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 20 Comments

On Text By Date
Animal cages

it will for sure overshadow vanilla traps, they require no bait and no wait, you just hit the animal with the trap until you capture it. It wont work with all modded animals, but vanilla animals can be caught with the traps. Not sure about large animals like bears and moose, i have never tried, but my guess is they cant be catched with this traps

Fefa 8 minutes ago
Global Illuminator

I have a fix for you guys, crtl + g then go to page 7 and turn down parallax strength to 10

Usaki 11 minutes ago
Firearms Resound

That might actualy be a cool idea.

Temporal storms are effectively the same as Emissions gameplay wise (minus the fact the storm itself doesn't kill you).
Having to keep an eye out for anomalies (and having them change position after a storm) would be fun.
Artifacts could occupy backpack slots.
Artifact detectors could be crafted with Jonas parts and temporal gears.

I might keep this in mind for later. >:)

M14Vintorez 13 minutes ago
Toolsmith

There's a conflict between this and the new Immersive Firewood mod, as the tree-specific firewood can't be used to make crude handles. Is there a way to make the recipe accept anything tagged as firewood, instead of needing the specific firewood object?

Edit: That mod has now been updated with a recipe to convert its modded firewood into vanilla firewood as a workaround.

snafu707 20 minutes ago
Jaunt: Entity Movement System

is anyone having issues with the black flute not calling your horse?

SpartaPw 20 minutes ago
Animalica - Foxes, Wolves & Hyenas

Just a small suggestion if you'd care to, also because its my namesake, Would it be possible to adjust the position of the backpack for the foxes onto the back? Or at least attach it to the tail for the tail bag funnies.

I noticed it was attached to the booty, and its rather amusing.

KateTheFox 25 minutes ago
Realms 0.3.4

Thanks for continuing to look into this! I think I may not have explained the current reproduction clearly enough, because registration itself is now working.

The issue I'm currently reproducing occurs when one origin world is connected to two separate destination worlds.

Clean test setup:

  • G1 = standard world / origin
  • G2 = 512×512 test world
  • G3 = standard test world
  • All are newly created worlds using the same installation/mod set.

G1 → G2 works normally in both directions. I can enter G2 and return to G1 successfully.

I can also successfully register G3. The problem begins when I create a second portal in G1 pointing to G3.

On entering G3, the destination coordinates selected by Realms placed me inside a mountain/solid stone rather than at an open surface location. Realms then reported:

Realm loaded, but the return portal could not be created

with the reserved return-portal position reported as obstructed.

I cleared space around the destination area and tested the transition again, but the return portal still was not successfully established.

I then tested persistence separately by placing clearly visible blocks in G3, returning to G1 with /realm tp G1, and re-entering G3. I returned to the same general location, but the blocks placed during the previous visit had not persisted.

I also had a question about portal destination placement. Is there currently a way to choose or specify the destination coordinates where a portal enters another Realm, rather than having Realms automatically select the destination?

In the G3 test, the automatically selected destination placed me inside a mountain/solid stone, which also prevented the return portal from being created. For the eventual use case, I'd ideally like to be able to establish a specific arrival location in each world and have portals consistently connect to that location.

If manual destination selection isn't currently supported, is that something you would consider adding?

ArcticPanda00 27 minutes ago
Optimum

I tried out Optimum and it seemed to help a little.

One compatibility question: TerraTags (the ability to draw on the map basically) did not render for more than one frame.

Do you know what map rendering config settings I can change around to see if I can get it to be compatible with TerraTags?

Pnaepkin 27 minutes ago
Grassroots

So cool to have pipes and bongs! Could the pipe wearable get fixed for the lupine player model? 

Pulkx 27 minutes ago
Grassroots

What about end game Jonas tech lighter, but uses either a mix of fat/beeswax or Aqua...(however it's spelled) so gives more uses for making alcohol?

Braye 38 minutes ago
Jack's Stone Chisels

I made a compatability patch for vsroofing!
@JackRob Feel free to incorporate it into the mod if you want to add compatability support.

https://mods.vintagestory.at/show/mod/63954

Mopi 40 minutes ago
VS Roofing Mod

I figured it out and uploaded my own compatability patch!
Feel free to use it if you want to add compatability: https://mods.vintagestory.at/show/mod/63954

Mopi 42 minutes ago
Amphithere: Winged Serpent

Aw darn, they're all I've seen so far.

Charexl 48 minutes ago
TerraFirmaStory

That's reasonable. Thank you for telling me how to do it on my own. Apologies for the needy comment.

In10Trashbags 50 minutes ago
Terra Prety

Seems that terra prety is perhaps a bit too fine-tuned, generating a world with 256 world height seems to almost always end up in an ocean-less world, and generating one in 320 has a 60% of putting you in a super-pangea, you only get proper oceans like those of the previous version in 384 world height and above (with the recommended settings) 

Rorra 53 minutes ago
Chiseled Wall Mounting

Got a crash when I tried to place an oil lamp on a chiseled wall:

Crash Report
Involved Harmony IDs: chiseledwallmounting, chiseledgroundplacement, mirrors, com.zaldaryon.optitime
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.BlockGroundAndSideAttachable.TryPlaceBlock_Patch2(BlockGroundAndSideAttachable this, IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode)
   at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1764
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 719
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 565
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 243
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage_Patch1(ClientMain this, EnumRenderStage stage, Single dt)
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1062
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
   at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt)
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e)
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Cthugha 54 minutes ago
FancyHUD

Great mod, really helpful for players with ADHD. Unfortunately it seems to case a strange glitch where you can't add a new material to a chiseled block and chisel with it.

charleezy4 55 minutes ago
Terra Prety

Sometimes sea water can get landlocked, that's within the bounds of reality. I'm more concerned with mitigating Fresh Water appearing in the ocean. Ideally there would be a border of Brackish Water separating Fresh Water and Sea Water, but that will have to be for a future update.

Nephelangelo 56 minutes ago
Hex's Mechworks

Interesting mod... Will look forward to it in the future

Rorra 56 minutes ago
Algernon's Watersheds

There needs to be a long enough slope for the massive streams to follow, since these are terrain-following streams
Terra Prety's coastline is good for them

Algernon 57 minutes ago