nothing happened by sleeping, so my first suggestion is to remove the ability to sleep when the temporal storm is imminent. Second of all, I would like the player to spend some of their energy on: Building. I don't really like that players can just run around outside like headless chickens and not get hurt. So my suggestion here would be to make the player take damage outside so you need to have a roof above your head and at the same time, you have to protect it. Now, with the previous suggestion, there is a big problem, expectation. Players don't know when to expect a Temporal Storm, and therefore they can't prepare for it, so I would propose a small clock in the corner of the screen that shows the time of day, and how many days until the Temporal Storm is coming. To further enhance this feeling of preparation, a new group of items could come into play: Traps. Not only will traps such as: wooden barricades, spikes, fake grass coverings, etc. help you protect your residence from the pesky drifters, but there could also be implemented traps for animals so it makes it easier for you to catch and hunt them. Traps and baits for animals could be: small wooden cages, meat for bait, or grass and grains. Third of all, the drifters themselves can be a bit: Boring and Unpredictable. They might spawn in your cellar or even house so a proximity-based spawning rule would be greatly appreciated. To counter this and not make it too easy, drifters can feel your presence from further away and if you get hurt, drifters, wolves, or other animals can smell your blood and come to investigate. But what if you have a: Sky Base or Underground Shelter? Well, then drifters wouldn't be able to get to you, right? Not so fast. Another implementation would be so they are able to build or destroy blocks to reach you. They could also be smarter forming packs and climbing on each other to make sure they will get to you easier. Now, a lot of people wouldn't want their base completely demolished, so the drifters could only break some weaker blocks, and those blocks could be repaired by the player or better yet, regenerate themselves over time. Let's say you made Traps, Built yourself a nice base, but Chaos still ensues... Then, as your last resort, you could use Fire. Fire has been known to scare animals such as wolves, so why not make it that drifters and other animals are scared of fire and you can set them ablaze with your torch to ward them off? That would encourage players to always carry torches, chop lots of wood, collect sticks and make campfires to scare predators away. So, this is how I would fix the problem that I have with temporal storms, I took some inspiration from Minecraft mods such as Hostile Worlds: Invasions, Consecration, Trapcraft and the modpack Rebirth of the Night, so I hope you guys like the idea, and please share your thoughts down below. Thank you for your time, have a great day!
  2. 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
  3. This mod adds various items and a new papyrus paper press which can be expanded with recipes. Currently it does not add that much but i plan on expanding in the future. I am aiming for a mod that will improve survival aspects but also add some decorations to the game. If there are any bugs or something you would like to see with this mod feel free to message me on the Vintage Story Discord server -> Th3Dilli Features: 1. glowing glass / glass slabs in various colors (creative only - no recipe) 2. christmas present (creative only - no recipe) 3. paper making from papyrus rolling pin tool paper press (different colors) paper lantern (sphere) (ingame paper lantern is now craftable too) 4. Wooden pier blocks (creative only - no recipe) 5. Slightly lower blocks that serve as a street or path (different colors - creative only - no recipe) 6. Lantern poles (modular - different colors - creative only - no recipe) 7. Snowball (can be obtained by breaking snowlayer - not snow block) 8. Book for crafting Bookshelves Works in singleplayer and on multiplayer servers. For multiplayer add it to the server mods and you should be fine Harvest papyrus with a knife to get raw papyrus. Tools: Papyrus Paper making: Paper lantern Lit recipe: Glowing Glass / Glass slabs: Paper lantern (sphere) Book and Bookshelve th3expantion_0.1.2.zipth3expansion_0.1.3.zip New Releases can be found on the ModDB Th3Expansion
  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. 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: 0.74 changelog: 0.75B changelog: 0.7.7-B changelog: 0.7.8-B changelog: 0.8.2-B changelog: 7. Grindstone 0.8.3-B changelog: 8. Sulfuric Acid and Glue! 0.8.4-B changelog: 0.8.5-B changelog: 0.8.6-B changelog: 0.8.7 changelog: 0.8.8 changelog: 0.8.9 changelog: 0.8.10 changelog: 0.8.11 changelog: 0.8.12 changelog: Please keep me notified about found bugs! And stay tuned for more content! Yeeeehaaaah! For fellow modders (aka Mod Compatibility): 1.15-rc.2: necessaries_v1.15.2-0.8.12.zip 1.14.5+: necessaries_v1.14.5-0.8.9.zip 1.14.0+: necessaries_v1.14.0-0.7.8-B.zip Older versions:
  6. They seek, they roam, they are hungry. Be prepared to meet your new neighbours from parallel plane, but don't expect the warm welcome. Why are these strange beings here for? Are they eager to capture the land? Or maybe they are just lost? The one thing that is known - they are vile and tough. So, be very careful when dealing with your new neighbours. The mod adds five fantasy entities to make your survival harder and more interesting. Use the file TheNeighboursConfig.json in your VintagestoryData/ModConfig folder to disable monsters which are too scary for your gameplay. File generates automatically after the first game run. Tickling: Tall slow bipedal with huge horn-like outgrowths. It seems that he has no eyes, but he doesn't need it to catch its prey. Parameters: Height: 3.2 Width: 1.2 Health points: 40 Attack Strength: 12 Attack Tier: 3 Shintorickae: Small sharp-tailed insect with a pair of cute eyes which are glows in the dark. The fastest creature of them all and the most dangerous. Can kill you on sight, or run away from you if it feel danger. Parameters: Height: 0.7 Width: 1.8 Health points: 40 Attack Strength: 8 Attack Tier: 3 Brayer: This cold-blooded reptile isn't aggressive. Of course, if left alone. Otherwise, you can check a sharpness of its teeth. Parameters: Height: 0.5 Width: 1.6 Health points: 30 Attack Strength: 6 Attack Tier: 2 Turtor: This one looks like usual Turtle. And it prefers to stay in water all the time. Doesn't like to be chased, so, it's kinda challenge to catch one if you urgently want to eat something unusual. Parameters: Height: 0.4 Width: 0.8 Health points: 30 Glowshroom: This mushroom glows in a darkness, emitting blueish particles and making strange sounds. Effects beside this is currently unknown. Ampel: The only being, which appear with its family. Ampel females are larger than males and more aggressive. Children however are calm and friendly most of time as long as you're leaving them alone. Ampels are natural enemies to wolves, so if you're lucky enough, you can watch that deadly battle and stay alive... before winner decide to pursue his next victim. Parameters (male/female/child): Height: 1.3/1.5/0.9 Width: 0.9/1.0/0.6 Health points: 40/50/20 And a something special for collectors That's it for now. Keep your eyes open not to miss any updates on this! And I didn't reveal all the secrets Latest release (1.15.2): https://mods.vintagestory.at/download?fileid=1996 (forum doesn't allow me to upload this version directly, so, it's located at my website for now) (1.14.0+): theneighbours_v1.14.0-0.4.8.zip Changelog: 0.4.10: - Possibly fixed the crash when touching Glowshrooms
  7. I saw a couple of posts touching at it, but nothing more general than flowers die back, so here's a more general one. I want. To suffer. ... apparently. Skip to the bottom for a bullet list of "Liked" and "Want" My spouse and I were discussing our surprise at the way a harsh winter turned out. I can understand if it makes it too difficult to play for the standard setting (don't want to scare off new users) but I'd like to have winter be even more punishing without switching over to the seriously-don't-die mode, because that's more about unlucky reincarnation and scary monsters than dealing with a Napoleonic winter. A sort of "do your ancestors proud" setting that really kicks you when you're down if you weren't fully prepared. I enjoy the standard difficulty settings, but I struggled to settle in for a devastating cold season that was only mildly inconvenient. I'm glad to see fewer animals, and they have less meat or fat, sometimes none at all, but the plants were unexpected - once fall came, I had hurriedly stocked up on horsetail and reeds (I intended to explore caves and needed poultices handy) and gathered a couple stacks of hay bales so I could breed animals all winter and/or keep them fat enough to be tasty. But the grass grew back, the horsetail stood out like a red flag, and perhaps the most convenient but not immersive, any and all wild crops were fluorescent green against a snowy backdrop. I could climb a mountain and pick out every tasty or seed-bearing target within my very long line of sight. Berries falling off in the snow was a nice touch (I've definitely found mid-winter or last-year berries on bushes and eaten them IRL, but it's super rare), but I wanted more than that. Here's some of what we considered, liked, and wanted. I understand that animal husbandry has a lot on the menu already, so I'm not touching that at all in here. I look forward to others' suggestions! As an aside, the first time I started shivering, I thought it was an earthquake XD Classic human-imposter mistake. Glad no one was around to see my telltale blunder. Liked: *Trees didn't regrow, just got ready. *Snowed-on bushes lost berries (I did find a single bush under a pine tree that had fresh fruit) *Devastating cold (I look forward to clothing crafting lol) *Animals became more scarce and leaner *Snow piling up meant animals (or drifters) could jump fences *If I forgot to light a fire, I froze my butt off while sleeping *Oil lamps appear to keep snow a little bit at bay Wanted: *If skeps are either unprotected or without a full store of honey, bees die (I brought one in side just in case) *Immature wild crops die, or die back to their smallest form to start again next spring *Flowers die/hide *Any short grass the gets snowed on gets buried/destroyed, no grass grows. *Tilled, uncovered ground becomes untilled. Perhaps you could put hay bales across the dirt to protect it/crops? *Snow packing/building. Maybe right click with a shovel to compress or toss more onto your in-progress block? *Dirt gets hard - the top two or three layers of dirt should take double or triple time (and durability?) to dig up once it's below freezing. *I may have just not noticed if snow wets you, but once there's access to clothing, non-oiled clothes should slowly get damp and then soaking in snow. *Food preservation dramatically increased near the cold/snow *Using a saw, collect ice to pile up for later in the year, re: previous food preservation. Underground, in a cave, under a linen tarp all work. Packed snow and piled ice can last until August. *Hot potatoes: heat up a brick (not too much) in a fire and carry it with you. In your pocket, very slight warmth, in your active or off hand grants much more heat at the cost of a free hand. *Naked trees - leaves disappear, branchy leaves replaced by plain branches, trees drop seedlings much less often in winter and spring, much more often in summer and fall. *Hot food, like fresh or reheated on a fire, should boost and/or maintain your body temp. *High activity, like running, chopping wood, shoveling snow or dirt, should keep you warm in most conditions, but at a significant cost to your satiation. A couple parting thoughts - these things will mostly make the game harder (hot potatoes and food preservation notwithstanding) but there will also be other benefits to some of that. Were all the vegetation to die back, sure it'd be rough on me, but if I had food and firewood stocked (I did, in this first case) then I'd spend the winter planning, preparing, and prospecting. Caves and ruins would become more hazardous, but also easier to find, either for a risky expedition or to revisit in the warmer months if you can find them again. It would be easier to find surface deposits after vegetaion but before snow, or in a lull. Finding an animal, or a mature plant you had missed, would be immensely more rewarding. Warming by the fire on a long winter trek is good, but eating some toasty wolf steak will stick with you longer. The lessons learned the first time around, about leaving food for your bees or collecting ample firewood, would significantly reshape your second-winter preparations, and I think would further endear anyone who managed to stick it out Hit me with your ideas.
  8. 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
  9. 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: 1.1.0 Game Version: 1.14.0 Download Mod Access mod source.
  10. Work in progress version of my new mod. At the moment, the mod adds ... a snowball. And that's it Snowball can be obtained by holding an empty hand on the snow in the world. You can throw it. Deals Frost damage. Also, the behavior of entities when receiving Frost damage has been changed, they turn blue and slow down for 3-5 sec (it will also work for the player if he is overcooled, I accidentally ). It is planned: Add snowball picking animation Improve the visual part of the Frost effect Improve/change the wild crutch that the slowing mechanic works on (removed) Reduce effect greatly if damage is caused by weatherv (fixed) Maybe add more items/blocks for winter. For example Christmas trees, presents, decorations, lamps. Download: ModDB or GitHub
  11. 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)
  12. A nice addon that just makes sense to me is for the scythe to break flowers too. It's a bit weird that it doesn't do that, so would be nice to see this added.
  13. Date: 8/29/2020 Server: Multiplayer Survival (LAN > Private Internet) Server version: 1.13.1 (Stable) Server Creation & Age: 1.12.14 (Stable), and 10 days into the game. Mods: Silo, xSkills, Graves Immediately after remapping the world for the update, this message appears: "Over 26 days left before monsters begin to appear." We can't get monsters to spawn. I have tried /worldconfig graceTimer 0 and 1. I have restarted multiple times after using this command both in single and multiplayer. It still continues to maintain 26 days. The value simply will not change (except through spending time in the game). Hovering over the world save shows that its grace timer is set to 1 day (the last value I tried), but the game still wants to take 26 days. I don't think that the mods would interfere with this config issue even if they were removed. Is there another command that I have yet to try? Please help. Edit: Temporal Storms cause any drifters that spawn to flicker and appear somewhat transparent. A few other issues: It does not show when it is snowing, but snow simply appears on the ground (Edit: Snowfall appearing now. May have just been the map updating, post-patch). You can also jump over fences if the block you stand on has snow on it. Big Horn Sheep can escape 1-block high fences if there is snow on the ground. The moon shows during the day and either is gone at night or already halfway in the sky as soon as the sun sets. The sun rises in the south and sets in the north.
  14. 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?
  15. 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.
  16. 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?
  17. 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.
  18. 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.
  19. 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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