Mods / Tyrannus

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Category: #Clothing #Crafting #Creatures #Food #Magic #Other #Storage #Technology #Tweak #Weapons #Worldgen
Author: Dov3
Side: Both
Created: Jul 4th at 12:44 AM
Last modified: Jul 4th at 12:44 AM
Downloads: 0
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TYRANNUS|| "The fittest of the fittest shall survive" - Bob Marley


Abbreviated Feature List:


MAJOR FEATURES:

  • Mineral Processing rework (requires significantly more effort to process high-quality metal with a great effect on durability) including:  crushing, sifting, roasting, applying fluxes, removing slag, etc. (more complex for iron+) 

  • Overburdening System (There is no tipping point, you're always slowed down slightly based on item weight, and at low levels can greatly reduce your ability to fight or run, forcing you to make safe-routes)

  • Each "age" is greatly expounded upon. Stone has a far more immersive knapping system with 5 mini-ages that break up what tools can be used and their quality*, starting with just a sharp rock and ending with the full breadth of tools. Copper includes more complex metallurgy and resource mechanics, bronze will be slowed down to be much more comfortable to live in, (mentioned later, ore reduced) meaning the age is much slower, iron and steel will require significant infrastructure and complex metallurgy to accomplish
    * Rougher tools yield less when harvesting plants or animals, deal less damage, break faster, and are slower to use than vanilla.
  • AI rework + Mob Spawning, animals roam in packs and can now be MUCH faster than the player, but both predators and prey have stamina. Packs have better AI to surround the player or back off if the player is too difficult to reach. Mobs hunt one another, including predator on predator. MOST animals, not just males, go into "fight" intead of flight, including prey. Herbavores are much more likely to scavenge your crops if they aren't heavily guarded

  • Body temperature now can overheat, along with a more intensity in the temp system, meaning more strict requirements for clothing. Heat can dissapate through walls quickly and open air even quicker, so be careful how you build your home. Torches and lanterns can provide a small amount of heat, and it melts snow and turns it into water. Warm food and drink can reduce your 

  • Sanity feature--after being in the dark for a while, phantom-mobs will attack the player (dealing half damage, spawning twice as often, with twice the aggression range, and being killed in one hit) along with various visuals

  • Day and night are 1.5x-2x in length depending on the season

  • Illness can strike at any time, among creatures, plants, or seraphs, and spread RAPIDLY. Players must clean their clothes with soap and water and avoid mold in stored foods and infections in untreated wounds

  • Sleeping (beds are much harder to construct) is no longer instant, but speeds up time from 2x-5x depending on quality (can sleep on soft floors)

  • Far more "damage taken" visuals and longer effects

  • Diet system changed, more significant impacts on speed, jump, strength, etc. Inversely negative benefits when fewer stats are full. Eating the same food gives diminishing returns, and trying new foods increases health (port of SoL from MC)

  • Weather has a more significant impact, with wildfires being far more common, (forests regrow), storms damaging boats and buildings, and flooding depending on latitude

  • Heavy seasonal variations--Trees skip a few days in growth when changing seasons, Plants and underbrush grow back / die, Mobs reduced / increased heavily, winters are SIGNIFICANTLY harsher with heavy snow ins (3-4 blocks+ depending on latitude) and a more rigorous system for preparing. 

  • Agriculture is more complex with polycropping, more soil nutrients, and far more uses for wild crops to cure specific illnesses. Berry bushes only fruit once a year, and die in extreme cold or heat, and give seeds for new bushes that fruit after a longer growth period. Plants take much longer to grow and have a specific season for each of them. It's recommended that you are nomadic for the first few weeks to avoid starving while your first crop generation grows.

  • Smithing / Tools are more complex: Tools are slower, weapons deal different types of damage, armor is weaker, nothing is "broken beyond repair" but needs to be mended using material and labor, tools need to be bound to specific kinds of handles. 

  • Construction is more technically complex and can collapse easily, but will be HEAVILY encouraged (absolutely needed to survive), players cannot place blocks midair and seraph range is reduced by 1.5 blocks
  • Ore generation is heavily tweaked, spawning far less often but in larger veins (careful, you shouldn't carry it all at once...)

  • Husbandry is more complex, animals require feed much more often along with a source of water. Need to be "cleaned up", can go catatonic, develop serious illness, go into a fit of rage and kill others, severely increase food demands, or die if not taken care of. Animals must be pregnant to give milk.

  • Traders are reworked and require a minimum level of "formality" that you can build up through pretty clothes or items. 
    Traders also no longer have protection on their carts, and can be robbed, but vehemently defend themselves 

MINOR FEATURES:

  • Vanilla storage is capped at 50 days and the changes of most preservation techniques are quartered
  • Papyrus / reeds need to be dried before being workable
  • Arrows must be held in hotbar or a one-slot quiver
  • Leaves + Branchy Leaves slow the player down
  • Torches last 1/6th of the time, lanterns 1/3rd
  • Snow is like quicksand + rapidly drops body temp
  • Windchill lowers body temperature rapidly
  • Sandstorms inflict minor damage
  • Sunburns can damage the player
  • Clothing can slow down the player in heat 
  • More than 50% metal armor causes the player to sink in water
  • Temporal stability blanket-areas are removed, but rifts aren't
  • Bears can climb...
  • Wheelbarrows, Carriages, and more can be attached to mounts to make resource transport easier
  • Cooking coal or charcoal gives "fines" that can be used for replacing the fertility in crops (burning or letting a plant rot/die also increases the fertility)
  • Composting is reduced
  • Loose surface stones are significantly rarer, and are more often found by digging through sand or gravel
  • Chopped trees drop "full logs" that must be carried slowly with only a few at a time
  • Firewood has a more immersive chopping system

Future Roadmap:

  • Please contact us if you have any ideas!
  • The above are all planned features to be released slowly!

Companion Mods (Highly Recommended)


Valley of Ashes - Tels

Oils - floralrat

Hydrate or Diedrate - Chronolegionnaire

More recommendations coming soon!



Contact Us



Dov33 or Aerra on the Vintage story discord or leave a comment below :]

check out -> Tyrannus
for how the mod works! (documentation coming soon)

                or
https://github.com/Elephant-Studios /
https://github.com/orgs/Elephant-Studios/projects/15
to see what we have planned for the future!



ELEPHANT STUDIOS


A new modding team hoping to bring Vintage Story to life!

Some of our Projects:

Harper's Immersive Tools (HIT): Released (No Pending Updates)
A real-time render of all the tools, shields, backpacks, weapons, etc in your hotbar, suitable for multiplayer
with custom real-time configs to disable certain sheaths for better customization!

Misaki's Immersive Foliage (MIF): Beta (Initial release within a few days)
A complete remodel and retexture of Vintage Story's leaves and bushes for a more interesting composition for trees 
and canopies. Runs about 3% faster than vanilla while looking gorgeous too!

Wanda's Gizmos / Movement Tweaks (WGMT): Alpha (Initial release within a week)
A fully-functional grappling hook, with two modes: "Indiana Jones" esque swinging, or "James Bond's grapple-gun" as a mechanized pull. Balanced based on how much rope you have! Will be paired with new movement such as diving, rolling, vaulting, sliding down steep walls, hanging, and more! Each WGMT update will come with two versions, "Pure" grappling hook-only, and "Full" with both grappling hook and the movement tweaks too!

Sofia's Reach-Around (RS): Alpha (Initial release TBD)
A port of the quark / MC Bedrock mechanic to place blocks from the top/side without directly looking at the face

Nia's Realistic Soil (MIF): Beta (Initial release within a few days)
A recoloring of all dirt to match the rock strata below it for better blending (don't worry, it won't add 20 new dirt varieties, or need new worldgen)

 

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