
Mods / Bulwark Continued
Tags:
#QoL
#Technology
#Tweak
#Utility
Author: Halfdan
Side: Both
Created: Dec 16th 2024 at 11:14 PM
Last modified: Jan 22nd at 5:24 PM
Downloads: 569
Follow Unfollow 21
Author: Halfdan
Side: Both
Created: Dec 16th 2024 at 11:14 PM
Last modified: Jan 22nd at 5:24 PM
Downloads: 569
Follow Unfollow 21
Latest release (for outdated Vintage Story v1.20.1):
bulwark_0.0.8.zip
1-click install
Overview
This mods adds a new way of claiming area: Strongholds
- Strongholds are bound to a flag that has to be placed at the surface (by default maxium 10 blocks under world generated ground)
- They prevent player from placing other blocks than siege equipment in 96x96x96 area
(ore bombs, gabions and Rusty Shell siege gun are considered siege equipment) - They send notifications to its members when needed (when attacked, captured or lost)
- They require high quantity of food to be kept active (up to 4 containers containing food can be placed around the flag)
- They can be captured by other players if they capture its flag
-
As well as logistic posts
- Logistic posts allow to bind multiple food storages to a single flag, even cellars
- They have to share the same banner as the flag's, capturing them will therefore stop supplying the stronghold
As well as barricades
- Barricades are cheap blocks that can be placed even in enemy strongholds
- They need to be broken multiple time before actually disappear
- They are unstable and cannot be placed one on another
-
Notes
- It is the player that captures the flag that owns the stronghold.
- Flags can be swapped during capture (most colours are supported but there is not available motif yet)
- They can be named by their claimant using
/stronghold name <name>
. It allows more in depth notifications as well as displaying a HUD notification to players when they enter it - Its claimant can grant access to a single player group by using
/stronghold league <group name>
and revoke it using/stronghold stopleague <group name>
- By default, 1 food satiety allows a stronghold to hold for 0.0001 days
- Breaking blocks or killing a player in one of its (or group's) stronghold increases its siege intensity which requires to supply even more food to maintain it, allowing to conquer a town or fort by cutting its access to food
- By default, stone-based blocks all require at least a copper pickaxe to break, metal-based doors at least a bronze pickaxe, board-based doors at least a copper axe and crude door a stone axe.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.8 | 569 | Jan 22nd at 5:24 PM | Show | bulwark_0.0.8.zip | 1-click install |
Hey, I want to use this on a server but I want to make some tweaks to how much food the flags each require. There's no direct config but I was digging around in the jsons to see if I could directly change the values. Is the "expectancyBonus" property the right thing to change? I haven't found your lib (where I assume you define properties I suck at code) so I'm not sure but that seems right just from context. I hope this is still being developed, it's promising.
Hi! another question is related to City Flag. it shares almost the same recipe with the Fort Flag (same recipe but doubled the amount of logs). so It is not possible to craft a City Flag because it always offer a Fort Flag even adding the required amount for City Flag.
I found a bug (I think it is a bug) when using this mod. It is weird because is something that is not related with the mod effects.. When chiseling a block the block turns into Tier 2 only to break it, even if it was not Tier 2 before like a wooden cube of planks. I created a new world with out any mods and this effect did not happened, but when loading Bulwark mod to the world the effect described was happening
A good addition for the flag protection could be to disable dirt break for outsider. Because building a wall protected for building ladders has no use if players can easily dig below.
Hi is this still in the works?
Halfdan
Thank you for this info we tought that the mod applied some lvl of reinforcement that why XD
Halfdan
This mod currently does not do that, I would take a look into the files for Plumb & Cube as they do change the reinforcement :)
YeOldStudios
This mod currently does not do that, I would take a look into the files for Plumb & Cube as they do change the reinforcement :)
YeOldStudios
Hi again we have been testing it but we would like to know how to increase the reinforcement of blocks has it feels too easy to break block right now!
Halfdan
Glad to hear! I found the need to keep updating it for my server as well, just because there are no intuitive claim systems focused around the vanilla reinforcement system.
There is no config file, that is going to be one of the first things that I remedy for the mod, you currently have to change settings by going through around the actual .json of the mod itself atm.
YeOldStudios
Has a Civ server owner i await to see your updates for this mod has it would solve our problem for wars! To it seems we cant acces the config files?
Halfdan
Currently, there are no differences between this and the current latest from Lastelle. I am working on a PR right now though that will add reinforcement regeneration to strongholds, should hopefully be up tomorrow, then after that, offline raid protection, a proper server-side config, war periods, and then the last major thing that I have on the list is a league rework to allow for a better group system.
Most of the work is being done for my server specifically, however, I also want to try to open it up more to be a "one shoe fits most" experience without adding any external dependencies or features.
Marlim
What are the differences between this and the old mod?
Halfdan
CHR3S
The city flag pole needs to have a vessel or other container with food directly by it to stop it from decaying.
What's up with the city flag pole? What does it take to stop it from decaying?