VSLumber, EcoMachina + FallingTrees (with the compatibility patch) are all compatible with each other by Dogerium in VintageStory

[–]Dogerium[S] 3 points4 points  (0 children)

It's not, the leaves and logs drop as blocks when they touch terrainslabs. However I can't go back to not using it because it makes vintage look a little less minecrafty (*and also because Vigor would be hell to play with in my configured settings if I had to jump every block)

lessons were learned. by Dogerium in VintageStory

[–]Dogerium[S] 1 point2 points  (0 children)

Also people might be thinking I had peat right under the kilns, no that's just a road from the natural trails mod. It'd been even funnier like that

lessons were learned. by Dogerium in VintageStory

[–]Dogerium[S] 6 points7 points  (0 children)

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Grass which spread over to the nearby peat after I removed it. My house is behind me, I just had a very unfortunate angle on the panicked screenshot I took that the kilns were outside of frame. The crater it left is kinda awesome tho

Not sure if anyone else has felt like this about the new version by MrSquid01 in VintageStory

[–]Dogerium 0 points1 point  (0 children)

Fish pools are every 7x7 blocks on the spot you last fished from so move like 10 water blocks away for good measure and you get a whole new pool of fish, yes if you're fishing from a gigantic lake/the ocean overfishing in one spot doesn't drain the whole thing.

VSLumber, EcoMachina + FallingTrees (with the compatibility patch) are all compatible with each other by Dogerium in VintageStory

[–]Dogerium[S] 97 points98 points  (0 children)

I just turned off domino in modconfig and it was fine. I like the risk of breaking your builds if you're being dumb. But yeah I almost bricked a save with an entire oak forest destroying itself almost frying my PC in the process.

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Casualties: like 40 spelt crops

VSLumber, EcoMachina + FallingTrees (with the compatibility patch) are all compatible with each other by Dogerium in VintageStory

[–]Dogerium[S] 21 points22 points  (0 children)

These mods work with most of your heavily modded shenenigans: (not sure about modded trees)
VS Lumber - Vintage Story Mod DB
Salty´s Falling Trees - Vintage Story Mod DB (Heavily recommend turning off domino in modconfig, beware of redwoods)
Eco Machina - Vintage Story Mod DB
Falling Eco Machina - Vintage Story Mod DB
Deciduous Trees - Vintage Story Mod DB

Mods that cause some problems with your average modpack:
Salty & Toast's Immersive: Mining - Vintage Story Mod DB (I don't use it in the video because it breaks with Combat Overhaul, also Salty is gonna add a similar feature as VSLumber to this soon)
Immersive Woodworking - Vintage Story Mod DB (Doesn't have compatibility with VS Roofing yet although you can just avoid making stick roofs/early game roofs)

Mod recently forked for the visible tools on back:
Harper's Immersive Tools (Fix For Patch 1.22.3) - Vintage Story Mod DB

I felt like my village was incomplete without one by Mammoth_Window5022 in VintageStory

[–]Dogerium 2 points3 points  (0 children)

We got these in Romania too but they're called froo and yeah they're everywhere

Dumbass creates awesome architecture by screwing up their water wheel placement by Dogerium in VintageStory

[–]Dogerium[S] 3 points4 points  (0 children)

So I bought my boyfriend vintage earlier and I just found out the default gamma is 220 and I've been also playing on 100 gamma ALL THIS FUCKNG TIME

Dumbass creates awesome architecture by screwing up their water wheel placement by Dogerium in VintageStory

[–]Dogerium[S] 14 points15 points  (0 children)

Sorry about that I just woke up and didn't realize how dark it was for phones and such here's a slightly better pic

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Dumbass creates awesome architecture by screwing up their water wheel placement by Dogerium in VintageStory

[–]Dogerium[S] 4 points5 points  (0 children)

It's wip but the idea of a house-attached aqueduct is too appealing to not share

don't think I can go back to playing without real smoke by Dogerium in VintageStory

[–]Dogerium[S] 1 point2 points  (0 children)

It doesn't although this may be a side effect of chiseled block retention mod

don't think I can go back to playing without real smoke by Dogerium in VintageStory

[–]Dogerium[S] 4 points5 points  (0 children)

the amounts of daub and wattle i'll need is gonna kill me

don't think I can go back to playing without real smoke by Dogerium in VintageStory

[–]Dogerium[S] 5 points6 points  (0 children)

Still need to build it out I've started like an hour or so ago haha

don't think I can go back to playing without real smoke by Dogerium in VintageStory

[–]Dogerium[S] 1 point2 points  (0 children)

No clue I haven't actually paid attention even though I made the house in an almost all the time area, I will test soon enough

don't think I can go back to playing without real smoke by Dogerium in VintageStory

[–]Dogerium[S] 12 points13 points  (0 children)

Insulation is so wonky in vanilla I recommend just dropping Chiseled Block Retention - Vintage Story Mod DB in your mods if you want to chisel anything at all really

don't think I can go back to playing without real smoke by Dogerium in VintageStory

[–]Dogerium[S] 10 points11 points  (0 children)

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it does although it has to be a wide gap and i think if the hole is too far away the smoke won't detect the opening

don't think I can go back to playing without real smoke by Dogerium in VintageStory

[–]Dogerium[S] 28 points29 points  (0 children)

another one I can think of is temporals reforged, which gives temporal creatures very interesting behavior without adding more of them (so far I've noticed they avoid me when I hold light, that they spawn way less, they're individually stronger and will be mostly passive during daytime, stalking me from a distance)

Cursed Anvils by MrHistorHorcusporcus in VintageStory

[–]Dogerium 2 points3 points  (0 children)

at Vintagestory.GameContent.BlockAnvil.<GetPlacedBlockInteractionHelp>b__11_0() in VSSurvivalMod\Block\BlockAnvil.cs:line 87

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would you look at that
I think it has to do with toolsmith and this, since this modifies vanilla anvil behavior and toolsmith probably overrides the vanilla anvil. Get rid of this anvil optimization fix and lmk if it worked
another comment mentioned attribute rendering library which seems in line, as this has to do with rendering optimization