Mods / VS Kingdom

Category: #Creatures #Other
Author: BadRabbit49
Side: Both
Created: May 27th at 7:34 PM
Last modified: Sep 21st at 10:00 AM
Downloads: 1931
Follow Unfollow 104

Latest file for v1.19.8:
vskingdom_v1.7.3.zip 1-click install


This project was originally an attempt to add simple AI soldiers into the game which could serve to fight for players against other players. Defending their bases, helping them attack others, and allowing large(-ish) scale battles between more combatants. It is still a W.I.P. so expect a lot of bugs and missing features.

To have soldiers fight one another, type the /kingdom commands to create, delete, invite, depart, and attack others. More commands can be found by doing /kingdom or /culture help.

To spawn in new soldiers, use the crafting recipes provided in the menus.

If you have an issue or bug you've found that I don't know about: Make sure you are up-to-date and that no one else has reported it thus far, describe the issue, include the crashlog, write how to replicate it, and be sure it isn't the fault of some other mod, I cannot fix other people's mods.

DISCLAIMER

As stated previously this mod is very work-in-progress. While it should be safe to use on your current worlds I would strongly advise you make a backup after testing yourself to see if the current version is stable enough. It probably won't corrupt your world completely if removed or updated but to be safe, check the comments and build patchnotes.

PLANNED FEATURES

Though right now the mod is still in its infancy, I have the groundwork setup to implement a cascade of features that should improve the performance, balance, roleplay, and depth of the mod to expand it beyond simple PvPvE wars system.

> Kingdom Territories, Diplomacy Options, Elections, Privileges, and Civil Wars <

> Culture Creation, Divergment, Splintering, Land Claims, and Consistent skin/hair/block/ usage <

> Better and more Optimized AI with more classes including Medics and Scouts <

> Soldier Formations and ability to knock down or destroy enemy fortifications, doors, and structures <

COMPATABILITY

Currently the mod should be compatabile with most majorly important mods in mind. However I will be primarily working on ensuring compatability with mods like Maltiez's Firearms, Gerste's VS Village, Grifthegnome's Outlaw Mod, and Zolgrim's Swordz are all working. If you have compatability issues with any specific mods I did not mention then send it to the issue tracker on github and leave a comment. I'll look into it if I have time.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.7.3 792 Sep 21st at 10:00 AM Show vskingdom_v1.7.3.zip Install now
v1.7.0 271 Sep 8th at 8:20 PM Show vskingdom_v1.7.0.zip Install now
v1.6.9 148 Sep 2nd at 5:01 PM Show vskingdom_v1.6.9.zip Install now
v1.6.8 135 Aug 29th at 7:19 PM Show vskingdom_v1.6.8.zip Install now
v1.6.7 68 Aug 29th at 1:39 AM Show vskingdom_v1.6.7.zip Install now
v1.6.5 89 Aug 27th at 12:07 AM Show vskingdom_v1.6.5.zip Install now
v1.6.4 79 Aug 26th at 3:16 PM Show vskingdom_v1.6.4.zip Install now
v1.6.3 127 Aug 24th at 6:24 PM Show vskingdom_v1.6.3.zip Install now
v1.5.7 55 Aug 6th at 8:15 PM Show vskingdom_v1.5.7.zip Install now

32 Comments (oldest first | newest first)

💬 Pflock, 5 days ago

I don't understand what I'm doing wrong.
The NPCs that spawn randomly work fine.
I start my single-player game in LAN mode.
I craft a Copper Outpost.
I fill it with coal and light it up.
I craft a soldier.
But when I try to place the soldier by right-clicking anywhere, nothing happens. The soldier disappears from my inventory, and nothing else occurs.

💬 BadRabbit49Author, Nov 5th at 2:15 PM

Devblog for VS Kingdom 11/5/2024

To anyone wondering if this mod is dead IT'S NOT
I just couldn't test stuff and got sidetracked with some other stuff, development is back on during my spare time!

Here are some things I've been working on before I temporarily got distracted with a side job and stuff:

  • Female variant models for the female soldier variants, slightly smaller, but otherwise nothing else.
    (I know, booooo, lazy, I just didn't want to break any armor placement or anything)

  • Rework of compatible modded projectiles like bullets and arrows from Maltiez's Firearms.
    (Can somebody tell this guy to just use the regular projectile's class for my sanity's sake?)

  • Formations for soldiers following the player.
    (Very janky and only work half the time for some reason for now, will try again post 1.20)

  • Doctor/Medic soldier which not only heals the wounded but can revive dead soldiers if they have equipped bandages.
    (VERY broken currently but still fun to watch them all buff a single soldier like two teams of supports in an MMO constantly buffing their tanks into immortality)

  • Groundwork for possible worker drone. Not even close to working and not included even on GitHub, should help with smithing and mining but that's all for now.
    (After much popular demand I have caved, I will try adding these, to some degree)

  • Sentry pathing rework so now Soldiers can OPEN DOORS (and potentially break down locked enemy ones) yes I know it is quite the achievement, hold your applause!
    (This required the Sentry class to have an entirely new pathfinding system added for them which is also kind of messy but works fine right now)
  • More stable Outpost Brazier blocks that won't require 1 trillion variants to work this time, just massive amounts of time to code on my part.
    (Note these things are essential to my mod's vision yet still barely work so kindly don't use them all that much if possible)

  • Was planning an optional Halloween event/update with an eerie Clockwinn Virus that spreads rapidly after death and turns your soldiers and you into terrifying and fast 'monsters' you may recognize.
    (I will still add all the content from it as an optional thing you can turn on in your settings, I got inspired by this scary little movie here)

Now that that's out of the way, I'll hopefully have a new update in a week or two while I get back into the swing of things. I hope everyone had a spooky Halloween!
I don't know how to end this... uh.. bye.

💬 BadRabbit49Author, Nov 5th at 1:33 PM

Rautaapina I do not think so, after the next update (which should be soon) I'll look into expanding into the combat overhaul mod more if possible or creating a patched version within the mod that fixes it all. I'm currently behind on updating this as I had lost the temporary ability to test the mod in multiplayer properly.

💬 Rautaapina, Nov 4th at 5:57 AM

Does the fact that the firearm's mod requires the combat overhaul mod screw with how soldiers use firearms at all?

💬 Novabella, Oct 23rd at 9:05 PM

I would kill for a Tektopia style mod for vintage, dude. I really like the direction this one seems to be going in, and look forward to its development!

💬 BadRabbit49Author, Sep 21st at 10:02 AM

Xandious13 I'm unsure what would and wouldn't work for 1.19.5 but I assume not much would be broken if you simply ignored versions as it was only a few versions back. I would still recommend just upgrading whatever you are playing to 1.19.8 though.

💬 Xandious13, Sep 21st at 2:38 AM

is it at all possible for a 1.19.5 version?

💬 BadRabbit49Author, Sep 20th at 3:41 AM

propaneko If you'd like to make a simple mod for PvE enemies and you know basic modding you can create your own as I've included a "Bandit" entity that goes off of the same class as the Knights and Archers. You can make variants, adding weapons and such to them. Next major update will expand their capabilities and allow for use of bows and melee weapons, but for now just use that as a template and change/add the things you want. Going into the ModConfig files you could also edit existing kingdom information as a serverhost and rename the bandit faction if so desired.

💬 propaneko, Sep 19th at 8:52 AM

Hi! We would like to use this mod in our RP serwer as the enemy kingdom for the players, they will not have access to soldiers. Is there a way to create a preset for soldiers, so we can just spawn them with the armor we want? I can see that there is option for skin color etc. Impressive mod btw!

💬 GamerHawk121, Sep 8th at 12:50 AM

Do the NPC's also form their own kingdoms? or is it only players who can make Kingdoms for now?

💬 BadRabbit49Author, Sep 2nd at 7:28 PM

Rautaapina Currently no plans to have automated workers, VS Village seems to be more gearing towards that direction though I'd be happy to integrate my mod with anyone who wants to do something like that. The firearms were working originally but due to issues I had to temporarily focus on other areas, they should be working with the current patch (1.6.9) though it still needs testing.

💬 Rautaapina, Sep 2nd at 5:37 PM

BadRabbit49 I see, that's a fine number for people to control nations anyways. My friends and I ran a small server for 2 years on minecraft using the custom NPCs mod and a bunch of other mods that allowed a single person to run a nation of thousands of NPCs without much problems, so you don't need much in sandbox games where you can automate things easily. Although, it would be cool having worker NPCs doing stuff that can't be automated. Do you have any plans to go in that direction eventually? If not, this mod is still super incredible and really completes VS for me!

 

Also, I tried to use Maltiez's Firearms with the NPCs, and they don't seem to want to work with the muskets, how does one get it to work properly? They just stand there with muskets on their shoulders without firing, and when I try to get them some slugs to use as ammunition in their ammunition slot, it doesn't want to go into the slot. Maybe i'm just a little silly in the head, but idk how it works :3

💬 BadRabbit49Author, Aug 31st at 11:46 PM

Attention: Update addressing server joining crashing clients is on the way.
Issue arises ocassionally when someone attempts to join a save for the first time while others are online.
If you encounter this simply wait until everyone else disconnects, create a character, and then have them rejoin.
Not a huge problem if you are part of a small server, just ask for everyone to leave temporarily if anyone is on.

💬 BadRabbit49Author, Aug 30th at 1:14 PM

TommyTwoShoes Hai!

Rautaapina Not to my knowledge, then again how would I know? I'd recommend this mod for smaller servers for now though until I iron out all the kinks. I like to think my mod is relatively lightweight with all the considerations I've put into it, but on servers with 30+ concurrent players running around something's bound to break with any AI mod, though maybe I'm underestimating myself and Vintage's server load. If you have a small friend group like I do, this mod should be perfect for that size, 4-10 people ideally, though theoretically it should scale to however many you want, I do caution performance.

Jobnor Thanks! It was an unrelated older uncolored drawing drawing I quickly filled in! Singleplayer is something I'll think about and something I had it set to work perfectly with before I started testing serverside, the issue is with just how Vintage handles server and client stuff. I weighed that it was more important for it to work serverside first and foremost, my reasoning being that anyone can setup a dedicated LAN server for themselves easily enough if they wanted Singleplayer, but it would not be possible vice-versa. The issues of it not working in singleplayer boils down to API considerations on handling AI ultimately. I think I will try to make it possible in future versions to work fully in singleplayer once I am done.

💬 TommyTwoShoes, Aug 30th at 2:33 AM

Nice mod Elliott!

💬 Rautaapina, Aug 29th at 9:01 PM

Are there any servers that are using this mod yet?

💬 Jobnor, Aug 29th at 7:35 PM

thumbnail is cute, potential is huge
i'm another supporter of keeping singleplayer in mind too

thanks for your hard work!

💬 BadRabbit49Author, Aug 29th at 12:46 PM

_Statix Thank you, I worked pretty hard to make it a reality, and while drifter spawnrate isn't an intended consequence for kingdom creation haha that does sound like a cool balancing feature. Also as stated before I do not think the mod is SP-friendly for the most part. If you want to have an SP world working with this mod, I recommend creating a dedicated LAN server for yourself. I'll give a cursory glance over at the Simple Hud Clock Mod and see if there's anything obvious that could be conflicting.

💬 _Statix, Aug 29th at 4:19 AM

Im Not Sure I think The Hud Mod Just shows what's going on around you, Im sure it doesnt affect spawnrate. But As soon as a Removed the Mod From my Playlist the Drifters went back to their vanilla AI. Maybe it was because I Made A Kingdom on My Solo World, Ill Have To test again to make sure. But I am positive that it does conflict with the Simple Hud Clock Mod. Nothing Severe I just thought it was a little Odd; My Thoughts were that maybe after you made a kingdom it enabled monsters to spawn for frequently, But I dont mod so im not sure how that works I just wanted to point it out.

Also I Think the Mod is super cool, and it has so much potential that's why I wanted to point out some things that I have noticed. <3

BadRabbit49

💬 BadRabbit49Author, Aug 29th at 1:44 AM

Stejer I've just added Feverstone Wilds compatability so Sentries will now attack specific land mobs. I will look into other similar mods like Fauna and Stone Age when I get the time.

_Statix I'm unsure if this is related to my mod or not. You mentioned the Clock Mod, I'm unfamiliar, has it changed the spawnrate somehow? Are there any specific settings you have on that may be effecting this? My mod does not touch drifter spawnrates or anything relating to it, if this persists I will look into it. As for the HUD, I'll investigate when I have time.

💬 Stejer, Aug 27th at 11:54 AM

Hello! Could you, in the future, make it compatible with the creatures of Fauna of the Stone Age? That way it would be interesting having soldiers protecting the base from predators trying to kill the cattle

 

(Also maybe compatibility with Feverstone Wilds/Feverstone Horses for an optional cavalry unit or something similar if possible?)

💬 _Statix, Aug 27th at 1:59 AM

Im Posting Another Comment on this Recent Update for this mod. So The Knapping Feature was Fixed Which was good but Ive encountered another problem; So It seems drifters spawn at an unholy rate and they dont retreat in the day time and continue to spawn it also has a complication with the HUD Clock mod, It removes the Rift Activity indicater on the HUD. Im not sure if the spawn rate of the drifters impacts that, but it just seemed odd. Thought id bring this to attention.

💬 BadRabbit49Author, Aug 26th at 9:34 PM

I know I just pushed an update a few hours ago but this one should add the ability to edit Kingdom and Cultures in your very own ModConfig files whenever the game is saved! Otherwise no real changes so updating saves should be fine if you have them.

💬 BadRabbit49Author, Aug 26th at 3:20 PM

soggiebread While it *can* work in singleplayer, I have not tested it for such use. So I'm unsure. It relies pretty heavily on server apis so if it doesn't work you could always host a local server for just yourself on LAN.

💬 BadRabbit49Author, Aug 26th at 3:17 PM

Stejer A patch to fix this has been added. If there are any other errors like these you encounter let me know!

💬 Stejer, Aug 25th at 5:34 PM

Hello, wonderful idea for a mod. However a _Statix mentioned once I installed the mod the knapping feature stopped working

It would be nice to have this essential feature fixed thx

💬 soggiebread, Aug 25th at 4:02 PM

whoa, will this work in singleplayer? i love the idea of creating my own kingdom and seiging neighboring castles 🏰

💬 BadRabbit49Author, Aug 25th at 3:46 PM

Waynee I'm afraid that ship has long sailed lol

GodlyAnnihilator Very unstable is an understatement, even after months of on-and-off development it can be quite buggy. Use at your own risk for now!

_Statix I will investigate this if it has anything to do with my mod. Thank you for bringing it to my attention.

BloodThunder Watching back 👀

💬 Waynee, Aug 25th at 12:41 PM

I have great hopes for you, inch by inch dont bite off to much youll be great if you do a good job

💬 GodlyAnnihilator, Aug 25th at 10:51 AM

I will watch your mod with great interest for now.

Until more people test it out. This seems like an amazing mod, but probably very unstable.

The best to you BadRabbit49

💬 _Statix, Aug 25th at 3:46 AM

Hello Ive Just installed this mod and realized that the knapping feature doesnt seem to work. You try to knap and it brings up the typically knapping menu but there are no recipes you could use it was just one empty box, Take a look whenever you get the chance thank you!

 

💬 BloodThunder, Aug 25th at 3:05 AM

Watching respectuflly 👀

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