https://wiki.vintagestory.at/api.php?action=feedcontributions&user=Milo&feedformat=atomVintage Story Wiki - User contributions [en]2024-03-29T07:22:44ZUser contributionsMediaWiki 1.38.2https://wiki.vintagestory.at/index.php?title=Main_Page&diff=2260Main Page2018-03-10T03:41:32Z<p>Milo: Why redirect when you can go straight there?</p>
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<div><div style="text-align:center;"></div><br />
{{Wiki/style_borderless|title=yes|content=<br />
<div style="font-size: 200%; padding: 0.1em;">[[File:GameLogoBanner.png|center|900px]]</div><br />
<div style="font-size: 95%;">The official Wiki of Vintage Story</div><br />
<div style="font-size: 85%;">We currently have [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles.</div><br />
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{| style="width: 100%; margin: -2px;"<br />
{{Wiki/style_wide|span=2|css=width: 66%;|header=|content=<br />
<br />
<span style="font-size: 130%;">Vintage Story</span> is a game about innovation and exploration. It thrusts the player into a carefully-generated semi-autonomous world and challenges them to survive and overcome the natural and unknown threats of their new home. Intrepid players who accept this challenge will find themselves rewarded with mechanics that respects their intelligence and allows for tangible, realistic invention. In addition, they’ll find a world with its own character and a deep, interconnected narrative within it. It aims to reach the next level of quality in the voxel sandbox genre, as we, a small dedicated team, relentlessly expand it with story elements, more creation tools and survival elements.<br />
<br />
For more details have a look at the [https://www.vintagestory.at/home/vision.html/ Vision], [https://www.vintagestory.at/features/overview.html/ Features] and [https://www.vintagestory.at/news.html/ News] page.<br />
<br />
If you would like to contribute to the wiki, feel free to request access on the [https://www.vintagestory.at/forums/ Forums]<br />
}}<br />
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{{Wiki/style|header=How to get the game|content=<br />
# [https://www.vintagestory.at/ Purchase the game on vintagestory.at]<br />
# [http://account.vintagestory.at/ Download the installer from account.vintagestory.at]<br />
# Open. Click next, next, next, next and next, then Enjoy!<br />
}}<br />
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|-<br />
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{{Wiki/style_tall|span=1|header=Survival Mode|content=<br />
;[[Starter Guide]]<br />
;[[Crafting Recipes]]<br />
;[[Farming]]<br />
;[[Ore Deposits|Mining]]<br />
;[[Mobs]]<br />
}}<br />
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{{Wiki/style_tall|span=1|header=Creative Mode|content=<br />
;[[Creative Starter Guide|Starter Guide]]<br />
;[[How to use WorldEdit]]<br />
;[[Cinematic Camera]]<br />
;[[Adjustable FPS Video Recording]]<br />
}}<br />
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{{Wiki/style_tall|span=1|header=Server Administration|content=<br />
<b><br />
;[[List of Chat Commands]]<br />
;[[Setting up a Multiplayer Server]]<br />
;[[Updating Old Worlds]]<br />
<br />
</b>}}<br />
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|-<br />
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{{Wiki/style|span=1|header=Theme Pack Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Theme Pack|Overview]]<br />
:[[The Asset System]]<br />
:[[VS Model Creator|Model Creator]]<br />
</b>}}<br />
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{{Wiki/style|span=1|header=Game Content Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Basic Modding|The Asset System]]<br />
:[[Basic Modding Examples|Mod Examples]]<br />
;Block<br />
:[[Basic Block]] ([[Basic Block#Custom Shapes|Custom Shapes]])<br />
:[[Block Json Properties|Property Overview]]<br />
;Item<br />
:[[Basic Item]]<br />
:[[Item Json Properties|Property Overview]]<br />
;Entity<br />
:TODO<br />
;World Generation<br />
:[[WorldGen Configuration]]<br />
;Miscellaneous<br />
:[[Creating Recipes|Recipes]]<br />
;Release<br />
:[[Mod Packaging]]<br />
</b>}}<br />
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{{Wiki/style|span=1|header=Code Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Setting up your Windows Development Environment|Setup Windows Dev Environment]] or<br />
:[[Setting up your Linux Development Environment|Setup Linux Dev Environment]]<br />
;Game Objects<br />
:[[Advanced Blocks|The Block Class]]<br />
:[[Block Entity|Block Entities]]<br />
:[[Adding Block Behavior|Block Behaviors]]<br />
:[[Advanced Items|The Item Class]]<br />
:[[Block/ Item Interactions]]<br />
;API<br />
:[[WorldGen API|WorldGen API]]<br />
:[[Particles]]<br />
:[[World Access]]<br />
:[[Rendering API|Shaders and Renderers]]<br />
</b>}}<br />
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|}<br />
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[[Incomplete Pages]] [[Questions & Answers|Frequent:Q&A]]</div>Milohttps://wiki.vintagestory.at/index.php?title=Json:block:behavior&diff=2251Json:block:behavior2018-03-09T05:37:08Z<p>Milo: Removed some unnecessary code.</p>
<hr />
<div>== HorizontalAttachable ==<br />
<br />
Block can only be attached horizontally. Used for:<br />
* Painting<br />
* Toolrack<br />
Requires <code>abstract/horizontalorientation</code>:<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ code:"side", loadFromProperties: "abstract/horizontalorientation" }<br />
],<br />
</syntaxhighlight><br />
<br />
== HorizontalOrientable ==<br />
<br />
Block can be rotated horizontally. Used for:<br />
* Workbench<br />
* Ladder<br />
* Echochamber<br />
* Chest<br />
* Stove<br />
* Altar<br />
* Windmillrotor<br />
* Bellows<br />
Requires <code>abstract/horizontalorientation</code>:<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ code:"side", loadFromProperties: "abstract/horizontalorientation" }<br />
],<br />
</syntaxhighlight><br />
<br />
== NWOrientable ==<br />
<br />
Block can be rotated in two different directions. Used for:<br />
* Path<br />
* Bookshelves<br />
* Large carpet<br />
* Chimney<br />
Requires "ns" and "we" states:<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ code:"orientation", states: ["ns", "we"] },<br />
],<br />
</syntaxhighlight><br />
<br />
== Pillar ==<br />
<br />
Block can be rotated in three directions. Used for:<br />
* Wood log<br />
* Pillar<br />
* Axle<br />
Requires "ud", "ns" and "we" states:<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ code:"orientation", states: ["ud", "ns", "we"] },<br />
],<br />
</syntaxhighlight><br />
<br />
== Slab ==<br />
<br />
Block can be either placed on the top or the bottom half of a block. Used for:<br />
* All kinds of slabs<br />
Requires "down" and "up" states:<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ code: "part", states: ["down", "up"] }<br />
],<br />
</syntaxhighlight><br />
<br />
== HorizontalUpDownOrientable ==<br />
<br />
Used for:<br />
* angledgearbox<br />
Requires <code>abstract/verticalorientation</code> and <code>abstract/horizontalorientation</code>:<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ loadFromProperties: "abstract/verticalorientation" },<br />
{ loadFromProperties: "abstract/horizontalorientation" }<br />
],<br />
</syntaxhighlight><br />
<br />
== FiniteSpreadingLiquid ==<br />
<br />
Make a block flow as liquid. Used for:<br />
* Water<br />
* Lava<br />
Requires all heights as states:<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ code: "height", states: ["1", "2", "3", "4", "5", "6", "7"] },<br />
],<br />
</syntaxhighlight><br />
<br />
== OmniAttachable ==<br />
<br />
Can be attached on any block side. Used for:<br />
* Lantern<br />
Example use:<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ code:"position", states: ["up", "down"], combine: "additive" },<br />
{ code:"wall", loadFromProperties: "abstract/horizontalorientation" }<br />
],<br />
</syntaxhighlight><br />
<br />
== Unplaceable ==<br />
<br />
Block cannot be placed. Used for:<br />
* Peatbrick<br />
<br />
== Unstable ==<br />
<br />
Block can only be placed on a solid block and destroyed once the ground is removed. Used for:<br />
* Ore blasting bomb<br />
* Small carpet<br />
* Path<br />
* Turnip<br />
* Spelt<br />
* Soybean<br />
* Rye<br />
* Rice<br />
* Parsnip<br />
* Onion<br />
* Flax<br />
* Carrot<br />
<br />
== Harvestable ==<br />
<br />
Similar to Unstable, with the only difference that it can be stacked on top of each other. Used for:<br />
* Small berry bush<br />
* Saguaro cactus<br />
* Big berry bush<br />
<br />
== Falling ==<br />
<br />
Similar to Unstable, but instead of destorying the block, it will fall down. Used for:<br />
* Tool mold<br />
* Loot vessel<br />
* Ingot mold<br />
* Flower pot<br />
* Crucible<br />
* Sand<br />
* Gravel<br />
* Anvil<br />
<br />
== DropIfFloating ==<br />
<br />
The block will break, if it is completely surrounded by air. Used for:<br />
* Rock</div>Milohttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Wiki:Incomplete_Pages&diff=2212Vintage Story Wiki:Incomplete Pages2018-03-08T06:16:24Z<p>Milo: </p>
<hr />
<div>This page is designed to help wiki contributors know what needs to be done on the wiki. As these pages become complete, make sure to remove them from this page. If you need help first google, the help pages on wikipedia are very informative, and last ask in the discord #wiki channel.<br />
<br />
If you see something like "Crafting Recipes -> hay" It means that the section hay needs to be added to the recipes page. <br />
<br />
If you see "Crafting Recipes -> recipe:hay" It means the recipe for hay need to be added to the crafting recipes page. <br />
<br />
Some items will be listed with a "-" and that means that item needs to be done in the most general of sense. <br />
<br />
Specific pages that need to be done will look like [[specific page|this]].<br />
<br />
Some guidelines when making and editing pages. <br />
*Avoid redundant information <br />
*Avoid giving a history lesson<br />
*Articles must contain enough information to warrant a full page. If they do not have enough content, they should be merged with other similar articles. For example, there is no page on the minecraft wiki for Birch planks. All planks are in a combined article. <br />
*Don't write stuff about things that are not in the game yet.<br />
*No advertising, fan community pages, joke pages, etc.<br />
*Stick with American English or how it's spelled in-game for example use Axe over Ax.<br />
*In-game items, structures, mobs, etc should not be treated as common nouns and not capitalized.<br />
*Date formatting should be "Month DD, YYYY"<br />
<br />
Stuff that needs worked on:<br />
-------------------------------<br />
Crafting Recipes -> recipe:rope<br />
<br />
[[Bloomery]]<br />
<br />
- more modding examples and tutorials<br />
<br />
- mob pages need to look better<br />
<br />
- add [[Loot_Vessels]], [[Surface_Ruins]], [[Underground_Ruins]] to content navbox<br />
<br />
Ore blasting bombs-> - how to make them<br />
<br />
[[Containers]]<br />
<br />
[[Light]]<br />
<br />
[[Bags]]<br />
<br />
[[Clothes]]<br />
<br />
[[Textiles]]<br />
<br />
[[Rock types]]<br />
<br />
[[Wood]] - information on trees, tree farms, planks, and wood products.<br />
<br />
[[Berries]]<br />
<br />
- Various pages on specific blocks and items<br />
<br />
[[Items]] index<br />
<br />
[[Blocks]] index<br />
<br />
- need to add [[Block_Materials]], [[Json:block:behavior]], [[Json:block:texture]], [[Json:block:worldvariantgroups]], [[WorldGen]] to modding navbox<br />
<br />
Main Page-> Theme Pack Modding -> Getting Started -> [[Basic Example]]<br />
<br />
Main Page-> Game Content Modding -> Entity -> [[Basic Entity]]<br />
<br />
Main Page-> Game Content Modding -> Entity -> [[Entity Json Properties|Property Overview]]<br />
<br />
Main Page-> Game Content Modding -> World Generation -> [[Tree Generation]]<br />
<br />
Main Page-> Code Modding -> Getting Started -> [[API Introduction|Code Sample and Introduction]]<br />
<br />
Main Page-> Code Modding -> API -> [[Commands]]<br />
<br />
Main Page-> Code Modding -> API -> [[Networking API|Networking]]<br />
<br />
Main Page-> Code Modding -> Release -> [[Code Mod]]</div>Milohttps://wiki.vintagestory.at/index.php?title=Survival_Starter_Guide&diff=2211Survival Starter Guide2018-03-08T06:15:02Z<p>Milo: </p>
<hr />
<div>== Controls ==<br />
<br />
The default key mappings are as follows (you can change these in the settings)<br />
<br />
* '''WASD''' Keys to move around<br />
* '''E''' for Inventory<br />
* '''B''' for Block Info (shows you what you currently look at)<br />
* '''V''' for Coordinates<br />
* '''Shift''' to sneak<br />
* '''L-Ctrl''' to run<br />
* '''T''' to open the chat dialog<br />
* '''Left Mouse''' break stuff<br />
* '''Right Mouse''' place/use stuff<br />
<br />
Some other useful key mappings:<br />
<br />
* '''F4''' Hide all guis for making pretty screenshots<br />
* '''F5''' Switch between 1st and 3rd person mode<br />
* '''F12''' Take a screenshot (they will land in your "My Pictures" folder)<br />
<br />
== Your First Tools ==<br />
''There are no hard jobs, only inadequate tools''<br />
<br />
Once you've mastered the controls, it's time to get geared up! Go get those juicy sticks and rocks!<br />
<br />
[[File:Stonesbranches.png|300px|right]]<br />
* First of all, acquire a hand full of flint/rock. You'll need one flint/rock each to make a basic stone tools, which are a hatchet, a knife, a shovel and a spear. <br />
** Hatchets let you break logs to get fire<br />
** Knifes let you gather dry grass, which is useful for starting fires and for crafting thatch blocks<br />
** Shovels helps you dig up charcoal, clay, peat and other resources<br />
** Spears are a useful means of self defense. They have a long attack range and can be thrown.<br />
<br />
* Once you have some flint/rock, hold left Shift to sneak and right click on solid ground with the flint/rock in your hands. It offer you a small dialog where you can select what you want to craft. Use a second flint/rock to chip away all voxels marked in orange. Don't worry about making mistakes, the game prevents you from breaking the parts you need.<br />
[[File:Knapping.png|300px]]<br />
<br />
* Hint: Simple stones can also be thrown for minor damage<br />
<br />
<pre>Protip<br />
<br />
Other players can help you knap if they also are holding the same material you are. Remember if you are knapping flint you need flint and if you are knapping rocks you need rocks</pre><br />
<br />
== Food ==<br />
[[File:Black currant and wild crops.png|300px|right]]<br />
Most importantly you will probably want to explore wide and far for [[Farming#crops|crops]] and berry bushes to secure your food situation. <br />
* [[Farming#crops|Crops]] can be planted on any soil after tilling it with a hoe, but grows best on high fertility soil. [[Farming#crops|Crops]] also require a nearby water source.<br />
* Ripe Berry Bushes can be harvested and afterwards broken+replanted anywhere else. After a while they will start to bloom again.<br />
<br />
Hold on to the seeds and berry bushes until you found a place to settle down.<br />
<br />
<pre>Protip<br />
<br />
Berries bushes can be planted without metal tools, don't need nutrients, and can heal 1 hp per berry.</pre><br />
<br />
== Light ==<br />
<br />
Your second priority should probably be to ensure a source of light because the nights can get pretty dark.<br />
<br />
* '''Fire pit''': Temporary lighting solution, useful for cooking, let's you create torches from sticks<br />
* '''Torch''': Provides good lighting at a low cost, but only lasts for 3 days when placed. Created by "cooking" a stick in a firepit.<br />
* '''Oil Lamp''': Provides not so good lighting, but lasts forever<br />
* '''Lantern''': Provides strong lighting, lasts forever, but at the cost of copper ingot<br />
<br />
===Making a fire pit===<br />
<br />
A [[Firepit|firepit]] will allow you to still see something when the sun sets, cook meat and create torches by igniting sticks in it.<br />
<br />
[[File:Firepit.gif|right]]<br />
<br />
# Collect some Dry Grass. It can be made by breaking tall grass with a knife<br />
# Put an axe and a wood log in your crafting window to acquire at least 4 firewood<br />
# Put dry grass in your active hand, then sneak + right click on the ground, then add firewood with the same method.<br />
# Different [[Fuel]]s burn at different temperatures and durations.<br />
# In a burning firepit you can add sticks in the top left slot to turn them into torches, or meat to have it cooked.<br />
<br />
{{Grid/Crafting<br />
|A1=|B1=|C1=<br />
|A2=|B2=Axe|C2=<br />
|A3=|B3=Log|C3=<br />
|Output=Firewood|OA=2}}<br />
<br />
<pre>Protip<br />
<br />
When items are cooking in the firepit they all heat up and when an item finishes the rest of the stack instantly cools off and has to warm up again. To significantly save on fuel put the full stack on and wait till it starts progressing. At that point pull the entire stack off the firepit and start feeding the items in one at a time. The items don't have to warm up and can instantly start progressing. The stack of items will slowly cool so occasionally throw the entire stack back on to warm it up and repeat the process. Can add up to a significant reduction in fuel.</pre><br />
<br />
== Inventory Space ==<br />
<br />
Did you survive the first night? Congratulations! By now you might be wondering why you can only hold 10 items at any given time. The 4 extra slots on the right are container slots, these let you expand your inventory by [http://wiki.vintagestory.at/index.php?title=Crafting_Recipes#Containers.2C_Storage.2C_Bags crafting mobile containers]. There's currently 3 types in the game<br />
<br />
* 2 extra slots: A hand basket crafted from cat tails, these drop from reeds that grow near lakes<br />
* 4 extra slots: A linen sack crafted with linen cloth which is made from flax, a crop that is scattered in the world<br />
* 6 extra slots: A backpack crafted from leather which drops from wolves and bighorn sheeps when killed<br />
<br />
== Entering the Early Copper Age ==<br />
<br />
For acquiring metal you need 3 main ingredients: Fuel, Metal Ore and Molds<br />
<br />
=== Acquiring High Temperature Fuel ===<br />
<br />
As long as you don't have your first pickaxe, your only way to reach ore smelting temperatures is by burning charcoal. To create charcoal craft an axe, chop down some trees and turn them into firewood. Dig out a small ditch on the ground and fill up the hole with firewood. Cover it up with non-combustible blocks, except for the one in the middle. Place a firepit there and quickly cover it up. After 18 ingame hours the pit will stop smoking and the firewood will have converted to charcoal. Your ditch can be of any shape, just be sure that all sides are covered up, i.e. you can also make pyramid shaped pile on the surface and cover it with dirt if you like.<br />
<br />
'''Careful:''' After the fire pit is placed you have 15 seconds to completely cover up the pit, otherwise your firewood will burn down to ash and not yield any charcoal, thus it is recommended to have all sides covered before placing the fire pit.<br />
<br />
'''Note:''' You can place the fire pit only on solid surfaces, so at least one pile of firewood has to completely fill the block<br />
<br />
[[File:Charcoal-step1.png|200px]] [[File:Charcoal-step2.png|200px]] [[File:Charcoal-step3.png|200px]] [[File:Charcoal-step4.png|200px]] [[File:Charcoal-step5.png|200px]]<br />
<br />
=== Acquiring Metal Ore ===<br />
<br />
Again, until you have a pickaxe you will have to scavenge the surfaces for loose pieces of copper ore. Once you collected a few dozens you are ready to leave the stone age.<br />
<br />
'''Note''': Surface ores are always an indicator of near surface deposits. If you dig down just below where the surface pieces were you are very likely to find a deposit.<br />
<br />
=== Acquiring Molds ===<br />
<br />
[[File:Claydeposits.png|300px|right]]<br />
<br />
Clay deposits are commonly found in temperate climates. Go ahead and dig up a bunch. You can also craft a flint shovel to speed up the process. For molds you can use any kind of clay.<br />
<br />
1. Select clay in your hotbar<br />
<div style="margin-left: 25px;"><br />
[[File:Clay_in_hotbar.png|130px]]<br />
</div><br />
<br />
2. Look at the top of a solid block and press Shift->Right Click to open the clay molding menu<br />
<div style="margin-left: 25px;"><br />
[[File:Clay_mold_recipe_dialog.png|130px]]<br />
</div><br />
3. Select the recipe for [[Crucible|crucible]], and you will see the clay molding grid appear. To craft you you must fill (right mouse click) in all the green marked voxels to place clay and remove (left mouse click) any clay blocks outside of the grid, which are marked orange. It's helpful to press 'G' to sit on the ground while crafting with clay molds. Also, you can press 'F' while crafting to access the tool menu that will allow you to place more or less blocks with each click. The last option in the tool menu also allows you to quickly duplicate layers of clay. We recommend you try and acquire also pickaxe and a sword mold. <br />
<div style="margin-left: 25px;"><br />
[[File:Clay_molding.png|130px]]<br />
</div><br />
<br />
<br />
4. Bake the crucible and molds. Put your raw clay crafts on the top left slot of the firepit, add more fuel to the bottom slot if required. Place your baked molds on the ground via Shift+Right click<br />
<br />
5. Once the crucible is baked, move it back from the right slot to the left slot inside the firepit. This will extend the dialog by 4 additional slots. These 4 slots can now hold your ores for smelting and alloying, once placed the ores will begin to heat up, and if the smelting temperature is reached, smelt. The smelting process is complete once the crucible jumped into the right slot.<br />
<br />
6. Pour your molten mix into the molds. Once the molten metal has cooled to below 20% it's melting point (usually around 200°C) you can take out your tools or ingots.<br />
<br />
7. Repeat this process for the tool mold of your desire. Later on you might want to acquire a hammer and and axe.<br />
<br />
Here is a video of the clay forming and smelting process<br />
<br />
<youtube>sAx5JxFjWyw</youtube><br />
<br />
<pre>Protip<br />
<br />
Other players can help you craft clay objects as long as they are also holding clay just like knapping. It also works for smithing with hammers.<br />
Using the 3x3 to place clay off the grid or on already placed clay doesn't use up any clay.<br />
The anvil mold takes a lot of clay and anvils can't be melted down. Furthermore, anvils only work for one metal tier higher so save yourself the work until you want to enter the iron age or want to craft saws, shears and scythes, which can't be cast.</pre><br />
<br />
== Entering the Late Copper Age ==<br />
<br />
Early copper age tool casting is easy and fun but prevents you from creating some of the more advanced tools and weapons, such as the saw, shears or the metal version of the spear.<br />
<br />
1. Again using the clayforming mechanic, build some [[Ingot Mold|ingot molds]] and a hammer mold and an anvil mold and burn them as before<br />
<br />
2. Cast yourself a copper hammer, a copper anvil and some ingots<br />
<br />
3. Craft a [[Forge|forge]]<br />
<br />
{{Grid/Crafting<br />
|A1=Cobble|B1=|C1=Cobble<br />
|A2=Cobble|B2=|C2=Cobble<br />
|A3=Cobble|B3=Cobble|C3=Cobble<br />
|Output=Forge}} <br />
<br />
4. Fill the [[Forge|forge]] with bituminous coal, lignite or charcoal and your desired metal ingots holding shift + right mouse click. Ignite with a torch.<br />
<br />
5. Once the [[Metal|metal]] is over 60% its melting point it can be worked. Take it from the [[Forge|forge]] and place it on the [[Anvil|anvil]]. This will open up a dialog allowing you to choose what to tool/weapon to craft<br />
<br />
6. Your goal is now to fill in the empty blue squares with [[Metal|metal]]. Hit 'F' with a [[Hammer|hammer]] in your hand to see your tool modes. The first mode spreads metal in all directions, the next 4 in a single direction and the last one removes a piece of metal. If your work item cools down too much you will need to reheat it on the forge.<br />
<br />
7. The [[Axe|axe]] currently requires 2 ingots, you can see the available amount of spreadable [[Metal|metal]] in the block info. Place another hot ingot on top of the work item for refilling.<br />
<br />
Here is a video of a complete smithing process<br />
<br />
<youtube>2h9is76yNgM</youtube><br />
<br />
<pre>Protip<br />
<br />
Some anvil recipes like the axe and shovel take more than one ingot if you smith it but only one if you cast it.</pre><br />
<br />
== Entering the bronze age ==<br />
<br />
Creating bronze works in the same way as when you create copper, however you will have to find some extra ingredients to create one of these 3 alloys. Mix them inside the crucible according to these ratios. Be aware that some ores contain fewer units of metal than others, as shown in the tooltip information.<br />
<br />
You will need to find the right ores, the prospecting pick can help you with that, see below.<br />
<br />
* Tin bronze: 88-92% copper, 8-12% tin. Has double durability than copper and quite strong<br />
* Bismuth bronze: 50-70% copper, 20-30% zinc and 10-20% bismuth. Is slightly higher durability than tin bronze but somewhat weaker (slightly less damage on swords, slightly less mining speeds)<br />
* Black bronze: 68-84% copper, 8-16% gold, 8-16% silver. Has the highest durability and strength of all bronze alloys.<br />
<br />
No worries though, you don't need to remember these numbers, you can also guess your way to them just by trial&error in the crucible. The firepit dialog will tell you if you got a valid combination.<br />
<br />
== Entering the iron age ==<br />
<br />
Iron tools will give you again a significant boost in strength and durability. <br />
<br />
* Make sure you have a bronze anvil, as you won't be able to smith iron tools on a copper anvil.<br />
* You will need to gather fire clay, make fire bricks, burn the firebricks in a fire pit and then build a bloomery base and chimney<br />
<br />
{{Grid/Crafting<br />
|A1=Fire Brick|B1=Fire Brick|C1=Fire Brick<br />
|A2=Fire Brick|B2=Fire Brick|C2=Fire Brick<br />
|A3=Fire Brick|B3=|C3=Fire Brick<br />
|Output=Bloomery|nobreak=y}}<br />
<br />
{{Grid/Crafting<br />
|A1=|B1=|C1=<br />
|A2=|B2=Fire Brick|C2=<br />
|A3=Fire Brick|B3=Fire Brick|C3=Fire Brick<br />
|Output=Bloomery Chimney}}<br />
<br />
* Place the base anywhere and the chimney on top<br />
* Sneak + Right click the base to add fuel and ore. It won't accept fuel whose burning temperature is too low. Bloomeries can smelt any ore actually, at a higher temperature than the fire pit, but cost significant quantities of fuel. It is currently the only method to smelt iron ore and quartz. <br />
* Sneak + Right click the base with a torch in hands to ignite the bloomery. Once the bloomery stopped smoking you have to break it to pieces in order to get to the goodies.<br />
<br />
<br />
Here's a video tutorial of it:<br><br />
<youtube>uKxRIix2aD0</youtube><br />
<br />
== Using A Prospecting Pick ==<br />
<br />
See [[Prospecting Pick#Usage|the prospecting pick page]].<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Asset_System&diff=2189Modding:Asset System2018-03-06T03:21:36Z<p>Milo: </p>
<hr />
<div>Vintage Story loads most of its game content from so called assets. Those can be found inside the <code>assets</code> directory inside your [[Vintagestory folder]]. Things such as blocks, items, world generation, recipes, etc. are all loaded from assets during startup.<br />
<br />
These assets are easily modifiable and using the integrated mod system you can easily add your own stuff without having to mess with coding. You can also read some [[Basic Modding Examples|examples]] to learn about what you can do with it.<br />
<br />
== Categories ==<br />
<br />
Here is an overview of categories:<br />
<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'><br />
<tr style='background-color: gray;'><br />
<th width='300' align='left'>Name</th><br />
<th width='200' align='left'>Affects Gameplay</th><br />
<th width='80' align='left'>Side Type</th><br />
<th align='left'>Usage</th><br />
</tr><br />
<tr><br />
<td><div class="tt" data-tt-id="root">AssetCategory</div></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_blocktypes" data-tt-parent="root">blocktypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_itemtypes" data-tt-parent="root">itemtypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_lang" data-tt-parent="root">lang</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Translation</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties" data-tt-parent="root">worldproperties</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_abstract" data-tt-parent="p_worldproperties">abstract</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_block" data-tt-parent="p_worldproperties">block</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_sounds" data-tt-parent="root">sounds</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Sounds</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes" data-tt-parent="root">shapes</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_block" data-tt-parent="p_shapes">block</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_entity" data-tt-parent="p_shapes">entity</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_item" data-tt-parent="p_shapes">item</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes" data-tt-parent="root">recipes</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for all kinds of machinery</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_alloy" data-tt-parent="p_recipes">alloy</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_grid" data-tt-parent="p_recipes">grid</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for Workbench</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_smithing" data-tt-parent="p_recipes">smithing</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen" data-tt-parent="root">worldgen</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_terrain" data-tt-parent="p_worldgen">terrain</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_tree" data-tt-parent="p_worldgen">tree</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_entity" data-tt-parent="root">entity</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaders" data-tt-parent="root">shaders</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaderincludes" data-tt-parent="root">shaderincludes</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures" data-tt-parent="root">textures</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_blocks" data-tt-parent="p_textures">block</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Block textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_items" data-tt-parent="p_textures">item</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Item textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_decal" data-tt-parent="p_textures">decal</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Decaltextures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_entities" data-tt-parent="p_textures">entities</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Entities textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_environment" data-tt-parent="p_textures">environment</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Environment textures (Sky, Moon, Sun, etc.)</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_gui" data-tt-parent="p_textures">gui</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Gui textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_hud" data-tt-parent="p_textures">hud</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Hud textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_particle" data-tt-parent="p_textures">particle</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Particle textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_music" data-tt-parent="root">music</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_dialog" data-tt-parent="root">dialog</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
</table><br />
<br />
<br />
= Domains =<br />
<br />
Domains are used to separate mod added content from the original one. Basically a domain is a prefix for any given code (identifier for item, block, etc.) or path (textures, sounds, etc.). VintageStory itself has its own prefix <code>game</code>.<br />
<br />
When [[Mod Packaging|packaging a mod]] you specify a domain by placing a directory inside the mod <code>assets</code> directory with all your mod assets inside. The name of your domain directory will be the "current domain" for all assets inside it. If no domain has been specified in an asset code the game will assume it is in the current domain, meaning you only have to add a domain prefix if you want to refer to something outside the current domain.<br />
<br />
For example, if you want to create a new block which uses the original leather texture, you would have to specify the domain (since your block has a different one). Instead of using <code>assets/textures/blocks/leather.png</code>, you would have add the prefix for the domain <code>game:assets/textures/blocks/leather.png</code>.<br />
<br />
<br />
== Overwriting assets ==<br />
<br />
There are no limitations to the system. So you can overwrite assets from Vintagestory itself by using the <code>game</code> domain folder.<br />
<br />
To overwrite the bed blocktype you can put your own json flie inside your mod zip archive with the following path: <code>assets/game/blocktypes/bed.json</code>. So Vintagestory will load your json file instead of the original one.<br />
<br />
Theme packs can only override assets that do not effect game mechanics, the other mod types can override any asset.<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Asset_System&diff=2188Modding:Asset System2018-03-06T03:20:38Z<p>Milo: </p>
<hr />
<div>Vintage Story loads most of its game content from so called assets. Those can be found inside the <code>assets</code> directory inside your [[Vintagestory folder]]. Things such as blocks, items, world generation, recipes, etc. are all loaded from assets during startup.<br />
<br />
These assets are easily modifiable and using the integrated mod system you can easily add your own stuff without having to mess with coding. You can also read some [[Basic Modding Examples|examples]] to learn about what you can do with it.<br />
<br />
== Categories ==<br />
<br />
Here is an overview of categories:<br />
<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'><br />
<tr style='background-color: gray;'><br />
<th width='300' align='left'>Name</th><br />
<th width='200' align='left'>Affects Gameplay</th><br />
<th width='80' align='left'>Side Type</th><br />
<th align='left'>Usage</th><br />
</tr><br />
<tr><br />
<td><div class="tt" data-tt-id="root">AssetCategory</div></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_blocktypes" data-tt-parent="root">blocktypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_itemtypes" data-tt-parent="root">itemtypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_lang" data-tt-parent="root">lang</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Translation</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties" data-tt-parent="root">worldproperties</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_abstract" data-tt-parent="p_worldproperties">abstract</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_block" data-tt-parent="p_worldproperties">block</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_sounds" data-tt-parent="root">sounds</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Sounds</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes" data-tt-parent="root">shapes</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_block" data-tt-parent="p_shapes">block</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_entity" data-tt-parent="p_shapes">entity</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_item" data-tt-parent="p_shapes">item</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes" data-tt-parent="root">recipes</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for all kinds of machinery</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_alloy" data-tt-parent="p_recipes">alloy</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_grid" data-tt-parent="p_recipes">grid</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for Workbench</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_smithing" data-tt-parent="p_recipes">smithing</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen" data-tt-parent="root">worldgen</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_terrain" data-tt-parent="p_worldgen">terrain</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_tree" data-tt-parent="p_worldgen">tree</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_entity" data-tt-parent="root">entity</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaders" data-tt-parent="root">shaders</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaderincludes" data-tt-parent="root">shaderincludes</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures" data-tt-parent="root">textures</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_blocks" data-tt-parent="p_textures">block</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Block textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_items" data-tt-parent="p_textures">item</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Item textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_decal" data-tt-parent="p_textures">decal</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Decaltextures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_entities" data-tt-parent="p_textures">entities</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Entities textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_environment" data-tt-parent="p_textures">environment</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Environment textures (Sky, Moon, Sun, etc.)</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_gui" data-tt-parent="p_textures">gui</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Gui textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_hud" data-tt-parent="p_textures">hud</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Hud textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_particle" data-tt-parent="p_textures">particle</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Particle textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_music" data-tt-parent="root">music</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_dialog" data-tt-parent="root">dialog</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
</table><br />
<br />
<br />
= Domains =<br />
<br />
Domains are used to separate mod added content from the original one. Basically a domain is a prefix for any given code (identifier for item, block, etc.) or path (textures, sounds, etc.). VintageStory itself has its own prefix <code>game</code>.<br />
<br />
When [[Mod Packaging|packaging a mod]] you specify a domain by placing a directory inside the mod <code>assets</code> directory with all your mod assets inside. The name of your domain directory will be the "current domain" for all assets inside it. If no domain has been specified in an asset code the game will assume it is in the current domain, meaning you only have to add a domain prefix if you want to refer to something outside the current domain.<br />
<br />
So if you want to create a new block which uses the original leather texture, you would have to specify the domain (since your block has a different one). So instead of using <code>assets/textures/blocks/leather.png</code>, you would have add the prefix for the domain <code>game:assets/textures/blocks/leather.png</code>.<br />
<br />
<br />
== Overwriting assets ==<br />
<br />
There are no limitations to the system. So you can overwrite assets from Vintagestory itself by using the <code>game</code> domain folder.<br />
<br />
To overwrite the bed blocktype you can put your own json flie inside your mod zip archive with the following path: <code>assets/game/blocktypes/bed.json</code>. So Vintagestory will load your json file instead of the original one.<br />
<br />
Theme packs can only override assets that do not effect game mechanics, the other mod types can override any asset.<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Asset_System&diff=2187Modding:Asset System2018-03-06T03:19:48Z<p>Milo: </p>
<hr />
<div>Vintage Story loads most of its game content from so called assets. Those can be found inside the <code>assets</code> directory inside your [[Vintagestory folder]]. Things such as blocks, items, world generation, recipes, etc. are all loaded from assets during startup.<br />
<br />
These assets are easily modifiable and using the integrated mod system you can easily add your own stuff without having to mess with coding. You can also read some [[Basic Modding Examples|examples]] to learn about what you can do with it.<br />
<br />
== Categories ==<br />
<br />
Here is an overview of categories:<br />
<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'><br />
<tr style='background-color: gray;'><br />
<th width='300' align='left'>Name</th><br />
<th width='200' align='left'>Affects Gameplay</th><br />
<th width='80' align='left'>Side Type</th><br />
<th align='left'>Usage</th><br />
</tr><br />
<tr><br />
<td><div class="tt" data-tt-id="root">AssetCategory</div></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_blocktypes" data-tt-parent="root">blocktypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_itemtypes" data-tt-parent="root">itemtypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_lang" data-tt-parent="root">lang</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Translation</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties" data-tt-parent="root">worldproperties</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_abstract" data-tt-parent="p_worldproperties">abstract</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_block" data-tt-parent="p_worldproperties">block</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_sounds" data-tt-parent="root">sounds</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Sounds</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes" data-tt-parent="root">shapes</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_block" data-tt-parent="p_shapes">block</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_entity" data-tt-parent="p_shapes">entity</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_item" data-tt-parent="p_shapes">item</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes" data-tt-parent="root">recipes</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for all kinds of machinery</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_alloy" data-tt-parent="p_recipes">alloy</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_grid" data-tt-parent="p_recipes">grid</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for Workbench</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_smithing" data-tt-parent="p_recipes">smithing</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen" data-tt-parent="root">worldgen</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_terrain" data-tt-parent="p_worldgen">terrain</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_tree" data-tt-parent="p_worldgen">tree</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_entity" data-tt-parent="root">entity</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaders" data-tt-parent="root">shaders</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaderincludes" data-tt-parent="root">shaderincludes</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures" data-tt-parent="root">textures</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_blocks" data-tt-parent="p_textures">block</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Block textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_items" data-tt-parent="p_textures">item</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Item textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_decal" data-tt-parent="p_textures">decal</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Decaltextures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_entities" data-tt-parent="p_textures">entities</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Entities textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_environment" data-tt-parent="p_textures">environment</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Environment textures (Sky, Moon, Sun, etc.)</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_gui" data-tt-parent="p_textures">gui</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Gui textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_hud" data-tt-parent="p_textures">hud</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Hud textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_particle" data-tt-parent="p_textures">particle</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Particle textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_music" data-tt-parent="root">music</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_dialog" data-tt-parent="root">dialog</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
</table><br />
<br />
<br />
= Domains =<br />
<br />
Domains are used to separate mod added content from the original one. Basically a domain is a prefix for any given code (identifier for item, block, etc.) or path (textures, sounds, etc.). VintageStory itself has its own prefix <code>game</code>.<br />
<br />
When [[Mod Packaging|packaging a mod]] you specify a domain by placing a directory inside the mod <code>assets</code> directory with all your mod assets inside. The name of your domain directory will be the "current domain" for all assets inside it. If no domain has been specified in an asset code the game will assume it is in the current domain. Meaning you only have to add a domain prefix if you want to refer to something outside the current domain.<br />
<br />
So if you want to create a new block which uses the original leather texture, you would have to specify the domain (since your block has a different one). So instead of using <code>assets/textures/blocks/leather.png</code>, you would have add the prefix for the domain <code>game:assets/textures/blocks/leather.png</code>.<br />
<br />
<br />
== Overwriting assets ==<br />
<br />
There are no limitations to the system. So you can overwrite assets from Vintagestory itself by using the <code>game</code> domain folder.<br />
<br />
To overwrite the bed blocktype you can put your own json flie inside your mod zip archive with the following path: <code>assets/game/blocktypes/bed.json</code>. So Vintagestory will load your json file instead of the original one.<br />
<br />
Theme packs can only override assets that do not effect game mechanics, the other mod types can override any asset.<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Mod_Packaging&diff=2186Modding:Mod Packaging2018-03-06T03:17:19Z<p>Milo: Added basic mod install instructions.</p>
<hr />
<div>== Zip Files ==<br />
<br />
To make your mod easy to install and use, it should be packed into a [https://en.wikipedia.org/wiki/Zip_(file_format) zip file]. Any assets (images, .json files, etc) go in a "assets" directory in the root of the zip, any C# DLLs (and optionally, PDB files) go directly into the zip file root as well.<br />
<br />
Please note that if you have a code mod that has no assets (AKA, your mod is a single C# DLL), it is possible to ship the bare DLL without packing it into a zip. This is not really a good idea though, as when distributed this way it is hard to include a PDB file and downloading DLLs directly in Windows can lead to issues with your mod failing to load due to security policies applied to files downloaded from the internet.<br />
<br />
<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'><br />
<tr style='background-color: gray;'><br />
<th width='500px' align='left'>Zip File Structure</th><br />
</tr><br />
<tr><br />
<td><div class="tt" data-tt-id="root">.zip File</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="modinfo.json" data-tt-parent="root">modinfo.json</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="modicon.png" data-tt-parent="root">modicon.png</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="assets" data-tt-parent="root">assets</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="your-domain" data-tt-parent="assets">your-domain</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="stuff" data-tt-parent="your-domain">See the tree in [[The Asset System]]</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="dll" data-tt-parent="root">DLLs, .pdb files, or .cs files</div></td><br />
</tr><br />
</table><br />
<br />
<br />
== Info file ==<br />
<br />
Every zip-file mod requires a <code>modinfo.json</code> inside the root directory of the archive. Otherwise the entire mod will be ignored. This info file specifies what kind of mod it is, its name, author, etc.<br />
<br />
An example of a theme pack info file (<code>modinfo.json</code>):<br />
<syntaxhighlight lang=json><br />
{<br />
"type": "content",<br />
"name": "My Example Content Mod",<br />
"description" : "This is an example mod, which does nothing",<br />
"author": "CreativeMD",<br />
"version": "1.0",<br />
"gameversions": [ "1.5.0.3+" ],<br />
"website": "http://example.com"<br />
}<br />
</syntaxhighlight><br />
<br />
----<br />
<br />
<syntaxhighlight lang=json><br />
"type": "content",<br />
</syntaxhighlight><br />
<br />
Besides <code>"type": "content"</code>, there is also <code>"type": "theme"</code> and <code>"type": "code"</code>.<br />
<br />
* <code>"type": "content"</code>: Defines this mod as being a '''Content Mod'''. Content Mods cannot contain any C# code (if it does they will be ignored).<br />
* <code>"type": "theme"</code>: Defines this mod as being a '''Theme Pack'''. Theme Packs cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no C# code will be loaded.<br />
* <code>"type": "code"</code>: Defines this mod as being a '''Code Mod'''. Code Mods are the same as a Content Mods, except they can also load C# code to do things that are not possible with JSON.<br />
<br />
<syntaxhighlight lang=json><br />
"gameversions": [ "1.5.0.3+" ],<br />
</syntaxhighlight><br />
<br />
Means it requires at least VintageStory v1.5.0.3 or a newer version.<br />
<br />
<br />
== Icon ==<br />
<br />
The file <code>modicon.png</code> (if it exists) will be used and shown in the mod manager menu.<br />
<br />
[[File:Example Mod.png]]<br />
<br />
<br />
== Distribution and Installation ==<br />
<br />
To install a mod simply place the zip file in the <code>Mods</code> directory in your [[Vintagestory folder|Vintagestory directory]].<br />
<br />
Feel free to share your creation in our [https://www.vintagestory.at/forums/forum/17-modifications/ forums]. We would love to see what you come up with!<br />
<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Asset_System&diff=2185Modding:Asset System2018-03-06T03:14:49Z<p>Milo: Fixed up the stuff about domains so it is hopefully clearer, and removed some things that belong elsewhere.</p>
<hr />
<div>Vintage Story loads most of its game content from so called assets. Those can be found inside the <code>assets</code> directory inside your [[Vintagestory folder]]. Things such as blocks, items, world generation, recipes, etc. are all loaded from assets during startup.<br />
<br />
These assets are easily modifiable and using the integrated mod system you can easily add your own stuff without having to mess with coding. You can also read some [[Basic Modding Examples|examples]] to learn about what you can do with it.<br />
<br />
== Categories ==<br />
<br />
Here is an overview of categories:<br />
<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'><br />
<tr style='background-color: gray;'><br />
<th width='300' align='left'>Name</th><br />
<th width='200' align='left'>Affects Gameplay</th><br />
<th width='80' align='left'>Side Type</th><br />
<th align='left'>Usage</th><br />
</tr><br />
<tr><br />
<td><div class="tt" data-tt-id="root">AssetCategory</div></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_blocktypes" data-tt-parent="root">blocktypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_itemtypes" data-tt-parent="root">itemtypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_lang" data-tt-parent="root">lang</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Translation</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties" data-tt-parent="root">worldproperties</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_abstract" data-tt-parent="p_worldproperties">abstract</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_block" data-tt-parent="p_worldproperties">block</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_sounds" data-tt-parent="root">sounds</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Sounds</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes" data-tt-parent="root">shapes</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_block" data-tt-parent="p_shapes">block</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_entity" data-tt-parent="p_shapes">entity</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_item" data-tt-parent="p_shapes">item</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes" data-tt-parent="root">recipes</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for all kinds of machinery</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_alloy" data-tt-parent="p_recipes">alloy</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_grid" data-tt-parent="p_recipes">grid</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for Workbench</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_smithing" data-tt-parent="p_recipes">smithing</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen" data-tt-parent="root">worldgen</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_terrain" data-tt-parent="p_worldgen">terrain</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_tree" data-tt-parent="p_worldgen">tree</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_entity" data-tt-parent="root">entity</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaders" data-tt-parent="root">shaders</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaderincludes" data-tt-parent="root">shaderincludes</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures" data-tt-parent="root">textures</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_blocks" data-tt-parent="p_textures">block</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Block textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_items" data-tt-parent="p_textures">item</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Item textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_decal" data-tt-parent="p_textures">decal</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Decaltextures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_entities" data-tt-parent="p_textures">entities</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Entities textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_environment" data-tt-parent="p_textures">environment</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Environment textures (Sky, Moon, Sun, etc.)</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_gui" data-tt-parent="p_textures">gui</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Gui textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_hud" data-tt-parent="p_textures">hud</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Hud textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_particle" data-tt-parent="p_textures">particle</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Particle textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_music" data-tt-parent="root">music</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_dialog" data-tt-parent="root">dialog</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
</table><br />
<br />
<br />
= Domains =<br />
<br />
Domains are used to separate mod added content from the original one. Basically a domain is a prefix for any given code (identifier for item, block, etc.) or path (textures, sounds, etc.). VintageStory itself has its own prefix <code>game</code>.<br />
<br />
When [[Mod Packaging|making a mod]] you specify a domain by placing a directory inside the mod <code>assets</code> directory with all your mod assets inside. The name of your domain directory will be the "current domain" for all assets inside it. If no domain has been specified in an asset code the game will assume it is in the current domain. Meaning you only have to add a domain prefix if you want to refer to something outside the current domain.<br />
<br />
So if you want to create a new block which uses the original leather texture, you would have to specify the domain (since your block has a different one). So instead of using <code>assets/textures/blocks/leather.png</code>, you would have add the prefix for the domain <code>game:assets/textures/blocks/leather.png</code>.<br />
<br />
<br />
== Overwriting assets ==<br />
<br />
There are no limitations to the system. So you can overwrite assets from Vintagestory itself by using the <code>game</code> domain folder.<br />
<br />
To overwrite the bed blocktype you can put your own json flie inside your mod zip archive with the following path: <code>assets/game/blocktypes/bed.json</code>. So Vintagestory will load your json file instead of the original one.<br />
<br />
Theme packs can only override assets that do not effect game mechanics, the other mod types can override any asset.<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Asset_System&diff=2184Modding:Asset System2018-03-06T03:03:11Z<p>Milo: Wiped redundant "Overwriting assets" heading.</p>
<hr />
<div>Vintage Story loads most of its game content from so called assets. Those can be found inside the <code>assets</code> directory inside your [[Vintagestory folder]]. Things such as blocks, items, world generation, recipes, etc. are all loaded from assets during startup.<br />
<br />
These assets are easily modifiable and using the integrated mod system you can easily add your own stuff without having to mess with coding. You can also read some [[Basic Modding Examples|examples]] to learn about what you can do with it.<br />
<br />
== Categories ==<br />
<br />
Here is an overview of categories:<br />
<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'><br />
<tr style='background-color: gray;'><br />
<th width='300' align='left'>Name</th><br />
<th width='200' align='left'>Affects Gameplay</th><br />
<th width='80' align='left'>Side Type</th><br />
<th align='left'>Usage</th><br />
</tr><br />
<tr><br />
<td><div class="tt" data-tt-id="root">AssetCategory</div></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_blocktypes" data-tt-parent="root">blocktypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_itemtypes" data-tt-parent="root">itemtypes</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td>Items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_lang" data-tt-parent="root">lang</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Translation</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties" data-tt-parent="root">worldproperties</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_abstract" data-tt-parent="p_worldproperties">abstract</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldproperties_block" data-tt-parent="p_worldproperties">block</div></td><br />
<td>true</td><br />
<td>universal</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_sounds" data-tt-parent="root">sounds</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Sounds</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes" data-tt-parent="root">shapes</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_block" data-tt-parent="p_shapes">block</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for blocks</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_entity" data-tt-parent="p_shapes">entity</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shapes_item" data-tt-parent="p_shapes">item</div></td><br />
<td>false</td><br />
<td>universal</td><br />
<td>Shapes for items</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes" data-tt-parent="root">recipes</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for all kinds of machinery</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_alloy" data-tt-parent="p_recipes">alloy</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_grid" data-tt-parent="p_recipes">grid</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Recipes for Workbench</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_recipes_smithing" data-tt-parent="p_recipes">smithing</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen" data-tt-parent="root">worldgen</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_terrain" data-tt-parent="p_worldgen">terrain</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_worldgen_tree" data-tt-parent="p_worldgen">tree</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_entity" data-tt-parent="root">entity</div></td><br />
<td>true</td><br />
<td>server only</td><br />
<td>Entities</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaders" data-tt-parent="root">shaders</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_shaderincludes" data-tt-parent="root">shaderincludes</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures" data-tt-parent="root">textures</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_blocks" data-tt-parent="p_textures">block</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Block textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_items" data-tt-parent="p_textures">item</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Item textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_decal" data-tt-parent="p_textures">decal</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Decaltextures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_entities" data-tt-parent="p_textures">entities</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Entities textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_environment" data-tt-parent="p_textures">environment</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Environment textures (Sky, Moon, Sun, etc.)</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_gui" data-tt-parent="p_textures">gui</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Gui textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_hud" data-tt-parent="p_textures">hud</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Hud textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_textures_particle" data-tt-parent="p_textures">particle</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td>Particle textures</td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_music" data-tt-parent="root">music</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="p_dialog" data-tt-parent="root">dialog</div></td><br />
<td>false</td><br />
<td>client only</td><br />
<td></td><br />
</tr><br />
</table><br />
<br />
= Domains =<br />
<br />
Domains are used to separate mod added content from the original one. Basically a domain is a prefix for any given code (identifier for item, block, etc.) or path (textures, sounds, etc.). VintageStory itself has its own prefix <code>game</code>.<br />
<br />
So if you want to create a new block, which uses the original leather texture, you would have to specify the domain (since your block has a different one). So instead of using <code>assets/textures/blocks/leather.png</code>, you would have add the prefix for the domain <code>game:assets/textures/blocks/leather.png</code>.<br />
<br />
If no domain has been specified it will refer to the current domain. Meaning you only have to add a domain prefix if you want to refer to something outside the current domain.<br />
<br />
= Mods =<br />
<br />
A mod (most likely a zip file) can be installed by copying the file in your Mods directory inside your [[Vintagestory folder]].<br />
<br />
== Creating your own domain ==<br />
<br />
In order to make the game load your own assets, you have to create a zip file, which has to have a similar structure as the assets folder of Vintagestory. The only difference is the domain folder, which is located below the assets directory and allows you to either create a new domain or refer to existing ones.<br />
If you want to create a new block for example you can use your own domain <code>assets/mymoddomain/blocktypes/myblock.json</code>. In this case the folder <code>mymoddomain</code> specifies the domain and therefore the code of the added block will be <code>mymoddomain:myblock</code>.<br />
<br />
== Overwriting assets ==<br />
<br />
There are no limitations to the system. So you can overwrite assets from Vintagestory itself by using the <code>game</code> domain folder.<br />
<br />
To overwrite the bed blocktype you can put your own json flie inside your mod zip archive with the following path: <code>assets/game/blocktypes/bed.json</code>. So Vintagestory will load your json file instead of the original one.<br />
<br />
Theme packs can only override assets that do not effect game mechanics, the other mod types can override any asset.<br />
<br />
= Themepacks =<br />
<br />
You can install a themepack by copying the file into the Themepacks directory inside your [[Vintagestory folder]].<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Mod_Packaging&diff=2183Modding:Mod Packaging2018-03-06T03:00:57Z<p>Milo: Tweaked the explanations of the different mod types.</p>
<hr />
<div>== Zip Files ==<br />
<br />
To make your mod easy to install and use, it should be packed into a [https://en.wikipedia.org/wiki/Zip_(file_format) zip file]. Any assets (images, .json files, etc) go in a "assets" directory in the root of the zip, any C# DLLs (and optionally, PDB files) go directly into the zip file root as well.<br />
<br />
Please note that if you have a code mod that has no assets (AKA, your mod is a single C# DLL), it is possible to ship the bare DLL without packing it into a zip. This is not really a good idea though, as when distributed this way it is hard to include a PDB file and downloading DLLs directly in Windows can lead to issues with your mod failing to load due to security policies applied to files downloaded from the internet.<br />
<br />
<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'><br />
<tr style='background-color: gray;'><br />
<th width='500px' align='left'>Zip File Structure</th><br />
</tr><br />
<tr><br />
<td><div class="tt" data-tt-id="root">.zip File</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="modinfo.json" data-tt-parent="root">modinfo.json</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="modicon.png" data-tt-parent="root">modicon.png</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="assets" data-tt-parent="root">assets</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="your-domain" data-tt-parent="assets">your-domain</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="stuff" data-tt-parent="your-domain">See the tree in [[The Asset System]]</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="dll" data-tt-parent="root">DLLs, .pdb files, or .cs files</div></td><br />
</tr><br />
</table><br />
<br />
== Info file ==<br />
<br />
Every zip-file mod requires a <code>modinfo.json</code> inside the root directory of the archive. Otherwise the entire mod will be ignored. This info file specifies what kind of mod it is, its name, author, etc.<br />
<br />
An example of a theme pack info file (<code>modinfo.json</code>):<br />
<syntaxhighlight lang=json><br />
{<br />
"type": "content",<br />
"name": "My Example Content Mod",<br />
"description" : "This is an example mod, which does nothing",<br />
"author": "CreativeMD",<br />
"version": "1.0",<br />
"gameversions": [ "1.5.0.3+" ],<br />
"website": "http://example.com"<br />
}<br />
</syntaxhighlight><br />
<br />
----<br />
<br />
<syntaxhighlight lang=json><br />
"type": "content",<br />
</syntaxhighlight><br />
<br />
Besides <code>"type": "content"</code>, there is also <code>"type": "theme"</code> and <code>"type": "code"</code>.<br />
<br />
* <code>"type": "content"</code>: Defines this mod as being a '''Content Mod'''. Content Mods cannot contain any C# code (if it does they will be ignored).<br />
* <code>"type": "theme"</code>: Defines this mod as being a '''Theme Pack'''. Theme Packs cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no C# code will be loaded.<br />
* <code>"type": "code"</code>: Defines this mod as being a '''Code Mod'''. Code Mods are the same as a Content Mods, except they can also load C# code to do things that are not possible with JSON.<br />
<br />
<syntaxhighlight lang=json><br />
"gameversions": [ "1.5.0.3+" ],<br />
</syntaxhighlight><br />
<br />
Means it requires at least VintageStory v1.5.0.3 or a newer version.<br />
<br />
== Icon ==<br />
<br />
The file <code>modicon.png</code> (if it exists) will be used and shown in the mod manager menu.<br />
<br />
[[File:Example Mod.png]]<br />
<br />
== Distribution ==<br />
<br />
Feel free to share your creation in our [https://www.vintagestory.at/forums/forum/17-modifications/ forums]. We would love to see what you come up with.<br />
<br />
<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Mod_Packaging&diff=2182Modding:Mod Packaging2018-03-06T02:06:45Z<p>Milo: Added a tree view to visualize how the zip is structured.</p>
<hr />
<div>== Zip Files ==<br />
<br />
To make your mod easy to install and use, it should be packed into a [https://en.wikipedia.org/wiki/Zip_(file_format) zip file]. Any assets (images, .json files, etc) go in a "assets" directory in the root of the zip, any C# DLLs (and optionally, PDB files) go directly into the zip file root as well.<br />
<br />
Please note that if you have a code mod that has no assets (AKA, your mod is a single C# DLL), it is possible to ship the bare DLL without packing it into a zip. This is not really a good idea though, as when distributed this way it is hard to include a PDB file and downloading DLLs directly in Windows can lead to issues with your mod failing to load due to security policies applied to files downloaded from the internet.<br />
<br />
<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'><br />
<tr style='background-color: gray;'><br />
<th width='500px' align='left'>Zip File Structure</th><br />
</tr><br />
<tr><br />
<td><div class="tt" data-tt-id="root">.zip File</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="modinfo.json" data-tt-parent="root">modinfo.json</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="modicon.png" data-tt-parent="root">modicon.png</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="assets" data-tt-parent="root">assets</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="your-domain" data-tt-parent="assets">your-domain</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="stuff" data-tt-parent="your-domain">See the tree in [[The Asset System]]</div></td><br />
</tr><br />
<tr><br />
<td scope="row"><div class="tt" data-tt-id="dll" data-tt-parent="root">DLLs, .pdb files, or .cs files</div></td><br />
</tr><br />
</table><br />
<br />
== Info file ==<br />
<br />
Every zip-file mod requires a <code>modinfo.json</code> inside the root directory of the archive. Otherwise the entire mod will be ignored. This info file specifies what kind of mod it is, its name, author, etc.<br />
<br />
An example of a theme pack info file (<code>modinfo.json</code>):<br />
<syntaxhighlight lang=json><br />
{<br />
"type": "content",<br />
"name": "My Example Content Mod",<br />
"description" : "This is an example mod, which does nothing",<br />
"author": "CreativeMD",<br />
"version": "1.0",<br />
"gameversions": [ "1.5.0.3+" ],<br />
"website": "http://example.com"<br />
}<br />
</syntaxhighlight><br />
<br />
----<br />
<br />
<syntaxhighlight lang=json><br />
"type": "content",<br />
</syntaxhighlight><br />
<br />
Besides <code>"type": "content"</code>, there is also <code>"type": "theme"</code> and <code>"type": "code"</code>.<br />
<br />
* <code>"type": "content"</code>: Defines this mod as being a '''ContentMod'''. Therefore it cannot any scripts or mod classes (it might contain some, but they will be ignored).<br />
* <code>"type": "theme"</code>: Defines this mod as being a '''ThemePack'''. Therefore it cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no scripts or mod classes will be loaded.<br />
* <code>"type": "code"</code>: Defines this mod as being a '''CodeMod'''. This is the same as a ContentMod, except it can also load C# code to do things that are not possible with JSON.<br />
<br />
<syntaxhighlight lang=json><br />
"gameversions": [ "1.5.0.3+" ],<br />
</syntaxhighlight><br />
<br />
Means it requires at least VintageStory v1.5.0.3 or a newer version.<br />
<br />
== Icon ==<br />
<br />
The file <code>modicon.png</code> (if it exists) will be used and shown in the mod manager menu.<br />
<br />
[[File:Example Mod.png]]<br />
<br />
== Distribution ==<br />
<br />
Feel free to share your creation in our [https://www.vintagestory.at/forums/forum/17-modifications/ forums]. We would love to see what you come up with.<br />
<br />
<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Main_Page&diff=2148Main Page2018-03-05T07:06:43Z<p>Milo: </p>
<hr />
<div><div style="text-align:center;"></div><br />
{{Wiki/style_borderless|title=yes|content=<br />
<div style="font-size: 200%; padding: 0.1em;">[[File:GameLogoBanner.png|center|900px]]</div><br />
<div style="font-size: 95%;">The official Wiki of Vintage Story</div><br />
<div style="font-size: 85%;">We currently have [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles.</div><br />
}}<br />
{| style="width: 100%; margin: -2px;"<br />
{{Wiki/style_wide|span=2|css=width: 66%;|header=|content=<br />
<br />
<span style="font-size: 130%;">Vintage Story</span> is a game about innovation and exploration. It thrusts the player into a carefully-generated semi-autonomous world and challenges them to survive and overcome the natural and unknown threats of their new home. Intrepid players who accept this challenge will find themselves rewarded with mechanics that respects their intelligence and allows for tangible, realistic invention. In addition, they’ll find a world with its own character and a deep, interconnected narrative within it. It aims to reach the next level of quality in the voxel sandbox genre, as we, a small dedicated team, relentlessly expand it with story elements, more creation tools and survival elements.<br />
<br />
For more details have a look at the [https://www.vintagestory.at/home/vision.html/ Vision], [https://www.vintagestory.at/features/overview.html/ Features] and [https://www.vintagestory.at/news.html/ News] page.<br />
<br />
If you would like to contribute to the wiki, feel free to request access on the [https://www.vintagestory.at/forums/ Forums]<br />
}}<br />
<br />
{{Wiki/style|header=How to get the game|content=<br />
# [https://www.vintagestory.at/ Purchase the game on vintagestory.at]<br />
# [http://account.vintagestory.at/ Download the installer from account.vintagestory.at]<br />
# Open. Click next, next, next, next and next, then Enjoy!<br />
}}<br />
<br />
|-<br />
<br />
{{Wiki/style_tall|span=1|header=Survival Mode|content=<br />
;[[Starter Guide]]<br />
;[[Crafting Recipes]]<br />
;[[Farming]]<br />
;[[Ore Deposits|Mining]]<br />
;[[Mobs]]<br />
}}<br />
<br />
{{Wiki/style_tall|span=1|header=Creative Mode|content=<br />
;[[Creative Starter Guide|Starter Guide]]<br />
;[[How to use WorldEdit]]<br />
;[[Cinematic Camera]]<br />
;[[Adjustable FPS Video Recording]]<br />
}}<br />
<br />
<br />
{{Wiki/style_tall|span=1|header=Server Administration|content=<br />
<b><br />
;[[List of Chat Commands]]<br />
;[[Setting up a Multiplayer Server]]<br />
;[[Updating Old Worlds]]<br />
<br />
</b>}}<br />
<br />
|-<br />
<br />
{{Wiki/style|span=1|header=Theme Pack Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Theme Pack|Overview]]<br />
:[[The Asset System]]<br />
:[[VS Model Creator|Model Creator]]<br />
</b>}}<br />
<br />
{{Wiki/style|span=1|header=Game Content Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Basic Modding|The Asset System]]<br />
:[[Basic Modding Examples|Mod Examples]]<br />
;Block<br />
:[[Basic Block]] ([[Basic Block#Custom Shapes|Custom Shapes]])<br />
:[[Block Json Properties|Property Overview]]<br />
;Item<br />
:[[Basic Item]]<br />
:[[Item Json Properties|Property Overview]]<br />
;Entity<br />
:TODO<br />
;World Generation<br />
:[[WorldGen Configuration]]<br />
;Miscellaneous<br />
:[[Creating Recipes|Recipes]]<br />
;Release<br />
:[[Mod Packaging]]<br />
</b>}}<br />
<br />
<br />
<br />
{{Wiki/style|span=1|header=Code Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Advanced Modding|Setup Windows Dev Environment]] or<br />
:[[Advanced Modding (Mono)|Setup Linux Dev Environment]]<br />
;Game Objects<br />
:[[Advanced Blocks|The Block Class]]<br />
:[[Block Entity|Block Entities]]<br />
:[[Adding Block Behavior|Block Behaviors]]<br />
:[[Advanced Items|The Item Class]]<br />
:[[Block/ Item Interactions]]<br />
;API<br />
:[[WorldGen API|WorldGen API]]<br />
:[[Particles]]<br />
:[[World Access]]<br />
:[[Rendering API|Shaders and Renderers]]<br />
</b>}}<br />
<br />
|}</div>Milohttps://wiki.vintagestory.at/index.php?title=Main_Page&diff=2147Main Page2018-03-05T07:06:24Z<p>Milo: "Game Content Mod" is a redirect to the main "Mod Packaging" page. Use the new name for less confusion.</p>
<hr />
<div><div style="text-align:center;"></div><br />
{{Wiki/style_borderless|title=yes|content=<br />
<div style="font-size: 200%; padding: 0.1em;">[[File:GameLogoBanner.png|center|900px]]</div><br />
<div style="font-size: 95%;">The official Wiki of Vintage Story</div><br />
<div style="font-size: 85%;">We currently have [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles.</div><br />
}}<br />
{| style="width: 100%; margin: -2px;"<br />
{{Wiki/style_wide|span=2|css=width: 66%;|header=|content=<br />
<br />
<span style="font-size: 130%;">Vintage Story</span> is a game about innovation and exploration. It thrusts the player into a carefully-generated semi-autonomous world and challenges them to survive and overcome the natural and unknown threats of their new home. Intrepid players who accept this challenge will find themselves rewarded with mechanics that respects their intelligence and allows for tangible, realistic invention. In addition, they’ll find a world with its own character and a deep, interconnected narrative within it. It aims to reach the next level of quality in the voxel sandbox genre, as we, a small dedicated team, relentlessly expand it with story elements, more creation tools and survival elements.<br />
<br />
For more details have a look at the [https://www.vintagestory.at/home/vision.html/ Vision], [https://www.vintagestory.at/features/overview.html/ Features] and [https://www.vintagestory.at/news.html/ News] page.<br />
<br />
If you would like to contribute to the wiki, feel free to request access on the [https://www.vintagestory.at/forums/ Forums]<br />
}}<br />
<br />
{{Wiki/style|header=How to get the game|content=<br />
# [https://www.vintagestory.at/ Purchase the game on vintagestory.at]<br />
# [http://account.vintagestory.at/ Download the installer from account.vintagestory.at]<br />
# Open. Click next, next, next, next and next, then Enjoy!<br />
}}<br />
<br />
|-<br />
<br />
{{Wiki/style_tall|span=1|header=Survival Mode|content=<br />
;[[Starter Guide]]<br />
;[[Crafting Recipes]]<br />
;[[Farming]]<br />
;[[Ore Deposits|Mining]]<br />
;[[Mobs]]<br />
}}<br />
<br />
{{Wiki/style_tall|span=1|header=Creative Mode|content=<br />
;[[Creative Starter Guide|Starter Guide]]<br />
;[[How to use WorldEdit]]<br />
;[[Cinematic Camera]]<br />
;[[Adjustable FPS Video Recording]]<br />
}}<br />
<br />
<br />
{{Wiki/style_tall|span=1|header=Server Administration|content=<br />
<b><br />
;[[List of Chat Commands]]<br />
;[[Setting up a Multiplayer Server]]<br />
;[[Updating Old Worlds]]<br />
<br />
</b>}}<br />
<br />
|-<br />
<br />
{{Wiki/style|span=1|header=Theme Pack Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Theme Pack|Overview]]<br />
:[[The Asset System]]<br />
:[[VS Model Creator|Model Creator]]<br />
</b>}}<br />
<br />
{{Wiki/style|span=1|header=Game Content Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Basic Modding|The Asset System]]<br />
:[[Basic Modding Examples|Mod Examples]]<br />
;Block<br />
:[[Basic Block]] ([[Basic Block#Custom Shapes|Custom Shapes]])<br />
:[[Block Json Properties|Property Overview]]<br />
;Item<br />
:[[Basic Item]]<br />
:[[Item Json Properties|Property Overview]]<br />
;Entity<br />
:TODO<br />
;World Generation<br />
:[[WorldGen Configuration]]<br />
;Miscellaneous<br />
:[[Creating Recipes|Recipes]]<br />
;Release<br />
:[[Mod_Packaging]]<br />
</b>}}<br />
<br />
<br />
<br />
{{Wiki/style|span=1|header=Code Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Advanced Modding|Setup Windows Dev Environment]] or<br />
:[[Advanced Modding (Mono)|Setup Linux Dev Environment]]<br />
;Game Objects<br />
:[[Advanced Blocks|The Block Class]]<br />
:[[Block Entity|Block Entities]]<br />
:[[Adding Block Behavior|Block Behaviors]]<br />
:[[Advanced Items|The Item Class]]<br />
:[[Block/ Item Interactions]]<br />
;API<br />
:[[WorldGen API|WorldGen API]]<br />
:[[Particles]]<br />
:[[World Access]]<br />
:[[Rendering API|Shaders and Renderers]]<br />
</b>}}<br />
<br />
|}</div>Milohttps://wiki.vintagestory.at/index.php?title=Main_Page&diff=2146Main Page2018-03-05T07:04:50Z<p>Milo: The "Theme Pack" page has nothing to do with Releasing anymore, it is but a simple overview.</p>
<hr />
<div><div style="text-align:center;"></div><br />
{{Wiki/style_borderless|title=yes|content=<br />
<div style="font-size: 200%; padding: 0.1em;">[[File:GameLogoBanner.png|center|900px]]</div><br />
<div style="font-size: 95%;">The official Wiki of Vintage Story</div><br />
<div style="font-size: 85%;">We currently have [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles.</div><br />
}}<br />
{| style="width: 100%; margin: -2px;"<br />
{{Wiki/style_wide|span=2|css=width: 66%;|header=|content=<br />
<br />
<span style="font-size: 130%;">Vintage Story</span> is a game about innovation and exploration. It thrusts the player into a carefully-generated semi-autonomous world and challenges them to survive and overcome the natural and unknown threats of their new home. Intrepid players who accept this challenge will find themselves rewarded with mechanics that respects their intelligence and allows for tangible, realistic invention. In addition, they’ll find a world with its own character and a deep, interconnected narrative within it. It aims to reach the next level of quality in the voxel sandbox genre, as we, a small dedicated team, relentlessly expand it with story elements, more creation tools and survival elements.<br />
<br />
For more details have a look at the [https://www.vintagestory.at/home/vision.html/ Vision], [https://www.vintagestory.at/features/overview.html/ Features] and [https://www.vintagestory.at/news.html/ News] page.<br />
<br />
If you would like to contribute to the wiki, feel free to request access on the [https://www.vintagestory.at/forums/ Forums]<br />
}}<br />
<br />
{{Wiki/style|header=How to get the game|content=<br />
# [https://www.vintagestory.at/ Purchase the game on vintagestory.at]<br />
# [http://account.vintagestory.at/ Download the installer from account.vintagestory.at]<br />
# Open. Click next, next, next, next and next, then Enjoy!<br />
}}<br />
<br />
|-<br />
<br />
{{Wiki/style_tall|span=1|header=Survival Mode|content=<br />
;[[Starter Guide]]<br />
;[[Crafting Recipes]]<br />
;[[Farming]]<br />
;[[Ore Deposits|Mining]]<br />
;[[Mobs]]<br />
}}<br />
<br />
{{Wiki/style_tall|span=1|header=Creative Mode|content=<br />
;[[Creative Starter Guide|Starter Guide]]<br />
;[[How to use WorldEdit]]<br />
;[[Cinematic Camera]]<br />
;[[Adjustable FPS Video Recording]]<br />
}}<br />
<br />
<br />
{{Wiki/style_tall|span=1|header=Server Administration|content=<br />
<b><br />
;[[List of Chat Commands]]<br />
;[[Setting up a Multiplayer Server]]<br />
;[[Updating Old Worlds]]<br />
<br />
</b>}}<br />
<br />
|-<br />
<br />
{{Wiki/style|span=1|header=Theme Pack Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Theme Pack|Overview]]<br />
:[[The Asset System]]<br />
:[[VS Model Creator|Model Creator]]<br />
</b>}}<br />
<br />
{{Wiki/style|span=1|header=Game Content Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Basic Modding|The Asset System]]<br />
:[[Basic Modding Examples|Mod Examples]]<br />
;Block<br />
:[[Basic Block]] ([[Basic Block#Custom Shapes|Custom Shapes]])<br />
:[[Block Json Properties|Property Overview]]<br />
;Item<br />
:[[Basic Item]]<br />
:[[Item Json Properties|Property Overview]]<br />
;Entity<br />
:TODO<br />
;World Generation<br />
:[[WorldGen Configuration]]<br />
;Miscellaneous<br />
:[[Creating Recipes|Recipes]]<br />
;Release<br />
:[[Game Content Mod]]<br />
</b>}}<br />
<br />
<br />
<br />
{{Wiki/style|span=1|header=Code Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Advanced Modding|Setup Windows Dev Environment]] or<br />
:[[Advanced Modding (Mono)|Setup Linux Dev Environment]]<br />
;Game Objects<br />
:[[Advanced Blocks|The Block Class]]<br />
:[[Block Entity|Block Entities]]<br />
:[[Adding Block Behavior|Block Behaviors]]<br />
:[[Advanced Items|The Item Class]]<br />
:[[Block/ Item Interactions]]<br />
;API<br />
:[[WorldGen API|WorldGen API]]<br />
:[[Particles]]<br />
:[[World Access]]<br />
:[[Rendering API|Shaders and Renderers]]<br />
</b>}}<br />
<br />
|}</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Mod_Packaging&diff=2108Modding:Mod Packaging2018-03-04T10:32:16Z<p>Milo: </p>
<hr />
<div>== Zip Files ==<br />
<br />
To make your mod easy to install and use, it should be packed into a [https://en.wikipedia.org/wiki/Zip_(file_format) zip file]. Any assets (images, .json files, etc) go in a "assets" directory in the root of the zip, any C# DLLs (and optionally, PDB files) go directly into the zip file root as well.<br />
<br />
Please note that if you have a code mod that has no assets (AKA, your mod is a single C# DLL), it is possible to ship the bare DLL without packing it into a zip. This is not really a good idea though, as when distributed this way it is hard to include a PDB file and downloading DLLs directly in Windows can lead to issues with your mod failing to load due to security policies applied to files downloaded from the internet.<br />
<br />
== Info file ==<br />
<br />
Every zip-file mod requires a <code>modinfo.json</code> inside the root directory of the archive. Otherwise the entire mod will be ignored. This info file specifies what kind of mod it is, its name, author, etc.<br />
<br />
An example of a theme pack info file (<code>modinfo.json</code>):<br />
<syntaxhighlight lang=json><br />
{<br />
"type": "content",<br />
"name": "My Example Content Mod",<br />
"description" : "This is an example mod, which does nothing",<br />
"author": "CreativeMD",<br />
"version": "1.0",<br />
"gameversions": [ "1.5.0.3+" ],<br />
"website": "http://example.com"<br />
}<br />
</syntaxhighlight><br />
<br />
----<br />
<br />
<syntaxhighlight lang=json><br />
"type": "content",<br />
</syntaxhighlight><br />
<br />
Besides <code>"type": "content"</code>, there is also <code>"type": "theme"</code> and <code>"type": "code"</code>.<br />
<br />
* <code>"type": "content"</code>: Defines this mod as being a '''ContentMod'''. Therefore it cannot any scripts or mod classes (it might contain some, but they will be ignored).<br />
* <code>"type": "theme"</code>: Defines this mod as being a '''ThemePack'''. Therefore it cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no scripts or mod classes will be loaded.<br />
* <code>"type": "code"</code>: Defines this mod as being a '''CodeMod'''. This is the same as a ContentMod, except it can also load C# code to do things that are not possible with JSON.<br />
<br />
<syntaxhighlight lang=json><br />
"gameversions": [ "1.5.0.3+" ],<br />
</syntaxhighlight><br />
<br />
Means it requires at least VintageStory v1.5.0.3 or a newer version.<br />
<br />
== Icon ==<br />
<br />
The file <code>modicon.png</code> (if it exists) will be used and shown in the mod manager menu.<br />
<br />
[[File:Example Mod.png]]<br />
<br />
== Distribution ==<br />
<br />
Feel free to share your creation in our [https://www.vintagestory.at/forums/forum/17-modifications/ forums]. We would love to see what you come up with.</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Mod_Packaging&diff=2107Modding:Mod Packaging2018-03-04T10:31:31Z<p>Milo: Added info about loading bare DLLs</p>
<hr />
<div>== Zip Files ==<br />
<br />
To make your mod easy to install and use, it should be packed into a [https://en.wikipedia.org/wiki/Zip_(file_format) zip file]. Any assets (images, .json files, etc) go in a "assets" directory in the root of the zip, any C# DLLs (and optionally, PDB files) go directly into the zip file root as well.<br />
<br />
Please note that if you have a code mod that has no assets (AKA, your mod is a single C# DLL), it is possible to ship the bare DLL without packing it into a zip. This is not really a good idea though, as when distributed this way it is hard to include a PDB file and downloading DLLs directly in Windows can lead to issues with you mod loading due to security policies applied to files downloaded from the internet.<br />
<br />
== Info file ==<br />
<br />
Every zip-file mod requires a <code>modinfo.json</code> inside the root directory of the archive. Otherwise the entire mod will be ignored. This info file specifies what kind of mod it is, its name, author, etc.<br />
<br />
An example of a theme pack info file (<code>modinfo.json</code>):<br />
<syntaxhighlight lang=json><br />
{<br />
"type": "content",<br />
"name": "My Example Content Mod",<br />
"description" : "This is an example mod, which does nothing",<br />
"author": "CreativeMD",<br />
"version": "1.0",<br />
"gameversions": [ "1.5.0.3+" ],<br />
"website": "http://example.com"<br />
}<br />
</syntaxhighlight><br />
<br />
----<br />
<br />
<syntaxhighlight lang=json><br />
"type": "content",<br />
</syntaxhighlight><br />
<br />
Besides <code>"type": "content"</code>, there is also <code>"type": "theme"</code> and <code>"type": "code"</code>.<br />
<br />
* <code>"type": "content"</code>: Defines this mod as being a '''ContentMod'''. Therefore it cannot any scripts or mod classes (it might contain some, but they will be ignored).<br />
* <code>"type": "theme"</code>: Defines this mod as being a '''ThemePack'''. Therefore it cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no scripts or mod classes will be loaded.<br />
* <code>"type": "code"</code>: Defines this mod as being a '''CodeMod'''. This is the same as a ContentMod, except it can also load C# code to do things that are not possible with JSON.<br />
<br />
<syntaxhighlight lang=json><br />
"gameversions": [ "1.5.0.3+" ],<br />
</syntaxhighlight><br />
<br />
Means it requires at least VintageStory v1.5.0.3 or a newer version.<br />
<br />
== Icon ==<br />
<br />
The file <code>modicon.png</code> (if it exists) will be used and shown in the mod manager menu.<br />
<br />
[[File:Example Mod.png]]<br />
<br />
== Distribution ==<br />
<br />
Feel free to share your creation in our [https://www.vintagestory.at/forums/forum/17-modifications/ forums]. We would love to see what you come up with.</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Theme_Pack&diff=2106Modding:Theme Pack2018-03-04T10:21:56Z<p>Milo: Stripped all the info duplicated on the Mod Packaging page.</p>
<hr />
<div>'''Theme Packs''' are mods that do not change the game mechanics, only visuals, sounds, etc. They are [[Mod_Packaging|packed like any other mod]], using the type <code>"theme"</code>.<br />
<br />
Due to the way they work, theme packs never add new content, only replace existing content.<br />
<br />
== Overriding Files ==<br />
<br />
Replacing game files is fairly easy, just create a directory names "assets" with a directory named "game" inside it, then copy replacements for any asset in the game's "assets" directory here. For example, to overwrite the texture for low fertility soil blocks ("assets/textures/block/soil/fertlow.png") you would place your replacement at "assets/game/textures/block/soil/fertlow.png" inside your zip file.<br />
<br />
Overriding assets from other mods is also possible, see [[The_Asset_System#Overwriting assets|the asset system]] page for more details. Check out [[Media:ExampleTexPack.zip|the example theme pack]] for a simple demo of overriding game assets.</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Mod_Packaging&diff=2105Modding:Mod Packaging2018-03-04T10:20:58Z<p>Milo: Fixed goof</p>
<hr />
<div>== Zip Files ==<br />
<br />
To make your mod easy to install and use, it should be packed into a [https://en.wikipedia.org/wiki/Zip_(file_format) zip file]. Any assets (images, .json files, etc) go in a "assets" directory in the root of the zip, any C# DLLs go directly into the zip file root as well.<br />
<br />
== Info file ==<br />
<br />
Every zip-file mod requires a <code>modinfo.json</code> inside the root directory of the archive. Otherwise the entire mod will be ignored. This info file specifies what kind of mod it is, its name, author, etc.<br />
<br />
An example of a theme pack info file (<code>modinfo.json</code>):<br />
<syntaxhighlight lang=json><br />
{<br />
"type": "content",<br />
"name": "My Example Content Mod",<br />
"description" : "This is an example mod, which does nothing",<br />
"author": "CreativeMD",<br />
"version": "1.0",<br />
"gameversions": [ "1.5.0.3+" ],<br />
"website": "http://example.com"<br />
}<br />
</syntaxhighlight><br />
<br />
----<br />
<br />
<syntaxhighlight lang=json><br />
"type": "content",<br />
</syntaxhighlight><br />
<br />
Besides <code>"type": "content"</code>, there is also <code>"type": "theme"</code> and <code>"type": "code"</code>.<br />
<br />
* <code>"type": "content"</code>: Defines this mod as being a '''ContentMod'''. Therefore it cannot any scripts or mod classes (it might contain some, but they will be ignored).<br />
* <code>"type": "theme"</code>: Defines this mod as being a '''ThemePack'''. Therefore it cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no scripts or mod classes will be loaded.<br />
* <code>"type": "code"</code>: Defines this mod as being a '''CodeMod'''. This is the same as a ContentMod, except it can also load C# code to do things that are not possible with JSON.<br />
<br />
<syntaxhighlight lang=json><br />
"gameversions": [ "1.5.0.3+" ],<br />
</syntaxhighlight><br />
<br />
Means it requires at least VintageStory v1.5.0.3 or a newer version.<br />
<br />
== Icon ==<br />
<br />
The file <code>modicon.png</code> (if it exists) will be used and shown in the mod manager menu.<br />
<br />
[[File:Example Mod.png]]<br />
<br />
== Distribution ==<br />
<br />
Feel free to share your creation in our [https://www.vintagestory.at/forums/forum/17-modifications/ forums]. We would love to see what you come up with.</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Mod_Packaging&diff=2104Modding:Mod Packaging2018-03-04T10:14:10Z<p>Milo: Added a bit of info about how a mod is packed, and the different mod types,</p>
<hr />
<div>== Zip Files ==<br />
<br />
To make your mod easy to install and use, it should be packed into a [https://en.wikipedia.org/wiki/Zip_(file_format)|zip file]. Any assets (images, .json files, etc) go in a "assets" directory in the root of the zip, any C# DLLs go directly into the zip file root as well.<br />
<br />
== Info file ==<br />
<br />
Every zip-file mod requires a <code>modinfo.json</code> inside the root directory of the archive. Otherwise the entire mod will be ignored. This info file specifies what kind of mod it is, its name, author, etc.<br />
<br />
An example of a theme pack info file (<code>modinfo.json</code>):<br />
<syntaxhighlight lang=json><br />
{<br />
"type": "content",<br />
"name": "My Example Content Mod",<br />
"description" : "This is an example mod, which does nothing",<br />
"author": "CreativeMD",<br />
"version": "1.0",<br />
"gameversions": [ "1.5.0.3+" ],<br />
"website": "http://example.com"<br />
}<br />
</syntaxhighlight><br />
<br />
----<br />
<br />
<syntaxhighlight lang=json><br />
"type": "content",<br />
</syntaxhighlight><br />
<br />
Besides <code>"type": "content"</code>, there is also <code>"type": "theme"</code> and <code>"type": "code"</code>.<br />
<br />
* <code>"type": "content"</code>: Defines this mod as being a '''ContentMod'''. Therefore it cannot any scripts or mod classes (it might contain some, but they will be ignored).<br />
* <code>"type": "theme"</code>: Defines this mod as being a '''ThemePack'''. Therefore it cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no scripts or mod classes will be loaded.<br />
* <code>"type": "code"</code>: Defines this mod as being a '''CodeMod'''. This is the same as a ContentMod, except it can also load C# code to do things that are not possible with JSON.<br />
<br />
<syntaxhighlight lang=json><br />
"gameversions": [ "1.5.0.3+" ],<br />
</syntaxhighlight><br />
<br />
Means it requires at least VintageStory v1.5.0.3 or a newer version.<br />
<br />
== Icon ==<br />
<br />
The file <code>modicon.png</code> (if it exists) will be used and shown in the mod manager menu.<br />
<br />
[[File:Example Mod.png]]<br />
<br />
== Distribution ==<br />
<br />
Feel free to share your creation in our [https://www.vintagestory.at/forums/forum/17-modifications/ forums]. We would love to see what you come up with.</div>Milohttps://wiki.vintagestory.at/index.php?title=Game_Content_Mod&diff=2103Game Content Mod2018-03-04T10:01:53Z<p>Milo: Milo moved page Game Content Mod to Mod Packaging: There is no reason to have three almost identical pages, this one will become the m,aster, the others repurposed.</p>
<hr />
<div>#REDIRECT [[Mod Packaging]]</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Mod_Packaging&diff=2102Modding:Mod Packaging2018-03-04T10:01:51Z<p>Milo: Milo moved page Game Content Mod to Mod Packaging: There is no reason to have three almost identical pages, this one will become the m,aster, the others repurposed.</p>
<hr />
<div>== Info file ==<br />
<br />
Every zip-file mod requires a <code>modinfo.json</code> inside the root directory of the archive. Otherwise the entire mod will be ignored. This info file specifies what kind of me it is, its name, author, etc.<br />
<br />
An example of a theme pack info file (<code>modinfo.json</code>):<br />
<syntaxhighlight lang=json><br />
{<br />
"type": "content",<br />
"name": "My Example Content Mod",<br />
"description" : "This is an example mod, which does nothing",<br />
"author": "CreativeMD",<br />
"version": "1.0",<br />
"gameversions": [ "1.5.0.3+" ],<br />
"website": "http://example.com"<br />
}<br />
</syntaxhighlight><br />
<br />
----<br />
<br />
<syntaxhighlight lang=json><br />
"type": "content",<br />
</syntaxhighlight><br />
<br />
Defines this mod as being a '''ContentMod'''. Therefore it cannot any scripts or mod classes (it might contain some, but this will be ignored).<br />
<br />
<syntaxhighlight lang=json><br />
"gameversions": [ "1.5.0.3+" ],<br />
</syntaxhighlight><br />
<br />
Means it requires at least VintageStory v1.5.0.3 or a newer version.<br />
<br />
== Icon ==<br />
<br />
The file <code>modicon.png</code> (if it exists) will be used and shown in the mod manager menu.<br />
<br />
[[File:Example Mod.png]]<br />
<br />
== Distribution ==<br />
<br />
Feel free to share your creation in our [https://www.vintagestory.at/forums/forum/17-modifications/ forums]. We would love to see what you come up with.</div>Milohttps://wiki.vintagestory.at/index.php?title=Modding:Theme_Pack&diff=2101Modding:Theme Pack2018-03-04T09:52:41Z<p>Milo: Added some info about overriding game textures, and added an example mod.</p>
<hr />
<div>== Info file ==<br />
<br />
Every zip-file mod requires a <code>modinfo.json</code> inside the root directory of the archive. Otherwise the entire mod will be ignored. This info file specifies what kind of me it is, its name, author, etc.<br />
<br />
An example of a theme pack info file (<code>modinfo.json</code>):<br />
<syntaxhighlight lang=json><br />
{<br />
"type": "theme",<br />
"name": "My Example Themepack",<br />
"description" : "This is a themepack and serves as an example.",<br />
"author": "CreativeMD",<br />
"version": "1.0",<br />
"gameversions": [ "1.5.0.3+" ],<br />
"website": "http://example.com"<br />
}<br />
</syntaxhighlight><br />
<br />
----<br />
<br />
<syntaxhighlight lang=json><br />
"type": "theme",<br />
</syntaxhighlight><br />
<br />
Defines this mod as being a '''ThemePack'''. Therefore it cannot override gameplay affecting assets categories (such as blocktypes, itemtypes and so on) and no scripts or mod classes will be loaded.<br />
<br />
<syntaxhighlight lang=json><br />
"gameversions": [ "1.5.0.3+" ],<br />
</syntaxhighlight><br />
<br />
Means it requires at least VintageStory v1.5.0.3 or a newer version.<br />
<br />
== Icon ==<br />
<br />
The file <code>modicon.png</code> (if it exists) will be used and shown in the mod manager menu.<br />
<br />
[[File:ThemePack Icon.png]]<br />
<br />
== Overriding Files ==<br />
<br />
Replacing game files is fairly easy, just create a directory names "assets" with a directory named "game" inside it, then copy replacements for any asset in the game's "assets" directory here. For example, to overwrite the texture for low fertility soil blocks ("assets/textures/block/soil/fertlow.png") you would place your replacement at "assets/game/textures/block/soil/fertlow.png" inside your zip file.<br />
<br />
Overriding assets from other mods is also possible, see [[The_Asset_System#Overwriting assets|the asset system]] page for more details. Check out [[Media:ExampleTexPack.zip|the example theme pack]] for a simple demo of overriding game assets.<br />
<br />
== Distribution ==<br />
<br />
Feel free to share your creation in our [https://www.vintagestory.at/forums/forum/17-modifications/ forums]. We would love to see what you come up with.</div>Milohttps://wiki.vintagestory.at/index.php?title=File:ExampleTexPack.zip&diff=2100File:ExampleTexPack.zip2018-03-04T09:40:52Z<p>Milo: A simple example asset pack that makes peat and drifter purple. Why purple? For the pure randomness of it of course.</p>
<hr />
<div>A simple example asset pack that makes peat and drifter purple. Why purple? For the pure randomness of it of course.</div>Milohttps://wiki.vintagestory.at/index.php?title=Cracked_vessel&diff=2090Cracked vessel2018-03-02T05:36:32Z<p>Milo: Created basic loot vessel page.</p>
<hr />
<div>[[File:LootVessel.png|thumbnail|A loot vessel in a surface ruin.]]<br />
<br />
'''Loot Vessels''' are special blocks that give you a reward when broken. They are found in most ruins, and come in several types.<br />
<br />
The currently defined loot vessel types are: "Seed", "Food", "Forage", "Ore", "Tool", and "Farming".</div>Milohttps://wiki.vintagestory.at/index.php?title=File:CrackedVessel.png&diff=2089File:CrackedVessel.png2018-03-02T05:34:13Z<p>Milo: </p>
<hr />
<div></div>Milohttps://wiki.vintagestory.at/index.php?title=File:Ruins-Dining.png&diff=2087File:Ruins-Dining.png2018-03-02T05:24:44Z<p>Milo: </p>
<hr />
<div></div>Milohttps://wiki.vintagestory.at/index.php?title=Ruin&diff=2086Ruin2018-03-01T10:09:20Z<p>Milo: Beginning of the surface ruins page. I'm way to tired to do a better job of this.</p>
<hr />
<div>'''Surface Ruins''' are found scattered across the world, often containing [[Loot Vessels|loot vessels]] or constructed from unique blocks.<br />
<br />
There are many kinds of ruins, some common, some rare.<br />
<br />
The most common type is a building foundation, a piece of wall, or a section of ancient bridge, crumbled and falling. These ruins often contain seeds or common raw materials, and sometimes have [[Bony Soil|bony soil]] and/or [[Cobblestone Skulls|cobblestone skulls]].<br />
<br />
Larger structures in better shape also appear, often with a larger amount, or better quality of loot.<br />
<br />
Sometimes ancient ritual sites or barrows can be found. These are constructed from smooth stone and are often half buried by time. some of these structures can be quite impressive.<br />
<br />
<gallery><br />
File:Ruins-House.png|Ruined foundation<br />
File:Ruins-Bridge.png|Section of old bridge<br />
File:Ruins-Castle.png|Castle ruins<br />
File:Ruins-Church.png|A church in decent shape<br />
File:Ruin-Temple.png|Ancient temple<br />
</gallery></div>Milohttps://wiki.vintagestory.at/index.php?title=File:Ruins-Church.png&diff=2085File:Ruins-Church.png2018-03-01T10:07:26Z<p>Milo: </p>
<hr />
<div></div>Milohttps://wiki.vintagestory.at/index.php?title=File:Ruin-Temple.png&diff=2084File:Ruin-Temple.png2018-03-01T09:48:36Z<p>Milo: </p>
<hr />
<div></div>Milohttps://wiki.vintagestory.at/index.php?title=File:Ruins-House.png&diff=2083File:Ruins-House.png2018-03-01T08:38:56Z<p>Milo: </p>
<hr />
<div></div>Milohttps://wiki.vintagestory.at/index.php?title=File:Ruins-Castle.png&diff=2082File:Ruins-Castle.png2018-03-01T08:32:02Z<p>Milo: </p>
<hr />
<div></div>Milohttps://wiki.vintagestory.at/index.php?title=File:Ruins-Bridge.png&diff=2081File:Ruins-Bridge.png2018-03-01T08:31:39Z<p>Milo: </p>
<hr />
<div></div>Milohttps://wiki.vintagestory.at/index.php?title=Spear&diff=2015Spear2018-02-21T07:25:05Z<p>Milo: Oops. You can't cast spear heads.</p>
<hr />
<div>{{Grid/Crafting<br />
|B2=Copper Spear Head|B3=Stick<br />
|Output=Copper Spear|nobreak=y|float=right}}<br />
<br />
'''Spears''' are one of the best early to mid game weapons available. Their long reach allows them to be used much more safely than swords, but sadly they cannot be made of high tier materials.<br />
<br />
<br />
== Variants ==<br />
There are several variants that you can craft. Each variant has a different durability and attack power. A stone spear head can be crafted via [[Crafting#Flint Knapping|knapping]] and the metal variants have to be crafted using [[Crafting#Smithing|smithing]].<br />
<br />
Currently, all axes have a range of 3.5 meters.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material<br />
! Durability<br />
! Attack Damage (HP)<br />
! Throwing Damage (HP)<br />
|-<br />
| Flint<br />
| 32<br />
| 1.25<br />
| 3.5<br />
|-<br />
| Common Stone<br />
| 16<br />
| 1<br />
| 2.5<br />
|-<br />
| Obsidian<br />
| 45<br />
| 1.5<br />
| 3<br />
|-<br />
| Copper<br />
| 100<br />
| 2.5<br />
| 4.25<br />
|-<br />
| Tin Bronze<br />
| 200<br />
| 3.5<br />
| 4.75<br />
|-<br />
| Bismuth Bronze<br />
| 180<br />
| 3<br />
| 4.75<br />
|-<br />
| Black Bronze<br />
| 220<br />
| 4<br />
| 5.25<br />
|-<br />
| Gold<br />
| 90<br />
| 3<br />
| 4.5<br />
|-<br />
| Silver<br />
| 90<br />
| 3<br />
| 4.5<br />
|-<br />
|}<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Axe&diff=2014Axe2018-02-21T07:23:21Z<p>Milo: Black bronze axes now have proper damage (1.5.1.1)</p>
<hr />
<div>{{Grid/Crafting<br />
|B2=CopperAxeHead|B3=Stick<br />
|Output=CopperAxe|nobreak=y|float=right}}<br />
<br />
'''Axes''' are currently used to chop down trees, and to break wood-type blocks quicker.<br />
<br />
<br />
== Variants ==<br />
There are several variants that you can craft. Each variant has a different durability and attack power. A stone axe head can be crafted via [[Crafting#Flint Knapping|knapping]] and the metal variants have to be crafted using [[Crafting#Smithing|smithing]] or [[Crafting#Casting|casting]]. Note that axes take 2 ingots (200 units) of metal to forge, but only one ingot (100 units) to cast. <br />
<br />
Currently, all axes have a range of 2 meters.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material<br />
! Durability<br />
! Tier<br />
! Speed (Wood)<br />
! Speed (Leaves)<br />
! Attack Damage (HP)<br />
|-<br />
| Flint<br />
| 50<br />
| 1<br />
| 3x<br />
| 1.6x<br />
| 1.25<br />
|-<br />
| Common Stone<br />
| 30<br />
| 1<br />
| 3.3x<br />
| 1.7x<br />
| 0.75<br />
|-<br />
| Obsidian<br />
| 75<br />
| 1<br />
| 4x<br />
| 2.4x<br />
| 1.5<br />
|-<br />
| Copper<br />
| 250<br />
| 2<br />
| 5x<br />
| 2.4x<br />
| 2.0<br />
|-<br />
| Tin Bronze<br />
| 400<br />
| 3<br />
| 5.8x<br />
| 3x<br />
| 2.8<br />
|-<br />
| Bismuth Bronze<br />
| 500<br />
| 3<br />
| 5.4x<br />
| 2.6x<br />
| 2.5<br />
|-<br />
| Black Bronze<br />
| 600<br />
| 3<br />
| 6.3x<br />
| 3.1x<br />
| 3<br />
|-<br />
| Gold<br />
| 125<br />
| 2<br />
| 4x<br />
| 3x<br />
| 2.8<br />
|-<br />
| Silver<br />
| 125<br />
| 2<br />
| 4x<br />
| 3x<br />
| 2.8<br />
|-<br />
| Iron<br />
| 900<br />
| 4<br />
| 8x<br />
| 3.2x<br />
| 3<br />
|}<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Tools_and_Weapons&diff=2013Tools and Weapons2018-02-21T07:22:54Z<p>Milo: Black bronze axes now have proper damage (1.5.1.1)</p>
<hr />
<div>THIS PAGE IS STILL UNDER CONSTRUCTION<br />
<br />
This page is intended to elaborate on how to craft tools and weapons in more detail. It's recommended that you read the [[Starter Guide|starter guide]] first.<br />
<br />
Tools and weapons don't come easy in Vintage Story and they shouldn't! In real life, these things aren't easy to make so it's very challenging yet rewarding to obtain these in Vintage Story.<br />
<br />
Making tools and weapons is a multi-step process that involves crafting, smelting and smithing. Below we'll go over all the steps needed to make that awesome sword you always wanted!<br />
<br />
Note: I use the term "Tools" throughout this article to denote "Tools and Weapons" since a weapon is really a tool of death! No really I just don't want to type that much. :-)<br />
<br />
== Crafting ==<br />
Tools can be made from several different raw materials. The raw material you choose determines the process which is required to create your tool. In general, tools that are more useful are harder to make and also harder to find the raw materials.<br />
<br />
Stone tools are made by [[Crafting#Flint Knapping|knapping]]. Stone is simple and weak, but it is your only option in the early game. Flint is the best stone for most tools.<br />
<br />
Metal tools can be made via either [[Crafting#Smithing|smithing]] or [[Crafting#Casting|casting]], although casting only works for the weaker metal grades, and then only for some tools.<br />
<br />
<br />
== Durability ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]], [[Shovel]]<br />
| 60 || 300 || 450 || 500 || 550 || 150 || 175 || 900<br />
|-<br />
!<br />
<br />
[[Hammer]]<br />
| || 350 || 500 || 600 || 700 || 175 || 175 || 1200<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 50 || 250 || 400 || 500 || 600 || 125 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Hoe]]<br />
| || 200 || 280 || 300 || 330 || 90 || 90 || 500<br />
|-<br />
!<br />
<br />
[[Scythe]]<br />
| || 300 || 400 || 500 || 600 || 100 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Shears]]<br />
| || 1000 || 1750 || 2000 || 2250 || 750 || 750 || 3800<br />
|-<br />
!<br />
<br />
[[Saw]]<br />
| || 250 || 400 || 450 || 500 || 70 || 90 || 900<br />
|-<br />
!<br />
<br />
[[Pickaxe]]<br />
| || 300 || 450 || 500 || 550 || 150 || 175 || 1000<br />
|-<br />
!<br />
<br />
[[Prospecting Pick|Propick]]<br />
| || 150 || 250 || 300 || 350 || 60 || 80 || 650<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 32 || 100 || 200 || 180 || 220 || 90 || 90 ||<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| || 300 || 500 || 580 || 640 || 175 || 175 || 900<br />
<br />
|}<br />
<br />
* [[Bow]] has 150 durability<br />
* [[Club|Wooden club]] has 100 durability.<br />
* In addition to extra durability, the upgraded metal tools have faster mining speeds.<br />
<br />
== Damage ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Attack Range !! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]]<br />
| 0 || 1 || 1.5 || 2.5 || 2 || 3 || 2.5 || 2.5 || 3.5<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| 2.5 || || 2.5 || 3.5 || 3 || 4 || 2.8 || 2.8 || 4.5<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 3.5 || 1 (3.5) || 2.5 (4.25) || 3.5 (4.75) || 3 (4.75) || 4 (5.25) || 3 (4.5) || 3 (4.5) || <br />
|-<br />
!<br />
<br />
[[Bow|Bow & Arrow]]<br />
| || (2.5) || (3) || (4) || (4) || (5.5) || (4) || (4) || (5)<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 2 || 1.3 || 2 || 2.8 || 2.5 || 3 || 2.8 || 2.8 || 3<br />
|-<br />
!<br />
<br />
[[Hammer]], [[Hoe]], [[Pickaxe]], [[Prospecting Pick|Propick]], [[Shovel]]<br />
| 0 || || 1.3 || 1.8 || 1.5 || 2 || 1.5 || 1.5 || 2.3<br />
<br />
|}<br />
* Numbers in () is projectile damage<br />
* Wooden club has 0 range and 1 damage<br />
* Stick has 2.5 range and .5 damage<br />
<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Tools_and_Weapons&diff=2012Tools and Weapons2018-02-21T07:19:01Z<p>Milo: Stripped all the crafting junk, and replaced it with links to the crafting page.</p>
<hr />
<div>THIS PAGE IS STILL UNDER CONSTRUCTION<br />
<br />
This page is intended to elaborate on how to craft tools and weapons in more detail. It's recommended that you read the [[Starter Guide|starter guide]] first.<br />
<br />
Tools and weapons don't come easy in Vintage Story and they shouldn't! In real life, these things aren't easy to make so it's very challenging yet rewarding to obtain these in Vintage Story.<br />
<br />
Making tools and weapons is a multi-step process that involves crafting, smelting and smithing. Below we'll go over all the steps needed to make that awesome sword you always wanted!<br />
<br />
Note: I use the term "Tools" throughout this article to denote "Tools and Weapons" since a weapon is really a tool of death! No really I just don't want to type that much. :-)<br />
<br />
== Crafting ==<br />
Tools can be made from several different raw materials. The raw material you choose determines the process which is required to create your tool. In general, tools that are more useful are harder to make and also harder to find the raw materials.<br />
<br />
Stone tools are made by [[Crafting#Flint Knapping|knapping]]. Stone is simple and weak, but it is your only option in the early game. Flint is the best stone for most tools.<br />
<br />
Metal tools can be made via either [[Crafting#Smithing|smithing]] or [[Crafting#Casting|casting]], although casting only works for the weaker metal grades, and then only for some tools.<br />
<br />
<br />
== Durability ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]], [[Shovel]]<br />
| 60 || 300 || 450 || 500 || 550 || 150 || 175 || 900<br />
|-<br />
!<br />
<br />
[[Hammer]]<br />
| || 350 || 500 || 600 || 700 || 175 || 175 || 1200<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 50 || 250 || 400 || 500 || 600 || 125 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Hoe]]<br />
| || 200 || 280 || 300 || 330 || 90 || 90 || 500<br />
|-<br />
!<br />
<br />
[[Scythe]]<br />
| || 300 || 400 || 500 || 600 || 100 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Shears]]<br />
| || 1000 || 1750 || 2000 || 2250 || 750 || 750 || 3800<br />
|-<br />
!<br />
<br />
[[Saw]]<br />
| || 250 || 400 || 450 || 500 || 70 || 90 || 900<br />
|-<br />
!<br />
<br />
[[Pickaxe]]<br />
| || 300 || 450 || 500 || 550 || 150 || 175 || 1000<br />
|-<br />
!<br />
<br />
[[Prospecting Pick|Propick]]<br />
| || 150 || 250 || 300 || 350 || 60 || 80 || 650<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 32 || 100 || 200 || 180 || 220 || 90 || 90 ||<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| || 300 || 500 || 580 || 640 || 175 || 175 || 900<br />
<br />
|}<br />
<br />
* [[Bow]] has 150 durability<br />
* [[Club|Wooden club]] has 100 durability.<br />
* In addition to extra durability, the upgraded metal tools have faster mining speeds.<br />
<br />
== Damage ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Attack Range !! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]]<br />
| 0 || 1 || 1.5 || 2.5 || 2 || 3 || 2.5 || 2.5 || 3.5<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| 2.5 || || 2.5 || 3.5 || 3 || 4 || 2.8 || 2.8 || 4.5<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 3.5 || 1 (3.5) || 2.5 (4.25) || 3.5 (4.75) || 3 (4.75) || 4 (5.25) || 3 (4.5) || 3 (4.5) || <br />
|-<br />
!<br />
<br />
[[Bow|Bow & Arrow]]<br />
| || (2.5) || (3) || (4) || (4) || (5.5) || (4) || (4) || (5)<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 2 || 1.3 || 2 || 2.8 || 2.5 || 0 || 2.8 || 2.8 || 3<br />
|-<br />
!<br />
<br />
[[Hammer]], [[Hoe]], [[Pickaxe]], [[Prospecting Pick|Propick]], [[Shovel]]<br />
| 0 || || 1.3 || 1.8 || 1.5 || 2 || 1.5 || 1.5 || 2.3<br />
<br />
|}<br />
* Numbers in () is projectile damage<br />
* Wooden club has 0 range and 1 damage<br />
* Stick has 2.5 range and .5 damage<br />
<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Bow&diff=2011Bow2018-02-21T07:05:49Z<p>Milo: Added bow page. Finally, the last weapon/tool page is finished.</p>
<hr />
<div>{{Grid/Crafting<br />
|B1=Stick|C1=Flax Twine<br />
|A2=Stick|C2=Flax Twine<br />
|B3=Stick|C3=Flax Twine<br />
|Output=Bow|nobreak=y|float=right}}<br />
<br />
{{Grid/Crafting<br />
|B1=Copper Arrow Head<br />
|B2=Stick<br />
|B3=Feather<br />
|Output=Copper Arrow|OA = 3|nobreak=y|float=right}}<br />
<br />
The '''Bow & Arrow''' is a ranged weapon that is much easier to carry than that a pile of spears, albeit not quite as powerful.<br />
<br />
<br />
== Variants ==<br />
Currently there is only one kind of bow, having a base attack power of 3 and a durability of 150. Bow attack power is added to the attack power of whatever arrow is used to obtain the damage for a given shot.<br />
<br />
Arrow heads are crafted via [[Crafting#Flint Knapping|knapping]] or [[Crafting#Smithing|smithing]]<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Variant<br />
! Attack Power<br />
|-<br />
| Flint<br />
| -0.5<br />
|-<br />
| Copper<br />
| 0<br />
|-<br />
| Tinbronze<br />
| 1<br />
|-<br />
| Bismuthbronze<br />
| 1<br />
|-<br />
| Blackbronze<br />
| 1.5<br />
|-<br />
| Iron<br />
| 2<br />
|-<br />
| Gold<br />
| 1<br />
|-<br />
| Silver<br />
| 1<br />
|-<br />
|}<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Club&diff=2010Club2018-02-21T06:50:55Z<p>Milo: Added club page.</p>
<hr />
<div>{{Grid/Crafting<br />
|B2=CopperKnife<br />
|B3=Log<br />
|Output=Club|nobreak=y|float=right}}<br />
<br />
The '''Wooden Club''' is a crude early-game weapon that is practically useless. It has exactly the same stats as a flint knife, which is the tool you will most commonly use to craft it. Do yourself a favor and make a [[Spear|spear]], even a common stone spear does the same damage as a club, and has much better reach.<br />
<br />
The wooden club has an attack value of 1 and a durability of 100.<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Spear&diff=2009Spear2018-02-21T06:43:51Z<p>Milo: Created spear page.</p>
<hr />
<div>{{Grid/Crafting<br />
|B2=Copper Spear Head|B3=Stick<br />
|Output=Copper Spear|nobreak=y|float=right}}<br />
<br />
'''Spears''' are one of the best early to mid game weapons available. Their long reach allows them to be used much more safely than swords, but sadly they cannot be made of high tier materials.<br />
<br />
<br />
== Variants ==<br />
There are several variants that you can craft. Each variant has a different durability and attack power. A stone spear head can be crafted via [[Crafting#Flint Knapping|knapping]] and the metal variants have to be crafted using [[Crafting#Smithing|smithing]] or [[Crafting#Casting|casting]].<br />
<br />
Currently, all axes have a range of 3.5 meters.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material<br />
! Durability<br />
! Attack Damage (HP)<br />
! Throwing Damage (HP)<br />
|-<br />
| Flint<br />
| 32<br />
| 1.25<br />
| 3.5<br />
|-<br />
| Common Stone<br />
| 16<br />
| 1<br />
| 2.5<br />
|-<br />
| Obsidian<br />
| 45<br />
| 1.5<br />
| 3<br />
|-<br />
| Copper<br />
| 100<br />
| 2.5<br />
| 4.25<br />
|-<br />
| Tin Bronze<br />
| 200<br />
| 3.5<br />
| 4.75<br />
|-<br />
| Bismuth Bronze<br />
| 180<br />
| 3<br />
| 4.75<br />
|-<br />
| Black Bronze<br />
| 220<br />
| 4<br />
| 5.25<br />
|-<br />
| Gold<br />
| 90<br />
| 3<br />
| 4.5<br />
|-<br />
| Silver<br />
| 90<br />
| 3<br />
| 4.5<br />
|-<br />
|}<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Falx&diff=2008Falx2018-02-21T02:10:08Z<p>Milo: Created sword page</p>
<hr />
<div>{{Grid/Crafting <br />
|B2=Copper Sword Blade|B3=Stick<br />
|Output=Copper Sword|nobreak=y|float=right}}<br />
<br />
'''Swords''' are a common bladed weapon used for killing mobs.<br />
<br />
== Variants ==<br />
There are several variants that you can craft. Each variant has a different durability, mining speed, and attack power. Sword blades can be made from metal via [[Crafting#Smithing|smithing]] or [[Crafting#Casting|casting]].<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Variant<br />
! Durability<br />
! Attack Power<br />
! Mining Speed (wood)<br />
! Mining Speed (leaves)<br />
|-<br />
| Copper<br />
| 300<br />
| 2.5<br />
| 2x<br />
| 1.4x<br />
|-<br />
| Tinbronze<br />
| 500<br />
| 3.5<br />
| 2.4x<br />
| 2.2x<br />
|-<br />
| Bismuthbronze<br />
| 580<br />
| 3<br />
| 2.3x<br />
| 2x<br />
|-<br />
| Blackbronze<br />
| 640<br />
| 4<br />
| 2.5x<br />
| 2.3x<br />
|-<br />
| Iron<br />
| 900<br />
| 4.5<br />
| 3x<br />
| 3x<br />
|-<br />
| Gold<br />
| 175<br />
| 2.75<br />
| 2.4x<br />
| 2.2x<br />
|-<br />
| Silver<br />
| 175<br />
| 2.75<br />
| 2.4x<br />
| 2.2x<br />
|-<br />
|}<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Scythe&diff=2007Scythe2018-02-20T18:51:30Z<p>Milo: Added scythe page.</p>
<hr />
<div>{{Grid/Crafting<br />
|B2=Scythe Blade|B3=Stick<br />
|Output=Scythe|nobreak=y|float=right}}<br />
<br />
'''Scythes''' are used for cutting large amounts of tall grass quickly. Rather than cutting a single block, the scythe cuts a 3x3 area.<br />
<br />
<br />
== Variants ==<br />
There are several variants that you can craft. Each variant has a different durability. Scythe heads can be made from metal via [[Crafting#Smithing|smithing]].<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Variant<br />
! Durability<br />
|-<br />
| Copper<br />
| 300<br />
|-<br />
| Tinbronze<br />
| 400<br />
|-<br />
| Bismuthbronze<br />
| 500<br />
|-<br />
| Blackbronze<br />
| 600<br />
|-<br />
| Iron<br />
| 900<br />
|-<br />
| Gold<br />
| 100<br />
|-<br />
| Silver<br />
| 125<br />
|-<br />
|}<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Tools_and_Weapons&diff=2006Tools and Weapons2018-02-20T18:46:06Z<p>Milo: Fix small table formatting error.</p>
<hr />
<div>THIS PAGE IS STILL UNDER CONSTRUCTION<br />
<br />
This page is intended to elaborate on how to craft tools and weapons in more detail. It's recommended that you read the [[Starter Guide|starter guide]] first.<br />
<br />
Tools and weapons don't come easy in Vintage Story and they shouldn't! In real life, these things aren't easy to make so it's very challenging yet rewarding to obtain these in Vintage Story.<br />
<br />
Making tools and weapons is a multi-step process that involves crafting, smelting and smithing. Below we'll go over all the steps needed to make that awesome sword you always wanted!<br />
<br />
Note: I use the term "Tools" throughout this article to denote "Tools and Weapons" since a weapon is really a tool of death! No really I just don't want to type that much. :-)<br />
<br />
== Basics ==<br />
Tools can be made from several different raw materials. The raw material you choose determines the process which is required to create your tool. In general, tools that are more useful are harder to make and also harder to find the raw materials.<br />
<br />
== Smelting ==<br />
[[File:Cooking_copper.png|thumbnail]]<br />
To smelt [[Metal|metal]] into ingots you need to create [[Ingot Mold|ingot molds]] and a [[Crucible|crucible]]. Crucibles are containers that hold molten metals and ingot molds hold those metals in their liquid form to allow them to cool into the shape of an ingot. Once you have crafted both a crucible and at least one ingot mold you must create a fire pit in order to heat them to a burned state. Once you have done this you can use them to create your ingots.<br />
<br />
== Smithing ==<br />
[[File:Smithing_recipe_selection.png|thumbnail]]<br />
<div id="smithing"><br />
<br />
Now that you have your shiny new ingots it's time to put them to use. But you won't be able to use them in their hardened form. You'll need to heat them up to a temperature which makes them malleable, so you can hammer them into shape. <br />
<br />
First create a [[forge]]. You need this to heat the ingots. You need to fill the forge with coal. Then light the coal with a torch. Place the ingots on the lit coal and let them heat up. Once heated, right click to grab one and head on over to your anvil. Place the hot ingot on the anvil and you will see a tool recipe menu pop up. Select which tool you would like to smith. Then select your hammer. Press the 'F' key to change smithing modes. Each mode allows you to hammer the hot metal in one direction or another. The recipe grid will show you which way you need to hammer.<br />
</div><br />
<br />
== Clay Molds ==<br />
Most tools and weapons can also be crafted using clay molds. If don't want to create an anvil or ingots you can instead pour the molten metal directly into clay molds. This does not work for iron tools, and a few items (such as the [[Saw|saw]]) must be forged.<br />
<br />
== Durability ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]], [[Shovel]]<br />
| 60 || 300 || 450 || 500 || 550 || 150 || 175 || 900<br />
|-<br />
!<br />
<br />
[[Hammer]]<br />
| || 350 || 500 || 600 || 700 || 175 || 175 || 1200<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 50 || 250 || 400 || 500 || 600 || 125 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Hoe]]<br />
| || 200 || 280 || 300 || 330 || 90 || 90 || 500<br />
|-<br />
!<br />
<br />
[[Scythe]]<br />
| || 300 || 400 || 500 || 600 || 100 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Shears]]<br />
| || 1000 || 1750 || 2000 || 2250 || 750 || 750 || 3800<br />
|-<br />
!<br />
<br />
[[Saw]]<br />
| || 250 || 400 || 450 || 500 || 70 || 90 || 900<br />
|-<br />
!<br />
<br />
[[Pickaxe]]<br />
| || 300 || 450 || 500 || 550 || 150 || 175 || 1000<br />
|-<br />
!<br />
<br />
[[Prospecting Pick|Propick]]<br />
| || 150 || 250 || 300 || 350 || 60 || 80 || 650<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 32 || 100 || 200 || 180 || 220 || 90 || 90 ||<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| || 300 || 500 || 580 || 640 || 175 || 175 || 900<br />
<br />
|}<br />
<br />
* [[Bow]] has 150 durability<br />
* [[Club|Wooden club]] has 100 durability.<br />
* In addition to extra durability, the upgraded metal tools have faster mining speeds.<br />
<br />
== Damage ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Attack Range !! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]]<br />
| 0 || 1 || 1.5 || 2.5 || 2 || 3 || 2.5 || 2.5 || 3.5<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| 2.5 || || 2.5 || 3.5 || 3 || 4 || 2.8 || 2.8 || 4.5<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 3.5 || 1 (3.5) || 2.5 (4.25) || 3.5 (4.75) || 3 (4.75) || 4 (5.25) || 3 (4.5) || 3 (4.5) || <br />
|-<br />
!<br />
<br />
[[Bow|Bow & Arrow]]<br />
| || (2.5) || (3) || (4) || (4) || (5.5) || (4) || (4) || (5)<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 2 || 1.3 || 2 || 2.8 || 2.5 || 0 || 2.8 || 2.8 || 3<br />
|-<br />
!<br />
<br />
[[Hammer]], [[Hoe]], [[Pickaxe]], [[Prospecting Pick|Propick]], [[Shovel]]<br />
| 0 || || 1.3 || 1.8 || 1.5 || 2 || 1.5 || 1.5 || 2.3<br />
<br />
|}<br />
* Numbers in () is projectile damage<br />
* Wooden club has 0 range and 1 damage<br />
* Stick has 2.5 range and .5 damage<br />
<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Tools_and_Weapons&diff=2005Tools and Weapons2018-02-20T18:45:18Z<p>Milo: Added bow redlink.</p>
<hr />
<div>THIS PAGE IS STILL UNDER CONSTRUCTION<br />
<br />
This page is intended to elaborate on how to craft tools and weapons in more detail. It's recommended that you read the [[Starter Guide|starter guide]] first.<br />
<br />
Tools and weapons don't come easy in Vintage Story and they shouldn't! In real life, these things aren't easy to make so it's very challenging yet rewarding to obtain these in Vintage Story.<br />
<br />
Making tools and weapons is a multi-step process that involves crafting, smelting and smithing. Below we'll go over all the steps needed to make that awesome sword you always wanted!<br />
<br />
Note: I use the term "Tools" throughout this article to denote "Tools and Weapons" since a weapon is really a tool of death! No really I just don't want to type that much. :-)<br />
<br />
== Basics ==<br />
Tools can be made from several different raw materials. The raw material you choose determines the process which is required to create your tool. In general, tools that are more useful are harder to make and also harder to find the raw materials.<br />
<br />
== Smelting ==<br />
[[File:Cooking_copper.png|thumbnail]]<br />
To smelt [[Metal|metal]] into ingots you need to create [[Ingot Mold|ingot molds]] and a [[Crucible|crucible]]. Crucibles are containers that hold molten metals and ingot molds hold those metals in their liquid form to allow them to cool into the shape of an ingot. Once you have crafted both a crucible and at least one ingot mold you must create a fire pit in order to heat them to a burned state. Once you have done this you can use them to create your ingots.<br />
<br />
== Smithing ==<br />
[[File:Smithing_recipe_selection.png|thumbnail]]<br />
<div id="smithing"><br />
<br />
Now that you have your shiny new ingots it's time to put them to use. But you won't be able to use them in their hardened form. You'll need to heat them up to a temperature which makes them malleable, so you can hammer them into shape. <br />
<br />
First create a [[forge]]. You need this to heat the ingots. You need to fill the forge with coal. Then light the coal with a torch. Place the ingots on the lit coal and let them heat up. Once heated, right click to grab one and head on over to your anvil. Place the hot ingot on the anvil and you will see a tool recipe menu pop up. Select which tool you would like to smith. Then select your hammer. Press the 'F' key to change smithing modes. Each mode allows you to hammer the hot metal in one direction or another. The recipe grid will show you which way you need to hammer.<br />
</div><br />
<br />
== Clay Molds ==<br />
Most tools and weapons can also be crafted using clay molds. If don't want to create an anvil or ingots you can instead pour the molten metal directly into clay molds. This does not work for iron tools, and a few items (such as the [[Saw|saw]]) must be forged.<br />
<br />
== Durability ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]], [[Shovel]]<br />
| 60 || 300 || 450 || 500 || 550 || 150 || 175 || 900<br />
|-<br />
!<br />
<br />
[[Hammer]]<br />
| || 350 || 500 || 600 || 700 || 175 || 175 || 1200<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 50 || 250 || 400 || 500 || 600 || 125 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Hoe]]<br />
| || 200 || 280 || 300 || 330 || 90 || 90 || 500<br />
|-<br />
!<br />
<br />
[[Scythe]]<br />
| || 300 || 400 || 500 || 600 || 100 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Shears]]<br />
| || 1000 || 1750 || 2000 || 2250 || 750 || 750 || 3800<br />
|-<br />
!<br />
<br />
[[Saw]]<br />
| || 250 || 400 || 450 || 500 || 70 || 90 || 900<br />
|-<br />
!<br />
<br />
[[Pickaxe]]<br />
| || 300 || 450 || 500 || 550 || 150 || 175 || 1000<br />
|-<br />
!<br />
<br />
[[Prospecting Pick|Propick]]<br />
| || 150 || 250 || 300 || 350 || 60 || 80 || 650<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 32 || 100 || 200 || 180 || 220 || 90 || 90 <br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| || 300 || 500 || 580 || 640 || 175 || 175 || 900<br />
<br />
|}<br />
<br />
* [[Bow]] has 150 durability<br />
* [[Club|Wooden club]] has 100 durability.<br />
* In addition to extra durability, the upgraded metal tools have faster mining speeds.<br />
<br />
== Damage ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Attack Range !! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]]<br />
| 0 || 1 || 1.5 || 2.5 || 2 || 3 || 2.5 || 2.5 || 3.5<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| 2.5 || || 2.5 || 3.5 || 3 || 4 || 2.8 || 2.8 || 4.5<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 3.5 || 1 (3.5) || 2.5 (4.25) || 3.5 (4.75) || 3 (4.75) || 4 (5.25) || 3 (4.5) || 3 (4.5) || <br />
|-<br />
!<br />
<br />
[[Bow|Bow & Arrow]]<br />
| || (2.5) || (3) || (4) || (4) || (5.5) || (4) || (4) || (5)<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 2 || 1.3 || 2 || 2.8 || 2.5 || 0 || 2.8 || 2.8 || 3<br />
|-<br />
!<br />
<br />
[[Hammer]], [[Hoe]], [[Pickaxe]], [[Prospecting Pick|Propick]], [[Shovel]]<br />
| 0 || || 1.3 || 1.8 || 1.5 || 2 || 1.5 || 1.5 || 2.3<br />
<br />
|}<br />
* Numbers in () is projectile damage<br />
* Wooden club has 0 range and 1 damage<br />
* Stick has 2.5 range and .5 damage<br />
<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Tools_and_Weapons&diff=2004Tools and Weapons2018-02-20T18:44:46Z<p>Milo: Arrows will be described on the bow page since the two are tightly linked.</p>
<hr />
<div>THIS PAGE IS STILL UNDER CONSTRUCTION<br />
<br />
This page is intended to elaborate on how to craft tools and weapons in more detail. It's recommended that you read the [[Starter Guide|starter guide]] first.<br />
<br />
Tools and weapons don't come easy in Vintage Story and they shouldn't! In real life, these things aren't easy to make so it's very challenging yet rewarding to obtain these in Vintage Story.<br />
<br />
Making tools and weapons is a multi-step process that involves crafting, smelting and smithing. Below we'll go over all the steps needed to make that awesome sword you always wanted!<br />
<br />
Note: I use the term "Tools" throughout this article to denote "Tools and Weapons" since a weapon is really a tool of death! No really I just don't want to type that much. :-)<br />
<br />
== Basics ==<br />
Tools can be made from several different raw materials. The raw material you choose determines the process which is required to create your tool. In general, tools that are more useful are harder to make and also harder to find the raw materials.<br />
<br />
== Smelting ==<br />
[[File:Cooking_copper.png|thumbnail]]<br />
To smelt [[Metal|metal]] into ingots you need to create [[Ingot Mold|ingot molds]] and a [[Crucible|crucible]]. Crucibles are containers that hold molten metals and ingot molds hold those metals in their liquid form to allow them to cool into the shape of an ingot. Once you have crafted both a crucible and at least one ingot mold you must create a fire pit in order to heat them to a burned state. Once you have done this you can use them to create your ingots.<br />
<br />
== Smithing ==<br />
[[File:Smithing_recipe_selection.png|thumbnail]]<br />
<div id="smithing"><br />
<br />
Now that you have your shiny new ingots it's time to put them to use. But you won't be able to use them in their hardened form. You'll need to heat them up to a temperature which makes them malleable, so you can hammer them into shape. <br />
<br />
First create a [[forge]]. You need this to heat the ingots. You need to fill the forge with coal. Then light the coal with a torch. Place the ingots on the lit coal and let them heat up. Once heated, right click to grab one and head on over to your anvil. Place the hot ingot on the anvil and you will see a tool recipe menu pop up. Select which tool you would like to smith. Then select your hammer. Press the 'F' key to change smithing modes. Each mode allows you to hammer the hot metal in one direction or another. The recipe grid will show you which way you need to hammer.<br />
</div><br />
<br />
== Clay Molds ==<br />
Most tools and weapons can also be crafted using clay molds. If don't want to create an anvil or ingots you can instead pour the molten metal directly into clay molds. This does not work for iron tools, and a few items (such as the [[Saw|saw]]) must be forged.<br />
<br />
== Durability ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]], [[Shovel]]<br />
| 60 || 300 || 450 || 500 || 550 || 150 || 175 || 900<br />
|-<br />
!<br />
<br />
[[Hammer]]<br />
| || 350 || 500 || 600 || 700 || 175 || 175 || 1200<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 50 || 250 || 400 || 500 || 600 || 125 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Hoe]]<br />
| || 200 || 280 || 300 || 330 || 90 || 90 || 500<br />
|-<br />
!<br />
<br />
[[Scythe]]<br />
| || 300 || 400 || 500 || 600 || 100 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Shears]]<br />
| || 1000 || 1750 || 2000 || 2250 || 750 || 750 || 3800<br />
|-<br />
!<br />
<br />
[[Saw]]<br />
| || 250 || 400 || 450 || 500 || 70 || 90 || 900<br />
|-<br />
!<br />
<br />
[[Pickaxe]]<br />
| || 300 || 450 || 500 || 550 || 150 || 175 || 1000<br />
|-<br />
!<br />
<br />
[[Prospecting Pick|Propick]]<br />
| || 150 || 250 || 300 || 350 || 60 || 80 || 650<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 32 || 100 || 200 || 180 || 220 || 90 || 90 <br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| || 300 || 500 || 580 || 640 || 175 || 175 || 900<br />
<br />
|}<br />
<br />
* Bow has 150 durability<br />
* [[Club|Wooden club]] has 100 durability.<br />
* In addition to extra durability, the upgraded metal tools have faster mining speeds.<br />
<br />
== Damage ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Attack Range !! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]]<br />
| 0 || 1 || 1.5 || 2.5 || 2 || 3 || 2.5 || 2.5 || 3.5<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| 2.5 || || 2.5 || 3.5 || 3 || 4 || 2.8 || 2.8 || 4.5<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 3.5 || 1 (3.5) || 2.5 (4.25) || 3.5 (4.75) || 3 (4.75) || 4 (5.25) || 3 (4.5) || 3 (4.5) || <br />
|-<br />
!<br />
<br />
[[Bow|Bow & Arrow]]<br />
| || (2.5) || (3) || (4) || (4) || (5.5) || (4) || (4) || (5)<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 2 || 1.3 || 2 || 2.8 || 2.5 || 0 || 2.8 || 2.8 || 3<br />
|-<br />
!<br />
<br />
[[Hammer]], [[Hoe]], [[Pickaxe]], [[Prospecting Pick|Propick]], [[Shovel]]<br />
| 0 || || 1.3 || 1.8 || 1.5 || 2 || 1.5 || 1.5 || 2.3<br />
<br />
|}<br />
* Numbers in () is projectile damage<br />
* Wooden club has 0 range and 1 damage<br />
* Stick has 2.5 range and .5 damage<br />
<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Tools_and_Weapons&diff=2003Tools and Weapons2018-02-20T18:43:49Z<p>Milo: Added club redlink</p>
<hr />
<div>THIS PAGE IS STILL UNDER CONSTRUCTION<br />
<br />
This page is intended to elaborate on how to craft tools and weapons in more detail. It's recommended that you read the [[Starter Guide|starter guide]] first.<br />
<br />
Tools and weapons don't come easy in Vintage Story and they shouldn't! In real life, these things aren't easy to make so it's very challenging yet rewarding to obtain these in Vintage Story.<br />
<br />
Making tools and weapons is a multi-step process that involves crafting, smelting and smithing. Below we'll go over all the steps needed to make that awesome sword you always wanted!<br />
<br />
Note: I use the term "Tools" throughout this article to denote "Tools and Weapons" since a weapon is really a tool of death! No really I just don't want to type that much. :-)<br />
<br />
== Basics ==<br />
Tools can be made from several different raw materials. The raw material you choose determines the process which is required to create your tool. In general, tools that are more useful are harder to make and also harder to find the raw materials.<br />
<br />
== Smelting ==<br />
[[File:Cooking_copper.png|thumbnail]]<br />
To smelt [[Metal|metal]] into ingots you need to create [[Ingot Mold|ingot molds]] and a [[Crucible|crucible]]. Crucibles are containers that hold molten metals and ingot molds hold those metals in their liquid form to allow them to cool into the shape of an ingot. Once you have crafted both a crucible and at least one ingot mold you must create a fire pit in order to heat them to a burned state. Once you have done this you can use them to create your ingots.<br />
<br />
== Smithing ==<br />
[[File:Smithing_recipe_selection.png|thumbnail]]<br />
<div id="smithing"><br />
<br />
Now that you have your shiny new ingots it's time to put them to use. But you won't be able to use them in their hardened form. You'll need to heat them up to a temperature which makes them malleable, so you can hammer them into shape. <br />
<br />
First create a [[forge]]. You need this to heat the ingots. You need to fill the forge with coal. Then light the coal with a torch. Place the ingots on the lit coal and let them heat up. Once heated, right click to grab one and head on over to your anvil. Place the hot ingot on the anvil and you will see a tool recipe menu pop up. Select which tool you would like to smith. Then select your hammer. Press the 'F' key to change smithing modes. Each mode allows you to hammer the hot metal in one direction or another. The recipe grid will show you which way you need to hammer.<br />
</div><br />
<br />
== Clay Molds ==<br />
Most tools and weapons can also be crafted using clay molds. If don't want to create an anvil or ingots you can instead pour the molten metal directly into clay molds. This does not work for iron tools, and a few items (such as the [[Saw|saw]]) must be forged.<br />
<br />
== Durability ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]], [[Shovel]]<br />
| 60 || 300 || 450 || 500 || 550 || 150 || 175 || 900<br />
|-<br />
!<br />
<br />
[[Hammer]]<br />
| || 350 || 500 || 600 || 700 || 175 || 175 || 1200<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 50 || 250 || 400 || 500 || 600 || 125 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Hoe]]<br />
| || 200 || 280 || 300 || 330 || 90 || 90 || 500<br />
|-<br />
!<br />
<br />
[[Scythe]]<br />
| || 300 || 400 || 500 || 600 || 100 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Shears]]<br />
| || 1000 || 1750 || 2000 || 2250 || 750 || 750 || 3800<br />
|-<br />
!<br />
<br />
[[Saw]]<br />
| || 250 || 400 || 450 || 500 || 70 || 90 || 900<br />
|-<br />
!<br />
<br />
[[Pickaxe]]<br />
| || 300 || 450 || 500 || 550 || 150 || 175 || 1000<br />
|-<br />
!<br />
<br />
[[Prospecting Pick|Propick]]<br />
| || 150 || 250 || 300 || 350 || 60 || 80 || 650<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 32 || 100 || 200 || 180 || 220 || 90 || 90 <br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| || 300 || 500 || 580 || 640 || 175 || 175 || 900<br />
<br />
|}<br />
<br />
* Bow has 150 durability<br />
* [[Club|Wooden club]] has 100 durability.<br />
* In addition to extra durability, the upgraded metal tools have faster mining speeds.<br />
<br />
== Damage ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Attack Range !! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]]<br />
| 0 || 1 || 1.5 || 2.5 || 2 || 3 || 2.5 || 2.5 || 3.5<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| 2.5 || || 2.5 || 3.5 || 3 || 4 || 2.8 || 2.8 || 4.5<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 3.5 || 1 (3.5) || 2.5 (4.25) || 3.5 (4.75) || 3 (4.75) || 4 (5.25) || 3 (4.5) || 3 (4.5) || <br />
|-<br />
!<br />
<br />
[[Bow]] + [[Arrow]]<br />
| || (2.5) || (3) || (4) || (4) || (5.5) || (4) || (4) || (5)<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 2 || 1.3 || 2 || 2.8 || 2.5 || 0 || 2.8 || 2.8 || 3<br />
|-<br />
!<br />
<br />
[[Hammer]], [[Hoe]], [[Pickaxe]], [[Prospecting Pick|Propick]], [[Shovel]]<br />
| 0 || || 1.3 || 1.8 || 1.5 || 2 || 1.5 || 1.5 || 2.3<br />
<br />
|}<br />
* Numbers in () is projectile damage<br />
* Wooden club has 0 range and 1 damage<br />
* Stick has 2.5 range and .5 damage<br />
<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Template:Content&diff=2002Template:Content2018-02-20T18:42:46Z<p>Milo: Fix goof</p>
<hr />
<div>__NOTOC__<br />
{| class="wikitable mw-collapsible mw-collapsed {{{state|collapsed}}}" style="text-align: left; margin:0px;"<br />
|- <br />
! style="width:100em;font-family:century gothic;" |<span style="font-size:150%;">[[Vintage Story]]: Vanilla Game Content</span><br />
|- <br />
|<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" colspan="2" |<br />
==== Blocks ====<br />
|-<br />
! style="width: 100px; | '''Ores''' <br />
| [[File:Grid_BituminousCoal_Ore_Granite.png|25px|link=Coal]][[Coal]]<br />
|- <br />
! '''[[Soil]]'''<br />
| [[File:Grid_Gravel_Granite.png|25px|link=Gravel]][[Gravel]]·[[File:Grid_Sand_Granite.png|25px|link=Sand]][[Sand]]<br />
|-<br />
! '''Containers''' <br />
| [[File:Grid_Basket.png|25px|link=Crafting Recipes]][[Crafting Recipes|Basket]]·[[File:Grid_Chest.png|25px|link=Crafting Recipes]][[Crafting Recipes|Chest]]<br />
|- <br />
! '''Metal Working''' <br />
| [[File:Copper_Anvil.png|25px|link=Anvil]][[Anvil]]·[[File:Crucible.png|25px|link=Crucible]][[Crucible]]·[[File:Forge.png|25px|link=Forge]][[Forge]]·[[File:Ingot_Mold_Burned.png|25px|link=Ingot Mold]][[Ingot Mold]]<br />
|- <br />
! '''Decorational''' <br />
| [[File:Grid_Painting.png|25px|link=Paintings]][[Paintings]]<br />
|- <br />
! '''Other''' <br />
| [[File:Firepit_lit.png|25px|link=Firepit]][[Firepit]]·[[File:Grid_Ore_Bomb.png|25px|link=Ore blasting bomb]][[Ore blasting bomb]]<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" colspan="2" |<br />
==== Items ====<br />
|-<br />
! style="width: 100px; | '''Tools'''<br />
|[[File:Grid_CopperAxe.png|25px|link=Axe]][[Axe]]·[[File:Grid_CopperHammer.png|25px|link=Hammer]][[Hammer]]·[[File:Grid_CopperHoe.png|25px|link=Hoe]][[Hoe]]·[[File:Grid_CopperKnife.png|25px|link=Knife]][[Knife]]·[[File:Grid_CopperPick.png|25px|link=Pickaxe]][[Pickaxe]]·[[File:Grid_CopperPropick.png|25px|link=Prospecting Pick]][[Prospecting Pick]]·[[File:Grid_CopperSaw.png|25px|link=Saw]][[Saw]]·[[File:Grid_Scythe.png|25px|link=Scythe]][[Scythe]]·[[File:Grid_CopperShears.png|25px|link=Shears]][[Shears]]·[[File:Grid_CopperShovel.png|25px|link=Shovel]][[Shovel]]<br />
|- <br />
! '''Weapons'''<br />
|[[File:Grid_Bow.png|25px|link=Bow]][[Bow]]·[[File:Grid_Copper_Spear.png|25px|link=Spear]][[Spear]]·[[File:Grid_Copper_Sword.png|25px|link=Sword]][[Sword]]·[[File:Grid_Club.png|25px|link=Club]][[Club]]<br />
|- <br />
! '''Resources''' <br />
| [[File:Grid_Cattail_Tops.png|25px|link=Cattail]][[Cattail]]·[[File:Grid_Firewood.png|25px|link=Firewood]][[Firewood]]<br />
|- <br />
! '''Food''' <br />
|[[File:Onion.png|25px|link=Onion]][[Onion]]·[[File:Parsnip.png|25px|link=Parsnip]][[Parsnip]]·[[File:Rice.png|25px|link=Rice]][[Rice]]·[[File:Rye.png|25px|link=Rye]][[Rye]]·[[File:Soybean.png|25px|link=Soybean]][[Soybean]]·[[File:Spelt.png|25px|link=Spelt]][[Spelt]]·[[File:Turnip.png|25px|link=Turnip]][[Turnip]]<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" colspan="2" |<br />
<br />
==== Mobs ====<br />
|-<br />
| style="width: 100px; | Empty<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" colspan="2" |<br />
==== Other ====<br />
|-<br />
| [[File:Grid_Copper_Ingot.png|25px|link=Metal]][[Metal]]<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" |<br />
==== Guides ====<br />
|-<br />
| [[File:Grid_Lore_Scroll.png|25px|link=Starter Guide]][[Starter Guide]]·[[File:Grid_Lore_Book.png|25px|link=Crafting Recipes]][[Crafting Recipes]]·[[File:Grid_CopperHoe.png|25px|link=Farming]][[Farming]]·[[File:Grid_CopperHammer.png|25px|link=Tools and Weapons]][[Tools and Weapons]]·[[File:Grid_CopperPick.png|25px|link=Ore Deposits]][[Ore Deposits|Mining]]·[[File:Grid_Charcoal.png|25px|link=Fuel]][[Fuel]]<br />
|}<br />
|}</div>Milohttps://wiki.vintagestory.at/index.php?title=Template:Content&diff=2001Template:Content2018-02-20T18:42:08Z<p>Milo: Added all missing tools/weapons as redlinks.</p>
<hr />
<div>__NOTOC__<br />
{| class="wikitable mw-collapsible mw-collapsed {{{state|collapsed}}}" style="text-align: left; margin:0px;"<br />
|- <br />
! style="width:100em;font-family:century gothic;" |<span style="font-size:150%;">[[Vintage Story]]: Vanilla Game Content</span><br />
|- <br />
|<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" colspan="2" |<br />
==== Blocks ====<br />
|-<br />
! style="width: 100px; | '''Ores''' <br />
| [[File:Grid_BituminousCoal_Ore_Granite.png|25px|link=Coal]][[Coal]]<br />
|- <br />
! '''[[Soil]]'''<br />
| [[File:Grid_Gravel_Granite.png|25px|link=Gravel]][[Gravel]]·[[File:Grid_Sand_Granite.png|25px|link=Sand]][[Sand]]<br />
|-<br />
! '''Containers''' <br />
| [[File:Grid_Basket.png|25px|link=Crafting Recipes]][[Crafting Recipes|Basket]]·[[File:Grid_Chest.png|25px|link=Crafting Recipes]][[Crafting Recipes|Chest]]<br />
|- <br />
! '''Metal Working''' <br />
| [[File:Copper_Anvil.png|25px|link=Anvil]][[Anvil]]·[[File:Crucible.png|25px|link=Crucible]][[Crucible]]·[[File:Forge.png|25px|link=Forge]][[Forge]]·[[File:Ingot_Mold_Burned.png|25px|link=Ingot Mold]][[Ingot Mold]]<br />
|- <br />
! '''Decorational''' <br />
| [[File:Grid_Painting.png|25px|link=Paintings]][[Paintings]]<br />
|- <br />
! '''Other''' <br />
| [[File:Firepit_lit.png|25px|link=Firepit]][[Firepit]]·[[File:Grid_Ore_Bomb.png|25px|link=Ore blasting bomb]][[Ore blasting bomb]]<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" colspan="2" |<br />
==== Items ====<br />
|-<br />
! style="width: 100px; | '''Tools'''<br />
|[[File:Grid_CopperAxe.png|25px|link=Axe]][[Axe]]·[[File:Grid_CopperHammer.png|25px|link=Hammer]][[Hammer]]·[[File:Grid_CopperHoe.png|25px|link=Hoe]][[Hoe]]·[[File:Grid_CopperKnife.png|25px|link=Knife]][[Knife]]·[[File:Grid_CopperPick.png|25px|link=Pickaxe]][[Pickaxe]]·[[File:Grid_CopperPropick.png|25px|link=Prospecting Pick]][[Prospecting Pick]]·[[File:Grid_CopperSaw.png|25px|link=Saw]][[Saw]]·[[File:Grid_Scythe.png|25px|link=Scythe]][[Scythe]]·[[File:Grid_CopperShears.png|25px|link=Shears]][[Shears]]·[[File:Grid_CopperShovel.png|25px|link=Shovel]][[Shovel]]<br />
|- <br />
! '''Weapons'''<br />
|-<br />
|[[File:Grid_Bow.png|25px|link=Bow]][[Bow]]·[[File:Grid_Copper_Spear.png|25px|link=Spear]][[Spear]]·[[File:Grid_Copper_Sword.png|25px|link=Sword]][[Sword]]·[[File:Grid_Club.png|25px|link=Club]][[Club]]<br />
|- <br />
! '''Resources''' <br />
| [[File:Grid_Cattail_Tops.png|25px|link=Cattail]][[Cattail]]·[[File:Grid_Firewood.png|25px|link=Firewood]][[Firewood]]<br />
|- <br />
! '''Food''' <br />
|[[File:Onion.png|25px|link=Onion]][[Onion]]·[[File:Parsnip.png|25px|link=Parsnip]][[Parsnip]]·[[File:Rice.png|25px|link=Rice]][[Rice]]·[[File:Rye.png|25px|link=Rye]][[Rye]]·[[File:Soybean.png|25px|link=Soybean]][[Soybean]]·[[File:Spelt.png|25px|link=Spelt]][[Spelt]]·[[File:Turnip.png|25px|link=Turnip]][[Turnip]]<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" colspan="2" |<br />
<br />
==== Mobs ====<br />
|-<br />
| style="width: 100px; | Empty<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" colspan="2" |<br />
==== Other ====<br />
|-<br />
| [[File:Grid_Copper_Ingot.png|25px|link=Metal]][[Metal]]<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: left;margin:0px;"<br />
|- <br />
! style="text-align: center;width:100em;font-family:century gothic;" |<br />
==== Guides ====<br />
|-<br />
| [[File:Grid_Lore_Scroll.png|25px|link=Starter Guide]][[Starter Guide]]·[[File:Grid_Lore_Book.png|25px|link=Crafting Recipes]][[Crafting Recipes]]·[[File:Grid_CopperHoe.png|25px|link=Farming]][[Farming]]·[[File:Grid_CopperHammer.png|25px|link=Tools and Weapons]][[Tools and Weapons]]·[[File:Grid_CopperPick.png|25px|link=Ore Deposits]][[Ore Deposits|Mining]]·[[File:Grid_Charcoal.png|25px|link=Fuel]][[Fuel]]<br />
|}<br />
|}</div>Milohttps://wiki.vintagestory.at/index.php?title=Tools_and_Weapons&diff=1994Tools and Weapons2018-02-20T09:00:01Z<p>Milo: Added scythe durability.</p>
<hr />
<div>THIS PAGE IS STILL UNDER CONSTRUCTION<br />
<br />
This page is intended to elaborate on how to craft tools and weapons in more detail. It's recommended that you read the [[Starter Guide|starter guide]] first.<br />
<br />
Tools and weapons don't come easy in Vintage Story and they shouldn't! In real life, these things aren't easy to make so it's very challenging yet rewarding to obtain these in Vintage Story.<br />
<br />
Making tools and weapons is a multi-step process that involves crafting, smelting and smithing. Below we'll go over all the steps needed to make that awesome sword you always wanted!<br />
<br />
Note: I use the term "Tools" throughout this article to denote "Tools and Weapons" since a weapon is really a tool of death! No really I just don't want to type that much. :-)<br />
<br />
== Basics ==<br />
Tools can be made from several different raw materials. The raw material you choose determines the process which is required to create your tool. In general, tools that are more useful are harder to make and also harder to find the raw materials.<br />
<br />
== Smelting ==<br />
[[File:Cooking_copper.png|thumbnail]]<br />
To smelt [[Metal|metal]] into ingots you need to create [[Ingot Mold|ingot molds]] and a [[Crucible|crucible]]. Crucibles are containers that hold molten metals and ingot molds hold those metals in their liquid form to allow them to cool into the shape of an ingot. Once you have crafted both a crucible and at least one ingot mold you must create a fire pit in order to heat them to a burned state. Once you have done this you can use them to create your ingots.<br />
<br />
== Smithing ==<br />
[[File:Smithing_recipe_selection.png|thumbnail]]<br />
<div id="smithing"><br />
<br />
Now that you have your shiny new ingots it's time to put them to use. But you won't be able to use them in their hardened form. You'll need to heat them up to a temperature which makes them malleable, so you can hammer them into shape. <br />
<br />
First create a [[forge]]. You need this to heat the ingots. You need to fill the forge with coal. Then light the coal with a torch. Place the ingots on the lit coal and let them heat up. Once heated, right click to grab one and head on over to your anvil. Place the hot ingot on the anvil and you will see a tool recipe menu pop up. Select which tool you would like to smith. Then select your hammer. Press the 'F' key to change smithing modes. Each mode allows you to hammer the hot metal in one direction or another. The recipe grid will show you which way you need to hammer.<br />
</div><br />
<br />
== Clay Molds ==<br />
Most tools and weapons can also be crafted using clay molds. If don't want to create an anvil or ingots you can instead pour the molten metal directly into clay molds. This does not work for iron tools, and a few items (such as the [[Saw|saw]]) must be forged.<br />
<br />
== Durability ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]], [[Shovel]]<br />
| 60 || 300 || 450 || 500 || 550 || 150 || 175 || 900<br />
|-<br />
!<br />
<br />
[[Hammer]]<br />
| || 350 || 500 || 600 || 700 || 175 || 175 || 1200<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 50 || 250 || 400 || 500 || 600 || 125 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Hoe]]<br />
| || 200 || 280 || 300 || 330 || 90 || 90 || 500<br />
|-<br />
!<br />
<br />
[[Scythe]]<br />
| || 300 || 400 || 500 || 600 || 100 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Shears]]<br />
| || 1000 || 1750 || 2000 || 2250 || 750 || 750 || 3800<br />
|-<br />
!<br />
<br />
[[Saw]]<br />
| || 250 || 400 || 450 || 500 || 70 || 90 || 900<br />
|-<br />
!<br />
<br />
[[Pickaxe]]<br />
| || 300 || 450 || 500 || 550 || 150 || 175 || 1000<br />
|-<br />
!<br />
<br />
[[Prospecting Pick|Propick]]<br />
| || 150 || 250 || 300 || 350 || 60 || 80 || 650<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 32 || 100 || 200 || 180 || 220 || 90 || 90 <br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| || 300 || 500 || 580 || 640 || 175 || 175 || 900<br />
<br />
|}<br />
<br />
* Bow has 150 durability<br />
* Wooden club has 100 durability.<br />
* In addition to extra durability, the upgraded metal tools have faster mining speeds.<br />
<br />
== Damage ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Attack Range !! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]]<br />
| 0 || 1 || 1.5 || 2.5 || 2 || 3 || 2.5 || 2.5 || 3.5<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| 2.5 || || 2.5 || 3.5 || 3 || 4 || 2.8 || 2.8 || 4.5<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 3.5 || 1 (3.5) || 2.5 (4.25) || 3.5 (4.75) || 3 (4.75) || 4 (5.25) || 3 (4.5) || 3 (4.5) || <br />
|-<br />
!<br />
<br />
[[Bow]] + [[Arrow]]<br />
| || (2.5) || (3) || (4) || (4) || (5.5) || (4) || (4) || (5)<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 2 || 1.3 || 2 || 2.8 || 2.5 || 0 || 2.8 || 2.8 || 3<br />
|-<br />
!<br />
<br />
[[Hammer]], [[Hoe]], [[Pickaxe]], [[Prospecting Pick|Propick]], [[Shovel]]<br />
| 0 || || 1.3 || 1.8 || 1.5 || 2 || 1.5 || 1.5 || 2.3<br />
<br />
|}<br />
* Numbers in () is projectile damage<br />
* Wooden club has 0 range and 1 damage<br />
* Stick has 2.5 range and .5 damage<br />
<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Milohttps://wiki.vintagestory.at/index.php?title=Tools_and_Weapons&diff=1993Tools and Weapons2018-02-20T08:52:39Z<p>Milo: Fixed propick link</p>
<hr />
<div>THIS PAGE IS STILL UNDER CONSTRUCTION<br />
<br />
This page is intended to elaborate on how to craft tools and weapons in more detail. It's recommended that you read the [[Starter Guide|starter guide]] first.<br />
<br />
Tools and weapons don't come easy in Vintage Story and they shouldn't! In real life, these things aren't easy to make so it's very challenging yet rewarding to obtain these in Vintage Story.<br />
<br />
Making tools and weapons is a multi-step process that involves crafting, smelting and smithing. Below we'll go over all the steps needed to make that awesome sword you always wanted!<br />
<br />
Note: I use the term "Tools" throughout this article to denote "Tools and Weapons" since a weapon is really a tool of death! No really I just don't want to type that much. :-)<br />
<br />
== Basics ==<br />
Tools can be made from several different raw materials. The raw material you choose determines the process which is required to create your tool. In general, tools that are more useful are harder to make and also harder to find the raw materials.<br />
<br />
== Smelting ==<br />
[[File:Cooking_copper.png|thumbnail]]<br />
To smelt [[Metal|metal]] into ingots you need to create [[Ingot Mold|ingot molds]] and a [[Crucible|crucible]]. Crucibles are containers that hold molten metals and ingot molds hold those metals in their liquid form to allow them to cool into the shape of an ingot. Once you have crafted both a crucible and at least one ingot mold you must create a fire pit in order to heat them to a burned state. Once you have done this you can use them to create your ingots.<br />
<br />
== Smithing ==<br />
[[File:Smithing_recipe_selection.png|thumbnail]]<br />
<div id="smithing"><br />
<br />
Now that you have your shiny new ingots it's time to put them to use. But you won't be able to use them in their hardened form. You'll need to heat them up to a temperature which makes them malleable, so you can hammer them into shape. <br />
<br />
First create a [[forge]]. You need this to heat the ingots. You need to fill the forge with coal. Then light the coal with a torch. Place the ingots on the lit coal and let them heat up. Once heated, right click to grab one and head on over to your anvil. Place the hot ingot on the anvil and you will see a tool recipe menu pop up. Select which tool you would like to smith. Then select your hammer. Press the 'F' key to change smithing modes. Each mode allows you to hammer the hot metal in one direction or another. The recipe grid will show you which way you need to hammer.<br />
</div><br />
<br />
== Clay Molds ==<br />
Most tools and weapons can also be crafted using clay molds. If don't want to create an anvil or ingots you can instead pour the molten metal directly into clay molds. This does not work for iron tools, and a few items (such as the [[Saw|saw]]) must be forged.<br />
<br />
== Durability ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]], [[Shovel]]<br />
| 60 || 300 || 450 || 500 || 550 || 150 || 175 || 900<br />
|-<br />
!<br />
<br />
[[Hammer]]<br />
| || 350 || 500 || 600 || 700 || 175 || 175 || 1200<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 50 || 250 || 400 || 500 || 600 || 125 || 125 || 900<br />
|-<br />
!<br />
<br />
[[Hoe]]<br />
| || 200 || 280 || 300 || 330 || 90 || 90 || 500<br />
|-<br />
!<br />
<br />
[[Shears]]<br />
| || 1000 || 1750 || 2000 || 2250 || 750 || 750 || 3800<br />
|-<br />
!<br />
<br />
[[Saw]]<br />
| || 250 || 400 || 450 || 500 || 70 || 90 || 900<br />
|-<br />
!<br />
<br />
[[Pickaxe]]<br />
| || 300 || 450 || 500 || 550 || 150 || 175 || 1000<br />
|-<br />
!<br />
<br />
[[Prospecting Pick|Propick]]<br />
| || 150 || 250 || 300 || 350 || 60 || 80 || 650<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 32 || 100 || 200 || 180 || 220 || 90 || 90 <br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| || 300 || 500 || 580 || 640 || 175 || 175 || 900<br />
<br />
|}<br />
<br />
* Bow has 150 durability<br />
* Wooden club has 100 durability.<br />
* In addition to extra durability, the upgraded metal tools have faster mining speeds.<br />
<br />
== Damage ==<br />
<br />
{| class="wikitable mw-collapsible sortable"<br />
|-<br />
! Name<br />
! Attack Range !! Flint !! Copper !! Tin Bronze !! Bismuth Bronze !! Black Bronze !! Gold !! Silver !! Iron <br />
|-<br />
!<br />
<br />
[[Knife]]<br />
| 0 || 1 || 1.5 || 2.5 || 2 || 3 || 2.5 || 2.5 || 3.5<br />
|-<br />
!<br />
<br />
[[Sword]]<br />
| 2.5 || || 2.5 || 3.5 || 3 || 4 || 2.8 || 2.8 || 4.5<br />
|-<br />
!<br />
<br />
[[Spear]]<br />
| 3.5 || 1 (3.5) || 2.5 (4.25) || 3.5 (4.75) || 3 (4.75) || 4 (5.25) || 3 (4.5) || 3 (4.5) || <br />
|-<br />
!<br />
<br />
[[Bow]] + [[Arrow]]<br />
| || (2.5) || (3) || (4) || (4) || (5.5) || (4) || (4) || (5)<br />
|-<br />
!<br />
<br />
[[Axe]]<br />
| 2 || 1.3 || 2 || 2.8 || 2.5 || 0 || 2.8 || 2.8 || 3<br />
|-<br />
!<br />
<br />
[[Hammer]], [[Hoe]], [[Pickaxe]], [[Prospecting Pick|Propick]], [[Shovel]]<br />
| 0 || || 1.3 || 1.8 || 1.5 || 2 || 1.5 || 1.5 || 2.3<br />
<br />
|}<br />
* Numbers in () is projectile damage<br />
* Wooden club has 0 range and 1 damage<br />
* Stick has 2.5 range and .5 damage<br />
<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Milo