Preset playstyles

From Vintage Story Wiki
This page contains changes which are not marked for translation.

This page was last verified for Vintage Story version 1.19.2.

When the player launches the game and selects Singleplayer, the Create New World button gives access to a number of preset playstyles.

5 options
playstyles

Preset playstyles

While the game is highly customizable, these preset configurations help a new player quickly start an experience that suits their interests. Experienced players can save time creating a new world by selecting the playstyle closest to their preference, then further refining the configuration by adjusting just a few attributes. There's even a feature to copy a custom playstyle to apply to a new world.

Standard
The default survival experience of Vintage Story. Balanced exploration, building and survival.

Exploration
For players that do not enjoy combat or a significant focus on survival. Greater focus on exploration and building, less focus on survival.

Wilderness Survival
For players that enjoy challenging combat and survival mechanics. Greater focus on survival, less focus on exploration and building. Respawn randomly within 5000 blocks upon death.

Homo sapiens
Removes all lore content and evidence of current or past civilizations. You are the first and only human on the planet. Stronger focus on realistic survival.

Creative Building
Flat and empty terrain with unlimited blocks, the ability to fly and world editing tools.

Configurable attributes[1]

Game mode

Configurable player powers
Attribute description[2] Options[3]
Creative mode: Infinite blocks, infinite health, can fly, and access to the World Edit tools

Survival mode: Limited blocks, limited health, cannot fly
• Survival
• Creative

If the player has privileges to use server commands, it's possible to go between survival and creative mode at will, after world generation.

Under the hood of gameMode
Attribute code[4] dataType[5] Raw values[6] Default value[7] Configurable[8]
gameMode dropdown ""survival"", ""creative"" survival via server commands

Player spawn and death

Configurable settings for spawn and death
Attribute description[9] Options[10]
The climate the player will start out in. Only applies if Climate Distribution is set to Realistic. • Hot (28-32°C)
• Warm (19-23 °C)
• Temperate (6-14 °C)
• Cool (-5 to 1 °C)
• Icy (-15 to -10°C)
When a new player joins or dies without setting a new spawn point, this is the radius around the map center inside which the player randomly spawns. • 10000 blocks
• 5000 blocks
• 2500 blocks
• 1000 blocks
• 500 blocks
• 250 blocks
• 100 blocks
• 50 blocks
• 25 blocks
• 0 blocks
How many days before mobs begin to spawn. • 10 days before monsters appear
• 5 days before monsters appear
• 4 days before monsters appear
• 3 days before monsters appear
• 2 days before monsters appear
• 1 day before monsters appear
• No timer. Monsters spawn right away.
Whether or not to keep your inventory when you die. • Drop inventory contents
• Keep inventory contents
If you drop your inventory contents when you die, how long (in real world time) the dropped items will remain before being automatically de-spawned. • 5 minutes
• 10 minutes
• 20 minutes
• 30 minutes
• 1 hour
  • graceTimer might refer to all mobs but it seems that natural creatures can spawn during the grace period, while monsters (Drifters) won't spawn even if there are visible Rifts during the grace period.
  • Configuring droppedItemsTimer only affects items dropped when a player dies. Items dropped/thrown for other reasons keep the default despawn timer.
Under the hood of spawnndeath
Attribute code[11] dataType[12] Raw values[13] Default value[14] Configurable[15]
startingClimate dropdown ""hot"", ""warm"", ""temperate"", ""cool"", ""icy"" temperate onlyDuringWorldCreate
spawnRadius dropdown ""10000"", ""5000"", ""2500"", ""1000"", ""500"", ""250"", ""100"", ""50"", ""25"", ""0"" 50 via server commands
graceTimer dropdown ""10"", ""5"", ""4"", ""3"", ""2"", ""1"", ""0"" 0 onlyDuringWorldCreate
deathPunishment dropdown ""Drop inventory contents"", ""Keep inventory contents"" drop via server commands
droppedItemsTimer dropdown ""300"", ""600"", ""1200"", ""1800"", ""3600"" 600 via server commands

Survival challenges

Configurable settings for challenge intensity
Attribute description[16] Options[17]
Seasonal temperature changes and snow accumulation. • Enabled
• Off, always spring
• Off, always summer
• Off, always fall
• Off, always winter
How many times the player can die before the save file self-deletes.[18] • 1
• 2
• 3
• 4
• 5
• 10
• 20
• Infinite
How long you can breathe underwater. • 10 seconds
• 20 seconds
• 40 seconds
• 60 seconds
• 2 minutes
• 60 minutes
Amount of days each in-game month should have. This determines the length of a year and the length of seasons. One year is always 12 months. We recommend adjusting hunger rate, health regeneration rate and food spoilage to match any changes to days per month. • 30 days (24 real life hours)
• 20 days (16 real life hours)
• 12 days (9.6 real life hours)
• 9 days (7.2 real life hours)
• 6 days (4.8 real life hours)
• 3 days (2.4 real life hours)
When enabled, cold temperatures will damage crops, reduce animal spawn during winter and reduce meat harvested from animals. • Enabled
• Disabled
Which blocks should fall down if they are not supported by a block below. • Sand and gravel
• Sand, gravel and soil with sideways instability
Causes unstable rock to collapse when mined. • Disabled
• Enabled
On: Crops can be grown below sea level with artificial light (block light)
Off: Each meter below sea level incurs a 1 light level penalty, making deep farming impossible.
• On
• Off
The outside temperature the player can withstand without clothing, when dry and standing still. • -40°
• -30°
• -25°
• -20°
• -15°
• -10°
• -5°
• 0°
• 5°
• 10°
• 15°
• 20
Aggressive: Wolves, Drifters and Locust will attack you on sight. Other creatures attack when provoked.
Passive: Creatures only attack when provoked.
Never hostile: Creatures will never fight back.
• Aggressive
• Passive
• Never hostile
How much damage a creature should inflict, e.g. at 200% creatures will do twice the amount of the usual damage. • Deadly (400%)
• Very Strong (200%)
• Strong (150%)
• Normal (100%)
• Weak (50%)
• Very weak (25%)
How many base health points the player starts out with, excluding the extra health points gained from the nutrition system. • 5 hp
• 10 hp
• 15 hp
• 20 hp
• 25 hp
• 30 hp
• 35 hp
The rate at which the player gets hungry. • Very fast (200%)
• Fast (150%)
• Slightly faster (125%)
• Normal (100%)
• Slightly slower (75%)
• Slower (50%)
• Much slower (25%)
The rate at which the player regenerates Health. • Very fast (200%)
• Fast (150%)
• Slightly faster (125%)
• Normal (100%)
• Slightly slower (75%)
• Slower (50%)
• Much slower (25%)
The speed at which the player normally moves around. In-game choices (character class, armor) will also affect movement speed. • Fast
• Slightly faster
• Normal
• Slightly slower
• Slower
• Much slower
How fast food should spoil. • 400%
• 300%
• 200%
• 150%
• 125%
• 100%
• 75%
• 50%
• 25%
Tree sapling growth time. • Extremely slow (16x)
• Much slower (8x)
• Slower (4x)
• Somewhat slower (2x)
• Slightly slower (1.5x)
• Normal (1x)
• Slightly faster (0.75x)
• Faster (0.5x)
• Much faster (0.25x)
How long tools should last until they break. • 400%
• 300%
• 200%
• 150%
• 125%
• 100%
• 75%
• 50%
How fast tools should break blocks. • 300%
• 200% (twice as fast)
• 150%
• 125%
• 100%
• 75%
• 50% (half as fast)
• 25%
The prospecting pick is a tool to help players to find the location of ores. When this Node Search mode is enabled, it assists the player greatly in locating ores: if a node is detected, the ore is guaranteed to be within the specified range. • Disabled
• 2 blocks
• 4 blocks
• 6 blocks
• 8 blocks
Affects the spawn rate of all ores. Does not affect areas devoid of certain minerals • 300%
• 200% (twice as much ore)
• 180%
• 160%
• 140%
• 120%
• 100%
• 80%
• 60%
• 40%
• 20%
If enabled, the chisel can be used to carve and change the shape of blocks. Default: Stone, Wood & Bricks in survival; Most cubic blocks in creative • Off
• Stone and Wood
• Most cubic blocks
Whether to allow the use of the coordinate overlay toggled via Ctrl + V. • true
• false
Whether to allow the use of the world map. • true
• false
If activated, the world map will be rendered with the authentic block colors, otherwise, it will feature visuals reminiscent of a medieval world map. • true
• false
Whether to generate lore related content or anything related to previous human history. • true
• false
  • The player can get more than the base health points set by eating a balanced diet.
  • saplingGrowthRate does not apply to fruit trees, which grow from cuttings rather than saplings.
  • Players report that Locusts still spawn in Homo-Sapiens mode, which ought to contain no lore-related content.
Under the hood of survivalchallenges
Attribute code[19] dataType[20] Raw values[21] Default value[22] Configurable
seasons dropdown ""enabled"", ""spring"", ""summer"", ""fall"", ""winter"" enabled via server commands
playerlives dropdown ""1"", ""2"", ""3"", ""4"", ""5"", ""10"", ""20"", ""-1"" -1 via server commands
lungCapacity dropdown ""10000"", ""20000"", ""40000"", ""60000"", ""120000"", ""3600000"" 40000 via server commands
daysPerMonth dropdown ""30"", ""20"", ""12"", ""9"", ""6"", ""3"" 9 via server commands
harshWinters dropdown ""true"", ""false"" true via server commands
blockGravity dropdown ""sandgravel"", ""sandgravelsoil"" sandgravel via server commands
caveIns dropdown ""off"", ""on"" off via server commands
allowUndergroundFarming bool true, false false via server commands
bodyTemperatureResistance dropdown ""-40"", ""-30"", ""-25"", ""-20"", ""-15"", ""-10"", ""-5"", ""0"", ""5"", ""10"", ""15"", ""20"" 0 via server commands
creatureHostility dropdown ""aggressive"", ""passive"", ""off"" aggressive via server commands
creatureStrength dropdown ""4"", ""2"", ""1.5"", ""1"", ""0.5"", ""0.25"" 1 via server commands
playerHealthPoints dropdown ""5"", ""10"", ""15"", ""20"", ""25"", ""30"", ""35"" 15 via server commands
playerHungerSpeed dropdown ""2"", ""1.5"", ""1.25"", ""1"", ""0.75"", ""0.5"", ""0.25"" 1 via server commands
playerHealthRegenSpeed dropdown ""2"", ""1.5"", ""1.25"", ""1"", ""0.75"", ""0.5"", ""0.25"" 1 via server commands
playerMoveSpeed dropdown ""2"", ""1.75"", ""1.5"", ""1.25"", ""1"", ""0.75"" 1.5 via server commands
foodSpoilSpeed dropdown ""4"", ""3"", ""2"", ""1.5"", ""1.25"", ""1"", ""0.75"", ""0.5"", ""0.25"" 1 via server commands
saplingGrowthRate dropdown ""16"", ""8"", ""4"", ""2"", ""1.5"", ""1"", ""0.75"", ""0.5"", ""0.25"" 1 via server commands
toolDurability dropdown ""4"", ""3"", ""2"", ""1.5"", ""1.25"", ""1"", ""0.75"", ""0.5"" 1 via server commands
toolMiningSpeed dropdown ""3"", ""2"", ""1.5"", ""1.25"", ""1"", ""0.75"", ""0.5"", ""0.25"" 1 via server commands
propickNodeSearchRadius dropdown ""0"", ""2"", ""4"", ""6"", ""8"" 0 via server commands
globalDepositSpawnRate dropdown ""3"", ""2"", ""1.8"", ""1.6"", ""1.4"", ""1.2"", ""1"", ""0.8"", ""0.6"", ""0.4"", ""0.2"" 1 via server commands
microblockChiseling dropdown ""off"", ""stonewood"", ""all"" stonewood via server commands
allowCoordinateHud bool ""true"", ""false"" true via server commands
allowMap bool ""true"", ""false"" true via server commands
colorAccurateWorldmap bool ""true"", ""false"" false via server commands
loreContent bool ""true"", ""false"" true via server commands

The command /worldconfig colorAccurateWorldmap true enables the classic map style for all players. There are separate commands for server admins that can enable the classic map for individual players.

Temporal stability

Configurable settings for aspects of the "temporal stability" feature
Attribute description[23] Options[24] Attribute code[25] dataType[26] Raw values[27] Default value[28] Configurable
How often temporal storms should occur • Off
• Every 30-40 days,
increase strength/frequency by 2.5% each time, capped at +25%
• Approx. every 20-30 days,
increase by 5%, capped at +50%
• Approx. every 10-20 days,
increase by +10%, capped at 100%
• Approx. every 5-10 days,
increase by 15%, capped at +150%
• Approx. every 3-6 days,
increase by 20%, capped at +200%
temporalStorms dropdown ""off"", ""veryrare"", ""rare"", ""sometimes"", ""often"", ""veryoften"" sometimes via server commands
How long a temporal storm should last • Much longer (200%)
• Longer (150%)
Slightly longer (125%)
• Normal (100%)
• Slightly shorter (75%
• Shorter (50%)
• Much Shorter (25%)
tempstormDurationMul dropdown ""2"", ""1.5"", ""1.25"", ""1"", ""0.75"", ""0.5"", ""0.25"" 1 via server commands
Enables or disables the temporal stability game mechanic • true
• false
temporalStability bool ""true"", ""false"" true via server commands
Temporal rifts cause Drifters to appear on the worlds surface.
Off: Disables rifts and surface drifters
Invisible: Rifts spawn drifters, but are invisible, do not affect your temporal stability and make no sound
Visible: Rifts spawn drifters, can be seen, emit sounds and affect your temporal stability
• Off
• Invisible
• Visible
temporalRifts dropdown ""off"", ""invisible"", ""visible"" visible via server commands
The temporal gear allows you to set a spawn point. Here you can configure how often it can be used for respawning at the set point. • Infinite< br>• 20 times
• 10 times
• 5 times
• 4 times
• 3 times
• 2 times
• One time
temporalGearRespawnUses dropdown ""-1"", ""20"", ""10"", ""5"", ""4"", ""3"", ""2"", ""1"" 1 via server commands
Sleeping during temporal storms • Disallowed
• Allowed
temporalStormSleeping dropdown ""0"", ""1"" 1 via server commands

World generation

Configurable settings that affect the planet
Attribute description[29] Options[30] Attribute code[31] dataType[32] Raw values[33] Default value[34] Configurable
Realistic: Cold towards north, hot towards south. Walking east and west has roughly the same climate. (recommended)
Patchy: Random patches of hot and cold.
Please note: The seasons system has been optimized for Realistic climate.
• Realistic
• Patchy
worldClimate dropdown ""realistic"", ""patchy"" realistic onlyDuringWorldCreate
How much percent of the world should be land. The rest is ocean. • ~0%
• 10%
• 20%
• 30%
• 40%
• 50%
• 60%
• 70%
• 80%
• 90%
• 100%
landcover dropdown ""0"", ""0.1"", ""0.2"", ""0.3"", ""0.4"", ""0.5"", ""0.6"", ""0.7"", ""0.8"", ""0.9"", ""1"" 1 onlyDuringWorldCreate
Determines how much ocean will be between pieces of land • 10%
• 25%
• 50%
• 75%
• 100%
• 125%
• 150%
• 175%
• 200%
• 300%
• 400%
oceanscale dropdown ""0.1"", ""0.25"", ""0.5"", ""0.75"", ""1"", ""1.25"", ""1.5"", ""1.75"", ""2"", ""3"", ""4"" 1 onlyDuringWorldCreate
How common geologic upheaval should be. Produces large scale hilly terrain • 0%
• 10%
• 20%
• 30%
• 40%
• 50%
• 60%
• 70%
• 80%
• 90%
• 100%
upheavelCommonness dropdown ""0"", ""0.1"", ""0.2"", ""0.3"", ""0.4"", ""0.5"", ""0.6"", ""0.7"", ""0.8"", ""0.9"", ""1"" 0.3 onlyDuringWorldCreate
Some areas now have underground lava rivers closer to the surface, as well as hot springs above underground lava pools.[35] • None
• Rare
• Uncommon
• Common
• Very Common
geologicActivity dropdown ""0"", ""0.05"", ""0.1"", ""0.2"", ""0.4"" 0.05 onlyDuringWorldCreate
Landforms are the principal mechanic that shape the terrain. They are what determine where are lakes, mountains, hills, flat lands, cliffs,... how common they are, and (optionally) in what climate they can occur.
An increased landform scale means the same landform will occupy a larger area. In other words, you will encounter wider mountains, wider lakes, wider flat lands, etc.
• 20%
• 40%
• 60%
• 80%
• 100%
• 120%
• 140%
• 160%
• 180%
• 200%
• 300%
landformScale dropdown ""0.2"", ""0.4"", ""0.6"", ""0.8"", ""1.0"", ""1.2"", ""1.4"", ""1.6"", ""1.8"", ""2"", ""3"" 1 onlyDuringWorldCreate
How wide the world map should be (X axis, West-East • 8 mil blocks
•4 mil blocks
•2 mil blocks
•1 mil blocks
•600k blocks
•512k blocks
•384k blocks
•256k blocks
•102k blocks
•51k blocks
•25k blocks
•10k blocks
•5120 blocks
•1024 blocks
•512 blocks
•384 blocks
•256 blocks
•128 blocks
•64 blocks
•32 blocks
worldWidth dropdown ""8192000"", ""4096000"", ""2048000"", ""1024000"", ""600000"", ""512000"", ""384000"", ""256000"", ""102400"", ""51200"", ""25600"", ""10240"", ""5120"", ""1024"", ""512"", ""384"", ""256"", ""128"", ""64"", ""32"" 1024000 onlyDuringWorldCreate
How long the world map should be (Z axis, North-South • 8 mil blocks
•4 mil blocks
•2 mil blocks
•1 mil blocks
•600k blocks
•512k blocks
•384k blocks
•256k blocks
•102k blocks
•51k blocks
•25k blocks
•10k blocks
•5120 blocks
•1024 blocks
•512 blocks
•384 blocks
•256 blocks
•128 blocks
•64 blocks
•32 blocks
worldLength dropdown ""8192000"", ""4096000"", ""2048000"", ""1024000"", ""600000"", ""512000"", ""384000"", ""256000"", ""102400"", ""51200"", ""25600"", ""10240"", ""5120"", ""1024"", ""512"", ""384"", ""256"", ""128"", ""64"", ""32"" 1024000 onlyDuringWorldCreate
What should happen when a player or a creature walks over the edge of the world. • Blocked
• Traversable (Can fall down)
worldEdge dropdown ""blocked"", ""traversable"" traversable via server commands
How far (in blocks) a player must walk to reach the equator, starting from polar regions. Only applies if Climate Distribution is set to Realistic. • 800k blocks
• 400k blocks
• 200k blocks
• 100k blocks
• 50k blocks
• 25k blocks
• 15k blocks
• 10k blocks
• 5000 blocks
polarEquatorDistance dropdown ""800000"", ""400000"", ""200000"", ""100000"", ""50000"", ""25000"", ""15000"", ""10000"", ""5000"" 50000 onlyDuringWorldCreate
Changes the world-wide temperature. Low or high temperatures might be difficult or impossible to survive or progress through. • Scorching hot
• Very hot
• Hot
• Normal
• Cold
• Very Cold
• Snowball earth
globalTemperature dropdown ""4"", ""2"", ""1.5"", ""1"", ""0.75"", ""0.5"", ""0.25"" 1 onlyDuringWorldCreate
Changes the world wide precipitation levels\r\n\r\nExtreme aridity or humidity might be difficult or impossible to survive • Super humid
• Very humid
• Humid
• Normal
• Semi-Arid
• Arid
• Hyperarid
globalPrecipitation dropdown ""4"", ""2"", ""1.5"", ""1"", ""0.5"", ""0.25"", ""0.1"" 1 onlyDuringWorldCreate
Changes the amount of forests and shrubs to be generated. High values will tend to make crossing terrain slower for players • Forest World (+100%)
• Extremely forested (+90%)
• Very highly forested (+75%)
• Highly forested (+50%)
• Somewhat more forest (+25%)
Normal
• Somewhat less forest (-25%)
• Significantly less forested (-50%)
• Much less forested (-75%)
• Near Tree-less (-90%)
• Tree-less World (-100%)
globalForestation dropdown ""1"", ""0.9"", ""0.75"", ""0.5"", ""0.25"", ""0"", ""-0.25"", ""-0.5"", ""-0.75"", ""-0.9"", ""-1"" 0 onlyDuringWorldCreate
How often surface copper deposits should spawn • Very common
• Common
• Uncommon
• Rare
• Very Rare
• Extremely rare
• Never
surfaceCopperDeposits dropdown ""1"", ""0.5"", ""0.2"", ""0.12"", ""0.05"", ""0.015"", ""0"" 0.12 via server commands
How often surface tin deposits should spawn • Very common
• Common
• Uncommon
• Rare
• Very Rare
• Extremely rare
• Never
surfaceTinDeposits dropdown ""0.5"", ""0.25"", ""0.12"", ""0.03"", ""0.014"", ""0.007"", ""0"" 0.007 via server commands
When enabled, snow will accumulate on the ground in snowy weather at cold temperatures, as well as water freezing when it's cold enough. Snow and ice will melt at warm temperatures. • Enabled
• Disabled
snowAccum dropdown ""true"", ""false"" true via server commands

100% landcover means no oceans, but plenty of lakes and ponds.

Multiplayer

Configurable settings that mostly affect the multiplayer experience
Attribute description[36] Options[37] Attribute code[38] dataType[39] Raw values[40] Default value[41] Configurable
Whether to allow the use of the land claiming system, which allows players to deny access to areas of the world to other players • true
• false
allowLandClaiming bool ""true"", ""false"" true via Server Commands
If enabled, some crafting recipes become exclusive to certain character classes (recommended) • true
• false
classExclusiveRecipes bool ""true"", ""false"" true via Server Commands
Whether to allow the use of the server-wide auction house at Trader wagons • true
• false
auctionHouse bool ""true"", ""false"" true via Server Commands

To make classExclusiveRecipes available to all classes, set to false so the recipes are no longer exclusive/restricted.

Comparing playstyles

Change from one playstyle to another

There's no way to change multiple attributes at once. After a world has been created, it's possible to change to the experience of a different playstyle by using server commands to change one attribute at a time. The owner of a server controls who has the privilege of using such commands. After using worldconfig commands, the world/server needs to be reloaded for the changes to take effect.


Replicate a custom playstyle

Special uses

History

  • colorAccurateWorldmap was added with version 1.19

Notes

  • More types of gameMode exist than are available during the world creation process for singleplayer. In addition to Survival and Creative, the language files refer to Spectator and Guest.
  • Disabling temporalStability also has the effect of disabling temporalStorms.
  • Changing the number of days per month can have unintended side effects, such as stored food rotting instantly.

Gallery

See also

References

Sources of data
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  18. This was not in the en.json file and needs further investigation to confirm.
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  35. [Version 1.18.0-pre.1 blog]
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Wiki Navigation
Vintage Story Guides[[::Category:Guides| ]]Frequently Asked Questions Soundtrack Versions Controls
Game systems Crafting Knapping Clay forming Smithing Cooking Temperature Hunger Mining Temporal stability Mechanical power Trading Farming Animal husbandry
World World generation Biomes Weather Temporal storms
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Entities Hostile entities Animals NPCs Players
Miscellaneous List of client commands List of server commands Creative Starter Guide Bot System WorldEdit Cinematic Camera Adjustable FPS Video Recording ServerBlockTicking