Beta!

Welcome to the Official Hub for Vintage Story Mods!

It's goal is to simplify access and management of community made modifications to the base game. This site connects to your game account, so no extra sign up required.
If you don't have a game account yet you can buy it on the official store.

Whenever you're ready head over to the list of mods! To install mods, check out our guide on the wiki

Cheers,
  Tyron


Latest 10 Mods


Latest 20 Comments

By Text Last modified
DArkHekRoMaNT

Wow! Best mod 😄

24 minutes ago
PanBanan

This is the best mod ever

8 hours ago
Lich

As these were just meant to be tent themed decor blocks with just this mod alone, they are essentially meant for a static setup, yes. 😅

However, the mod-maker of Useful Stuff made a "tent bag" that can be configured in size in the config to carry a tent! Check it out. :)

https://mods.vintagestory.at/show/mod/25

9 hours ago
ZigTheHedge

@Stargazer, it will appear there after the first launch.

2 days ago
Tels

In v0.2.1, 16 colored glass blocks now need:

16 Sand
24 Borax (16+8) OR 12 Lead nuggets (8+4)
48 Quartz chunks
  8 Copper nuggets
24 Lime (16+8)

and since they require now half as much frit, the burn time and fuel usage are also halved. \o/

3 days ago
ozBillo

Added a new version 0.4.0 for VS 1.15 pre versions.

You can download it from the Acorns thread on the Vintage Story forum.

Version 0.4.0
- works with VS 1.15 oak seeds
- added Acorn-Amaranth, Acorn-Cassava, and Acorn-Sunflower bread variations
- old Acorns (from version 0.3.3 and earlier) can be crafted into Acorns(Oak seeds)
- updated Russian and German translations

 

3 days ago
Strex

Can you add "auto waypoint" option?

Explanation:

When you hover your mouse on specific block (like surface deposit,clay,peat,terrapreta,etc) you press a key and it automaticly makes a specific type of waypoint to this block.

 

4 days ago
Rhonen

working for VS 1.15

  • fixing the api changes
  • add support of new wood-materials by gates, drawbridges etc
  • first test of aurochses will be in there. but they will get the ai behaviors like the bighorn sheep.
  • adding configureable waterwheel-damage-multiplier
4 days ago
ozBillo

Bushmeat Meals is working fine in 1.15.0-pre.3

4 days ago
ozBillo

The Golden Wolf is working fine in 1.15.0-pre.3

4 days ago
ozBillo

Stack of Sticks is working fine in 1.15.0-pre.3

4 days ago
Tayger

hi, im trying to have the mod load more than 16 images, but its not working, i edited the file memories.json in worldproperties and added more pngs with names added on the json. what am i missing?

5 days ago
l33tmaan

Updated to 1.3.14! Check the thread for details.

6 days ago
KaraGryphon

Derpy CornersHay, could you add inverted corner roof blocks? =O i'm finding, i have to use hay blocks and well they don't look the best =p

6 days ago
Dobby

Thank you!

Jun 9th
Tels

Thank you for your feedback!

The numbers you posted are not quite correct. In Bricklayers v0.2.0, the Frit recipe gives you 4 outputs, so for this part you need only 1/4 of the ingredients and baking time! Glazings also needs less ingredients than one would think.

Also keep in mind: you can always substitute lead oxide for borax, and that needs only 1/2 X the amount lead nuggets instead of X borax.

According to my tests, 16 blue glass currently need:

64 Sand
96 Borax (64+16)  OR  48 Lead nuggets (32+8)
32 Quartz chunks
16 Copper nuggets
96 Lime (64 + 16)

In comparision, in vanilla 32 quartz chunks give you 16 plain glass - you cannot even get blue glass.

In the next version, we will tweak the recipe to use less sand and other special ingredients. :)

Jun 9th
l33tmaan

Updated to 1.3.13! Check the thread for details.

Jun 8th
Ignitehawk

The existence of this mod makes me unreasonably happy. Thank you.

Jun 8th
Leonoric

Hello. Thanks for the good feedback on the mod. Unfortunately, the problem with the fish attack on land could not be solved. I made the mod by the mechanics of the game, not by programming in C #. As I wrote earlier, the mod is located in the borderline zone of game physics and it can only be adjusted by changing the mechanics of the game, but I don't want to go so deep.

As for the damage, you can change it in the files AppData \ Roaming \ VintagestoryData \ Mods \ DWaters-1.3.1> assets / shark / entities / purahna.json> in the mtleeattack (block)> damage on your computer locally.

Jun 8th
ThyNightmares

@Zarkonnen After loading an iron crossbow if you drop it it crashes the game. Not sure if other crossbows do too but id assume so.

I'm also having an issue where my friend I'm playing with cant load the crossbow. He holds right click and it pulls back and clicks but then isnt loaded no matter how long he holds it. Not sure if this is even meant for multiplayer so my bad if it isn't.

Log for the crash:
Running on 64 bit Windows with 16 GB RAM
Version: v1.14.10 (Stable)6/8/2021 12:38:36 AM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at RangedWeapons.ItemRangedWeapon.checkStillLoaded(ItemSlot slot, EntityAgent interactingEntity)
at RangedWeapons.ItemRangedWeapon.<>c__DisplayClass13_0.b__0(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _vKnDSS3ZW5fZhqcIJSzL9xbAUttA._mhcyOBzdAWALla9FVcjc15WACGi(Single )
at _w1hCRzQiukKlSxBw6hggDUXQ0jC._3HP2xkrryy8Ktr1q1yqHHv9s1kb(Single )
at _w1hCRzQiukKlSxBw6hggDUXQ0jC._JbXJA0SA6LQOS6diuqtXAjMb8Fo(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _ISiSTzGmXXpAqo3PzdxdVD1bClZ._ofvn0Tr1zNGCbNV3SxvKs2MXNP(_C7CLMRbe3BejVtaARYCgl7Bg1vl , String[] )
at _0Y0SN1uu1V65pRLxvnN2xsIjXAg._ofvn0Tr1zNGCbNV3SxvKs2MXNP(ThreadStart )
-------------------------------

Jun 8th