r/VintageStory

The mod that allows you to scrap the clutter you find around might be... very slightly overpowered...

The mod that allows you to scrap the clutter you find around might be... very slightly overpowered...

for reference, the scraps (revised) mod allows you to scrap varius ruined items you find around, but this vanilla dungeon had broken anvils and tools everyfuckingwhere...

i LOVE the concept of the mod, so there's two solutions to this, either make it a little harder to scrap the clutter items by adding extra processes like acid washes or something, or make them yield less, or maybe there shouldn't be so many anvils around!? (that's vanilla tho and ofc the devs probably don't even know this mod exists)

u/HermaaeusMoora — 6 hours ago

🌲Chill Roleplay - 19+ - LGBTQIA+ Friendly - Modded, Casual Server. Land of Estrellas

hello everyone! i'm sphinx (it/its), and i'm here to make a new post about my casual fantasy medieval roleplay server, Land of Estrellas!

your characters in this server world are called 'wanderers' and they have recently woken up from a long slumber after the Rot disaster that wiped the surface of all their civilization and species. the only species left were humans.

this server has a focus on community, settlement building, trade and fun roleplay and character growth. the world is currently on passive, but within the next month or so we will be updating the modpack to include Temporal Reformed LITE and changing the world difficulty to hostile.

what you can expect from this server:
- 12 species to create characters from. there are fantasy humanoids as well as anthropomorphic species. there are also new classes AND birthsigns for unique traits.
- a chill and welcoming community of players always willing to help out others
- text based proximity roleplay with tts. we have roleplay voice channels in the discord if you prefer that!
- a fun to explore world. we are using conquest landform overhaul, continental world, rivers and watersheds. the world is 25k x 25k with a 15k polar-equator distance.

we have some rules, including zero tolerance for bigotry and generative AI usage. also, if you are discovered to not be 19+, you will be removed from the server.

you can find the modpack here to discover what the server has to offer! we do not have any gameplay overhaul mods, and will not be adding any.

special thanks to jackie (she/they) for hosting the server!

join the server here! it is application based. PLEASE read and accept the rules in the rules channel after being accepted.

comments 'discussing' the fact that this server is advertised as 'lgbtqia+ friendly' will be ignored and/or reported. if you find issue with this fact about my server, that means it is not for you!

u/dethmetalhead — 4 hours ago

I have discovered the in-game cinematic camera O.O

What a nice feature to have built into the game!

u/ToxTribe — 5 hours ago

"Dummy doesnt understands vs roofing mod"

Honestly, its a great mod, so I'll get straight to the point. My only problem is these small openings, how do /can I get rid of them?

u/Jamess_Bond — 5 hours ago

I think I found my new home

I found a small island in a warm region and decided to move all my stuff there.

Now I need advice on what to build. Probably gonna make a small harbor at the landing spot and maybe a structure west of the bay entrance.

Has anybody a small-ish tower they live in I could reference?

Got rapids, a small pond, low altitude has 0 to 42 degrees, high altitude is 5 to 36 degress.
Common rainfall too. I don't think I could do any better.

It's just 10 k blocks of straight water travel away so moving stuff has been very (un-)eventful so far.

u/Blanko1230 — 8 hours ago

Has anyone else hit the point where the amount of manual processing becomes more tedious than fun?

​

I've got 300+ hours in Vintage Story, both modded and unmodded, and I recently came back after taking about a 4-month break. I still really like the game — the atmosphere, exploration, survival, collecting huge amounts of resources, building up a base, and eventually becoming self-sufficient are all things I love.

But I'm finding myself increasingly frustrated with the amount of manual processing and babysitting required once you start operating at a larger scale.

For example:

* Large amounts of grain → flour → dough → bread

* Berry/fruit pressing

* Metallurgy when you're producing large quantities

* Even machines with automation often stop because their output side is blocked or their inventory is full. Meaning if u want any sort of automation u need 4 funnels and a ton of pipes just to have the quern not loop back on the process I find it some times takes up to 4 processes just to drop the item.

None of these processes are particularly difficult. They're just incredibly repetitive when you're doing them in bulk.

What frustrates me is that there doesn't seem to be much of a transition from "I'm a survivor doing everything myself" to "I've established a large, self-sufficient settlement with machinery, Especially post iron.

The game even has the lore to support more advanced technology. We know the world had much more advanced machinery and infrastructure before things went to shit. Yet in the late game I'm still manually moving ingredients around and standing there babysitting individual batches.

I'm not looking for Factorio-level automation. I don't want to automate every aspect of the game or have machines magically create things.

I just want basic material handling

If I've built the machinery and supplied the power/resources, I'd really like to be able to walk away and let it process a large batch instead of personally interacting with every step.

I've been experimenting with Vintage Kinematics, and some of it is exactly what I'm looking for. The automated berry/fruit extractor is awesome, and the belts, funnels, fluid handling, automated quern, etc. are really cool. But the mod also feels unfinished, doesn't have an automated cooking solution, and doesn't integrate with Culinary Artillery, so I'm not sure it's something I want to build a new world around.

I've also looked at Electrical Progressive, but I don't really want to run two competing industrial systems just to get the pieces I need.

So I'm wondering:

Am I the only one who feels this way?

Have other people reached the point where the manual processing starts becoming a bigger annoyance than the actual survival gameplay?

And more importantly, are there any mods/mod combinations I'm missing that provide this kind of "light automation" without turning Vintage Story into Factorio?

I'm specifically looking for things like conveyors/chutes, automated input/output, automated cooking, bulk processing, fluid handling, etc. — basically anything that lets established infrastructure handle repetitive processing.

I'm really interested in hearing what other people who have hundreds of hours in the game do about this, because I'd love to keep playing but the micro-management is starting to kill it for me.

reddit.com
u/killermvp1 — 11 hours ago

I'm in some deep shit

a bowtorn took half my health from a single arrow i fucked outta there i'll comeback later

u/HermaaeusMoora — 7 hours ago

This beam is uh... floating mid air. The new crowbar didn't help much. How do I break it?

I tried entering creative and selecting and deleting blocks, crowbared all the surrounding blocks, and still nothing. Maybe fire will help, but that's kinda risky. I'm at my wit's end here, suggestions?

u/SterlingVeil — 10 hours ago

It’s meant to be a large port city. In my mind’s eye, I can already see it stretching along both banks of the river, with docks full of ships and bridges connecting the two halves of the city.

u/iSanax2137 — 11 hours ago

Waypoints NextGen 2.1.0 — Upcoming Changes

Waypoints NextGen 2.1.0 is currently in development and has not been released yet.

Here are some of the changes planned so far:

  • Added hover feedback for the Icon Picker.
  • Added high-resolution waypoint icon caching for sharper rendering.
  • Added automatic icon underlay generation using morphological closing, hole filling, and distance transforms for cleaner outlines.
  • Improved rendering performance by caching generated icon textures and reusing them instead of regenerating them repeatedly.
  • Adjusted player icon render order, with a new option to keep it above other waypoint icons.
  • Separated waypoint icon size settings from the player icon size.

More changes may be added before the final 2.1.0 release.

u/iSanax2137 — 14 hours ago

Evolution of my Mediterranean inspired home

A while ago, I posted some pictures of a home base I made inspired by the Palace of Nestor ruin that is added by the Better Ruins mod. Since then, I expanded the base and made a few additions, so I figured you people would like to see it.

u/Kwanicov — 22 hours ago

MF I made a new world and five out of six traders I see are survival goods traders 😭😭😭😭

u/Jello_Crusader — 20 hours ago

Chiseling is addictive

Finding out I need borax for the Iron anvil after the pain of smithing that thing made me spend my first winter days and nights slowly polishing my grain windmill.

u/Mortalpancake — 11 hours ago

all my leaves are gone!

I'm not sure what's happening i do have lots of mods but this seems to be an issue no matter what i turn off. I have a bunch of trees at my base i cant see anymore its just stumps, and some leaves are still interactable, and some are not. also for some reason will get worse or better when i sleep in game and or over time they come back slowly. and when i go up to leaves that can be destroyed and destroy it, it will bring back the leaves in like 4-7 trees around it.

Edit: it was the deciduous trees mod

u/lunar-Eminence — 1 day ago

A little well I made for my farm

I found a cave with water couple blocks under my base so I made a well for roleplay.

Let me know if you have any ideas how I could make a rope around the support beam in the middle. (I know there is a rope in creative mode but it's okay if it's just a chiseled block)

And I guess I should make a crank also.

Mod used : VS roofing

u/chairemasse — 1 day ago