Survival Guide - Your first day
This guide is a collaboration between many individuals and may have issues. A wonderful member of the community, copygirl, who is a contributor to the Vintage Story code, has compiled a more concise and potentially more user friendly survival guide on her own page. As with the wiki, there is no guarantee on the accuracy of the content and is correct to the best of the author's knowledge.
This is the default key bind, please keep in mind that when changing, for instance, the Shift key for sneaking to a different one, all combinations previously using the shift key will change to your new key choice as well.
|W A S D||To move around|
|E||Backpack Inventory (Access Crafting Grid)|
|C||Character Inventory (Clothes and other Gear)|
|Shift||Sneak (used to place active items on blocks)|
|Ctrl + W||Run|
|Q||Drop currently held item|
|F5||Cycle through camera modes (first person, third person, overhead)|
|Tab||Show/Hide chat overlay|
|T||Begin typing in the chat overlay|
|F4||Show/Hide user interfaces|
|F6||Show/Hide user minimap|
|B||Show/Hide block info|
|H||Survival Handbook - can also be used while hovering over an item in the inventory|
|Shift + H||Survival Handbook while looking at a block or item in the world|
|N||Show/Hide block interaction help|
|F12||Take a screenshot|
|Esc||Exit/close any interface|
When creating a new world, the player can decide between different presets or customize them individually. It is recommended for new players to check the customization options for their first world or start with the Exploration template, as some of the difficulty settings of the Standard experience can be highly frustrating.
The main difficulty points that can be especially challenging for new players are as follows:
- Death punishment (Keep or drop inventory on death)
- Temporal Stability (Temporal Storms, Surface Stability and Rifts)
- Climate Distribution (the distance between different "biomes" and whether these are distributed realistically around an equator, or randomly in patches)
- Surface deposit frequency (both copper & tin, as they are both important starting metals)
The below table shows the available world presets, it is advised to use the Customize button below the preset selection to further customize your world, as almost all aspects of the world generation and player experience can be changed. An in depth list of all customization options can be found on the World Configuration page.
|Standard||Despite it's name, this is not necessarily the best starting point for any new players. It comes with the full assortment of difficulty options, meaning temporal stability, hunger, temperatures etc. are all enabled. Without customization, monsters will spawn from the first night on and inventory will be dropped on death.|
|Exploration||Most direct threats like creature hostility & temporal stability are turned off, natural difficulties like hunger and temperatures are reduced. The player will keep their inventory on death.|
|Wilderness Survival||Hard Mode - not recommended for new players. Standard Mode with additional challenges - inventory is dropped on death and the player will respawn in a random location in a 5k block radius. Player health points are reduced and creature strength is raised.|
|Creative Building||As the name implies, this is your typical flat building world with Creative Mode enabled from the start. If you'd rather like to build in a normal map, customize a different preset to start in Creative Mode instead of Survival Mode.|
Your first day
Players appear in the world at the "spawn location". If a player dies in the game, the player will reappear (respawn) at the initial spawn location until the player spawn point is reset (a way to reset player's spawn location can be found later in the game.) It's a good idea to set a marker for this spawn point when a player first appears in the world. Either use on the world map or through the command
/waypoint add [waypointcolor] [title]. This command adds a waypoint with given color (any .NET Color or a Hex Code) and text.
In order to start the Stone Age, you will need Stone Tools, the process usually involves the following:
- Find Flint or loose knappable stones (basalt, granite, andesite, obsidian or peridotite).
- With the flint or stone in your active hotbar slot, place it (Shift + ) on solid ground to create a knapping surface. Only flint will immediately create a knapping surface. In order to use the other loose stones, you need to place it once, then target it (Shift + ) again with another loose stone.
- Choose the tool to create from the menu. An axe and a knife are highly recommended as first tools.
- Using a stone in the active hand, on the orange boxes to remove them from the stone and shape the finished blade or tool head. When the last orange box is removed, the completed tool head will transfer to the player's hotbar.
- Press E to open the inventory GUI and access the crafting grid. In the grid, combine the stone tool blade with a stick (handle) to create the finished tool.
- Note: Sticks can be collected from the ground or by breaking leafy branches using .
Players have access to 3 types of inventory slots.
Here are some of the first day options for food:
- Mushrooms can be harvested with a knife or empty hands. They will regrow at the exact spot, so marking mushroom clusters on the map can be advantageous. Make sure to check the mushroom with the Handbook to check for poisonous variants, as some mushrooms can drain your health or even kill you when consumed raw or cooked
- Ripe Berry Bushes can be harvested without tools, and then broken and replanted anywhere else. After a while they will start to bloom again.
- Cattail roots can be harvested using a knife and cooked over a fire as a source of early game forage.
- Most animals can be killed and harvested with a knife for nutritious meat and fat. Sneak and hold the with a knife in hand to harvest animals. Meat must be cooked in a fire pit.
Clay is a required resource to progress through the ages, and in early game it can be used to build comparatively cheap stationary storage options and your first means to preserve food for a bit longer. It is also required to craft a cooking pot, which is necessary for advanced cooking.
Detailed information can be found in the Clay Forming page.
Light / Cooking
Once the sun sets, a player might want to create a firepit as a source of light and for cooking. Be aware though, rain will extinguish any uncovered fires or torches, so be sure to build a simple roof over any firepits.
To make a firepit, gather the following resources:
- Dry grass: with a Knife in hand to gather Tall Grass.
- Firewood: with an Axe in hand to cut Trees and harvest logs. Place the axe and logs in the crafting grid to create firewood.
Sneak and right click on solid ground with the dry grass in hand to place a fire pit. Next, sneak and right click with 4 firewood in hand to complete the fire pit. Then, light the fire using a firestarter (or a torch), hold with either item in hand and aim at the base of the firepit. (Optionally check the handbook H, to find out how to make a firestarter.)
Congratulations, meat can be cooked and new torches created by heating sticks! Be careful though, a torch in your off hand will cause you to take an increased hunger penalty, and torches held while taking a dip in water will get extinguished.
To defend against hostile creatures, craft stone age weapons by knapping or carving a club from a log. Different weapons have different ranges. Spears are the strongest long range weapon in the stone age, but break quickly. Create a stone spearhead by knapping, and combine with a stick (shaft) in the crafting grid to finish the spear. Wooden clubs are durable but have less damage and less range. Knives, axes, or just plain sticks can all be used as weapons, but these have shorter ranges than the spear. In an emergency, small stones can be thrown at mobs. For more information, see the main article on Combat.
Improvised body armor can be crafted from dry grass and firewood for some very basic protection. It will not protect your head or legs, but is better than nothing. Once more established in the world of Vintage Story, more advanced types of armor can be crafted.
Once the sun sets, a player might also like a shelter. There are different blocks that you can use to make a shelter using the early resources you have available. Dry grass can be used to make a bed early on, or form hay blocks/cob for early building blocks. Soil is also a good building material, and can be used to form Mud Bricks.
- See Container's main article for detailed information.
For more storage, the player can craft two early game containers.
- Reed chests have 8 slots for items, however they require a total of 24 cattails and shouldn't be used to store food if possible.
- Storage Vessels have 12 slots. They require clay to craft and have the best spoilage rates in the game, which make them suitable for food storage.
- Chests have 16 slots, but require boards and Nails and strips , which also require access to smithing.
- See Temperature for detailed information.
The player's body temperature needs to be kept around 37°C. Prolonged times with body temperature under this mark will result in freezing animations and even damage taken. Beware that dipping in water or being out in the rain will make your temperature drop faster. Standing near a lit campfire can warm the player up and the body temperature will stay up a while even after stepping away.
- See Temporal Stability for detailed information.
By now a player might be wondering about the cyan gear between the health and satiety bar. This is the temporal stability meter, the level of color in the gear indicates the player's current temporal stability. As a player's temporal stability reduces, the gear turns counter clockwise and the blue color in the gear decreases. When increasing, the gear's color returns as it turns clockwise. If temporal stability reaches zero, the player's vision will change drastically, and bad things tend to happen.
Draining temporal stability:
- Some surface areas are temporally unstable
- Caves, underground caverns, and places below surface level are generally more unstable than the surface of the world
- Temporal storms (occur at regular intervals)
Recovering temporal stability:
- Move to a location of high stability on the surface or at higher elevations in the world
- Transfer the temporal stability from a temporal gear: equip the gear in the left hand, a knife in the off hand, and hold to provide a 30% boost at the cost of some HP
- Killing drifters recovers small amounts of your own temporal stability
Advanced Game Mechanics
Once the basics are mastered, players can develop advanced technology: Survival Guide - Advanced tech
Tutorial Video: First Day
Thanks to Ashantin for creating and sharing with the VS community.