Jump to content

Search the Community

Showing results for tags 'tools'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Vintagestory Discussion
    • News
    • Discussion
    • Suggestions
    • Questions
    • Multiplayer
    • Bugs (archived)
  • Creative endeavors
    • Builds
    • Videos, Art or Screenshots
    • Story
  • Vintage Story Modding
    • Mod Releases
    • Modpack Releases
    • Mods & Mod Development
  • Off Topic
    • Other Games
    • General Offtopic


  • News
  • Community Spotlight and Events
  • Stories

Product Groups

  • Game Account & Game Servers
  • Game Server

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 14 results

  1. Temporal Tinkerer is a mod that aims to implement bunch of gadgets and trinkets to extend out endgame content, while also providing some content to even the early-game. Currently, there are two technologies temporal and electric, both have their own quirks/costs but provide powerful items. Includes 3x3x2 mining, a super fast multi-tool, powerful armor cutting swords, new ruins, a couple sets of awesome armor, and overhauled hacked-locusts. Heres my patreon if you'd like to support me: Patreon General Mod Content Overview: Images: Feel free to- suggest anything, build off of the mod, or integrate these parts and pieces into your mods! Installing the mod after you've already generated the world works just fine, but you will need to generate new chunks to find any new ruins. Downloads: https://mods.vintagestory.at/temporaltinkerer Old Downloads:
  2. The problem: Playing the game, without the minimap and coordinates enabled, dissuades players from venturing too far from their home. Using/making landmarks and using signposts are the only options, that players use, to avoid getting lost. The solution: Tools that help with telling the player where they are. Compasses, sextants and other tool could be added. Sextant has to actually be used to get results. Low stages of the game can offer compasses and other tools that give rough gauging, while late-game tools can provide the sextant and can provide exact estimations. Sextant results can also vary depending on the player's use of it; using it incorrectly can give inaccurate outcomes, while using it correctly can give minuscule margins of error. Notable issues with this suggestion: Having minimap and coordinates enabled makes these tools completely obsolete, the tools are meant for immersion and assistance for people who have them disabled. Implementing mechanics for the sextant is quite complicated and requires some streamlining. Sextants should also be added once oceans are added, as they are the perfect place to locate the horizon.
  3. Hey, I'm wandering around to find a nice place to live, but there's a problem. While I like the game mechanics, I hate the biomes a lot and am wondering if I found them all or if there is a chance to find an interesting biome for the base .
  4. I believe Vintage Story should look at adding a replay feature like found in the Minecraft Mod, Replay Mod. My Reasoning behind this is that it will bring more creatives to the game, with vintage story looking great out of the box compared to other block related games, it has a style that will easily set it apart in the creative world. Replay features have existed as early as DOOM, in this version it just captures players and monsters inputs and then allows them to be played back. other games like call of duty allow you to capture shots from different angles and others even allow you to edit the replay to hid or show objects that simply were not there before. Overview: This is how I would see it working in the game. From a player perspective, they would be able to edit the settings to of how the capture works, including how many frames would be captured per second, this is because you really wouldn't need to capture data every frame. They would then at the world selection screen get the choice to enable replays as I feel it shouldn't be active by default. These settings would also allow server owners the ability to disable replays if they are not happy with them running on the server. Capture: In game the player wouldn't see anything differently as there would be no need of them to. it would be worth showing the recording status in the pause menu with the options to pause and stop capturing. Editor: Personally, this is where the power house of the feature should be the most, Allowing players, editors or anyone with the replay file and the world to make camera shots, add or remove text and items. create camera trails or following the players perspective. It would be worth looking at what tools a game engine like unreal gives you where you can set a camera on a path but have it looking at an object or player. Rendering: I am not sure how this would be achieved, which formats or even what would be possible from doing this outside of what MC's Replay mod has shown. From them you are able to take screenshots and videos at much higher resolutions then what your monitors are capable of, your even able to capture videos at high framerates meaning that even weak computers can create a great looking video at a high framerate with no issue. Long idea, I know but I am hoping with knocking some detail into this that maybe something will come of it. I am a programmer myself so I am fully aware this is a huge task/undertaking but I feel like it is something that will definitely give vintage story an edge that no other main stream voxel game has natively.
  5. Downloads are at the bottom of this post. Feel free to skip past this if that's all you're looking for, there's ingame documentation if you need a starting point. The works is a series of mods I've been working on to fix many of the quality of life issues I've found while playing vintage story and to add some immersion to already existing mechanics, I adore this game and want to see it become more than it already is. As of right now I've reached a point with the first mod in the series "Quarry Works" (more details of which can be found below) that I'm happy with it and am putting it into the world for ya'll to break, go forth and find edge cases! I welcome bug reports, report them via discord! On that note, anything relating to this mod can be found on the discord page for it, which can be found here! If you have any questions or concerns I can be found there nearly all the time! Because I have no life... All the source code is available on GitHub if you'd like to look at it... or fix it, my codes a undocumented mess. you've been warned. Github link! QuarryWorks v1.4.8-beta - Rubble Storage For The Masses!
  6. Really enjoying both the knapping and clay forming systems. So tactile! Maybe I'm just lazy, but in both activities I found myself intuitively wanting to shift-click-drag-release in a straight line to break/add/remove sections for a little more efficiency. The instinct is probably an Adobe shortcut I've internalized. e.g. Especially when knapping knife heads, that middle section is a perfect rectangle I wish I could knock out with a single, fancy keyboard move. I could see something like a craftable Chisel being available as a mid-game technology to enable this shift-click-drag function for faster knapping (as well as an equivalent tool for clay forming). Or would something like this take too much away from the "earning it" feeling the game does so well?
  7. Vanilla+ by JabZ My first themepack and the first themepack for VS in general! Here it is, Vanilla+ improved models in a Vanilla friendly way. I got inspired to create this themepack by the odd looking "nubs" on some weapons and tools, the sword and spear most notably. Then I expanded V+ to blocks aswell, like cheese and barrels. Adding some details to it that don't disrupt the game's design. The goal of this themepack is to improve on the base game models without losing the vanilla charm. Most notably, the "nubs" on the longblade and scythe have been removed along with additions to other tools and blocks, see for yourself down below! DISCLAIMER! The client side version of this mod is now called "Vanilla+ Legacy" and does not need to be installed by everyone on a server, but it's missing the chest model for compatibility sake. For the version with updated chest models both the server and all users need to install the "Vanilla+ 1.X.X" version! Known Incompatibilities: More variants mod (Fix WIP) Patreon: I now have a patreon where you can support my work financially and reap some cool benefits! https://www.patreon.com/JabZ?fan_landing=true Version 1.6.6 Changelog: V+ is now tagged as a "Content" mod to allow things like chests to be remodelled Chests have been given a metal trim Version 1.6.5 Changelog: Completely Overhauled the bucket from 2D sprite to 3D Features Barrel now looks sturdier thanks to an additional plank on all sides Ladders now have 4 steps instead of 3 Trapdoors now have crossbracing Displaycase is now 1 voxel taller Bushmeat is thinner, indicating it's low nutritional value Redmeat is thicker, indicating it's high nutritional value Onion are now bigger, everyone loves a nice large onion Version 1.5.5 Changelog: Added a more "round" ish look to all sorts of cheese. Corrected some misalignments on tools Preview Images: Downloads: Vanilla+ (v1.6.6).zip Vanilla+ Legacy.zip
  8. This huge mod doubles the current amount of tool-grade metals in the game, massively expanding the endgame content. Enjoy 7 unique metal types all with their own quirks and complexities to create, start with blacksteel- a tier 5, progress to crysteel or move on to redsteel/bluesteel in teir 6. Finally, with some rare resources you will be able to create the three legendary metals-adamantite, mithril, and ultimately vinarium. Mod takes major inspiration from the minecraft mod "Minefantasy II", currently using TerraFirmaCraft colored steel ratios, might change them for balance though. I recommend using my mod: BetterDrifters so post steel tools have some sort of point in progression. Looking for feedback on things like "is the durability/mining speed difference too small or dramatic?", crashes or general balance suggestions on things like the hammer/excavator. I'll read all feedback. Mod is currently in a alpha/testing state, while unlikely, there may be crashes and there might be incompatibilities with other mods like: Metal recovery is at least one mod that will not work with this from what I've seen, so use it/similar mods at your own discretion. Brief description: I'll go over some basics here but I've included three new guides in the handbook going over stuff in more detail. You should give them a read if you need help. Metal properties: Each new metal offers a choice: durability or speed. While some metals may let you mine faster or offer increased mobility this often comes at the cost of durability, as such you will need to make a choice of what metals you will want to make your tools or armor out of. Images: Downloads: Current- MysticalMetals1.0.1.zip Old:
  9. Sometimes ( rare ) its imposible to craft (minigame with skulpting ) flint tools. Its imposible to remove voxels. Happens to me, and my friend on multiplayer game.
  10. Note: There is currenly a bug with the cooking pot, the game will crash when mousing over a cooked pot in the firepit. I'm working on a fix. Also Theres a bug n the toolmold which has been fixed, the updated version will be uploaded shortly. Earthworks Is about enhancing the opportunities you have for crafting with the materials that already exist in the game, adding recipes for items that only exist in creative, or giving more colour variants for existing items. Red and brown clays join the existing blue and fireclays, both are a little rarer like fireclay, red clay shows in drier hotter climates, whereas brown clay is more likely in colder climates. Red and brown bricks are also added, allowing 4 variants of existing brick blocks. Theres hardened clay of course. And Mudbricks, light and dark. Making mudbrick is simple. Dark is the same as cob, but with the middle grass replaced with clay, while light additionally has one dirt replaced with sand. Shingles next: Created in much the same as bricks, the recipe yields 2 shingles for 6 clay, and requires baking. Next we have a splash of colour; vibrant coloured pots and planters thanks to Tony Liberatto and Novocain. Bowls have been given a similar makeover, they even work for cooking, once again thanks to a little code by Novocain. Wateringcans also have colour, and are quite functional. And finally all toolmolds have been given a dash of colour, why should industry be mundane? A future update will add working coloured cooking pots, most of these blocks can also be found in the neolithic mod. Earthworks-1.0.1.zip Finally the details of my earlier MarcTehk mod, which is depreciated and not updated for 1.9, but will be left here for reference, as well as the older versions of earthworks.
  11. Mod replace vanilla recipes for tools/weapons craft. And adds new recipes. Now every stone tool need a rope to craft and every metal tool need a wooden shaft. Wooden shaft is made out of stick using knife in crafting window. Stone spear Stone shovel Stone knife Stone hoe Stone axe v1.2.zip
  12. 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
  13. 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.
  14. Well I know its not something common in most games as people have messed this up forever as far as I know but real bronze is leagues better than iron. Iron is practically useless and super soft like copper. It also falls apart in a short time with rust while bronze tools and weapons last even longer than steel historically. Bronze only really fell out of favor because of the dark ages saw the world broken into much smaller pieces with the fall of Rome etc. Bronze is really only outdone by steel in latter centuries. Even the best naturally occurring meteoric iron alloys with nickel would probably only be comparable to tin bronze in durability. I know the game is already balancing around the progression from copper to iron etc. but its actually not accurate or realistic. Iron really became popular because its practically everywhere and while copper isn't ultra rare having it and tin mines available to a nation was the stuff that made ancient powers. Bronze was often so precious for tools and warfare that it was taken during conquest to be reforged into whatever the victors needed. The relative scarcity of the ore meant that for a lot of ancient history the tools weapons etc. were highly valued like heirlooms. Just wondering why iron has so high durability when it doesn't make any sense, I've seen iron forged swords even mild steel and they are shit for durability getting easily dinged up and the other alternative is something extremely brittle like cast iron which is hard but useless for most purposes outside cookware.
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.