Mods / Footprints

Tags: #Other #QoL
Authors: Aylor, Lalijara
Side: Both
Created: Oct 17th 2025 at 1:22 PM
Last modified: Dec 14th 2025 at 2:53 AM
Downloads: 47803
Follow Unfollow 941

Recommended download (for Vintage Story 1.21.2 - 1.21.6):
Footprints-v1.1.2.zip  1-click install


Overview:

Footprints adds visible footprints for animals and players when they move.

 

Behavior:

  • Only appears on soft materials (soil, gravel, sand, clay, peat, snow, etc.)
  • Non-Affected Creatures: Drifters and other lore-related creatures will not leave footprints.
  • Tamed animals (generation > 0) are also excluded.
  • Custom footprint size and texture per entity type.
  • Opacity decreases as it decays, takes 6 in-game hours.

 

 

Configuration:

  • Fully configurable!
  • High / Low resolution textures.
  • Materials and Animals whitelist.
  • Local toggle: Players can disable the footprint effect locally, even if enabled on the server.
  • Server authority: Players and/or Animals footprints are controlled by the server and can be toggle for everyone.
  • Customizable player footprint texture.
  • Partial server-controlled settings, with the ability for the client to opt-out.
  • The mod can be uninstalled mid-playthrough without issues.

 

Advanced Configuration Explanation: 

Advanced Configuration Explanation: 

- Custom player footprints (Local only)
To enable custom footprints, check the `Custom footprint texture` checkbox and configure the `Texture width` and `Texture height` in the settings to match the dimensions of your texture file. Save the settings and restart your game.
Next, navigate to the mod folder and replace the texture in the following path with your custom file:
`assets/footprints/textures/decals/custom-png`


- Partial Server-Controlled

If the server config `Broadcast configs to client` is enabled, the server will broadcast the configuration settings to the client, which will override the client’s local settings.
By default, the client automatically accepts the configuration shared by the server. However, the client can opt out by unchecking the `Accept server configuration` setting.


- Custom Materials Whitelist:
Technically, the whitelist uses `.startsWith` on the block code . For example, a simple value like `soil` will include all soil types, while something like (`soil-low-none`,`soil-medium-none`,...) would result in a more natural result (only on dirt without grass). It's a bit tedious but allows full customization, even with modded blocks, while keeping performance higher than with RegEx.

- Custom Animals Whitelist:
The Custom Animals Whitelist operates similarly to the Materials Whitelist but applies to entity codes.

(Optional) Requirements for the config menu (Optional):

 


Compatible with the following mods:

Animal mod:

Player model:

More will come later; probably with a similar list like my mod Blood Trail

 

 

Planned features (subject to change during development):

  • ??

  • Toggleable rust/lore-related creature footprints.

  • More precise player movement detection.
  • Conversion to Client-Side only, with an optional server mod for configuration synchronization. [On Ice]
  • Even more optimization (improved caching, better handling for prints out of view, ...)

 

 

Performance:

Well-tested but some bugs may remain. Handles 100+ mods for hours without noticeable impact. I couldn't test this on a large server, but for other cases the default setting should be enough for most. I included a stress test below. If your game reach this point, you probably don't need this mod to locate animal! The same debug logger is available in the config for your personal tuning.

Spoiler! (Screenshot Stress Test)

(400+ animals with default settings)
I started to notice significant fps drop at >60k prints in memory and 20k visibles. Default values are 30k and 5k.

 

 

Credits:

TheDoctorW -> Mod Icon and screenshots.
Lalijara ->  Footprints Textures (CC BY-NC 4.0)
Rage4556 and more -> PlayTesters before release.

 


Contact info:
Discord: aylor

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.2 footprints
1.21.2 - 1.21.6
18937 Dec 9th 2025 at 1:49 PM Footprints-v1.1.2.zip 1-click install

Release Notes
For game version: >= 1.21.2

 

Fixed:

  • Fixed crash when opening the Frame Profiler (Thanks to Icewave for reporting this).
  • Fixed crash when breaking block with no ID (Thanks to Spoofy99 for reporting this).

 

Optimzation:

  • Improved detection of foggy environments, reducing visibility of prints in fog more reliably. Technically, better dynamic minimum fog and sea level calculations for elevated world generation (Thanks to Teax for reporting this).  
  • Additional caching to reduce computational load and various minor code optimizations for improved performance.
1.1.1 footprints
1.21.2 - 1.21.5
8650 Nov 22nd 2025 at 11:43 PM Footprints-v1.1.1.zip 1-click install

HotFix
Please see version 1.0.8 for full changelog.

Fixed:
Alpha rendering issue while breaking blocks in survival.

1.1.0 footprints
1.21.2 - 1.21.5
114 Nov 22nd 2025 at 10:17 PM Footprints-v1.1.0.zip 1-click install

(Bugged Version Please Update to >= 1.1.1)

Please see version 1.0.8 for full changelog.

 

Fixed:

  • Footprints are now properly affected by fog (not perfect yet, but well tested and stable for most scenarios)
  • Rolled back some rendering aspect changed during version (1.0.8 & 1.0.9) that created issues for some users.

 

Minor Known Issue:

Some areas with dense footprints and fog may experience faint black spot flickering lightly (Similar to Z-fighting). I'll addressed this in a future update.


Sorry for the release spamming, but hopefully this one fixes everything! 🤞

1.0.9 footprints
1.21.2 - 1.21.5
928 Nov 21st 2025 at 7:27 PM Footprints-v1.0.9.zip 1-click install

HotFix
Please see version 1.0.8 for full changelog.

Fixed:
Particles rendering fully black due to a typo in the rendering layer of the footprints textures.

1.0.8 footprints
1.21.2 - 1.21.5
128 Nov 21st 2025 at 5:38 PM Footprints-v1.0.8.zip 1-click install

(Bugged Version Please Update to >= 1.1.1)

Release Notes

For game version: >= 1.21.2


Added Compatibility Patches:

 

 

Fixed:

  • Footprints no longer appear through fog.
  • Improved overlap prevention; prints should overlap block edges less frequently.
  • Various minor code improvements for performance optimizations. (probably unnoticeable... ¯\_(ツ)_/¯ )

 

 

For Futur Release(s):

More compatibility with various mods (player models & animals).

I'll also investigate the possibility of transforming the mod to Client-Side only (If the Blood Trail change works, Don't expect this until at least mid December).

1.0.7 footprints
1.21.2 - 1.21.5
7369 Nov 2nd 2025 at 5:22 PM Footprints-v1.0.7.zip 1-click install

Release Notes
For game version: >= 1.21.2

Fixed:

  • Crash on exit (segmentation fault) caused by releasing the same OpenGL resource twice due to a typo. 
1.0.6 footprints
1.21.2 - 1.21.5
1704 Oct 31st 2025 at 4:50 PM Footprints-v1.0.6.zip 1-click install

Release Notes
For game version: >= 1.21.2


Added Compatibility Patches:



New configuration:  (More details in the description)

  • Ability to use a customizable player footprint texture.
  • Partial server-controlled settings, with the ability for the client to opt-out.
  • Individual toggle for each animal on the client side.


Fixed:

  • Breaking tallgrass won't update footprints anymore. (For compatibility with Natural Trail)

1.0.5 footprints
1.21.2 - 1.21.5
4511 Oct 24th 2025 at 2:49 PM Footprints-v1.0.5.zip 1-click install

Release Notes
For game version: >= 1.21.2


Added Compatibility Patches:

Animal mods:

 

New configuration:

  • Customizable materials whitelist, default (soil, gravel, sand, clay, peat, snow, etc.) (Block_codes List Wiki)

 Technically, the whitelist uses `.startsWith` on the block code . For example, a simple value like `soil` will include all soil types, while something like (`soil-low-none`,`soil-medium-none`,...) would result in a more natural result (only on dirt). It's a bit tedious but allows full customization, even with modded blocks, while keeping performance higher than with RegEx.


image

1.0.4 footprints
1.21.2 - 1.21.5
1717 Oct 21st 2025 at 7:21 AM Footprints-v1.0.4.zip 1-click install

Release Notes
For game version: >= 1.21.2

 

Fixed:

  • Caching issue when reloading a world/save.
1.0.3 footprints
1.21.2 - 1.21.5
396 Oct 20th 2025 at 11:05 PM Footprints-v1.0.3.zip 1-click install

Release Notes
For game version: >= 1.21.2

 

Fixed:

  • Optimizing how textures are processed to try to fix the caching issue.
1.0.2 footprints
1.21.2 - 1.21.5
576 Oct 20th 2025 at 9:27 AM Footprints-v1.0.2.zip 1-click install

Release Notes
For game version: >= 1.21.2


Added Compatibility Patches:

Animal mods:

Player model:

 


Fixed:

  • Better sprint jumping detection for the player. (Not perfect yet, but good enough for now.)

 

Added

  • The player now uses both feet when landing from greater heights.

 

Coming Soon

Compatibility with The Critters Pack

1.0.1 footprints
1.21.2 - 1.21.5
1479 Oct 18th 2025 at 5:06 PM Footprints-v1.0.1.zip 1-click install

Release Notes
For game version: >= 1.21.2


Fixed:

  • Synchronization of players' footprints in multiplayer.
1.0.0 footprints
1.21.2 - 1.21.5
1294 Oct 17th 2025 at 1:27 PM Footprints-v1.0.0.zip 1-click install

Initial release!


113 Comments (oldest first | newest first)

Aylor , 1 day ago

Raven8570

Without logs or a mod list it's hard to pinpoint the issue. Similar cases usally happens when the maximum footprint limit is reached, which prevents new ones from spawning to avoid performance issues. It often occurs after playing for a while in busy areas with animals or many players. Try temporarliy increasing the Max values in the mod options (Rendering tab). You can also enable "debug logging" in the config for a minute and check the values as explained in a comment below. If this theory is correct, I already have an idea for a solution and the fix should come eventually along with some small performance improvements.

Raven8570, 1 day ago

Doesn't seem to work for other players in multiplayer, but works for animals and myself. Is there a fix?

Aylor , Jan 7th at 11:53 PM (modified Jan 7th at 11:59 PM)

Desolae
I haven't played with the Trail mod myself, but based on your config, you don't need the * wildcard. Even just "trailmodupdated:" should work since the system use StartsWith and not a RegEx.

For "peat-", the  -   is required to prevent "peatbrick" and "peatpile" from being included while only using one entry for both "peat-none" and "peat-verysparse" (Using CTRL+F in Wiki Block_codes). There's also a bit more info in the Advanced Configuration Explanation section of the mod description hidden with a spoiler. Hope that helps.

 

Desolae, Jan 7th at 8:21 PM (modified Jan 7th at 8:22 PM)

I use 'Trail Mod Updated' and as I understand, I can add those new trail blocks to the Footprints config like this:

Spoiler!
"SurfaceMaterials": [
"trailmodupdated:soil-*",
"trailmodupdated:trail-*",
"game:soil",
"game:forestfloor",
"game:gravel",
"game:muddygravel",
"game:sand",
"game:rawclay",
"game:snow",
"game:peat-"
],

Assuming that this is a list of blocktypes. Or is it instead a list of textures and I need to find the texture names from Trail Mod rather than blocktypes? (Should the default peat entry have a * wildcard or does it not need one)? 

Pinkalyn, Jan 3rd at 4:58 AM

This is a beautifully simple (visually, I imagine the code is quite complex) addition to the game that has such a massive impact. There have been a number of times already that I narrowly avoided death by spotting bear or wolf tracks in advance, and a few times I used tracks to hunt down animals when I was starving in the winter. S tier 10/10 idea and execution

Aylor , Dec 31st 2025 at 8:30 PM

dorn284

Adding rust/lore-related creature footprints is on my ToDo list and I've updated the "Planned features" section to reflect that. I don't have a date or timeline for the next update yet.

dorn284, Dec 30th 2025 at 11:28 AM

Out of curiosity (and a little bit of anger over losing one) what is the likely hood of adding Rust creature footprints?

Aylor , Dec 23rd 2025 at 10:13 PM (modified Dec 23rd 2025 at 10:14 PM)

Astella
The bug has been fixed by the shader mod's author. I just tested it, and both mods are working fine together with the latest version, 1.0.2-pre.1.

Aylor , Dec 21st 2025 at 2:26 PM

Astella

Glad you're liking the mod! The issue seems to be caused by the shader overriding a lot of rendering stuff. There's no quick fix, and it could be quite complex to solve at the moment. I've noticed a similar problem mentioned in the shader mod's comments. A proper fix will likely need to come from the shader itself, so I'll wait for an update from them before trying anything on my end. Thanks.

Astella, Dec 21st 2025 at 3:00 AM

Hi! I love this mod I was just wondering if there was a way I can make this work with shaders! I am trying to use this with coriander shaders and it doesn't show the footprints anymore haha

amaranthinos, Dec 15th 2025 at 1:35 AM

I'm in absolute love with this mod so far.  I tried auto trails but didn't like how much it was changing the landscape.  This and blood trails really helps to add realism without being overwhelming 💚 Thank you!!

MiraLeaps, Dec 14th 2025 at 10:56 PM

Thank you so much Aylor, this is great :)

Aylor , Dec 14th 2025 at 2:01 PM (modified Dec 15th 2025 at 2:27 AM)

MiraLeaps

Thanks for your kind words. Currently, there's no official documentation expect for the custom player texture, but here's how it works:
For new entities using existing textures; You need to replicate a Json patch from the compatibility folder of the mod.
Add two behaviors (server and client) with these attributes:

texture : This should correspond to an animal type (Can be mod-dependent like 'bovinae' for Bovinae mod, 'cat' for Cats/Felinae). Here's the list

stepDistance : Value in blocks (1.0 = 1 block)

For custom textures, it's more complex and requires modifying the mod's C# code to register them.

I apologize for the current rigidity, this system was initially designed for a quick release. I'm planning to refactor it in future updates. Unfortunately, I'm recently very short on time for modding, so big changes (like client-side only or this refactor) are on hold for now.

Feel free to DM me on Discord#aylor if you neeed more help or have any questions.

MiraLeaps, Dec 14th 2025 at 10:51 AM

This is one of my absolute favorite mods. It and blood trail allow me to really hunt in a way that feels so legit.

Is there a way to get some documentation about how to add compatibility to other mods? like what needs adding where in a entity to add footprints. I think I have an idea just via looking in the files but I'd rather ask and see :)

TwistedLogic, Dec 11th 2025 at 12:05 AM

I love this mod Thanks 

BlackMoonHowling, Dec 10th 2025 at 1:42 AM

Thanks for an awesome mod! Looking forward to have more compatibility with different player models

Icewave, Dec 10th 2025 at 12:24 AM

Thank you!!! Amazing work with the quick fix! :D

Aylor , Dec 9th 2025 at 2:32 AM (modified Dec 9th 2025 at 1:56 PM)

Icewave

Sorry for the crash and thanks for the detailed report. I've identified and fixed the issue. I'll try to post a release soon that also includes other minor bug fixes. (Edit: The fix is availble in the latest update!)

Icewave, Dec 8th 2025 at 10:51 PM

Absolutely love this mod but I ran into an issue that just caused me quite the headache, as somehow despite seemingly unrelated to the ingame fps profiler, when this mod is enabled and then profiler is opened. It hard crashes the game due to an issue with the game tick.

This behavior is reproducible 100% of the time. Disabling the Footprints mod resolves the crash entirely.

Parameter Value
Action Toggle Frame Profiler (Ctrl + F10)
Result Critical Game Crash
Error Type System.NullReferenceException
Crash Location Vintagestory.Common.EventManager.TriggerGameTick

 

Crash Report

Running on 64 bit Windows 10.0.26100.0 with 32471 MB RAM

Game Version: v1.21.5 (Stable)

12/8/2025 2:17:15 PM: Critical error occurred

Loaded Mods: walkingstick@1.0.6, ancientarmory@1.2.1, betterarrows@1.0.1, containersbundle@1.2.0, fagreenwich@1.4.2, bovinae@0.3.4, caninae@1.0.35, capreolinae@2.0.4, cervinae@0.1.11, dinornithidae@1.0.21, pantherinae@1.2.5, rhinocerotidae@1.0.22, sirenia@1.0.25, hangingoillamps@1.0.5, millwright@1.3.1, overhaullib@1.15.7, shelfobsessed@1.9.1, spyglass@0.6.0, temporal_gears_stack@1.0.0, game@1.21.5, vsimgui@1.1.16, wildfarmingrevival@1.4.2, zoombuttonreborn@2.0.0, aculinaryartillery@2.0.0-dev.11, attributerenderinglibrary@2.4.0, egocaribautomapmarkers@4.0.3, betterruins@0.5.4, bettertraders@0.1.0, bloodtrail@1.1.8, butchering@1.10.11, carryon@1.12.1, cartwrightscaravan@1.8.0, configlib@1.10.11, configureeverything@2.2.1, foodshelves@2.3.3, footprints@1.1.1, gloomeclasses@1.0.10, landclamingpatched@1.0.4, maltiezcrossbows@1.6.8, maltiezfirearms@1.5.3, meteoricexpansion@1.2.6, morepiles@2.2.0, playerlist@2.3.4, claywheel@1.1.7, purposefulstorage@1.5.1, simplecloth@1.0.3, th3dungeon@0.4.4, vanity@2.4.6, creative@1.21.5, survival@1.21.5, tradercamps@1.1.7, expandedfoods@2.0.0-dev.5, em@3.4.0, fueledwearablelights@1.1.0, quiversandsheaths@0.6.4, tailorsdelight@2.1.2

System.NullReferenceException: Object reference not set to an instance of an object.

   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 87

   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 859

   at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 751

   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172

   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719

   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663

   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112

   at OpenTK.Windowing.Desktop.GameWindow.Run()

   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338

   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133

   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

 

Event Log entries for Vintagestory.exe, the latest 1

==================================

{ TimeGenerated = 12/8/2025 2:15:57 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000

Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad

Exception code: 0x40000015

Fault offset: 0x00000000000df046

Faulting process id: 0x904

Faulting application start time: 0x1dc688fffd35fc4

Faulting application path: C:\Users\coled\AppData\Roaming\Vintagestory\Vintagestory.exe

Faulting module path: C:\Users\coled\AppData\Roaming\Vintagestory\Lib\openal32.dll

Report Id: ac045568-a823-45af-81c6-47e5c9c3d837

Faulting package full name: 

Faulting package-relative application ID:  }

Fenvar, Dec 2nd 2025 at 7:44 AM

I look forward to the client-side only version. I know you have it planned but been waiting for so long since mod first came out, I'm getting antsy. 😅

Teax, Nov 27th 2025 at 10:22 AM (modified Nov 27th 2025 at 10:23 AM)

Aylor

Hey, as i said i did more testing.

I used only footprints now and .debug fog to change the fog values. 

I even tested with different weather patterns (clearsky, overcast)

I tested following values

Picture 1: .debug fog 0.0025 0.2

Picture 2: .debug fog 0.0025 0.8

In all pictures the footprints gets rendered on the fog and not the block itself.

imageimage

 

As comparison, here is a screenshot with v.1.0.7. (overcast weather with 0.8 fog)

image

Newer version is alot better but still visible in foggy weather.

 

Best regards

Aylor , Nov 25th 2025 at 11:53 PM

Dovinya

If the issue started mid session, it might be related to the footprint limit setting. You can try increasing the limit or reducing the render distance to see if new prints appear. You can use Config Lib mod for live feedback.
I doubt this is the cause, but you can also check the "Surface materials whitelist" to check if it include "game:snow". For general debugging, you can also enable for a few minutes "Debug logging" in the config and compare your logs with the example in the mod description (there's a comment from me below with a bit more details about that; CTRL + F "appdata" ). If needed, feel free to provide more details, so I can help you troubleshoot this further.

Dovinya, Nov 25th 2025 at 10:59 PM (modified Nov 25th 2025 at 10:59 PM)

Is anybody else just not getting any footprints anymore in any updates since 1.07? I have it on my small server for friends and at first it worked just fine but now that snow has fallen I have noticed that nothing has any footprints and hasn't for a bit.

Vari_Ares, Nov 25th 2025 at 7:18 PM

Okay ty that good to know ! ^^

Aylor , Nov 25th 2025 at 1:18 AM

Teax

Unusual location indeed 😅, I suspect the high elevation might amplify some edge cases I've seen. Thanks for the details, this will definitely help.

Vari_Ares

Two silly reasons; My Blood Trail mod didn't include them either, since both focused on hunting QOL. Also, I personally play with few enemies, as I find them more annoying than beneficial most of the time.
That said, I'm working with a second artist IICubeII to add them in a future update, with an optional toggle. (This will come after the Blood Trail update).

Teax, Nov 24th 2025 at 11:34 PM

Aylor

No problem and thanks for investigating it. Its nothing thats really gamebreaking so no hurry here.

Played around 60 ingame days with the current version and encountered only once and only for a few days.

 

It was a really strange and heavy fog we encountered. Even the lights were dimmed until you were standing right infront of them. 

We play on a world height of 320 and no weather mods. Sea level  is at y-138 for us.Cloud height should be at around 300

No shader mods or something similiar.

Graphic settings are all on max, 2k resolution at 100% scale. 

 

My pens are at y-180 and the fog was okay for me. Could see the footprints from far away trough the fog but definetly better than a few patches before.

My mate's pens are at y-226, the screenshot down below was his pen. It was really foggy there.

He lives heigh up on a alpine mountain with snow even in the summer. (dunno why someone wants to live there but well :D )

It was in the night. 

 

If this should happen again, ill make a backup of the save and test it without any other mods installed local and see if thats some odd mod conflict.

 

Best regards

Vari_Ares, Nov 24th 2025 at 10:13 PM

Hi, not a complain just a question because I am curious, I loveeee your mod but why not adding footprints for Drifters and others creatures like that ? Too difficult ? Lore accurate ? Imo it doesn't make sens that they don't leave footprints as well but in the same time I love the idea of them not leaving footprints too so Idk I am lost and curious ! xD

Aylor , Nov 24th 2025 at 5:38 PM (modified Nov 24th 2025 at 6:22 PM)

Teax

I've tested the issue extensively, but haven't been able to reproduce something this bad myself with the latest version (aside from a few edge cases). Could you share more info to help me troubleshoot? Anything like Block Y level of the prints, weather pattern, time, biome, mod list, or any mod that affect shaders or rendeing, graphic settings, etc. I won't be making another fix attempt immediately, now that the current version is stable. But I'll definitely investigate this for the next update in December. Feel free to DM me on Discord#aylor if you prefer.
Again, sorry for the issue, and thanks for your patience!

Teax, Nov 24th 2025 at 5:02 PM

Aylor

Thanks for your hard work. Sadly the footprints fog problem still persists

 

Spoiler!
image
Aylor , Nov 24th 2025 at 1:50 PM

hardbrocklife

Sorry for the trouble. What you described matches an issue fixed in v1.0.7, where a small typo caused a crash on exit on some hardware. Glad the update solved it for you too, and thanks for sharing.

hardbrocklife, Nov 23rd 2025 at 6:19 PM

Not a complaint. Just adding the comment incase someone else experiences the same behavior I did. Updating fixed my issue.

Anytime I tried to save and exit the game with footprints enabled the save process would hang for like 20 sec, then just crash to desktop. When entering back into my single player game the save operation had not been successful and rolled me back to a previous saved state. For some reason it would save as intended when away from my base, which caused finding the issue so difficult. Chased other mods for the cause of the issue, walked away from my base with this mod enabled, was able to save, so I thought it was another mod that was the culprit. Disabled that mod, re-enabled all my mods, went back to base, and started crashing again whens saved and exiting. Started the whole process over again with like 40 mods.

Was a super weird scenario.

Thank you for listening to feedback and updating the mod. Appreciate the community support.

TwistedLogic, Nov 23rd 2025 at 7:50 AM

Thanks for fixing this !! 

Arkerus, Nov 23rd 2025 at 1:12 AM

Aylor you rock ! BTW blood trails is an awesome mod, stoked to add this to the server. Thank you for your work .

Aylor , Nov 22nd 2025 at 11:27 PM (modified Nov 22nd 2025 at 11:45 PM)

Arkerus
Thanks for the report, I confirm the issue is coming from my mod. I'm working on a fix right now! (Edit: The update with the fix is up!)

Arkerus, Nov 22nd 2025 at 11:09 PM

Not sure what mod it may be conflicting with but if i have this mod installed my blocks all show semi transparent when breaking them. Like i can see all 4 sides of the breaking block confirmed only when this mod is installed. really cool Idea, thought i might share my current issue.

IICubeII, Nov 22nd 2025 at 10:58 PM

I added ya on Discord - I think! Lol

Aylor , Nov 22nd 2025 at 10:21 PM

Nyxara Willownezz Teax

A new update is available and should resolve the reported issues, including the fog and the mod breaking with newer version. Please let me know if you encounter any further issues. 
Thanks for your patience.

Nyxara, Nov 22nd 2025 at 3:22 PM

Aylor

I installed version 1.0.7 and it works again. Idk but the mod broke for me starting at version 1.0.8. Reinstalling v1.0.9 didn't fix it.

Aylor , Nov 22nd 2025 at 1:58 PM (modified Nov 22nd 2025 at 2:02 PM)

Nyxara
There are no hotkeys to toggle the footprints. The only option is in the config. This is strange, and I'm not sure what might be causing this. Please enable "Debug logging" in the config and compare your log ouput (%APPDATA%\VintagestoryData\Logs) with the screenshot provided inside the "Performance" section in the mod description (hidden with a spoiler). The "total" and "visible" values should increase when prints are generated, helping us determine if it's a processing or rendering issue at least. If the values are at 0 reinstall the mod. Otherwise, I suggest to reach out to me on Discord #aylor to provide logs and your mods list for further investigation.
Sorry for the trouble, and I hope this helps.

Nyxara, Nov 22nd 2025 at 1:10 PM

For some reason the foorprints won't show up and they aren't disable in the configlib. I have the latest version 1.0.9. Is there like a keyboard button that I pressed and toggled it off? Cause I keep doing it with other stuff

Aylor , Nov 22nd 2025 at 9:12 AM (modified Nov 22nd 2025 at 2:05 PM)

Willownezz

Thanks again, It looks like the fog issue might have more factors at play than I first thought. I'll take another look at it.
(Edit: I've identified the cause of the fog issue and found a solution! I'm currently conducting extensive tests to ensure everything works smoothly this time for everyone. The fix should be uploaded this weekend.) 

Willownezz, Nov 22nd 2025 at 7:01 AM (modified Nov 22nd 2025 at 7:04 AM)

Also I can still see footprints in the fog lol 😄 (I never knew how erratic raccoon walking pattern is 😂 )

 

image

Aylor , Nov 22nd 2025 at 1:55 AM

IICubeII

I hadn't planned to include footprints for enemy types, but since players were added late in development, just before releease, it makes sense to consider this as an optional toggle as well. Regarding textures, the artist I collaborate with, Lalijara , is currently unavailable for discussion until early December. He also has a significant amount of work already with existing mod requests, so I think he would appreciate some help for the enemy part. If you're interested, I'd be glad to discuss this further on Discord #aylor or another method if you prefer.
Thanks!

IICubeII, Nov 22nd 2025 at 1:09 AM

Can we get footprints for the enemy types too? Just feels like they're missing when everything else is leaving prints! tbh, I'd be happy to whip up some texture for ya if you're busy.

Willownezz, Nov 21st 2025 at 7:37 PM

awesome, that was fast lol, thank you

Aylor , Nov 21st 2025 at 7:15 PM (modified Nov 21st 2025 at 7:30 PM)

Willownezz
Thanks for the report, I'll try to fix this right away! 
(Edit: A fix has been uploaded. I apologize for the inconvenience. A typo slipped through during a last-minute code clean-up)

Willownezz, Nov 21st 2025 at 7:10 PM

water particles, dust particles, and some others all have weird textures or get black textures when I have the new update

Willownezz, Nov 21st 2025 at 7:09 PM

Hmm something is happening with particles after the update 1.0.8.

 

image

Teax, Nov 19th 2025 at 2:39 PM

Wow keep up the good work :D Thanks

Aylor , Nov 19th 2025 at 11:12 AM (modified Nov 21st 2025 at 5:39 PM)

Teax

Thanks for the report. The fog related bug has been fixed and will be included in the upcoming update planned for this weekend or early next week.  (Edit: The update is already available!) 

Teax, Nov 19th 2025 at 10:39 AM

Greetings, we noticed that footprints are always fully rendered and 100% visible if its i.e foggy weather. Looks a little bit odd

SPQRattus, Nov 2nd 2025 at 6:47 PM

Aylor That did the job! Nice work finding it so quickly, too.

Aylor , Nov 2nd 2025 at 3:54 PM (modified Nov 2nd 2025 at 5:23 PM)

SPQRattus

Thanks for repoting this, and sorry for the inconvenience. Logs and possibly a mod list would make tracking the issue easier, you can send them privately via Discord(aylor) thanks.

(Edit) I believe I’ve identified the issue, and a fix has just been released. If the issue persists, please feel free to send over the logs. Thanks!

SPQRattus, Nov 2nd 2025 at 2:35 PM

Aylor I play on Linux, and unfortunately, I've had this mod cause segmentation faults on exit, which prevent the game save from completing. I've deactivated it for now, but it's a real odd one. Let me know what info you might have use for, and where to put it.

 

I have a fairly sizeable mod list, so there might be interactions? But the problem went aweay when I deactivated Footprints.

bramblevines, Nov 2nd 2025 at 2:20 PM

yess so awesome thank u

OktoberTheYeen, Nov 1st 2025 at 7:55 AM

Aylor You are amazing, thank you so much!!!! I got it figured out! (And 10/10 hilarious Easter Egg for the default custom footprint hahahahahahaha)

Kudamas, Nov 1st 2025 at 12:43 AM

I love this mod. It's subtle details like this that make the world feel more alive. I was wandering in the woods and found bird and bear tracks in the same line. I knew exactly what happened and what to watch out for.

ThePhantomX64, Nov 1st 2025 at 12:07 AM

I already find this mod cool. Would love to see more Player Model lib mods have custom footprints, either they adding it or it being here. over all still a cool mod.

Beedy, Oct 31st 2025 at 10:01 PM

Aylor You're the best! Thank you.

The_Revisionist, Oct 31st 2025 at 6:43 PM

Aylor Perfect, thank you!

Aylor , Oct 31st 2025 at 4:58 PM (modified Oct 31st 2025 at 5:03 PM)

Beedy
Thanks for the feedback! The minor issue you mentioned should be resolved in the new update.

OktoberTheYeen
I’ve added a new config option in the latest update that allows for custom player footprints texture. Hope you enjoy it! (Check the mod description for a step by step tutorial)

The_Revisionist
I’ve managed to implement a partial server-controlled configs, with the option for clients to opt out. I hope this aligns with what you were hoping for!

Beedy, Oct 31st 2025 at 9:22 AM

An Amazing immersive mod!

I would like to report a very minor visual compatibility issue with Natural Trail Mod (one of the latest updated versions). When natural trail tramples grass (long/medium to short/eaten) which had an animal footprint, the footprint dissapears. This doesn't happen when a new trail evolve. Only when grass get trampled. Thought I might share that. Thanks for this amazing mod.

BeartrapGirl, Oct 29th 2025 at 9:32 PM

Going through dense forest at night and stumbling upon bear tracks is horrifying.

Great mod

Lalijara, Oct 29th 2025 at 10:40 AM (modified Oct 29th 2025 at 2:18 PM)

Willownezz

Hiya ! I will add them in my to-do list.

 

More footprints should be coming by the end of the week. Have a nice day y'all :p

Willownezz, Oct 28th 2025 at 11:53 PM (modified Oct 28th 2025 at 11:56 PM)

How about some dinosaur footprints ??? {please?} ?

 

https://mods.vintagestory.at/show/user/5A00335BA25788911434

 

image

OktoberTheYeen, Oct 28th 2025 at 8:02 AM

Thank you so much! I really appreciate the work you're doing both here and with your Blood Trails mod, simply phenomenal for the immersion!!! <3

Aylor , Oct 26th 2025 at 10:31 AM

OktoberTheYeen
Thanks for the suggestion! I’ll look into making it more customizable, likely by adding an option for a custom print texture, with the Anthro Fox paw print as the default and the ability to replace it with their own.
I'll update the mod descirption to reflect these planned/upcoming features.

OktoberTheYeen, Oct 26th 2025 at 8:22 AM

I love this mod, its awesome!!! Any way to edit what the player's footprint looks like? Would love to add the pawprint you use for the Anthro Fox mod for other player models too like Kemono, Fluffy Dreg, and Kobold. It could be a simple toggle in config to swap player footprint to pawprint, perhaps?

Aylor , Oct 25th 2025 at 7:49 PM

The_Revisionist

Currently, the only other planned setting is an individual toggle for each animal on the client side, if feasible.
I’m not planning to allow server-side control over additional settings, mainly because the mod can be GPU-intensive. Allowing each player to adjust their settings helps optimize performance for everyone. That said, I understand the appeal of a consistent experience across a server, and the potential for a server to distribute optimized settings. I’ll give it more thought and see if a compromise is possible. 

The_Revisionist, Oct 25th 2025 at 7:04 PM

Thanks for the Critters Pack update!

Are there plans to make some other settings, e.g. the surface materials whitelist or the footprint lifespan, server-side to be able to provide a uniform experience on a server?

Endling, Oct 25th 2025 at 12:58 AM

soo cool thanks for adding the material whitelist!

Aylor , Oct 25th 2025 at 12:53 AM

Two_Byte

First, make sure you have these two mods installed: Config Lib and ImGUI . Once they’re loaded, a new button will appear in your Escape Menu. You can also manually edit the config file directly by following the path : 
VintagestoryData/ModConfig/Footprints-....json

Two_Byte, Oct 25th 2025 at 12:15 AM

How the heck do I open the config settings?

Aylor , Oct 24th 2025 at 9:41 PM

Dovinya
Yes, the next mods on the list are Draconis , Haz's Jackalopes and the Fauna of the Stone Age collection. The latter will be released progressively, since it takes quite a bit of time to reshearch, draw, and implement each one of them. Big shout-out to the artist Lalijara . I can’t give a specific timeframe yet, but the end goal is definitely to include them. 

Dovinya, Oct 24th 2025 at 9:31 PM

This mod is the exact thing I've been wainting  from hunting. Rly makes me love the experience so much more.

is there any sort of compatability planned for the Fauna of the stone age mods?

Aylor , Oct 24th 2025 at 3:36 PM

GLaDOS_cz
Just letting you know that I added the feature you requested; you can now edit the materials whitelist.

Technically, the whitelist uses `.startsWith` on the block code(see wiki link https://wiki.vintagestory.at/Block_codes ). For example, a simple value like `soil` will include all soil types, while something like (`soil-low-none`,`soil-medium-none`,...) would result in a more natural result. It's a bit tedious but allows full customization, even with modded blocks, while keeping performance higher than with RegEx.

Hope this helps. Happy hunting!

Aylor , Oct 23rd 2025 at 1:01 AM

Thorin48
I just tested a minimal setup with Footprints, Blood Trails, and Detailed Animals (plus their dependencies) and everything is working fine. Please check the following steps:

  • Update to the latest version (some bugs were fixed).

  • If you’ve changed any configuration settings, try resetting them to default for testing.

  • In multiplayer, some config are server-controlled, so check with the server owner to see if anything has been disabled or adjusted.

Otherwise, I suspect another mod might be causing the issue. 
(Player and animal footprints are handled differently; animal prints are tied to their animations (walk, run, etc.), so a mod altering that could cause issues.)
If the issue persists, Logs and/or a modlist would be appreciated so I can test this further. (you can send them privately via Discord). Thanks

Thorin48, Oct 22nd 2025 at 11:14 PM

In response to https://mods.vintagestory.at/detailedanimals working. No, on my end none of the animals have footsteps im unsure as to why players have them tho.

GLaDOS_cz, Oct 22nd 2025 at 7:42 AM (modified Oct 22nd 2025 at 7:42 AM)

That sounds great, looking foward to this. In combination with blood trails, this will be great hunting mod.

Aylor , Oct 21st 2025 at 11:58 AM

GLaDOS_cz

You're right; I'll look into making the list of valid surface materials configurable in future updates, thanks!

GLaDOS_cz, Oct 21st 2025 at 10:38 AM

Cool idea, but I think they should not be visible on grass and gravel. Like in real, when steping in grass or rough gravel, you will hardly see any ressemblence of a footprint.

Aylor , Oct 21st 2025 at 7:22 AM (modified Oct 21st 2025 at 7:23 AM)

XEMX Syfe

Thanks for the detailed report. I was able to reproduce the issue exactly and have implemented a precise fix. The updated version with the correction is now available.

XEMX, Oct 21st 2025 at 4:03 AM

Just downloaded this mod and I'm experiencing the missing texture issue as well. The footsteps appear normally the first time I load into a world with the mod enabled, but if I exit and reload the textures are missing.

Aylor , Oct 20th 2025 at 11:08 PM (modified Oct 20th 2025 at 11:08 PM)

Syfe
A new version has just been released to attempt to address the issue. I’d appreciate it if you could test it and share your feedback via Discord DM (aylor). Thanks!

Syfe, Oct 20th 2025 at 10:21 PM

Aylor my friend just had it start happening randomly after a bit too and im unsure why. not sure whats causing it yet. it was working before for him. is very strange.

Aylor , Oct 20th 2025 at 8:32 PM

Syfe
Glad it’s working again! Still, I’ll keep this bug in mind and do some extra testing/patching over the next days. 

Syfe, Oct 20th 2025 at 8:23 PM

so it fixed itself during gameplay and i have zero idea what changed so... yay? xD i just looked down and noticed my steppies were steppin' suddenly and idk what happened

 

all i really did that i can think of was enabling debug logging in hopes of it telling me what was wrong after i had a random program lockup

 

regardless im just happy its working now

Aylor , Oct 20th 2025 at 8:11 PM (modified Oct 20th 2025 at 8:23 PM)

Syfe
I confirm the issue is on your end; most likely caused by a missing texture file inside your copy of the mod.
Please check inside your footprints mod for the following structure:

Spoiler!

assets
   footprints
        textures
            decals
               high.png
               low.png

               cats
                  high.png
                  low.png

               equus-feverstonehorses
                  high.png
                  low.png

               medievalexpansionpatch
                  high.png
                  low.png

               simpleanthrofoxplayer
                  high.png
                  low.png

If any is missing, I recommend deleting your current mod file and redownloading it either by rejoining the server or by downloading it again from the official mod page. Please let me know if this resolves the issue.
If it does, I’ll add a more robust warning system in future versions to help detect and report missing textures directly.
Thanks

 

Syfe, Oct 20th 2025 at 7:34 PM (modified Oct 20th 2025 at 7:40 PM)

having a mighty odd issue in my server. currently for me footprints are showing up as broken textures which partially say 

Top

Middle

Bottom

 

but they work fine for my friend who connected

 

Aylor , Oct 20th 2025 at 6:14 PM

Thorin48

Sure, but if you're referring to the [Truth and Beauty: Detailed Animals] mod, it should already be compatible. As far as I know, it doesn't add entities or interfere with the footprint system. Let me know if I missed something.

Thorin48, Oct 20th 2025 at 5:23 PM

Can you add compadibility with Detailed animals?

The_Revisionist, Oct 19th 2025 at 7:43 PM

Lalijara
That's great, thanks!
No worries, I understand that mod compatibility is not the first on the to-do list.

Lalijara, Oct 19th 2025 at 7:28 PM

The_Revisionist
Hello, the texture should be done during the coming week, I am actually working on it at this moment.
I don't know when it will be implemented in the Footprints mod tho.

The_Revisionist, Oct 19th 2025 at 6:00 PM (modified Oct 19th 2025 at 6:01 PM)

Amazing mod! Can't wait for Critters Pack animals to also be included!

Aylor , Oct 19th 2025 at 2:48 AM

Thorin48

It's a known limitation. The current step-tracking method for players doesn’t trigger correctly in some cases. Player integration was a late addition to a system originally focused on animal tracks, optimized for performance over precision.

It will be refined in the upcoming updates. Nevertheless, thanks for reporting it. I’m glad to see interest in this feature too, as I was a bit uncertain about it at first.

Thorin48, Oct 18th 2025 at 10:36 PM

Idk if its a bug or intended but if a player sprint jumps it leaves no footprints 

Lalijara, Oct 18th 2025 at 6:48 PM

Pagan_Sunburn
Hello !
I am working on doing more paw prints for a list of mods Aylor gave me. But I can also make a texture for you, if you can provide me a link to the mod you are referring to.
I am available on Discord "lalijara" if you want to talk about it. :)

Pagan_Sunburn, Oct 18th 2025 at 6:32 PM

This looks like it would be a very good mod for my server, a furry server using the anthrofox mod. I am excited to see how this works with being able to leave fox footprints.

Aylor , Oct 18th 2025 at 4:15 PM (modified Oct 18th 2025 at 5:11 PM)

Teax

Indeed, there is a bug in multiplayer with the synchronization of players' footprints. I'll start working on it right away. Thanks for reporting this (It should be fixed this by the end of the weekend.)   Edit: Fixed!

Teax, Oct 18th 2025 at 3:38 PM

Greetings, nice mod. Is it right in Multiplayer players cant each other footsteps or did i miss something in the config?

FlyLite, Oct 18th 2025 at 10:58 AM

Ohhhhh FANTASTIC! I was only chatting about this kind of thing a few weeks ago! 👍

PapitoPapz, Oct 18th 2025 at 12:15 AM

OH MY GOD YES I LOVE THESE KIND OF MODS THAT ADD COOL FEATURES LIKE QUALITY OF LIFE YOU KNOW !!!!

Rytram, Oct 17th 2025 at 9:02 PM

Oh I absolutely LOVE this. There is obviously utility here, but those lil prints are so cute!

Aylor , Oct 17th 2025 at 5:51 PM

Mobius

Yeah, only soft materials, I'll write this down in the description. Thanks

Mobius, Oct 17th 2025 at 5:40 PM

Do the footprints only apply to soft materials, like grass or dirt?

Mereel, Oct 17th 2025 at 5:12 PM (modified Oct 17th 2025 at 5:13 PM)

Maybe instead of making it limited to the hunter class, let them instead be able to somehow inspect the footprint and have a chat message saying what kind of animal it is, or just giving them a longer duration with the footprint could also be another good idea.

Aylor , Oct 17th 2025 at 4:35 PM

Comeaves

Yes, by default, tamed animals (gen > 0) are not affected by footprints. This setting  can be toggle in the configuration.
I forgot to mention this in the description.
Regarding the class-specific skill; I prefer not to modify classes. However, if another modder contact me for collaboration on this, I would be happy to work together and share the relevant code.

Thanks

Comeaves, Oct 17th 2025 at 4:19 PM

Cool mod, would be nice if only avaliable for the hunter class.
Would it be possible to disable for tamed animals? 

Yelb, Oct 17th 2025 at 4:13 PM

Excellent

moosespores, Oct 17th 2025 at 3:52 PM

Oh, this looks awesome! I love the detail in the prints. Can't wait to try this out :)

STK2008, Oct 17th 2025 at 2:00 PM

This is awesome. I will be using this one for sure

SaltyWater, Oct 17th 2025 at 1:59 PM

Amazing work!

Sonito, Oct 17th 2025 at 1:38 PM

Holy shit that's pure gold ! good work !