Mods / Room Tools
- Tags:
- Author:
- Elocrypt
- Side:
- Both
- Created:
- May 10th 2025 at 4:11 AM
- Last modified:
- May 7th at 1:09 AM
- Downloads:
- 13176
- Follow Unfollow 206
-
Recommended download (for Vintage Story 1.22.0 - 1.22.2):
RoomTools_2.0.0_VS1.22.2.zip 1-click install

Room Tools lets any player with chat privileges inspect Vintage Story's room system visually - color-coded overlays for cellars, greenhouses, open rooms, and the exact blocks you need to seal to close one up.
The vanilla /debug rooms command requires debug privileges that most server admins won't (and shouldn't) hand out. RoomTools gives builders the same information through ordinary chat commands: highlight the room you're standing in, list every room in the chunk, diagnose farmland cooling, and optionally auto-refresh the overlay as you work. No debug mode, no special permissions - just /rooms show.
Dual-side mod. Requires chat privilege only. Vintage Story 1.22+.
What it does
/rooms show highlights the room at your feet. Enclosed cellars appear in blue, enclosed greenhouses in green, and generic enclosed rooms in yellow. For enclosed rooms, any glass or trapdoors in the walls are highlighted in orange - these blocks leak skylight, which affects greenhouse eligibility and cellar cooling. If the room has exits - holes, missing walls, anything that breaks the seal - the overlay switches to gap-detection mode: magenta marks the exact air blocks where the wall is broken, and orange flags glass or trapdoors that seal the room but affect skylight counts.
/rooms list shows every room VS has registered in your current chunk - type, dimensions, enclosure status, and skylight info at a glance. Pick any room by index with /rooms show [n] to highlight it directly, even if you're not standing inside it.
/rooms info prints the raw stats for the room at your position: dimensions, exit count, cooling wall ratio, skylight tallies, and whether VS considers it a cellar or greenhouse. When skylight counts aren't available (VS doesn't always compute them), the command says so rather than guessing.
/rooms farmland scans nearby farmland tiles and reports each one's internal roomness value - the number VS uses to decide if a crop is getting the greenhouse temperature benefit. If your greenhouse farm isn't working as expected, this is the fastest way to find out whether VS actually sees the farmland as being inside the room.
/rooms auto on keeps the overlay current while you build. Stand still for five seconds and it refreshes automatically - no need to re-run the command after every block you place. Runs silently; no chat spam.

Commands
Server-Side
/rooms show |
Highlight the room at your current position |
/rooms show [index] |
Highlight a specific room by list index |
/rooms hide |
Clear the current overlay |
/rooms list |
List all rooms in your current chunk |
/rooms info |
Print room stats without highlighting |
/rooms farmland |
Check farmland roomness within 5 blocks |
/rooms auto on|off |
Auto-refresh the overlay every 5 seconds while stationary |
Permissions: Any player with chat privileges can use it. No debug permissions needed.
Color guide
| Blue | Enclosed cellar |
| Yellow | Enclosed room |
| Green | Enclosed greenhouse (skylight-dominant) |
| Magenta | Gap - a block that should be solid but isn't |
| Orange | Glass or trapdoor - seals the room but leaks skylight (affects greenhouse/cellar classification) |
Use cases
- Validating a cellar - run
/rooms showinside. Blue means it's enclosed. Magenta means there are gaps to seal. - Diagnosing farmland in a greenhouse - run
/rooms farmlandto see theroomnessvalue for each nearby tile. A value above 0 means VS sees it as being inside a valid greenhouse room. - Checking a greenhouse - run
/rooms infofor raw skylight and non-skylight counts. VS doesn't always compute these; the command tells you when data is missing rather than guessing. - Troubleshooting enclosure - if a room refuses to close, the gap-detection overlay shows you the exact blocks to fix.
- Finding a specific room -
/rooms listto see everything in the chunk, then/rooms show [n]to highlight by index.
Installation
- Place the compiled mod
.zipor/RoomTools/folder into yourVintagestoryData/Modsdirectory. - Make sure the server and all clients have the mod installed (it's a dual mod).
- Launch the game and use
/rooms showin chat!
FAQ
Why does the overlay show magenta instead of highlighting the actual missing block?
RoomTools highlights the air blocks where the wall should be - those are the positions you need to fill. The magenta marks the gap itself, not the surrounding wall. Walk up to a magenta block, place a solid block there, and re-run /rooms show to confirm it sealed.
My room shows as enclosed but /rooms info says skylight counts are zero.
VS only computes skylight tallies for rooms it internally considers greenhouse-eligible. If both counts are zero, the game didn't populate them for your room - this is a VS limitation, not a mod bug. The raw skylight data is surfaced so you can see exactly what VS knows.
Does this work with chiseled blocks?
Yes. RoomTools explicitly recognizes chiseled and microblock code paths as room seals, even though they don't report solid faces through the standard block API.
Does auto-refresh work on multiplayer?
Yes. Auto-refresh state is per-player and server-authoritative. One player's overlay never interferes with another's, and the auto-refresh tick runs entirely server-side with no chat spam.
I'm on VS 1.21 or earlier and 2.x doesn't load.
The 2.x rewrite is for VS 1.22+. The 1.x releases (v1.4.0 and earlier) are still available in the Files tab for older VS versions.
Source & support
Source is on GitHub under MIT. Bug reports and feature requests are welcome via the issue tracker - please include your VS version and any room-related mods you have installed.
If you'd like to support continued development, I have a Ko-fi. The mod is and will always be free.
RoomTools by Elocrypt.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.0.0 | roomtools | 1595 | May 7th at 1:09 AM | RoomTools_2.0.0_VS1.22.2.zip | 1-click install | ||
Added
Changed
Fixed
Removed
| |||||||
| 1.4.0 | roomtools | 6917 | Sep 17th 2025 at 3:28 AM | RoomTools_v1.4.0.zip | 1-click install | ||
|
- Updated for 1.21.* - | |||||||
| 1.3.1 | roomtools | 2072 | May 20th 2025 at 4:57 AM | RoomTools_v1.3.1.zip | 1-click install | ||
Added
Notes:
| |||||||
| 1.2.0 | roomtools | 2430 | May 10th 2025 at 12:30 PM | RoomTools_v1.2.0.zip | 1-click install | ||
| |||||||
| 1.0.0 | roomtools | 162 | May 10th 2025 at 5:04 AM | RoomTools_v1.0.0.zip | 1-click install | ||
|
Initial Release | |||||||

It seems the mod isn't working with the chiseled block retention mod, it doesn't detect chiseled blocks as actual blocks.
mod makes it where players cant pick up items after dropped/mined. dont know if its the mod itself or bc its conflicting with the other 90+ mods.
I am not getting the color coding shown off in the screenshots, just the same green as the vanilla debug tool. Anyone have any idea why?
I'm not sure if this is a user error on our parts but I have the same issue as Zephyr_Crow and Frozen_Baguette in that the entire room will highlight red when there's a whole in the room. Works otherwise cuz once I finall trial and error my way through troubleshooting the build, the tool will show yellow once I've plugged the hole
This should be fixed in the newest update for VS1.22
Cheers!
I have the same issue as Zephyr_Crow where my room just tells me I have exits, then it says it highlights the issue, but it just highlight every full block in red, and then anything else (ladder, trapdoors, slabs, chests, bookcases, etc.) in grey.
This should be fixed in the newest update for VS1.22
Cheers!
Mine always just tells me that the room has exits, and doesn't say if it's a valid cellar, greenhouse, or room.
This should be fixed in the newest update for VS1.22
Cheers!
For some reason this mod absolutely floods the console when used. It sends an individual console message for every block in a chunk when doing scans, which makes logs unreadable and rate limits my console lmao
This should be fixed in the newest update for VS1.22
Cheers!
Thank you for making the repo public! From what I can tell, I think this should work with changed room size values. Thank you so much for your work! :)
oh, thank you very much for this tool
BiggBenn
Should be public now, if you use anything please give credit <3
Hey, the source link (https://github.com/Elocrypt/roomtools) doesn't seem to work. Wanted to peek under the hood, to see if this works with the configurable room size mod :)
Thanks for your work!
egocarib agreed! I'm having this issue with my home right now - It's driving me nuts.
It registered as green right after I filled in the windows and ran the [/debug rooms hi] command, then I started moving my baskets and items into it thinking Everything was fine... Now it's red again, no clue why.
I've went over everyblock face to make sure it's solid and insulated.. tore down and re-did areasa to just confirm they were solid. Forever red :(
The one feature I would love to see in a mod like this is some feedback to help you troubleshoot what is wrong with your room. For example, point out any sleek doors, grated trapdoors, or just plain old holes that might be causing the room to fail to be recognized. Probably tricky to do, but if someone can pull it off it would make the mod an essential!
Dude thank you, have been looking for something like this for a while!
DilanRona
I would love to add that, but I cannot accurately get the game to highlight greenhouses. I have been battling the game and it simply will not give me the result I want.
The closest to getting greenhouses to be highlighted was getting the farmland the player is standing on to be highlighted as a valid greenhouse and only that single block..
I have had enough attempting today, but I may achieve this in the future I really hope.
I know it says it can validate rooms and cellars. What about greenhouses though?