Моды vintage story

Моды vintage story

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

«When I see an unplaceable item, the game literally becomes unplayable»

Makes over 1600 vanilla items and blocks ground storable. As well as modded ones. Some items and blocks can only be placed with items already placed.

Config settings do not synchronize across mods, e.g. More Piles

Discord server
My Patreon

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.3.0

Starting from this version it requires Make It Compatible to place flour and bandage, they will not be placeable without that mod.

Copied from the latest version:

Copied from the latest version:

NOTE: Config settings don’t synchronize across mods, so need to manually disable them if certain items will get their own piles in further updates of More Piles

Reason: More Piles 1.1.1 introduces piles for these items.

Warning: Items from the list that are already (with help of this mod) on the ground will remain, but will become invisible

Reason: More Piles 1.0.3 inroduces piles for these items

Warning: Items from the list that are already (with help of this mod) on the ground will remain, but will become invisible

Warning: Sticks that are already (with help of this mod) on the ground will remain, but will become invisible

The same as in 1.0.2, but without patches for vanilla bags, because as of version 1.15.7-rc.1 they can now be placed in vanilla, thanks Tyron!

Моды vintage story

Collection of misc things commonly used for CIV genre servers.

+Some Patches To Vanilla

+Some Extra Vanilla Like Tools

+Plumb And Square With Torch (Requires ItemLights Installed https://mods.vintagestory.at/show/mod/384)

+Translocators now allow the player to change their class.

/ipban remove bannedIP

/ipban playerName [days] [reason]

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.1.48

fix beds they said

fix crash on disconnect

Fix crash relating to clients running code they shouldn’t

Translocators can now change the player’s class.

less funky leaves harvesting, fruit tree leaves harvesting

use client pos on server (what) for suffocation

Acid Containers (eats reinforcement of first block below). Tell player when their bed spawn is set.

Hedge clippers for getting leaves

enable underwater structures
more customizable water plant generation

All grown trees can now have secondary blocks at 37.5x the rate of worldgen trees. (More resin from sapling generated trees)

Remove explosion harmony patch per 1.16.4 changelog.

fix nullref, reduce resyncing rate of snitches

patch medieval expansion cellar ice xray

Two new infraction modes, new item, plumb and square with torch.

Моды vintage story

Mods / vsroleplayclasses

Adds roleplay professions and eventually a class based magic and experience system based on 16 classes

This requires the vsroleplayraces and optionally vsroleplaychat subcomponents

This mod is not guaranteed to be maintained and is just here for sharing

This is built and runs on our roleplaying server

Making runic ink

2 salt and honey in a barrel to make alum honey

alum honey and 2 blueberryies in a barrel to make ink

runes and a hammer to make crushed runes

2 crushed rune and ink in a barrel to make runic ink

clay to make an empty inkwell

feather and inkwell to make inkwell and quill

runic ink and an empty inkwell and quill in a barrel to make runic inkwell and quill

Making Spells

In a scribes table insert a scroll and the runic inkwell and quills and stay on the screen until the scribing is complete

Example Spell Combinations

Not all combinations are ready yet, if they are they will be craftable in the table

Casting Spells

Memorise 8 spells in your L button window

You can set your active spell spell with ALT-1 to 8 or press CTRL to unset your active spell

You can release it with right click (or shift right click to cast on self)

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.16.5-rc.2

Eliminates the need to wait for spells to cast

ALT-1 to ALT-8 now sets your currently casting spell

CTRL-C stops you from having an active spell set

Right clicking casts as usual

Being interupted is equivelent to CTRL-C (this may change in the future)

update vs version

use attributes for runic information, show on helditeminfo

add progress bar on scribes table

snare, root and increase movement speed of players

Grants class bonuses to classes above level 10 when performing a /skillcheck

add rooting, snaring, increasing runspeed of AI

fix casting name bar

move casting bar to top left

Add a heads up display for memorised spells

make animals not a chore to kill

move item registry into a seperate mod

remove /roll to vsroleplaychat

show roleplay as well as normal names

add various xp points for doing things

lower the stats of npcs based on their damage

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Adds new food and meal types to the game. Full description on the forums.
Includes the ability to make bushmeat meals, vinegar, and salt. If you use Bushmeat Meals, Vinegar, or Salt Production delete those mods!
Compatibile with Acorns, Alchemy, Braziers, More Animals, Primitive Survival, Superfuels, & Wildcraft mods.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.5.5

Updated to 1.5.5!

Updated to version 1.5.4!

Updated to 1.5.3 at last!!

Changes since 1.5.3-pre.11:

FULL LIST OF CHANGES SINCE 1.5.2:

LIQUID STUFF:

FRUIT STUFF:

GRAIN STUFF:

VEGGIE STUFF:

MEAT STUFF:

FOOD STUFF:

MISC STUFF:

Updated to 1.5.3-pre.11!

Updated to 1.5.3-pre.10!

Updated to 1.5.3-pre.9!

Updated to 1.5.3-pre.8!

Updated to 1.5.3-pre.7!

Updated to 1.5.3-pre.6!

Updated to 1.5.3-pre.5

Updated to 1.5.3-pre.4!

Updated to 1.5.3.pre.3 (yeah, this is still WIP, DO NOT USE THIS ON WORLDS YOU CARE ABOUT)

Fixed compatibility issues (for real this time).

Updated to 1.5.1!

Updated to 1.5.0 at last!

Updated to 1.4.3!

Updated to 1.4.0!
THIS MOD HAS BEEN HEAVILY OVERHAULED SINCE PRE 1.4.0 RELEASES. YOUR COOKED VEGETABLES WILL NOT PORT OVER! EAT THEM WHILE YOU CAN!

Updated to 1.3.1!

UPDATED TO 1.3.0! READ THIS CAREFULLY!
THIS MOD HAS BEEN HEAVILY OVERHAULED SINCE PRE 1.3.0 RELEASES. YOUR BERRY BREAD, MUFFINS, FRIED MEAT, DUMPLINGS, PEMMICAN, AND SUSHI WILL NOT PORT OVER! EAT THEM WHILE YOU CAN!

Added new blocks: Bottles, Mixing Bowl, Saucepan, Spile, Screw Press
Can now cook most pickled veggies
Can use egg as adherent for breading
Salt can be used in many recipes for healing
Salt can be made in barrels out of water or brine
All liquids have been buffed to give at least 0.5 HP

REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!

REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!

THE MODDED VERSION REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!

THE MODDED VERSION REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!

THE MODDED VERSION REQUIRES THE COMPATIBILITY LIBRARY TO DISPLAY ANY ACORNS/PRIMITIVE SURVIVAL ITEMS!

179 Comments (oldest first | newest first)

So sorry it’s taken me so long to get back to you, I took a break from Vintage Story and forgot I’d made that post! If I remember correctly, it was a problem with the herbal dough and sausages specifically, actual vegetables as part of the filling would work fine, including only the vegetables in the filling counting towards nutrition.

I am knee-deep in eggshells right now. Hoping to having something released by the beginning of September.

Can’t wait to see the rolling pin leaning against the wall

Yoo, how are the works going? Would love to come back to VS with expanded food installed at the start, ngl ^^

Thank you! It’ll be ready, don’t worry.

This is one of my favorite mods for this game, thank you for making it and continuing to add to and update it.

No rush, but I eagerly wait the 1.17 update.

That’s probably because the mod isn’t ready for 1.17 yet. My next release will be.

Hi there! I’ve been trying to update to 1.17.0-rc.3 and it turns out that when this mod is enabled, it generates a HUGE amount of lag for some reason. Using the game’s «/debug logticks» command it seems to be that Expanded Foods currently causes a very expensive «sleep» call once a second. This occurs even when no other mods are loaded, on a freshly generated world.

It also makes generating a new world take an absurd amount of time, suggesting that it’s occurring during that process as well.

Trying this with 1.7rc3. I crash everytime I’m in creative mode trying to enter anything in the search box. Had the same crash in rc2. I was able to replicated without any other mods, just Expanded Foods. Hope this helps Jul 27th at 8:47 PM

Does that happen if you just mix veggies and something else in a herbal pie crust? What about regular pie crusts? Now I’m wondering if the veggies aren’t being added to any kind of pie’s nutrition.

There seems to be some kind of issue with herbal dough and herbal sausages in pies, as those will add listed veggie sat to a pie, but either it doesn’t add the sat at all, or for some reason it doesn’t add to nutrition. (Or this is intentional to make herbs not too ridiculously good and I’m dumb.) For example ive been eating nothing but pies with 3 herb herbal sausages and fruit as filling and 5 herb herbal dough, which in the info has more veggie sat than anything else, but my veggie nutrition is dropping.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

I’m getting the same bug as SashiSummers was, except it seems to happen with any of the part-baked whole mushrooms.

Happy 30k downloads!

Yeah, I don’t know what that error is at this point. I’ve just reported it as a vanilla bug.

Whenever I try to access the handbook information for the mushroom Bearded Tooth (Charred), I crash and get this error log. I’m not sure how to compress it so it’s not taking up so much space on the page. I can edit it if someone tells me how, I’m not versed in HTML xD

Process ID: 2ab0

Start Time: 01d897d91ef5d6ee

Termination Time: 192

Application Path: D:\Games\Vintagestory\Vintagestory.exe

Report Id: 15566292-09b6-4c1f-82c4-705c6804b31a

Faulting package full name:

Faulting package-relative application ID:

Process ID: 4fdc

Start Time: 01d897d6eca05672

Termination Time: 307

Application Path: D:\Games\Vintagestory\Vintagestory.exe

Report Id: a292834c-d131-4cf0-a56e-6395357f1e37

Faulting package full name:

Faulting package-relative application ID:

Process ID: b008

Start Time: 01d8979f382c06e5

Termination Time: 20

Application Path: D:\Games\Vintagestory\Vintagestory.exe

Report Id: 8c1f7ed6-a609-4236-832c-57f90dc8d40d

Faulting package full name:

Faulting package-relative application ID:

Hang type: Unknown
>

Updated to 1.5.5! Check the thread for details.

Updated to 1.5.4! Check the thread for details.

I know it’s been a while, but I finally got around to testing this and I can add meat & berries to pies just fine?

Awesome work man I know this was blood sweat and tears to get done, I really think I speak for everyone when I say we appreciate you and your tremendous efforts.

It only took six months, but this is FINALLY updated to 1.5.3! Check the thread for details.

I remember that you used to be able to put more than one type of ingredients in pies, but in this version I can one use one just like vanilla (1.5.1 pre-11) 1.16.5.

You use 3 berries per 0.1 L of vinegar to make more vinegar. Otherwise you should just let wine rot, or you can seal it in a barrel. To be explicit: the berry recipe is only for when you already have vinegar.

I still can’t get vinegar. I don’t understand the instructions. I tried a full barrel of berries and all it did was turn to rot. Someone please break this down for me.

Updated to 1.5.3-pre.11! Check the thread for details.

I’m reposting this from the forums to get more feedback:

Feel free to add anything else that might help, but I think this is the bare minimum I’d like to know about before getting too deep in the reeds.

Oh no! Thanks for the catch, I didn’t know people actually cooked those!

Good Morning, I have noticed that Cattail Roots in the Clay oven render below the oven

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Updated to 1.5.3-pre.10! Check the thread for details.

So I made the small cauldron and I can’t get in to fill. It gets to 248 units at the highest and then drops down to 207 units. If I hold it it just keeps bouncing between those numbers, never filling. I’m on 1.16.4 with a lot of different mods. Not sure what to do about this but it other that try with the larger one.

Oranje Try a saucepan or bucket instead.

I made one of those Spile thingies, plugged it into a Pine tree (even scratched up the area i put it in) then placed a barrel underneath it to collect sap, but it doesnt seem to produce anything.

On your screenshot of it, you have a clay pan like thing underneath it, but i am not sure if thats a special item, or if i am simply doing something wrong.

Updated to 1.5.3-pre.9! Check the thread for details.

Bardock You smith it.

Hai been learining the mod and come across i think might be a bug, the Spile does not seem to be craftable and i can not find any infomation about it unless i am blind. the guide book says it is made from «Metal» and obtained from breaking its self. I have been stumped on this for almost 3 days now and such can not get maple or birch sap.

Would it be possible for you to include the Acorn Mod in your mod? It hasn’t been updated for a long time and seems to be causing problems with 1.6.5. But I’d like to use it again with your mod, I’ve already written to the author but haven’t gotten an answer yet.

The mod author got in touch, unfortunately his upload didn’t bring any improvement, maybe he can do something with the crash log I sent him

That’s not anything I changed. Perhaps it’s a vanilla change to the way item transition works? I’m not sure.

I’m on 1.16.4, I also have a lot of other mods installed. But it used to be, with this modd you could prolong the decay of meat by rolling it first, then wait a bit and make chunks. Has this changed, because now I swear the food deteriorates faster? I love this mod, but I’m not liking this, I’ve had things spoil right after I cut them up after rolling.

So I just took chicken out to prepare it, with 2.1 days left to it. I smashed it and cut it up 5% spoiled. 🙁

Here’s to another 20k!

Congratulations on getting 20K downloads, well done! Apr 16th at 5:26 PM

Updated to 1.5.3-pre.8! The bottle issues should be fixed now! Check the thread for details.

Its caused by the more crops mod. I figured it out.

Nothing to do with your mod. But the logs I provided below might help with other issues. 🙂

Thanks again for making this wonderful mod.

Is that a handbook error?

Here are errors I am getting I don’t know if its wildcraft or your mod. Here are the two logs both from client-main.

Updated to 1.5.3-pre.7! Now with Acorns and Primitive Survival compatibility working again! Check the thread for details.

Updated to 1.5.3-pre.6! I hope this fixes the saucepan/cauldron crashing! Check the thread for details.

this is the error thats now happening on join

05.04.2022 20:27:46: Critical error occurred
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei ExpandedFoods.BlockSaucepan.GenRightMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos, Boolean isSealed)
bei ExpandedFoods.BlockSaucepan.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
bei Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt)
bei Vintagestory.GameContent.EntityShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right)
bei Vintagestory.GameContent.EntityShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass)
bei Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt)
bei Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
bei Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
bei _4Bi1AGVssrIO0El8b8ygdS9FIfm._o5h005s1ovnxSPPqKWgI4tZUoCh(Single )
bei _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
bei _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
bei System.EventHandler`1.Invoke(Object sender, TEventArgs e

Updated to 1.5.3-pre.5! Check the thread for details.

OH MY GOD! I WON. I AM NEVER FIRST AT ANYTHING.

OH MY GOD I HAVE EVERYTHING TO MAKE MINI CAULDRONS EXCEPT AN ACTUAL RECIPE.
HOW ARE YOU THE FIRST PERSON TO TELL ME THIS?

Yea, there isn’t a «Mini Cauldron» recipee in game.

I then found some clay, found the Large Hook, Bottle, Bottle X4, Cauldron, Saucepan molds, but not a Small Cauldron Mold.

I then looked into Data\Cache\unpack\ExpandedFoods 1.5.3-pre.4.zip\assets\expandedfoods\recipes\clayforming. Again, bighookmold.json, bottle.json, bottle4.json, cauldronmoldrecipe.json and saucepan.json molds, but not a Small Cauldron Mold.

So, maybe I am a n00b. but I can’t figure out how to make a Mini Cauldron in Survival.

I am hoping this is just an oversight and I have not completely lost my mind.

You just need to put about half a stack’s worth of flax into the fruit press and press it into bucket.

Oh ok, another noob question but I can’t seem to turn the wet flax mash into flax oil. I’ve left it pressed in the fruit press for 4 ingame hours and nothing has changed, am I doing someting wrong? Or is it 4 real time hours?

The screwpress was replaced by the fruitpress, they both work near identically other than that you need to place a container in the bottom slot of the fruitpress to store the output.

I cannot seem to find the screwpress recepie ingame, is it not in the game? Does the fruitpress do the same thing? This may be a dumb noob thing but I thought I’d ask just incase.

You should be able to make the small cauldron mold out of clay. As for the iron/steel cauldrons. yeah, I made those without realizing there’s no way to get them in-game currently. I should probably disable them for now, but they look nice.

Am I just a n00b, or is there no way to make a small cauldron mold and cast iron, meteoric iron and steel versions of the cauldrons in survival? Yes, I know I can get them from creative.

I looked at SuperFuel, but the fix to client crashes while cooking iron in a crucible is to not cook iron in a crucible. 0.o

Also, client crash looking at help screen for Breaded Flax Bush Meat

at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1551
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369

I have the full crash text if you want.

Updated to 1.5.3-pre.4! I believe all of the crashing has been taken care of, just a few more things to take care of before a real release gets out. Let me know if you find anything weird! Check the thread for details.

Thanks for all the great, and hard work you have been and are putting into this mod. I greatly look forward to the finished product. well, at least until another major realease changes everthing again hahaha. Keep up the great work at your own pace and we will enjoy the fruits of your labor!

Updated to 1.5.3-pre.3! This is still a WIP pre-release that needs a few bugs ironed out, but most of the core functionality has been updated to 1.16. Check the thread for details.

I have seen More Crops & Creatures and Critters, and they terrify me. Wildcraft already took me about a month or two to get compatible with Expanded Foods, and that just added a few berries and cabbage. I MIGHT do it some day, but I’ve got way more to do besides that. like actually fixing the mod.

I know you have a ton on your list as it is but I was simply wondering, have you seen the more crops mod to consider adding it to your compatability list? They have done it for a few things (so has Creatures and Critters, can almost make a gumbo lol). I know you tend to have Wild craft compatability. Food for thought (pun intended) but still looking forward to any release to add to 16’s foods. This mod beside Xskills is like our largest desires for our server when we play lol

It has been painfully long since I’ve uploaded anything here. Even if it’s just a draft version so people can play on 1.16, I’ll get it out as soon as I can squash the pie-crashing bug.

im runing into a bug where the oven and other cooking items are not working for me aswell

Hi I am unable to interact with any of the special fooditems that this mod gives like the saucepan, mixing bowl and screwpress. is it something I am doing wrong or is there a bug? no matter what I do I find myself unable to open them or add items. they are just there nonfunctioning. It also stoppes the oven from vanilla game to work. I Checked and when I disabled this mod the oven worked again.

I’ve got a new, mostly working pre-release up on the forums again. It should be less likely to annihiliate your game!

I have a weird bug where when using this mod, I can’t interact with the Clay oven or screw press. I can build, pickup, and place them. But I can’t add firewood to them, or light them. I tested on a map without any mods, and with just this mod, and it seems to be coming from this mod.

I’ve got a pre-release version up on the forums right now, for anyone brave enough to test it out. There’s still some major issues (mostly with the bottle and boiling recpes), but it’s somewhat playable.

Version 1.5.0 Making boiled eggs isn’t working. IDK if it’s been fixed by 1.5.2?

I was unable to use dried berries in meat stews even though the forum homepage said it was possible.

Probably figured this out already, but the parts of this mod involving fluids aren’t working on 1.16 yet.

Dang shame, because I love the crap outta this mod.

This is what I got when I made Rice and Beans, or Pilaf.

7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates
7.1.2022 10:14:07 [Error] Missing mapping for texture code riceandbeans during shape tesselation of block game:claypot-cooked using shape game:block/clay/pot-opened-empty, or one of its alternates

Tested with only Expanded Foods 1.5.2 and Game version: 1.15.10, but I already had the problem the version before EF 1.5.1.

Edit: now that I think about it, it started with the addition of bottle racks and Bellpepper integration, so two version prior. EF 1.5.0

All of them? Huh?? Do your logs report any errors?

Playing in VS 1.15.10 and tested with only Expanded Foods 1.5.2

For some reason, all the Foods made in the Cooking Pot are missing their textures.

Creating a new world also doesn’t change anything, as I usually test Mod updates in a newly created world.

Updated to 1.5.2! Check the thread for details.

Does it do that when you make fresh dough and try?

Looks like berry breads have a graphical glitch. Once mixed, they appear as transparent, with only the bits of berry showing through. At least for cranberry-rye dough (dough *was* mixed pre-1.5 so maybe that’s the issue?)

Finally updated to 1.5.0! Check the thread for details.

List of similar errors in server-main.txt:

[Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:acornpasta-cooked in saucepan
[Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:tea-herb in saucepan

[Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:acornportion in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json

[Error] Grid Recipe with output Item code expandedfoods:acornhardtack-spelt-raw contains an ingredient that cannot be resolved: Item code acorns:flour-acorn

Yes, I’ll be updating for 1.15.10 with a whole bunch of new stuff and the crash should be fixed, as well. I’m working on compatibility with Wildcraft right now, and after I do that and finish updating Primitive Survival new meats I should be able to release an update. It’ll certainly be this month!

This mod is great, waiting for the Update 😉

I was going to report that putting liquids into the mixing bowl seems to crash the game but others are ahead of me on reporting that. Eagerly awaiting the newest update to the mod

Is this going to be updated for 1.15.9 anytime soon?

I am also seeing the crash with the mixing bowl when trying to mix dough with berries. Some times it crashes when you put any ingredients in, sometimes only once full. I was never able to make anything with the mixing bowl.

Is there any way to get hardened pine resin (obtained by a spile in a pine tree) out of the bucket? Playing on a MP server, it tends to harden in the bucket before you can get to it

Putting something into the mixing bowl crashes the game. Here’s a log:

what is particularly odd is that it was working fine before i tried to put lard into it

Updated to 1.4.4! Check the thread for details.

Updated to 1.4.3! Check the thread for details.

Anyone know a way to increase the satiety cap for the player so all these delicious new meals don’t go to waste?

when viewing the recipe, it crashes client

pickled pepper,sweet pepper

Maybe I write incomprehensibly, I don’t know English, I use a translator.

Ask again how much you will need. A little lower, I threw off the report at the departure of the client.

Problem signature:
P1: Vintagestory.exe
P2: 1.15.5.0
P3: 61123ac1
P4: KERNELBASE.dll
P5: 10.0.19041.1151
P6: 891df6d3
P7: c000041d
P8: 0000000000034ed9
P9:
P10:

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_9f598ac8a93a6ee7a9b47e719e99c912ff82abf_23fa4891_19f3ddb3-7a12-4e5e-9919-4626b5a644c3

Problem signature:
P1: Vintagestory.exe
P2: 1.15.5.0
P3: 61123ac1
P4: KERNELBASE.dll
P5: 10.0.19041.1151
P6: 891df6d3
P7: c0020001
P8: 0000000000034ed9
P9:
P10:

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_7b25d616dcc58f727aef5bd7f69ccb3052cda0a5_23fa4891_04efe308-e72f-4484-b5a1-2db735e24751

Problem signature:
P1: Vintagestory.exe
P2: 1.15.5.0
P3: 61123ac1
P4: KERNELBASE.dll
P5: 10.0.19041.1151
P6: 891df6d3
P7: c000041d
P8: 0000000000034ed9
P9:
P10:

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_Vintagestory.exe_9f598ac8a93a6ee7a9b47e719e99c912ff82abf_23fa4891_19f3ddb3-7a12-4e5e-9919-4626b5a644c3

Analysis symbol:
Rechecking for solution: 0
Report Id: 929b41f2-bf75-4732-a20b-65bda7bd7373
Report Status: 4
Hashed bucket:
Cab Guid: 0 >

I just put out a hotfix that corrected hardtack trying to make itself twice. If you’ve updated to 1.4.2, redownload it!

Updated to 1.4.2! Check the thread for details.

@mainspirit Pepper? What pepper? Bell peppers? I thought those weren’t in the game yet?

The client crashes after accessing the recipe with pepper: pickled pepper,sweet pepper.

Update. As of the 1.4.1 mod update, the mod works again! 😀

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Step into a grim medieval world where Foot Pads and Brigands waylay the roads at night; Looters roam the hills for coin; Yeomen stalk the woods with their bows, Poachers hunt the kings game, and Feral Hounds feast on the corpses of the slain. These outlaws rove in bands and will agressively persue the player or flee you in an attempt to escape justice.

Currently:

Planned:

I am alway open to sugestions, feedback, and bug reports. Thanks in advance!

Initial prototype was based on modified assets from the COB_Bandits mod.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.1.4

Changelist for 1.1.4 (Hotfix)

Changes for 1.0.3 (Hotfix)

Changelist for 1.1.2 (Hotfixes for 1.1.1)

After releasing 1.1.1 many players kindly reached out with feedback and bug reports. This is a hotfix for some of those issues. More robust solutions to certain issues will be on the way in the future. Please keep sending in your feedback and bug reports, it helps a ton!

Spawn Changes (All Outlaw Mod AI)

Feral Hound Changes

Yeoman Archer Changes

Changes for 1.1.1 (New Enemy Type: Hounds + Total Custom Ai Overhaul and Combat Tuning)

1.1.1 Brings two new enemies to outlaw mod: The Feral Hound and the Hunting Hound, as well as a total overhaul of the Ai System.

The Feral Hound

Feral hounds are packs of staving mangy dogs that roam the countryside in search of anything they can eat. They are opportunistic pack hunters who will eat anything alive or dead.

The Hunting Hound

Hunting Hounds are the Poacher’s loyal companions. They’ll trade their life to defend him.

Ai Overhaul

The bulk of the work this update was a complete overhaul of the Ai System. Outlaws and Hounds now use entirely custom logic that you won’t see anywhere else in the game. This work will allow me to build toward things like Outlaw Raids in the future.

New Melee Behavior

New Engage Behavior

Outlaw Mod enemies have a brand new engage behavior.

New Squad Behavior

Outlaw Mod enemies now appoint a «squad leader» who acts as an anchor for their squad.

Morale Behavior

Outlaws Mod enemies now use a detailed morale system to decide when to run. Rather just causing individuals to flee, you can now cause group routs. The Ai take all the following factors into account:

This all boils down to, the better you are doing in a fight, the more afraid the enemy will become. If you aren’t doing much better than them, they’ll be feeling ok, and if you’re really hurting and they have the advantage, they’re not likely to run.

Note About Morale In Gameplay:

New Eat Dead Behavior

Outlaw Mod enemies can now eat or harvest dead creatures. This is currently used to allow the Feral Hounds to seek out dead bodies.

New Guard Behavior

Outlaw Mod enemies can now perform detailed guard behaviors.

Changes To Shooting Behavior

I spent a good amount of time doing the work to improve the shooting logic. The shooting logic is now way more robust, and that has allowed me to slow down projectile speeds, which should make it easier to see where arrows are comming from and avoid them.

New Custom Death Animations

Each Outlaw type now has its own unique death animation.

Other Changes (based on feedback and playtesting):

Based on several weeks of playtesting and feedback. I’ve made the following balance changes. The damage changes may seem counter-intuitive, but with the new AI overhaul, it is easier to time attacks and avoid damage in combat. Yeoman archers can now shoot from farther away, but their projectiles are much slower, so it should be easier to tell where attacks are coming from and avoid incomming arrows.

Bugfixes

Changes for 1.1.0 (Mod Config + Classic Vintage Story Voice Support + Ai Support Work for Other Modders)

There isn’t much in the way of new content here, but there is a ton of back end work to make the mod more configurable. Next update will bring more content, bug fixes, and quality of life changes. 🙂

New Feature: Configurable Outlaw Spawning (Requested by Ryker)

New Feature: Configurable Starting Spawn Safe Zone (Requested by Ryker)

The functionality of the Start Spawn Safe Zone has been expanded to be both dynamic and configurable.

New Feature: Classic Vintage Story Voices (Requested by Chuckles and Noleadge)

Note for Players:

Note for Modders:

Changes for 1.0.9: (New Symbol of Justice: The Head on a Spear)

New Symbol of Justice: Head on a Spear

HOTFIX 1.0.8 Changes (See. 1.0.7 Change List For last major update)

Changes for 1.0.7 (Spawning Changes, New Mechanic: Symbols of Justice, New Mechanic: Cause of Death Evidence, Loot Balancing, Arrow Balancing):

The time has come to strike fear into the hearts of Brigands, Bandits, and Ne’er-do-wells the world over. We will lay down the rule of law and drive them to the hills with our Symbols of Justice.

This update brings quality of life changes around spawning, tracking Outlaws, loot balance, ranged combat, and a new mechanic: Symbols of Justice. This is the first move in expanding the mod beyond just enemy types.

Spawning Changes (Thanks to Ryker for pointing out these issues):

New Mechanic: Symbols of Justice:

New Mechanic: Cause of Death Evidence

Loot Balancing

Arrow Balancing

Changes for 1.0.6 (Skeleton Despawn Hotfix):

Changes for 1.0.5 ( New Outlaws, Ranged Enemies that Shoot Projectiles, Visual Variety, Animation Pass, Loot Drop Pass)

New Type Outlaw: The Yeoman Archer

The Yeoman archer is a humble farmer who has fallen on hard times. Having served as a levy archer in the kings army and having nothing to show for it, he takes to the green wood with his companions as a merry outlaw. When he tells, «you stand and deliver» you should show him your gold before he shows you what a good shot he is.

New Outlaw Variant: The Poacher Archer

Visual Varienty Pass

Animation Pass

Loot Drop Pass (Ballancing WIll Be Refined in Future Updates)

As always, any and all feedback is greatly welcome and appreciated.

Change list for 10.4 (NEW OUTLAW TYPE):

Added New Outlaw: The Poacher

The poacher has very little intrest in what you do, so long as you say well away from him. He hunts the game of the kings woods, a crime punishable by death, if you spot him he will run. But if you corner him, he will fight like the wild animals he hunts.

Changes for 1.0.3 (Combat, Spawing, and Despawning Refinement Pass):

General Combat:

I took a pass to refine how each outlaw type fights. This is the first version where combat should actually feel decent.

Looters:

Footpads:

Brigands:

General Spawning:

General Despawning:

NEXT UP

Change List for 1.0.2:

New Outlaw: The Looter

Change List For 1.0.1

New Brigand Type

-Added a Brigand with a Spear.

Axe Brigand Changes

-Decreased Axe Brigand Damage.

Foot Pad and Brigand Speed Changes

-Brigands and Footpads are now faster, but still not quite as fast as the player.

-The Footpads move slightly faster than Brigands: they are intended to try and catch up with the player and tie them up with low damage attacks so that the rest of the band’s more dangerous members can catch up.

-Over all, this should make running from the highwaymen more of a gameplay event.

97 Comments (oldest first | newest first)

Not compatible with 1.17.0-rc.5:

Awesome mod, I really like the different outlaw types & its definately a fun & interesting take.

I would however like to make a strong recommendation since I noticed an issue on my private server, please let us modify spawn rates in the config, they appear way to often in my opinion, so allowing us to change the spawn rates in the mod config file would be great for those that want to change the spawn rates of different enemies.

Looks really good! Is a new save required or is it safe to drop in and out of a current one?

«Just as a quick side note, a close friend of mine and a great modder, has a companion mod for outlaw mod in the works, and in that mod the skeletons are a harvestable resource you can use to make unique items. «

I have to agree with Zelascelar.There are just too many hunter with dogs. I’m tripping over bodies of animals. I really do love the idea and it adds such fun to the game, but I can’t just ignore the bodies. I started a new world and day three I have more meat and leather than I can process. There are 8 animal bodies very close to me that I have no interest in doing anything with. The should have an internal cooldown.

Мод, действительно, хорош! Добавляет отличный Экшн! Авторам уважение. Если ставить вместе с модом на деревню, то мир ставновиться очень живым!

You should look into this mod, it could help as an idea on how to set up the trader defence content too!

Some feedback! Tried it with two friends and loved it, I’m looking forward to the Planned additions. The worlds feels more immersive now, the hunters adds more competition for the food!

Other than the loot pool issue mentioned earlier, a big problem is the skeletons of the corpses; even if you add bone looting compatibility to them it still adds up way too quick and will lag the server, or make the world look like a warzone. I feel like some kind of decay system would be nice, making them automatically disappear after some time, or have only 1/5 of the enemies drop their skeleton, even if it doesn’t make sense. This will be changed in 1.15 but only if you disable it, I wish there would be some default solution but maybe there isn’t.

One mention is that my friends felt that the enemies homed in on them, the enemies spawning and attacking them directly while adventuring. This is before we discovered the Symbolds of Justice, but even so they felt the enemies were just too much, too many, and we disabled the mod. It’s maybe more of a personal opinion, it’s impossible to make an AI in the game where they act naturally everywhere since game loads in chunks, and in my experience the outlaws attacked each others too.

It just felt that everytime they spawned 3 different cults of bandits spawned and fought each other, then us if we got in the way. It could have been bad spawns though, and again we should have used those symbols.

Suggestions: Not that I can think of outside the Planned list, sure the dream of a perfect AI mod is there but you can only do so much with the limitation of the game. In the future I expect a minor army to come at you with siege weapons. 🙂

Maybe some teamwork with the VS Village mod, made by Gerste, can result in something nice? I dream of a mod that works like a survival/strategy mix, where you can hire villagers to soldiers, make them follow you and attack by your orders.

Also the Bounties/reward system cna work well with the Trade’o’mat mod, which adds coins to the game?

Not the prio 1 change needed, the mod can only improve from here. Will wait with patience!

Question: Do the bandits not spawn in arid/hot environments? I’m walking in my desert and I’ve yet to find a single bandit. Just want to confirm.

Hello,Is it possible to Increase the spawnrate of those mobs? i did add the mods which removes surface drifters of yours aswell and the surface feels a little bit empty now but i want a surface full of bandits

Hello, just a bit of general feedback. Overall, I think NPCs drop way too much loot. I never had to set up a garden since I kept running into at least one band of Looters daily who would net me 8-12 food items. I also think it breaks progression to have bandits drop entire linen cloths. I got full Gambeson armor without crafting a single spool of string. I think they should only drop flax fibers at most, given how often we will face these enemies. However, do keep in mind that all this has been experienced with the Hunter trait, so harvests are a little more boosted.

I think Yeoman Archers spawn a bit too much as well, there always seems to be a few that pop up anywhere I go lol

Thanks all for the kind words! I really appreciate the feedback and config feature requests.

I want to make sure people have the power to configure the mod to suit their needs. I try to add a few config options every major release and meet request as they arise. However, diffrent config settings take diffrent amounts of time to implement and some have a permanant upkeep time costs to maintain their functionality as I add new features and the mod expands. I have to be strategic about how and when I add new config options so I can keep giving folks new content at a reasonable cadence. Each release, I have to strike a good balance between time spent adding new config options, maintaining and testing old config options to ensure continued functionality, and adding new features and content that improves the Outlaw Mod experience. Sadly, more time spent testing an maintaining old stuff translates into less new stuff per release.

That being said, by knowning what people want to configure, I know where my limited config work time is best spent. Everyone’s requests are greatly appreciated and I will do what I can to fulfill them. 🙂

@Kara

I’ve added a disable skeletons config option to my task list. This is straightforward feature and I should be able to get it in for 1.1.5.

For a short term fix, you can do the following:

Just as a quick side note, a close friend of mine and a great modder, has a companion mod for outlaw mod in the works, and in that mod the skeletons are a harvestable resource you can use to make unique items.

@AVeryDandyLad

The ability to configure spawn frequency and group size is the single most requested config feature and is on the to do list for 1.1.5. For full transparency, doing this well is a larger feature, and it’s going to take a bit of time to get right, but the work is absolutely worth it. The main issue is making it so that people can easily say «give me less/more dudes in my world» without them having to dive into the technical backend of the spawning system. Spawning in Vintage Story is a powerful, but very opaque system. You have two diffrent times where creatures spawn, World Generation and Runtime. They can have diffrent spawn rates one of which is expressed as «TriesPerChunk» (a cube of 32 x 32 blocks) the other is «Chance.» Which is according to the wiki and some napkin math I did, is an inverse scalar on 4 second time intervals and may not actually be a percentile chance, but an interval timer. The total max number of creatures of a type allowed are not a hard world limit, but max per chunk. Min and Max group size is a little more straight forward but how often each group size appears depends how you configure the random number generator. All of these settings are exposed in the json, and anyone could edit them to suit their needs right now, so just exposing these values in the config wouldn’t be doing anyone any favors. What I probably need to build is config options that makes changing spawn rates easier. As a first attempt at making this configurable, I may offer difficulty presets or gamemode options, that allow people to specify whether they want an experience that is Vintage Story with occasional outlaw encounters or they want an experience where building castle towns and retaking the world from outlaws is the main experience. Further thoughts on this and what people want would be greatly appreciated!

In the short-term, if anyone is curious about where to find outlaw mod spawn settings so they can look at them/change them to meet their needs, just let me know. I’m always happy to help.

@Iphour @Belarrius

If I do add loot, health, and damage settings to the config file, it likely won’t be comming for serveral releases, as I need to figure out a good way to implement it, and configurable spawning will be taking up most of my config work time in the near future. Loot, health, and damage fall into a very similar problem space to configurable spawning: everything needed to configure loot, health, and damage is currently exposed in the json and anyone can edit them to suit their needs. If I do add these to the config, it would likely be presets. My main hesitance to add this to the config is that it adds a large amount of upkeep and testing per release that has the potential to slow down the development of new Ai Types by a large margin.

However, I am more than happy to show people where loot, health, and damage values are stored in outlaw mod so people can customize them however they want. 🙂

Thanks Agian!

Any chance we could get a config, to diable the outlaws from spawning skeletons when they die? have them maybe break down like drifters do? i would do it myself, but i havnt gotten past learning Css yet. anyways, our server is building up a rather large problem of players not cleaning up after themselves and a LOT of skeletons layering the ground. We love the Hell out of this mod, just the skeletons they leave behind are well annoying to say the least. (they just poof when in water, so its do-able) Edit: oh, that also pile up cause they tend to kill one another and the players dont find the dead ones.

On top of all the other configurable options everyone else is suggesting-
May we eventually be allowed to configure the frequency that each outlaw types spawn?

I would like to second the ability to configure loot drops. I love this mod. So excited to see more!

I like this mod! So, can we have a config file for lood drop? Health, damage etc of NPC?

Outlaw Mod 1.1.4 (Hotfix) is now live.

This is a fix for a client networking issue that was causing client crashes when poachers spawned their hunting hounds in certain cases. Reported by DasPrinzip. Thanks!

Thanks TheLoneTec! I always appreciate feedback. I’ll keep working to make it the best experience I can. 🙂

Just wanted to say, this is an AMAZING mod. It adds so much to the wilderness. Sure wolfs are scary, but when its a person or group of people chasing you down with bows and arrows. its even more scary haha.

Outlaw Mod 1.1.3 (Hotfix) is now live.

This is a fix for an Ai State crash reported by PeterSanderson. Thanks Peter!

A Second Hot Fix with Additional stability fixes will be out in a few hours.

Outlaw Mod 1.1.2 (Hotfix) is now live. (See Changelist for Details)

This fixes several crashes, some spawn issues, feedback, and some tuning based on aditional focus testing.

As always feedback, suggestions, and bug reports are greatly apprectiated!

@DasPrinzip Thanks for posting these callstacks, these are super useful. I’ll include fixes for these crashes in the hot fix

@Ryker Sorry to hear you encountered a Yeoman death squad. So Outlaws aren’t spawning in larger groups, they just aren’t wandering away from their groups anymore, it’s definately the new Ai. I’m going to be lowering Yeoman accuracy for the hot fix because once they’re on target they definately laser people to death. As for group size, I need to find a good long-term solution for balancing the game between solo, multiplayer where players play as individuals, and multiplayer where players play in coordinated groups. The outlaws are currently tuned and tested for multiplayer coordinated groups. Any information people can send me about how they play, the types of groups they’re encountering, how many they’d expect to encounter and so forth is super useful. Thanks!

Server (1.16.5) Crash with Version 1.1.1 :

Alot of times players getting Crash:

Running on 64 bit Windows with 16 GB RAM Game Version: v1.16.5 (Stable) Loaded Mods: tradeomat@1.6.0, game@1.16.5, carrycapacity@0.6.5, medievalexpansion@3.7.1, outlawmod@1.1.1, playercorpse@1.3.1, creative@1.16.5, survival@1.16.5, workbenchexpansion@1.4.1 30.04.2022 11:12:39: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei OutlawMod.EntityOutlawPoacher.AttemptSpawnHuntingHound(Single dt) bei OutlawMod.EntityOutlawPoacher.OnEntitySpawn() bei Vintagestory.Client.NoObf.ClientSystemEntities.OnEntitySpawnOrLoaded(Entity entity, Boolean loaded) bei Vintagestory.Client.NoObf.ClientEventManager.TriggerEntitySpawn(Entity entity) bei Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(_m4CVIcO3UJPLI62MuOxE8163nQH serverpacket) bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) bei _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )

. we removed it till a Bugfix is there =(

Not just the hounds sadly, upon going into a forest, I was assaulted by a litteral Yeoman firing squad of constant arrows! The spawns in general seem rather whack, hopefully it’s not the new AI causing them to group up into these ruthless kill squads/hunting parties!

Hi Hershey, I am actively working on a hot fix for hound spawning. I’ve had several players report similar issues and I’m gonna try to get a hotfix out ASAP. Thanks for the feedback!

Hello, the new additions are really nice, however I think feral hounds spawn too close to the player. I can regularly see them pop into existence only half a dozen blocks away.

Just a quick PSA: If you encounter any issues loading a world that was running a previous version of Outlaw Mod when you run 1.1.1. Please disable Outlaw Mod, load the world, run around for a short bit, and then save and exit. The 1.1.0 Outlaws need to be cleared from the world before loading 1.1.1, as certain enemies like the poacher have changed too drastically to allow a direct load from 1.1.0 to 1.1.1.

Thanks to PeterSanderson for finding and reporting this issue.

Also, please check your configs as they may have changed. I recomend deleting the old config and letting the game make a new default, as default settings have been changed based on several weeks of playtesting.

@Bardock Thanks, I’ll look into it. You many want to see if this occurs on 1.1.1 which came out yesterday. The Ai has been totally overhauled.

It was a brand new world like with in 300 blocks of spawn in less then or around an hour. Thats all the info we can give as thats all we know of their spawns building into a death ball as they moved through killing all the animals and drifters in their path.

That’s a good point Ryker! I’ll have put some thought into biome specific outlaws. I’d like to get to a place where Outlaws in diffrent biomes don’t just look diffrent, but they also have unique gameplay, and use weapons and tactics drawn from a wide variety of world cultures.

New idea for ya already, from playing last night in multiple biomes!

It’s kinda odd to see the same shirtless Looters and other ill-equipted people in an icy, frozen enviroment, while seeing European-attire guys in the jungles and savanna plains is a bit silly, so how about biome-specific models eventually? Would be a nice immersive touch that also adds more character to the world as you reach exotic new lands in your travels!

Peter, I took another look at the json you posted and I realized something I missed, the outlaw enemy jsons are not in the «land» folder, they are in the «mobs» folder. Give the following entries a try and see if it solves your issue. We’ll get to the bottom of this little mystery.

<
«file»: «game:entities/mobs/looter»,
«op»: «add»,
«path»: «/server/behaviors/-«,
«value»: <
«code»: «XSkillsEntity»,
«xp»: 1.0

Hello, am new to the game and have ben enjoying it with a couple friend adding mods along the way to enhance the experience. I was wondering if we can alter the spawn rate of the enemies in your mod pack, Had to remove it earlier because there was like 30-40+ spawned and still spawning camping some of our dead bodies making it impossible to get the gear back.

Sadly, neither worked. The individual who patched XSkills is attempting to add them.

Another suggestion: Can you make the range on symbols of justice configurable?

Hi Peter, you should try changing the domain for the outlaw mod files from the outlawmod domain to the game domain. Give «file»: «game:entities/land/looter» a try. If that doesn’t work try «file»: «entities/land/looter»

Let me know if that sorts your issue.

1.1.1 Should be out soon!

I don’t know if you use the patched version of XSkills alongside the Outlaw mod (or if any other server admins or players do). They are not currently listed in the combat.json. I tried adding them by just copying existing entries and tweaking them to the correct names but it didn’t work. I don’t really know what I am doing, so I probably didn’t point the mod in the right direction:

<
«file»: «medievalexpansion:entities/land/aurochs-lamb»,
«op»: «add»,
«path»: «/client/behaviors/-«,
«value»: <
«code»: «XSkillsEntity»,
«xp»: 0.0
>
>,
<
«file»: «outlawmod:entities/land/looter»,
«op»: «add»,
«path»: «/server/behaviors/-«,
«value»: <
«code»: «XSkillsEntity»,
«xp»: 1.0

Any thoughts on how to get it working? Considering the prolific number of bandits it would be worthwhile. I am using this XSkills 1.16.4 Patches

Any help appreciated

Thanks Ryker! I’ve added these to my bug tracking software.

Hey there, been a long while of playing and testing, and I’ve found two bugs that need to be squashed.

Poacher and Yeoman Archer heads can’t be used with flint spears like the other bandits can.

The Hunter class is able to sometimes harvest two heads from bandits, might want to see if that can be tweaked so only one head is ever able to be harvested.

Otherwise it’s looking good, balance-wise the loot is getting more reasonable, at least as far as I can tell!

I’m closing in on a release canidate for 1.1.1. All features are officially done. Just doing final round testing and making sure everything is buttoned up for the release!

Outlaws do not need line of sight of symbols of justice. It’s just a hard radial exclusion zone. As for lighting, it depends, looters will spawn in natural daylight the same way wolves do, but most of the other Outlaws repopulate at populate as the sun sets at night. They also need a certain amount of shrub/forestation to spawn, aside from looters who will show up just about anywhere.

Yeah I like the idea of fortified settlements as well. The target I’m aiming for in the long-term is that you can create areas that are outlaw-free around your settlements, but traveling will take you through Outlaw territory and that’s dangerous. In 1.1.1 Outlaws will also have a basic siege behavior. If you climb up somewhere they can’t reach, they’ll try to surround the position and wait for you to come down. They’ll only withdraw if they start taking damage from ranged weapons.

I also agree that the Outlaw raids and decaying heads would be very cool. I was talking to a friend of mine who also mods about this, and how we could use custom blocks, like «The Town Bell» to announce raids. So if you hear the town bell ring, you know you’re in trouble. We could potentially even give people the tools to build watch towers that act as an early warning system for raids.

To your point about the AI, friendly defenders are definately a possiblity for a future update. I’ve considered making defenders a companion mod, so if people want to use them without Outlaws they have that option too. Ai and new Ai features will continue to be the backbone of Outlaw mod. In 1.1.1, almost every behavior the Outlaws use has either been totally rewritten or written from scratch. With the additional behavior from 1.1.1 it would be possible to add things in the future like hireling bodyguards that follow you around.

I’m very excited by all the possibilities/suggestions!

Do the outlaws currently need to see the symbols of justice with line of sight? What if, aside of a few for decoration, you buried the rest just under the soil to take advantage of the no-spawn areas? I know this would not be as effective whn the morale system is implemented and I am looking forward to that. And does lighting matter for spawning outlaws?

The fact that they can move across the map does provide incentive for people to wall homes and settlements and I definitely like that, and the road map ahead of ideas like traps

Maxilos’ idea of a bandit raid and boss are fantastic, as are the decaying heads.

I would add that there should be a way to create other «safe» zones. Town centers.

And here’s a thought. Since the AI seems to work for bandits, what about friendly defenders? That might be going beyond the scope of this mod, but it seems like it would be a natural fit. You could have a craftable «banners» as points for them to defend and the ability to (hire) create guard NPC’s and designate who they are friendly to.

I just decimated a few companies worth of outlaws, but I was well armored and had a beefed up bow and arrows. I can see they might be very dangerous, even discouragingly so, to a new player in vanilla. It does give a lot of motivation for RP servers to have guides, bandit hunters, armed

«In my current plans, the next heavy hitting symbol of justice would be the Gibbet, which is a metal cage where you place an Outlaw corpse. The higher the elevation you place the Gibbet, the greater the spawn blocking effect. It would probably range between 150 and 250 blocks in range, depending on how high above sea level you place it.escorts, etc.»

This would definitely encourage gibbets along the town walls. grim indeed 🙂 especially if it can be attached to a vertical surface like a wall, or a post.
You could have an even more powerful one being a gallows or headsman’s block on a pavillion.

Keep up the good work

Sounds like a very cool base! I do agree with you that players need to be able to tune spawns on their session to meet their specific needs, for both coop and solo. I’m hoping I can get to a place where the defaults feel pretty good, but that’s gonna take time to get right. I do like the idea of having raids that occur from time to time, or even sieges. In my current plans, the next heavy hitting symbol of justice would be the Gibbet, which is a metal cage where you place an Outlaw corpse. The higher the elevation you place the Gibbet, the greater the spawn blocking effect. It would probably range between 150 and 250 blocks in range, depending on how high above sea level you place it. I do want to have Outlaw leaders at some point. I’d like to get to a place where every Outlaw type has a leader who bolsters group moral and can form warbands. For the looters specifically, I love the idea of their leader just being a looter with a tin pan on his head. Having the heads on spears decay into skulls is definately on the docket. The mod is only going to get more grim and medieval from here. At some point, I also need to look into traps, defenses, and alarm systems people can use to detect and passively kill Outlaws so they can garden in peace. I appreciate all the feedback and sugestions, and thanks for the kind words! This gives me good info on what to think about and prioritize for planning 1.1.2.

Well I host a small server for me and my friends, we are 5 people. we have set up a VERY optimized perimeter of staked heads around our base. im talking manually counting blocks with planned redundancy and we have made a huge double circle. we still cannot really go out and even garden around without being bothered by yeoman archers. the mod is great, it adds a lot of life to the barren lands, however currently they are really really annoying. If you want to scale their spawns with players, please make it customizeable. also a suggestion: with symbols of justice soon scaring away outlaws, what about a world event of a raid? basically make symbols of justice very effective, however with the same mechanic like a temporal storm a raid could happen, where outlaws try raiding your home and are accompanied by a chieftain that boosts their morale? that would give players safety from everyday outlaws but still put pressure on a very well prepared player in case of a raid. oh also a spontaneous albeit rather silly idea. how about the ability to crucify a warlord after defeating them? making a huge lets say 200 blocks radius immune to raids and all of outlaw movement. oh and another idea, the heads on the spears should decay into just skulls after a time, would in my opinion be great for the looks and also atmospheric factor. anyways, again, amazing mod. keep up the good work!

Thanks for the feedback Maxilos! I definately agree with you. I want to both allow players to scale how many Outlaws spawn in their world and also dynamically scale Outlaw counts based on number of connected players in a multiplayer context. This is something that I’m actively investigating and want to get right. While this kind of encounter scaling won’t be a feature present in 1.1.1, the new morale system will give your symbols of justice more power in that they will actively scare Outlaws in the vicinity instead of only blocking Outlaw spawns in a radius. The more symbols of justice you have, the greater the morale effect. These 1.1.1 change should stop the Outlaws from swarming your house in the short term, until I can get a more robust solution online. Thanks again!

Amazing mod, however it REALLY needs a config option for the density of the outlaws. despite having a lot of symbols of justice my house still gets swarmed by them. having the option to turn their spawns down in the config would be really good.

Hey all just another quick update on 1.1.1! Things are progressing nicely, this week I wrapped up work on all the coding for the Feral Hounds, completely overhauled the Outlaw combat Ai with all custom behaviors around fighting as a group, withdrawing from ranged fire when they can’t reach you, avoiding friendly fire, and a detailed morale system so you can scare groups of Outlaws into running away. I also started work on the hunting hounds, which compared to the Feral Hounds should be up and running much more quickly.

Today I wanted to highlight the new morale system and what you can expect from it in 1.1.1:

I’m very excited to share 1.1.1 soon. Thanks to all for the downloads, feedback, suggestions, questions, bug reports, and intrest!

Hi Peter, Thanks for the feedback! So I’ll look into the issue to see if anything’s going on on the back end, but it sounds like it’s working as currently implemented. The safe zone and symbols of justice only block Outlaws from spawning within the region, they don’t block their movement. What is likely happening is that the Outlaws are either wandering into your territory or following others into the area. All other Outlaws hate looters, for example. When looters flee, during a fight, they can kite other Outlaws into your territory if that’s the direction they run. The main issue sounds like 250 blocks isn’t large enough to keep them from wandering in and bothering you. RIght now, it sounds like the best course of action would be to expand your safe zone in the config file:

This should push the outlaw spawns way out into the boonies for a good while. They’ll still wander into your territory, but 1000 blocks is a long way to travel.

Please let me know if this improves the situation, I double check to make sure that the spawn blocking is functioning on the back end as intended. If there are any issues, I will release a fix with 1.1.1 when it comes out.

Hey All! While there won’t be a new release of Outlaw Mod this weekend, I just wanted to say cool stuff is in the works! We’re closing in on 1000 downloads and I wanted to thank everyone for their input, bug reports, and intrest. Thanks so much!

The next version of Outlaw Mod will feature a New Enemy Type: Hounds and New Custom Ai Behaviors for existing enemy types, among other things.

There are two Hound types at the moment, Hunting Hounds who protect the poachers and Feral Hounds who roam the lands in packs scrounging for scraps of food. These two Ai will feature some unique Ai Behaviors.

Hunting Hounds

Feral Hounds

Outlaw Combat Will Be Tuned with Custom Ai Behaviors

While this is just some of the stuff I’m working on, I wanted to give folks a quick update!

As always, feedback, bugs, and suggestions are greatly appreciated!

Hey there, great question! So ExpandedAiTasks.dll comes packaged with Outlaw Mod. The ExpandedAiTasksMod refrenced in this message is a seperate thing for modders who want to use the Outlaw Mod AI Behaviors in their own mods. There’s a diffrence between the ExpandedAiTasks.dll that Outlaw Mod includes and the ExpandedAiTasksMod, which is an independent loader for ExpandedAiTasks.dll so mods can share a common registration call for ease of use. This message is saying that Outlaw Mod is loading and registering ExpandedAiTasks.dll itself since the loader mod is not installed. If you just want to play Outlaw Mod, all you need to do is download and play the mod. No additional steps are needed. If you want to make a Mod that uses Outlaw Mod’s aiTasks, then you’ll want to look at the loader mod and the documentation. Both mods come with a copy of ExpandedAiTasks.dll, but the ExpandedAiTasksMod also incudes documentation on how to use the dll for your own mods. It can be found here: https://mods.vintagestory.at/expandedaitasks

The AiTasks Library comes with Outlaws mod, correct? Or do we need to download and add it?

Outlaw Mod 1.1.0 is now Out!

That’s a very cool idea. I’ll have to look into that at some point!

New Bandit type idea: Steppe Bandits, straight from Mount & Blade: Warband! Would have to be compatible with that one horses mod for obvious reasons, but could offer an interesting form of mounted combat. Of course, they would be out in far warmer climates, so most players won’t see them early on with vanilla starts due to starting in more temperate climates, but perhaps this could balance their difficulty to fight against more?

HersheysWaffles Thanks for the bugs and feedback, I’m glad the balance feels improved! I’m gonna keep itterating on it over time. Next Update will have a decently robust config file so people can tune things like the size of the start zone safe area, whether it shrinks and goes away as the game progresses, and how fast it does so, etc. That should allow people to further tune the early game to fit their needs. I’ll definately look into the hit box thing, it makes harvesting painful. The two head Yeoman’s pretty funny, I’ll look into it. I added both to my bug tracker.

Chuckles I just wrapped up adding support for Outlaws uing Classic Vintage Story Voices in addition to the current Outlaw VO lines. People will be able to turn on the Classic Voice Setting in the config file. Will be out with the next release.

@Ryker I’m gonna start looking at disabling Outlaw types in the config file, that way if I add any lemons in the future people can turn them off 😛 Ideally, will be out with the next release.

Hey, just got a couple small bugs to report, I killed a Yeoman Archer and when I harvested their corpse they had two head items in their inventory. Also, the hitboxes for the outlaws stay upright, even when they’re dead, which makes harvesting a tad bit annoying. Overall though, I really like the balance, it feels a lot more fair and manageable now.

Hey there! This is becomming a popular request! I need to look at what it will take to make the Outlaw audio configurable. I’m planning to do a full audio pass at some point, since the voice lines the Outlaws currently use are from the COB_Bandits mod and I want to replace them. Ideally, I want to support both language voice lines, and Vintage Story style voices. I just added this request to my issue tracking software, so it’s on the to do list now. Thanks!

For your config, can we have an option to enable/disable the voice on the bandits and only use the VS style voices/sounds?

Hey, thanks for the feedback! I’m hoping to release a config soon that will let player adjust the mods settings to suit their needs. There’s a few factors that effect Outlaw spawns. Are you playing singleplayer or multiplayer and how far are you from the start spawn when you run into these large groups of bad guys? I’ll add this to my issue tracking software so I can address it in the next version. Any additional information would be super helpful as it gives me more context to work with when solving these kinds of issues. Thanks!

Is there a way to turn the amount of enemy lower? I seem to always have 3-5 on me at a time and all i’m doing is running away only to run into more.

1.0.9 Is Now Out: See Change List for Details!

It all sounds rather quite interesting for sure! One quick note/idea for config settings: Being able to disable certain Outlaw types if players find them too annoying to deal with, or only want certain types around as maybe a running world theme of sorts.

I’m glad the changes are helping in the early game! So, I do want to make Outlaws interact with the merchants at some point, I like the idea of them holding up merchants for loot and players stumbling across that. For the next version of the mod, I’m working on a new symbol of justice: the outlaw head on a spear. You’ll be able to behead dead outlaws and display their heads on spears to block more Outlaws from spawning in your territory. The tougher the Outlaw whose head you display, the larger the blocking radius. This is intended to be an early game symbol of justice that you can build before you have access to the saw. Unlike the Pillary, it requires you to fight Outlaws if you want to establish an Outlaw-free zone. In the longer term, to your question about bounties, the Outlaw Heads will serve as a bounty item. You’ll be able to turn them in for rewards.

Mid Term Plans:

I’m gonna be investingating what it will take to get temporary outlaw camps up and running. They would pop up, stick around for a few nights, then despawn. These camps would have stashes with the best loot provided by the mod. I’m thinking about tracking which areas of the map have the highest player traffic and selecting camp spawn locations along those routes.

I’m looking at giving the Poacher a new companion, the Hunting Hound. These hounds would run interference for fleeing poachers by charging the player when the poacher is attacked. It would also pave the way for Outlaw camps having guard dogs.

Long Term Concepts:

I’m kicking around the idea of Three new enemy types:

The Theif: An Outlaw who can scale walls and actively tries to enter areas that are artificially lit by the player.

The Ram Brigand: A brigand with a battering ram who can knock open doors so he and his buddies can say hello.

The Deserters: Soldiers who have abandoned their posts and have turned to pillaging. These would be the most dangerous Outlaws yet, they would have armor, possibly crossbows, and some would even wear plate armor.

There’s a lot more I’m thinking about at various stages of the project, but these are a few I thought I would share.

As always, Suggestions, Feedback, and Bug Reports are greatly appreciated!

I have to say, the balance changes really have made it a lot more managable in the early game, especially when playing either as a Hunter or Blackguard. Beyond that, I actually wanted to hunt them down for the gear drops, as it made Merchants more useful overall, but that got me thinking.

Any planned interactions with the vanilla game’s Merchants? Could be cool to come across a captured one and rescue them, or save a wagon that was under attack, and later have the Merchant react in some special way if possible! Maybe they could offer bounties in some way? I’m sure the guild of their’s the game keeps referencing (in the merchant clothing), would be eager to reward those who are protecting their assets!

1.0.8 Hotfix is out with fixes for 1.0.7.

PSA: Harvesting Outlaws with a knife will cause a client crash on 1.0.7

Will hotfix ASAP.

Hey thanks for the shoutout in the Changelog!

I’ll be able to start testing the changes once I get my new desktop rig up and running hopefully next week, but these changes already look good!

Thanks for the mod. Im using this great mod with the Village mod, a potent combination that brings the world to life.

Wanted to recommend the combo and suggest that they be considered for balance and integration.

Otherwise would love a stealth hunting system to exist for animals and mobs, in case any modder has that talent.

1.0.7 Is now out with Two New Mechanics: Symbols of Justice and Cause of Death Evidence for Outlaw Hunting.

See Change Log for full details. I tried to hit a few feedback items this update as well.

As always Feedback/Sugestions are always welcomed!

1.0.7 Should be comming out later today.

All good notes! I’ll take some time to revisit the loot drops. I need to give it some careful thought, because I want to strike a balance between not breaking the balance in the early game, but also making it desireable to hunt Outlaws throughout the entire game meta. I may have future outlaw types spawn in mines and drop ore. I’ve been kicking around this idea that all outlaws drop bounty contracts that you can turn in at a sheriff npc to get rewards or gears. I’m starting to think that the mod might need a bit of it’s own meta that runs parallel to the main game so that it’s not too disruptive to progression, but still accomplishes the goals I have for the mod. That’s all long-term though, so I’ll figure out something that works in the short-term. Thanks again for the feedback!

Sounds like a good plan! I would like to also note, that the drops the Bandits have, in regards to Copper, can badly break the balance early game as well. I’d suggest making their weapons scrap metal only, while any archers only have flint arrows, just so players can’t cheese the early copper hunt with their drops, while those copper nuggets get replaced maybe with only rare gem/rusty gear drops? (Especially when using metal recovery mods from broken tools/arrowheads.)

For sure! I’m gonna try to get the Outlaw starting area spawn exclusion in for the next version of the mod. I’m gonna hardcode the distance in the first version and then make it part of the config file when I get that up and running. I’d be curious how many blocks (In a radius) people would expect outlaws to spawn away from the starting area by default. Currently, I’m testing 250, but I don’t know how far people other than myself tend to wander early game.

I’ll also look at other methods of ramping up outlaw populations in future versions so they don’t steam roll folks in the early game. Eventually, I want the mod to give people a good experience at all stages of the game meta. I’ll look into worldwide spawning grace periods, and possibly a slightly more wonky method that looks at the average level of tools in all connected player’s inventories and decides what tier of Outlaws should spawn based on the «age» the players are currently in.

Great to hear about those balance changes! And yeah, hopefully that all can be worked in eventually, as stumbling into a forest on a fresh character from spawn gives me Rust flashbacks with just how many Looters descend upon my location! XD

Just a quick update for those curious about the «shootanyprojectile.dll». I’m currently adding projectile break chance/gaurenteed destroy on impact logic that is controllable from json so that people can control the percentage of projectles that persist in the world after an enemy fires them. This logic will be used in the next version of Outlaw mod to control the number of arrows spawned by archer enemies. I want to make sure I knock these kinds of kinks out of the system before I hand it off for wider use.

Hey, good catch, and thanks for posting! I take it you updated from an eariler version of the mod? That’s just the remapper on your server telling you that the old poacher enemy, which has now been split into two variants poacher-spear and poacher-archer, can’t be found anymore and won’t be loaded in the new version of the mod. This will have zero impact on your game. Your server will automatically remove the old poacher entities, and the new version of the mod will populate the new poacher variants, nothing to worry about. 🙂 Stuff like this is always worth posting though and I’m always happy to run down issues people encounter. The more feedback and bug reports I recieve, the better I can make the mod.

This appeared in the console on my MP server

That’s a great point! I’ll look into early game balancing. The goal is to make it feel like you’re wandering into the hinterlands of the settled world. Having outlaws dunk on people who are just starting out isn’t great, so I’ll look into min spawn distances, grace periods, etc. I’ll also be tuning spawn densities and encouter frequencies, as the outlaws need to co-exist with other parts of the game. I’ll also likely look into a companion mod that spawns guards, catchpoles, and foresters who spawn around well lit areas and keep the outlaws in check and are friendly to the player. The next few patches will likely be focused on fixes that crop up from playtesting/feedback.

To answer your question about animals, the outlaws aggro against agressive animals in the vanilla game. The animals don’t currently aggro against them, but will defend themselves if attacked. I’m still trying to decide if it’s worth patching the animal’s json files to have them preemtively aggro on outlaws, as that may effect compatibility with other mods. However, there is already interaction between the two groups and finding dead animals / outlaws is a good indication that there are other enemies in the area.

Thanks again for the intrest. As always, any and all feedback is greatly appreciated.

Great to see a new release so soon! I’ll be enabling this once I’ve fully entered the bronze age in my current world, as I do find some of the Bandits a bit oppresive for the Pottery Age. As another suggestion, perhaps there should be a grace period for when then they start spawning near the world spawn? Maybe a cool way to explain it is that they noticed signs of more intelligent activity in the area and decided to set up territory to try and score easy loot? Also, will animals that hunt Players be able to be coded to also do the same to these guys too? Just a nice consistency tweak I’d suppose.

The new ranged enemy types are in and existing outlaws have new animations and visual variety in 1.0.5.

1.0.6 is a Hotfix for bandit skeletons not despawning the way animal skeletons do after about 360 game hours.

Update 1.0.5 should be coming out later today. New Outlaw Type: The Yeoman Archer.

I will look into releasing the projectile dll as a seperate file in the near future.

yes do the shoot any projectile dll, I’ll use it for my alpacas and my upcoming camels 😄

Some pictures in the description would be nice, but it sounds cool from the text

No Prob, I’m happy to see more content like this to help reduce that «last man on Earth» vibe that the game has currently, (minus the static merchants I guess?) so mods like this are really cool to see! As for those hideouts I mentioned earlier, if you want a source of inspiration for certain outlaw structures, while it is an odd source. I’d look at some of those old Lego sets, the Forestmen theme they had for their castle line, plenty of cool builds that could help the outlaws blend into forests more, and use old ruins as well.

Also, will there be cross-compatibility with mods like Lichen and Tameable wolves? Could be cool to seen Brigand groups use trained dogs to fight with them, and a lot of the tent content from Lichen could help in making temporary campsites too! And speaking of other mods, when it comes to those factions and caves, maybe some sort of «tech scavs» group could exist, looking to get as much loot from the Temporal Tinkerer mod’s content that’s added in? They could even used hacked Locusts to fight alongside with them too!

Thanks! I appreciate the sugestions. I’ll definately look into that. When I have time, I plan to look at biome/cave specific outlaws. Such as a Hermit, who doesn’t want you in his cave. I’m excited by the idea of expanding the content to include adding camps you can raid, but that would likely be down the road, as I have to learn more about the world generation logic. I really like your idea about temperary camps too, what I’ve experienced from playing the mod myself is that when bandits leave behind evidence of their presence (such as when a poacher kills a bunch of game in an area), you start to expect the combat encounter ahead of time, and that’s more exciting than always getting ambushed. To that end, making it clear that an NPC was killed by bandits in the death description text is one of my short-list todo items.

In the short-term, I’m hoping to get themed loot drops up and running for the diffrent Outlaws, continue to polish/itterate the current combat behaviors, and add new types of Outlaws to establish a strong foundation I can build from. I’m also intending to read up on the VS code base and see what I would need to do to expand the «throw object» behavor into broader «shoot projectile» behavior. I really want to add yeoman archers you can have bow fights with into the mod. I may also add a «Shire-Reeve» or «Sheriff,» this would be a trader who will sell you items in exchange for bounty items dropped by the Outlaws.

I’m super open to sugestions and any and all feedback on Outlaw combat behaviors and spawning are super appreciated. Thanks Agian!

This looks like a really promising mod! One feauture suggestion to add both a bit of immersion, content to discover, and possibly extra challenge too? Bandit campsites/towers! They could either be basic temporary campsites to stumble across, ruins coverted into makeshift hideouts, while maybe some could be more camoflauged into forests, or maybe even found in caves? All ideas to consider to help bring more life to worlds while adding more things for singleplayer people to enjoy!

Моды vintage story

Mods / XLib

XLeveling is an interface that does nothing noticeable at its own. But it provides an interface to add skills and abilities to the game, does synchronisation between server and client and saves and loads data. And it provides a dialog that can be opend by pressing the ‘O’ key by default. I made it so that you can use this to implement your own skills to the game if you want and you don’t have to rely on the ones i created. For more information please visit the mods forum post here.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v0.6.10-rc.2

-fixed requirements not loading properly

just an update to make the mod work with 1.17.0-rc.5 without crashing immediately

-fixed the format of some german language files

-updated french translation
-added japanese translation
-invalid file name characters in world names are now ignored when creating save
-abilities that can be improved are now highlighted in green

-added french translation by Cendar
-fixed an issue with some translations

-updated polish translation

-Changed the experience multiplier calculations. (global modifiers are now applied before everything else)
-Global experience modifiers are no longer considered into the experience multiplier tooltip.
-Added a log entry for loaded effects.
-Improved the decrease/increase ability tier tooltip.
-Added KnowledgeRequirement class and a Knowledge field to the PlayerSkillSet.
-Can be used to make a requirement that requires a specific knowledge level.

-changed some logging to get better informations for debugging

-Moved the default position of the effect frame downwards.
-The skill dialog can now only be opened when the server sent the player skill set to the player.
-This is to prevent a client side crash that can occur when the player tries to open the dialog before the server sent the data.
-This should only be a really small time frame. (something like 0.5 seconds after joining a server at maximum)

-Updated polish translation.

-Added StatsAbility class which can modify multiple player abilities at ones.
-Added HeatedEffect and HotEffect(heal over time) effect templates.
-Added The TraitAbility class which allows an ability to add a new trait to a player.
-This should only be used to enable specific crafting recipes with abilities.
-This probably does not work correct for any other kind of trait.

-fixed not getting unlearn points on dedicated servers (actually fixed that harmony patches are now applied correctly on dedicated servers)

Моды vintage story

Hey, fellow players!

This mod adds the following:

Mailbox:

Build one on a server and ask your friends to do the same. Afterwards, craft yourself a parcel and fill it with with whatever your friend needs. Then choose your friend’s address and use your mailbox to send the parcel along with a short message.

Trashcan:

Get rid of all your garbage with a convenient method of trash disposal! You are able to recover up to three items placed last before it will disappear forever.

Rusty Spikes:

These sharp rusty spikes able to hurt anyone who will try to jump on it! So, keep your eyes open!

Branch Cutter:

Ever wanted to build a hedge out of leaves? Well, there’s a tool for leaf-gathering now! It’s called a Branch Cutter! Five variants available (Copper, three kinds of Bronze, Iron).

Grindstone:

Give your instruments a breath of a new life. Use Grindstone Assembly with a Grindstone to spin the handle and sharpen your old tools to repair it.

Sulfuric Acid and Glue:

Now to make a proper grindstone, you’ll have to make a glue first!

Trapdoor patch:

Now trapdoors will act like a ladder. So, you can use it on a block instead of a ladder to climb the last block!

Vines Patch:

Now players can use those Wild Vines as a ladders

It is possible to make use of my Grinder to sharpen modded tools. All you have to do, is to add the following information to your item’s attributes (or attributesByType) CASE-SENSITIVE:

Of course, use your proper values for onGrindstoneTransform.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.1.2

— 1.16.5 compatibility update

— Fixed mailbox placement

— Added a possibility to sharpen Branch Cutters

— Fixed Trapdoor patch for 1.15.2

— Fixed Grindstone (hopefully)

— adds compatibility to 1.15.0-rc.2

— Added /listmailboxes command to view all mailboxes on a server (requires «readlists» privilege)

— Changed default mailbox address generation

— Added fail-check if mailbox address already exists (I just can’t believe that nobody reported it! :)))

— Expanded Branch Cutter usage. Now it is able to harvest glow worms, cacti, bamboo and fern trees.

— Fixed crash when trying to interact with the Post Registry with empty hand.

— Added Obsidian-Diamond sharpening disk (requires Crushed diamond and Obsidian Disks to craft), which by default restores 15 durability per cycle

— Added «Hard» mode for Mail delivery. If enabled in config, players are required to «Register» every placed Mailbox via Post Registry block (Creative only) before it will be usable. This can be used to prevent usage of Mailboxes like portable item teleporter during far-lands mining

The following options were suggested by @Tech_Rabbit:

— Added config option to reduce item slots count in parcels to just one slot

— Added Config file to enable/disable mod features + settings for various sharpener stones

— Granite grindstone now really bad, but Obsidian will make you absolutely happy!

Моды vintage story

​Adds new movement-Options, the ability to climb and a glider to the game.

For more information and questions please visit the Thread :

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.0.9

Check the forum thread fore detailed instructions on the boat controls

Changelog 1.0.6

Changes (sounds):

Changes (balance):

Changes (crafting):

Changes (hotkeys):

Bugfixes:

Changelog 1.0.5

Bugfixes:

Balance:

Animation:

Models:

Sounds:

Commands:

New commands to change the auto-step behavior:

— Added sounds to all movements (dash / climbing / gliding)

— Added the glider-funtionality

— Bugfixes

26 Comments (oldest first | newest first)

This looks great, looking forward to seeing how it progresses!

This is such a great mod, all the little parts of it working together to make something incredible. It’s just such a shame I have to uninstall it now. Hopefully I won’t have adapted to this movement too much and can get used to the gameplay without it. I just can’t keep it installed at the current stage. Too many issues, too many missing items.

Here I am, trying to advance into the iron age, I go to heat up my blooms to get working ingots. My anvil area is a little cramped, but I go for the shift-right click to set the bloom into the forge. It’s gone, and now I’m draining stamina because I was too close to a container and trying to climb it for some reason even though I’m looking away. Dropping down, I spam around, moving my stacks around in my inventory, managing to get it back. I even manage to get it hot, and throw it on the anvil and make an ingot. I go to get a second one going, working no issue as I had moved a bit more in the center of a 2×2 area away from any nearby object to climb, and setup the original one for a helve head. All set, grabbing the hot bloom out of the forge to make the second ingot, or nevermind. It vanished when I right clicked it out, was just an illusion apparently, but I do still have that iron bloom in the stack. Manage to get another iron bloom warmed up, and turned into something workable, but the helve head is now too cold. Place it in the forg- and now it’s gone. No matter where I spam, what I shift around, won’t reappear.

I don’t know why or how, but this mod adds in a hint of lag during certain activities causing a local hiccup and sometimes hiding things or duplicating items with imaginary items that vanish after a bit of shuffling or a game reset. I believe it is a normal issue just being amplified by ten with this mod on due to the over reliance on the shift modifier for so many activities. Like Gron said a bit back, this needs different keybinds, having the base game use shift for placing items in world, doing certain in world activites, sneaking and now climbing? Something about the engine is hanging up here, and while the shift modifier seems like an easy way to get people climbing easily, it’s just not gonna work as it is at the moment.

Will keep checking back, and hopefully sometime in the future either this is addressed in the next update of the game (did hear there was some engine optimization coming), or you figure out some method to prevent this.

Wow this looks so awesome! Can you add a description for that «climbing gear»? Or is it a toolbelt? (I just saw the gif in the forum page). I noticed there is no stamina bar present, so I was wondering if that belt is coming from the mod and giving more stamina.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Could we please get a different keybind for this? I love using the mod, a configurable keybind would solve some gameplay issues.

This mod seems to be breaking (de-syncing with server, even local) other actions that can be done with sneak key (like putting ingots into forgery or onto anvil).

Your mod is SOOOO GOOD omfgg

I REALLY HOPE it comes to 1.16

Mod isn’t handling creative mode very well, it’s counting any kind of collision as «fall damage» and crashing the game.

Also, thank you @OmegaHaxors for that, helped a lot!

Please move air dashing off of right click, it’s so annoying.
You can’t do anything without it constantly false-firing.

EDIT: I managed to patch the file. By going into behaviordash.cs and adding && player.Entity.RightHandItemSlot.Empty at the activating IF statement, you can disable the dash if your hand has an item in it. This should stop you from dashing when trying to eat or use a bow.

Great mod, but: the camera in immersive 1st person view: If I run/sprint it shows my hands in front od my face.. that kinda sucks. Fix please!

Only SP support for the time being

game crashes when i attempt to climb up a ladder

Love it! Unbelievably good. Should be implemented into the vanilla game. Would make dynamic combat possible!

New version fixed performance issues and added configs

Gliding is best of all movements. 🙂

Hi, can you also add hang gliders in your mod? Since you overhaul moving code it may be not very hard i think.»

This seems out of scope for a mod that focuses on new movement.

Hi, can you also add hang gliders in your mod? Since you overhaul moving code it may be not very hard i think.

v1.0.3

Please use patches. Your mod is currently not compatible with any other mod that modifies entities/humanoid/player.json

@Xorberax
I fixed the swimming bug, ill put it in the next update as soon as i get some other things done. Thanks for reporting

Could not reproduse your FPS problem though.

@Sky
Version 1.0.3 will have keybinds for you to remap some of the controls.

When your powerjump is charged your character slightly looks up (only 3d person mode), i wanted to stay away from gui as much as possible

If you crawl while swimming, you will sink to the bottom and won’t be able to uncrawl/stand back up. Also (haven’t confirmed yet), but I think this mod is making my FPS tank whenever I click my left or right mouse button after a while.

I have a some suggestions:

While crawling double tapping the jump button should cancel the crawl, this is intuitive. Cancelling after a single tap of jump could also work but I think that would be too easy to accidentally preform.

When a powerjump is cancelled (cannot be done after charging) it is not clear, an icon which shows when the power jump is available which disapears when it is no longer available would be useful even if it just cancels if you move before you jump.

This is a very cool mod, thankyou for creating it I especially like backflips that would be hilarious to see in pvp. Especially if it was paired with a dwarf mod.

IT’S FINALLY HERE!

I hope my body can take it.

In a prone position under one block, you cannot shoot from a bow.

Please refer to the thread :

I will keep it updated as the mod evolves

And which Keys do i have to use for all the the actions?

Моды vintage story

THANKS CONTRIBUTORS!

Huge shout out to Tyron/Saraty and the rest of the Vintage Story Team!

But wait. there’s more! Check out this very cool video courtesy of Captain Oats, the demonstrates the types of things that the particulator can do!

INTRODUCTION


TRAPPING

The deadfall and snare are very similar in nature. They are designed to kill small animals on contact. The only real difference is that the deadfall might kill a chicken or a hare (or a baby anything), while the snare might be able to take down bigger entities (like a fox or a boar) as well. In both cases:

While not a trap on its own, a handful of sticks can be sharpened at both ends to create a bundle of wood spikes, which can then be pushed into soft ground to create a pit of spikes. They’re a little painful to walk across, and even more dangerous to fall on.

To make a fully fledged pit trap, use these same wood spikes but also push them into the sides of the top edge of your pit. Note: You can weave them together to span large areas. The next step is to add three layers of dry grass or some other plant based materials to seal up the surface. Pay attention to what it says in the hud. It walks you through the process. The final step is to add a layer of dirt or sand to the top. With proper planning, your pit cover will be 100% camouflaged which could be interesting in pvp play.

With dirt or sand in place, nearby mammals can tell that something still isn’t quite right, and are attracted to your pit to investigate (increasing your odds of catching something). Note, you can also partially disassemble your pit trap by clicking on it (with nothing in your active inventory slot). Once you’ve started clay forming, you can make a mold for a Bed-O-Nails, which act as a much deadlier version of wood spikes (and can be placed on any surface).

See metal bucket below for the deadliest of pit traps.


FISHING

• Right click to remove fish (with nothing in your hand). Careful though, they’re a little slippery!
• Right click on a hook or fish basket to bait it (with a wide variety of food in hand).
• Right click on a baited hook or fish basket to retrieve the bait (with nothing in your hand).
• A fish might simply steal your bait.

The fish basket is pretty straightforward. Place it in water but make sure there’s free blocks of water all around it. Now hurry up and wait. and maybe one or two fish will find their way into your basket.

Building a weir trap is not so obvious. You simply build a fenced in area in the water with stakes, and then with nothing in hand, right click on the far side (center) of the fence to complete the trap. If the fence forms an «M» shape your trap is complete. Note: You cannot bait a weir trap.

You might want to check on your fish basket or weir trap a little more frequently than something with a hook, since fish can escape quite easily. Also note that the occasional sea shell or other trinket might drift into one of these two traps. The trotline and limb line are a little more complicated because you’re also going to need hooks.

Hooks can be knapped with flint or one of several stones, or carved from a bone.

To place your limb line or trotline, face an object near water (i.e. a stake, fencepost, dirt block, tree) with cordage in hand, and right click. If you have enough cordage and there’s a block to receive the far end of the cordage, you’ll place a trotline. Otherwise you’ll place a limb line. Once your line is in place you’ll need to attach hooks (and perhaps bait them) by right clicking on a section of that line (with hook in hand). Obviously if your hook isn’t in water you won’t catch a fish.

Once you’ve started clay forming, you can make a mold for metal fishing hooks and a mold for fishing lures. Lures are added to hooks just like baiting a hook, and like bait, they will also improve your odds of catching fish.

What do I do with all these raw fish? Cook them up on a fire and eat them of course, or substitute them for meat in your favorite soup or stew!

For better inventory and cooking management, you can fillet your fish first. Worth noting that by doing so, you are removing valuable fish parts like the head, so you lose a bit of nutritional value. When you fillet a fish it may drop raw fish eggs or ovulated fish eggs. Both can be cooked or made into caviar.

Ovulated fish eggs or smaller fish can be thrown into water to replete fish stocks in that region (chunk). You’ll find that areas get fished out quickly otherwise, so not doing so may force you to move to other water sources. The fish stocks in a chunk will naturally (but slowly) be replenished over time.

JERKY

The premise here is that you can «cure» meat to create Jerky by simply cutting it up into small strips and letting it dry in the sun. So if you cut up your redmeat, bushmeat, or fish fillets, and they will start to cure automatically*. Note: You can still cook it on a fire afterwards if you like (before it cures). *Fish Jerky requires salt.

RAFT

Build yourself a raft to travel on water with ease. With a raft in your active inventory slot, just jump in the water and steer your way to your destination. The raft does the rest! No need to place it, no buttons required. Jumping in shallow water helps keep you moving. Also a raft related easter egg if you can find it.

WOODEN LANTERNS

Build some wooden lanterns to light up your life. Not as bright as other lanterns, but they look nice and don’t require glass.

EARTHWORMS

• Right click OR sneak right click to pick up or place a worm.
• Eat them for a small protein boost.
• Use them to bait your hooks or fish baskets.
• Place them (sneak-click) on your farmland to both aerate and fertilize the soil.
• Use them to make your own fertilizer. For example:
o Dig a one block hole and use a hoe to turn the bottom of the hole into farmland
o place some worms in the hole
o Eventually, the worms will turn that farmland into a block of pure worm castings
o break the block of worm castings and use those drops to fertilize your garden. Retrieve any remaining worms, wash rinse repeat.


EARTHWORM GRUNTER

Make an Earthworm Grunter with a stake and a knife, put it in your offhand, and with a stick in your other hand you are good to go. Sneak click while looking at the ground to start grunting and attracting earthworms. Pro-tips:

FIREFLIES

Ahh yes, the primitive lava lamp. Seven species of various colors and brightness levels. Make some firefly jars and place them outside on a very warm night. Bait them with fruit and surround them with flowers. With any luck you’ll return to a jar full of fireflies. Build the special wood jar holder to attach firefly jars to walls.


TREE HOLLOWS

Look for them anywhere new chunks of trees are spawned. Remove their contents and revisit them occasionally to see what nature has restocked them with. Chop them down and use them as primitive storage at your base. Hold friendly contests by trying to throw rocks or shoot arrows into them.


PELTS FOR DECORATION

Place unused pelts on the floor or roof or walls to liven up your abode.


MONKEY BRIDGE

Make these to get across large ravines, between trees, or over lakes with ease. Tips:

SNAKES AND CRABS

Four species of snakes, two venomous, two docile. Two species of crabs, one land based and one water based. Harvest snake meat and crabmeat and enjoy it over a campfire or in a soup/stew.


IRRIGATION VESSEL

These function a lot like a large bucket (so that might be what you end up using it for), but you can fill an irrigation vessel with water and bury it to keep nearby farmland at optimal moisture levels.


OTHER (NOT SO PRIMITIVE) ADDITIONS

CUSTOM MOD CONFIGURATION

For Windows users, look here:
C:\Users \AppData\Roaming\VintagestoryData\ModConfig and edit primitivesurvival.json.

If things go awry, you could delete the file completely, and the next time you start the game the file will be recreated in that same location with the original (default) values. See the spoiler below for a brief explanation of each setting.

Regarding creatures: If the spawn rates are all wrong for crabs and snakes, my best suggestion is to edit some files inside the zip file. Look in the folder assets\primitivesurvival\entities\land and decrease the «chance» entry (the very last entry) in one or more of the following files:

Bairdi Crab (crab-bairdicrab.json)
Land Crab (crab-landcrab.json)
Black Rat Snake (snake-blackrat.json)
Chain Viper (snake-chainviper.json)
Coachwhip Snake (snake-coachwhip.json)
Pit Viper (snake-pitviper.json)

VersionFor Game versionDownloadsRelease dateChangelogDownload
v3.0.5

Ok let’s try that again

Largely untested, but your best bet if you’re using VS 1.17.pre.5 or newer.

Well you’re going to need this one if you’re using VS 1.17.pre.4.

Also, some pretty minor changes.

Well. pre.3 broke some rendering. so here’s another one. sigh.

Use this one for pre.3 and hopefully beyond!

Use this one for pre.1 and pre.2 only

Final release for 1.16.x. 1.17 Let’s gooooooo!

Some very minor handbook cleanup, along with a small change to block the Fix Handbook Clutter mod from touching the metal bucket (which was causing MAJOR issues with the metal bucket). Thanks @PhyDoesStuff @Hells Razor

NEW: Irrigation Vessels
— use a hammer and chisel on a storage vessel to make an irrigation vessel (and later restore it to a storage vessel by patching it with resin).
— place it on the ground and click on it with a dirt block to bury it, or fill it with water first, and then bury it.
— top it up or refill it at any time. When there’s water in it, the soil around it looks wet, and that’s a visual cue that it’s working.
— it will gradually increase moisture levels of nearby blocks and then retain those optimal levels (until the water runs out).
— being underground will prevent freezing, and they’re easy to walk over.
— Turn on the block info overlay if you need more help.
— As an aside, irrigation vessels behave much like a very large bucket, so they’re ideal for moving large amounts of liquid around (between barrels for example).

New: Make an Earthworm Grunter with a stake and a knife, put it in your offhand, and with a stick in your other hand you are good to go. Sneak click while looking at the ground to start grunting and attracting earthworms. Pro-tips:

— Forest floor is the most effective target for grunting. Barring that, the more fertile the ground the better.
— Grunting does not work on farmland.
— It can’t be too cold or warm
— It’s much more effective when it’s not raining
— Store your grunter on a toolrack if you feel so inclined.

Note: Delete your old modconfig file to have the mod create a new one if you want to leverage these new modconfig options

Tweak: Earthworms can also be found under rocks and sticks on forest floors
Tweak: Improved lighting effects for fireflies
Tweak: Improved fountain firework visuals
Tweak: Improved raft model, textures, and a raft related easter egg
Tweak: Added right click pickup to statues
Tweak: Better fish fillet textures
Tweak: If you find a live snake you can harvest it in the crafting grid with a knife

fixed: lava flow on pickup/place
fixed: missing texture on monkey bridge and trotline
fixed: metal bits ratio when recovering metal fishing hooks/lures
tweak: added mount to back of pelt (animal heads) on walls
new: added vanilla salmon to survival mode
new: 4 types of snakes
new: 2 types of crabs
new: 3 types of fireworks
new: particulator/link tool integration with death/secondary particle generation, recipe change
new: better stairs integration, simpler recipes
new: 7 types of fireflies, firefly jar, jar wall bracket
new: additions/tweaks to mod config

Моды vintage story

Heeey, gals and guys!

First of all. ZEEkea is absolutely not affiliated with IKEA 🙂 But. You’ve gotta look at it:

— Tall Lockers and Nightstands contains a number of slots for your storage needs (animated doors and you can see what’s inside).
— Night lights can be turned on and off to emit a calm colored light forever.
— Carpets are actually a crafting component, but can be used as a decoration (you can put it on a floor or walls or even ceiling), they are also chiselable.
— Armchairs can be combined into a couches! Or kept separated if holding Shift while placing.
— Door bell will ding-dong when someone presses it using RMB.
— Freezer will store all your food for a loooong time as long as you provide it with a constant supply of cold Ice.
— Curtains can be placed below Curtain Rods and may cover you window from bright light and curious eyes
— Candle Holders are convenient way of decorating AND lighting your premises. Craft the Candle Holder, put a Candle in it and fire it up using torch.
— And you can also build and furnish your backyard or bar with a help of Benches and Bar stools!
— More lamps! Authentic animated door bell! Ore boxes!
— Tiki Lamps are here! Easy craft, aesthetic look and Light Level of 13!

And if you don’t like some of content, you are able to disable it via config file (look for it in your VintagestoryData/ModConfig/ZeekeaConfig.json)

That’s it for now! Have fun! And of course your suggestions and bug reports are welcome!

Моды vintage story

Updated to 1.15.2!

Updated to 1.15.1.

— Added the /resethearthstone [player] command. This will reset the hearthstone cooldown of a specific user (if the player name is put in as an argument), else it just defaults to the user using the command.
— All Hearthstone and Travelers Hearthstone statements will now broadcast in the General chat Group.
— Changed the Initialize cooldown int to 5. This allows a 1/4th second to pass to correctly set the can use bool to the correct state. This fixes the double use hearthstones have on initial use.
— Fixed bamboo doors shape pointers.
— Fixed chimney shape. There were null textures and void pointers.
— Fixed gravestone shape. There were null textures and void pointers.
— Fixed snow-gravestone shape. There were null textures and void pointers.
— Fixed comfortdoll-grass shape. There were null textures and void pointers.
— Fixed comfortdoll-linen shape. There were null textures and void pointers.
— Fixed hearthstone shape. There were null textures and void pointers.
— Fixed hearthstonetravelers shape. There were null textures and void pointers.
— Removed duplicate entries in en.json.

— Added a new item, the Travelers Hearthstone! This item will store an XYZ position when used while crouching. Regular use after that will teleport the user to that bound location. If the stored position is not air (accidently placed something where you would tp to) a message will pop up telling you it is obstructed.

— Updated the regular Hearthstone model.

— Hearthstone particles are now displayed to others! Let those particles shine!

— Fully localized everything about Hearthstones.

— Added a new item, the Hearthstone! A lot of thought went into this one. With the Hearthstone in your hand, hold right-click for 5 seconds to teleport to your spawn point! A config file now generates with the mod, and users can set the cooldown timer. Defaults to 10 minutes. Players must be standing still to complete the channeling. Hearthstones can be stored in display cases and shelves.

— Comfort doll models have been fixed! There were issues that could result in a null texture.

— Comfort dolls can now be placed on shelves and display cases.

— Adjusted the offering rendering for Gravestones. This fixed a problem with some blocks not rendering right and most 3d items now work!

— More code cleanup! May 30th 2021 at 1:13 AM

ShowViesBlocks_vs1.14.10-1.4.1.zip
v1.3.0

— Added a new block, the Gravestone! This is a block that is rotatable and has a working snow state. Users can place an item in the Gravestone slot to place block or 2d item on the offering platform. Purely cosmetic. (3d items will not render until I feel like setting that mess up. haha)

— Storage beds now regulate player’s temperatures while you sleep. No more having to wake up freezing!

— The Comfort dolls have been revamped. The Linen doll has a new model and new textures have been added for the eyes and bindings on the grass doll. Scale and orientation has been adjusted.

— Added the Brick stone Chimney and the Brick Clay Chimney recipes. Totally forgot to add them last update!

— Changed the Comfort doll (linen) recipe. Now it is harder to make. (adds balance with the potency of the heal factor)

— Adjusted the lang/en file to use wildcards to save some space.

— Fixed an issue with brickstone and brickclay names were reversed.

— Fixed an issue with the storage bed not dropping the inventory contents when broken.

— Removed the allowed variants section of the storage bed recipe to account for all registered metals. An error comes up for the blistersteel variant, just ignore that.

— Fixed Painting of Memories gui transform.

— Revamped and fixed the storage beds not working. I had to create a whole secondary sleep system to tie them into. This new sleep system has been separated from the core system file. This will make troubleshooting the system easier. Adjusted to expand to BlockEntityBed and my custom block entity. As a result, I took the opportunity to make them better, as seen below!

— Sleeping in a storage bed greatly reduces the satiety consumed while sleeping. Normal beds will be at the same speed.

— Added a new item, the Comfort Doll (grass and linen variants). Sleeping in a bed while holding the doll will regenerate hp! Grass is 0.1 hp a second, Linen is 0.2 hp a second. You can store a doll in a slot in the Storage bed to get the heal without holding a doll. This heal does not stack with other dolls and will only use the strongest doll in the slots. The doll will look for what is in the bed first, then if nothing, check the players right hand. Eventually, I will add the ability to see the doll in the bed.

— Fixed the painting of memories gui transform. Totally looks normal now!

— Code cleanup. Using references constants now to help control keys.

— Added my block entity bed to be registered as Mountables.

— Added storage beds! There are 21 metal variants. Sleep up to 9.5 hours. Hold crtl + right click to access the bed’s 4 slot lockable inventory. Sleep in style!

— Added stone brick chimney. There are 14 variants. Hold crtl + right click to turn them on and off like the cobblestone version.

— Added clay brick chimney. There are 4 variants. Hold crtl + right click to turn them on and off like the cobblestone version.

— Rewrote how chimneys function to allow other variants to use the same methods. Saves space! You will have to replace your old chimney’s!

— Painting of memories now only displays item image 1 in the creative inventory instead of all 16.

— Painting of memories now will tell players how to cycle through images when players look at the placed block.

— Cleaned up the chimney model.

— Updated the localization file.

Added the cobblestone chimney! Comes in all rock types. You can hold ctrl + right click to turn the smoke on and off.

Adjusted stacked bamboo fence recipe to give 8 instead of 1.

Vintage Story

TyronX | Early Access 2016

Vintage Story is a game about innovation and exploration. It thrusts the player into a carefully-generated semi-autonomous world and challenges them to survive and overcome the natural and unknown threats of their new home. Intrepid players who accept this challenge will find themselves rewarded with mechanics that respects their intelligence and allows for tangible, realistic invention. In addition, they’ll find a world with its own character and a deep, interconnected narrative within it. It aims to reach the next level of quality in the voxel sandbox genre, as we, a small dedicated team, relentlessly expand it with story elements, more creation tools and survival elements.

No mods were found matching the criteria specified. We suggest you try the mod list with no filter applied, to browse all available. Add mod and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Моды vintage story

0.1.17 (Release):

0.1.16 (Release):

0.1.15 (Release):

0.1.14 (Release):

0.1.12 (Release):

Weapon/Tool breakage; is mostly bugfree. I think.

P.S. Iron still isn’t meant to be smeltable. (not with this mod)

VersionFor Game versionDownloadsRelease dateChangelogDownload
v0.1.18-rc.1

FIXED : Working Split-Every voxel metalbit recovery (and it fixes the stock VS anvil not-resetting issue too)

DEBUG Semi-Release Candidate Zero; 1/3 of planned features 3/1 of expected bugs.

Added 3rd party API stuffs, minor Tooltip fix.

Updated for V.S. 1.16, (now with item filter capability)

fixes AMR «Broken metal fragment» item, overwriting output of random recipies. 🙂 this time

CONTAINS HORRIBLE BUG

[DO NOT USE!]
Fixed metalbits from shapeless recipies issue.

Configurable Voxel-to-Unit ratio, can disable breakage / recovery.

(untested in MP mode)

Added the missing item property needed smeltables

Entirely NEW code for Item Damage events. (Works for crafting grid tool use also, but not spears. )

Fixed New-World exception.

Added ‘de’ Language

Improved Cross-mod compatiblity.

(works with a few other new metal adding modifications. )

Updated Version. Now using Harmony.

Latest Release of Anvil Metal Recovery, now updated for V.S. 1.14 series.

Actually tested w/Iron anvil.

(a tiny part of the eventual FM.A. Mod-complex)

43 Comments (oldest first | newest first)

When working an iron bloom into iron bar sometimes I get a few extra bits of iron that don’t fit into the bar but I don’t get iron bits

Thanks for the update Aug 20th at 10:05 PM

When I install a/the 1.17 release; AMR will get an update to match.

stopped working with 1.17 rc.4

I added a quick mod to change the steel bit smelt temperature from 1502 to 1499
Otherwise the steel bits you get back from the mod are useless.

@Melchior Let me know if you add this to the main modpack and I’ll remove mine.

Hmm, you may have found something there. I’ll check it out; 0.1.18 is taking a while; but should be worth it.

Not work in 1.17.0.pre-4

Melchior and if metal is still liquid it will propably just steam-explode in your face.

Interesting idea; mabey it should! (IRL a TERRIBLE idea as it would probably shatter the mold)

Just made it to the copper age recently and made a couple pickaxes to continue my mining. I was excited with this mod, since I would no longer have to be constantly hunting more deposits to maintain my tools. With my first break, I now know that this mod is a bit overpowered. My broken tool has given me 10 copper bits, worth 5 units each, and broken metal fragments, worth 57 units. By putting in 100 units of copper, now I’m getting back 107. Although I love the idea of being able to recycle old metal to help make new tools, this seems to be a bit ‘game breaking’ for me currently.

The thing I would point out is the vanilla recipe: Ingots + chisel-> metal bits. It was changed as some point you couldn’t melt an ingot in a crucible and needed to break it up first.

Quote Rayle : Also, having to use a chisel to break down the metal fragments isn’t very obvious. Normally a hammer is used to crush tools back into bits, so I didn’t even think to try the chisel. I tried the hammer, tried putting them in a crucible, and tried putting them in the bloomery, but nothing worked. I thought maybe the mod was bugged out and I came back to this page to look around for the answer. I found it hidden in the patch notes. Maybe consider adding the chisel information to the main description where people are most likely to see it!

-> Exactly the same thing happened to me. The use of the chisel is counterintuitive. I think the tooltip hinting to the chisel is needed, since there is also no visible recipe in the ingame manual.

All features are working fine for me in 1.16.3 along side a bunch of other mods. If someone is having trouble with it, check your logs for mod errors and also try disabling the mod, loading the game, saving and quitting, and then re-enabling the mod. Some mods like Carry Capacity break for me occasionally and doing that always fixes it.

I love this mod! I can recover almost half an ingot worth of metal after making something small like a chisel. It makes sense and seems more balanced this way compared to vanilla. I also really enjoy being able to recycle a tool when it breaks. However, it seems a little overpowered currently. I always get a flat 10 bits back after a tool breaks plus the metal fragments that can be turned into more bits. Combine that with the ability to recover metal from the anvil and I often times get more bits back than it took to make the tool in the first place. I like the idea of recycling tools, but it seems to give too much metal back currently. I’d like it if you could recover up to 75% of the metal used in its construction.

Also, having to use a chisel to break down the metal fragments isn’t very obvious. Normally a hammer is used to crush tools back into bits, so I didn’t even think to try the chisel. I tried the hammer, tried putting them in a crucible, and tried putting them in the bloomery, but nothing worked. I thought maybe the mod was bugged out and I came back to this page to look around for the answer. I found it hidden in the patch notes. Maybe consider adding the chisel information to the main description where people are most likely to see it! I love this mod a lot and hope you will continue to support it 😁

This mod doesn’t seem to work in 1.16.3. I’m not getting any bits at all.

In 1.16.1 the mod seems to almost work. The saved up shavings are shown in the block info window but when finishing the product the shavings aren’t transfered to inventory.

I missed the messages here, fixed for V.S. 1.16. and I’ll reach out to l33tman. can’t have busted pies can we?🙂

Hey there, I’m getting reports that using this mod with Expanded Foods SOMEHOW makes you unable to make pies. I’ve got a custom class called ‘ExpandedDough’ that lets you combine different food categories, such as adding meat + cranberries to a single pie. I have no idea why this is a conflict, though. Can we work something out?

Brace yourself, 1.6 breaks this mod.

I’d love the ability to configure how much metal you get from the anvil, and how much you get from a tool, separately.
I’d like to get less metal back from a broken tool than from fragments broken off on the anvil, in essence.
By tool returns also wouldn’t suck.
By tool by metal, type would be optimum.

Moonmonk, use chisel with the fragment in the crafting grid to break them down.

Also, how to smelt the steel/blister steel bits down? Bloomery?

Is there a use for the broken metal fragments? I can’t smelt them in the crucible or break them into nuggets?

Is it possible to turn down the amount of metal retreived from broken tools? I feel the balance is off and it only takes minimal effort to mine enough to keep my tool rack filled.

Noticed that if the install directory is different than C-drive, adding the mod won’t add the amr_config.json file to /ModConfig.
Putting the mod in the C-drive’s Mod folder does.

Might be a mod compatibility issue but with v0.1.12 when I try to use shears on vegetables to get seeds, such as with onions, it outputs copper bits instead of the seeds. I have a video of it here with more detail: https://discord.com/channels/302152934249070593/334233095374897152/874093391066038315

Downgrading to v0.1.10 fixed the issue for me.

chiseling broken tools will result in every saw recepie giving said metal bits instead of planks until restart

if you also use the Mystical Metals mod, it has charcoal that gets high enough to smelt iron (it’s not updated to 1.15 though, but neither is this atm afaik)

So iron bits and above are useless at this point? I was kind of wondering what to do with them as well.

How do you resmelt iron or steel shavings? Using the bloomery?

I’ve been getting «Broken Metal Fragments» popping into my inventory while throwing spears, but the spears don’t dissapear. Is this the glitchy behaivior you were talking about? Is there a way to turn this bit off while it’s glitchy?

@Doornydew If that’s your idea of a fun time, I guess.

if i may ask, what is preventing you from for instance making an axe head, finishing it, keeping the bits, then just smelting back down the axe for another ingot?

surely this must be heavily exploitable.

For Reference: 1 Voxel = 2.38 metal units.

Auhh I see what you did now. Very smart. Thank you so much for this! I always though we were kinda be wasteful leaving all those metal bittys behind :(. Like they have friends too hahahah. Great mod friend 🙂 Keep up the great work!

You will get bits back ONLY after work was completely finished

Could you explain what this does. Well I get the basic concept, but where are the bits stored? In my inventory? So when I split any metal I get the bits back? Or it just prevents you from destroying the tool head?

Моды vintage story

>>Needs PetAI to function!

Russian translation provided by Mamoru Mondai.

Mod Showcase by Julius van Vern.

French translation by @Cendar.

Dog armor models and textures by Verlia.

Current features:

Wolfes can now be tamed and utilized by the player. A small guide in the handbook should contain everything to get you started.

When a dog receives critical damage, it does not die. Instead it despawns and spawns back in after 24 hours. This however can be cusomized or even turned off in the config file fo petAI.

Compatible with animals from:

Roadmap:

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.5.2

59 Comments (oldest first | newest first)

Sounds like something went wrong. It should only take 24 hours by default. The respawn command works most of the time but is wonky to be honest. I think about reworking the system because its messing too much with vanilla game mechanics for my taste. Maybe you should be able to revive your dog using bandages or so after the fight. Let me know what you think about this. Katlamos

How long does it take tamed wolves to respawn in-game? I accidentally attacked one of my two tamed wolves while I was digging a hole, and the other one killed it. Since then, it’s been about a half-month in-game, and the killed wolf still hasn’t respawned at his bed. I know there is a way to force-respawn him, but would that cause an issue when/if the original wolf respawns?

I just testet in my creative world. Without any time modifiers the dog takes from 06. June until 11 July to grow up. You are not missing anything. It only takes time to let the dog grow up. I could lower the value for the next version to be on par with vanilla again. SashiSummers

It’s been nearly a month in game now, and it’s still a puppy. Does increasing season length alter the time needed to mature? Do they have to a nest to grow up, and what does that entail? We’ve gotta be missing something xD Gerste

It should take about 408 ingame hours. For reference, the vanilla wolf pup used to need 336 hours, but I upped this to 408 hours as well to give players a little bit more time to tame their wolf before it grows hostile. SashiSummers

How long should it take for a tamed puppy to mature? We’ve had the one on our server stay a puppy for a couple weeks now. Does it need certain conditions?

Do you have PetAI installed alongside? Gutsherr3

This doesn´t work. I tried different versions together with different versions of Vintage Story. Actually v1.4.2 with v1.16.5. I was informed I had to check the log-file but there is none.
All other mods are disabled.

ok figured it out. I checked the log and noticed a «version mismatch» error so basically I had downloaded the 1.17-pre version of the mods but I’m running VS 1.16.5! I told you I was dumb.

I’m now running the 1.16.5 mods and I see the taming guides. 🙂

Just opened up a Singleplayer world and it seems to be right where it is supposed to be. Maybe you have other mods installed that disabled the guide? paulsoaresjr

Maybe I’m just dumb but I can’t seem to find the «small guide in the handbook» that tells me how to use this mod. I’ve tried searching for «wolf», «taming», «tame», etc. any ideas? thx!

Sure I will try my best. Hit me up on discord (I am away during the next week, but today and tomorrow I might have some time left). G3rste#1850

Thanks! I’ll be doing that until said implementation, I totally understand why you wouldn’t implement it.
However, I took my dog on that journey, and unfortunately lost her in unloaded chunks. I’ve been trying to use forcerespawn to get a copy of her back, but it spawns her for a second only for her to vanish again. I now have a ton of clones of her in my /petmanager list from all the times I’ve tried to respawn her; none have worked. Help would be greatly appreciated; forcerespawn has worked in the same game for cats, btw.

I just did some quick research leading me to how cured meat is poisonous for cats and dogs, so sadly that will be a no from me on that end.

However, I always wanted to implement long lasting petcookies made from meat, bonemeal, flour and water.
If you want a quick solution, you can simply unzip the mod, open the tame-wolf files and replace redmeat-raw with redmeat-cured (same with the other meat types, there are multiple occurences of *meat-raw in each file). gndrneutralnoun

If possible, do you think you could add cured meats to the list of foods wolves (and possibly cats too) will accept? I usually cure my meat to make it last longer because I’m a hoarder, but having to have some fresh meat on hand for my pets is a pain. If you don’t want to, could you tell me how to manually edit the mod to add them to the list? Just for personal use. Or maybe we need a config system for it.

Unfortunately, due to how the entities are stored insided their current chunks, it is very difficult for me to locate a dog if it is in an unloaded chunk and the current pet respawn system, that tries to somehow mitigate that problem, is a huge mess under the hood. Katlamos

However, I have created some admin commands for serverowners for managing pet related stuff, so maybe you can try the forcerespawn command and see if that helps:

Is there a way to teleport my pet to me if it gets lost? I turned on creative mode in my world so I could just get back to my base, but my wolf had been following me and now I cannot find him.

I didn`t look there:) Thank you very much, i found it

Have you been looking under the Special Tab? I can still find it in my SP World Luka

I can´t find the magic bone in the creative menu. Doesn´t exist anymore?

The crafting recipe was broken. Should be fixed in v1.3.3. It now uses the same coloring system as linen. ColdWhim

I was wondering.. How do you actually craft the scarfs? The crafting recipe says that you need to put 40ml of dye into each corner but.. I did not figure out a way to put the luquid into the crafting grid, I also tried putting a bowl of dye into each corner too but it wasn’t possible. Is this crafting recipe broken or am I too dumb to figure it out?

Ah hah, that is in fact exactly what was doing it, thank you!

I had another player contact me today with this today who figured out the issue was due to the mod clashing with Fix Handbook Clutter (Thanks again @Novadragon). If you remove this mod temporarily, you should be able to attach it with RMB to adult dogs easily.

How do you put collars on dogs? RMB while holding a collar, or ctrl or shift+RMB to open the command dialogue don’t work, LMB definitely not—have tried about everything I can think of.

Well, I guess it’s the same reason why I don’t usually play with the ressurection ability, seems a waste of time breeding dogs at that point when I know one is enough, two at most. Like my post earlier suggests, I’d rather solve the issue myself than it be ‘magically’ solved. Just my preference of Immersion. Dogs get lost, fall in holes, need saving once in a while. I don’t typically expect them to teleport to be able to keep up. Honestly if it had been me, I’d have made a distress call to let players know they can’t follow and let them solve the problem, or choose to ditch the pet. Kinda along the lines of why I asked if it was possible to use carry capasity to pick them up, which would also be really handy in helping catch chickens now that I think about it. I just don’t like shortcuts, I prefer having more options to solve issues like these.

but, that’s just my opinion.

That being said, I’m glad you have the option to turn it on and off as desired.

Not without messing with the asset files. The teleporting stuff is new since Tyron introduced it for the pet locusts in 1.16 (he included a lot of stuff in this update to make it easier for modders to mess with entities attacking/ following certain stuff). I figured it would be a good idea for not letting the dogs go missing when exploring so I added it in too. Why do you want to disable it?

If you want to mess with the files you can find the relevant stuff in assets/wolftaming/entities/land/tame-wolf-(fe)male.json (search for «allowTeleport»).

If a lot of people think its irritating it would also be possible to create a config option for that. MDrX13

They teleport? Never noticed. Is there a way to turn that off?

The pets attacking their owners is a bug I was going to fix in the next update. But I really like the idea of linking it to their obedience, so I will probably implement something like pets not attacking their owners if their obedience is above 50%.

I can not use carrycapacity to make pets carrieable. Carry capacity is aimed at blocks, not enties. If you want to be able to pick up a dog, I suggest you take a look at the config options of captureanimals or animalcages.
By default, the dog should start teleporting to your location if you are more than 30 blocks away from him if he is set to follow. MDrX13

So I had an Idea that you might be interested in, if you deem to add some code to modify this working with another mod.

I have found its really difficult to get pets out of caves when they fall in or follow you into a cave. Is there anychance you’d be willing to add in the ability to use carry capasity to pick up a dog and carry them on your back as long as they have a harness? maybe make a belt item that lets us interact in this way?

also, would you be willing to make the dog run away like a hyena within a threshold of obedience, rather than just turn on you when it gets in the way of a stike or harvest attempt? I’ve had to kill, and have been killed by my own dog several times because it got between me and a target, or because it wandered in front of me while harvesting. I know this should probbably go into the petai mod comments, but since I was suggesting the sling addition for the dog harness, thought I’d not spam you with multiple comments. 🙂

given the changelog on the Hide and Fabric mod, that’s probably the culprit for the wolf population issue, if you were using it as well GrishkoJiggers

Looking at it now, I don’t think it’s this mod causing the issue— weirdly enough, I think it was a one-in-a-million thing; we seem wolf-free so far. Who knows, maybe it was just the Fimbulwinter.

This mod does not mess with animal spawning. The only changes I made to regular wolves are their behaviors towards their tame counterpart.

Or are there dogs spawning inside your base? GrishkoJiggers

Not sure if it’s a bug, but on our server installing the mod made

50 or so wolves spawn on our base— and they respawn faster than we can kill them.

Should be fixed in petai_v1.3.1. Ecks

so my appologies, I’m not sure which of your mods adds in the pet whistle, but I was working with the wolves when I found this. The recipe conflicts with primitive survival’s bone fishhooks. While running both, there is no way to get the whistle without changing game modes.

Hi! I made a french translation for your mod, feel free to add it if you want. 😊

After a short playtest I am confident that it should work on 1.15.10 Rico

I initially created that as an alternative for people who want to tame their wolfes but dont need the complexity farm-life offers. That beeing said, running both mods simultaniously should not break your game, but might cause some unwanted behavior. For example the dog created by breeding will not be able to wear collars and backpacks whereas the dog created by feeding a wolf pup will not listen to the petwhistle. Maybe I should consider hitting up jakecool for making these mods cross compatible. PeterSanderson

It’s okay to presume that this mod doesn’t work on 1.15.19, right? Cause there is some other mods I like to use that are available in 1.15.10 but not all are in 1.15.9. So if you could make it possible to play on that version I’d be grateful.

Have you ever run this along with Farm Life? Does it conflict with the wolf taming method in that mod?

i love this mod and hope you add fox pups in to be tamed i would love to have a fox pet. keep up the good work

Yeah that helped, thank you for quick update 🙂 Works great now 🙂

Fixed in PetAI v1.0.1, thanks for your feedback Verlia, Sindanarmo

I also added some small config options for making wolfes easier to tame/ raise.

Only thing so far that’s a bit harsh I’m finding is the nerf on feeding. 10mins in between each feed on raw red meat that gives 10%. That’s quite a while to sit and tame but, maybe the payout will be worth it. If the dogs can breed and each gen be stronger than the next, that’d make taming them worth it. Can they breed as is?

Second input on the growth time, I think that triple the amount is a long time. I think 14 days was just perfect. Triple the amount goes up to 42 in game days. That’s a long time to sit after taming a puppy and it can’t follow me back home. Is there a configuration file that would allow us to change the growth rate of wolves and dogs as well as the taming effectiveness for different food types?

Bug; right clicking with empty hand crashes game. :/

Thanks! Always good to have some info in handbook just in case. ^_^ I’m still trying to find a puppy to tame but I’ll let you know my thoughts when it happens! Btw, I’ve got quite a few creatures made I may input your code onto them, think it’ll make great stuff! My creatures so far; Faunling, Geode Crab, horse, cat, rat, land griffon, frog, snake, turtle, large hog. Not all of these would be tamable, but if you can figure out how to attach a backpack to a wolf, it’d make some awesome pack mules. Feel free to DM me on discord as well (I’m not always active, but I get back to msgs in time); Verlia#5712

Neat idea! Version 0.0.7 now includes a small guide in the handbook for taming wolfes. I upped the growth time for both wolfes and dogs to 1008 ingame hours to give players more time to tame the pup before it grows aggressive. This translates to 3 times the original value. I nerfed the dog quite a bit and made it harder to obtain one. I hope he is still a viable companion. Verlia

Really enjoying this mod so far! Is there going to be a guide to be included in the handbook? Also, do the pups grow up at the same rate as a wolf pup would? I don’t know the exact amount of time/how long it takes for a puppy to grow up.

Awesome, yeah that fixed it, thanks!

Should be fixed in version v0.0.5, I also added a short check that should convert any already tamed wofles into dogs. InfernalSkys

Let me know if you still run into issues with it.

Ah, ok yea I do have them trapped in a small walled off area so they won’t run away so that makes sense

When the pup is colliding with a block once it reaches 100% tameness, I delay the spawning of the tame variant until the pup is not colliding anymore. For some reason this delayed spawn is never called. I will hopefully fix this in the next update. In the mean time, please make sure your pup is not colliding with anything when reaching the 100%. InfernalSkys

So a few wolf pups wandered close to my house and I started taming them all at the same time, once they reached 100% and it let me name them nothing happened, the name didn’t appear and they seemed like a regular wolf pup and I couldn’t interact or feed them bones or meat anymore, I tamed 1 wolf pup before and he is great but these 3 that I was taming at the same time stopped working upon reaching 100% tameness(still running away like wild pup, can’t bring up interaction menu like my first tame pup, can’t feed either), any idea why?

Oh I see, it is very logical 🙂 So the only solution for pups I guess is to lock them somewhere every time we don’t want them to follow.

Currently the pup does not follow the stay command and is also unable to fight for you. I wanted to make the pup less obedient because it is still, well, a pup.
But this might change in the future, depending on how I will implement the feeding mechanic (maybe a dog will be willing to to more complex tasks the more obedient it is).

Thanks for your feedback. 🙂 Sindanarmo Vintagebob

I am indeed trying to include a fetch mechanic in the (probably far) future. Currently I am trying to implement a dog collar in different variants to make your dog feel a little bit more personal.
You are right about the meat thing. I played around with the idea of beeing able to hand feed him and wanted to make the food render into the dogs mouth (like it does for the raccoon), but I ran into all kinds of trouble an it may take me a while to figure it out.

This is a very nice mod 🙂 this small dor pups are cute!

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Notes:

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones, bricks, clay, porcelain and glass.

If you like our work and want to support us, please consider becoming a Patron.

Glassmaking and Glazing

This mod adds glassmaking and glazed ceramics as a whole new late-game mechanic.

You can create glasscolor mixes (called Frit) by pulverizing ingredients, then grinding, sintering and grinding again. With these done, mix and smelt colored glass. You can craft new glass colors and all types of colored glass including new types like quartz, smoky, milky, dark or opaque glass.

Or create two kinds of colored glazes (clear/milky), and glaze bricks, bowls, flowerpots and planters with these in 15 different color variations.

Glazed planters and flowerpots can be decorated with an optional pattern, two versions (checker/lines) are available.

Making glass and glazes does involve automation and lots of resources and time, but the results will be really worth it.

The handbook has a new guide that will teach you all about glass colors and glazing.

Luminous Glass

Create glowing glass in different colors and brightness levels.

Colored Clay

Create new clay colors and bake/harden them into hardened clay blocks or create colorful planters, flower pots, storage vessels, crocks, watercans, tool and anvil mods from it. Use a saw to cut hardened clay blocks into slabs.

Porcelain

Chisel Glass

All glass types and glass colors can be chiseled, even luminous glass.

New Tiles & Panes

Craft tiles made from clay or porcelain, or glass and attach them to flat surfaces to decorate your world. Alternatively, build full blocks from these these.

New Items & Uses

New Brick Types

Polish stone bricks into small stone bricks. Glaze burned clay bricks in 30 different colors.

Build blocks, slabs and stairs from these new kind of bricks in wonderful colors.

New Recipes

This mod also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks, shingles or quartz.

Bricklayers also enables a range of vanilla recipes that where either hidden in the handbook (like red or brown brick blocks) or enables the crafting of these, like red/brown shingles.

Important Notes

We hope you enjoy our work,

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.0.0-pre.6

Hopefully the last prerelease. This one fixes the claybrick stacking crash (Thanx Nudge!)

This release absolutely NEEDS Expanded Matter installed to work: Expanded Matter

This is a test-release to see if the integration of the Expaned Matter library mod works.

This release NEEDS https://mods.vintagestory.at/em installed, or it will not work.

ompatible with v1.17.0-rc.7 and newer only! No longer needs the CompatibilityFix mod.

This release is compatible with VS v1.17.0 except one known issue:

If you like our work and want to support us, please consider becoming a Patron.

Changelog since v0.9.2

Bugfixes

Balancing and Tweaking

Compatibility

New Features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics. Chisel glass in all available colors and types.

Use tiles made from clay, ceramic or glass to decorate your world.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Compatible with v1.17.0-rc.2 and newer only! No longer needs the CompatibilityFix mod.

This release is compatible with VS v1.17.0 except one known issue:

If you like our work and want to support us, please consider becoming a Patron.

Changelog since v0.9.2

Bugfixes

Compatibility

New Features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics. Chisel glass in all available colors and types.

Use tiles made from clay, ceramic or glass to decorate your world.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Compatible with v1.17 only! No longer needs the CompatibilityFix mod.

This release is compatible with VS v1.17.x except one known issue:

If you like our work and want to support us, please consider becoming a Patron.

Changelog since v0.9.2

Bugfixes

Compatibility

New Features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics. Chisel glass in all available colors and types.

Use tiles made from clay, ceramic or glass to decorate your world.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Here is a pre-release of Bricklayers v1.0.0 for testing.

Compatible with v1.17 only! No longer need the CompatibilityFix mod.

This release is compatible with VS v1.16.x except one known issue:

Changelog since v0.9.2

Bugfixes

Compatibility with Other Mods

New Features

This release is compatible with VS v1.16.x except one known issue:

If you like our work and want to support us, please consider becoming a Patron.

Changelog since v0.9.1

Bricklayers needs this mod to work properly: Compatibility Fix Mod

Bugfixes

Compatibility with Other Mods

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics. Chisel glass in all available colors and types.

Use tiles made from clay, ceramic or glass to decorate your world.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

——BEGIN PGP SIGNATURE——

iQIzBAABCgAdFiEEPNPwZPus2b38SDJdchBxoDxWlFcFAmKNEYwACgkQchBxoDxW
lFfKSg//eE6xGVo/FvJrLdF/Ne+f4Arm4hh9m6sawPZXizqDXHxUCQCCtfgbbpFA
3pm5RxDzbwyJarBhaz/W0O+JZ+Y2Cfgr5uHhFk/a/8j9zPgs8csveQniuD2XfpbC
d3blpjcNJb/Hl1KxaaLO2udKn+fjQy2BTJui3u2mxsviHU873ZC7anQqZ8t81t0M
D1rulGePZqa+q0Ql5WqS82HHPvXrW4DAe12t8CyNbIX45fdctO10O98rgq3IEzDC
TGS9Jn0xxJzfiijEIMv92D2NxmdroYsZh1mAUyFwSxjl1CILnddKCxvyPdP/3j8S
S7yP70qx0wJzuyu6jhJ+u5bOF04KYkaS/5UjkGe0mhb0722S8YyVsm5aXw/89L7H
N2litD8Mr5GDYMFXByPfh7R8IeiB/OGNqv011TFWOuKlxcovU7NYXJ2KUxwYUWlW
Mr0bqeQ+/MUnfPniGpNwOBRudnoXZsYQ/MZr5kIjLXBGwEOyjcCSdHuW6TyJiQIa
Gkp1j7IpUP4kTQcg5fvwW02N7ZHpMeckWD4yzFXUht/Z3rqGWOai0+HQeRACqql2
S7iloYiRbmjcHxbKC7NepNK5JxOgY3P9DnWSgT9qn6H9bFqtyOeVSRdDh8OEW52v
nXiWSyqslA3ly3LmynQMBGBBFQo9kRvFrHD1q903nj9zAE9ht3k=
=SO+w
——END PGP SIGNATURE——

This release is compatible with VS v1.16.x except one known issue:

If you like our work and want to support us, please consider becoming a Patron.

Changelog since v0.9.0

Bugfixes

Balancing and Tweaking

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics. Chisel glass in all available colors and types.

Use tiles made from clay, ceramic or glass to decorate your world.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

——BEGIN PGP SIGNATURE——

iQIzBAABCgAdFiEEPNPwZPus2b38SDJdchBxoDxWlFcFAmJUb4cACgkQchBxoDxW
lFetOw/+IhFgZ+pku9aXLtL50jqFXTbb17M4HXJr4zljgi8AU1hQJ1tUDzsfEInR
o6sxaBL/pxslErAyWyj2FUWMnHLXTOOaDHtier1PCrqMPM9NeoiyANIl7/1QKDK1
FTgSfdr9ocjc7R6PqpOectzknHsFXsKzeiJVSuUIK0L9Gq+kDmkw7luLYZQdCQoZ
X2xrMHZHb9lM+Uuj9AeS1w/8rTYN/tazpS+pdqgitKIn088I657Nene+jMTzokot
mhRUQFnrT3mxxxehXwnFSbj1PCIHPhECQEotfm2rVfS19LJiZAJ21g5wMennY8OS
b4yBQBElHXaOHv8zEmbFkMVhdNxmnrg0xhf2jPFQKy3xELUqBZJgDdojRsQV3oz0
7lTEd3BF50NEtYKA5vnOK071lDfOQ6Yzuh5+zHiJaOeskrYj8LDEyoKpENe3ZxBW
N8pz31ePrPEemuhoIFRVJIgpm+0tW+AqmIy36t3R/fKXD2oEaVi1pUF6inFFO98W
Q8C6vKOSFlOFzhoZScwpieQB3XIGiSoKlw92BLcwdxadVB6iaDzNBc4yLwrGVNBY
19xwEvbkGagBvBUAYhzHGShjsHEqcgCYXNQeCE2hd3fDbpgi60TLcRIvan2cgF6q
8wmufguxarz2wGGuktuKPqFsVxtPL0umkceHxidAgWqxVsavN+E=
=vr8R
——END PGP SIGNATURE——

This release is compatible with VS v1.16.x except one known issue:

If you like our work and want to support us, please consider becoming a Patron.

Changelog since v0.8.2

Bugfixes

Balancing and Tweaking

New Features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics. Chisel glass in all available colors and types.

Use tiles made from clay, ceramic or glass to decorate your world.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

——BEGIN PGP SIGNATURE——

iQIzBAABCgAdFiEEPNPwZPus2b38SDJdchBxoDxWlFcFAmI5bZEACgkQchBxoDxW
lFdywg/7BXu+kRRGgU7haVC+aFA51wLsd+QUDqE72reNsQGXp1rdQdKI+Qp0jXvY
jPY2DGfSnngMSaZsFu1pRRRIQLPBknFPWIvyEdt6W3JBueLtEfF+N+7uIDET6dff
FNZQoCv1o2KX/53DB5A55Oty0sMww2dNQN8cCFve3mzY60BU+/w1dKNDDswamx9a
gTQUQnjzEorfvU5tfPosdEON1pdw4oIQFIdFSGuLCaFdx1wJ4OWp8wgJMgqKvDqq
eALS84HODC5CeVOpxCFBdGYInUoLfxgVR981o1qjh6aiVClXqNKhh+s/8aJkEgYl
1muUxVgTyDd+1PlAnVjF2j5nPoBxeN6R3n5bik5Efe41ydGjFVtLz58fjwY8nQcu
n88Cq3tto85xkUuuEZV+q6evz2Js79gOF9+H9JXdA650SJytNhl5QVwOjxTWhimA
Zd5FHnJBZcJpygbMP7a+3vCA0QyXinJgQ8bJS6DVMNNn8OtQgnCLMc4u6s/O/rcC
R89OwwxXMIE1LcSBTFk8E5xkmTl4E33NdCGbIxkafmYS0BQMp9KPCUy+49v1oZCG
6sbtONnYVtol/VCgGcQu3GcvAo+WlM5fBqvLeWx/0A8uq3qOlYrUnr8e6YsUgoJR
K8eEJLUG6BFAdSKXmnTYtN6gKfGc77MYNUaHEcgedW+bJXJ7TAo=
=fpXw
——END PGP SIGNATURE——

This release is compatible with VS v1.16.x except one known issue:

If you like our work and want to support us, please consider becoming a Patron.

Changelog since v0.8.1

Bugfixes

Balancing and Tweaking

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics. Chisel glass in all available colors and types.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

——BEGIN PGP SIGNATURE——

iQIzBAABCgAdFiEEPNPwZPus2b38SDJdchBxoDxWlFcFAmH4KYwACgkQchBxoDxW
lFch5w/8CbGcx9FfaGCpPFd4kfCqAqJ5BCqkMOkMfmima1tf57HX9RcuSbquvw1C
PiFy0XIWfcHHZYO+fvMytEsaQf1/wiRi3qybxEjz37Y91N8LhH9k1tMBMMYJxsU/
mblAOuBatn2VQtQbXjEI9KGWZmIB4o3swNXgAe5NbBVsmD/DD/4LxilEVt2yPLTM
thbvoDKO2QRMEiJoOb0ONy6y9ge4puuFVjpFytRvtZW8hnNjXrALJwcy06uFHRZi
9TXXlt6OsozmmquPwX0VeTBHya10eQKemR6+WdWEviRE4N/6dt0KBFpHm+goj+iF
KKyu8j6egQ6AULcFONKrluCngFCJG5CyZ6MCPxA67+IMnL0ZCJLIQ9Y2n1ppUyGn
b6YgTnrmc8fDqchB6Ys9A/BgBUCCMQvrIMz4mhA/ryGUM5BAgxkUfhB/bCMNCdsh
zRyP5Cr582C+JNXuEtPEwW4E63l1vh9IVaq0E+hU8ytjHVAFL/P5Ss+2raNzLRlF
++6cmOnqvYO29wFUl459+ir37boUKPxwFSZEheuok7HUaS8zfkTdkDxgu1HbAbqM
gm4wtvxjz6Li6Veo1NInJdGp+xN5N+i5xqjp5E2j0koU+l2P+1ckGiwbDqfG1xgW
KCxxoYD7+p+vX7Zzgr9S6dAB7aRueHj/ALqd87HxgdOxY2dTeks=
=9Wn0
——END PGP SIGNATURE——

This release is compatible with VS v1.16.1 except one known issue:

If you like our work and want to support us, please consider becoming a Patron.

Changelog since v0.8.0

Bugfixes for 1.16

Balancing and Tweaking

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics. Chisel glass in all available colors and types.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

——BEGIN PGP SIGNATURE——

iQIzBAABCgAdFiEEPNPwZPus2b38SDJdchBxoDxWlFcFAmHpKtoACgkQchBxoDxW
lFca3w//W0aE7KEPt12ntd5w4XVkhFQPD0Dm3Ro6Ft3ptC8xc3wTP3aJ5QIr/Dcu
zP1ICaCQvaKEHOI4faYv7j8Naw6vMjPS0OtXd46FGyMN6ZtZjCipG69jk6dMst8N
LPAkEFn58ZuM9/TcCPYvCN+TGdDM3orYQ9yfZIrVuCxFqZ3OvbFnR4EZuGPiHOK0
psgJhUrm3fV2tcAy5yonmVYxT+G/eLlWw1lhgrO6sN3EHiDp662QIyCAxUsulqwb
71iWmnqk7et18AtAFiOMrdyKuYA/51HZFswgCJh+PYzcDHF+R55e3LBj4Ojsy0eG
Xhc60AWbk3dJb8rwiC8Gk+XzlEKwrOR9RMt4MVpSv6VF9I8pgFKPAhngbarXt3gn
kH8tRZFZxTwYT8kk3WXVM51PS34ymmMQk/GQ644KNezFus98FDGb+xNLYiC9Iq3g
p/YvdNRqTdKMYE3eQm3bqutQRQbyxgjAXtGvdyqOu6nF51y/u1SQvMc7xrovd9jW
Ey+cH4IqTAoQNVtLAdNFouMqbPKxqT/uhjA2c4NmNMI2wl/yWqi1nJ3NxcuYMcR7
9hwJVmMG8PyaGUbIlfWQlpsEgPr8Vsl4itBhVDHFihQB1DkTMAJFsMhr0mFM6+w5
3EEZKtpyY2+Hi1vcSl7ufpN64nUS2UtBHgWPwBCSeMv0v1bBUM0=
=10y9
——END PGP SIGNATURE——

This release is compatible with VS v1.16.0 except one known issue:

If you like our workand want to support us, please consider becoming a Patron.

Changelog since v0.7.1

Bugfixes

Balancing and Tweaking

New Features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

——BEGIN PGP SIGNATURE——

iQIzBAABCgAdFiEEPNPwZPus2b38SDJdchBxoDxWlFcFAmHfV9cACgkQchBxoDxW
lFdzBA/+LJOKxVKPq3ra03dojlSW5ISjqb47UijIJtouamYGAJ//ErlUWwUpO+h5
znkmRo8fCzVHrJ/vHUSUc+h9aPosR4tGS/bPCenF37KRQWhUmKj8nhIILe1s7VUF
xzxKqm1A+s14Of6zRrWxV7zjxC0BRUl0gw7J1iqPwZk2IY4NQZHmtTN8szHIWaez
2VX3cL2G+MIzD49O3kRoDEA/kqkMSU6r07lOwKNjUsGKMGuAMNshbw3HnSSUSiXv
GSvdvYHeW3UUnFiS3EdZr2a3ShMmRAeG6BoP+KVL8Zcp5YL4BUYa/lrcEnjFrxL1
tdcznXtEvNbGd0pqZV+/uLSUjkNfKKcQwsZuXvvuckkVAJJgKeMQ+I2vIPSSDZV1
NeX4sj326CLHR84sbe3rWpSg6D5qottrxrlQx/BxJKhnQuGWWTFnKn6OeAmVXkMN
0bnwADSsuwTaEvmIMpVqa0IpZpci45+U3NAGFWCyhugvUGeSWKgcPcbRhOJ4dnTq
9HTd1MP9tB7TPefD/VBD2uTaKGAuRpth8tBVsDbmvqW7j+gdinDAowVmSJD8rbov
HrEvgqHO45edKu0JQZ79rX7b1cu4BE0Or3QeZI8L0BD/hl64iapuQMnaME1uACsI
tvLwYcRt9Hsh+KrHyNEU+a8Bbjgwik9mrfL6gLSKuedKYg1Es4Y=
=Lqwc
——END PGP SIGNATURE——

Release v0.7.1

Should be compatible with v1.16.0 once it comes out. Hopefully 🙂

This is a small bugfix release to improve 0.7.0:

Changelog since v0.7.0

Bugfixes

Balancing and Tweaking

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.7.0

Should be compatible with v1.16.0 once it comes out. Hopefully 🙂

This release adds compatibility with VS 1.16, one new major feature (salt glazing), some minor features (orange glass, decorative crops, ceramic tiles, porcelain flower pots), tweaks (darker glass colors, tile block retain their edges when chiseled), fixes quite a few smaller bugs and adds a few more recipe variants.

Changelog since v0.6.0

Bugfixes

Balancing and Tweaking

New features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: This mod alters some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

v0.6.0

Release v0.6.0

Changelog since v0.5.2

Bugfixes

Balancing and Tweaking

New features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does alter some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.5.2

Changelog since v0.5.1

Bugfixes

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does alter some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.5.1

Changelog since v0.5.0

Bugfixes

New features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does alter some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.5.0

Changelog since v0.4.1

Bugfixes

New features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does alter some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.4.1

This release fixes the annoying bug with unsealable crocks, has language fixes and adds more recycling recipes and suevite stone and small stone bricks.

Changelog since v0.4.0

Bugfixes

New features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does alter some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.4.0

This release adds a ton of new features, enables glass chisseling and brings a few bugfiesx and tweaks, too.

Changelog since v0.3.4

Bugfixes

New features

Balancing and Tweaking

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery, as well as colored molds.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does alter some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.3.4

This is a bugfix and tweaking release.

Changelog since v0.3.3

Bug fixes

New Features & Tweaks

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does alter some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.3.3

This is a bugfix release.

Changelog since v0.3.2

Bug fixes

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does alter some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.3.2

This is a bugfix and tweaking release.

Changelog since v0.3.1

Bug fixes

New Features

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does alter some vanilla recipes releated to ore crushing.

We hope you enjoy our work,

Release Signature

Release v0.3.1

This is a bugfix and tweaking release.

Changelog since v0.3.0

Bug fixes

Balancing and Tweaking

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does not alter any vanilla recipes.

We hope you enjoy our work,

Release Signature

Release v0.3.0

This release adds compatibility with v1.15, pottery made from colored clay, and a few new recipes and bugfixes.

Full Changelog since v0.2.x

Compatibility

The mod is now compatible with VS v1.15:

New Features

Balancing and Tweaking

Bugfixes

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

Create colored clay and colored pottery.

It also adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does not alter any vanilla recipes.

We hope you enjoy our work,

Release Signature

Balancing and Tweaking

Bugfixes

Compatibility

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.
You can also create glass colors and smelt colored glass and mix glazings for ceramics.

Glaze pottery (bowls, planters and flowerpots) and bricks to add some shine to your world.

It adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

Note: In the current form this mod does not alter any vanilla recipes.

We hope you enjoy our work,

Release Signature

Changes

Mod Description

The Vintage Story mod «Bricklayers» adds useful things and new blocks to build from stones and bricks.

It adds recipes to convert slabs into full blocks, and blocks back to slabs.
There are also recipes to recycle blocks back into individual stones, bricks or shingles.

In the current form this mod does not alter any vanilla recipes.

We hope you enjoy our work,

Release Signature

Changes

This release adds recycling and transformation recipes for shingles

Description

The Vintage Story mod «Bricklayers» adds useful recipes to build things from stones and bricks. It adds recipes to convert slabs into full blocks, and blocks back to slabs. There are also recipes to recycle blocks back into stones or bricks.

In the current form this mod does not alter any vanilla recipes, add new content or items.

We hope you enjoy our work,

Release Signature

This is the first alpha release of the Vintage Story mod Bricklayers.

It contains new recipes to recycle stonepath, cobble, brick and claybrick blocks, and to combine certain blocks with either clay or mortar back to full blocks.

41 Comments (oldest first | newest first)

Apologies for not messaging you on discord, but I could not find you in the server.

Man, I’m an idiot, I thought the compatibility mod was the blammfix, and I didn’t read the change notes fully. Sorry about that!

BlueFuryDragon Please send me a message on discord, either on AF or the official VS one.

Have you checked that the newest BL is actually loaded and that no mod errors occur? Also, if you have two versions of BL, please remove the older one.

The issue with not being able to pick up fire-clay vessels should now be resolved. Happy building! \o/

Please send me any details you have on discord. Thank you,

Still can’t pick up fire-clay vessels. I’m on 1.16.4

I recommend this mod for the bowls. What’s the point of the advanced porridge and stew recipes if you’re going to eat from a dull, unpainted bowl?

The game should load the newest version automatically, but it is always better to remove old versions. Note that if you update the mod on a server, a server restart would be a good idea. And please always make backups of your world before upgrading! 🙂

Happy building, Tels

Hello Tels, I got a question about updating this mod. Do I need to remove the older version before downloading this one?

these crashes in 1.16.0 are known, you need to upgrade at leas to 1.16.1 to get them fixed. Preferabe upgrade to 1.16.4 as it contains even more fixes for things that might interact with Bricklayers.

Thanx for the feedback, and happy building and decorating! 🙂

A friend and I have been enjoying this mode very much on 1.16.0, but when we try to use the colored bowls to get food out of a croc, it crashes us.

Additionally, it only crashes BOTH of us if we’re near each other. Otherwise, it just crashes the person in the vicinity, but then they can’t get back in until I disable the mod. I can re-enable afterwards, and we can continue playing.

I did a test with it, disabling all other mods, and it still persists.

I do have a crash report, if that would be of help to you, I just didn’t want to spam the comments with it.

The rest of the mod works great so far, I appreciate being able to chisel with glass

Started working on a compatibility update for CottageWindows this afternoon and noticed that the orange plain colored glass slab is missing a lang file entry and crafting recipe. Just a heads up!

I’m going to test FGC 1.16.0-v1.3.6-rc.4 later today after work and let you know in case of issues.
In the meanwhile FGC rc.3 has been removed and BL worked properly.

Hi there.
Great mod! I really like it, but I have to submit a possible malfunction.

When I put a planter in a barrel with 12 liters of glazing (clear red) and click on «seal» nothing happens.
Didn’t try with another color yet.

well there’s another mod checked off the waiting for 1.16 list, thanks guys 😀

The Bricklayers mod is carefully made so that it only adds end-game or late-game content or some QoL tweaks that make things simpler, but not cheaty. For instance, the recycling and transformation recipes make some things easier, but cost tool durability to offset that.

There are a lot new features in it (like colored clay, new glas colors, glazings, small bricks), and new items (powdered coal, powdered metals and frit) but there are never any recipes that either circumvent the vanilla restrictions (like that you need copper to make a saw) or simple give you «more output» than vanilla recipes.

Thanks for this.

I have been working on a not so similar mod that adds more colors of clay matching vanilla textures as closely as I could but I haven’t been able to work on them since 1.14.2 and it doesn’t work in 1.15.5 I just moved my pc someplace where I can work on it though it’s not prefect.

I wouldn’t mind getting back to it.

I’m thinking when I get back to it instead of putting everything I’ve been working on in 1 mod that will probably take a while to get done I might break it up into several smaller mods.

that will help because then I can have some things done and finished while still trying to work on the things I’m having a little trouble with.

also this would allow people to use specific mods in case they don’t want everything for example..

it has new trees, new berry bushes, new clay deposites, new clay (working on colored pottery but never finished that part), clay water; used as a dye substance. new crops, food items, clay mold for sawblade(currently wasn’t working), knapping recipe for fint and obsidian sawblade for early game saw access. low duribility but still does the job. also has a couple new bags/backpacks with more bag space, new fuel sorce such as condensed coal and packed charcoal that have even slightly higher temperatures and last much longer so you burn through less fuel but not really because the time is only increased based on the coal. like 9 charcoal to craft a single packed charcoal would burn a little hotter but last 9 times longer than a single charcoal but still cost 9 charcoal. can also be uncrafted or recrafted from packed charcoal to 9 charoal so it’s more for storage than actually fuel but can be used either way. also added new fertilizer that adds all 3 main vitimins as well as new fertilizing crops that add vitimins instead of draining them (experimental alternitive to fertilizers. was looking for a way to have a crop drain 1 resource while adding the other 2 but didn’t figure that out so just had them add instead of drain).

someone might not want the early access to the sawblade or any of the crops or trees but might still want colored clay so if I break them down into seperate mods some can be finished while working on others while allowing people to pick and choose what mods they want rather than all or nothing sort of thing.

in v0.3.4 you can fire red clay bricks again, sorry for the bug. And so you can now use the red clay brick blocks for a nice, deep red color 🙂

I would like the small bauxite bricks to be more red, almost like vanilla red bricks that are not craftable

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

This mod adds some potions that enhance the player. Currently these are: Archer’s Flask, Fighter’s Flask, Healing Oil, Hunter’s Delight, Looter’s Delight, Miner’s Flask, Potent Oil, Purging Brew, Predator Pheromones, Scent Mask, Settling Brew, Spiked Oil, Sprinter’s Flask, Vitality Flask, Recall Flask & Glow Flask.

Version 1.5.0 changes the potion to a liquid so all potions previously created will not port over but empty potion flasks will.

Version 1.6.4 trims the herb rack variants so all herb racks previously created will not port over. (Sorry for the inconvenience)

Big thanks to Rejn_Bashag for making the new potion flasks, herb racks and mortar & pestle shape, creating better names for potions and cover art.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.6.4

Quick name update on potion flasks.

Added russian translation

Should fix the repeating message bug when someone dies when a healing oil is active.

Fixed a english typo, added new potion and added oredroprate increase to mining potion

Small change to cutting recipe.

Overhauled recipes, code optimization and misc changes.

Fixes for potion shapes and turns potion item to block. Previous versions potions will not port over.

Added flask toppers to the tube and round flask shapes. Also small code change (shouldn’t be noticeable)

Fixed multiplayer bug and added new flasks.

Some small fixes and fixed broken build 1.1.3

added missing recipe for new potions

29 Comments (oldest first | newest first)

Too much ids still can affect performance a lot, though no longer affect loading times (thanks to 1.17), but definitely can affect RAM consuming as well.

I think this was the reason why Tyron made shields the way he made it

Zaldaryon Thanks for the report I will look into it, sometime in the next couple of days.

Kirona Sorry but I don’t think I have the time to do that. Wildcraft or wild farming should help when they are updated. I haven’t even looked at the latest prerelease yet, so its just lucky that it is working with the latest prerelease.

Craluminum Thats a cool way of doing things but I don’t think it will be worth the effort and I don’t know if its even that much of a performance increase. Plus all the herb racks would still have wouldn’t have ported to the new version and I don’t want to break them porting over yet again. Thanks for the recommendation though.

Would it be possible to make the various herb cuttings also act as seeds for those herbs, so I don’t have to get a different mod for that? Right now Wild Farming isn’t actually working for the 1.17rc updates, while Alchemy still does seem to work.

You could use something like ItemShield does, it allows to convert 999999 variants into 1-4 block id.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Hi, all I have released a new update, it will not use as much ram but the problem is it will break existing herb racks. The problem was that there was thousands of herb rack variants so I trimmed them down. I can’t remap them (as far as I know) since there are so many variants.

Hey, when this mod is enabled, my single-player game consumes about 3-5 GB more RAM than normal.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

So that’s probably not intentional! Figured I’d let you know.

Hi all, I am working on a new update for the mod and if anyone could provide feedback or suggestions that would be awesome. Info about it is here.

Hey Mamessu, thanks for the bug report. I know of the potion flasks while stacked will not use up any potion portions. I am slowly working on finding what changed in the latest vintage story update that has caused this. I did not know of the empty flask into barrel bug, I am assuming it is related to the other bug.

Hey there! There are a couple duplication bugs you should know about.

1) If you have two of the same potion flasks in your inventory, and drink a portion of one and then restack the flasks, the potion portions will refill. You can have infinite portions this way.

2) If you try to empty the contents of a medium potion flask into a barrel, the level in the barrel will go up, but the contents will not empty, making infinite potions.

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Automatically adds map markers to your map when you interact with certain objects. Fully configurable to add only the map markers you are interested in. Current options include:

Makes it easier to remember locations and return to those locations later, and eliminates the tedium of manually opening the map and creating map markers. Can also help to ensure you don’t miss out on gold or silver surface ore, which are sometimes difficult to spot!

Also supports hotkeys:

Works both in singleplayer mode and on multiplayer servers. Check out the file changelogs for more details!

VersionFor Game versionDownloadsRelease dateChangelogDownload
v2.4.0-pre.1

Recompiled to be compatible with version 1.17 versions (1.17.0-pre.1+)

No other changes to the mod

Updated for game version 1.16

Version 2.2.x

New version of mod, compatible with game version 1.15.x

Version 2.2.x

v2.1.0

New version of mod, compatible with game version 1.14.10 (stable)

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Do you like choices? Sure you do, we all love options. With that said I proudly present to you a small mod I’ve created for Vintage Story to expand upon it’s metals. This mod adds a lot of new metals most of which come with tools, weapons, armor, metal blocks and much more. To keep with realism but not ruin current game mechanics I’ve changed coke to burn at 1475C, this isn’t hot enough to melt iron. To make most of the newer metals you’ll need to crush nuggets and ores in your pulverizer and combine the crushed ores together into blends then put these blends into the bloomery, there are of course new regular alloys that you make in a crucible. I’ve also added dolomite rock which is a white stone that has it’s own cobbles and brick blocks to build with, you can now stumble upon beautiful white sand beaches.

The metals I’ve added or in some cases activated since they were already in the game not in use are nickel, monel, constantan, cupronickel, invar, electrum, phosphor bronze, nichrome, chromium, aluminium, molybdenum, kovar, rose gold, sterling silver, talonite, blue steel, red brass, chromoly, stainless steel, damascus steel, tool steel, zamak, ferromagnesium, alnico, titanium and titanium gold.

This mod is complete but can always use some polishing, I’ve tried to make sure I haven’t missed anything but it’s a lot of content and something could have easily been missed. If you notice something off please don’t hesitate to drop a comment pointing it out, I would like this mod to be the best it can be for us all 😊

Compatible with Stone Quarry and Bullseye, more to come!

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.0.9

— switched rock properties files back from patches, hopefully fixes pro pick crashes on servers

— added French translation, courtesy of Ailin78

— fixed missing pulverizer caps and anvils

— fixed missing name entries

48 Comments (oldest first | newest first)

Installing MoreMetals1.0.9 with 1.17.0-rc.5 breaks molds with vanilla metals.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Dolomite seems totally bugged for me; the textures are missing, and trying to view any dolomite block in the handbook crashes the game.

Surprised that lanterns can’t be lined with the precious metals from this- guess I’ll have to turn this electrum plate into a solid electrum lantern!

ferromagnesium anvil is now fixed, just redownload 1.0.9

got time so I’ll look into the anvil today

@ bluelightning32 I’ll look into it

I made a ferromagnesium anvil top and bottom. However, it turned into a question mark block when I hammered them together with borax. I tried to break the question mark block with a pick axe, but it disappeared.

1.0.9 is out! Bullsye is now compatible thanks to Rahji 😊

the blend links in the handbook guides link to one blend but I figured if it’s saying it uses one iron that it’s apparent that all irons ( or coppers ) can be used. Maybe I’ll put some more info there, let me know if it’s easily understandable or not, I can improve things just need to know what 😬

thank you so much; platinum isn’t quite as bad, it adds a bit of lumpy to it, but rhodium basically looks exactly like quartz lol

@Lisabet I can definitely make them more visually distinguishable, I’ll try to get something out soon

wondering if you can add more of a visual difference between ores like platinum and rhodium from quartz? my eyes have gone to hell (almost literally) in the last two years and I find myself having to mine out just about all the quartz I see in order to find those two ores when detected. I use the Visible Ores mod just for this reason. Magnesium is good, since it’s not tied to quartz; electrum is good too; in my map so far I’ve found electrum, magnesium, platinum, rhodium, and molybdenite. Out of those, I go crosseyed trying to find the platinum and rhodium.

this is what I see when I find both:

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

@1618 I have no prior background in minerology I’m afraid but I have learned a little just from researching about what metals to add and reading up on how certain alloys are made. I kinda just went with the games way of things and just made more options and stronger versions etc but I did make the precious metals have fancy plate armors and tried to add somewhat newer ways to acquire things, aluminium for example. Those are some sound ideas to implement though, I really wanted to make a blast furnace but I’m not advanced enough yet in C# to achieve it.

Love the mod. Its the Blacksmith element that really got me excited about this game early on. I hope this area gets expanded to the fullest extent possible.

Do the ores have any qualities/variables other than Durability?

Here are a couple expansion directions

Do you have any special knowledge of minerology? I took a class a long time ago and loved it.

@bluelightning32 Bricklayers will prevent you from making some of my crushed ores, I’ll try to get them compatible soon, I uploaded a update with the constantan typo fixed for you

ya I see it, I wrote contantan, I’ll fix it 1 sec

With MoreMetals and without Bricklayers, magnetite requires a tier 3 pulverizer. With MoreMetals and Bricklayers (tested v.0.8.2), it requires a tier 4 pulverizer. The same thing happens with hematite. Bricklayers cause limonite to pulverizer into something else that MoreMetals doesn’t understand.

So basically Bricklayers moves Cupronickel into a post-steel blend.

I see this warning in my log with MoreMetals v1.0.7. It looks like a typo in constantan.

23:45:23 [Client Warning] Texture asset ‘game:textures/entity/humanoid/serapharmor/brigandine/contantan.png’ not found (defined in Shape file game:entity/humanoid/seraph/armor/brigandine/head-constantan).

@bluelightning32 oh good, glad you found a solution 😌

Although Stackables v2.0.4 is incompatible with MoreMetals, the fork, LargerStacks, doesn’t have the pounder cap problem.

Dolomite re-added, it should be fine now, god I hope it’s fine now.. lol

@bluelightning32 my dll adds those caps in so I’m not sure how to go about that

There’s a compatibility problem between this mod and Stackables. Without Stackables, the new pounder caps show up in the handbook and can be created. With Stackables, only the vanilla pounder caps are craftable.

Without the new pounder caps, some of the new metals can’t be created.

Game version: v.1.16.1

MoreMetals version: v1.0.6

Stackables version: v2.0.4

I’d only just picked up the shoveler mod before my latest map; I can give that one up easily for now (I love to dig, why I grabbed it lol)

Awesome that bullseye will work soon with it; I really want the combat restoration mod to work with it; it sucks with knockback sending either what I’m fighting or me into rock blocks (good thing we can’t suffocate)

@Liasabet Doesn’t the shoveler mod just make shovels last longer? That can be remedied in my mod by upgrading to a stronger metal, a tool steel shovel for example has 4000 durability

edit: I peeked into the shoveler mod, 6500 for steel is OP imo but ya he patches the duras of the vanilla shovels but he could easily make a patch to do all my metals too

See, he posted the fix already. Amazing devs 😊, I’m gonna re-add dolomite but I’ll just add magnesium to dolomite as well as the current rocks it’s in so it won’t effect current saves negatively.

@Rhajital if you would like to provide me with compatabilites that would be great 😀

Oops, sorry about that! Bullseye is currently a little too aggressive in patching arrow damage, and arrows from other mods get their piercing damage reset to 0 if they aren’t compatible. I already have a fix on my to-do list, though some kind of compatibility patch will still be needed (since Bullseye buffs arrow damage, MoreMetals arrows would be too weak in comparison).

I can whip up a Bullseye compatibility patch for you to include in MoreMetals, if you want. I’m not anywhere near ready to release another version of Bullseye yet, so that might be the fastest way to do it 🙂

ok, for the arrows not showing piercing damage, there’s a conflict with the Bullseye mod https://mods.vintagestory.at/bullseye

for the shovels not showing a recipe in the handbook, there’s a conflict with The Shoveler Rises mod https://mods.vintagestory.at/theshovelerrises

for the swords not having a recipe there’s a conflict with Old Combat Restoration mod https://mods.vintagestory.at/oldcombatrestoration

if I have those three disabled, I can see the proper recipes and piercing damage for arrows

V1.0.6 fixed the propick crash for me. Thanks!

hmm, not sure if any mods are conflicting; this is what I see if I check any moremetals sword blades and shovel heads

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

vs a vanilla one

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

let me try turning off ‘recycle tools’ in the useful stuff config file, since it’s the only thing I can think of that might be borking it.

edits actually a bit odd that it’s not sying it’s from your mod rather than from essentials

this mod isn’t playing nice with servers with dolomite in so be wary of that, singleplayer games seem to be fine other than some broken chunks, new games with 1.0.6 should have no issues. All will be fine once VS updates and we all know that doesn’t take long with these amazing devs

Swords and shovels grid recipes are working, are you using other mods that might conflict with that? Also arrows only show the piercing dmg, thats a vanilla thing

really? ffs lol kk

your sword blades and shovel heads don’t have recipes to add handles to make swords and shovels; arrows don’t have a damage amount marked on them; otherwise looking great so far 🙂

I’ll let you know if I see any other missing stuffs

bah, k I’ll try to figure this out as quick as I can

I’m getting a crash when I use the prospecting pick. I’ve only been able to reproduce it on my server. I tried removing all the mods except for More Metals, and it still happened. It went away when I removed More Metals.

Game version: 1.16.1

MoreMetals version: v1.0.5

23:26:38 [Server Error] System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.ServerMods.GenRockStrataNew.genBlockColumn (Vintagestory.API.Server.IServerChunk[] chunks, System.Int32 chunkX, System.Int32 chunkZ, System.Int32 lx, System.Int32 lz) [0x00241] in :0
at Vintagestory.GameContent.ProPickWorkSpace.GetRockColumn (System.Int32 posX, System.Int32 posZ) [0x00101] in :0
at Vintagestory.GameContent.ItemProspectingPick.PrintProbeResults (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.Server.IServerPlayer byPlayer, Vintagestory.API.Common.ItemSlot itemslot, Vintagestory.API.MathTools.BlockPos pos) [0x0007c] in :0
at Vintagestory.GameContent.ItemProspectingPick.ProbeBlockDensityMode (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.Common.Entities.Entity byEntity, Vintagestory.API.Common.ItemSlot itemslot, Vintagestory.API.Common.BlockSelection blockSel) [0x00334] in :0
at Vintagestory.GameContent.ItemProspectingPick.OnBlockBrokenWith (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.Common.Entities.Entity byEntity, Vintagestory.API.Common.ItemSlot itemslot, Vintagestory.API.Common.BlockSelection blockSel, System.Single dropQuantityMultiplier) [0x0004f] in :0
at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld (Vintagestory.Server.ServerPlayer player, _zQRtckuwZGriQ6yzmHpCEVJBkot cmd) [0x004f0] in :0
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak (_lED4KdC91wgZEt0DdnlBksEk38A packet, Vintagestory.Server.ConnectedClient client) [0x00171] in :0
at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in :0
at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00150] in :0

okay I think I found/fixed the problem, I hope..

Моды vintage story

0.1.17 (Release):

0.1.16 (Release):

0.1.15 (Release):

0.1.14 (Release):

0.1.12 (Release):

Weapon/Tool breakage; is mostly bugfree. I think.

P.S. Iron still isn’t meant to be smeltable. (not with this mod)

VersionFor Game versionDownloadsRelease dateChangelogDownload
v0.1.18-rc.1

FIXED : Working Split-Every voxel metalbit recovery (and it fixes the stock VS anvil not-resetting issue too)

DEBUG Semi-Release Candidate Zero; 1/3 of planned features 3/1 of expected bugs.

Added 3rd party API stuffs, minor Tooltip fix.

Updated for V.S. 1.16, (now with item filter capability)

fixes AMR «Broken metal fragment» item, overwriting output of random recipies. 🙂 this time

CONTAINS HORRIBLE BUG

[DO NOT USE!]
Fixed metalbits from shapeless recipies issue.

Configurable Voxel-to-Unit ratio, can disable breakage / recovery.

(untested in MP mode)

Added the missing item property needed smeltables

Entirely NEW code for Item Damage events. (Works for crafting grid tool use also, but not spears. )

Fixed New-World exception.

Added ‘de’ Language

Improved Cross-mod compatiblity.

(works with a few other new metal adding modifications. )

Updated Version. Now using Harmony.

Latest Release of Anvil Metal Recovery, now updated for V.S. 1.14 series.

Actually tested w/Iron anvil.

(a tiny part of the eventual FM.A. Mod-complex)

43 Comments (oldest first | newest first)

When working an iron bloom into iron bar sometimes I get a few extra bits of iron that don’t fit into the bar but I don’t get iron bits

Thanks for the update Aug 20th at 10:05 PM

When I install a/the 1.17 release; AMR will get an update to match.

stopped working with 1.17 rc.4

I added a quick mod to change the steel bit smelt temperature from 1502 to 1499
Otherwise the steel bits you get back from the mod are useless.

@Melchior Let me know if you add this to the main modpack and I’ll remove mine.

Hmm, you may have found something there. I’ll check it out; 0.1.18 is taking a while; but should be worth it.

Not work in 1.17.0.pre-4

Melchior and if metal is still liquid it will propably just steam-explode in your face.

Interesting idea; mabey it should! (IRL a TERRIBLE idea as it would probably shatter the mold)

Just made it to the copper age recently and made a couple pickaxes to continue my mining. I was excited with this mod, since I would no longer have to be constantly hunting more deposits to maintain my tools. With my first break, I now know that this mod is a bit overpowered. My broken tool has given me 10 copper bits, worth 5 units each, and broken metal fragments, worth 57 units. By putting in 100 units of copper, now I’m getting back 107. Although I love the idea of being able to recycle old metal to help make new tools, this seems to be a bit ‘game breaking’ for me currently.

The thing I would point out is the vanilla recipe: Ingots + chisel-> metal bits. It was changed as some point you couldn’t melt an ingot in a crucible and needed to break it up first.

Quote Rayle : Also, having to use a chisel to break down the metal fragments isn’t very obvious. Normally a hammer is used to crush tools back into bits, so I didn’t even think to try the chisel. I tried the hammer, tried putting them in a crucible, and tried putting them in the bloomery, but nothing worked. I thought maybe the mod was bugged out and I came back to this page to look around for the answer. I found it hidden in the patch notes. Maybe consider adding the chisel information to the main description where people are most likely to see it!

-> Exactly the same thing happened to me. The use of the chisel is counterintuitive. I think the tooltip hinting to the chisel is needed, since there is also no visible recipe in the ingame manual.

All features are working fine for me in 1.16.3 along side a bunch of other mods. If someone is having trouble with it, check your logs for mod errors and also try disabling the mod, loading the game, saving and quitting, and then re-enabling the mod. Some mods like Carry Capacity break for me occasionally and doing that always fixes it.

I love this mod! I can recover almost half an ingot worth of metal after making something small like a chisel. It makes sense and seems more balanced this way compared to vanilla. I also really enjoy being able to recycle a tool when it breaks. However, it seems a little overpowered currently. I always get a flat 10 bits back after a tool breaks plus the metal fragments that can be turned into more bits. Combine that with the ability to recover metal from the anvil and I often times get more bits back than it took to make the tool in the first place. I like the idea of recycling tools, but it seems to give too much metal back currently. I’d like it if you could recover up to 75% of the metal used in its construction.

Also, having to use a chisel to break down the metal fragments isn’t very obvious. Normally a hammer is used to crush tools back into bits, so I didn’t even think to try the chisel. I tried the hammer, tried putting them in a crucible, and tried putting them in the bloomery, but nothing worked. I thought maybe the mod was bugged out and I came back to this page to look around for the answer. I found it hidden in the patch notes. Maybe consider adding the chisel information to the main description where people are most likely to see it! I love this mod a lot and hope you will continue to support it 😁

This mod doesn’t seem to work in 1.16.3. I’m not getting any bits at all.

In 1.16.1 the mod seems to almost work. The saved up shavings are shown in the block info window but when finishing the product the shavings aren’t transfered to inventory.

I missed the messages here, fixed for V.S. 1.16. and I’ll reach out to l33tman. can’t have busted pies can we?🙂

Hey there, I’m getting reports that using this mod with Expanded Foods SOMEHOW makes you unable to make pies. I’ve got a custom class called ‘ExpandedDough’ that lets you combine different food categories, such as adding meat + cranberries to a single pie. I have no idea why this is a conflict, though. Can we work something out?

Brace yourself, 1.6 breaks this mod.

I’d love the ability to configure how much metal you get from the anvil, and how much you get from a tool, separately.
I’d like to get less metal back from a broken tool than from fragments broken off on the anvil, in essence.
By tool returns also wouldn’t suck.
By tool by metal, type would be optimum.

Moonmonk, use chisel with the fragment in the crafting grid to break them down.

Also, how to smelt the steel/blister steel bits down? Bloomery?

Is there a use for the broken metal fragments? I can’t smelt them in the crucible or break them into nuggets?

Is it possible to turn down the amount of metal retreived from broken tools? I feel the balance is off and it only takes minimal effort to mine enough to keep my tool rack filled.

Noticed that if the install directory is different than C-drive, adding the mod won’t add the amr_config.json file to /ModConfig.
Putting the mod in the C-drive’s Mod folder does.

Might be a mod compatibility issue but with v0.1.12 when I try to use shears on vegetables to get seeds, such as with onions, it outputs copper bits instead of the seeds. I have a video of it here with more detail: https://discord.com/channels/302152934249070593/334233095374897152/874093391066038315

Downgrading to v0.1.10 fixed the issue for me.

chiseling broken tools will result in every saw recepie giving said metal bits instead of planks until restart

if you also use the Mystical Metals mod, it has charcoal that gets high enough to smelt iron (it’s not updated to 1.15 though, but neither is this atm afaik)

So iron bits and above are useless at this point? I was kind of wondering what to do with them as well.

How do you resmelt iron or steel shavings? Using the bloomery?

I’ve been getting «Broken Metal Fragments» popping into my inventory while throwing spears, but the spears don’t dissapear. Is this the glitchy behaivior you were talking about? Is there a way to turn this bit off while it’s glitchy?

@Doornydew If that’s your idea of a fun time, I guess.

if i may ask, what is preventing you from for instance making an axe head, finishing it, keeping the bits, then just smelting back down the axe for another ingot?

surely this must be heavily exploitable.

For Reference: 1 Voxel = 2.38 metal units.

Auhh I see what you did now. Very smart. Thank you so much for this! I always though we were kinda be wasteful leaving all those metal bittys behind :(. Like they have friends too hahahah. Great mod friend 🙂 Keep up the great work!

You will get bits back ONLY after work was completely finished

Could you explain what this does. Well I get the basic concept, but where are the bits stored? In my inventory? So when I split any metal I get the bits back? Or it just prevents you from destroying the tool head?

Моды vintage story

>>Needs PetAI to function!

Russian translation provided by Mamoru Mondai.

Mod Showcase by Julius van Vern.

French translation by Cendar.

Small mod that introduces cats as tameable pets. The credit vor the catmodel belongs completely to Kerrech, as I merely adopted it and made some small modifications. I added a small in game guide on how to tame a wild cat.
Once tamed, it should prove useful against lower tier drifters.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.5.1

45 Comments (oldest first | newest first)

There is an item called a pet cushion which pets sometimes sleep in. But it is not necessary to have one. Yelb

+1 to SudsyCola’s comment.

Is there a way to config the cats to not be scared of my tamed wolves. It’s hard to feed everyone if the cats run away hissing because the dogs scare them since they follow me.

I simply copied the code from the vanilla grow behavior for pets, so they should be affected by worldsettings like vanilla creatures. So after about 17 in-game days with default settings they should mature. I am going to do a quick check before releasing the next version. PeterSanderson

Thats definitely a bug, I am going to fix this for the next version. All cats should be terrifying for drifters. ThePionier

I noticed that after the new update, the cats no longer scare away the drifters, or are they no longer afraid of the cats?
At least the wild cats and the ocelots don’t seem to keep the drifters away, I don’t know about the domestic cats.

Thanks for the reply, Gerste. If it’s 408 in-game hours, do you mean 17 in game days?
Would that be affected by /time calendarspeedmul? That’s set to 0.2 on our server. It has been two in game months and the kittens have not grown.

Kittens take 408 ingame hours to grow up.

Some of the cat textures might change because they now became exclusive to wild cats.
With the newest update, there are now european wild cats, ozelots, servals and house cats. House cats can be purchased from traders, the rest of them spawns in various regions in the wild. All new cat variants are tameable too.

Apart from the texture glitching, the cats from previous versions should be fine. PeterSanderson

How much in game time does it take for a kitten to grow into an adult cat?
Also, I noticed updating to the most recent version changed an adult orange tabby to an all white cat. Will cats from previous releases have any issues?

Yeah thats right. The survivalgoods trader has a chance to have a cat in stock for 6-10 gears. Maimessu

With the latest update removing natural spawns, does that mean cats are only obtainable via traders now? And if so, which one(s)? So that I may keep a look out. =3

Don’t know if it is due to this mod or the PetAI one, but cat attack noises seem to be «spawning» at player position, instead of the cat`s.

I tamed a kitten. The next day it walked into my burning pit kiln and died. Does the AI not see fire as bad!? Worse thing was that I didn’t get as much meat out of it as I put into it. 😒

I love the idea of only being able to get cats from traders. I hope that feature makes it in!

I had no clue this could happen. This is sooo cool 😲 TheShazbot

I will look at the cat carcasses in the next update BlueFuryDragon PeterSanderson

My kitten crawled into a pine tree hollow added by Primitive Survival to hide during a temporal storm. Not sure if this is an intended interaction, but it is cute as hell! 😊
Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

The cats need to know to stay away from Wildcrafts berry bushes as the kittens die screaming! I have also seen the giant pile of bones after carving up a kitten murdered by bushes from Wildcrafts mod.

I don’t know if it’s been mentioned yet, but I found a dead cat, butchered the remains, and was left with a Medium carcass rather than small. Should likely be small for adult cats, tiny for kittens

Thank you for your feedback signal!

And the tip with the other types of food 🙂

I think it’s a good idea that the cats are only available through the dealer, that makes the whole thing a little more exciting.

Maybe a compromise would be good that can be set via the modconfig whether the cats in the world spawn naturally or are only available through the dealer. So every player can decide for himself how he likes it

Looks like I forgot to add the Primitive Survival compatibility for kittens. You can feed them with poultice, redmeat or bushmeat though 🙂 ThePionier

Somehow I can only tame adult cats, I can’t give baby cats a fish fillet. Should that be so? 🙂
And this cat mod is awesome!

I am thinking about removing naturally spawning cats completely because I think of them more as house cats than wild cats. Then they would only be obtainable via trader. PeterSanderson

Is it currently possible to reduce the frequency with which cats spawn? They seem pretty ubiquitous at the moment. My house will soon resemble Bubbles’ shed from the Trailer Park Boys

You can revive them with a temporal gear.

Is is possible to make them immortal or respawn or something? I think there’s a method but I’m not smart enough to figure it out.

Thanks for sharing. 😀 Radostin

I prefer issues/ pullrequests on my Github when it comes to additions like translations.

Usually, Mamoru Mondai is very quick when it comes to updating the language files of my mods, but we have never spoken outside of is pullrequests, so I am unsure if he is still playing VS or has moved to other things.

If you want to provide the russian translation yourself, you can compare the english and russian language files and add the missing lines.
I prefer adding other peoples changes via pullrequest, but if this is too technical for you, you can simply open an issue on github or even dm me the json file directly on discord (G3rste#1850).

By itself, the Russian language works, but here are 2 phrases when pointing the sight at an animal are not translated)
command pet-команда питомцу
feed pet-накормить питомца

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

cat hisses are global, playing at max volume regaurdless of distance

It should not be nessecary. As of now, the cat has no natural enemies, so the only things that could kill it are either players or fall damage. Mamessu

Is it possible we could get a config file to allow us to turn off spawning, attacking, and make them immortal? So that they have to be spawned in manually and are just adorable pets that wander around?

I’d love to use this mod with a few friends because we all love cats, but no one wants to be distressed by, well. dead cats.

In version 1.3.3 cats can be fed raw fish fillet if primitive survival is installed. Burgersim

HI there, love the mod, so do all the people on my/our server, but we were wondering, would it be possible to have compatibility with Primitive Survival? The fishes seem so perfect for the cats, but they won’t accept them as food, so I wanted to ask about it ^^

@CaveSalamander Make a custom mod using a patch file to tweak the cats mod to your liking for your server. You can then do things like override the cat sounds, remove the cats running from tamed wolves (I did this in a mod for my server) or even increase their health (also did this). Upload mod, add to server, and enjoy

I appreciate it, thanks @Gerste ^^ And re-zipping is definitely a solution! I run a server though, distributing the altered mod to my players might be a bit of extra work.

I can lower the sound for the next update as well as the range where they start running away. But I am unwilling to completely remove the hissing because I find it to be very cat like :/. If you really dislike the hissing, you can disable it by unzipping the mod, going into assets/cats/entities/land/cat-(fe)male.json, removing the sound in the fleeentity AITask and then rezipping the mod. CaveSalamander

I love all the pelt colours they have, so much variety! Could they not keep hissing at tamed wolves though? I don’t mind my cats bolting at the sight of a canine but the hissing sound is rather sharp and gets real old when you have both types of pets in one house 😀

Currently not. I did not do the cat model by myself and I don´t have any model for a kitten. I could simply scale down the cat model, but that would not fully capture the cuteness of a kitten (baby animals tend to have a larger head in relation to the rest of their body than adults). I don´t have the talent to do complex entities with textures and animations myself, so I often rely on others for this kind of tasks. Lunchbox

Моды vintage story

Mod version 1.17.2 ONLY WORKS FOR VS version 1.17.0+

I tend to do modding livestreams. A lot. Watch me at: twitch.tv/vies

This mod adds machines to Vintage Story. Supports singleplayer and multiplayer servers. To get started, find the handbook guides «Vol.I : The ‘Vies’ Craft» and «Vol.II : Machines and You». It goes over recipes and basic info on creating and using machines. Machines are complex systems. Machine parts are created in the crafting grid and firepit, but machines themselves are built in the world from the Machine Frame. They can hold 2 passengers and only the player in the front seat can control a machine.

Current machine types: Flying, Ground, Sea, Hauler

Flying Machines: These are machines that have the ability to travel through the air.

— Able to travel virtually anywhere.
— Slow movement and handling speed.
— Being in water greatly slows forward speed.

Ground Machines: These are machines that hover 1 to 2 blocks above the ground when powered on and burning fuel. These machine can also ‘trampoline jump.’ What does that mean? The power of your jump depends on how close you are to the ground! Players can press and hold [Sneak] to charge up their jump!

— Can hover over solids and liquids.
— Ability to ‘trampoline jump’. Charge the jump by holding [Sneak].
— Moderate movement and handling speed.
— Being in water greatly slows forward speed.

Sea Machines: These are machines that have the ability to travel over water.

— Fast movement and handling speed.
— Being on land greatly slows forward speed.

Hauler Machines: These machines are 1 seater, slow machines that move like ground machines and can store up to 32 items with their ‘Storage Box’ system. That means these machines hover just above blocks and can also ‘trampoline jump’. The hauler’s new ‘Storage Box’ inventory system uses 4 box slots, similar to player bags. These slots accepts crates, storage vessels, chests, crocks, buckets, bowls, boilers, condensers. If a mod uses those base classes, those items can be used too. It gives the appearance of those mentioned items in the bed of the hauler. Each item gives 8 inventory slots, 32 max slots. If an item in the box slot is removed, the last inventory row will drop all of the items and become inaccessible until a new item is place in the slot. Swapping items will not drop the contents.

— Has a ‘Storage Box’ system for the inventory. 1 item = 8 slots.
— Can hover over solids and liquids.
— Ability to ‘trampoline jump’. Charge the jump by holding [Sneak].
— Very slow movement and handling speed.
— Being in water greatly slows forward speed.

Planned machine types: Underwater (Maybe when we get an oceans update?)

Move Down = [Sneak]

Machine Menu = R

Features :

Machine Construction:

Machine parts, including the Machine Frame, are created in the crafting grid and firepit, but not the machines themselves. You will need to throw the Machine Frame to unfold it into the world and apply construction kits directly to the frame. When all required kits have been applied, grab your Machine Wrench (obtained through smithing) and hold [Sneak] + Right Mouse Click to begin construction! Hold down these 2 keys until you complete your new machine!

Information on missing or applied kits can be seen in the tooltip at the top of the screen when looking at the frame. If you want to turn the frame back into an item, [Sneak] + [Sneak] + Right Mouse Click the frame with an empty hand. This will preserve any applied Construction Kits.

Machine Visuals:

Fuel System:

Machines need to be powered on and have fuel to move. Start with opening the machine’s main menu by pressing ‘R’ (default key). Drag either Machine Pellets (a machine efficient fuel) or any burnable source of fuel into the fuel slot, then click the power button (in the options) to turn the machine on. A green light will appear next to the button showing you it is on.

The burntime will vary depending on the fuel used. When a machine runs out of fuel, it will stop moving until more fuel is added. Turn machines off to conserve fuel when there is no driver sitting in it.

Durability System:

Energy System: *WIP* Will be used in a later update for the expansion system.

Broken System:

Turbo System:

Storage System:

Engine Issues:

What does this mean? If you are holding down the forward key and the engine stalls, simply release the key and press it again! You will be able to tell when an engine stalls due to the ‘tink’ metal sound you will hear. To prevent engine issues, keep the durability above 15%.

Heating System:

Naming System:

Lantern Lighting:

Detailing System:

Lock System:

Known issues :

Next update :

Planned features :

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.17.2

THIS ONLY WORKS WITH 1.17.0+

Updated the mod to work with 1.17.0-pre1. The only issue atm is animations are not working yet.

Increased the Machine Pellets stack size to 64, was 16.

Fixed the unlocked padlock image on the display screen.

-Added a new machine type, the Hauler! These machines are 1 seater, slow machines that move like ground machines and can store up to 32 items with their ‘Storage Box’ system. That means these machines hover just above blocks and can also ‘trampoline jump’. The hauler’s new ‘Storage Box’ inventory system uses 4 box slots, similar to player bags. These slots accepts crates, storage vessels, chests, crocks, buckets, bowls, boilers, condensers. If a mod uses those base classes, those items can be used too. It gives the appearance of those mentioned items in the bed of the hauler. Each item gives 8 inventory slots, 32 max slots. If an item in the box slot is removed, the last inventory row will drop all of the items and become inaccessible until a new item is place in the slot. Swapping items will not drop the contents.

-Changed the ‘Creator System’ to an ‘Ownership System’. This is a core component change that the new Lock System uses. Creators are still kept in the machine data, but now the owner will be displayed! New machine built from the frame will automatically have the owner and creator as the player who finishes it with the wrench. Admin ball/admin tool erased machines will have the first player to sit in the driver’s seat be the owner/creator. Machine that already exist will keep the old creators, but will update the owner info if anyone sits in them. Note that the owner data will be of the stored creator info, not who sits in it.

-Added a new system, the Lock System! With this, machines can now be ‘locked’ from the machine GUI. Owners can use the new Ignition Key item to give other players access to their locked machines. The programmed key needs to be in the ‘Ignition Key’ slot in the GUI to unlock a locked machine to everyone. A padlock icon will appear on the display screen to show if it is locked or not. Keys in the new Ignition Key slot will be shown in the model for the control panel of all machines. If a correctly assigned key is in the ignition slot, green buttons on the sides of the key slot will light up. If a machine is locked and there is no programmed Ignition Key in the key slot, non-owners will have restricted access to the machine. The GUI will be a limited one that only has the ignition key item slot available and non-owners will not be able to get into the driver’s seat. Owners will always have access to their locked machines.

-Added a new item, Ignition Key! While looking at a machine you own with the key in hand, [Sneak] + Right-Click to assign the key for that specific machine. Only owners can assign the keys. Keys can be reprogrammed indefinitely and can be given to other players.

-Added a license plate that says «PWN» to all machines. If you get this reference, you are my kind of nerd!

-Re-enabled the Energy System. Machines will now gain 1 energy for ever 15 seconds of burn time.

-The Turbo system will now require energy to active. 1 energy = 5 seconds of turbo. Turbo works just like player sprint, players just have to tap the sprint key once to go. If the movement keys are held down, the machine will continue to sprint until the keys are released or the machine runs out of energy.

-Redesigned all of the machine’s GUIs! Things are more compact and positioned better. Drivers and accessing the 3rd person gui now has access to all itemslots and options.

-All old machines now only have 4 inventory slots. All machines that are not haulers will drop their stored inventory contents from slots 5-16 on world load! Any fuel, lanterns, and storage slots 1-4 will be kept! This shouldn’t matter since this isn’t minecraft, where items can be removed 2-5 minutes depending on mod/server settings.

-In the machine gui, when a machine is broken, the power button will disappear.

-The item «Admin Tool: Creator Remover» is now labeled «Admin Tool: Creator/Owner Remover». It does just that. It also will now unlock the machine before clearing the creator/owner.

-The detailing kits and the name change items now have checks to see if the player is the owner of the machine.

-Adjusted the durability and energy systems.

-The machine ID now shows up in the title of the machine’s gui to be able to check it against a key.

-Improved the logic for machine display rendering. Should get rid of some of the common issues of the screen displaying wrong info if powered off.

-Overhead machine display info now give the owner, not the creator.

-Updated the machine max speed config description to be 10f. Includes some basic code to rewrite the value if a user makes it too high.

-Fixed the thruster flame particles on sea machines.

-Fixed bug that prevented the destruction explosion from dropping 1 inventory slot in particular.

-Added an ‘ammo’ and ‘display’ slot. Not used yet.

Updated for VS 1.16.4.
Rewrote the model / texture renderer! This change allows me to much better utilize all machine textures. Going forward, it will be easier to add and use new textures while using a smaller coding footprint.
Started to implemented a multi model layering rendering system. Can be used to dynamically add other shapes to my machines easily.
All machines now have working control panels! Players will be able to see a glowing 3d image of the fuel in the fuel slot, and a % colored bar for how full the fuel tank is.
All machines will have gray buttons and an «off state» control panel when powered off. When powered on, the button colors show up and the control panel screen is back on.
Added a new item, the Frame Detailing Kit! This kit works like the others but changes the default «frame» dark gray texture in machines!
Expanded all Detailing Kit available textures! All kits have access to following tabs Plank (was Panel), Metal, Cloth, Frame, Gem, Glass, and Stone.
Added a new Detailing Kit texture variant to the ‘metal’ tab called ‘Meteorite Iron’.
Added a new Detailing Kit texture variant to the ‘gem’ tab called ‘Uranium’.
The Detailing kit gui was improved. Now the selected kit info tells players what «type | texture» they choose. This info is also displayed on the items too.
Using original game textures for the gems instead of my ‘modified’ ones.
All items are now ground placeable. Some bigger items can be placed in one 1 block spaces, but most can fit 4 in 1 block spaces.
Created a new creative tab called «ViesCraft Machines» to house all of my mod items. My mod items will still show up in the other previous tabs as well.
Adjusted all item sizes so the «ground storage placement» and the «ground rendered thrown item» are about the same size.
The flying, ground, and sea item frames have all been updated. They are color coded now and the models are improved.
The flying, ground, and sea admin balls have all been updated. They are color coded now and the models are improved.
The flying, ground, and sea entity frames have all been updated. They are color coded now and the models are improved.
All machine models have had another modeling/textureing pass to clean up various things like z fighting.
Updated the handbook guides to include charging the ground machine’s spring jump and the new frame detailing kit.
New recipes for all Detailing kits. Should be easier to make.
Fixed an issue with the Wrench while repairing sometimes incorrectly displaying the maince is not broken error message right after a machine is repaired.
Construction kit variants now have the correct ‘code’ label.
Adjusted the textures for the default metal and ropes for machines. Way too vivid before.
Found and fixed the tooltips for all admin tools and the admin machines.
Found and removed all ‘null’ texture mappings from all shapes (items/entities).
Corrected a lot of localized names to include spaces. I.E.-Stainless Steel instead of Stainlesssteel
Optimized how entity machine code was running. Reduced checks on redundant code.
Normalized the ground machine texture to be formatted the same way as the flying and sea machines.
Cleaned up old networking packet code and references that were not in use.
Machines are now correctly apply the updated attributes on initialize. This makes all of my changes to core system files affect already existing machines, and not just newly spawned ones.
Added more chat messages for the detailing kit to confirm changes.
Started working on a ‘holiday’ tab for the detailing kit!
More cleanup and improvements on localization. This is an ongoing thing. lol

For best results, delete the old config!

-Fixed the issue where the storage gui would capture all inputs, making it so that players could not open their inventories while the gui was active.

-Fixed potential client crashes but making sure players who dismount from a machine has their GUI closed automatically.

-Machine Pellets are now ground storable with the default shape used by ingots.

-Machine Pellets max stack size decreased to 16.

-Updated Machine Pellets shape.

-Started to lay the foundation to be able to have more machine types. MACHINE_TYPE now is saved as an int, instead of a string. Normalized like PANEL, METAL, and CLOTH are.

WeaponPack

Макуауитль

Хопеш

Этот египетский серповидный меч может быть отлит только из медной руды и бронзы, его характеристики отражают простоту изготовления. Скорость добычи древесины и растений выше средней.

Гладиус

Оживите прошлое с этим римским гладиусом. Его можно выковать только на наковальне из меди/бронзы. Предлагает лучшие характеристики, чем хопеш, потому что ему нужна наковальня.

Мачете

Тяжелое копье

Это копье нельзя метать по сравнению со стандартным копьем, оно предлагает превосходную дальность и поражающий урон, однако его урон ниже, чем у метательного копья. Он может быть изготовлен из любого инструментального металла.

Алебарда

Длинный клинок

Длинный клинок может быть изготовлен из высококачественных материалов. Этот меч предлагает хороший диапазон, урон и долговечность.

Ванильные длинные клинки больше нельзя создать, но существующие по-прежнему можно использовать.

VsProspectorInfo

A clientside only mod to save trees by not having to write down the values of your prospecting.

Whenever you finish prospecting a chunk, the data is saved into the ModData folder and added to the chunk info of the world map. This is just a 1:1 parsing of the chat message that the prospecting pick sends.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

For more infos, issues, etc. please use the Github.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v3.2.0

Add a help command thanks to github user Coy-Allen

compiled against 1.17.0 pre-3

Fix bug when switching out prospecting pick while it is the active slot leading to permanent overlay display

Re-release/Maintenance Release of ProspectorInfo with new Version. This should still be compatible with the first ProspectorInfo and Capsup’s version.

Thanks Capsup for maintaining it.

6 Comments (oldest first | newest first)

I have no idea if it’s possible, but I’d love to see a feature where chunks that have high concentrations of ore have a different colour. To make it easier to remember where to go for mining.

It already does that, maybe configure AutoToggle value in VintagestoryData/ModConfig/ProspectorInfo

Thanks for the mod.

Would you mind to add an option to show overlay only when prospecting pick is in hand.

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

This is Wildcraft, it adds over 40 new plants, changes some existing plant mechanics in the game, and adds new poultices and new poultice mechanics.

NOTE: This mod is activley under development, and thus some things may change or break between versions. Use with caution.

FEATURE LIST:

New mechanic for ALL berry bushes: Clipping!

New Poultice Mechanics: (Utilizing BuffStuff by Goxmeor)

*Poultice Primary Ingredients: [St John’s Wort, Horsetail, Honey/Sulfur, Poison Oak, Inula and Celandine]

**Poultice Secondary Ingredients: [Holly, Marigold, Yarrow, Sage, Lavender, Thyme and Marshmallow]

New Berry Bushes: [Brambleberry, Raspberry and Dogrose are all very prickly, be careful around them!]

New Ground Berry Plants: [To grow these, take two of the fruit and place it in the crafting grid with a knife to get seeds. Then, you can place those on the ground to grow.]

New Water Plants: [To grow these, take 2 of the herb and place it in the crafting grid with a knife to get seeds]

Credit to @Ледяная Соня on discord for the awesome new textures! (as well as various other things with the mod)

Thanks to Catasteroid for the updated fruit and root models!

CHANGELOG:

Wildcraft 1.4.0!:

Wildcarft 1.3.3!:

Wildcraft v1.3.2!:

Wildcraft v1.3.1!:

Wildcraft v1.3.0!: (As usual, let me know of any bugs/crashed you come across! This only works for 1.17+)

Wildcraft v1.2.3!:

Wildcraft v1.2.2!:

Wildcraft v1.2.1!:

Wildcraft v1.2.0!:

Past Changelogs:

Wildcraft v1.1.0!:

v1.1.1:

v1.1.2:

v1.1.3:

v1.1.4:

v1.1.5:

If you have feedback, please leave them in the comments, bug reports can go on the issue tracker. Please try to be detailed with bug reports and crashes.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.4.0

Wildcraft 1.4.0:

Wildcarft 1.3.3:

Wildcraft v1.3.2:

v1.3.0: (This release only works for 1.17+, and contains many bugfixes)

Wildcraft v1.0.1 Chnagelog:

Wildcraft v1.0.0! (Changes since Plants Expansion):

Моды vintage story

Long story short, I think, we need more door variations! And why don’t allow players to design their own doors using awesome Chisel mechanics? All you have to do is to decide how thick your door should be, chisel the corresponding parts and smite the desired door (variations of 2, 3, 4 and 5 voxels-wide doors available). Place doors where you want it (only two blocks horizontally for now), and apply chiseled blocks to it.

And even more! It is possible to attach the «Static» part to the door to create an effect of non-rectangular door (just chisel it and insert into panel after the main door part is installed)

To remove static part or panel, just shift-right click the door with empty hand.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.1.1

— 1.16.5 compatibility update

— adds compatibility to 1.15.0-rc.2

— hinges now become hidden if facade is installed

— doors now retain heat in the room

3 Comments (oldest first | newest first)

Any chance you could add hinges for fancy Trap Doors that swing 180 degrees? Love this mod!

Hey, any chance that you could allow 2 and 3-block wide doors? So we can have larger openings with doors? Like a city gate, or whatever, where the road is 4 or 6 blocks wide, and have two big doors that swing open? That would be an awesome addition.

Hi, I love your mod. Thanks!

I only miss an one feature: it would be nice to have a possibility to lock the doors created with your mod. I can reinforce the doors, but I couldn’t lock them (by using a padlock).
Please, would it be possible to add the feature?

Моды vintage story

Mods / Instruments

Adds instruments to Vintage Story. These allow players to play ABC music files alone and together!

Features:

Future work (lots to do!):

Installation:

Usage:

It says «ABC error: could not find folder at. «!

Unlike other mods, this mod looks in your game’s installed directory for abc files that it can play. This way, if the mod needs to be updated, your tunes will remain untouched. You’ll need to source your own abc files, there are plenty out on the web!

If you follow the link above to the forum post, there are some example abc files in the downloads section.

Other than that, you can search for abc files, or make your own! I would recommend adding «Starbound» to your search, as the abc community for that game is huge. There are plenty of tutorials for converting MIDI files to abc as well, which will work with this mod.

What about abc files on my server?

Similarly to having abc files on your client, you can have abc files available to everyone who joins your server. In your server install directory, place your abcs in a folder «abc_server». You can put your abcs in subfolders just as normal, so you can make a subfolder for any groups you might have.

Notes:

This mod is still a work in progress. If you’re a modder and would like to help in any way, drop me a message!

If you find an ABC file that cannot be played, an error will be displayed in the chat window. Please send the file along with the error, so I can fix it.

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

The reimagined grave system.

After the death of the player, the player’s corpse will spawn in its place (at the moment it is a regular humanoud skeleton). You can go to it and collect things (by holding RMB), by default only its owner or a player in a creative can collect a corpse. Not despawning.

In addition, a waypoint will be created at the place of death. By default, it will try to resolve conflicts with known mods, for example supports StreamDC.

Since the game is an unpredictable thing, this mod also adds the ability to restore items lost at the last death using the /returnthings command. By default, the last 10 deaths are stored for each player.

You can also configure some things in the config:

For bug reports or suggestions, I recommend using the Issues on GitHub (issue tracker link). This makes tracking much easier

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.4.1

— Fixed loss of corpse contents after re-entering world
— Config loading refactoring, may fix null-config issue

— Updated to 1.17.0-rc.4 (may fix disappearing corpses)
— Lowered default corpse collection time from 3 sec to 1 sec
— Added portugues translation by @xCoiotex
— Changed the mod type from dll to source code, for greater stability when changing the game API
— Refactoring

— Fixed crash after death on 1.17.0-pre.1
— No longer compatible with 1.16

— Updated to 1.17.0-pre.1

— Updated to 1.16.0-3
— Added corpse compass to find corpses
— Added French lang by @Cendar
— [DEV] Change IDE from VSCode to VisualStudio

— Updated to 1.16.0-pre.8

— Free a corpse for everyone after time (240 in-game hours by default, configurable)
— Added corpse creation time to entity info
— Added a new config value for corpse interaction time (3 seconds by default)
— Place a corpse in the center of a block, should fix corpses climbing up the walls

— Added slovak translation by @daretmavi

— Fixed modinfo.json
— Fixed /returnthings (Index not found)

— Fixed using the player who used the command instead of fromPlayer

— Fixed /returnthings behaviour (instead of toPlayer, the player who runs the command was used)

— Added a log for the destruction / collection of a corpse
— Added EntityId to corpse creation log
— Added DebugMode config value to enable chat log

— Fixed crash (removed new log from v1.1.2)
— Fixed interaction ring only works on one corpse, if there are several (v1.1.3)

— Fixed corpse without owner
— Fixed crash if not your corpse (temporary replace SendIngameError to SendChatNotification)

— Updated to 1.15.0
— Updated to net461
— Added interaction ring (like in CarryCapacity)

25 Comments (oldest first | newest first)

I’m running a local 1.17 rc 5 server with player corpse v1.4.1. I died for the first time, but when I went back I had no corpse. I disconnected and reconnected, still no corpse. I picked up a stick, died again, and tried /returnthings name name 0, and it says there’s nothing in index zero.

Disappearing corpses issue fixed in 1.4.1 😅

Disappearing corpses issue should be fixed in 1.4.0 (at least it works correctly for me now)

WORKAROUND:

/returnthings [YourPlayer] [YourPlayer] 0

FYI: I’m still using 1.3.3 with 1.17-rc4; 1.3.2 did not even generate a corpse for me.

i put in a bug report on github like rquested in the discription on the 29th. I am guessing the mod creator is away right now. But hopefully it will get taken care of soon.

Also having this issue with corpses disappearing. both on MP and solo play, on 1.17.0 pre-.5 and RC.2

Same bug as the last 2. playing version 1.17.0-rc.2

Get to the corpse and right click it starts the wheel then stops. Server log states corpse destroyed.

Same bug as Zarugast in 1.17 pre 5

After not holding right click ( just clicked) my corpse disappeard and when I tried using /returnthings to myusername it said «player not found», am I doing something wrong?

v1.3.2 is also compatible with VS 1.17.0-pre.1

pls add timer config to corpse. Clean corpse after chosen time

Suggestion: Add an option to let the corpse emit particles so that people can find them more easily in high grass, at night etc.

a suggestion for something ive wanted for a while, could you make a config option to put the corpse randomly within a chosen block distance. so like say 500 blocks. this way when you respawn the idea is someone, a previous person died, cause your a new dif person in the world and you or campanions may come across the loot of a previously unfortunate soul. ive wanted it for a more hardcore «punishment» for death but something that wont remove the items from the game, just make em a lucky find on some random future day. idk if anyone else would like this idea. but i think it would be like a little treasure hunt mechanic as well. youd have an idea of the vacinity based on setting but not know EXACTLY where the stuff was.

I updated my french translation for Player Corpse 1.3.1

Could we perhaps have an option to decrease the time it takes to retrieve items from a corpse? The time it takes to do so is probably a little too much when your corpse is down inside a cave and you’re being swarmed by locusts or drifters.

Also, something I noticed is that the backpacks will not always be added to your character in the same order. It would be nice to do so if possible but it’s nothing serious.

Try deleting the folder %appdata%/VintagestoryData/ModsByServer spaceslug

He now gets this exception.

Should be fixed in v1.3.1 spaceslug

I have a friend that gets exceptions when connecting to my server after dying and later loging back on.

Are there perhaps a way to purge all player corpse data?
The items my friend had are not importaint, I just want him to be able to join my server again.

Hi! I made a french translation for your mod, feel free to add it if you want. 😊

Suggestion: This mod would be very cool if it had the ability to cost.

for example if you die with a temportal gear on you, it removes the temporal gear but creates the grave.

If you dont have a temporal gear, the mod wont activate and you drop your items like normal.

Great mod though, keep it up

1.1.2 may cause crash, 1.1.1 or 1.1.4+ is recommended

Running on 64 bit Windows with 64 GB RAM Version: v1.15.3 (Stable)2021-08-05 8:23:20 PM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Server.ServerMain.EntityPosFromSpawnPos(PlayerSpawnPos playerSpawn) at PlayerCorpse.EntityPlayerCorpse.OnEntityLoaded() at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.b__0() at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() at Vintagestory.Server.ServerMain.ProcessMain() at Vintagestory.Server.ServerMain.Stop(String reason) at _Km7YT9SY1sKIj5UBhEpQfHc3XzB._HhrVFdJkFhMrwQkFcwlyS1F1C6h() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

@Vallen, are you using VSMovementMod? Please update it if you are using it. I immediately testing my mod in multiplayer, it should work.

Just tried version 1.1.1 on a server with the default values and the player did not generate a corpse but dropped their stuff like usual. 🙁

Типы модов

Итак, вы хотите изменить Vintage Story. Во-первых, вам нужно решить, какой тип мода вы хотите сделать. В Vintage Story есть три типа модов. Есть тематические пакеты, контент и код.

В модах пакета тем добавляются только файлы png, также известные как текстуры и звуковые файлы. Они могут изменить внешний вид блоков, предметов и даже объектов. Чего они не могут сделать, так это добавлять новые вещи в игру. Тематические пакеты также не могут изменять форму блоков и существ, поскольку это потребует редактирования файлов json.

Контентные моды, помимо всего, что могут делать пакеты тем, также могут добавлять и редактировать файлы json в игре. Это дает модам контента возможность добавлять новые блоки, предметы, рецепты и многое другое. Что ограничивает их, так это добавление нового поведения и механики в Vintage Story. Таким образом, в то время как контентные моды могут добавлять белок, например, они не могут делать что-то уникальное, такое как случайное появление в дубах.

Кодовые моды не имеют никаких ограничений. Они могут делать все что угодно, но имеют гораздо более высокий уровень обучения, требующий знания кодирования на C# и игрового API.

Перед созданием мода вы должны очень хорошо ознакомиться с настройкой файлов для Vintage Story, потому что именно так игра будет ожидать от вас установки файлов. Это приводит нас к системе активов.

Моды vintage story

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Animals Are No Longer Covered By This Mod

Fields of Gold is for the farmer who prefers more naturalistic growth periods for their crops and is wanting yields more in keeping with real-life farming. 1.1.9 continues this theme by adding support for More Crops and Wildcraft. In addition, you’ll find some small features and changes to existing recipes.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Features:

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— The Haystack (New) – A haystack has been implemented, allowing you to store large amounts of dry grass in a convenient pile that adds more of that farmland feel to your barns and fields. Haystacks are created by Ctrl+Shift clicking the ground with dry grass, getting larger with the amount it holds, up to a maximum of 256.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— The Hay Bale – The hay bale grid recipe has been removed. You will now create a hay bale by interacting with a haystack with a rope. The hay bale takes 64 straw to make, so the haystack must hold at least that much. You can place a hay bale and use a knife on it to return your 64 straw. While they can still be carried in your inventory, they can also be carried with CarryCapacity.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— The Straw Mat (New) – The straw mat is created in the same manner as the hay bale, but requires 8 straw and 4 reed fibers (Cooper’s Reed/Papyrus). Straw mats can also be placed on the ground to create a nice straw floor for your house or animal pen. They are also used in crafting beds, and in making thatching.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Thatched Roof – As mentioned above, straw mats are now required for crafting a thatched roof. In addition, sticks have been added to the recipe to account for framing.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Grain Seeds – Grain seeds can no longer be used as a form of seed as in earlier FOG iterations. Instead, you can craft grain in your grid recipe to produce 3 seeds of the appropriate type for each unit of grain. This crafting process also works in reverse, so you can make a portion of the appropriate grain out of three-grain seeds of the same type. Seed drops have accordingly been removed from the individual grains, and the overall drop rate of grains from crops has dropped. You will now receive 1 or 2 grains per plant. Plan your fields accordingly.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Cattail/Papyrus – These roots can now be split in half, with each half being able to be planted. This allows the propagation of cattail root and papyrus. Each half can also be roasted and eaten for half the nutrition of the full root. When freshly planted you will create a ‘growing’ cattail or papyrus plant that will not drop anything if broken. Also, cattail and papyrus roots will now decay.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Beehives – Beehives have had their harvestable hours set to once every 60 days, encouraging the creation of larger apiaries. You can modify how often you can harvest the hives in the config file. This portion of the mod is automatically disabled if From Golden Combs is installed.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Growing Time Information:

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyCattail/Papyrus:

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— From Growing to Harvested: 154 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— From Growing to Harvested: 115 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— From Harvested to Normal: 39 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Hives: 1488 hours –> 62 Days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyBerry Bushes

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Empty to Flower: 62 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Flower to Berry: 28 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Berry to Empty: 14 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyVanilla Crops:

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Amaranth: 84 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Bellpepper: 84 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Cabbage: 70 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Cassava: 540 days (Cassava takes a ridiculously long time to become harvestable)

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Flax: 110 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Onion: 100 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Parsnip: 90 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Peanut: 120 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Pineapple: 485 days (Can confirm, have Pineapples in my yard)

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Pumpkin: 90 days (Some concern over how well this works)

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Rice: 120 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Rye: 120 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Soybean: 65 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Spelt: 110 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Sunflower: 90 days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Turnip: 40 days (this stuff grows FAST RL)

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyMore Crops:

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Beets: 56 Days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Cauliflower: 90 Days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Corn: 90 Days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Eggplant: 120 Days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Jalapeno: 80 Days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Potatoes: 90 Days

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyWildCraft:

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— All Herbs: 56 Days

(This will likely be updated further at a later date, but for now, they all grow on the same cycle)

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story

Frequently Asked Questions:

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage story— Did you decrease hunger or increase crop yield to compensate? No. The intent was to require larger farms and bring crop growth in line with a more real-ish standard.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyUpcoming Features:

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyAdd planters pots, racks, and trays for pre–Spring planting.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyChange grains to drop ‘fresh sheaves of

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyAdd Stook mechanic for drying sheaves of grain.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyStooks will hold up to 12 fresh sheaves of grain

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyIt will take a base of 21 days to dry

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyModified by local rain/temperature

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyWill not dry underground (unless underground farming is true)

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyMust have 6 of 8 horizontal spaces near it empty of other non–grass blocks.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyMust have 3×3 space over it exposed directly to the sky. (Keep your stooks outdoors!)

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyAdd a threshing mechanic to separate the dry sheaves into dry grass and threshed grain.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyAdd winnowing grain mechanic using panning pan to convert threshed grain to grain.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyMushroom cultivation mechanics

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyStackable sacks for storing grain

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyGUI–less interface

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyWill display stored grain type on the sack.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyWill have storage time similar to a storage vessel.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyCan be stacked 3 to a block.

Моды vintage story. Смотреть фото Моды vintage story. Смотреть картинку Моды vintage story. Картинка про Моды vintage story. Фото Моды vintage storyCan be set down and opened for accessing contents.

VersionFor Game versionDownloadsRelease dateChangelogDownload
v1.3.0-dev.1

1.3.0 Not compatible with 1.16. No 1.17 listing available for compatible versions!

Changelog:

Updated to 1.17 compatibility

Cattail roots/papyrus roots are no longer plantable. They must be halved to plant.

Cattail roots/papyrus roots now rot in 14 days outside of a cellar.

1.16-1.2.4
— Russian Translation Added
— Corrected issue where haystack read drygrassPerMat instead of cattailPerMat from config

1.16-1.2.3
— Adjustment made to ensure pumpkins grow properly in any variable month/hoursperday setting.
— New configuration options for haybale and straw mat (TY KeninVonag)
— Farmland will no longer show 4xxxxxxxxxxxxxx days when no crop is present. (TY KeninVonag)
— Farmland will now not show the crop growth times when crop is at max growth stage
— Haystack now changes hitbox size as it gains/loses grass (TY KeninVonag)
— Berrybush Growth cycle reduced from 176 days to 100.
— Berrybush Growth Cycle per step is now configurable

1.16-4-1.2.2-Stable

— Added compatibility with vanvar pans
— Corrected compatibility issues with seed to grain/grain to seed recipes
— Fixed yampocalypse (At full growth would drop 63 yams. but no seeds. Now drops 5-7 yams and 1-2 seeds)

1.16.4-1.2.2.-rc.6
— Fixed seed recipe with pan to ensure it doesn’t consume the pan (Recipe only appears with MoreClasses in)

1.16.4-1.2.2.-rc.5
— Finally fixed Reed behavior
— Reeds now have a 3694 hour growth time when planted using a split cattail/papyrus root.
— First growth period is 2771 hours, during which it is a ‘sprouting ‘
— It then becomes a ‘harvested ‘ for the next 923 hours, during this period it can be harvested for a full root.
— After the aforementioned 923 hours it becomes a full reed, which can be harvested for fibers. It will then return to the harvested state.
— This means that you can harvest for reed tops multiple times per year if you do not harvest the root.
— Growing a cattail root crop would require nearly a full growing season.
— Added Decay timer to papyrus root and cattail root

1.16.4-1.2.2.-rc.4
— Fix typo in morecrops, because I’m kinda dumb apparently.

1.16.4-1.2.2-rc.3
— Added compatibility with Hide And Fabric cotton.
— Fix Strawmat name in lang file
— Fixed berry bushes not having appropriate growth times in settings under (or over) 30 days
— Corrected typo interfering with MoreCrops compatibility.
— Made Wildcraft herbs transient in the right periods based on month length

1.16.4-1.2.2-rc.2
— Corrected NPE error that occurs with dry grass (again. I’m good at these)
— Further polished compatibility with MoreClasses (Added non-farmer recipe for grain seeds, and updated the farmer recipe)

1.16.4-1.2.2-rc.1
— Ensured FOGDryGrass compatibility with Boiler (By extending ItemDryGrass)
— Crop Compatibility with MoreClasses added
— Ensured drygrass compatibility with Ancient Tools pitchmaking
— Updated Pumpkins to grow properly on 30 day months.
— Fix bug where you will not get a hay-bale back, but your rope will be consumed, if you don’t have room for a hay-bale.
— Haybales now require the haystack to hold 256 hay, and will remove the haystack on creation.

1.16.4-1.2.2-dev.0
— Ensured FOGDryGrass compatibility with Boiler (By extending ItemDryGrass)
— Crop Compatibility with MoreClasses added
— Ensured drygrass compatibility with Ancient Tools pitchmaking
— Updated Pumpkins to grow properly on 30 day months.
— A weird issue involving an NPE appearing when trying to access the API in BlockEntityPumpkinVine
is preventing the same daysPerMonth compatibility experienced with previous version of FoG. Will
update as soon as a fix is found.

1.16.4-1.1.14
— Fixed Wildcraft error PROPERLY.

1.16.4-1.1.13
— Fixed NPE with block interaction on haystack
— Created error message and blocked creating strawmats with less than 4 fibers
— Fixed error appearing involving Wildcraft related to Liquorice (An herb apparently not in game yet) Strangely only affects a few, seemingly random, users.
Mod conflict ruled out.

1.16.4-1.1.12
— Fixed NPE crash with drygrass on certain interactions
— Correct More Crops crop drops.
— Add patch to make FOG compatible with More Classes.

1.16.4-1.1.11
— Fixed broken interaction with haybale.

1.16.4-1.1.10
— Fixed drop ratios so grains drop at least one crop.

1.16.4-1.1.9
— Removed hay recipe
— Implemented haystack
— Added interactions to get haybale and straw mat from haystack
— made Berrybush growth time reactive to month length
— Reduced grain drop to 2-3 per drop

1.15.7-1.1.8
— Crops now give time until next stage, and adjust growth time based on server days per month and hours per day.\
— Massaged harvest numbers on grain downwards to 2-4 drops per harvest. This number will continue to be dialed down in future changes.

1.15.7.-1.1.7
— Corrected bug resulting in growth times not affecting berries.

1.15.7.-1.1.6
— Corrected bug with cattail growth times. Were growing in just 4 hours.

1.15.6-1.1.4
— Added fauna compatibility

1.15.6-1.1.2/3
— Added ability to config hive harvest time

1.15.6-1.1.1
-Updated recipes for halved cattail root to ensure they function properly, and properly damage the tool
-Change mushroom growth times
-Added missing growth update for chick to pullet times

1.16.4-1.2.2-rc.3
— Added compatibility with Hide And Fabric cotton.
— Fix Strawmat name in the lang file
— Fixed berry bushes not having appropriate growth times in settings under (or over) 30 days
— Corrected typo interfering with MoreCrops compatibility.
— Made Wildcraft herbs transient in the right periods based on month length

1.16.4-1.2.2-rc.2
— Corrected NPE error that occurs with dry grass (again. I’m good at these)
— Further polished compatibility with MoreClasses (Added non-farmer recipe for grain seeds, and updated the farmer recipe)

1.16.4-1.2.1
— Ensured FOGDryGrass compatibility with Boiler (By extending ItemDryGrass)
— Crop Compatibility with MoreClasses added

Patch to fix a bug fix.

A few more bug patches, one of which was particularly weird and only affected two people directly. I suspect it was causing issues on the back end for everyone. It’s resolved now.

1.16.4-1.1.13
— Created error message and blocked creating strawmats with less than 4 fibers
— Fixed error appearing involving Wildcraft related to Liquorice (An herb apparently not in game yet) Strangely only affects a few, seemingly random, users.
Mod conflict ruled out.

1.16.4-1.1.12
— Fixed NPE crash with dry grass on certain interactions
— Correct More Crops crop drops.

1.16.4-1.1.11
— Fixed broken interaction with haybale.

Correction to grain drops needed.

1.16.4-1.1.9
— Removed hay recipe
— Implemented haystack
— Added interactions to get haybale and straw mat from the haystack
— made Berrybush growth time reactive to month length
— Reduced grain drop to 2-3 per drop

1.15.7-1.1.8
— Crops now give time until the next stage and adjust growth time based on server days per month and hours per day.
— Massaged harvest numbers on grain downwards to 2-4 drops per harvest. This number will continue to be dialed down in future changes.

Oops. 1.1.5 has a bug where cattails grow in just four hours from planting.

As far as rudimentary testing will allow, is still compatible with 1.15.7

62 Comments (oldest first | newest first)

One known bug is that it shows the growth times on mouseover twice. Not a huge issue, just one I haven’t resolved yet.
The berry bush growth modifiers need testing. As always, go break it.

BugFix + Lang expansion

1.16-1.2.4
— Russian Translation Added
— Corrected issue where haystack read drygrassPerMat instead of cattailPerMat from config

1.16-1.2.3
— Adjustment made to ensure pumpkins grow properly in any variable month/hoursperday setting.
— New configuration options for haybale and straw mat (TY KeninVonag)
— Farmland will no longer show 4xxxxxxxxxxxxxx days when no crop is present. (TY KeninVonag)
— Farmland will now not show the crop growth times when crop is at max growth stage
— Haystack now changes hitbox size as it gains/loses grass (TY KeninVonag)
— Berrybush Growth cycle reduced from 176 days to 100.
— Berrybush Growth Cycle per step is now configurable

Very good, all your mods making game more longer and pleasantly

Barring any new bugs, this will be the last release of Fields of Gold for a while. I have to work through a few other mods and make sure they’re stable and bug free. I’ll be coming back to Fields of Gold for a release with new features and content when those projects are stabilized. I released this one because I figured a week was too long to go without addressing the yampocalypse.

1.16-4-1.2.2-Stable
— Added compatibiltiy with vanvar pans
— Corrected compatibility issues with seed to grain/grain to seed recipes
— Fixed yampocalypse (At full growth would drop 63 yams. but no seeds. Now drops 5-7 yams and 1-2 seeds)

New update is a minor fix for those using MoreClasses. The non-Farmer grain to seed recipe consumed the pan used as part of the recipe. That has been fixed. No impact on those not using MoreClasses.

1.16.4-1.2.2-rc.5
Finally fixed Reed behavior:

— Reeds now have a 3694 hour growth time when planted using a split cattail/papyrus root.
— First growth period is 2771 hours, during which it is a ‘sprouting ‘
— It then becomes a ‘harvested ‘ for the next 923 hours, during this period it can be harvested for a full root.
— After the aforementioned 923 hours it becomes a full reed, which can be harvested for fibers. It will then return to the harvested state.
— This means that you can harvest for reed tops multiple times per year if you do not harvest the root.
— Growing a cattail root crop would require nearly a full growing season (May 1st-Oct 1st)

Added Decay timer to papyrus root and cattail root

Wildfarming compatibility is coming, but it isn’t here yet. I’m still working out a bizarrely difficult issue with the cooper’s reeds.
RE: Making grain last forever by turning it into seeds. I could theoretically do this thing, but it jars against my sense of realism more than grains lasting forever. Grain already lasts a stupidly long time iRL, we’ve planted and grown grains some 2-5000 years old found in jars. Unlike a lot of plants grain seeds are just. grain. Turnips have seeds, onions have seeds. But grain is just. seed we eat.

I don’t see FoG having any issues with Wild Farming, though I haven’t tested the two mods together myself. The mushrooms in Wild Farming definitely will be growing a lot faster than you’d probably want compared to how long everything else grows in FoG.

Is this compatible with Wild Farming?

And second, regarding the fact that you can basicaly make grain last forever by turning it into seeds, would it be possible to just disable the recipe the turns seeds back into grain?

Typos are the worst when coding, at least for me. I’m always looking for some syntax error like a missing comma or semicolon when I’m debugging my own code, not typing a filename wrong.

With all due respect WesCookie. Die in a fire.

Honestly, thank you. Will get hotfix out.

In the new update for FoG, you still have a typo for the More Crops compatibility.

For the patch «crop_growth.json» you’re referencing the wrong files.

for beets: «potatoes:blocktypes/plant/crop/beets.json» should be changed to «potatoes:blocktypes/plant/crop/beet.json»

for potatoes: «potatoes:blocktypes/plant/crop/potatoes.json» should be changed to «potatoes:blocktypes/plant/crop/potato.json»

Yeaaahhh. That is definitely a by-product I’ve been thinking about. It was a portion of why I was originally going to make grain seeds a thing of the past and replace them with «handfuls of grain» that had a decay timer. Will reevaluate moving forward. For now, however, enjoy immortal grain I guess?

Something I noticed as a by-product of being able to turn grain into seeds and seeds back into grain: It means you can effectively keep grain forever without it going bad. Just turn it into seeds and it will last forever, or just cycle it from grain to seed to grain again to reset the perish timer.

Glad to see it all resolved. We appreciate the hard work, man. At the risk of sounding demanding or ungrateful, I do have a small bug report in the HRF comments, but that one should be slightly more simple, I would hope. Just a little recipe mixup, far as I can tell. Don’t know if you’ve seen it yet or not. Take a look whenever you feel the inclination and have the time.

Thanks again, the care is much appreciated.

Alright, spent some time investigating the errors you’ve all been reporting and boy did I find out some wacky things. The Wildcraft incompatibility was particularly bizarre. Don’t worry, it came down to me being an idiot. And the need to create a whole new class to manage their growth process so it would adapt to changing dates. MoreCrops? That was a typo, go me. Go ahead and test the hell out of this, but it worked in testing. And yes, I checked it for 9 days and 30 days. Anyone out there using some other bizarre variation of daysPerMonth should report back too.

Sorry for the long journey to total functionality. Ok, almost total functionality.
There’s still that Cattail issue to clean up. Enjoy your free cattail roots for now, I guess. 😀

Hi!
I have set a 30-day month on my server, but I can confirm that the berry bushes also bloom and can be harvested several times a day. In other words, I have the same problem with a 30-day rhythm

So. An update on the berry issue. What I’m observing is that at 9 day months, the berry bushes are cycling incredibly fast. They go from empty, to flowering, to ripe, several times a day. Clearly there’s something off with the math. The mystery is, why does this not happen at 30 day settings? The math being used is the same, and it’s not a typo this time. Very curious.

So I’ve been looking into this, and it’s *extremely* strange. MoreCrops crops use BlockCrop, just like the vanilla crops. All of the calculations are exactly the same, going through the same processes. There’s nothing that *should* be different about them. I’m still looking into this.z

And this is why you don’t go looking for errors when you’re tired and don’t have time to devote to them. >. Apr 23rd at 4:44 AM

So I’ve been looking into this, and it’s *extremely* strange. MoreCrops crops use BlockCrop, just like the vanilla crops. All of the calculations are exactly the same, going through the same processes. There’s nothing that *should* be different about them. I’m still looking into this.

Vinter_Nacht With or without mods, I have the issue with berries growing very quickly: it always says less than a day, and it literally can go from nothing to flowering to ripe in less than 10 minutes irl.

With just the More Crops mod, all crops from More Crops also grow very quickly: says next stage in less than a day, and it seems to go multiple stages every game day, with the jump being anywhere from 1 stage up to 3 stages.

While I cannot confirm with exact timing on herbs from Wildcraft, I do know they take way less time to grow than the stated «56 days» in the mod description (though they’re not as ludicrously fast growing as berries or more crops).

Perhaps there’s a connection between how berries and More Crops are handled by your mod?

One point of importance: The length of a day does *not* refer to how long it takes in real time for a day to pass. It refers to how many in-game hours there are in an in-game day. These are two separate values.

BlockFarmland automatically calculates the length of a growth stage by dividing the totalgrowthtime by the number of stages a crop has.

So for example, 1 hour days, 40 day crop, 15 day months, 4 stages, 2 nutrient modifier, +/- 2%
[1*40*(15/30)/4*1/2]+-2%

This comes out to somewhere between 2.45 and 2.55 days. At nine day months you have 1.5 days total growth. That math seems off, wouldn’t total growth supercede the need to include the number of stages in the logic, or is it calculating the time to go from one stage of growth to the next? If the latter (suggested by the fact that things seem to work fine at the 30 day scale), everything seems to be fairly sound.

Edit: As for the seeds, I noticed that turnip seeds (or some other vanilla seed, I think it was turnip but the memory isn’t as good as it once was) do show the correct maturation timeframe, but corn seeds or other More Crops seeds do not. So apparently all seeds display how long it takes for them to reach a harvestable state.

__result = __instance.Api.World.Calendar.HoursPerDay * block.CropProps.TotalGrowthDays
* (__instance.Api.World.Calendar.DaysPerMonth / 30.0) / block.CropProps.GrowthStages
* 1 / __instance.GetGrowthRate(block!.CropProps.RequiredNutrient)
* (float)(0.9 + 0.2 * ___rand.NextDouble());

This is the math from the Harmony Patch. I can’t see where it would be causing this issue. A better mind than mine perhaps?

(Player set HoursPerDay) * (Total growth days of the crop) * (Days in A Month/30)) / (Growth stages of the crop) * (Nutrient Modifier) * (A bit of randomization)

The Cattail thing is a known issue, working on getting that patched. Proving to be more of a bear than I thought it would. It used to work fine, but they made a change to the reedpapyrus.json file (that I suggested, ironically) that I’m still trying to puzzle out. Is mostly fixed in development.

RE: The Issue Tracker thing. Not a problem. 🙂 It’s just easier to keep track of the issues.

Vinter_Nacht Tested using only your three mods, issue remained. Seems like there’s a multiplier out of place that doesn’t show up at the 30-day scale but over-corrects as the scale reduces. Like it’s exponential rather than geometric logic, if that makes sense. Squared, rather than multiplied by two, for example. Edit: I’m assuming, because this is the way I would do it, that you started with your target figure at 30 days and then divided those to match the other scales. If that’s the case, is it possible that the logic is performing a logorithmic function on your figures rather than a simple division?

Edit: I also noticed corn seeds when moused-over in-inventory show as «maturing in 8 days» but when sewed display the proper timescale. This extends to, as far as I can tell, all More Crops seeds. As for the issue tracker, I hate to be that guy but I kinda have a personal policy about opening accounts. I’m a particularly private person, bordering on paranoia, so the fewer places that have my details on file, the better. Sorry about that.

Edit: One last thing. Split cattail roots when planted just instantly become harvested cattails, I can immediately dig them up and get full roots, which naturally, I capitalized on during my preliminary homesteading phase. I don’t know if that is an issue with my mod list or something that slipped through the cracks during an update.

These are truly weird bugs. Can you both give me your full mod lists? And report this issue on the Issue Tracker through the link at the top of the DB page?

BoomerBill I’m having the same issue with berries, as well as corn from More Crops. I am using 12 day time scale, but both still grow a stage each day.

I’m not sure why or how, but when playing on the game’s default timescale (I think it’s 9 days in a month?) berries will always be ‘less than one day’ from their next step in the cycle, even when broken and replanted. I made a new world with the 30 day timescale and the berries have their intended growth periods. Something to look at.

It is now possible to place firepits, compatibility with MoreClasses added, haystack is a little janky. Having a bit of a weirdness going on with the new release that wasn’t apparent until it was zipped and ran independently.

I could still place grass down as of 1.1.15 so this must be new.

@Vronizos I have the same problem, I think it’s a bug where you can’t place grass down for a campfire, and it’s directly caused by this mod and not mod conflicts from troubleshooting. I need a fix for this, because it makes it impossible to burn charcoal pits.

how to put dry grass on the ground to create a campfire? Mod change this feature or is it bug?

The newest edition is mostly a patch-fix, ensuring proper compatibility with MoreClasses and fixing a bug wherein you couldn’t add grass to the boilers. Trying to get all the bugs worked out before I start on new features.

Do you think you could make the ability to split cattail roots into a standalone mod? That’s all I want from this mod, a way to propagate cattails, but I can’t find any other mod that does this and Fields of Gold adds other stuff I’m not interested in and don’t want. No offense, we all have different playstyles. Oh, and the thatch stuff. Heck, just a way to configure the crop growth rates back to vanilla while being able to use all the content added by the mod would be great.

Didn’t see the issue tracker; mb.
Made a new ticket and put the crash report in it.

Right clicking a haybale with a straw mat results in a crash; just giving a heads-up.

Yes. It adapts for both days in a month, and hours in a day. So if you have 48 hour days and 30 day months, it’ll still take the same number of game days. If you have 9 day months and 1 hour days, the same. (Note that this is the hoursPerDay setting, and not the rate at which those hours pass. If you don’t know what I’m talking about, it doesn’t affect you.)

Also 1.1.12 addresses another bug found with dry grass.

Does this update happen to have the days proportionate to the amount of days in a year you have?

Quick patch release to fix issue with interacting with the haybales.

I’m getting this crash when harvesting the herbs since adding this mod. Any ideas?

Problem signature:
P1: Vintagestory.exe
P2: 1.16.4.0
P3: 6219e03d
P4: KERNELBASE.dll
P5: 10.0.19041.1566
P6: 0833f2d4
P7: c0020001
P8: 0000000000034f69
P9:
P10:

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_e74f6c247aa53b7525f378d39ce8338e18f1_81245bb0_028815ba-d088-422b-8417-c91abb85eeef

Problem signature:
P1: Vintagestory.exe
P2: 1.16.4.0
P3: 6219e03d
P4: KERNELBASE.dll
P5: 10.0.19041.1566
P6: 0833f2d4
P7: c0020001
P8: 0000000000034f69
P9:
P10:

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_Vintagestory.exe_e74f6c247aa53b7525f378d39ce8338e18f1_81245bb0_cab_028815ba-d088-422b-8417-c91abb85eeef

l33tmaan It’s very specific and sticks out like a sore thumb.

Источники:

Добавить комментарий

Ваш адрес email не будет опубликован. Обязательные поля помечены *