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File: 1756055545470503.png (1.37 MB, 1920x1080)
1.37 MB PNG
>What?
Vintage Story server with poni

>When?
Server isn't live just yet, will be going live in about 5 days from now so we both have some time for people to prepare for launch, and can spend some more time picking out and testing mods.

>Where?
Server IP will be posted once we go live.

>How?
You can buy the game at: https://www.vintagestory.at/
If you CAN'T buy the game, Ivan has provided a copy you can borrow: https://cs.rin.ru/forum/viewtopic.php?f=38&t=92744&hilit=vintage&start=510
He only has the windows version however, and unfortunately the linux version on the internet archive is 3 sub-versions out of date, so if you run linux you'll have to run it through wine (you'll likely need to use winetricks to install .NET 10 on whatever prefix you use to run it, if that's been added to the list yet, I don't have it but I could just be out of date).
Note that this was provided in another thread.
You do not need a legitimate account to play on the server, we will be using a login plugin that lets you authenticate once connected to the server.

>What still needs to be done?:
-Figuring out world gen settings
-Comprehensive modlist
-Mod testing
-Ideal launch time for server

Mods under consideration:
>>43317751
>>43317781
>>43317669
>>43317454
>>43316716

There are some known conflicts (steam power/immersive woodworking) that will likely need to be resolved before launch.

Also, for anyone that remembers the issues with steam power and generators having wonky output, the electricity mod dev figured what was wrong (was actually to do with how the game tracks axle speed) and supposedly fixed it (need to test this).
>>
Hell yeah, motherfucker.
>>
op thank you so much im willing to lick your feet
>>
File: 1780295627262809.png (2.55 MB, 1920x1080)
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Testing out stratum (more performant server distribution).
Seems to work fine with kemono.
I know server performance wasn't a huge issue (outside of stutter issues around VSs base update tic system which xeth fixed with a mod), but may be worth while having it in place just in case.
Haven't started testing other mods yet, will start once we have a more coherent modlist, probably in a day or so.

Anyone have any ideas for world gen mods?
Some more unique landscapes, or ones built around higher world limit worlds would be interesting, assuming it doesn't destroy memory usage.
>>
>>43325278
I don't know if its something already in the list, but Terrain Slabs makes the world a lot smoother and natural looking by generating half slabs at terrain edges.

>https://mods.vintagestory.at/terrainslabs

Also, just something to consider, but playing in 1.23 it seems like the devs didn't really do anything new to make temporal storms fun or interesting so i would probably suggest turning them (and rifts) off like we did last time and just leaving drifters as underground threats. However, to compensate for the dip in challenge maybe add Feverstone Wilds and Fantasy Creatures Reborn. Feverstone Wilds adds a ton of animals from sharks and dire wolves to shit like giraffes and ostriches. FCR adds a ton of cool hostile mobs, like goblins, orcs (who keep wolves as pets and will sic them on you when they attack), and a bunch of different dragons that act like mini raid bosses.

>https://mods.vintagestory.at/feverstonewilds
>https://mods.vintagestory.at/fantasycreaturesreborn
>>
>>43325278
Also, other mods for consideration:
https://mods.vintagestory.at/shipwright
moar boats
https://mods.vintagestory.at/betterruins
moar and larger ruins (we've used this for the last several servers)
https://mods.vintagestory.at/realsmoke
adds smoke buildup and and can cause asphyxiation

>>43325290
We'll definitely be leaving the storms and rifts off, since they only ever really act as an annoyance.
Will have to check if feverstone is compatible with butchering, but that should be something we can add.
Fantasy Creatures might also be a nice addition, have to see what the spawn rates are like, but having something more interesting than bears to fight could be cool.
>>
>>43325187
What landmass/world settings are we going to play in? Personally I'd recommend 70% or 80% landmass and maybe like 200k world size. Equator should be at around 50k too.



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