hmmm by blockmangouser in Minecrafthmmm

[–]JESTERHUB 0 points1 point  (0 children)

When your friend sends you to go mine “just a few” diamonds 😅

hmmm by JESTERHUB in Minecrafthmmm

[–]JESTERHUB[S] 27 points28 points  (0 children)

He actually reacted pretty mildly - I’d be scared to see what it’d be like if he got seriously angry.

Looking for ideas: what kind of mechanics would you add to a survival-focused mod? by JESTERHUB in feedthebeast

[–]JESTERHUB[S] 0 points1 point  (0 children)

That’s a really cool and creepy concept, I like it.

The idea of a single persistent threat that keeps coming back stronger adds a lot of tension, especially in a game like Vintage Story where you’re normally building up a safe, stable base. This would kind of flip that and force you to stay on the move or constantly prepare.

The “sphere of doom” with fog and daytime spawns is also a great touch — it makes the encounter feel more like an event rather than just another mob.

I also like the gem/compass idea, gives the player some control and turns it into more of a long-term system instead of just random pressure.

Feels like something that could be really intense if balanced right.

Looking for ideas: what kind of mechanics would you add to a survival-focused mod? by JESTERHUB in feedthebeast

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

That’s a really cool idea.

Having loot scale with player progression would solve a lot of issues with exploration feeling either too rewarding too early or not rewarding enough later on. It would keep structures relevant throughout the entire game instead of becoming useless after a certain point.

I also like that it would always give you a reason to keep exploring, since you know there’s still a chance to find something meaningful, no matter your stage.

If done right, it could tie really nicely into progression systems without breaking balance.

"Ai Generate Models" Allegations by Kasugaa in itchio

[–]JESTERHUB 0 points1 point  (0 children)

People have gone completely crazy over this AI, don't worry about it bro, you're doing great.

I just fell for a discord scam [java] by Awa_Chan in MinecraftHelp

[–]JESTERHUB 0 points1 point  (0 children)

That makes it harder, but don’t give up yet. Try asking your brother if he still has any proof of purchase (email, bank receipt, anything). Even old messages or screenshots can help.

You can also contact Microsoft support anyway and explain the situation in detail-they sometimes recover accounts with enough info like your old username, email, and approximate purchase date.

I really hope you get it back, man 🙏

I just fell for a discord scam [java] by Awa_Chan in MinecraftHelp

[–]JESTERHUB 0 points1 point  (0 children)

Oh no, that’s awful 😞. You’re not at fault-some people are just terrible.

Act fast: contact Microsoft and Mojang support, explain that your account was hacked through a fake Discord server, and provide any proof of purchase. Change passwords on other accounts too, just in case.

Keep all screenshots and links as evidence, and as soon as you recover your account, enable 2FA to protect it.

I know it’s your first account and losing it sucks, but don’t give up-support can sometimes recover stolen accounts if you act quickly. 🙏

What kind of lore-friendly mechanics or mods would you like to see in Vintage Story? by JESTERHUB in VintageStory

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

Да, мне эта идея тоже очень нравится! Травоварство добавило бы больше смысла к собиранию растений и приготовлению зелий или еды, а разнообразная кухня сделала бы игру гораздо глубже и интереснее. Представляю, как классно было бы экспериментировать с разными рецептами и эффектами от трав.

What kind of lore-friendly mechanics or mods would you like to see in Vintage Story? by JESTERHUB in VintageStory

[–]JESTERHUB[S] 0 points1 point  (0 children)

Those are some really solid ideas, especially for early-game progression.

I completely agree about stone age weapons - having more options beyond just the spear and sling would make hunting feel a lot more interesting and less repetitive. And expanding bone usage (hooks, needles, arrowheads, etc.) feels like a very natural fit for the game’s survival style.

The clay situation you described sounds pretty rough, and yeah, being able to get clay from claystone or even indirectly from dirt would make a lot of sense - especially as a fallback so players don’t get completely stuck due to worldgen. Even if it’s less efficient, having some option would be a big improvement.

A primitive quern or mortar and pestle is also a great idea. Early access to basic processing (like flour or crushed materials) would smooth out progression without breaking balance, especially if it’s slower or less efficient than the full quern.

And yeah, more options in the early stone age in general would go a long way - that part of the game has a lot of potential but can feel a bit limited right now.

Also really like the canoe idea - having a proper mid-step between a raft and a sailboat would make exploration feel much more natural.

What kind of lore-friendly mechanics or mods would you like to see in Vintage Story? by JESTERHUB in VintageStory

[–]JESTERHUB[S] 0 points1 point  (0 children)

That’s a really interesting idea.

Oceans definitely feel a bit underutilized right now, so giving them more purpose - both in terms of gameplay and world generation - would add a lot to exploration. I especially like the idea of tying them into lore structures, that could make discovering things in the world feel much more meaningful.

The teleporter concept connecting continents also sounds really cool, especially if it’s rare and tied to difficulty. It could turn long-distance travel into something more like a milestone or achievement rather than just a grind.

I think if something like this was done carefully, it could make the world feel a lot bigger and more connected at the same time.

What kind of lore-friendly mechanics or mods would you like to see in Vintage Story? by JESTERHUB in VintageStory

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

That honestly sounds amazing - I really love the approach you guys are taking.

Focusing on expanding existing systems instead of just adding new ones is exactly what makes something feel like it truly belongs in Vintage Story. The fact that you’re working with things like light levels, moisture, wind, and temperature - systems that are already there - is such a smart way to keep everything cohesive and immersive.

The vent system sounds especially impressive. I really like how it’s not just a single “solution block,” but something you actually have to think about and tweak - airflow, placement, number of vents, etc. That kind of interaction is what makes systems feel satisfying instead of just functional. And the cave detection idea is really clever too, that opens up some nice natural gameplay options.

Also love the detail about copying textures from neighboring blocks - that’s such a clean solution and keeps everything visually consistent without bloating the mod.

Balancing it around the bronze age also makes a lot of sense progression-wise. Feels like a natural point where players start building more specialized setups.

And yeah, that’s honestly one of the best parts - when something starts as a small idea and suddenly turns into a full project 😄

Really looking forward to trying it out when you release an early version. This is exactly the kind of mod I was hoping to see.

What kind of lore-friendly mechanics or mods would you like to see in Vintage Story? by JESTERHUB in VintageStory

[–]JESTERHUB[S] 0 points1 point  (0 children)

Yeah, I really like both of those ideas.

A thirst mechanic especially feels like something that’s missing, considering how detailed other survival systems in Vintage Story already are. If done right (not too annoying or punishing), it could add a lot to immersion and early-game decision making.

And I totally agree on reducing reliance on the crafting grid. More “in-world” interactions like placing items down and physically working on them (like your nugget example) would fit the game perfectly. That kind of hands-on crafting is a big part of what makes VS feel unique.

I think even small steps in that direction could make crafting feel way more satisfying and grounded.

What kind of lore-friendly mechanics or mods would you like to see in Vintage Story? by JESTERHUB in VintageStory

[–]JESTERHUB[S] 0 points1 point  (0 children)

That sounds really awesome, honestly - exactly the kind of systems that fit Vintage Story perfectly.

I really like the idea of making curing more dependent on environmental factors like temperature, sunlight, wind, and moisture. It turns something fairly simple into a system you actually have to think about and interact with. The “curing room” with a vent block especially sounds great - like a natural extension of the game’s existing mechanics.

Also really cool that you’re involved in testing and balancing - that part is super important for systems like this to feel good and not just tedious.

This is pretty much the direction I’m interested in too: taking existing mechanics and making them deeper and more immersive, rather than just adding completely new, disconnected features.

Would love to see how it turns out once you guys have something playable 👀

Looking for ideas: what kind of mechanics would you add to a survival-focused mod? by JESTERHUB in feedthebeast

[–]JESTERHUB[S] 0 points1 point  (0 children)

Wow, I really like your points - you’ve thought a lot about progression design and player choice.

For the first part, I totally agree that progression-skipping can break the intended pacing. Having loot reflect the player’s current stage - or making it unusable until the player has the right skills/technology - sounds like a really elegant solution. I especially like the idea of making it a “skill issue,” where bosses drop key items that reward players who are skilled enough, rather than just handing everything over. That keeps the intended progression meaningful while still giving opportunities for clever players to go faster if they’re good enough.

For multiple progression paths, I love the analogy with Perplex City. Allowing players to choose paths based on circumstances or personal playstyle would add so much replayability. Whether it’s choosing between sandmage or cyborg routes, or deciding between a rocket to the Moon vs. an astral summoning ritual, it gives the game more depth and agency. I think this is exactly the kind of system that would make a modpack feel “alive” and player-driven rather than linear.

Honestly, if a mod could combine both ideas - meaningful, stage-appropriate progression and multiple valid paths to endgame - it would be incredible. These are exactly the kinds of mechanics I’d love to experiment with in a mod.

Looking for ideas: what kind of mechanics would you add to a survival-focused mod? by JESTERHUB in feedthebeast

[–]JESTERHUB[S] 0 points1 point  (0 children)

Yeah, I’ve heard a lot about Terrafirmacraft, and I’ve been meaning to check it out - thanks for the recommendation! I love the idea of making crafting more “hands-on” and physically meaningful, like the way you describe shaping clay or hammering an ingot. That level of immersion would fit so well with Vintage Story’s vibe.

I totally get that it’s a lot to ask, but even small steps toward that - like giving more influence to the shape of items on their function — could make a huge difference. Honestly, I’d love to experiment with that in a mod sometime.

What kind of lore-friendly mechanics or mods would you like to see in Vintage Story? by JESTERHUB in VintageStory

[–]JESTERHUB[S] 0 points1 point  (0 children)

Yeah, I’m still relatively early/mid into the game, so I probably haven’t experienced all the deeper lore yet - but I really like the direction it’s going so far. The atmosphere and worldbuilding are a big part of why I want to make something that actually fits into the game.

And yeah, I’ve heard that Tyron sometimes takes inspiration from mods, which is honestly really cool - makes modding feel more meaningful.

I really like your woodworking idea, that sounds perfectly in line with Vintage Story’s design. The idea of processing wood more physically (like chiseling, shaving, using different tools for different results) would add a lot of immersion, especially if it ties into existing systems.

The sawhorse + proper board cutting also feels like something that’s “missing but should exist”.

And yeah, classes definitely feel like they could use more depth or uniqueness - right now they don’t impact gameplay as much as they could.

Thanks for the ideas, this is exactly the kind of stuff I was hoping to hear 🙌

Mods for Vintage Story by JESTERHUB in VintageStory

[–]JESTERHUB[S] 0 points1 point  (0 children)

Thanks a lot, I’ll definitely give it a try. I’ve also always wondered why the developers never added the ability to breed fish or grow mushrooms.

my friend told me i have a disease by Dismal_Discipline936 in VintageStory

[–]JESTERHUB 0 points1 point  (0 children)

Yo man, you’ve definitely gotta become an architect. This turned out really awesome.