Mods / Wilderlands Tweaks

Tags: #Tweak
Author: Thalius
Side: Both
Created: Jan 18th at 5:17 AM
Last modified: Jun 11th at 3:36 AM
Downloads: 2513
Follow Unfollow 48

Latest release (for Vintage Story 1.20.10 and 1.20.11 - 1.20.12, outdated):
Wilderlands Tweaks_1.0.0.zip  1-click install


Wilderlands Tweaks adds a large number of "tweaks" that customize the experience on the Wilderlands servers. Uploading here to make updates for the server easier, but feel free to give it a try.

Among many of the adjustments made in this module:

  • Adjusts resistance of various blocks such as soil. Digging by hand is much slower, making shovels much more valuable.
  • Adjusts burn times for many combustible items, including making logs burn much longer for those long winter nights.
  • Adds scrap pickaxe to the scrapkit tools.
  • Tweaked durability of scrap tools to be lower, so as to be much less competitive with proper pickaxe tools.
  • Grass breakable by hand.
  • More tweaks of various things.

Note: Keep in mind when considering this mod that my mod projects are intended to create immersive challenges in the game, and are not designed to make things easier or simpler. Often quite the opposite.

Other modules in the Wilderlands series: Wilderlands Ethology, Wilderlands Rustbound, Wilderlands Forests, Wilderlands Deposit Scarcity, Wilderlands Block Adjustments, Wilderlands Waymarkers, and Wilderlands Panning Overhaul

**If you have issues or content related questions or suggestions, please post them to the Wilderlands modules thread in Discord, here: Wilderlands Modules

Or if you are interested in keeping up more closely with the Wilderlands, feel free to join our Discord community: The Wilderlands Discord

 

Spoiler!

Changelog:

  • As off Dev.3 version, all modified treegen features have been moved to a new module: Wilderlands Forests
  • As of Dev.4 version, all ore deposit changes have been moved to a new module: Wilderlands Deposit Scarcity.
  • Dev 5 Removed torch and scraped hide patches, as they were no longer needed on our server.
  • Dev 6 Adds instability to snow and glacial ice blocks. Also adds compatibility with Wild Meat Spoilage.

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.0 wtweaks
1.20.11 - 1.20.12
698 Jun 11th at 3:36 AM Wilderlands Tweaks_1.0.0.zip 1-click install

No changes. First official non-dev release.

1.0.0-dev.9 wtweaks
1.20.0 - 1.20.3
541 Mar 3rd at 1:29 PM Wilderlands Tweaks_1.0.0-dev.9.zip 1-click install

Added patch to disable Expanded Matter metalpart recycling to cupronickel recipe.

1.0.0-dev.8 wtweaks
1.20.0 - 1.20.3
52 Mar 3rd at 5:31 AM Wilderlands Tweaks_1.0.0-dev.8.zip 1-click install

Misc. minor changes needed for compatibility with various mods on the Wilderlands servers.

1.0.0-dev.6 wtweaks
1.20.0 - 1.20.3
288 Feb 11th at 1:52 AM Wilderlands Tweaks_1.0.0-dev.6.zip 1-click install

Adds instability to snow and glacial ice blocks.
Adds compatibility for Wild Meat Spoilage

1.0.0-dev.5 wtweaks
1.20.0 - 1.20.3
155 Feb 6th at 12:41 AM Wilderlands Tweaks_1.0.0-dev.5.zip 1-click install

Removed modified torch recipe.
Removed disabling scraped hide.
Both patches were added on our server to work alongside other features that have changed, and are no longer needed.

1.0.0-dev.4 wtweaks
1.20.0 - 1.20.3
173 Jan 27th at 6:44 PM Empty Wilderlands Tweaks_1.0.0-dev.4.zip 1-click install
1.0.0-dev.3 wtweaks
1.20.0 - 1.20.3
308 Jan 21st at 5:39 PM Wilderlands Tweaks_1.0.0-dev.3.zip 1-click install

All tree gen related patches have been removed from Dev-3 release.

1.0.0-dev.2 wtweaks
1.20.0 - 1.20.2
172 Jan 19th at 10:28 PM Empty Wilderlands Tweaks_1.0.0-dev2.zip 1-click install
1.0.0-dev.1 wtweaks 126 Jan 18th at 5:20 AM Empty Wilderlands Tweaks_1.0.0-dev.1.zip 1-click install

18 Comments (oldest first | newest first)

💬 metasynthie, May 24th at 3:42 PM

@thalius Thanks for the updates! I like the approach in the Wilderlands mods so it's nice to see what you're thinking about

💬 Thalius , May 24th at 12:52 PM

metasynthie
Our servers run on 6 hour game days, so you seem to understand it correctly. Red meat spoils in about two hours of playtime. Chicken and fish spoil faster. Faster game days mean faster spoilage timers. Neither mod works well with default game days.

In the coming weeks I'll be going over all my modules and updating them. Life has been extremely full, but I'm entering into a couple months where my evenings will be largely freed up. This module along with the others will be reviewed and updated to make sure everything is working with the latest VS version, and to ensure all the modules are playing together well. I'm aware of a few issues. Hoping to get several of them out of "dev" mode very soon once those issues and some compatibility features related to some other major mod seires are worked in.

💬 metasynthie, May 22nd at 6:20 PM

Am I understanding correctly that if you have Wild Meat Spoilage installed, this mod will use the values from that mod -- so red meat is fresh for 5 hours and then rots 3 hours after that, because that mod was designed for game days that take 6 hours in real life. So you have something like two hours of playtime before meat turns to rot.

But if you don't have Wild Meat Spoilage installed, Wilderlands Tweaks will make red meat fresh for 12 hours and rot 4 hours after that. If you're playing at ordinary speed that gives you 32 minutes of playtime before meat turns to rot. Vanilla is 36 hours and 24 to rot, so again around two hours of playtime before meat turns rot.

What kind of time scale is this mod meant for? 6-hour days? 48-minute days? Or something in between like a 3-hour day setting?

💬 Thalius , Apr 14th at 12:24 PM

Novaturient Yes, it does. We don't want the flint hooks on our server.

💬 Novaturient, Apr 11th at 3:07 PM

I just discovered that this mod blocks the flint hook recipe from the Butchering mod. 

💬 Thalius , Jan 27th at 6:46 PM

EnderWarlock Sorry about that. I could have sworn it uploaded.
Fixed.

💬 EnderWarlock, Jan 27th at 6:29 PM

Not seeing the Dev.4 version mentioned in the description here and in your deposit scarcity mod. Is it not actually up yet?

💬 nedwobsamoht, Jan 24th at 2:05 AM

Yeah thats pretty good for the realism, love it. I have no idea how long in relaity they would burn for but now I'm keen to try. Yeah I know these adjustments are meant for a server and I'm keen to join one, Ive only ever played solo. But enjoyed addind this mod nonetheless. Thanks for the work on it.

💬 Thalius , Jan 23rd at 11:21 AM

It does not stay permanent, no. In fact, it has had it's burn time reduced to 6hrs which, after some light research (no, I've never tested this in real life), is supposed to be closer to the time for which a fat infused cattail head can burn. I think it is closer to 4hrs if that, honestly. But then again, I've not tested it in reality.

I want more realistic torches, and that means fuel on the torch head and reduced burn times. I doubt papyrus works the same way, and I have doubts a cattail head torch that burns for six hours puts off the kind of light our torches do in the game, but I was not aiming at extreme realism. :P

Also keep in mind, this set of game adjustments in meant for a server that has other stuff going on. It works on it's own, but was designed to be used alongside some other features not included in these changes. 

We will be running with Candle Story once it updates to 1.20, for example, which modifies lanters and candles to require fuel and refueling. Torches needed nerfing or that is all some players on our server would ever use. I chose to "nerf" them by making them more realistic in the resources they require (Try wrapping dry grass on the end of a stick and lighting it, then let us know how long it burns for), but still gave them what I felt was a maximum "realistic" burn time.

💬 nedwobsamoht, Jan 23rd at 8:30 AM

Love the hardness of this mod, just grinding the whole game down. The torch recipe seems expensive, does it stay permanently lit? if not and goes out, do you loose the resources or can just relight?

💬 Thalius , Jan 22nd at 1:58 AM

Debating now if ore deposit resizing should be a module. It is the last remaining "major" feature in this module. Everything else is pretty small and random.

💬 Thalius , Jan 22nd at 1:57 AM

Mirok If you've not seen it yet, I carved out the treegen multiplier content into a seperate module Wilderlands Forests.

💬 Mirok, Jan 21st at 7:32 AM

@Thalius
I will be glad to see a separate mod for resizing trees...

Буду рад увидеть отдельный мод на изменение размеров деревьев...

💬 Ossom, Jan 20th at 12:42 PM

ConfigLib is an option for easier configuration outside of allowing VS's config system

💬 Thalius , Jan 19th at 11:02 PM

I'm considering breaking some features of the Tweaks mod into smaller modules. Things like ovrehauling tree sizes or reducing ore deposit frequency and increasing deposit sizes across the board are pretty large features that may or may not be wanted. Could stand on thier own.

💬 Thalius , Jan 19th at 10:59 PM

Mirok Uploaded some screenshots of altered tree gen as of the dev.2 release. Had to redo my treeGen patches as they were not applying for some reason.

Also just noticed that the torch recipe patch is also not correct for some reason. Should require stick, resin or animal fat, and reeds. Handbook shows it needing a stick along with one resin and one fat, or two animal fat. No reed requirement.

I'll fix that later this evening. Sorry it will require another release so soon.

Edit: The appropriate recipe works: stick/cattails or papyrus/resin or animal fat.  However, the handbook is displaying the wrong info for the adjusted torch recipe. Might take me a bit to figure out what is up, if the problem is even on the mod's side of things.

💬 Thalius , Jan 19th at 4:46 PM

Mirok I'll try to get some together to share soon.

💬 Mirok, Jan 19th at 3:30 PM

Можешь добавить скриншотов? Особенно охота узнать на сколько изменились размеры деревьев и лесов...

Can you add screenshots? I especially want to know how much the size of trees and forests has changed...

 (edit comment delete)
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