#Forgotten Riches (Light Roleplay - Town builder with need of protection against the rot) EUWEST

7 messages · Page 1 of 1 (latest)

safe valley
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Hello!

Have you ever wondered, that there isn't many reasons to go caving? Most ores are just easier to gather with prospecting. What if there would be a choice? Caves full of riches and interesting generation (https://mods.vintagestory.at/cavesncaverns) instead of learning a new immersive way to process ore's like others mod add, how about you learn how to excavate them? The logistical challenge should be the interesting thing and not just a mere grind. The caves are big and unstable , having to reinforce your mines will be a necessity for survival of one self.

Ores will spawn in caves, early game ores like copper / lead / black coal will spawn near the surface and you won't need to venture into the depths to far in. The further you go down the more rarer ores you will discover. Perhaps not as big veins like https://mods.vintagestory.at/interestingoregen but it will get you ahead of the game.

Eventually you will need to venture out to find a proper vein to feed the hunger of metal. Those smaller bits of medium / high tier ore might sustain a few people, but not a whole town!

We will have to build up a town for the remaining humans https://mods.vintagestory.at/vsvillage, it is our duty as Seraphs, as Tobias intended. The rot is leaking into this world slowly corrupting the nearby lands. Infesting nearby towns, clouding the sky with their decay. Will we be able to prevail? https://mods.vintagestory.at/show/mod/17655

The need of metal for weapons is a necessity for the survival of the town. We will have to gather in groups and venture out to destroy the nests of the foul decay. (You can recruit VS villagers guards to fight for you).

We will have to venture out for forgotten treasury as above as below. Ruins abandoned and infested, with forgotten memoirs and secret knowledge.

The only thing to protect the world is us. Tobias did mention about a device Jonas had created to keep the rot at bay, we have to discover the ruin which holds the knowledge.

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All that yip yap is enough I think in terms of roleplay narration. In a nutshell the idea is to have a unique VS experience with a goal for a town. This will help people to work together towards a set goal and ensure no pleb runs into no man land and plays solo.

VS Villager can help with crops and other stuff and honestly they make a town look alive and make it more lovely to build unique buildings for jobs like bakery / smithy. Cause who wouldn't want to have some guy next to you and working :D? I do will need to see how perfomance will be with to many npcs doing labour but worst case it be limited to 20, which is plenty to make a town feel alive and is similiar to that one story location.

Otherwise we will have a infestation kind of event, we will have to cleanse those areas or they will take over the lands and attack our people our livestock and wild animals. Devastation blocks will emerge from them so, if your world is dear to you group up and cleanse them from our lands. Riftwards will play a essential role to keep the rot away and ensure safety.

Mining and excavation will be more interesting with those big caves and instability being quite high on certain cave generations. It is worth it to venture into those cool looking caves and find ruins and ores. It is still necessary to find big veins as those smaller veins may keep you going but not more than yourself mostly (copper being the exception / lead we will need tools)

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thats roughly the modlist don't be afraid of the number it works fine, now that configlib no longer crashes your MP client with caves and caverns lmao wasting 6h to debug as of why with my modpack a week ago.

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Otherwise to sum up most heavy mods

-primitive survival
-Fotsa series new animals
-No map unless you make the necessary items for a map and navigation tools.
-Feverstonewilds new animals
-Alchemy for buffs
-Art of growing and involved farming fallow and https://mods.vintagestory.at/show/mod/65960
-Flora Region mods new plants / wood types / new food to scavenge (you will need that)
-https://mods.vintagestory.at/brassbrewerybetternutrition you better look this up, basically your stats rely on the nutrients you have. So more importance on diverse diet.
-Combat Overhaul + addons
-https://mods.vintagestory.at/show/mod/49064 the class mod we will use with unique usefull recipes and buffs and big buffs for https://mods.vintagestory.at/show/mod/44074 being the main way to increase harvest / specify your work.

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Tech mod to work for something for mid and late game https://mods.vintagestory.at/hexsmech otherwise some other mods which add quality of life or make life harder are in the modlist. If you played modded before you will know most of them. (Some clientside mods in it)

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A fully aged nest looks like this and spawns rust creatures around it.

safe valley
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Forgotten in Time (Light Roleplay - Town builder with need of protection against the rot) EUWEST

deep ice
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Neat concept, def interested!

grand ferry
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Wait a minute...I've seen this concept before 🙂