File: meatyhoe.png (1.8 MB)
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File: 1777918165554724.jpg (858.1 KB)
>>2498779
>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.
This is the latest map (that I know) posted last thread of spawn roads around spawn and Pike by Barm. Barm might have in-game maps as well.
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File: 1777918196967720.png (1.1 MB)
>>2498785
Last map of spawn, thanks Pike Organised Group.
Public downloads of OG and nOG. Part 2 lore when? Gunmod when?
https://mega.nz/file/qogDyTwK#FynLN_qTYBKEjV_SHoKDRCpLCLnLc9DFJVHgtJMm FDg
NOG
https://mega.nz/file/68xjASSJ#CWUPG7s0aeVDFwKeBgWk65x1aFiQkqymEyinvTcj 24w
OG
Last Weekend Serb DL (v5)
>https://gofile.io/d/99Y0bK
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File: settledonendresult.jpg (64.3 KB)
>>2498641
Settled on this look instead. Aged wood is great to work with. Can't decide between aged wood logs, planks, or maybe debark the wood itself and try that, or all three variants as tables.
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I have deployed The Anti-christ on modsrb, so once the surrounding warehouse is built and everything is moved over, all storage can be done automagically without fucking around with randomass chests.
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>>2498902
>emulate them
>emulate
Using steam doesn't emulate the same discord/reddit fagginess you retarded cunt. Steam users will never be as gay as favela monkey attention whores who use shitcord.
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>>2499943
>rivers and oceans
>grapes (different mechanically than berries, they have to be grown on trellises and are vines)
>two new jonas machines
>more clothes
>birds of various sizes, including some birds of prey, which may attack your chickens and rabbits if left outside
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File: 1640485395573.jpg (33.5 KB)
ok pog has allegedly been updated with a new version of the meme map mod so can the ppl with big laggy maps hop on and see if their big laggy maps are still laggy? I did a major optimization pass on map rendering so it should be a lot better
t. bunions
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>>2500043
also you can use a temporal gear to establish a one-way telepathic link between a source map and a copy map, so if you wanted to have a 'master' map and distribute copies of it to people, any added data to the master map would automatically transfer to all the copies. the copy maps can also put their own data and node labels in and it wont be overwritten by the master map data
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File: hiduca.jpg (51.4 KB)
>>2500005
>Nicklos
forgiven by fellow anons
still plays with /vm/ friends
sperged out as everyone does from time to time
didn't post about 4chan on shitcord for cool kid upvotes
>ducas
divisive monkey shitting up the thread
leaves official shitcord after getting namedropped and collaged
no spine
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File: ClockmakerClass.png (471.3 KB)
>>2499971
Ehhh I dunno about oceans but I'd love river gen to get it's first iteration implemented although they really should consider trying to make salmon jump up the rivers or something.
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>>2499971
You're forgetting
>t2 mechanical parts
>linkages for large bellows
>elevators (allegedly)
>status effects
>new weapons
>new lore additions sans story chapter Completely speculative of course, but assuming they actually rework armor and add more weapons they'll probably overhaul combat too. They'll also probably add herbalism if we're getting status effects, which have been all but confirmed for 1.23 since rone stated it was nearly finished for 1.22 and they've already done a ton of work for it (billions of man hours). Shroom cultivation will probably appear alongside herbalism.
Beyond 1.23 exclusively, Rone and Saraty have mentioned:
>clothweaving
>tailoring system (plus custom rugs and banners)
>LOD system
>Naming elks and befriending them, non sexual (Rone actually said this explicitly)
>kayaks
>more accurate geology
>bio regions + region specific crops, fauna and flora
>rudimentary steam power (rone talked about the newcomen engine)
>mine carts, tracks, choo choos of some kind
>warm climate overhaul, i.e. more dangerous jungles
>wandering traders
>female seraphs (potentially, saraty trolled some troon by talking about it and they've already done work to ensure clothing items like necklaces can handle boobs on a torso).
In short, 1.23 is shaping up to be whatever didn't make it into 1.22 + a combat/armor overhaul with minor loreslop. 1.24 will definitely another 1.20 and have a new lore chapter headlining it, which honestly won't be as bad if they manage to make combat enjoyable.
>inb4 we're never getting any of that and if we do it'll suck because rone sucks I hate rone
Very true anon, thank you for the uncompromising critique
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>>2500433
>>linkages for large bellows
this already exists in the game and onions made a mod making the big bellows work
if you look at the source code on github its like 50 lines of code. tyrone is a lazy sack of shit
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>>2500418
Oceans would be good IF there were actually reasons to engage with them. It's good to have a different kind of terrain challenge that you need to get over with a boat or raft, but them being empty space is literally just not content. It's a difficult balance to strike especially because there isn't that much you can do. You shouldn't go the shitcraft route and fill it with useless garbage and put giant ass retarded ocean monuments every five feet. But there also needs to be SOMETHING there. at the very least, different sets of fish compared to freshwater fish, perhaps that will never deplete at all and can be caught in different ways. Perhaps net fishing as you sail around, for example. Imagine, also, sharks and whales that can be both threats and hunting opportunities. Imagine making harpoons with spears and tons of rope and going fucking whaling to get, meat, ambergris, whale oil (huge amounts of it for industrial/mechanical builds), etc. Salt is very rare in the game (atleast from what I've heard, I haven't played long enough to see for myself if it's THAT rare) imagine if you could harvest small amounts of salt from ocean water using barrels and evaporation. Instead of sealing a barrel of ocean water, you leave it out in the sun and get, say 1 salt per 10 liters, after a week. More types of food like seaweed and kelp, You could also have a potential story location specifically designed around being an ocean dungeon or something, idk. Basically, oceans need to have reasons to engage with them BEYOND them just being a traversal difficulty. This is also one of the reasons rapids are a gay idea btw. The point of rivers should be that you can build water wheels on them. Since water wheels and rivers are fucking separate mechanics for some reason, rivers are going to be useless outside of how they look. I can understand that rivers are large and if you let players optimize the fun out of their game, they will just make a row of 12 water wheels on one river
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>>2500511
Powering a single giant machine that will churn out plates the instant you click the button on the anvil, but they already implemented the exact fix to that autism. It's called wind turbulence and everyone hates it for making windmills have to be far apart. But that IS how you make water wheels be balanced while also being on rivers. I can tell you that WHEN I play on a river world in 1.23, I AM going to go to a river that has a closeby rivulet, then redirect that rivulet so it joins the river, then put the waterwheel on that so it looks like it's part of the damn river like it's supposed to look. Fucking 'rone in his infinite wisdom cant figure out people want to build water wheels ON rivers because THATS HOW THE LOOK COOL YOU RETARD
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>>2500532
salt domes start generating inside the sedimentary layer, then extend themselves down all the way to bedrock
the easiest way to find them is to go to the bottom of the sedimentary layer, then dig horizontal tunnels until you run into it
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File: SaltBeds.jpg (199.0 KB)
>>2500511
shouldn't bodies of seawater just offer sea salt and fishing extravaganza?
like how they'd in medieval times make these clay beds that'd fill with sea water come high tide, then use wooden slats or whatever to trap the water inside and leave the sea water to evaporate before moving transferring it to other clay beds further inland away from the beach/water where it'd be left to evaporate some more till dry and crusty salt crystals are left ready to be raked.
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>>2500599
various cultures also used to simply boil the seawater away. the japanese and europeans even knew how to precisely separate the sodium chloride from other salts like magnesium chloride during this process
https://en.wikipedia.org/wiki/Bittern_(salt)
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>>2500543
>gets called out in thread
>deletes shitcord account
>12k post history down the drain
>status gone overnight
>breaks down into petty, low effort insults
>'you're having a meltie!'
Steam chads stay winning over the eternal attention seeking discord tranny
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If you want a anarchy like non-hacking server, this is the one, this server have the least server rules and you can kill or burn any thing any time, you can also play to defend others from attacks, better then most servers for people who wants a free experience in vintage story
https://discord.gg/SFpfCWDY
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>>2500511
IRL crossing a large body of water only makes sense if it's easier than an over-land route or if you're stuck on a landmass with limited resources. Otherwise you just live eternity on the coast benefitting from fishing, probably near the mouth of the river, maybe using the coast for access to other rivers that bring you to other regions in your landmass more easily.
If the player necessarily started on an island that could only sustain X amount of development or Y number of seasons, traversal to find a more bountiful landmass would then be meaningful, but probably only once. Shit like storms and shipwrecks would then be a rare, turning point challenge, e.g., you get wrecked and up washed ashore on the nearest landmass with most of your shit deleted. Mid-ocean travel should be somewhat dangerous or risky, but coastal travel easier.
Even when further progressed, a resource balance could be used to incentivise exploring. Say you're stuck at a technology level where reaching the next stage involves burning a lot of a single resource, forcing you to go searching for it elsewhere, or move on somehow. Don't plan your resources carefully and you're forced back a technological stage and have to move on.
I don't think the current systems in the game would enable this easily. Pretty much anywhere on a coast is good enough as it is, since no physical features will ever make it difficult, as things are too abundant and there's little reason to pick one spot over another besides aesthetics.
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>>2500599
I was unaware of how much seasalt could be gotten from water as I've never looked into it. Feel free to imagine my post says 1 salt per 1 liter. It would have to be balanced to be worth doing with whatever level of time and resource investment
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>>2501305
seawater is 3.5 percent salt by weight so thats 35 grams of salt per liter
or about 2 tablespoons, or enough salt to salt cure 1 kilo of meat using modern methods, or about 1/5 to 1/10 of what you would need to cure meat using traditional salt pork barrel packing methods
it takes 2 salt items to cure a meat item, so just as a ballpark here i would say you need at least 4 liters of water to produce 1 salt item, maybe as much as 10 liters.
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>>2501379
that being said, you should definitely be able to "recover" almost all the salt used to cure meat lol
in real life people would soak salt pork before cooking it and the vast majority of the salt was easily recoverable by re-boiling the brine and washing the salt out of the empty barrel, there would be plenty of salt left over when all the pork was cooked. so you could probably get away with 1 salt per 1 liter and just fudge that
if tyrone wasnt a stupid nigger all of this would already be an emergent gameplay consideration
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>>2499971
>>2500433
>>2501906
i present, the REAL 1.23 update
>mechanical ignition implemented (but no T2 parts, that was too hard!)
large bellows (they require four windmills to operate at a speed that'll heat up your smithing project to 1100)
>two weapons that look and perform worse than falx's
>quenching nerfed, first quench now has a 20% chance to break.
>a nerf to walking. yes thats right, the mere act of walking now consumes stamina and every 100 blocks you'll need to pause for ten seconds.
>farming rework that forces you to watch your crops for six hours every game day or else your field will die to disease and weeds.
>can no longer use scythes on non-grain crops for realism
>mining nerf. ore chunks stack to 1, caveins are mandatory, and mining infrastructure will come with a later update
>924 lore addons.
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>>2500624
Sure you can boil the seawater but it takes A LOT Of time and firewood, using clay beds is far FAR cheaper in terms of spending resources as all you're doing with the seawater is let it evaporate.
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File: 1773014625580137.mp4 (850.3 KB)
>1.59
>still no grapes
>still no whaling despite oceans being in
>windmills nerfed again
>waterwheels nerfed
>best options for mechanical power now are geothermal hotsprings with building turbines above
>no new jonas machines
>more butterflies
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File: 2026-05-24_10-14-36.png (1.2 MB)
Finished skep room. Might add upside down stair cobblestone to some of the walls to fit a few more pots later but for now this looks very nice aesthetically and all the skeps are 'large population'.
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>>2500433
>potentially, saraty trolled some troon by talking about it and they've already done work to ensure clothing items like necklaces can handle boobs on a torso).
NEVER FORGET.
FOR SHE IS OUR BULWARK AGAINST THE TERROR.
SHE IS THE DEFENDER OF VINTAGE STORY.
SHE IS SARATY AND SHE SHALL KNOW NO FEAR.
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https://mods.vintagestory.at/show/mod/44074#tab-files
>Cooking perks now apply only to food. No more bonus leather or glue - that’s not food!))
>Experience books are now studied instead of consumed, and the book no longer disappears (your library will be happy)
>Gatherer perk no longer ignored grass
>Fixed duplication exploit using the cooking pot and the “dilluted” perk
TOTAL
MODNIGGER
DEATH
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File: 2026-05-13_22-15-59.png (1.0 MB)
HEY! Go clear out the mod folder for weekendserb in C:\Users\YOURNAMEHERE\AppData\Roaming\VintagestoryData\ModsByServer\17 4.73.170.143-42420 before you join again. You've been warned...
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Winter is upon me
I am doing one final trader run to try and score some new flowerpots, planters, vessels. Etc. Have decided that I NEED one of each of these. During this winter I will have a few projects to work on
>building an aqueduct to route the rivulet down to my workshop. Will use a combination of stone I have gathered over the course of the playthrough. Shall light it up underneath with blue glass lanterns
>must set up an outdoorsy clay workshop. Space for a beehive kiln, perhaps pitkilns, etc. Considering a charcoal silo so it takes up vertical space instead of horizontal when making charcoal
>lighting up my outdoors area for my animals. I have got the lanterns. I just need to chisel 24 lamppost heads
>considering building a separate coop for the chickens apart from the main building. This will give me space for one more animal type, hopefully a golden takin.
>must build a dedicated stable for my Elk. Not sure where.
>build the greenhouse so it's ready for next winter. The layout is complete. What I've got to do is glass it up
Time to get comfy bros
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>>2504697
they are all exactly, precisely the same
the only difference is that bighorns are niggers but otherwise stay still while every other goat ever is a pronking fucking asshole that NEVER EVER STAYS STILL so they're borderline impossible and/or infuriating to milk until generation 10
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>>2504758
Those big horns punted me off a cliff to my very first death with real RAMifications
>be looking for goat pairs on mountain with goat spawn on TOPS
>run into big horn goat family
>they aggressively yeet me off mountain top
>land in water
>10% health left
>'okay, lived, whew'
>goat jumps down to the cliff to finish me off
>ohfuck.jpg
>punts me again one more time
>land in a crevish
>HP hit 0
>die
>respawn
>temporal storm announcement
>run as fast as I can to loot gear
>temporal storm imminent
>dark as fuck
>forgot to grab a light in my haste
>sit for 10minutes
>while 10minutes is ticking stuff despawns
Almost quit playing because of it but luckily already had a good stockpile of resources to bounce back.
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>>2500511
as far as i'm concerned oceans are the roads. i set oceans to like 60% of the surface so that i can get everywhere with them, because i've never found an elk and walking is GAY and running makes me hungry too much.
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>>2504878
If you're doing a longterm playthrough on a multiplayer server it's worth the effort. This is the first time actually finding salt myself. Can pickle vegetables and cure meat increasing their lifespan 10fold and minimizing the amount of farming youhave to do long term. If you try to filter ocean water for salt you'll hate life as you only get 6 per pot cooking every few minutes unless you manage to get an industrial complex of it going. Found rich copper, rich iron, and copious amount of saltpeter in the process.
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onions can you fork https://mods.vintagestory.at/show/mod/44074 so it's xskills-lib-fork-fork and revert those last two updates because they're unholy dogshit, thanks
if you put it on kikehub I promise I'll do a PR that re-enables tism tools
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Does a fireclay brick kiln door have to be flush with the inside of my charcoal silo? Like do I have to place it "inwards" I don't want to make my 3x3x11 silo and lose all of the firewood becuase it's an airpocket
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So I've built my charcoal silo. I built it out of fireclay bricks because I want it to look the same as the eventual beehibe giln and semedashun burnace
I have fireclay brick kiln door and an iron trap door atop, where the campfire will be lit, as the handbook says both of these are a-okay. But the door says "structure incomplete, can't get hot enough"
Is that because it's thinking it's apart of an unbuilt beehibe giln or something?
I'm about to light up this shit and if I lose stacks of charcoal because of this it's YOUR fault
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>>2505760
i had my drivers flashed cause i had some issues with my ssd and hdd
so i lost the game files cause they were corrupted during backup
that aside
i installed the 1.21.6 version from the site and it worked
then i updated it to 1.22.2 and it just shat itself and the client won't start
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>Fixed the one-minute delay after placing a workpiece on the anvil during which the workpiece did not cool down.
>Restored 1 and 2 degree heating of the workpiece on hit with the "Heating Hits" skill.
>The “Heating Hits” skill has been rebalanced and now works correctly, adding exactly 0.5 and 1.0 degrees per level instead of heavily inflated values.
>Removed the overpowered blistersteel recipe
>Fixed the overpowered behavior of the “Automatic Smithing” skill - the hammer now only automatically smiths single-layer items
jesus fucking christ this xcrack modnigger needs to be culled
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>>2505983
>>2505990
24, right. but still.
>bits 21 bits from a single ingot project
>need 6 voxels on a blister steel ingot to break even
more likely than not you're only going to break even.
this is only useful if you're constantly making steel plates for duplicator, but this is a problem with plates in general and can be used to duplicate any metal
pOG's config of 5/4/3 voxels for metal recovery prevents this exploit entirely, of course the AI slop "devs" will never understand this.
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>>2506003
honestly the main issue with the blister steel ingot recipe is not having to resmelt it
duplicator is more of a problem than scrap bit recovery, especially with an intelligent config instead of the outright retarded default config
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>>2505888
>smiffing in game is time consuming
>make mod to make it easy
>complain that it's not easy enough when mod maker makes it a reasonable level of balance
Maybe... maybe you're playing the wrong game, bros...
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File: 1699138172775825.jpg (33.5 KB)
I did it
Builded the 3x3x11 charcoal silo. It takes 49 and 9/16th stacks of lawgs to fill it up with firewood. This is the largest charcoal pit I shall probably ever have. Can't see a reason for more. Has anyone ever done the fabled 11 cube?? How much charcoal does it yeild and how much lawgs does it take?
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>>2506072
it's a pointless fucking minigame to begin with, it's just tedious busywork for the sake of it. The system got completely raped this most recent update and should be reverted.
Honestly the way smithing should work is that you only ever have to manually hammer out an item once to "unlock" the recipe, and then after that you can just auto-craft from an anvil.
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>spent several days running around forests collecting various kinds of mushrooms to put into stews and slaughtering wolves that get in my way
Surprisingly cozy and enjoyable process. Now I get lots of redmeat and almond mushroom stew, or redmeat and lobster.
Does anyone know if mushrooms on the sides of trees regrow after collecting them?
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File: 1691372120778276.jpg (13.6 KB)
So when they say 11x11x11 is the limit, what they mean is 10x10x10
My bottom level of firewood didnt charcoalify. I counted right, it's 11 blocks high on the inside. I GUESS they mean 11 blocks including the covering layer? Technically the firepit you need to start the burn at the top is a whole layer... well, atleast it'll be a flat 45 stacks of lawgs now, instead of the weird 48.511111111 stacks I needed before. I got over 8 stacks of charcoal from this one burn. Feels good man. I've never had this much charcoal before
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>>2506447
Well don't take my word for it. I just read about mushrooms in the handbook early on, I don't recall if it meant all mushrooms or just ground mushrooms. Harvest at your own risk. I would recommend leaving one on the tree anyways, regardless of if they will grow back on their own. Just for the sake of it
'Rone HAS said that shroom farming is planned, but it will likely be a different method than current farming methods
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File: 1637465235699.gif (293.8 KB)
>charcoal silo: done
>coke oven: no idea wtf that is
>beehive kiln: could have made one with the fireclay bricks I had found in buried treasure chests, but I'd rather wait till refractory bricks
>cemetation furnace: zero bauxite exists in my world. I've checked everywhere.
>general clayforming workshop: probably next?
>location for bloomeries and pit kilns: should set up the layout for the other things first before I set those in place
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File: 1779561433677419.jpg (203.5 KB)
Why don't wolves have pelts like bears do? Why doesn't every animal have their own type of pelt? Shouldn't you be able to get wool from sheep? Sheep should give milk and wool as they're harder to keep than goats, considering they will try to rape you for the first decade you have them...
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>>2506200
>it's a pointless fucking minigame to begin with, it's just tedious busywork for the sake of it.
are you going to have a melty when tyrone finally gets around to eliminating the crafting grid in favor of mechanical everything?
just go play minecraft bro.
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>>2506681
he said flax not twine
it does take a long time. but in a temperate zone it's everywhere. year one i usually have two stacks of seed that i already harvested once. it's important to get started early and not rely on manual watering.
ABS - always be seedmaxing. i see some shit, i smack it and TAKE those seeds.
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>>2506789
Nta and I agree with you, but I genuinely cannot see how that is not a pipe dream at this point. I will eat my elk's sturdy leather saddlebags if he manages to actually eliminate the crafting grid entirely. There are just too many recipes in the game for it to be viable to do. Even in systems like smiffing that go full mechanical gameplay, you still end with crafting the tools with sticks. Something as simple as making a torch isn't even mechanical. How would you even do it? Hold grass and sticks in your offhand and shift right click? Cool. Now how do you make a firestarter which uses the exact same ingredients? Reverse the position your holding them in? Nice. You've just created an issue where people will accidentally craft the wrong one half the time because they wont remember which one to hold in their off hand
>just make it so you have to hold the exact item counts for each
NOW you're telling me I have to open up my inventory, select 2 grass and 1 stick, move them to my hand and offhand, and do that individually for every single (unlit) torch that I craft. How long is it going to take to craft torches? Is there an animation? Two seconds? That adds up.
No. The crafting grid will never be eliminated. Stop dreaming.
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>>2506816
i am sure torches will be reworked, torches from straw are kind of dumb desu. yeah i know light source at night. i'd REALLY like if it the game had moonlight, then i wouldn't absolutely need to make a torch first thing.
i believe in tyrone.
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>>2506838
that's not mechanical. that's a right-click UI.
mechanical would be
>put stick on ground
>slap grass on one end (should really require twine, would rather see cloth+pitch)
>bam, torch
tyrone needs to get entirely away from menus, crafting grids, etc. ONLY an inventory. temperature readouts and day+time is so far away from a proper primitive sim. and give us craftable maps ffs.
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>>2506863
>open inventory and place grass and sticks in the grid
>actually, why don't we have the player go through multiple extra steps and harvest midgame materials just to craft the most basic light source imaginable
realismfags really spend all their time brainstorming how to make this game harder and more tedious for the worst possible reasons
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>>2506869
>make a full stack of torches and put them in your backpack
>they stay fully lit, forever, whether you dive into the ocean or not
this is dumb and indefensible. it will be changed. i'll personally suggest it to Tyrone just to bug you.
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So what are the odds that Tyrone is going to make combat more than just clicking at stuff with something sharp in 1.23?
It's not too late that they just add some new weapons and add modularity to armor but doesn't change anything with the actual combat.
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>>2499660
>Duca
I've known that kid since 2017? I don't even remember where and why, I just remember he was a porn addict that'd make art of some MOBA character and post it on Facebook kek.
It was a insane small world bumping into him on the discord, now seeing him show up here. His autism must be unmatched.
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>>2506915
They hired a combat person from Hytale onto the team. Apparently they will be overhauling it at some point. That said, I wouldn't mind just more weapon variety than explicitly complexity to combat.
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>>2506964
I honestly hope they just put maltiez on it and ripoff m&b combat. I mean, from what we know of the armor rework, it's basically just CO armor layering so I wouldn't be surprised if they just do the same for the combat.
My only request would be they implement locational damage on enemies and let us duel driggers by giving them directional attacks.
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>>2506989
From what I've heard and seen from Tyron, he isn't very much appealed by the Hytale. So I suspect he'd either A, have the community provide feedback on direction, or B, he'll just refine it to be more fitting to the game. Or C, Both.
I've been playing the game for years and the devs haven't really made any truly catastrophic choices yet. So I'm willing to see where it goes. I don't see a point in doom and glooming until something at least occurs.
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>>2507019
yeah but like 1.6 minecraft combat, there was more worse minecraft combat after that. he'll probably add charging bonuses and downward strike bonuses, which would already be shit alone because of the shit hit detection.
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>>2507005
The Armor overhaul is very telling of directions. Saraty already said on a interview that she plans for us to have fully custom attire, down the way, that we can make through more complex sewing or whatever systems.
If they're adding more depth to Armor, on top of this Proto-Enchanting system for Weapons, I suspect we will have to see some kind of weapon overhaul.
That said, M&B combat would be somewhat neat, but I also don't really see it fully fitting the game. Not unless the devs give even more complex enemies to fight with. It'd be very moot to whip your mouse to swing as a drifter or something. I suspect we'll just get more varied animations, at least. Something more than the generic swing we have with the falx/jab with the swords. It's uninspired and lacking personality. The spear functionally has more flare than the swords in the game, thusfar.
>>2507012
Our combat is already Minecraft but worse. Moreover, I do not get your autistic predilection towards shitting on Tyron. He made this autistic game for your autistic ass and you play it/enjoy it.
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>>2507005
If they actually implement directional attacking + blocking I will take back many things I've said about rone. If they add basic velocity modifiers I'll stop alogging him completely.
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>>2507035
>Not unless the devs give even more complex enemies to fight with
Even without more complex enemies, just being able to properly duel players would be incredible. Plus, being able to attack directionally would be useful if they do the aforementioned locational damage or introduce things like armored enemy variants. Rone and Saraty have mentioned in the last interview they did that they have a quite a few enemy concepts they'd like to add. Increased combat depth would go a long way towards facilitating that variety. You can only do "creature that runs up to bite/scratch you" so many times.
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>>2507091
I do not disagree with you at all, but the issue is, the game isn't centered around PVP. While they can flesh it out more, it'd be a redundant feature for a good bulk of players that play the game. That said, locational damage would be nice. I know we are far from over with enemies, so I suppose it'll just take some time for us to truly see what more they bring to the table. If they provide the basis for it, I can see such a thing being implemented.
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why is this room not valid?
even after i replaced all the wattle fence "windows" with glass, seal off the second floor with dirt blocks... there is a solid door to my right. it's not even that large.
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>>2507336
it does appear to be too long. interior length is 15 blocks, i thought this was within reason giving how narrow is was.
dividing it in half works... well, it's not ideal, but i can live with that. i just need to stay warm for winter.
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I'm going to make a mod to rebalance the existing classes. I have a rough idea on how to do most of them but I'm still trying to come up with a way for tailors to not be complete ass at combat. I'm leaning towards some kind of net item that slows down enemies.
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>>2506915
One of the most important things they can do is rework the hitboxes. There are so many times while plahing I feel like I've dodged a thrown rock only to get hit anyways. It visually looked like it went way off to the side as I stepped away, but still got hit
How else could they make combat more intresting?
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My charcoal silo
What think?
Pretty neat, huh? Can fit 45 stacks of lawgs and yeilds 8 stacks of goawl
The plan is to build the rest of the fireclay/refractory structures in this area so it looks like an outdoors workyard I wanna work on the brick chiseling some more, but I feel like you cant really go smaller with these types of blocks because it'll look weird to cut the "bricks" down further. Plus I'm out of brown brick slabs. Only had all this material cause I found most of it in the wild in treasure chests. Had to fill it out with the rest of my fireclay, though
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>>2507814
wow gay. well idk if it's worth the trouble to shorten it by a block. i'll probably just build new since it's ugly anyway, use it as storage.
drifters keep spawning in the cellar even though it's lit, very annoying.
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>>2508528
i honestly have no idea why they added monsters to this game. the farming and animal husbandry, building, and exploration are all top-notch. the only danger from mobs should be predators, and they should be considerably more dangerous, like wolves hunting in packs or stalking you. creepy stuff but grounded.
i already turn off rifts, because surface rifts are way too fucking common and incredibly annoying. i might turn off monsters entirely. i don't want to do a homo sapiens run though, it's cool to explore ruins and find artifacts.
you know, there were games in the old days like Myst that were just about exploration and puzzle solving. imo VS is kind of a spiritual successor to those games in aesthetics. weird locations that were previously inhabited but now deserted, artifacts of an advanced society everywhere, and a huge mystery to be explored.
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>people exclusively playing the most modded possible version of the game for 'fun' (brainrotted retards who think exclusively in youtube shorts)
>people crying any time the game increases the negligible level of difficulty and then cry "I TOTALLY CAN DO IT, BUT IT'S TEDIOUS!" (go play a different game, faggot)
>Cannot comprehend a game not being for them
I hope rone increases the light level to 12, makes berry bushes and fruit trees produce once every seven years, and decreases the saturation from every meal. Fuck you faggot, go play hytale.
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>>2508816
Will you room temp iq thirdies stop equating tedious with difficulty.
>I hope rone increases the light level to 12, makes berry bushes and fruit trees produce once every seven years, and decreases the saturation from every meal. Fuck you faggot, go play hytale
At the rate this game is updated I will be playing something else by the time they get finished nerfing everything into tedious busywork.
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>>2508736
My pulverizer visually did not have caps on them
I went to grab my old bronze ones to put them on then i suddenly had iron ones when I 'swapped' them out
Are you sure there's durability on them? Or is this a bug?
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>>2508864
>No, no, no, difficulty is what *I* like and am good at, not doing something even though it takes a long time! That's why becoming a doctor is one really really hard test of reddit banter and craft beers instead of an eight year process of slowly ensuring a person's capability!
Your parents telling you that you were special and smart was a fundamental misstep that has cost all of us. PLEASE play something else, you will not be missed at all. Might I recommend one of the new Assassin's Creed games?
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Can your elk go with you on your boat? I have explored as far east and west as I'm willing to go. I'm simply not gonna find new things on this axis. As far as I can tell there is a large ocean to the north that can lead me to new lands. I need cloudberries. I need bauxite. I need borax. I need to go north.
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Comfy winter days
So in order to enter the steel age I need 260 or so refractory bricks, it seems. I have only ever found one stack of bauxite in the archives in a crate lol. Basically I'm fucked. I also need borax to make an iron anvil, and I have seen SOME readings for it around, but it's not worth looking for until I find bauxite, which is currently my hard block against the next age. All I can really do is wait around for wineter to end and build shit in my base. I guess the aquaduct is next
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You should be able to tear apart clothes for atleast some minimal resources. No reason why I should have a four fur coats in my clothing drawer all at 5% condition with my only recourse being to just throw them away and let them despawn. You should be able to take a knife to every piece of clothing and get atleast a couple peices of twine
>just repair them lol
Unless you're a clothier, it's 10000000% not worth it when every sewing kit costs upwards of two gears from a trader. Speaking of clothier, anyone feel like there should be a way to multiclass or gain perks of other classes though gameplay? There are probably mods that deal with this, but I'm willing to bet they're not balanced properly and just let you do whatever for free. Imagine, if you will, that after you trade a certain amount of gears worth of goods with a clothing merchant, you get a dialog option that allows you to learn clothiering from him in exchange for maybe 100 gears or something. It should be expensive or difficult to gain a new trait, but it should be possible
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>>2509895
Whats funny is you can do that with "tattered" clothes you find in ruins.
>traits
Honestly a skill tree would have been better than picking a class on spawn.
>Join server
>Pick [whatever]
>Half the server is already [whatever]
Or even if you're new and don't even know what you wanna do, your first world is guaranteed a throw away.
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>>2509895
i always turn off class-based recipes for this reason. i play single player; i am not going to choose the option to not have access to all recipes in the game. i guess that's cool in multiplayer maybe, it takes a village and everything, but i'm a misanthrope.
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>>2509917
A skill tree could be intresting if it's done in an emergent way, like how I mentioned learning a trait from trader. If you just have a skill tree with exp*rience then you fall into a gay trap that makes the game rpg-like via a fucking menu. We hate menus here. But I do agree having the class system just at the start is silly. I can understand chosing between some benefits, like being able to craft the best bows vs. Having a lower hunger rate and faster movement of some other classes, but who the FUCK in their right mind would ever choose a class that doesn't have the plus 10% movement speed?
It's gay that you could reach iron age but something like tailoring is basically off limits to you except for like 20% of the total clothes. In my opinion the game should always strive to have more ways to interact with the systems available.
>buh muh roleplay survrs
They fucking mod that shit anyways man. Classes simply limit your gameplay in singleplayer
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>>2510021
it's not cheating dude. nothing you do on singleplayer in cheating. "cheats" are not cheats. it's accessing debug tools. before they use to obfuscate control over the code and game settings in games so you couldn't do this. one of the great things about pc games is you usually have access to that stuff. vintage story makes it very easy.
>/worldConfig classExclusiveRecipes false
take control of you game, your software, your life.
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>>2510194
Well the question then is how common is it for them to have it, and in what amounts, VS. My chances of finding a proper desert of it while exploring in uncharted lands? I would rather explore new lands in hopes of a bauxite desert because then even if I don't find one I'll atleast find new traders, ruins, potentially new items and such, etc. Or I could search the various sedimentary deserts I've already found and not find anything new at all! THAT would be a true waste of time!
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>>2510214
Seen less in sedimentary deserts and more in grass lands with sedimentary rock in it. Look for forest areas such as redwoods. It's nighttime in-game in the server I'm in right now but when it's day time will go find places to get some good images of where it could be unrelated to sedimentary deserts.
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>>2510015
Not exp grinding specifically, but to copy another craftslop game, Conan has "milestones" that VS could do like "craft first linen bolt" and you get a point you can opt to spend to go down a few small branches what totals up to maybe 2 or 3 total class options.
Its not like you can benefit from tailor if you never find cloth anyway, so the class is only a pure detriment to you for likely your first year of survival.
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>>2510314
Like something just this simple, obvious not balanced at all but the problem with any point buy system is getting people to spend a point on a negative trait. So you either put it in the path to something they want or just rescale things so theres no negatives and only positives you'll have to pick which you want.
Also forgot to stick malefactor in there but w/e just showing a throwaway concept
>>2510377
>have to find flax while you're a caveman and starving
>grow it waterside with limited space and way to defend it
>have maybe 6-10 flax seeds total if you're lucky
Like I said, first year its not going to be much of a benefit, especially for someone who is coming into the game without knowing how to minmax your time spent in early game survival.
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>>2510454
>So is christianity canon? I know the player is a seraph but is there any lore about religion or gods?
You're on a post-apocalyptic late medieval urf. A timeywhimey resonance cascade fucked the world and basically returned the landscape to it's natural state. You play as an ascended bugeyed transhuman that was bascially at ground zero for this catastrophe, which cast you and every other seraph outside time before returning you to the world in the distant "furure". The classes are all directly related to the happening that preceded the temporal apocalypse.
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It's fucking over
I don't have enough height to bring the rivulet over to my mechanical tower... I'm so close. Yet so far away. You can only carry it 6 blocks horizontally before it has to drop... my build... it's ruined...
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Welp
The plan was simple
>divert the closet rivulet to my windmill tower
>connect water wheel directly under it, so it's in line with the windmill itself
>axel it up into the main wheel
>profit
It started alright. I came up with a design that I think looks pretty good for an aqueduct. I was, however, constantly assailed by rotniggers and the cold. Thus building the thing was quite annoying
I realized about halfway through that I simply did not have the height for it. My intent was a tall structure that soars above the other buildings. I should have realized at the start that was never going to work. You only can send it six block horizontally, on the sixth one, it has to drop or else it stops. So every six blocks you lose one height. I was halfway to my tower when I hit the fucking ground
At this point I should have put the project on hold until I thought of a better solution, but alas, I am retarded.
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>>2510884
The answer I chose was to build the waterwheel right there inbetween the bees and the greenhouse, having to wreck the side entrances of both to make room for this giant fucking thing. Then I built the waterwheel and found that it looks fucking terrible. This rinkydink shit is so fucking tiny man. It looks absolutely pathetic at the end of this huge aquaduct, that's basically a 3x3 tube. Even though I hid the axles in the ground all the way until it reaches the main structure, the whole thing just looks fucking awful. Not only does it look bad itself, but it makes the other two builds right next to it both look bad aswell. The answer I SHOULD have gone with, was to scrap the whole thing, size and shape, and make it thinner and go DIRECTLY to the back of the greenhouse, and make it fall into a separate minibuild that's disconnected. In fact, I WILL do this. I fucking hate HATE how this looks. The only way it would be tollerable is if there was a large water wheel, but alas, 'Rone does not want to give that to us
I used up 40 fucking animal fat to make this connection. And I'm going to need MORE because I'm going to absolutely tear this shit down and redo a more suitable one the PROPER way I shouldve done it when I first noticed the problems. Man FUCK smithing these four way hubs btw. That shit is ASS and GAY
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I am fucking ITCHING to launch my game again and just rip this thing apart. I can already visualize a superior version of it.
>straight line, redirect inside the mountain so that it's straight in line with the center of my greenhouse, farm, house, etc
>make it THIN, two blocks wide total, using mostly slabs to hold the sides
>end it before it reaches the greenhouse, make it cascade down so that it's hitting the water wheel on the way down
>end it in a little pool
>eventually consider moving the small windmill over to this build when I get the large sails to replace it on the main building. Thus, I would have 2 big windmills, 1 small, and 1 small waterwheel all powering the same structure
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>meteoric iron requires an iron pickaxe
>whereas normal iron ore requires a bronze pickaxe
any mod to fix this? i feel like i should be able to take advantage of the relatively scarce meteoric iron deposits now that i'm at bronze. why should i care about meteoric AFTER i get to iron? your average iron deposit is fucking huge.
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>>2511465
more inventory space is something to strive for. i just upgrades to a new backpack, it felt pretty good. not sex good but pretty good.
this is one area where Minecraft kind of mogs VS, you can actually get a shitload of alpacas and turn them into a baggage train. but there's a mod for pullable carts, there is the boat and the elk in vanilla. there are ways to get more inventory.
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>-7C
>still no warm clothes
>can't explore
>didn't get enough linen for the sailboat in time
cool. now i just sit in my shit shack for *checks notes* 4 months minimum. i don't even like chiseling.
i really need to remember to start closer to the equator. kind of surprised the default start if temperate. that first winter is fucking gay. make the start warmer and force the story stuff to spawn in the norf. would encourage people to get their shit together in the tropics then travel out when they're geared.
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>>2511473
To be honest, I'm actually okay with limited inventory space in the beginning, but the current maximum space is way too little. Don't play minecraft but I like the idea of making your own little caravan. Maybe there's a way to mod the tamed locust's follow-AI onto elks and have a bunch of them follow you.
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>>2511075
Because meteoric iron has the advantages of being both more durable and easier to work because they dont create blooms. They're just in bars immediately. BuT they need an iron anvil to work, so you cant skip
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>>2511465
There is non. "Limited inventory space" is just there so retards can pretend the game is hard and le realistic. When was the last time you could fit dozens of logs in your pockets, or even in a backpack? IMO inventory should be infinite.
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>>2511584
The only issue with unlimited inventory is it trivializes certain things like having infinite spears or being able to carry a year's worth of food via flour, a water bucket and a clay oven.
Really, the limited inventory should only apply to things like tools, weapons, food, and healing while everything else can be carried infinitely.
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>>2511559
>BuT they need an iron anvil to work, so you cant skip
yeah that needs to be changed too. the earliest known iron artifacts were made from meteoric, by fucking cavemen. this is pre-metal savages btw.
the benefit of meteoric is it's pure iron dumped on earth from the sky. don't have to dig for it, don't have to refine it. all you do is work it.
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>>2511605
Problem is that meteoric iron is so trivial to find it would basically let you skip iron entirely. They would need to significantly reduce the spawn rate of meteoric iron to balance it and, at that point, I'd rather just have the iron anvil as a requirement.
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>>2511609
i don't think it's trivial. i've found 2 sites in my first year. i suppose if you exploit the map you can find more, but i just wander around and check depressions for suevite, that sort of thing.
look at it this way: getting iron is hard, really hard. but you get lots of it. meteoric iron should be easy, but you only get a little of it, your experience notwithstanding.
>>2511605
https://mods.vintagestory.at/mio
>1.19
sigh
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>>2511619
Maybe I just got lucky but I was drowning in it. Wasn't even scanning the map either. I would just check anything suspicious if I noticed it on my minimap. Had enough for full meteoric iron chain armor along with plenty to spare for repairs by the first winter.
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>>2511603
>trivializes certain things like having infinite spears or being able to carry a year's worth of food via flour, a water bucket and a clay oven.
It trivializes jackshit moron. If I carry cabbage in my pockets it will spoil, so I place it in a cellar.
>infinite spears
That I had to craft in the first place, so as far as I'm concerned I deserve to have those spears on me and not have to engage with rone's retarded inventory system.
Honestly I like the terraria inventory system, which lets you stack blocks and construction items up to about 10k, and things that have utility like healing items have more limited stack options of 30 or 60. Terraria also doesn't let you carry infinite weapons, but then again, terraria doesn't make you pull teeth just to craft them.
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>>2511624
>minimap
ah, well yeah i feel the minimap trivializes the game too much. i enable the desaturated map because i'm really fucking bad with directional sense and don't want to get lost. and because the goddamn game doesn't offer a craftable map.
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rye is a really annoying crop in temperate. it's extremely heat sensitive and temperate summer gets above it's limit. and yeah it can resist -12C but that means fuck all when nothing grows below 0C.
just a garbage grain. fuck rye.
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>>2511649
>That I had to craft in the first place, so as far as I'm concerned I deserve to have those spears on me and not have to engage with rone's retarded inventory system.
wouldn't that make falxes useless since you can just spam throw spears
>which lets you stack blocks and construction items up to about 10k, and things that have utility like healing items have more limited stack options of 30 or 60
I agree that most items should stack to 999 (or 9999 if they shrink the number text to fit more digits)
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>>2511619
>i don't think it's trivial.
This entirely depends on if you know what to look for and where you're living. When I recently played on pOG/TOPS for the new update I was easily able to find several stacks of it.
>getting iron is hard, really hard
My experience hasn't been this way. I've always struggled more with finding bronze than finding iron.
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Wanted to check in and see if VS has made the arid tropical / sahara areas any more robust in terms of wildlife and vegetation. I really dig the idea of running a dumb little african village farm, but the crops were a little sparse, so always needed to find a sweet spot where I had tropical and temperate in range of the homestead, which I didn't want. Kinda wanted cassava to be good, which it wasn't.
That was like 5 patches ago and 2 years ago though. Did I miss any patch notes that make it nicer?
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>>2511839
Worst part about iron is just the time sink of looking for it. It's not difficult in the slightest but depending on luck it could take anywhere from 30minutes of searching to twoish days of poking boreholes in the ground.
As far as bronze goes, you don't find bronze in the ground, alloy sure, but never an alloy that is specifically bronze.
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>>2511911
My nigger, I have LITERALLY never searched specifically for iron. I have come across several deposits and have been in the iron age for 100h or more at this point. Just now I have run out of chunks, but it doesn't matter because I know of LITERALLY four loads across the map. All in places where I stumbled across them. Skill issue and git gud.
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>>2512018
more often than not you find it because it forms a big flat disk, all you need to do is be unlucky enough to start your bore hole in the wrong place though and you can dig down 160 blocks or whatever and find jack shit.
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Wish rone would shotgun updates into vintage story on a monthly basis as they are ready instead of near six month intervals thus leaving the modders in complete and udder disarray. Modders, save for a few, are proving to be complete fags as of late.
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So, under the influence of opiates I thought this was a fun and cool pinnacle decoration, but now it feels a bit out of place in my otherwise fairly whimsical area. Still wanted to share it because I thought it turned out okay for a spur of the moment chisool. (It's supposed to be a blood eagle btw)
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Anyone feel like there should be some kind of limit to the distance axels could go? I've just set up a power supply about 100 blocks away from my main workshop. I have the axels all routed underground so they're hidden, but it does feel a little cheaty to be able to do this. I can understand that windmills are supposed to be tall, so they necessitate being able to go far, but you can basically power something a thousand blocks away if you have the materials. Just doesn't feel right that you can do that desu
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Rate my aquaduct and watorweel 2.0
This has FIVE blocks of power going into it, which I think is the max??
It looks so much better like this. It's sleek, it's thin, it's straight and directly in line with the center of my entire build, and it ends in a proper waterfall so it actually looks impressive, instead of just slowly descending to a rinky dink wheel. I added the equipment there to be able to attach the small windmill directly to the large gear when I eventually upgrade my main tower to have two large windmills. Also put a cute little covering over it so the stuff is somewhat protected from the rain and snow. Gonna do some more chisel work on the ending basin and turn it into a sort of bath, I suppose. The final thing left to do is to light it up, but I've decided I want blue glass bismuth lanterns for it. But this project is, for all intensive porpoises, complete. What do ya think?
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It can run a 3 hammer set up at super fast speeds when wind is high. It would probably chug a bit if there's no wind. I haven't tested it with everything running because I had to steal some axles and angled gears from the other machines to set up the third hammer
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I have also been waiting for this guy to drop his antlers for ages. They look so fucking cool. They're 14 point at this point. I hope he drops them soon. I don't really want to do anything with him out of sight until I get them.
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Also, to the anon that told me about how to find bauxite, idk what to believe. Handbook says I WILL NOT find sedimentary rock below igneus or whatever. Yet here is some claystone under granite...
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remember that if you even find high amounts of some mineral, instead of strip-mining, just check all the caves in the area. I've never bothered strip mining in my life. You also get to find ruins and translocators.
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>>2515289
Bro I put STINKBAIT GOONMEAT all up in my rod and the FISHSLOP that it generated was INSANE.
Fish fucking love STINKBAIT. 10 RANCID STINKBAITS can catch a bunch of small fish that you then use themselves as bait to catch BIG FISH.
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>>2515289
Yeah it's worked for me
You're probably fishing in an area that doesn't have fish
I am uncertain if certain species of fish only take certain baits, so it's possible that the fish in that specific water spot don't like that type of stinkbait??
This would make sense as a game mechanic but I'm not sure how complex fishing is because 'Rone halfasses everything
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>>2515314
Only real additions are
>water wheel (not even fully implemented as only the small one is in)
>large windmills
>smiffing iron and steel is more complex
>ton of cosmetic stuff like new clothes and new tiles in various colors
>fishing I guess
You're probably best off waiting for another update that might actually do something to world gen or so. If anything, just play on old worlds and upgade your shit or try out the new shit
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>>2515676
all the berry bushes on pOG just stayed how they were post 1.22. The berry design output from them is the same but the bushes themselves didn't get updated so they have no stats. If you explore new areas it'll probably generate the new bushes.
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>aquaduct built
>animal range lit with lanterns
>charcoal silo up
Three of the winter projects are done. Last large thing left is the greenhouse, which I do actually desperately need now. Now that I have animals I run out of vegtables pretty fast. My vessels have one stack of everything except parsnips, which I have pleanty of because they dont eat that. The greenhouse will give me 128 more spots to plant stuff, and those spots will be useable for longer, so this one addition should be good. Eventually I'll have terra pretta in all of it, but for now all I have is 32, which is one quardrant of it. Kinda dreading working with chiseled glass, though
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>>2516050
>how DARE people not CONSTANTLY SUCK the DICK of EVERY GAME DEVELOPER
if i wanted to talk about good games i'd go to to outer wilds general
oh wait
there isn't one
good games don't get developed into perpetuity with endless non-updates that just make it worse
good games don't fill a niche that's filled by nothing to almost nothing so you're forced to play the one game that does
good games aren't developed by austrians with zero experience in software engineering who manage three seperate project with zero experience in managing
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File: 1778247713020465.jpg (78.3 KB)
>(You): GETTING IRON IS SO SIMPLE, THERE'S NO POINT IN PLAYING ONCE YOU GET THEM
>Tyrone: ok i made it so smithing has bellows and it's much more difficult to smith iron and steel
>(You): NO NOT LIKE THAT!
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>>2516186
correct, not like that.
smithing was fine as is, getting raw iron and processing it into blooms was the problem
and his response was too... make the smithing part far more time consuming when it was already one of the most complex and in depth tasks in the game.
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>>2516258
smithing iron requires you to
>have a bronze anvil
>have fireclay for bloomeries
>process the blooms into bars
>smith the bars into tools
>if you want to increase efficiency, you build a helve hammer
>if you want to improve your tools, you temper and quench,
>moving into steel age requires you to build an entire fucking furnace that takes like 100 blocks of bricks, which have 3 teirs, btw
>same improvements to your smithing efficincy that applied iron also applies to steel
How is this not complex?
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>>2516810
is this the standard you use? if ace attorney made you do a bunch of stupid shit before you go to trial, would you say "well it's not like you have to spend 1000 hours reading case law and writing dispositions and x y z before you go to trial and the trial itself isn't a multi-day affair and yada yada" as if that's how gamification works?
the only question should be "is it fun" and if it's not fun that's a problem and needs to be addressed. games should keep tedium to a minimum and strive to be fun.
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>>2517063
you dont even have to use a bellows to pump the bloomery lol
I'm not talking about turning the game into a hyperrealistic simulator, but theres already a bellows in the game. It would fit just fine in tyronecraft
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>>2517213
Watching in horror as barm is deathrolled by a gator
Watching in mild amusement as nicklos is pursued by a pack of warthogs
Watching in disbelief as chaucer is ragdolled by a charging hippo
Watching with great interest as sneedo is claimed by the quicksand (this is the third time it's happened)
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>>2517234
Technically speaking, we already got the hogs, whose updated models were partially based off work they teased here.
I strongly suspect that their experience with rigging elk and bownig/shigger animations motivated them to start working on VSMC2 before adding any new creatures. Apparently working with the old model creator was a pain in the ass.
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>>2517334
I'm on a high pop server, clock is always ticking. I think its set to 1 hour long irl days so every day I don't log in nearly a month passes. I can't imagine missing a day on default settings and lose 2 years.
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File: 1360351520535.gif (930.6 KB)
>made a very lightly modded singleplayer world I planned on making a forever world
>every mod on the mods page has already updated, except for the one I need
>stuck waiting for a terrain gen mod to update before I can update to the newest version and continue exploring
>when I do update it's gonna fuck up chunk borders between new and old chunks
I really fucking regret ever even bothering to download a terrain gen mod. Never again.
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>>2517597
i don't regret using a terrain mod, i just waited for Terra Prety to update and have been having a good time exploring.
i appreciate that VS only has like a handful of release candidates, then a stable; imagine being a Project Zomboid player: unstables for over a year now and every update breaks mods.
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>>2518223
i mean it's easy as fuck, everything you need can be acquired in about ten seconds.
i stopped fishing because it's yet another reason for me to avoid hunting and i wanted to do more hunting this time instead of being a vegetable mongler.
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>find some tin
>oh boy
>is on top of a fuckhuge cave; cave collapses, i die
>because of elevation all the mobs are deep variety
really fucking gay, thanks VS i'm a casual and bowtorns will murder my ass. it's RIGHT THERE but i can't get to it because the cave is huge and crawling with deep varieties
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>>2518565
to be desu I want to implement some "proper" and "immersive" way to do it, but I also generally want to turn xcrack into xfent by unlocking its true xianxia potential and allowing theoretically limitless scaling
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>>2519857
>crave fruit
>just fish bro
based retard
i know it doesn't REALLY matter, my seraph teeth aren't going to fall out, but i prefer to have at least 4 or my 5 food groups filled. only in one game did i actually get some sheep to a domesticated level i could milk them, it was like 300 hours in.
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>>2519896
you can get milkable sheep pretty fast you just have to find sheep in the stone age, put them in a pit, and then breed them with hay while you tech up (you do need a saw for the trough though)
most people rush metal tiers and end up having to wait for sheep to domesticate afterwards
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File: animal products.png (43.3 KB)
>>2519930
i don't even have sheep in my biome, though i have those hill goats, i believe those are milkable without checking the wiki. just haven't gone to trouble to pen them.
i got pigs and chickens, but honestly i have so much meat and leather from hunting the pigs feel redundant. i guess they'll be easy mode meat in my second year.
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File: 1708716462939212.png (716.2 KB)
Nearly done with my greenhouse, though it is the start of spring
If I were a smart man I would have builted it earlier in the winter so as to take advantage of early planting. But I JUST kept putting it off desu
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File: 2026-05-28_19-37-12.png (3.4 MB)
Most of the mountain tops in my singleplayer world look similar to this abomination, because it seems that grass is hard-coded not to spread above a specific Y-level.
Does anyone with more modding experience know how easy it would be to fix this? I don't think a JSON patch is possible.
The sight of raw dirt makes me autistically angry, plz help.
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>>2520421
Definitely not, the same thing occurs in multiple places with high rainfail. Just like the picture shows, there is always an incredibly unnatural and ugly dividing line at ~193 Y-level (increased world height) between grass and no-grass. It looks awful.
I tried going into creative and artificially placing some grass blocks around. Not only do those NOT spread, but they deteriorate into empty soil after enough time. I assume it's a hard-coded feature, and I wish I knew how to disable it.
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Does the 'strength' of a temporal storm affect spawns in ANY WAY? The wiki's wording suggests that it's exclusively the audiovisual component, but I've heard players suggest otherwise.
Also, the wiki suggests that the first temporal storm cannot be a heavy, and similarly I've heard players suggest otherwise.
But that said, players often think dumb things and have confusing or conflicting information, and wikis, as a construction of players, are not immune to this.
Is anyone here more familiar with this info?
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>>2520764
All I can tell you is from experience the worst ones I've had have been heavy storms, where there are seemingly more nightmare spawns, and light ones I see things like deep and tainted more often. Though that COULD be confimation bias. I have had medium ones where things like deepcunt shivers spawn. I have also had heavy storms with nothing but easy drifters. It seems to me that a better way to see it is that the heaviness determins the legnth and the rift activity determins the difficulty. I've had heavy storms with calm rift activity where I saw very few mobs spawn
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File: 20241204_041418.jpg (76.7 KB)
>Rep 24 shinobi deflecting my undodgeable lag skipping sickle rain catch despite him clearly dodging, but randomly skips to him deflecting me for some reason
Sad people still hack in this game lol good thing I recorded it too
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File: 2026-05-23_23-56-39.png (530.7 KB)
>>2498779
>APOCALYPSE weekendserb
>174.73.170.143:42420
>mods https://pastebin.com/3E3KJDHr
Hello gang! Join me for another busy weekend on weekendserb where we finally break into the fun stuff with updated mods across the board and fuka's xskillsforkfork. I'll be in and out as ever so just let me know if anything's up in the thread, thanks!
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File: 20260529_014546.jpg (1.1 MB)
The greenhouse project
Turned out to be quite painless. Very refreshing after my last BULLSHIT build with the aquaduct. Only issues were needing much more glass than anticipated and having to go grab more larch wood from the surrounding mountaintops. I ended up doing basically a full block of glass on the diagonal, with slabs on the inside and outside of it so I can chisel it into a rough slope while maintaining a full block of insulation on these sections. After having some trouble very early on in by build with slab diagonal windows not registering as insulating blocks despite having MORE voxels than half, I wasn't about to deal with some gay bullshit like that.
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File: 20260529_014721.jpg (1.2 MB)
In the end I REALLY like how it turned out. Unfortunately don't have enough terra preta to fill it out, but we make do. The only other thing I might do is some chisel work on the corners to make them a touch more intresting, and there is some space for me to play around with stained glass works. Have got several 3x3 or 3x5 spaces on every side. Might look pretty if I put in some flowers, idk. Was comsidering adding support beams inside, too, but I tried it and it just looks too busy
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File: 2026-05-28_16-38-06.png (3.3 MB)
And FOUR redwoods came in all at once as spring arrived. They look great. I only chopped down one of the five that was the furthest away. I only got one sneed to replant, but it's fine. I've already got like 16 stacks of these logs and don't really have any plans for them
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>>2521441
it undoes some of the FUN ANNIHILATING nerfs that the nudev added + reimplements the 'tism tools
I'll also probably refactor some of the monkeycode that got added
>hmm, gatherer for grass is broken
>I know! instead of fixing the perfectly reasonable entity registration system that's already there, I'll add a bodged together patch that checks every single grass block in view and smears xcrack over it!
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File: 2026-05-29_00-17-11.png (3.9 MB)
>>2521737
When you've got infinite olivine there is simply no reason to not use it!
Lastly, i don't recall ever showing my ranch outdoor area. It looks very pretty all lit up at night. The idea would be to let thrm freeroam most of the year with outdoor troughs and only bring them in for the winter, but they'd need to be properly domesticated for that, and I doubt I'll reach that point by the time I feel finished with this world. Only the chickens are on gen 4-5. The rest are barely on 3. With sheep in particular being stubborn as fuck and not giving me a gen 1 girl sheep. So I can advance them.
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>>2521349
it would be proper software engineering practice if it weren't such a fucking pain in practice
they're all nice and (mostly) atomic, and not all of them depend on eachother, but because of VS' lack of modlists or mod automation it just makes everything painful and it'd be far more convenient for everyone to just bundle everything in one big library
but that wouldn't let him to smear his cunty pixelated catface all across the moddb
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Just finished my first ever trip to the Resonance Archives. I died like 10 times to theImmobilized Eidolon. Now I'm reading that you can jump to dodge his ground pound, fuck I'm retarded. I also ran out of food midway through the dungeon and had to hunt goats in the mountains surrounded by fog. Very fun adventure, peak Vintage Story for me so far.
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File: 2026-05-22_00-11-53.png (2.5 MB)
>>2522765
I'll take a new one next time I play, if I don't forget. I'm thinking of moving the chimkens to a different, smaller house/coop so I have one extra space in here for big animals
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>>2522931
>it's retarded and yet more proof that rone never played his own game
It's actually more or less true to life. Low-lying coastal areas in antarctica get remarkably warm during the summer, around 10-18c. Of course borea irl would be way colder considering it was inland and not next to an ocean (lake notwithstanding), but the game doesn't model that, and averages temperature based on latitude, altitude, and time of year, with about a 10c delta depending on the time of day (0500 is coldest, 1700 is warmest).
I loved the winters up there because it was a nice and cozy perpetual nighttime.
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>>2523210
For 1.22 it's because he said there aren't significant enough changes for him to care, he's busy being an official VS developer now, and that 1.23 will include some changes that would require he rewrite a ton of shit anyway.
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>>2523075
yeah but precisely none of it was coastal, even sub-glacier. technically it was water-level so you could have an excuse, but there's literal kilometers of glacier everywhere around it. that's not coastal by mini vintage story world definitions. yeah it would be a lot milder if it were coastal, but it wasn't. it was a natsoc germany paradise, not a greenland coastal town.
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>>2523543
im a level 99 noticer and its extremely hard to impossible to clock specific anons in any thread with more than 20 unique posters
given that you aren't dealing with an extremely obvious thread schizo anyway
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>>2524006
make a reed chest
reed chest + stick = trap
add grain to trap, place near chickens. step away.
you should see a chicken approach slowly, then there's a dice roll and maybe the chicken gets trapped, maybe it doesn't. happens pretty reliably imo.
you will need an empty backpack slot to carry the trap with a chicken.
all of this information is in the handbook (default H) btw.
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>>2524037
there is a bigger trap, i think you need wood planks and nail + stripes to capture them. i believe it works the same way.
however i've never used it myself, i will just make a pen and chase them inside. or, if they're close to where i want to pen then, i'll wait for them to sleep, build a fence around them, and then build a tunnel out of fences. then i just kind of chase them down the tunnel until they wind up in the pen.
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The soufag hates hardwork and honest labor almost as much as their own neighbor
>They hate seasons because it forces them to plan ahead
>They hate smiffin because it's work
>They hate the guy next door because they think everyone is thinking about doing the same thing he is (stealing)
Ever go down souf? It's a spread out gaggle of half-finished buildings, mudhuts and public utilities. There's one road, which takes you straight out of "town" and back towards civilization.
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>>2524320
it was only claimed it because they were terrified of retaliation from griefing that they started (and fully supported btw)
it's gotta be jealousy. The souf is a complete dump and extremely mateiral poor despite the rampant wiggering
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File: 1633610546580.jpg (47.1 KB)
I have found an endless bountiful hematite vein
I have nearly a full chest of it on my boat
I'm still getting very large readings
The only reason it's not huge readings is cause it's spread out over a wide disk
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>>2524414
very nice; what is the percentage reading at the site if i may ask?
i have been poking around for hematite and i can only find miniscule or very poor on the propick, but i might sink a borehole into a very poor reading if that's what you see.
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>Put worm on rod.
>Right click water.
>Get a fish that has 12 meat on it.
>Hunt a bear.
>It fights back, can kill you in 3 hits, bugs inside of you, teleports around, moves faster than you and sometimes just kills itself which means you get a penalty.
>Game RNG'd low weight even though it's fucking Autumn.
>Sorry bro, best I can do is 5 meat.
Incredible brains at Tyrone HQ.
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>>2524532
ever since they fixed the bug that would functionally make you never lose hunger a lot of the time they should probably make hunt drop way more food
its literally not worth it to hunt rabbits with spears. if you have a good bow i guess its not too difficult
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>>2524529
My shigga, I'm getting readings of poor at almost 1%. Not only have I not exhasted the first huge deposit of bountiful, I found another large deposite a cave away, albeit, it's poor, so I'm leaving it be for now. My boat is almost full. I decided to leave my elk at home for some reason, so seems like I'll have to go back now
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>>2524610
I know it's a video game. But generally speaking the amount of meat you get from animals is really dumb.
Kill a black bear IRL and it's got like 60lb of meat on it. You'd survive for weeks on that.
Whilst obviously it has to be balanced for the game and all that, but a whole ass bear barely making a stew is silly.
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File: file.jpg (1.0 MB)
in the spirit of the game and that anon that posted his bread before, i made a pie with whatever i had left on my fridge (mostly onions). The recipe for the crust was awfully vague on the water, i think i ended up using 2 times the flour
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>>2525468
Looks good. Good job making your own pie crust, I did it once and I'll never fucking do it again without a food processor. Onion pie goes hard if you put some ground beef in there, or some eggs mixed up like you're going to make a quiche.
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File: 1708050891258340m.jpg (66.4 KB)
>want to explore da norf
>build zailboad for this express purpose
>find a TL in the same cave as my recently discovered TL, which had a huge bountiful hematite vein
>go through second TL
>10k blocks norf... in the middle of the ocean
Okay I guess.
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File: forest gone.png (2.4 MB)
nick please do something with treefalling, i chopped one (1) (uno) (singular) tree and an entire redwood forest fell, lagging the server to hell for 20 minutes and surpassing the rednerable entities limit
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File: 1616215310192.jpg (112.5 KB)
So I've just built a beehibe giln :D fugg
Took quite a few fireclay bricks, but I was tired of firing fireclay bricks in bit gilns
Redpill me on these. How much fuel do I need? Is it relative to how much stuff I sh0be inside? Or will it take the same amount of fuel regardless of if there's one stack or 9 stacks of bricks in there? I don't want to be inefficient with my fuel usage. Skhould I be filling the kiln to the brim every time I fire it up?
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Idk how to make sense of the wiki
At one point it says there's a minimum needed to light the fuel chamber, for example, 3 firewood per square, so 27, then later it says a "complete firing" requires a fixed amount, being 252 pieces of wood. So which is it? 27 or 252?
I'm not going to use 252 pieces of firewood, that's all firewood that can go into my charcoal silo...
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https://www.vintagestory.at/blog.html/news/1223-maintenance-patch-r445 /
>Tweak: Redtop grass is no longer a food for bees or butterflies (it's wind-pollinated!)
>Tweak: Pigs and sheep will no longer be aggressive after generation 2
>Fixed: Pulverizer caps invisible after reloading world
otherwise nothing, get fucked you get to play a broken game
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>>2525816
>Im sure you could if you tried
yeah i mean that's true but would i want to endure the humiliation of private failure? the wasted $$? the feelings of despair, insecurity and hopelessness that would accompany that failure? nah.
i make a pretty good spaghetti with garlic sauce, the sauce i make from scratch. the pasta is store bought. i can bake a potato. i can cook some broccoli. i leave complicated shit like pies and cakes from scratch to the people who like cooking. i could just as easily eat three microwaved burritos and be totally content. food is 75% fuel and 25% enjoyment for me.
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File: 2026-05-30_11-50-36.png (613.2 KB)
>>2527157
It's not about the flower itself it's that they changed something so small and random that if you were to go to their forums, shitcord, plebbit, or even look back through archives here there's collectively going to be less than a few complaints about it. Feels like rone just told his staff to give him something to put in an update for secretly fixing a server command that can erase every living thing in loaded chunks.
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>>2527187
i think it's because tyrone is an autist who likes flowers and bees and horiculture and stuff
nothing wrong with that. you can still put them in your apiary for variety, there's plenty of room in mine for other flowers.
go lightly anon, and you will live better. it's not good to let little things anger you. be angry about big things.
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File: 2026-05-30_12-02-22.png (437.4 KB)
>>2527192
Luckily there was only about 25 redtops in total in the room so replacing them was not troublesome. It's not anger, it's just criticism of priorities. Animal change was good.
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File: 2026-05-30_10-57-51.png (2.0 MB)
anons when it comes to aesthetics i am literally a drooling retard, Howard Roark should beat my pink ass. i knew an 8-year-old who would make better building in minecraft than I can.
how would you fix this building to make it look less like a moron made it?
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>>2527393
Could add a cobblestone base, convert the pine logs into quarter logs and finish using quarter logs on the corners and floor seperators as you are doing right now, eventually clayform some bricks and replace that nasty ass rammed earth wall, as for roof it'll come down to personal preference, can go south and fine some gigachad ebony wood or clayform yourself some shingles, once you sprused up that house outline a bit you could open up your third eye and chisel something cool in those windows
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File: 2026-05-30_11-54-11.png (2.3 MB)
>>2527501
i decided to rejigger things a bit, break up the uniformity of the quarter logs with the corners being full pine to give it that sense that the logs hold the whole thing up. gonna lose the windows and use this as a storage space, try to build something nicer as my residence. i'm almost happy with this. thank you for your advice anon.
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>>2527640
above or below the red line?
i have conglomerate, which is gross, and granite. there is limestone and chalk a day's hike away. i'd have to hit the high seas for sandstone, there is none on this continent i've found.
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File: 2026-05-30_12-15-52.png (1.5 MB)
>>2527722
i'm not sure granite works... it's more visually interesting though.
i'll have to get some lighter materials and see how they do. and replace the grass foundating with the cobble perhaps... i wish ashlar bricks were not so expensive/difficult.
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File: 2026-05-25_00-33-14.png (2.0 MB)
>>2527411
>>2527393
The easiest thing to do to make your buildings look TEN THOUSAND times better and to make it look like you have some sembalance of knowing what youre doing is to add DEPTH.
For example, take those pine logs and bring them outwards by one, so they're on the corners of your build instead of in the walls. The walls can then be flat materials, though, as the other anon said. It would behoove you to add a separate type of block to act as a base or foundation. This just needs to be the bottom rung around your walls, you could use cobblestone as it's cheap, or perhaps mudbrick or ashlar if you're there in progression. Also the roofing should ALWAYS extend out past the walls. With thatch, you can easily do this by crafting every piece with a knifes to get half pieces, though, pay attention to the left and right halfs of it
Lastly, while I'm a fan of asymetrical builds, the way your little indent works here just doesn't work
IT'S TOO SMALL so it looks awkward. It would work if your building was much bigger and you were making a sort of L shape, or if you just have the bottom portion inwards and have the top, where you have that comedy door that leads to nothing ??? Extend out over it so it's sort of like a covering. That way it looks like you have a porch
I expect screencaps with these fixes and others anons have suggested post-haste
Here's an example of adding depth btw. The red and brown brick slabs are purely decorative. Not structural at all for the silo. But it would just look like a retarded square dong without it
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>>2525195
>sees a fallow field
>immediately assumes something is wrong
soufers LITERALLY do not farm. I went down there and harvested a full crop for fun and those same crops I replanted are there now. you literally let them sit forever
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>>2527895
Well plants give only half the crops they used to, but the wild patches spawn higher quantities. If you get a damaged crop by heat/cold you'd get less harvest. For some crops its now 0 or 1 dropped instead of 1 or 2 crops dropped when they got cold damage.
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File: 2026-05-30_14-03-39.png (2.2 MB)
>>2527694
i still have some blocks to replace but here's how it's looking now. light mudbrick was exactly right i feel for the texture. i was able to extend to roof forward, but i can't figure out how to make the sides look better, i tried various configurations of those little bits you can make and nothing looked right.
still a vast improvement, thnx anons.
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File: 2026-05-30_22-20-04.png (1.1 MB)
>>2524414
so i found a biiiiig bountiful hematite vein, propick gave me a 0.44%... i was actually looking for sphalerite and found my zinc pocket INSIDE the hematite disk, pretty funny.
now that i am making my first iron ingots though: WTF the heating issue is so gay. having to reheat every bloom at least once is super annoying. even after i automate it i'll have to babysit the goddamn ingot because it gets cold so fast, there's almost no room when charcoal brings it only to 750C...
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File: 2026-05-29_19-12-53.png (1.8 MB)
>>2529904
Nigga you bellows it like 3 punps and it'll last until it's done
Also congrats on the vein, sounds based
Here was my haul after having cleared probably a little more than half
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File: 20260531_020943.jpg (1.3 MB)
>>2530225
>beehibe giln litty
>made redclay bricks and pottery
>currently be making brown next
>first harvests of carrots and onions have come in
>parsnips and flax and lettuce came soon after
>my animals are being fed again after a lean winter. Goats working up the gen chain so they can be domesticated. Sheep are quite far behind, pigs, eh.
>goke ovens up and running, just discovered you can't use contaminated coal for making goke, oh well. Relgated to beehibe firing it is :DD
>need more limestone rock to continue my pottery and fireclay building zone. I use polished limestone as a base for all the buildings. Looks quite nice. Need to set up a tiny pitkiln area, maybe a simple 4 slot structure, so I can fire things like earthy brown and orange, should I need to. Decided to just extend the footprint of the beehibe giln a bit and put two them on the corners, maybe will make it 4 slots or 8, idk
>still need room for a cemetation furnace
>still need room for brick, maybe coal storage? Perhaps I shall make minisilos above the coke ovens that shoot up and can stack like 4 stacks of different coals. Idk. Could look neat. Can you make coke out of charcoal?
>I made coke because I stumbled across a YUGE poor nickle deposit just out in a cave. Was gonna make some coupernickle before seeing that it wasn't getting hot enough
>also, I'm set on iron for probably the rest of the playthrough. The YUGE vein of bountiful hematite I found netted me over 7500 nuggs, and I think I'm barely over halfway through mining it. If my calculations are right, that's around 380 iron bars. I remember finding a giant malachite deposit and coming out of it with around 250 copper bars. I've still got some left of that, but it was absolutely mogged by the hematite vein. Still, I NEED borax and bauxite to get to the next age. I've been in iron for hundreds of years. This is bullshit
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File: 2026-05-29_19-09-24.png (1.2 MB)
Rate my haul
During this expedition to the other side of the gulf I got all this iron, some nickle, probably enough to make any and all of the silly jonasslop, and found some GOLD in quartz. Didn't dig up everything, I kinda wanna go back just to clean it out completely even though there probably isnt a need for that for the foreseeable future
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File: 20260531_021512.jpg (724.4 KB)
This game is so comfy at night bro
>on the docket
>FIND FUCKING BAUXITE HOLY SHIT and borax
>finish up the clay and coal works (C&C w.)
>build my elk a luxurious house
>find bismuth, copper, and lead, for lanterns
>trader runs to hopefully get more unique storage vessels and planters and stuff
>considering building the top floor of my main home. I'm not exactly running out of room, but it would be nice to expand it and cap it off
>I have to go on an expedition to cut down EVERY SINGLE CRIMSON MAPLE TREE I FIND. I have been FUCKING AROUND with these assholes for years. They always grow into the tinest fucking chodes that are four logs tall and have hardly any fucking leaves and they don't drop any fucking sneeds ever man. I'm lucky to get one seed out of two trees. At one point I had four or five of them and now I'm down to two sapplings AFTER having to grab the one that was in a planter in my bedroom. FUCK these assholes
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>find that rust boss in archive
>have bronze armor and iron spear
>he takes like no fucking damage
is this really just dodging ceiling rocks for an hour while poking him from the side to avoid him throwing an unavoidable one at me?
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File: file.png (44.6 KB)
>>2530647
Well that's disappointing, i'll worry about him later.
I've been working on my nude diving to explore the area further and the game basically hands you everything you need except for a way to kill the boss in any reasonable amount of time.
>Go in with nothing but some backpacks and about 6 torches
>Free weapons and armor in the armory
>Drop down to the b3 level
>pick clean translocator room
>climb up through reservoir (dont get your torch wet, retard)
>use the armor and rusted weapons to chop through the little copper spiders
>clean out upper levels as usual
Still debating how to handle the mines, I managed to sneak through a few without any drigger spawns and found a tucked away room with a tin bronze pick and a diamond, some other goodies in there I couldn't carry at the time because I was running through nude to see what was around. When I came back with some bags it was full of bullshit so I only managed to snag some gold nuggs and ores before gtfoing through abusing server logout while on top of a transloactor to login at the other side without having to wait for the animation (and getting eaten in the process)
Also not sure how to handle the bell in the bell workshop, I probably could with the free bronze armor but that's the one mob that actually unsettles me not knowing what it can spawn. Also that noise.
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>>2530891
you can shove them in the corner but a slightly bigger pen might be suitable as you need to keep an eye on three stats
>sex (need at least one male for breeding)
>generation (improvements in tameness aspects up to gen 10)
>pregnancy (obviously you dont want to cull animals still pregnant)
a bigger pen helps not kill the wrong animals on accident
>>2530919
ooof.
tough luck pal.
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>playing le game on a singleplayer world
>find a big underground ruin (the one with the big doors on the surface and an elevator(?) shaft
>big production room full of anvils and such (all ruined) a big kiln looking machine in the middle
>think I can maybe harvest some fireclay brick from this ruin
>break the bricks
> GET NO BRICKS
TYRONE.... FICKS GAYME NOW... OR ELSE
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>>2529671
Might have to go with RPNPCs then, sounds kinda fun if I get to make a lot of the stuff myself. Been having the urge to play this for over a year now and it's time to get back to it in a much less isolated world now I suppose.
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File: 2026-02-27_08-28-43.png (483.7 KB)
>>2531373
At the very least they don't lag nearly as badly as they used to and you can park them somewhere to be an invincible server reset / charsel / adminbot of sorts.
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File: Screenshot 2026-05-31 141950.png (12.0 KB)
To edit the numerical amount you can put in a bloomery, edit this file and find "BloomeryFuelRatio". Change that number to say, 20? to have 120 lime/ 6 coal.
Or whatever number you think is best I spose. Maybe that's too cheap on coal?
5 = 30 lime / 6 coal
10 = 60 lime / 6 coal
Just think about it, please. Making quicklime is like trying to flip a burger on the grill with my cock. It's fucking retarded, and it hurts me a lot when I do it.
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File: 1+(2)_61cc75ab2b0a6a8b6e4e945cad9cd09a.jpg (1.0 MB)
>>2531714
https://mods.vintagestory.at/nightskydelights
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>>2532664
>look for cassiterite
>find 12 stacks worth of bountiful iron instead
>look elsewhere for bismuth
>find new medium iron vein instead
>look in another spot for deep copper
>find deep copper, but also another bountiful vein of iron
I am drowning in iron
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>>2532770
my new favorite is the metal brackets used in the ronemill. you cant use a plate to make it because it will be two voxels short even though its literally meant to be something that looks like it was stamped from a flat piece.
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>>2532710
>>2532664
>went out on a trader run
>happen upon some lead surface, which I have little of and want to make MOLDBDDKCHALCKOCKS lanterns with
>strike BORAX while mining it, which was one of the two things holding me back from steel
>happen across a big blue clay deposit immediately after, which I have found scarcely little of the whole time
Was a very successful expedition
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>start looking for ores as my clay cooks
>lots of copper nuggets but can't seem to find anything else
>stumble upon a surface tin deposit at cave entrance a hundred meters from camp and some nuggets
>there's also some bismuth
And once more I have skipped copper age.
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how do you guys get inspired for nice builds? gonna build a house soon and think i'll just shamelessly make some sort of modern house out of rustic materials since another cabin doesn't interest me. i want a big underground kitchen, that's something i did in my first save (300 hours) and it was really cool but that was before cave-ins were added.
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>>2535019
Idk man
All I can tell you is when I had a stack of BONEMEAL in it it wasn't churning whatever else I put it
It COULD be that I was retarded and put something in that it doesn't churn, so take my posts with a rock of halite and test it yourself. But either way, I cannot imagine why you'd ever really need a 4 quern set up to begin with. Unless youre mass producing for an entire server or something...
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File: 2026-06-01_19-48-33.png (1.5 MB)
Fuckin around on my singleplayer world
sometimes I be hatin this game and other times I just look up at the sky and go 'yeah this is a fucking awesome game'
You can hate the shitty updates but really this game has the fucking juice. wake up rone. make the game better
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>>2535689
Bile here, Rone fucked up basalt generators with 1.22.
The one in the back is based on the trapdoor opening and closing, but the one in the front was completely fucked. I tried to make it usable again, but it wouldn't work the way I had it set up before. Use the one in the back by opening and closing the trapdoor slowly, which should ideally break all three blocks and create new basalt. If you're on at the same time as me, I can show you.
That said, occasionally the sand block on the functional one will fuck up and collide where it's not supposed to and fuck up the whole process and it needs to be reset. It is complicated and you are better off finding a basalt area to just mine in, honestly.
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File: 2025-06-06_17-29-40.png (300.2 KB)
Hey krit/ap/any potato pc owners,
I know eco machina has been stressful on your performance while on weekendserb. This weekend if you log in to APOCSERB can you make sure to check the following settings and see if it improves?
>Eco Machina ships with an in-game settings dialog. Press F9 to open it. The dialog only shows settings meant for players — developer tools stay hidden unless you’ve explicitly enabled them.
>Render World Tapered Meshes — The master switch. Turn off to disable all tapered-tree rendering and fall back to vanilla cube logs. Default: on.
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>>2536950
>VS does not get half the love it deserves. people sleep on this game.
It has no marketing outside of word of mouth and the occasional youtuber doing a play through so it's kinda expected
Tyron doesn't seem to care that much about the game being popular or not which I rather respect
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>>2539448
btw this means your winblows drive is corrupted and you need to do check disk and repair your installation
happened to me the other month not sure if the vintagebrap installer is prone to doing it or if its winblows fault
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>>2541007
number go up I spose
It would be cool if there was a really slow increase to drops after 10. like maybe just a chance for an extra 2 meat and a fat that becomes guaranteed after gen 25 and then an even slower increasing chance for 2 more and another fat that becomes guaranteed at like gen 70
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>>2541007
More production. Not going to get much off of one gen 10 sheep. If you have multiple gen10+ milkable sheep can up production more. Husbandry really only makes sense on servers and worlds where you intend to play longterm otherwise you may as well not even bother.
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File: file.png (560.8 KB)
>>2513992
>>2514244
So a couple youtube tutorials I looked up didn't really explain much other than just show off the things they did which... look about as I expected. Maybe my expectations are too high.
So I got ChiselWiz and it helped me experiment a lot faster than manually doing this shit layer by layer.
>Top left: color, then glass
Worst saturation easily. Weird overlapping darkening from the sides into the front face.
>Top right: Color, Space, Glass
Good saturation, still a slight overlap but the darkened base color blends it better.
>Bottom left: 1 layer color and glass together
Saturates better against darker backgrounds, but trades the connected edges for split edges, feels like a downgrade because of it.
>Bottom right: 1 layer of color and glass, space, glass
Worst of all of them. Split edges, middling saturation.
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>>2543692
Top right and bottom left are the best, perhaps it would behoove you to combine both methods if possible, even if some part of it will have "split" edges. You maybe can incorporate that into the art somehow. Looks kinda 3d idk. Also have you tried multiple layers of colored glass? Maybe 2 or 3 instead of just one?
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File: file.png (2.1 MB)
>>2544416
Each layer of color deepens the color but further exacerbates the image ghosting issue, making it look like shit at any angle instead of dead on. Mostly because you have to add a space between each color layer for each material face to count.
Doubling up on color layers was my original idea to enhance the saturation but I quickly realized how shit this would look when walking by it casually.
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