The devs and I took some time to review the subreddit rules to see if there was anything we wanted to adjust or clarify. One that stuck out was the "No videos or streams" rule.
The "no videos" rule was one of the first ones implemented. At the time, the subreddit was being flooded with videos, lets plays, etc. and this ended up drowning out any actual discussion that was going on. At the time a blanket rule made sense. Times change though, and it makes sense to reconsider the rules from time to time.
So we're going to make an adjustment to the video rule and see how it goes, and take it from there.
Below are some examples of what is and isn't allowed. While we can't account for every occasion, we'll do our best to enforce the spirit of whats outlined below.
What's allowed:
A new lets play series kicks off? Fine to share!
A base or server tour hosted on youtube? Fine to share!
A one off video, say deep diving into the lore? Fine to share!
A big creator or streamer is trying Vintage Story and want to get excited and give them their flowers? Fine to share!
Was playing on my older world that i've been updating and finally made it to steel and was going out to a titanium reading and when mining a vein i fell straight through and barely glidered back onto a ledge but the hole led to a massive structure i've never seen before.
It was a whole hollow dome with a basalt floor about 8 blocks thick above mantle but must have been over a hundred blocks across with stalactites and many tunnel entrances connected to it and tons of ore veins on the walls, i saw another post of this so i know its vanilla, completely full of rust monsters that were flashing and fading despite pretty good temporal stability.
Settled with calling it a helldome and climbed out to leave it alone but is this a sort of natural occurance with a name?
Kinda reminds me of a volcano mouth but i'm no geologist.
first time trying building a moat around crops, did i do it right? building on a lake is coming out to be more trouble than it's worth xd (there's still 1 water block in the crop area to keep everything watered)
The problem is, I'm ALWAYS confused by the original order. Why is the right direction on the left, and the left direction on the right? My brain can't take it.š
Maybe there's somw mode for this, or am I the only one who dislikes vanilla variant?
This one's mostly about how things look, plus a pile of mod compatibility fixes from your reports.
The sea finally looks like the sea
The sea now takes its colour from the game's own climate tint, so it changes with where you are, and it gets bluer and clearer as you head offshore:
Climate
At the shore
Offshore
Cold
teal
blue
Temperate
green-teal
blue-teal
Hot and dry
deep blue
deep blue
Hot and wet
green
blue-green
If you'd like it bluer, there's a new Sea blue slider, from the local climate's colour all the way to the open ocean's. Lakes and rivers are next.
Lights
Oil lamps actually light the room now. They were giving off a tiny fraction of a torch's light. They're now a good bit brighter, in their own warm amber, and a held oil lamp matches a placed one.
Glowworms are four times as bright.
New setting: Dark caves at the view distance (off by default). Big caves that run past the edge of the loaded world used to get lit by the sky from beyond it. With this on, they stay dark. It costs a little, so it's off by default.
Mod compatibility
Combat Overhaul: bows, slings and weapons now animate properly, with the string drawn back and the arrow nocked, in first and third person. Vanilla bows and slings show their drawn stages too.
Spyglass zoom works, and so do Combat Overhaul's aim zoom and .debug fov.
Invisible weapons and tools fixed for big modpacks whose item atlas is larger than the block atlas. If you use FrameForge TSR, its Auto Atlas is what does this, and VS Path Tracing will offer to turn it off for you.
Fixes and more
No more garbled textures when you leave a world and join another.
112 MB less video memory for everyone: the block cracking texture now has its own small texture instead of taking a full page.
The debug chart (Alt+F3) now shows your video memory against its budget, the view distance you asked for against what's actually loaded, and the size of your texture atlases. It's handy for bug reports.
Performance: I benchmarked 0.2.4 against 0.2.3, flying over new ground at a big village. Frame times are the same, and the occasional hitch over 50 ms (one or two a minute on 0.2.3) is gone. The longest frame while flying dropped from 68 ms to 47 ms.
Linux is coming along nicely. Thanks to Feyd for lending us an RTX 4090 for testing, the renderer now builds and runs its tests on real Linux hardware, with DLSS working. Nothing to download yet, but it's real progress.
I will be installing Bazzite tonight, which will really speed things up. I hope to have an early build for Linux users this weekend.
I wasted two days investigating all the varying "distant terrain" mods so you don't have to.
These are all mods that attempt to show terrain outside of your normal render distance, so you can actually see (a lower resolution version of) a faraway mountain, rather than just pure nothing.
tldr: They are all varying degrees of messy, I estimate it will take 3-6 months before someone puts together a close-to-perfect mod of this type. I believe all the required pieces already exist.
Farseer
The first mod to try doing something like this. Draws very basic silhouettes that are the wrong color. Charmingly simple, but obviously does not even attempt to create an illusion of real terrain. Not actively maintained. Not recommended.
Vintage Horizons
Vintage Horizons
The first mod to try doing more than basic silhouettes. Saves already generated chunks and tries to generate low-detail versions of them when they are outside your field of view. Problems with its implementation:
The low-detail version it tries to generate is very noticeably incorrect. The terrain has very different colors, especially for trees, grass, and stone, so just about 95% of the world.
Does not actually know if a chunk is loaded by the game, so it naively tries to render outside of your render distance, which results in constant missing chunk sightings, accidental xraying, and overdrawing that causes z-fighting. Also has the baffling decision to have distant terrain render 5 blocks lower than it really is, which makes loading more noticeable.
It only works on already generated chunks and it does not offer a good way to pre-generate chunks for you, so you'll still mostly be looking at nothing if you're traveling into new chunks, unless you pause every now and then to run a command.
Seems to not be maintained anymore. A good attempt that's been superseded, not recommended anymore.
Distant Vistas
Distant Vistas
A fork of Vintage Horizons with minor improvements and regressions. Mostly the same pros and cons as Vintage Horizons, except:
The command to pregenerate chunks is just gone entirely, so it works even worse for non-generated chunks. Actually, all the chat commands are gone, for no discernible reason.
The colors and fidelity of the distant terrain is better, especially grass and trees. Also the different levels of detail blend a little better into eachother. Still very noticeably different from what loaded chunks look like.
Still very noticeable z-fighting, terrain going up and down 5 blocks, and visible chunk errors.
Can be ran together with Farseer to combine featureless silhouettes for non-generated terrain with decent-ish vistas for generated terrain.
Maintained by one guy who stopped updating his github. Maybe recommended, but still rough.
GhostChunks
GhostChunks
Surprisingly good.
Uses shockingly good and fast prediction to draw non-generated terrain very well, with decently accurate colors. Except for trees, which are missing.
Generated terrain is shown very faithfully compared to others. Pop-in is still noticeable, but does a better job at hiding it (except for water).
Actually keeps track of which chunks are loaded by the game, so it does a much better job at preventing missing chunks, accidental xray, and the like.
ChunkLOD
Appears dead and too buggy to bother. Jotting this one down as "the precursor to GhostChunks".
VSPT
The raytracing mod. It has its own version of all this.
Is being updated every single day, so by the time you read this it will already be outdated.
Uses Algernon's sampler to draw un-rendered chunks fairly competently, with decently accurate colors. Except for trees, which are shown as comical placeholder blobs.
No screenshot because I couldn't get it running again since it needs to patch your game installation and I could only run it at 24fps.
I got tired of my torches burning out so I whipped together some oil lamps but to my dismay the warm cozy glow of my torches was usurped by the feeling of a harsh LED, are they intended to be like that? if they are that is rather disappointing.
I there a good way for finding iron since I was traveling for 2 hours and broken 1 tin bronze prospic and the best I found was a mere poor 1.17%o iron node which is nothing and I don't wanna spend another 2 hours for something similar since I'm not really a journey person.
Combat overhauled. Seraphs were injured. The humble little smithy in the town square. A group of arsonists laying waste to the earth. ???Tackling some better ruins with a gang. The humble flute circle. Posing in front of the Tavern, 6 months before it would have its first drop of wine in the cellar. Fancy people doing fancy people things. A hunter bringing in the meat. The farms that keep our Grain Satiety beyond full. The Town Square of ObidosSomeone resting off a hefty liberty cap stew instead of helping.
I want to make several Tudor builds based on the architecture of Chester, UK (pictured below) - are there any go-to mods for getting solid black support beams in VS? Iāve seen an outdated āstained beamsā mod and the More Beams one, but donāt know if the latter adds black beams.
Im looking for a game I can really pour myself into creatively and have a world for a very long time to look back on and see my skill grow. Is this or the older versions of minecraft better for that? With me already understanding this game is slower paced and takes more time, how does the building in this compare for larger scale buildings?
Just had my first winter hit in year 0, tried my best to prepare but ended up in a cave with all my resources, so im just going to wait out the winter by smelting my 12 stacks of hematite iron nuggies