Mods / Phoenicius's Patches

Tags: #Other #QoL
Author: Phoenicius
Side: Both
Created: Oct 23rd 2023 at 5:18 PM
Last modified: Sep 10th 2024 at 9:46 PM
Downloads: 2547
Follow Unfollow 8

Latest release (for Vintage Story 1.19.8, outdated):
phoenicipatches-v2.0.4.zip  1-click install


CAVEAT - Please Read:

This mod was made purely with the intention for use on my server with my buddies. I'm only uploading it to the DB so they can download it when they join. This is not intended to be something that everyone can/should use. The changes may not be to your liking. Use at your own discretion.

WIP.

A set of patches I made for our server.

Makes mining roof blocks much faster. Increases the amount of specializations with xSkills.

Makes raw shingles craftable when Feidrys's Division of Labor fork is installed. (for Blacksmith)

Adjusts some spawn rates of Rot creatures from Rust and Rot.

Adjusts some drops of Rot creatures from Rust and Rot.

 

The changes contained here are for the old version of this mod (for VS Version 1.18). I'm only keeping for posterity:

Spoiler!

Main Modifications to VS Village:

VS Village changes:
  • Villagers are now harvestable, and have the same drops, and drop rates as Wild Survivors (rusty gears, and flax)
    • This is temporary. I'll gladly consider alternative suggestions for drops and drop rates.
  • Villager corpses/carcasses decay after 48 in game hours (default is 96)
  • Village Soldiers & Archers never flee from combat.
    • I don't like this. It's a temporary work around until I can figure out why their "fleeondamage" behavior isn't working the way I expect.
    • Unless I'm misinterpreting the code, it's set so that they'll flee if they get below 30% HP, but it doesn't seem to be working for some reason.
  • Drifters are now hostile to Villagers 

 

If Sam's Humanoid Creatures is installed:

Changes:
  • Wild Survivors will flee from VS Village guards
  • VS Village guards should attack survivors if they are within 25 blocks
    • I originally had it set up so that it was only if they were within 10 blocks. But that behavior wasn't working properly, so I had to scrap it and simply add the survivors to the pre-existing attack behavior for villagers.
  • Wild Survivors should seek out non-militant villagers (e.g., villagers that aren't Archers or Soldiers) and try to kill them
  • Non-militant villagers should try to run from wild survivors
  • Drifters are now hostile to Wild Survivors

 

If xSkills is installed:

Changes
  • Nearly tripled XP gain for all drifters, based on type. 
  • Nearly tripled XP gain for wild survivors, based on type.
  • Added additional tiers to All rounder skill, that become available after every 5 levels in Survival skill.

 

If Fantasy Creatures is installed:

Changes:
  • Orks should now be hostile to wild survivors, and villagers, and drifters
  • Skeletons should now be hostile to wild survivors, and villagers
  • Goblins (of all types) should now be hostile to wild survivors and villagers
  • Skeletons (of all types) should now be hostile to wild survivors and villagers
  • Non-militant villagers should now flee from skellingtons, orks, and goblins of all types.

Other Misc changes:

Changes
  • If Expanded Matter, Brick Layers, and Division of Labor are installed: add a crafting recipe for raw clay shingles of all color types.
  • If WildCraft and xSkills are installed: alcohols from WildCraft give unlearn points, like other alcohols.
  • NOTE: I don't know if this will cause issues if you're not using these mods. If it is, then please let know, I'll see what I can do.

 

 

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
2.0.4 123 Sep 10th 2024 at 9:46 PM phoenicipatches-v2.0.4.zip 1-click install

Remove the requirements for Strongback skill

Remove the requirements for Bloomery expert

2.0.3 85 Sep 4th 2024 at 4:59 AM phoenicipatches-v2.0.3.zip 1-click install

Revert crosscomme changes to wooden barrels.

2.0.2 96 Aug 31st 2024 at 6:05 PM phoenicipatches-v2.0.2.zip 1-click install
  • Add smithable torch holders
  • Add torch holder variants for every metal type
  • Reduce spawning of rot creatures from Rust and Rot
  • Add gears & flax as a possible drop for rot creatures
  • Halve the HP of parasitic flies from RNR
  • Add biome flag for wolven rotbeast so that it only spawns in relevant biomes (for use with Biomes mod)
2.0.1 94 Aug 21st 2024 at 3:51 AM phoenicipatches-v2.0.1.zip 1-click install

Updated to 1.19

Remove patches for:

  • fantasy creatures
  • sam's humanoid creatures
  • division of labor
  • simplealchemy
  • survivalexpanded
  • vsvillage
1.8.9 219 Feb 2nd 2024 at 4:36 PM phoenicipatches-v1.8.9.zip 1-click install

Hopefullly made bears and wolves hostile again if you're using Nat's Survival Expanded. This was working when I tested it in a previous patch, but at some point it stopped working. I think I solved it now.

1.8.8 160 Jan 21st 2024 at 4:41 PM phoenicipatches-v1.8.8.zip 1-click install

xSkills & WildCraft:

  • The various alchohols added from WildCraft now give 1 unlearn point, just like other alcohols. 

Division of Labor & Expanded Matter & Bricklayers:

  • If division of labor is installed: added colored raw clay shingle recipe to Mason class.
1.8.7 169 Jan 10th 2024 at 5:16 PM phoenicipatches-v1.8.7.zip 1-click install

xSkills:

  • Add additional tiers to the "All rounder" ability. At every 5 levels of the survival skill, you can gain an additional tier in the "All rounder" ability, up to a maximum of 4. So essentially, at every five levels  (up to a maximum of level 20) you can learn an additional profession if you so choose.

Nat's Survival Expanded: 
Note: this is for `survivalexpanded_0.1.1`

  • (Hopefully) made bears and wolves hostile again by re-adding the vanilla behaviors that Survival Expanded removes.
1.8.6 187 Dec 21st 2023 at 5:36 AM phoenicipatches-v1.8.6.zip 1-click install

Changed the Ceramic mining speed modifer on pickaxes to match that of the Stone mining speed modifier. 

In other words, things like roof blocks/shingles should now break at the same speed as stone blocks.

 

As per the 1.8.5 release, this is optional. I was just tired of it taking forever to break these shingle roof blocks when I'm trying to experiment with different builds.

1.8.5 138 Dec 20th 2023 at 5:06 AM phoenicipatches-v1.8.5.zip 1-click install

This patch is optional:

Can now mine slanted roofing blocks 75% faster, with the exception of the roofing tips, and ridges. I don't know but the patch doesn't affect them, even though the file names are identical. Not sure what's going on there.

I was just tired of it taking forever to break these shingle roof blocks when I'm trying to experiment with different builds.

As I write this, I realized that I could have just changed the speed multiplier of pickaxes vs ceramic block types and that would have solved everything. Might try this in a future patch...

1.8.4 277 Nov 24th 2023 at 11:03 PM phoenicipatches-v1.8.4.zip 1-click install

Modify a potion cauldron recipe for Simple Alchemy:

Change water_potion_base recipe to use any fruit.

Default only allowed: ["peach", "redapple", "pear"]

1.8.3 197 Nov 10th 2023 at 7:51 PM phoenicipatches-v1.8.3.zip 1-click install
  • Village Archers/Soldiers will never flee
    • I don't actually like this behavior, but this is the best I could manage for now. It's coded so that there's a chance they'll flee if they're below 30% HP, but it doesn't work for some reason. So until I figure that out, they will never flee from danger, and will literally fight to the death every single time.
  • Villagers should no longer follow players around for no reason
  • Villagers should no longer bunch up near each other for no reason (this should have already been working in the previous version, but apparently it wasn't)
  • Cave Goblins are hostile to Villagers
  • Treants are now hostile to Villagers
    • Treants don't seem to attack anything unless something attacks it first, so theoretically, the villagers and treants will likely never be in combat with each other. They'll likely just ignore each other (cuz as far as the villagers should know, it's just a tree, right? 😄)
  • All 4 skeleton types (surface, normal, deserter, and blackguard) are now hostile to Villagers.
  • Drifters are now hostile to Orks.
  • Drifters are now hostile to VS Villagers. (I'm surprised that VS Village doesn't include this by default)
  • Villagers are now harvestable.
    • For now, villagers have the same drops, and drop rates as Wild Survivors (rusty gears and flax)
    • Villager corpses/carcasses decay after 48 hours in game (by default it's 96)
1.8.2 177 Nov 9th 2023 at 6:08 AM phoenicipatches-v1.8.2.zip 1-click install

Now the weird villager behavior should be fixed. Apparently I was still using the old (broken) json patch for VSVillage when I uploaded v1.8.1.

1.8.1 187 Nov 5th 2023 at 9:47 PM phoenicipatches-v1.8.1.zip 1-click install
  • Fix weird villager behavior where they would all bunch up around and each other and never move
  • Hopefully fix village guards running away from goblins
    • village guards should flee after combat if they took damage during combat - this is a normal feature of VSVillage (I think)
  • Move entire mod into "compatibility" file path - that way it should be more compatible with a larger variety of mod lists
    • the patches will only load if you have the corresponding mod(s) installed. So if you're not using Sam's Humanoid Creatures, but you are using Fantasy Creatures, then it should only load the patch for Fantasy Creatures
1.6.2 239 Oct 28th 2023 at 9:28 PM phoenicipatches-v1.6.2.zip 1-click install
  • Orks, Skeletons, and Goblins from Fantasy Creatures are now hostile towards VS Villagers
  • Orks are hostile towards Drifters
  • VS Village Soldiers/Archers should actively seek and destroy said creatures
    • BUG: Soldiers always try to flee from goblins instead of actively seeking and destroying them. For the life of me, I can't figure out why.
  • Fantasy creatures are now hostile towards Wild Survivors
  • With the exception of VSVillage, each mod is now in the compatibility folder path, therefore it will only load if you have the corresponding mod installed.
    • This should enable better compatibility with more mod lists. 
1.5.6 199 Oct 23rd 2023 at 5:19 PM phoenicipatches-v1.5.6.zip 1-click install

Initital commit


8 Comments (oldest first | newest first)

💬 Isendrik, Nov 11th 2023 at 3:21 AM

your patches 1.8.2 resoleve the problem...*

 

I just looked at your changelog 1.8.3, thanks for the additions

💬 Isendrik, Nov 11th 2023 at 3:21 AM
💬 Isendrik, Nov 11th 2023 at 3:20 AM

Hi Yes I think your patches 1.8.3 resolve the problem with the villager who follow us. I play on my server and now they don't follow me 👍

And your patches work for me now maybe a conflict with an other mod I has delete after 

For the villager who don't want desepear when they die and than we can't cut, finally we just need to wait and they turn in human bones, it just take a very very long time. But maybe add the possibility to cut them with a knife can be cool.

 

Thank you for the answer. 

 

If Ihave other suggestion or bug I'll let you know. 

💬 Phoenicius , Nov 10th 2023 at 7:58 PM

Check out the latest patch, and be sure to view the Changelog. Most of the issues you've brought up should be fixed now. (hopefully)

But let me know if you encounter any other issues.

Isendrik

 

Also, I haven't added Treants or Dragons to the list of compatibile creatures yet. Although I did test it with Villagers being hostile to Treants, it didn't provide for the experience that I wanted. The villagers kept attacking the treant anytime it was in range (25 blocks). Which doesn't make sense. Treants are supposed to be a surprise/jump scare kind of ordeal. So for now, I simply added Villagers to the list of hostile entities for Treants. It seems that Treants only attack other mobs if it gets attacked first though. Villagers will never seek, attack, or flee from Treants currently. I'm not sure how to handle this, so I'll leave it this way for now.

As for the Dragons... I also don't know how to handle this either. I haven't even encountered a dragon in my game so I have no idea if they should be actively hostile to villagers or not. 

💬 Phoenicius , Nov 10th 2023 at 5:13 AM

Damn. It's strange that the guards are still running away after one hit. In my testing, they were only doing it if they were below 30 hp (approximately). I'll try messing with it some more to see if I can figure out what's causing it. 

I haven't added cave goblins or skeleton blackguards yet. That was lower on the list of priorities for me because those creatures should rarely ever encounter villagers. But I can add them to the list of hostile mobs in the next patch.

As for the looting/corpses not despawning thing... As you said, that's a normal feature of VS Village. I'll see if there's anything I can do to it, but no promises.

As for the last request, could you describe this a bit more to me? Are you saying the villagers are following you non-stop? Because they shouldn't be. In previous versions (before phoenicipatches-v1.8.2) this bug was apparent, but it doesn't seem to be the case for me now. 

Thank you for letting me know about these issues! I'll get to work on it over the weekend. 

Isendrik

💬 Isendrik, Nov 9th 2023 at 4:00 PM

Hello, your last fix is not working. Soldier and archer (vsvillage) flee when they are hit one time.

Goblin Cave and blackguard skeleton (feverstone) are not attacked by the soldiers or archers (vsvillage)

 

I have a request, when pnj from vsvillage die we can't loot it and the body stay for ever. Can you fix this, I know it's not your mod but maybe you can fix this.

And an other request, pnj from vsvillage story follow us non-stop

 

Thank you for the patches! 

 

PS: Sorry if my english is bad I'm French

💬 Phoenicius , Oct 23rd 2023 at 10:54 PM

Yeah no problem. I hope you find it useful, despite the fact that it was made for a server with my own settings.

I also hope it actually works as intended. This is my first "mod", and while I tested it for several hours, I'm sure there'll be some weirdness that I missed fixing.

T_R_O_L_E

💬 T_R_O_L_E, Oct 23rd 2023 at 5:58 PM

Hello
Maybe it's not for general use, but it's a very necessary thing when you play with these mods
Thank you for doing this

 (edit comment delete)