Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Crowveil

    Baby Pigs

    do baby pigs eat out of large feeding things or do I gottta place a small one just for baby pigs and if I dont feed them in do they die cuz my sow gave birth on the day before my first winter
  3. I'm new to the game but I though only those aged torch holders keep torches from not burning out can wooden torch holders do that ?? if so omg I could have saved so much time by not crafting so many lanterns
  4. Wow, you're making good progress quickly, I wouldn't have expected hand tracking and basic interactions so soon. Very interested to see this develop. I spent ages in Vivecraft in the early VR days, would love to do the same in VS. Please keep us posted and don't give up!
  5. https://mods.vintagestory.at/vsvillage This may be what you're looking for.
  6. https://mods.vintagestory.at/vsvillage This might be what you're looking for.
  7. Warning: this is long-winded and a doozy of a suggestion, lol. I suggest adding a way to get villagers and traders to move into your village/castle for players who would like to make a town and increase the playtime in their worlds. I propose adding a side quest to each trader type along the lines of, "My friend/cousin/husband/whoever went out to gather resources, and is trapped by hostiles. Please rescue them." Completing said quest would entail rescuing the NPC from hostile mobs and bringing them back to the trader that gave the quest. This would give a new option to build a home for the NPC to get them to move onto your base. This could be a house, or a room in a castle/fort/compound, provided it is of a certain size. Moving these NPCs onto your base would provide bonuses depending on the type. My initial thoughts are the NPCs would be a cook, farmer, guard, carpenter, blacksmith, potter, weaver, leatherworker, and winemaker. One for each type of trader. The homes would have to meet some standards to get them to move in. They must have: light, a bed, a cooking station, and count as a room at the minimum. Adding additional items related to the type of NPC and/or paying them a salary would increase the bonuses they provide. As these NPCs would be specialized in their respective fields, they would provide bonuses that align with those fields. The farmer could keep your crops watered, increase their yield, and shorten growth time. The cook and winemaker could make meals and drinks for you that have increased freshness time, and make specialty food and drink items. As there are meals we as a player can make now only utilizing three food groups, the cook could make a sandwich, for example, that uses four food types. At maximum upgrade, they add a pizza to their wares that uses all five food types. The winemaker could create spirits that give bonus effects, such as temporarily increasing your speed, damage resistance, healing, or temporal stability. The blacksmith (and to some degree the carpenter, weaver, and leathermaker) could make items for you, provided you have the resources. As they are a blacksmith by trade, and not just winging it, the weapons and armor would have increased damage, durability, and protection, and perhaps use less resources than what it would cost you, as a player, to make the item yourself. The carpenter, weaver, leathermaker, and potter could decrease resource need, increase production amounts, and make their respective materials for you. There could be a special block path added to the game for the guard. Surrounding your base with this path would cause the guard to patrol it, and any hostiles that cross this path would be immediately met with resistance. The guard's effectiveness could be increased by upgrading their weapons and armor. Special dialog trees could be added to have them comment on things like the current weather, the size of your base, current resources available, the quality of their homes/items ("This black bronze falx is terrific, but I think I could do a better job protecting our village if I had an iron falx." "I love the house you've provided for me, but I could make more leather if I had more barrels.") Fetch quests could be added in this way, which would increase the NPC's effectiveness as you provide them with the materials they need to do a better job. So, you gain their help after rescuing them, and building them a home. You increase their bonuses by providing them with necessary items they need for their fields and/or paying them a salary. This could also open adding traders to your base. Maybe you could pay them a flat fee to move, but you'd still need to make them a storefront/home. Thinking something along the lines of a storefront with an attached home above/below/behind it. Rescuing their friend first would significantly lower the fee to get them to move. This could also add fetch quests to the game that would increase/expand their stock, the amount of money they keep on hand, and provide discounts to the player by going out and bringing them back the items they sell. ("If you can bring me x amount of x item, I could add it to my stock permanently." "Bring me x amount of x item, and I'll give you a permanent 10% discount.") Utilizing this idea would give you a possible village of 19 people (including yourself), making the game more lively and add longevity to playthroughs. Being that there are already traders and villagers (and a hermit), it seems like this idea should be possible. We've gotten to the point where we've built and done everything you can in the game (about 600 hours in, so far, lol). We have started making additional bases in far away locations, and a village around our compound, but it's so empty without anyone in any of the buildings. I love this game, but would really like to have more things to do. Rescuing people and adding fetch quests/upgrading NPCs would add that extra something. We're not ready to abandon this world and start a new one, yet. Also, I'd like dogs and cats and birds, but that's a for another post...
  8. Today
  9. You have BY FAR the most obnoxious avatar I've encountered in the last 5 years. Thankfully, animated avatars have gotten banned or gone out of favor for the most part. Your avatar isn't simply extremely obnoxious, it also causes a a very substantial battery drain on mobile devices (I can easily block it on my desktop, but not mobile devices). If you are the last poster in a thread, it's even shown on the forum index page. I'm on the fence about wasting the moderator/dev teams time asking to ban animated avatars. I've never seen anyone else with an animated avatar in the Vintage Story forums. \\ Your original question doesn't make any sense. Cellars have 7-tile limit. Generic rooms have 14-tile limit in each direction. Do you realize what that means in terms of cubic dimensions/block count? There is no chance whatsoever that the cellar dimensions were restricted for performance reasons.
  10. Im quite confused over the discourse. It's not like VS can't be sold anywhere else if it's on Steam or GoG. As for mods, plenty of games still use third party sites instead of the workshop. Deep Rock Galactic immediately comes to mind. Hell, people still go on gamebanana and moddb to mod valve's own games! It just feels like a bunch of ho-humming. There really isn't a tangible downside to dropping it on other storefronts later down the line.
  11. Torch holders are fairly common in ruins (surface and caves). I found something like 20 in my current game. I've never actually crafted one. They are very nice as ignition source for pit kilns, forges, bloomeries, ... Beyond the early game, I'm not using them for lighting. The range is too small.
  12. Vanilla Vintage Story Server – 7–10 Open Slots, 2 Active Tribes Hey folks We’re running a vanilla (no mods) Vintage Story server and looking for a few more players to fill it out. Server details: \- Pure vanilla (no mods) \-7–10 open slots \- 2 tribes currently active (near daily) \- Shared world, tribes operate independently \- PvP only if agreed upon / no random griefing We're aiming for a chill but immersive experience: building, survival, trade, and occasional tribe interaction without things getting sweaty or toxic. New and experienced players are welcome. If you're interested, drop a comment or DM me, and I'll send you the server info. P.S making a discord now for the server
  13. There was a huge buff for animal swim speed in 1.21. While it's very, very annoying, it's not unrealistic. IRL, bears and wolves are rather good and fast swimmers. For reverting to the good old days, look at creatureSwimSpeed: https://wiki.vintagestory.at/World_Configuration Animals have an AI task "get out of water". They can actually drown.
  14. Very cool that you're showing off knapping! I'd probably use the auto knapping and smithing mod because I can see that cramping me up after a while.
  15. Hello everyone. I’m back with a small progress update on the mod. The GIF quality is questionable, and some parts are still held together by hope and sleepless nights, but it actually works now. I’d say I’m around ~60% of the way to a beta MVP. The hard parts are mostly in place. What’s left is polishing, testing, and emotionally preparing myself for the next wave of bugs. So, what works right now: You have hands. They are mostly where your hands should be. You can walk around. You can look around It’s a proper stereo view. Water shader no longer tries to kill the renderer (my custom is a fair bit worse than vanilla, but it behaves). The GUI shows up. You can point your hands at things and interact with them. It’s still very much not release-ready, but it’s already… kind of fun? Downloading someone’s creative map and walking around in it in VR feels genuinely cool. Anyway, here’s a small GIF of me testing interactions with GUI and clay (I’m using Steam Link, and video is from SteamVR view, so GUI looks a bit off in the recording):
  16. My solution is hop in random caves looking for ruins. There's been instances where crates had limestone or ores that I was looking for. If you find a translocator, it's like 2 ruins for the price of one! That, and the new region may have exactly what you need!
  17. As I understand it, Tyron wasn't involved with TFC, though TFC and VS often get compared because they have some similar goals regarding realism. Vintage Story started out as the Vintagecraft mod for Minecraft, and became it's own thing once Tyron realized that a Minecraft mod wasn't enough to handle what he wanted to do. Likewise, Hytale wasn't really going in the direction he wanted either, so he cordially parted ways with the Hytale team and set off to make Vintage Story.
  18. Yesterday I got an idea of some M&B Warband game aspects modded into Vintage Story, and your post describes mostly what I also had in my mind. I would also love to see some mods diving into this are of SP gameplay.
  19. ...Wolves do it, too. Why am I not surprised? This is an entirely new challenge to having an archipelago world, even beyond the limited quantity of accessible land reducing access to ore and other spawns.
  20. Actually, another important thought: If I leave the area and sleep, etc., will they make their way back to shore? Or will they just continue their explorations of the great Marianas Trench until they despawn?
  21. I think it would be a really cool idea to allow the character to make a home for a certain npc which can allow other trades and can also the allow them to do special things. An example could be making them build something or create something I feel like it would be interesting to create a whole community of NPCs that are doing thing all around the area.
  22. How in the heck is it that when these critters get into the ocean, they immediately set out for the next continent at flank speed and leave me behind in their churned wake? I mean, sure, they're fast as heck on land, and humans (humanoids? Seraph?) are persistance/endurance hunters. I don't expect to keep up with a running boar on land, but it gets very disheartening to get knocked down to half-health fighting a boar (I'm just barely copper age here), have it engage warp speed to the nearest body of water, then hydroplane out past the shallows and dive like a Cold War boomer trying to evade destroyers. I know there's a way to set animal swimming speed in world creation (now), but is there any command to reduce it in a pre-existing world? I'd as soon not restart my game, although I suppose that means I should start carrying a spear just to huck at things that are fleeing (bows, slings, et. al. currently are too much of an inventory sacrifice for my tastes).
  23. You’re completely right. I’ve seen this implemented in other games, and I hadn’t fully considered the implications. Thanks for pointing it out.
  24. I actually wanted to add one more notion to my comment about people modding games and grumbling that 'It's not quite what they want.' and wishing the devs would change whatever-the-splinter-is-that-makes-every-step-in-the-game-world-nag-at-them. Vintage Story came out of that. I used to play a Minecraft mod called TerraFirmaCraft. I'm new to VS, but very old to TFC, and as best I understand it, the entire existence of VS is because the authors of TFC couldn't do all of the things they wanted to do in Minecraft, so they finally went 'You know what?! Let's make our own voxel game, with blackjack and...' Okay, maybe not exactly that, but they made VS because TFC operating in the framework of Minecraft didn't create the experience they wanted and didn't let them tell the stories they wanted to tell. So when I say 'Hey, there are always people who mod and grumble that they have to mod,' that isn't really meant to sound negative about those people. Some of them will move on and make their own games, or influence the design of other games with their feedback. I'm sorry if anything I said did come across that way.
  25. Torches can help mitigate monster spawns, but are easily outclassed by lanterns. They do, however, have a reddish light that lanterns do not when it comes to aesthetics. Torches are also able to easily start fires, which is something lanterns can't do, so it's useful to place torch holders near your forges, fireplaces, and other things that you intend to be lighting with relative frequency.
  26. This server is a community-first world where civilizations rise, fall, and leave their mark through player choice and shared storytelling. The world exists for its players and is shaped by them. Whether you want to build kingdoms, trade across continents, or live a quiet life in the wilderness, Distant Horizons gives you the freedom to create your own destiny. What Makes Distant Horizons Different Player-Driven Storytelling Every settlement, alliance, conflict, and collapse is created by players. Staff exist only to ensure fairness, safety, and technical stability. The story belongs to the players. Civilizations & Kingdom Dynamics Establish settlements, form alliances, build kingdoms, wage wars, create laws, and shape the world through cooperation or conflict. The land evolves with every generation of players. Living Lore & World History Create myths, religions, and legends. Travelers, historians, monks, and scholars preserve the story of the world. Roleplay at Your Pace Rp is encouraged but never forced. Light, medium, or deep immersion — you choose your style. All approaches are welcome, as long as interactions remain respectful. What You Can Do Join a settlement as an apprentice and learn the world alongside others Play a noble, soldier, merchant, or diplomat Become a chef, feeding travelers and hearing news from distant lands Travel as a historian, recording lore, religion, and events Work as an artisan, chiseling architecture or sculptures for patrons Wander as an explorer or live as a hermit deep in the wilds Trade, barter, and build wealth in a fully player-driven economy What You Can Expect A stable and welcoming community A player based economy Player-led civilizations and emergent stories A no wipe experience Strong respect for creativity, autonomy, and long-term play Join the server for more info! https://discord.gg/wxU9BEjWkm
  27. I always see stuff regarding cold resistance and alcohol, but I'll be the outlier and say it should do the opposite! In reality, all it does is make you feel warm, but it's actually cooling your entire body! There are far too many horror stories about people going out to pee in the cold at parties, only to be found dead from hypothermia! It's no joke, and the misinformation needs to be stopped!
  1. Load more activity
×
×
  • 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.