#Vintage Story Server
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Oh shoot, good call. Oopsie
Sounds good, and if you have any feedback on it, let me know. I've played a fair bit of VS, but I may have overlooked some stuff with the settings.
I'm also open to mod suggestions, but I'm pretty wary of adding any since I'm not even sure how well the server will tolerate the current mod list. π
What mods are there currently?
That's a pretty big list I don't have on hand, but it's something like expanded foods, ancient armory, rust magic, better ruins, better engineering, feverstone wilds, sailboats...
When you view the game in your server browser you should see a complete list.
is there carry capacity?
Nope, I considered it but didn't get it because I figured it wouldn't be compatible with all the mods that add items.
ah
Server is going down for a little bit while I experiment with the rivers mod to try and make that a bit more present.
I dunno, not many people have been online, but me and two others were on yesterday and things were fine. There's the occasional lag but I think that's due to how many mods we have. I already culled a few mods for impacting performance more than I would have liked.
Survival has been rough though. The starting area by spawn was not very bountiful with wild food or animals.
I think part of that is the Outlaws mod tho, which is replacing a lot of animal spawns with outlaws.
Ah
The outlaws themselves have been the #1 reason me and the few people who played have died. They're a little absurd tbh. I'm considering outright deleting the mod from the server, but I'm going to try a compromise where I disable most of the higher-level outlaws and only leave the weaker, more manageable ones in the server.
I would prefer it if I could reduce their spawn rate specifically, but the option doesn't exist it seems.
They're not a bad idea. They're just not implemented in a very balanced way imo.
But the lower level looters and brigands are only damage tier 1 and 2, and the looters die in a few hits from a stone spear if you're a blackguard, and they can sometimes drop a couple pieces of food, so they're not that bad.
Server is back up, and on a new map that I tested a bit more. It still has some terrain glitches here and there, but overall it's well put together and has rivers as intended.
I also added a very basic starter kit obtainable with /starterkit. It includes an obsidian knife, some trail mix and some bread to help feed you for your first couple of days. Nothing too crazy.
https://docs.google.com/spreadsheets/d/1BTNUT9edLu8SPRrdSP9Ud4b50hfr1wGbhmn2Ikmulv8/edit?usp=sharing
These are the different xskills buffs/debuffs for each class, by the way.
To help with performance, I allocated more RAM to the server, and set up a regular restart schedule with 30/15/5/1 minute warnings. Currently it restarts every 2 hours, but if I notice the server is running into less performance issues, I can make this a larger gap.
I updated the server description to include the mod list.
@livid apex Do you think you'll be joining still?
We have a couple players still living solo who probably wouldn't mind a neighbor. Me and DrHyde and someone else are living in the same relatively small area, with myself and DrHyde trying to turn it into a comfy village.
yes just not today
Ill see tomorrow morning if I can join
sounds good
whereabout are the people?
Server wasn't down, ye. However, the server does restart every 3 hours for stability- but the restarts take only about 2 minutes.
About half the server lives down the main river. If you follow it to the ocean, most of us are around that area, on the coast.
There's a couple people who live south of spawn, separately, solo. Another player in between the north coast and south coast, also solo.
Someone named "Red_iKnight" is on right now. No idea where he lives or what his plans are.
restarts often π€
It's either that or it lags often
Vintage Story is not very optimized for servers of more than a few people, so the restarts keep it from getting overloaded.
Haven't had any cases of server overloading even with 5 people on once the restarts were implemented.
Three new mods have been added:
- Leaderboards
Adds a leaderboard (Hotkey: U) which tracks... a lot of stuff. You have to see for yourself. Now, no matter where you are or what you're doing, your experiences can be shared and showcased, even if you're solo! - More Floors
Adds additional floor styles out of stone and wood, because building is fun. - Sleep Vote
By popular demand! This makes it so if 50% of people online sleep, it will pass time.
Some mods have been changed:
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Sailboats - Decreased the strength of rivers on sailboats by a factor of 5, so that you can actually (albeit slowly) paddle upriver with a sailboat. However, to sort of compensate for this buff, wind will only provide half the benefit to the sailboat's speed as before. It should still be much faster than rafting, though.
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Rivers - Decreased the speed multiplier of rivers substantially. Similarly, their strength has decreased. Now, you can swim upriver, but it is VERY slow, and it will still provide you with a boost when swimming downriver. Hopefully this makes rivers more manageable.
Quick update/hotfix:
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Sleep Vote has been removed. I know, short lived, but it was presenting more of an issue than a benefit (two people could sleep at different times and make almost 24 hours go by, and people who weren't asleep would still suffer hunger loss as if they slept. This resulted in many people who were already starving, starving harder.)
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I made a patch and applied it to Bricklayers to fix a duping bug that was in the mod.
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Outlaws and Bandits has been removed from the server, since it seemed to be causing more frustration/trouble than it was enjoyable.
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QP Chisel mod has been added. Originally this was supposed to be in the server, but I noticed the files weren't there anymore.
Sounds good
I'm sure you're happy about the sleep vote removal. π
New Mods:
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Login Protection, which should prevent you from taking damage after login until you actually move your character.
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Claims Radar, to see where other people have claimed land at a glance (default hotkey: R, might need to be rebound).
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Oregolems, replacing the golems from Feverstone Wilds (which are now disabled.) Should be slightly higher quality and come in much greater variety.
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Stone Tablets, adding stone tablets and a stylus as an alternative to books for writing in, incase someone wants to get creative on something more primitive.
Removed Mods:
- RPG Rarity, since it seemed partially incompatible with XSkills and was a little too arbitrary. Your gear you already made should be fine, however, and will even retain whatever stats it gained from its rarity.
New Mods:
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Firearms AND Crossbows! Figured I'd add both since they both had a similar number of votes. Enjoy! Hopefully. I'm sure the drifters and animals won't.
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Stone Bake Oven by popular request, so you can more efficiently make your... pine bread... and maple bread... eugh...
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Critters Package by request of Florrenn, this is non-negotiable because they do look really cute (and they will probably make snares more useful).
Hmmm, tempting, I will have to take a peek when I get the chance in the next day or two
That's probably for the best, since we're currently in the dead of the first winter.
Rough time for anyone to join, though we do have a village of most active player so finding help isn't impossible.
Server is running well nowadays. Just one bug I'm trying to fix right now, and I may have just figured it out.
Speaking of which, just fixed that issue. \o/
what was the issue?
Armor was being completely ignored. It was because of the mod Cooperative Combat, which was silently making armor totally useless.
I removed the mod, and at least in singleplayer, that made armor work again.
Yep, tested on the server too. Works fine now.
Thats big
Indeed, I had a hunch because when I made my leather jerkin, I felt like I was still taking full damage, but I disregarded it since I usually play Blackguard and it's also only a Jerkin, so I thought "eh, maybe this is normal and I just don't feel like it is"
Then, I invested a ton of iron into iron chainmail, and was still getting nearly two shot by wolves and 10 shot by drifters, and at that point I knew something was up.
Woke up early today and couldn't go back to bed, so I took the hammer to my modlist and found out it was Cooperative Combat.
New Update:
NOTE: Armor was totally broken this entire run. If you felt like your armor was useless, you were correct- Cooperative Combat was silently breaking all armor! Now, armor works again, as intended. Tested and verified in singleplayer and on the server.
New Mods:
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Alchemy, so get out there and start farming flowers!
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Stick Support Beams, so @silk rune can feel better about the sheer volume of sticks he gets as a lumberjack.
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Steam and Power, which adds steam generators as a mechanical power source.
Mod Updates:
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Tailor's Delight
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Knapster
Removed Mods:
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Attributor (Useless now that we don't have RPG Items)
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Cooperative Combat (Mentioned above))
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Claims Radar (Didn't really work and wasn't rebindable)
Copy and pasting these notes here.
Also, it's officially December 1st in-game.
Winter is over! Temperatures are now going above 0C again. Hardy crops can more or less be safely grown, but more weather-sensitive ones should wait a little longer.
Additionally, the length of months has been adjusted from 12 to 30 days, so that more preparation (and fun!) can be taken before the next winter.
And I can't play unfortunately
What's wrong?
At a birthday tomorrow
ohhh have fun with that then :) Server isn't going anywhere anytime soon lol, and now that the months are 30 days long, you have a looong time to play before the next winter.
I was waiting for it to get out of winter so that's a relief
Hmm, finally have time, not sure if I wanna jump on the Eco server when it boots up later or just jump on vintage story now, both games tend to take a lot of your free time to play
Which game have you sunk the most time into recently? Maybe just play the one you haven't, for a bit of variety.
New Mini-Update:
- Sailboats have had their speed gain from wind adjusted upwards 20%. They also now operate at 75% the speed of rowing even when sailing out of the wind, instead of 50%.
- Rivers have had their speed slightly increased, but not their strength.
- Vies Machines will now gain 50% extra charge from temporal pellets.
Server Update:
- XSkills will now level up three times faster! However, to compensate for this... you now lose 50% of your progress to your next levels whenever you die (with a 2 minute cooldown, incase you're getting spawn-killed!) However, you cannot lose your levels- once you hit level 5, you're level 5.
This will hopefully do two things: first, it can make some skills less grindy.
Second, it will actually add a consequence to dying. Previously, dying could be mostly-ignored, unless you care about nutrition/max health loss- but if you're okay with dying, that doesn't matter. However, this will add a tangible consequence to death (and incentive to live!), at least if you plan to engage with XSkills meaningfully.
Give it a few days and let me know what you think.
Follow-up changes after some immediate (and strong) feedback. π
- XP loss reduced from 50% of XP to next level to 10% of XP to next level.
- XP loss cooldown increased from 2 minutes to 30 minutes, ensuring ample time to do multiple corpse-runs without risk of losing additional XP. This means you have 30 minutes between deaths until a death reduces your XP again.
- XP multiplier reduced from 3x to 2x, so you will still be making 100% more XP than standard, assuming you aren't dying once every 30 minutes over the course of more than five hours.
Later today, when I've had more time to think about it, I'll be redesigning the class XP bonuses/penalties as well, due to feedback regarding those (especially with regards to essentials like combat/survival). I will try not to deviate too far from their current bonuses/penalties, but their degree may be adjusted (for example, instead of a -50% penalty, the highest may be -25%, etc.).
Thank you to everyone who gave their feedback to the above changes and the reasoning behind them.
I found the dev in another server
Oh that's pretty neat. I know he regularly talks about and monitors the official public server, but if he visits others that's cool.
Screenshot doesn't do it justice imo, but this is my cozy smithy I recently finished more or less.
Haven't posted here in a while, but just wanted to mention that the Vintage Story server is still going strong. Over the weekend we were regularly reaching about 16-18 players, so things are still quite active.
By now there's a fledgling settlement in the far north and far south, with teleporters going from spawn to either extreme environ (but not those towns- you'd have to walk to them). Our main village has grown into quite a sprawling settlement, with people at various stages of progression and in various classes/roles.
It may benefit the server (and add interest) to list out a total of said classes/roles on the server, but that is merely a suggestion not any intent from me to join π
Would love to see some more screenshots if you have time :)
Oh certainly, I can do both later this afternoon.
Alright, get ready for a mega photo drop...
Flew around and captured all of these wonderful photos of dwellings I found.
These are amazing!
I agree, it's always exciting to go snooping on what people have cooked up. :p I even included that little tent because I have a soft spot for primitive builds, and they really went through the effort of making a lot out of a little (stick support beams to make a frame, laying out pelts as a sort of primitive rug, etc.)
Sadly that player doesn't play anymore I think, but now their hovel will be immortalized. Who knows, maybe it'll help a wary traveler down the line.
It's been a while since I've updated this chat, but I just wanted to let everyone know the server is still alive and better than ever. Right now there are about 18 people online, and we're engaging in our first community social event!
Never too late to join or to return. By now the server has evolved such that there's a starter kit, commands for returning to your corpse/spawn/home (with a temporal gear cost for the latter and a hefty cooldown on spawn) and translocators that take you in various directions from spawn if you have a certain starting climate/playerbase you're looking for.
Oh my
Yeah, it's grown quite a bit lol
I think we peaked at 22 players online the other night.
The starting village is mostly abandoned though. Most people have moved south or elsewhere.
understandable
Eventually when 1.20 releases I'll be opening a second server that's a bit lighter on mods and more "hardcore".
hmmmmm
Not sure how active it'll be by comparison, tho.
I've veen putting up polls in the Vintage Story Discord asking questions related to the ideas I have, to figure out if my vision vibes at all with what people like and expect in Vintage Story.
sounds like a dev
ahaha I take my servers very seriously
If only I was better at coding. I'd be unstoppable when it comes to hosting game servers. I remember pouring all of my freetime into modding what I could when I ran a Zomboid server. We didn't have a huge community, but it was a unique experience that kept people engaged.
get well soon
http://node2.suhosting.net:42475/
New LiveMap
Is this still running? Sounded like VS was a topic of interest to a few more peeps, and someone mentioned this thread existed π
with the new update π€
Yes, it is still running. We started a new wipe a few months ago, so the activity fluctuates between a few people and a little under a dozen depending on time of day and day of the week.
The IP and stuff probably changed since I host this on a dedicated server now. I don't think I did when I dropped the info here.
IP: 199.204.98.238:42420
oooh, neat :D
Will give it a go if I find time π
Updated the server info as well since a lot has changed. I didn't include the modlist but later if and when I find time I'll come back and update that.
Intage Storyyyy?
I will say the game has updated to 1.20.5 so I gotta downgrade to join XD
how often does the community server here wipe and how far along is the current server?
Current server is about 4 months in.
It wipes when people stop engaging with it or joining. It still has a pretty committed core community, so that probably won't be for a while.
has it been updated to latest?