Thread #2243637
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Microsoft is taking actions on block games edition
>Game News
new hats are pretty cool but its still filler
>Server News
Server will be updated once the stable brach goes live but will have to wait for the mods too so shit doesn't break.
>/vm/ Vintage Story (nOG or noggers)
144.126.153.101:29400
A newer server with the culture and people of OG. lightly modded and focused on preserving builds/lasting a long time. Essentially OG's replacement. Had chiseltools lite added as well as some older mods updated on the server.
>Modded Weekend Serbian:
>174.73.170.143:42420
Join for heavily modded weekend fun and shenanigans. Only open on the weekend, the new server is fantasy southeast Asia themed. Great for fucking around on the weekend with random anons.
Reminder that Discord/ Reddit trannies (and others whom emulate them within these threads) are cute and valid, and have always been welcomed. all servers will be added to the thread if they are associated with either. D*scord faggots get the rope still.
Thread Theme:
https://youtu.be/EKu_d3vH7bw
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>>2223435
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can we get CO on nog? I need a halberd
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>>2244093
we'll just keep using millwright. stay salty my fren
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>>2244204
Conservation is gay
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>>2243637
You fucked up OP
>game news
Experimental releases are out for the next update. Buggy as hell, not worth putting your world in it.
>server news
The update is correct. Last thread we had a meeting of the Edin council on nuog about the future of the server. New infrastructure projects and planning is under-way to prepare for the next update. We decided that the world will have a significant decrease in ocean size and coverage soon.
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>>2244317
>password CHEF (PBUH)
>Music packs of .abc files for instruments mod
https://files.catbox.moe/k6fnok.rar
https://community.playstarbound.com/threads/sbsp-1000-starbound-song-p ack.58760/
cytu DOT be SLASH r SLASH joyless
Named after the town in OG, Joyless, this is a public music streaming area for /vm/ vintage story players on any server or game. (Replace DOT with . SLASH with / and r
massive lotro ABC file dump
https://www.lotrointerface.com/downloads/info1087-TheFatLuteandOther.A BCMusicArchive.html
anoth ABC collection and decent info on making ABC files
https://bardsofafeather.net/library.php
terraria players don't settle for starbound and neither should you.
You need the music link anon. Also the tl map for nuog.
I just sat down to make the thread but thanks for baking before the thread died.
>>2244039
what is CO
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>>2244322
combat overhaul.
qrd of the additions/changes:
>three damage types (blunt, slashing, and piercing)
>good chunk of weapons (ex: javelins, halberds, greatswords, shortswords...)
most weapons from the mod function off of a "last look direction = swing type" (for example with greatswords looking up a bit will give you an overhead bash)
>three layers of armor (skin, middle, and outer) along with eight slots per layer.
>new armors for the new slots.
>reworks to weapon progression/balance and entity health. most notably, base damage doesnt increase with metal tier but your damage tier does.
for what it is its a very high quality mod, i've used it on a few heavily modded servers myself and its never caused any issues.
any complaints about complexity are purely a skill issue.
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>>2244402
Yes I know it, its a good mod, and it reminds me of one of my favorite combat/weapon mods from mc, medieval fantasy. I like pretty much everything about it but I've done testing on it. Its one of the more unstable mods. I've also gotten the gun mod to crash a server before. Worst mod is still that one big cooking mod. It crashed servers more times than I can count. I think nog will likely get a combat json mod one day, that's one major goal.
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>>2244406
fuck right armory is a different mod.
no point then, really. armory's the fun part because you can get a greatsword and then waddle through caves with your two layers of steel armor+gamboised armor and simply consume any drigger that dares to look at you funny.
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My turn to listen to 10h of sea shanty 2
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Two more weeks
I'll keep saying that
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>>2244453
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>>2244605
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>>2244664
This just has me wondering how feasible the suggestion to do it like dorf fort is with everything being pregenned. There's gotta be a way to generate a map of the whole world without the filesize being huge. Maybe the pregen could be like a template or something the game can reference as to what gets generated and only loads the chunk when the player is close.
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>>2244664
I hope by "high-quality addition" they mean "big enough to warrant it's own update" and not "marginally more polished than a mod you can download". Although knowing this team I'd be surprised if it's even the latter. That being said I am glad they spent 300 man-hours and not 300 woman-hours, so there's a sliver of hope.
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>>2244682
I'm thinking about the planning for the next try-hard town like sahara. What would make a more entertaining, unclaimed slum/anarchy district? I can post some pictures I'm going to be leaning towards the first (pic rel) A mountain valley on a coast, not far from the planned city. There would be a port where new anons arrive. The port area could be the slum zone. Walls around it, with an area controlled by the city that overlooks the slums. Or it could have no wall and become almost a pirate shanty town
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>>2244701
I'll take pictures later but the other proposals would be
>mountains over the city. The mountains remain unclaimed, maybe a sort of dwarf or mountain bandit theme would come from it.
>Farmland/forest right outside the city, going for a peasant theme, farming and trading it with city anons for tools
>desolate gravel wasteland. Make them struggle, just pure anarchy
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>>2244701
Pic rel are the mountains. I lean away from it as most new players ended up in slums and are not good at survival
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>>2244713
I am retarded, that was the plains/valley area. This is the mountain. Plains are fine and would be most similar to sahara slums.
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>>2244701
>I'm thinking about the planning for the next try-hard town like sahara.
No offense dove, but aren't you worried that the janny planning a town is going to turn people off immediately? I think a Nuhara is going to have to develop semi naturally. People are already gradually creeping souf.
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>>2244701
>coast city
>port
>pirate shanty town
sheeit thats pretty much New Sun Bay right now
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>>2244762
Learned from my my mistakes and a lot of past towns. I'm one of the only anons autistic enough to start a larp town. I'm mostly just building infrastructure then I plan to larp in a church. Larp works better when you have a few towns, conflicts, trade, and culture. Souf in og wouldn't be souf without norf and middul. I think if I just kickstart a comfy town with culture and autism that it'll be good enough to larp. If some anons want to larp in a trading village in a temperate climate, we can work with everyone else to inspire stuff in their towns. Trust the process.
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>>2244824
Comfy maxxing I see. My only thing is I want to create a sahara-like atmosphere but use mensfiel tactics partnered with some militant HOA inspiration from byz to have a higher density of builds and focus on cheap builds with nice chisel work.
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>>2245051
Malefactor is best class for someone new or doing singleplayer (better than commoner). The rest of the classes are situational. In a server, clockmaker used to be meta, now it's the hunter and blackguard depending on playstyle.
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>>2244569
My journey down south continues. Still no cattails or oaks but at this range fish and berries are already appearing. I feel like I'm closer to my goal.
Here, have a nice hill. This landmass doesn't have any signs of previous seraph activity but who knows.
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>>2244453
I've lost my screenshots from og
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>>2245238
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>>2245412
This guy gets it. Yes, it's possible to pregen an entire VS world. However, doing that would take fucking ages and the file size would be huge to the point of uselessness. If there is a way to get the pregen world features into a small file size that could be read by the game to generate what goes where, then I'm willing to bet Tyrone would be interested.
But nobody says how to do this.
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>>2245316
>he didn't save
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>>2245445
Read a book
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>>2245498
>he didn't save
NO NO NO FUCK -ACK
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>>2244453
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>>2244664
>300 hours for something that a modder did in 1/100 of that time, probably less
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enjoying watching rone self destruct while digging himself deeper into psychological debt with lies like "we have the slightest idea of how to implement this so it's coming soon" so he has to scramble together a barely functioning piece of shit mechanic and embarrass himself again
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>>2245875
>buy
Chop chop rone, get back to work on the frickin rivers already I gave you an indepth source for free too
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>>2245934
github island.js using the principles outlined in the stanford article. I'm just about done downloading the textbook to see if tarn has more to say on Partitioning Space that you can't get by following the whitepapers sourced in the voronoi wiki or elsewhere
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>>2245946
wait thats written by tarn adams I have actually spent some time looking for resources on how dorf fortress does worldgen and was considering a worldgen mod that works similarly to produce actual rivers
...after all the other mods i am working on/want to make right now haha :)
anyway if you've got links and shit post them nigger
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>>2246097
Sure, but without anything else to go off it sounds like he's willing to eschew hydrological terrain. So while we may get rivers and they may conform nicely to existing worldgen, they will exist emancipated from cause and effect (no headwaters, no tributaries, no dendritic branching, no deltas, floodplains, canyons etc). That might be reading into it too much, but realistically without something resembling real mountains or elevated terrain I can't see rivers being terribly interesting. It's a shame because this is the one game where people would really welcome realistic worldgen, albeit scaled-down. But rone, despite making a system that takes into account a climate gradient, local rainfall and rock strata, really doesn't want that, and apparently isn't even willing to include it as an option.
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>>2246171
Even without the generation being advanced, I think they're interesting from a gameplay perspective that'd make large continents way more interesting and traversible, especially in multiplayer. They're effectively massive highways, and if they provide hydro power that's another reason for settlements to be built on them. If they impacted local soil hydration that'd be cool too even without much geologic accuracy.
I can't remember exactly, but there was a short-ish-lived /vm/ server with Sneezer's rivers, and they were built around naturally by players. Even just for LARP it's cool.
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Holy FUCK I have finally finished making my iron armor. Since I had enough for chain armor, I thought fuck it, might as well go for scale, so I did. I am never making anything other than brigandine by hand ever again, that was so aids.
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>>2246446
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>>2246440
Speaking of plate its pretty neat how the higher tier plate armors have MUCH better durability compared to lower tiers.
Copper Brigandine is 900 durability while steel is 2600
Copper Plate is 500 while steel plate is 5500
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>>2244676
DF doesn't pregen everything, just the general topography, that's then used to generate local terrain when you visit it. You know where the river is, and how wide it is, but the water tiles don't exist unless you're looking at them.
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>>2246580
See now that's what I was looking for.
Now the real question is, is it possible to generate a map of the worlds topology first and then use that map as a reference when generating chunks within the VS engine?
Outside of pregenning terrain, I'm also of the opinion that terrain should generate oceans and land separate so that we get better defined seas and continents. There's a mod that does this and I'm trying it out. No opinion yet. Oceans should also get more content but that goes without saying. It would be neat to explore a sunken ruin with a diving bell or something.
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>>2246171
God imagine creating a farming village in a river delta. You'd have high fert for days. Bonus points if flooding becomes a thing.
Actually, would more natural disasters be good for the game? Life after agriculture is pretty easy.
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>>2246616
VS does effectively do this with all its various heatmaps. I believe it's entirely procedural, but the heatmaps for ore, rainfall, forestation, etc. are all at the resolution of individual chunks, not blocks. So 'ronism is capable of using a lower resolution map, which, given that each chunk is 32^3 (but effectively 32^2 because 'ron barely uses the 3D aspect lmao) it'd be usable pregenerated even for a 1mil x 1mil world, and since the heatmaps are essentially scale-free and independent there's no real reason why they couldn't all be pre-generated instead of generated on-demand
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I need a janny to bless me up with some grass at spawn or I'll fucking kill myself.
Also, here is a screenshot of the new chisooling spot for all the cool kids to hang out.
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>>2246701
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>>2246701
I tried to put as much glass as possible in 'er so that you guys could see better.
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>>2246701
>>2246702
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>>2246719
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What's the bestTM place to set up a permanent base? I've been using a temporary clay factory/forge near a forest but I've been wondering if it isn't better to actually set up in a stone biome for resources after you've reached copper age.
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>>2247424
Resin, wind and lack of wolves are the only things worth minmaxing for. There isn't all that much benefit to living on top of a specific resource, unless you are planning a build that needs immense amounts of it.
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neat looking landmark
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>>2247121
decoration
it's too precious to ding up in combat
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>>2247492
I posted it on the last Thread
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>>2247615
on the weekend maybe
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>>2247662
Reducing harm to the poorfag toaster unit by ensuring every citizen of nolife has only 1 chicken for eggs and 1 elk for transport!!!
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>>2243637
>Reminder that Discord/ Reddit trannies (and others whom emulate them within these threads) are cute and valid, and have always been welcomed. all servers will be added to the thread if they are associated with either. D*scord faggots get the rope still.
wholesome!
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i didnt know charcoal was made out of burnt wood, i thought they were rocks this whole time. what did this game teach you?
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>>2247925
mmmmmmmetalloid
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>>2247941
List boron (borax) NOW
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>>2247824
Cliff based hunting methods
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>>2247885
>>2247890
I'm willing to be the first smelts happened by accident when they were fucking around with pottery. Ancient people would fire pottery in a kiln and burn it with different things to get various colors. Considering they probably got clay from a riverbed (which frequently has iron-rich sediment), they probably got a kiln hot enough at one point to notice they created some metal. Once they figured out that it was the heavier grains in the riversand, they would have sifted these intentionally and piled them in a kiln, and later bloomery.
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>>2247982
Rone should just add the instant gib from immersivecorpsedrop to animals that fall sufficiently far and leave all other kills alone. Seeing an animal died from a fall doesn't teach me anything other than rone has no clue how to spawn in creatures logically.
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>>2248035
I prefer the term DORK
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>>2248081
There is no real evidence for any wide spread practice, but meteoric iron was pretty widely worked. Something to remember is iron is the most common metal in the universe, and is quite widely available on earths surface, nearly any bog, swamp, river etc will have iron deposits or iron bacteria.
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>>2248111
There's no real evidence because it likely wasn't worked. Iron is heavy, most of it is underground, and actual useful surface deposits are uncommon. I'm unaware of any examples of bog iron being utilized prior to the introduction of iron smelting, primarily because it exists in an impure form. That's why all the examples of iron working prior to smelting only happened with meteoric sources.
Copper meanwhile occurs in deposits of pure concentrations on the surface. Any ancient peoples walking around would have been able to stumble across copper that they could immediately use and was soft to work.
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Aaaaloooonnee at the edge of the universe humming a tune
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>https://mods.vintagestory.at/show/mod/42149
New weekendmod
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>>2248587
>bamboo chink hat
>pine fences
>snow
I know it's just a silly nog pic, but it has got me ponderin' something fierce about what the game would be like if we had proper elevation and terrain scale. For example, in Just Cause 2, the amazing island of Panau has multiple different biomes and sub-biomes that are blended pretty damn seamlessly, no doubt thanks at least in-part to the sheer size of the map (1035 square km). The tropical island has a "snow biome" in the form of the Berawan Besar Mountains at the center main island, the highest of which rises approximately 1,890 meters, or 6200 ft. above sea level. For reference, Mt. Hood, a stratovolcano in northwestern Oregon that typically has glaciers on it year-round (at least on the upper slopes) is approximately 3,400 meters, or 11,250 ft. above sea level. Point being, while Berawan Besar mountains certainly take some acceptable liberties with reality due to not actually being that elevated but still retaining a snowpack in what's basically Malay, 6,200ft. is still very large, and so it definitely succeeds at instilling players with a sense of scale.
Vintage Story does not do this. Mountains at their highest are only a few hundred meters, and they're typically less like mountains and more like noisy plateaus that are just there to breakup the landscape. But if they were to scale, if they were thousands of meters in height, imagine how that would affect gameplay, most notable serb play. You could have communities in highlands with completely different needs and resources than communties in the lowlands. Different fauna, flora, growing seasons. What's more is that having terrain that imposing would massively restrict travel. Too wide to (easily) tunnel through, too tall to climb. Settlements and roadways would reflect this, as would boundaries.
Unfortunately it will take years until VS can support anywhere near this level of scale, if ever, probably in the form of a mod. Rone just has different priorities.
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>>2248626
Despite that hate it gets, I like, or at least don't mind the lore. But it's just that, lore, fluff; it doesn't have any actual impact on gameplay beyond providing a hand-wavey explanation for the technomagic shit, ruins, currency and baddies. The two ancillary benefits it does have are that it reinforces the medieval setting and it gives modders a bit of a framework with which to design content that otherwise wouldn't fit (the latter can also be a downside, for example, why does the new airship mod need temporal gears for the construction? Would it not be whimsical enough otherwise?). Even so, the lore does, in my opinion, give the game a stronger sense of identity. I have a friend who wasn't enjoying the game but was really taken by it once he did the resonance archives, and I imagine many ordinary players have similar experiences, so for that reason I think the fluff that rone came up with is remarkable.
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>>2248621
>You could have communities in highlands with completely different needs and resources than communties in the lowlands. Different fauna, flora, growing seasons. What's more is that having terrain that imposing would massively restrict travel.
STOP! This sounds too cool. You are making me mad.
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>>2248775
if it isn't in a landclaim it's free game
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>>2248968
DON'T GO IN THERE
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Rone sez
>Can now also combine chiseled blocks through the tool mode dialog. Previously you were only able to combine chiseled blocks in the crafting grid. Also pillar blocks have the orientation in their name now
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>>2243637
>weekendserb
>174.73.170.143:42420
>modlist https://pastebin.com/GfauKGDm
Good morning everyone! Struggle and survive with us once again on the weekendserver while we wait for OGs issues to subside once again. Come build at spawn and help us escape this chalk biome hell or just make a new Wanderer's Sketchbook, sit back, relax, and paint. See you there!
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>>2250781
sorry I didn't realize we had to use our mother tongues here let me adjust for you
>AYO BIXNOOD WELFARE HOOD
>1 DA MUTHA FUCKIN 7 FO 7 3 DOT WUN SEVEN OH MAJIGGA WUN FO THREE... NIGGA IS THAT A COLON? 42... 420 *giggles*
>wtf a mod? wtf a list? bruh on god no cap this nigga listing automatic downloads
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Now YOU can doodle while waiting for leather to finish
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Why so many bandits in the chicken pen
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>>2251141
Nothing crazy an ork ambush party just spawned in front of me on the wood bridge. I've spent 3 days and nights foraging and killing
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nOG's pretty much unplayable right now.
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>>2243637
>>2237976
Theres a shit ton of oc that maelbek has done but he has only posted here as far as i know. So i am dumping what i have for you dove.
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>>2251339
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>>2251340
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>>2251344
I am pretty sure theres gotta be a faster way to do this.
I've got like 33 files from this threads from maelbek
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>>2251346
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>>2251348
Ok
https://files.catbox.moe/rsjk6e.zip
This should be about it unless Maelbek comes around and corrects which ones are his and which ones are from someone else.
Also there's one of this here couple >>2251339 having sex that Maelbek published on a catbox but has since gotten deleted and i only have it on a separate drive i can't access.
>>2251353
I think his edin chan's are his peak works for the general, its peak milkers
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>>2251356
I am not bek. i am just an autist whoe likes to archive the works artist who i like and wasted two hours last week scrounching all his works on the threads >>2229580
IF HE IS HERE.
PLEASE MAELBEK FOR THE LOVE OF GOD DROP THE ONES I AM MISSING OR TELL ME WHICH ONES ARENT YOURS.
DONT MAKE ME DM YOU ON FUCKING DISCORD
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>>2251575
Should be fine? Try again
>>2251361
I will ask him to post itt.
>>2251291
1000 pigs and people flying mach jesus in spectator around the map with max render are large contributors to lag. I did mess up and took the restarts down to 1, i backed it up to 3. I think a janny increased max chunk load distance which contributes when players move fast
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>>2251745
>1000 pigs and people flying mach jesus in spectator around the map with max render are large contributors to lag
its not just that, the server freezes for 10+ seconds at a time every few minutes even when there's only one player on and they're not near a gigafarm.
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Rough out there today
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Today on weekendserb
>flying machine cloth 50% treated
>sketchbook at check in
>uni is still unpowered and without storage controllers
>check atlas 5 for more updates on landbridges E and S around the midgard level
>>2251986
Adding more mods now
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>>2251986
>>2251930
>>2251745
Or instead of being retarded and pointing fingers at shit Dove can take a look at the log and see when it's overloading and why. It's not just freezing for 10 seconds at a time anymore, it's anywhere from 30 seconds to a full minute with close to nobody on the server. Something is wrong and we won't know what until somebody looks under the hood.
"%AppData%\VintagestoryData\Logs"
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>>2252015
the only thing there that hints at anything being wrong is a few lines like this
>20.2.2026 19:18:45 [Debug] MeshRef with vao id 18072 with 600 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace.
but they dont line up with the freezes.
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This is fine
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>>2252070
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>>2252070
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Not sure if it's relevant but trying to reconnect to nOG and I was getting 1 kilobyte every like five or six seconds
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We drank too much holohol ethanol
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Barm?
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dragon???
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welp it was a true deathmarch. I made it to the corner and its all chyna. btw you can cruise the boat under y0 to avoid having to navigate around rocks.
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Quick update on nog for anons.
I'm going to be doing maintenance on nog after I run some errands today, i'll post in thread and server before I start so you won't be interrupted with shit.
I edited the max chunk loading distance, culled some entities around edin and spawn, and I accidently reduced restarts down to 0 then down to one. It's increased to 3 a day.
If there is still lag, let me know. I'd also like to know if the lag occurs any specific amount of time after restarts. My end goal is to host nog on my own hardware once I save up for some good hardware (hopefully late summer/early fall but we'll see).
There is some weird shit in the log with villagers constantly teleporting and I have no clue what it means >>2252015
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Very funny. If you join weekendserb don't forget to leave a message in the welcome book
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Come sail with Captain Chaucer later today and go around the world in 80 Days
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>>2252993
btw this little criminal is hatched now
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Sky Islands have fallen, billions must fly
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>>2253573
I mostly just have to remember to restart it every few hours. It does look like it has some kind of memory leak but Im not sure from what nor does it seem to be a problem minute to minute. There are plenty of chisool and IDG related crashes if youre not careful though!
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invisible chatty espher
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>>2253866
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Riding with the homies
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Finally back from my VS vacation, figured I'd work on a silly mod for "fun", here's some proggress done, needs some ironing and polish but should be done soon tm
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>>2254089
playerlib has gone too far
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>>2253004
check out my lil dude
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>>2252988
Thanks, I'm going to be working on the server tonight. Worst case, I'll shell out some money and rent a better dedicated host until I can just buy my own hardware. I could try hosting on one of my old laptops but I don't think the world save would be sustainable without at least 2TB or storage so i'd rather just buy a new gaming pc and use my current one to run nog dedicated.
There is an alternative, time consuming solution that would work but I don't have the hours of life to dedicate to that.
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>>2245534
Found a few ones of the plantation garden and the windmill but that's it
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>>2254358
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>>2254363
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>>2254376
Do I shave again?
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Just an update as I work on this, there is a good chance nog will be migrated to a better dedicated computer with much better specs. I'm working on making some backups to run some tests. Just not excited for the monthy price jump lol.
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>>2254406
Now the new thing is, I can easily improve performance with the prune command. But if we increase land coverage, it'll completely change the oceans and many islands if no players built in those chunks or claimed in those chunks and possibly create local farlands so I'm probably going to hold off on a prune for now. That only applies if we change the land coverage %.
An alternative is I prune now and hold off on the land changes anons voted for last week until the next update so you can make sure whatever island you built on will continue to exist and your regular sea-routes will still exist.
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>>2254481
It'd be down to the players. So right now, because of time, I'm doing a prune of any chunk with less than 1 modified block by players. I think right now, we stick to our plan. When the server is back up, do not explore too much. Focus on making sure chunks of your main continent/island are loaded. Make sure, if you use boats often (especially edin-basecamp) that your regular boat paths are generated. Also any islands you may have a future wanting to be still surrounded by ocean.
I'm going to hold off on the increased land % until the next update drops or a month-two passes. So hopefully we get kind of out current ocean world surrounded by the traditional og landscapes.
One sad thing I am finding out, is that ron made a future update that could have saved the original og file if og was made a few years later.
Once i'm done with the prune, i'll make sure major settlements are still in the server before I proceed. I'm still going to try a better host, maybe even later tonight but once I do that, nog should still have the same ip for a bit in case anything goes wrong. End goal after looking at all the bullshit is still owning my own dedicated hosting hardware.
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>>2254458
>An alternative is I prune now and hold off on the land changes anons voted for last week until the next update so you can make sure whatever island you built on will continue to exist and your regular sea-routes will still exist.
Seems like the best route
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seeing all those cool mods many of which are small and could be easily added to the game but they won't or it will take 10 years makes me feel depressed
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>>2254710
Yes can't wait for rone's much worse scribbling journal that can't do smooth lines somehow, a walking stick that doesn't do anything, and beer mugs that hold .3L at a time and take 18h to bake but still need metal bands to finish (FOR BALANCE!!!!)
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>>2254744
Mapper is kinda close
>https://mods.vintagestory.at/mapper
But I've been using Antique Atlas on the weekendserb to get that drawn map feel instead.
>https://mods.vintagestory.at/show/mod/32289
Wanderer's Sketchbook does let you fully draw but you need leather and parchment to get started.
>https://mods.vintagestory.at/show/mod/42149
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>>2254704
Yeah I tried it again. took another few hours, no mods installed, then it still didn't work with the vacuum. Then it made it so I can't even open my single player worlds, now the backup is corrupted so I have to download another one and try again...
Jank ass code. I don't want to run sqlite because I'm a brainlet with it and I just don't have the disk space as sqlite makes an identical copy. It's so difficult trying to compress this shit and any error is hours of progress. The fact that there are millions of unaltered chunks also pisses me off.
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>>2254781
That would defeat the point of everything and niggers would still inflate the world size to something retarded in a short timespan. Not going to be a doomer, there is still plenty of room for growth, I just don't want the file getting to 1-2TB again...
>set world borders to something smaller
Retarded, anons will still explore forever to find their home, not good for longevity/resources/larp or mega projects. You cannot make a world larger after creation. I think its crazy though that in og, going to the equator was considered a feat. Now people were casually boating out 250k blocks.
The only thing that worked to control players' travel while still allowing for large projects was nomap. Too many anons get filtered out from nomap and its too late now (plus difficult with oceans) but some of my favorite larp feels were from the nomap, no coords sbr with increased forest and slowed tree growth.
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>>2254784
I would be okay with nomap if we were given literally any in-game tools to make our own maps that aren't massive waystones. The paper drawing mod might be cool for that but it's not like you can put a protractor on that thing. The ability to measure angles between visible points is the basis of all mapmaking, and until you can do that in-game, nomap will just feel like punishment with no alternative.
But it'd also be not OG so lmao who cares
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people of the explorers guild i am coming to KILL you
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>>2254786
Yeah i'm going to do a few more tests. I might try out SQLite, I'll try running the command in the safe mode, and i'll try running it and just saving the game to see what happens. Worst case is we can/t condense the file size of nog and I have to shell out more money for storage.
>>2254787
I miss when we did this shit (pic rel)
>>2254789
unfortunately all of them cause crashes and hurt the servers even more for longevity. One fantasy of mine would be a nomap 2.0. I know people had their issues with it but the larp in a settlement with no map, reliance on player-built roads and hand drawn maps is just unmatched. I know a long term plan for the original nomap was to slowly implement og builds and towns as ruins.
If all my attempts to reduce nog's filesize fail by the end of today, i'll just migrate to a better host with the full girth of its files.
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>>2254784
I think you could solve the problem by issuing a decree, that everything further than X distance from spawn can be reset at any time without warning. Every new major patch, you could reset everything outside this "safe zone" and then increase its size a little to allow for new world gen. This would have all the benefits of a world border, with none of the downsides.
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>>2254784
i feel like the ability to boat is a bigger problem than a map. (that said i do not object to nomap, even if the lack of waypoints would be annoying.)
you can very easily just set a sailboat to go forward in one direction and tab out, only checking in every 10-20 minutes when the noise changes because you're stuck against a beach, and you can take eight chests worth of food with you (you can fit 409k sat of distilled alcohol on one boat excluding your inventory. that might actually be enough to hit the default world border if you start from 0,0)
not to mention how oceans break up the land, the amount of notable finds are directly proportionate to the amount of land cover. with 0.3 landcover you're getting a third of the notable finds.
without oceans, however. there's no real hands free method like that. the best you can do is set a macro to move forward automatically but even then pits are a problem so you need to keep a constant eye on the screen.
and food, at best you can hold two chests and a half worth of items in your inventory (with another chest on your back if carryon is involved)
if you want to explore far, you have to WANT to.
and of course without oceans, people exploring are more likely to be satisfied with less chunks explored since there's more finds.
tl;dr:
OGs filesize is a result of being around for 5 years and having a target audience of autists.
nOG's filesize is a result of oceans enabling and forcing mass exploration.
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>>2254817
True, that's a decent idea
>>2254823
Very very very retarded and I already explained why.
>>2254832
I agree. The oceans I think made it worse. The oceans themselves actually take up less storage per chunk but it allowed players to afk travel and pushed players to search further for their perfect island. I think oceans are still important for larp. I remember sahara preparing for oceans and the grand canals...
>OGs filesize is a result of being around for 5 years and having a target audience of autists.
My work on nog is the only reason I didn't finish the lore video but is more complex than that. OG at the 4-early 5 year mark was only 100GB and it had spawn moved three times. Sahara was the fourth spawn we had. Each iteration the roads got wider, the TL networks longer, and the areas players lives/distance from spawn grew. (death marches of the sol servers are a great example of the oldfags just getting more and more autistic about base locations).
Early og, a 1 block wide road was enough and 1k from spawn was far.
Norf/souf era, we had people going 10k out for most bases and roads became 2 wide.
Rimtown era, it was 20k-40k blocks and 3 wide.
With sahara we had the elkways and 4 wide roads. People lived even 100k out. Some players in nog live 100k+ out from spawn.
Nomap brought us back to a max of 10k out (even with client mods and exploits to work-around).
Going back to nog... If file size can be compacted, we're going to work on increasing the landscale/% soon as planned. I don't want to move nog's spawn because with the rate of growth it'd be 250gb before nog is a year old. 500gb-1tb is where I start to worry a little. I'd be open to some discussions about the nomap or future world changes/worldgen. But longevity is always my goal so worldgen mods are sadly out of the question.
I think staying on top of compacting the file would also help going forward.
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>>2254850
I usually don't namefag its only when it comes to server/thread metadiscussion retard.
>>2254844
Its part of the magic of the game. Localized resources help with civlarp and seperate the game from mc.
>>2254851
Yeah I miss some elk stuff.
>>2254852
Looking back and learning with nog is a little frustrating because I think I now have a good idea of how to make a server that would outlive og and possibly inspire more larp. I'd be down to run a test of a world like that and see what anons think but I'd want to discuss it in edin with actual players and not the thread literal whos.
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>>2254924
Stop living in the past and create something new
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>>2254832
whoops, 512k sat of distilled alcohol.
>>2254852
>OG history
neat, i only started playing on nOG this year after giving up on my "usual" group so i only really have thread discussions to go off of about OG
>The oceans themselves actually take up less storage per chunk but it allowed players to afk travel and pushed players to search further for their perfect island.
another problem is that the oceans are dead space.
think about any action you could potentially do on an ocean chunk and then consider if you'd actually want to do it in the ocean or bite the bullet and sail a bit further for land
the only real thing massive oceans add aside from larp is potential building locations (underwater of floating cities), but those would require such a massive amount of prep that they'll be extremely rare compared to regular towns.
so while they do take up less storage space, they're effectively just blue flavored world bloat. the chance of someone doing something meaningful there that isnt "get to another batch of land without a boat" is nearly 0.
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>>2254924
Actually there is a chance I could restore it but low
You might have to keep nomap up, the second transfer is taking longer than expected and if I run the cleanup program it'll be another few hours. So server will probably be back on around 7am US central if all goes well.
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>>2255398
you are the first person i've seen who cares
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>>2255128
LMAO UR A FUCKING HOMOPHOBIC N1GG3R HAHAHHAHA WHAT A FUCKING LOSER HHAAHAHAHAAAA
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disgusting creatures
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drow are pretty cool I guess
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>>2255925
I based the look after Eöl from the Silmarillion.
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when is the new serb
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https://mods.vintagestory.at/algernonswatersheds
>https://mods.vintagestory.at/algernonswatersheds
https://mods.vintagestory.at/algernonswatersheds
>https://mods.vintagestory.at/algernonswatersheds
its over
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>Added new dragon "Stormweaver" (Yes it's Nightfury inspired)
>There's a 33% a Stormweaver nest will spawn when lightning strikes the ground in a loaded chunk (we included configlib support so you can increase or decrease this chance, this does require a game restart)
>The Stormweaver can either have a cantlebag or a pillion equipped but not both, they can't wear masks either
Oh hell yeah I know what I'm doing next weekend
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>>2256472
sneezer ur killin me
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the problem with rivers isnt adding rivers its overhauling all of worldgen so rivers look good by default
as you can clearly see from that rivers mod default worldgen isn't suitable for nice river systems
THAT is what tyrone refuses to do (for now)
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>>2256741
>integrating rivers into the existing terrain
Which technically speaking is exactly what this mod does. I haven't checked yet but it seems to be widely compatible with most conventional worldgen mods. All it basically does is elevate the terrain and make it slope so the rivers can flow naturally. It's probably the best approach you could take towards preserving existing worldgen while still generating believable rivers.
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>>2256472
>when some autistic mod dev can do what a team of 2 dozen cant after hundreds of hours of research
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>>2256810
"300 man hours" for a team of 24-25 people is roughly 1 1/2 business days of research. Realistically he probably did only have the one dude (radfast) on it, who spent two weeks looking into it. From that, all they came up with are rivulets.
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can someone start a new serb
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UPDATE
I FINALLY DID IT
NOG has had chunks changed and the file size is much smaller, expect much faster server speeds when it goes back up later today. It should have natural gen, i'll hold off on the oceans but this is actually huge for nog longevity. I am ecstatic
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>>2257172
Are you planning to establish some kind of world border? Now would be a good time to make the decision. I think you should go with the idea of decreeing that everything further than X distance from spawn is subject to reset on your whim.
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>>2257176
>>2257174
Server will be back up under the same IP as OP in about 30 min to an hour. Let me know if lag issues are resolved. If they are not, I will move to a new dedicated host. Usual setup times for a dedicated are a day. I have the next 3 days off of work to resolve any issued and make sure nog does well. I will probably host an edin meeting to have another meta discussion about the server future.
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>>2257185
I can use commands to nuke anything a certain distance out like you said. Right now, that number I want to be 80k out from spawn. Anything 80k or further is subject to being nuked unless someone explains why I should not (a tl network or actual town).
I wish we had actual world border constraints that could be changed mid save.
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Also a PSA to any anons with large worlds. You can't run the server in repair mode because it will lag out with how it gens chunks.
You need to go to a single player copy, type
/wgen autogen 0
/db prune (in # of player changes to blocks to keep like 6) keep confirm
Quit and save the world.
Then do
/db vacuum
If you don't quit and save first the vacuum command crashes and the hours you waited to prune are lost
Then just do
/wgen autogen 1
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>>2257214
>>2257211
Poor game design imo
OG taught me that for longevity you need a big map. We moved spawn multiple times because people wanted a fresh start while keeping the old.
NOG taught me that retards will explore everything and live 150k blocks from spawn.
The ideal for longevity would be a growing world border. The only mod for that is broken.
So for a long term server you need a big world but exploration needs to be gradual and not all at once. I agree oceans contributed. The most condensed our map ever was, was early og because everyone didn't know how to play the game, and nomap.
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>>2257254
Nog never acked itself. The world file size got giant and I have been doing maintenance on it to improve performance. OG acked itself because it was 7 years old, had been moved, had corrupted chunks, had mods added/removed, learning from history. So far the only thing learned from NOG reflects on OG like I mentioned, limiting early rapid exploration is important.
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RELEASE THE REDACTED CHUNKS
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>>2257278
Funny, based oc
>>2257303
We did it before, I showed an example from the past of a community map >>2254812
I'm having a dedicated set up for faster server speeds. I could do what we did in the past and actually follow through.
Old nomap, we had the idea of moving og files into the server slowly as ruins. Players would stay in the spawn area and as ruins get added, explore more. We also had a vietnam thing with the int guys. Where int had all their players tped to the equator. OG had all their players temperate. Long term goal was to build a road but server drama, mod related crashes, and hacking caused a collapse.
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>>2257317
You do not want to see the unredacted ones where Carrot is mentioned. I have a friend at the DoJ who showed me a little bit and it is grisly. There's shit in there that you did not know that people could do.
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>>2257366
I admit it! I stole his sails.
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One update, is I finally am getting off my ass and uploading a public OG download file. I'll probably upload the corrupted sahara file later.
I put out more money to just pay for a year of mega storage since i'd rather not go the torrent route.
I'm still running tests on Nog right now to improve performance and with world file sizes its still taking ages, even at 10gb because I have to constantly move the file between my pc and the server.
I will propose an alternative since I have a better host now but still have the nog server. Is running a test of a second nomap. Using what we learned from the past to make it more stable for longevity with a better world spawn. If anons prefer that style, we could move bases and books from nog into a nomap world. I'd also be down for moving og builds like was planned 5-6 years ago to either server. If we went the nomap route, I'd also make a public nog file so anons can still have their own builds on their own pc. I think for exploration and larp it would go better on nomap. If too many anons ree, things from nomap could be transferred to nog save.
Everything will still be documented for server lore shit.
I've been doing this for 7 years and am trying to improve each time. I'm also looking at nog to see if any mods have effected some player built chunks but it seems like the mods we have are safe for the most part except for carryon that might be more unstable than I thought before.
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>>2257526
No its still working but the repairs are annoying and taking ages so while my computer does shit, i'm experimenting on potential world settings
I have found pic rel. Oceans are like massive lakes and pretty rare, could be good for nomap with custom maps Using oceans and mountians to navigate
%80 landcover
%200 landscale
%20 upheval
%300 landform
%50 story structure
+%25 forest
I am thinking up to 50% forest, 25% story structure distance, and maybe 30-50% for upheaval to increase mountains, although plains are important for towns.
If the landcover is 90% oceans are almost nonexistent, if its 97.5 they just don't spawn.
I think if we did a nomap test run, small oceans are useful. Once the mega is done, i'll compare to og and nog seeds.
If we did do a test run and anons prefer it, learning from past mistakes, I think oceans would only work with no map and limited TG respawns to force players to not go too far from spawn without drawing maps and building roads. Steel speedrunners would be filtered out anyways. While I work on nog, i'd run the test on the new dedicated server. If anons prefer the new more planned out one, then we could move nog builds over.
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>>2257571
Lol, I will today. I would like any feedback on worldgen. I'm still testing, 25% is good, 50% is too much for forests.
80% seems best for land coverage. 30% landform is good, the default.
>>2257578
I agree but being in these threads years, even if its more of a test, I want to have the longevity in mind. Worldgen mods across the board seem to not work with compressing files.
I'll also probably decrease the maximum worldsize down to 600x600k or a max of 1mx1m for potential spawn movement if it does become the main
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where's our xcrack levels?
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>>2257590
True, its more about longevity as I talk about. I think the 80% is best as much as I like the oceans. We did talk about all this at the edin council meeting. I think as I experiment, the only controversial change that I might add to a test of a nomap server would be changing the polar-equator from 100k to 50k. So its actually realistic getting there on foot from spawn with no map and making roads. I would like thoughts.
>>2257602
Was nog back up? Maybe its just my client logging in that creates an issue. I have a backup of everyone's xcrack on my pc.
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>>2257607
"gameMode": "survival",
"playerlives": "-1",
"startingClimate": "temperate",
"spawnRadius": "25",
"graceTimer": "10",
"deathPunishment": "drop",
"droppedItemsTimer": "3600",
"allowUndergroundFarming": false,
"noLiquidSourceTransport": false,
"playerHealthPoints": "15",
"playerHealthRegenSpeed": "1",
"playerHungerSpeed": "0.5",
"lungCapacity": "40000",
"bodyTemperatureResistance": "0",
"playerMoveSpeed": "1.5",
"foodSpoilSpeed": "0.5",
"saplingGrowthRate": "2",
"toolDurability": "2",
"toolMiningSpeed": "1.25",
"propickNodeSearchRadius": "6",
"loreContent": true,
"clutterObtainable": "ifrepaired",
"temporalStability": true,
"temporalStorms": "veryrare",
"tempstormDurationMul": "0.75",
"temporalRifts": "off",
"temporalGearRespawnUses": "20",
"temporalStormSleeping": "1",
"worldClimate": "realistic",
"landcover": "0.8",
"oceanscale": "2",
"upheavelCommonness": "0.3",
"geologicActivity": "0.05",
"landformScale": "3",
"worldWidth": "1024000",
"worldLength": "1024000",
"worldEdge": "traversable",
"polarEquatorDistance": "50000",
"storyStructuresDistScaling": "0.25",
"globalTemperature": "1",
"globalPrecipitation": "1",
"globalForestation": "0.25",
"globalDepositSpawnRate": "2",
"surfaceCopperDeposits": "0.2",
"surfaceTinDeposits": "0.03",
"worldHeight": 256
I want feedback for a nomap test run. This is what I think is best after trying out 10 worlds
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>>2257616
That is only relevant info it won't copy/paste
I'll tests some seeds until I find a good one.
>>2257612
Repairs aren't 100% done, nog should be back up but you might (will) crash if you are in spawn which is confusing me. I don't want to reset 6x6 spawn chunks, I think it might be an issue with the config. I might also just have to move the spawn by a few blocks on an alt account.
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>>2257620
>>2257621
Logging in to Scumdogia (Far south, west of Joyless), I am met with this after a few seconds:
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165.217.128.185:9140
165.217.128.185:9140
165.217.128.185:9140
IP for nomap testing. If enough players like it, it'll be the nog replacement since this is running on better hardware and should have worldsettings for longevity.
>>2257663
No, its that I've done the vm things for years here and I know the importance of high effort chisel builds. Larp is the most important aspect of server longevity and the true late game.
I'll continue work on nog after I get drunk and maybe play a bit.
I went through around 100 seeds to find this one. Only think i'll say is there is a small ocean west if you don't want to get lost, follow the coast. There are about 5 mountain ranges in spawn and some cool coastal stuff.
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bald nigga
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>>2257790
Good point. I think anons need to stick together to make some spawn town. No fucking off should be viable until roads are built. If you fuck off and die with no spawn but cannot get back, its on you. Also starting off with no jannies. I think like with sahara, a lot of the time the players have the best solutions.
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Basecamp is in the plains behind spawn mountian. You can cross over or go around.
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>>2257841
join nickserb sorc, modslop is fun
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>>2257846
I love modsloppa, been working a bit on my own! I'm basically making a few races that don't need food but subsist on temporal gears. Picrel I'm hoping to model the reference armor for my Haniwaggas over the next couple days
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another late trip on overtime nickserb
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>planning out big builds
>finally get tunnel miner
>finally have enough steel to fuck around with
>Dove nukes the serb
I AM NOT YOUR PLAYTHING
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https://mega.nz/file/qogDyTwK#FynLN_qTYBKEjV_SHoKDRCpLCLnLc9DFJVHgtJMm FDg
NOG
https://mega.nz/file/68xjASSJ#CWUPG7s0aeVDFwKeBgWk65x1aFiQkqymEyinvTcj 24w
OG
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>>2257841
Everyone is fresh right now, I do have a file of all the xskills
>>2257941
Well nog isn't done, i'm still trying to fix it, og has had longer fixes than this. The worldfile (even in the laxt mega I dropped) still runs fine on sp worlds.
>>2257964
That is fine, it sucks. I had big shit and longevity shit planned.
The TLDR of my long posts
>anons were saying nog is unplayable and laggy
>one major issue is the world size, it started getting big way too fast (160ish GB uncompressed)
>world size was a big reason OG started to crack
>take world into single-player
/wgen autogen 0
/db prune 8 keep confirm
/db vacuum
/wgen autogen 1
>runs fine so try to get it working on server
>server crashes every time it loads spawn chunks
Is where I am at
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>>2258036
The only part I don't like about nu nu og is the worldsize. Having it default made travel daunting and meaningful, map or no. My favorite part of OG was the travelling on the highways felt like you were journeying
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>>2258044
Funny
>>2258058
Working on it right now. In the meantime I posted a public playable download of the server from right before I started working on compressing it.
>>2258052
TLDR
New server is focused on keeping players close together and exploring only after they develop roads and tools, not fucking off 100k blocks from the get go.
>>2258046
Yeah thats the goal of the new server. I mentioned, if people like the new server's dynamic more, I'll eventually move builds from nog to the new server if people want (possibly as ruins). Its to sort of be a mix of og and nog while I work on the nog jank. Think temenos if anyone even remembers that iteration. I'm trying to test and see if nog runs on an at home server to figure out whatever the issue is.
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leathermaxxing at the forlorn tower
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Bauxite ruin on NOMAP
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For all my niggas
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The promised land
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Mfw
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>>2258261
kirk'd up
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>make home inside a mountain inside a forest
>forget where it is
>die running around in the dark trying to find it
if anyone finds a hobbit hole near spawn feel free to take all the shit there, theres also tons of surface copper around there up for grabs, i think its around NE part of this map >>2258127
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Is NOG actually dead for real?
I never got to make blue cheese...
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>>2258311
165.217.128.185:9140
165.217.128.185:9140
165.217.128.185:9140
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>>2258300
Guess so, sorry soadreqm. Here's Toshioshi at pike
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>>2258393
All those builds lost, like tears in rain...
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>>2258261
I was playing Octopath Traveler
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Surface lava, what is this? Meinkraft?
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>>2258154
I don't think so
>>2258201
>I dunno why dove doesn't just replace the 150gb version. Did we ever even confirm what was causing the lag before zapping the unused chunks?
Yes I confirmed it was one of the things causing lag. I also mentioned a lot of times this and last thread, the patterns I saw in the growth of the file size and how they related to the collapse of og. If I didn't start compressing now it would only get worse.
>>2258217
>>2258224
I am open to some more mods for that, I think for now anons should also work on drawing maps, using landmarks, and making roads.
>>2258231
I will also look into that
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>>2258261
I never finished my dream town. It was in a stunning location too :(
But nog is not fully kill like og >>2258300
The nomap server might replace nog if people prefer it, I'm running it on the new dedicated host while I work on nog. Nog builds could later be added to the nomap server if anons prefer the nomap, keeping players close, focusing on roads again and cooperative towns, more larp, etc.
The public download I posted is the most recent version of nog, I explained ITT what exactly happened. I'll continue to work on nog but its also been distracting me from the lore videos and I still have a job and a homestead. I took yesterday off work but I'll probably have to do housework most of today so it might be a bit before I have nog running, if the nomap is better, I can move stuff over and do base tours on the vm channel. We did this before on OG with the temeneos save.
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>>2259169
The progression and exploration is the most fun in this game for me. I love building too, but I intend to get bored with a world once I reach the end, since even when building cool things everything you do just feels like busy work. I was thinking of starting a new world anyway, so once my build was fucked, I decided to just move on.
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how it feels when I log onto tops and I still have the random starter shit I picked up in 2024 meanwhile OG died TWICE
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>>2259457
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>>2259457
That feel when you realise you would have been better off playing a reddit server...
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>>2257850
WiP on the armor! I feel like the helmet is a bit too big so I might shrink it down a little, and also add some more details around the armor.
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doves serb lost it's value when og died; now it neither has history nor modslop nor assurance that it will last for more than two more weeks so whats the point in playing on it?
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Slate shingles when?
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Big meta elephant in the room points towards the game no longer being suited for massive, long-term worlds, at least during this era of development. Your best bet for making something that will last years again is to forego modslop entirely and limit worldsize if you have to start over yet again.
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I'm circumnavigating the "ocean" that's crossed to Pike and it appears to be entirely inland, maybe 10k blocks at its widest. I've looped around counter clockwise and am going east again, will reach basecamp soon. There's a building mats jew on the west coast. 100% of it is granite, though there's sandstone beyond the west coast.
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>>2259694
They're not even exactly fuckups considering one was just a geriatric world succumbing to compounded issues and the other, despite lacking an autopsy report, is presumed to have suffered from some degenerative ronecode disorder.
Dove does a good job at sticking to his guns and doesn't really change course unless everyone unanimously reeeees at him for long enough. Anons are notoriously impossible to please, so if someone is going to run a serb they've gotta have a spine. Approval-seeking is one of the worst traits to have as a server owner. Someone will always want something done differently or think they know better. All of his "poor" decisions I generally just chalk up to janny autism and not poor temperament (insistence on civlarp, janny builds etc.)
It's just a painful chapter in vmvintagestory history, and I know eventually I'll be able to look back on it, hopefully in a Nuhara tavern.
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Statue in nog..
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I opened the portal to this hallowed place, this shelter from Rone's fire, in the hopes that more of our Oggers would join us. Alas, save for a rabble of Heretics and their Transdemon allies, we are all that remains on this new world of Pog. So we must temper joy and sorrow in our hearts, for those who were left behind.
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>>2259776
Not going on the water for "fun" until we have boats and a spawn at Pike or whatever the newest hotspot is since you guys all already want to make three new cities to the souf norf and middul. Remember to install the autowalk mod so you can afk back home in just 10m of swimming
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I found limestone on nomap by following the coastline counterclockwise until very south, it's directly south of a big limestone cross on the west Pike coast, there's a desert gravel peninsula (island?) with a luxuries merchant later on the way which is passable to the west
also segaris is a fag
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Here's some lazy additions to the map
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>>2259910
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>>2259910
Perhaps what the disappearance of our beloved Uzbekistani server is trying to teach us is one of Buddhisms oldest tenets, nothing is permanent.
Nothing will be around forever. Enjoy the time you have, keep fond memories if you must, but don't cling to what is lost. To quote Dr. Seuss when asked about the holocaust -
>"Don't cry because it's over, smile because it happened."
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limestone
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I will never understand grown men playing early access block games and crying about servers getting nuked. It is an inevitability. Chasing lore is fucking gay, it will happen naturally or it won't happen at all. The external lore is what actually matters, and having a semi-consistent group of people who contribute to worlds and whom you get to know over time is where the value is, not a fucking chiseled statue you named after a meme from 2022
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>>2260204
no
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>>2260409
I saw detroit while trying to walk around a massive wall to go souf
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>>2259559
Managed to add little clay dolls (placeholder model) that follow you around and beat up driggas. Hacked locusts in your pockets!
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I WILL bloat the world size
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>>2259782
It looks like shit.
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unga bunga bix nood
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>when my build is gone forever cause nog is killed
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HUGE lime desert in the souf
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>find surface copper
>loot all the nuggets
>die with nuggets in inventory
>now have no copper to make pickaxe to mine the ore below nuggets
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basically lets you use an in-game measuring tape and posts to draw a map
the coloration of the triangles indicates relative elevation. the coordinates system is based on the first post you place down and initialize the map with. each map item is currently 1024x1024 size and basically behaves like a minecraft map. once you use the ingame markers to precisely place landmarks and such on the map you can go over to MS paint and put together something more fancy. except with precise distances (relative to the initial marker and inside the map)
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also at dove remove translocators if you dont want people fucking off 200k blocks because thats mostly how they do it
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>>2261268
if someone fucks off 200k blocks and theres no transnigglator to actually interact with them they might as well not exist
og and nog were pockmarked with settlements 40k away from each other mostly accessible by transnigglator.
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Rent free in my cat game.
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