Mods / Primitive Survival

Category: #Cosmetics #Creatures #Food #Furniture #Graphics #Magic #QoL #Storage #Technology #Worldgen
Author: SpearAndFang
Side: Both
Created: Sep 1st 2021 at 2:34 PM
Last modified: 1 day ago
Downloads: 20805
Follow Unfollow 152

"This is seriously the best mod for this game there is. It's so amazing that I hope it all gets integrated into the base game to some degree, because I couldn't imagine playing without it at this point. The functionality is superb." - l33tmaan

"You're kicking @$$ with this mod brother. Best one I've played so far. Looking forward to what else you have planned!" - PapaCheddar

"I'm pretty sure your mod is my favorite out of all of the mods I've used so far (if I had to lose all but one mod, I'd probably keep this one). It's very near perfect in terms of what I enjoy in mods like these (it creates new gameplay options, offers immersive ways of doing things, and is not overly complicated)." - Ariel


Siddly - Catfish, Arctic Char, Blue Gill fish models/textures
BluryFace - Crab, Firefly, Living Dead models/animations/textures
CaptainOats - Particle designs, playtesting, mod support
Gox: modding support - Chunk based fish depletion/repletion
L33tmaan - Expanded Foods integration, moral support
Melchior - Particle design
Doip Dangerously - Earthworm Grunter concept and design

ZigTheHedge - Russian translations
Evil Toaster - Russian translations
Qexow - Polish translations
Kiava - German translations
macoto_hino - Japanese translations

Kinetic Knight TV - streaming Primitive Survival on Twitch
Quixjote - streaming Primitive Survival on Twitch
Boten Red Wolf - streaming Primitive Survival on Twitch
Mischief Of Mice - streaming Primitive Survival on Twitch
Papa Cheddar Gaming - even more Primitive Survival on youTube

And to everyone else that I forgot - sorry and thanks!

Huge shout out to Tyron/Saraty and the rest of the Vintage Story Team!

But wait...there's more! Check out this very cool video courtesy of Captain Oats, the demonstrates the types of things that the particulator can do!


Here's the thing - I'm a huge fan of Vintage Story and especially its wilderness survival mode. I also have a keen interest in real life primitive survival. This mod is my attempt to meld the two to provide you with a more realistic early game experience, and is largely inspired by extreme survival shows like Naked & Afraid. Primitive Survival also adds plenty of end-game type elements to entertain you later on.

The in-game handbook contains more than enough information to get you started. Look under Guides - Primitive Survival: Quick Start Guide. A couple of items that are essential for this mod are stakes (used for primitive fences, weir traps and snares) and cordage (used to make limb lines, trotlines, fish baskets, snares, and monkey bridges).


There are three types of traps - a deadfall, snare, and pit trap.

The deadfall and snare are very similar in nature. They are designed to kill small animals on contact. The only real difference is that the deadfall might kill a chicken or a hare (or a baby anything), while the snare might be able to take down bigger entities (like a fox or a boar) as well. In both cases:

• Larger entities (like a player or a wolf) will only take a minor amount of damage when coming into contact with one of these traps, and will trip it.
• Only a baited trap will actually attract animals to it.
• Once a trap has been tripped, you can sneak - right click to set it again (with nothing in your hand).
• You can right click on any unbaited set trap to bait it (with a wide variety of food in hand).

While not a trap on its own, a handful of sticks can be sharpened at both ends to create a bundle of wood spikes, which can then be pushed into soft ground to create a pit of spikes. They're a little painful to walk across, and even more dangerous to fall on.

To make a fully fledged pit trap, use these same wood spikes but also push them into the sides of the top edge of your pit. Note: You can weave them together to span large areas. The next step is to add three layers of dry grass or some other plant based materials to seal up the surface. Pay attention to what it says in the hud. It walks you through the process. The final step is to add a layer of dirt or sand to the top. With proper planning, your pit cover will be 100% camouflaged which could be interesting in pvp play.

With dirt or sand in place, nearby mammals can tell that something still isn't quite right, and are attracted to your pit to investigate (increasing your odds of catching something). Note, you can also partially disassemble your pit trap by clicking on it (with nothing in your active inventory slot). Once you've started clay forming, you can make a mold for a Bed-O-Nails, which act as a much deadlier version of wood spikes (and can be placed on any surface).

See metal bucket below for the deadliest of pit traps...


There are currently four methods for fishing - a fish basket, weir trap, limb line, and trotline. They have some similarities but also some distinct differences. In general:

• Right click to remove fish (with nothing in your hand). Careful though, they're a little slippery!
• Right click on a hook or fish basket to bait it (with a wide variety of food in hand).
• Right click on a baited hook or fish basket to retrieve the bait (with nothing in your hand).
• A fish might simply steal your bait.

The fish basket is pretty straightforward. Place it in water but make sure there's free blocks of water all around it. Now hurry up and wait...and maybe one or two fish will find their way into your basket.

Building a weir trap is not so obvious. You simply build a fenced in area in the water with stakes, and then with nothing in hand, right click on the far side (center) of the fence to complete the trap. If the fence forms an "M" shape your trap is complete. Note: You cannot bait a weir trap.

You might want to check on your fish basket or weir trap a little more frequently than something with a hook, since fish can escape quite easily. Also note that the occasional sea shell or other trinket might drift into one of these two traps. The trotline and limb line are a little more complicated because you're also going to need hooks.

Hooks can be knapped with flint or one of several stones, or carved from a bone.

To place your limb line or trotline, face an object near water (i.e. a stake, fencepost, dirt block, tree) with cordage in hand, and right click. If you have enough cordage and there's a block to receive the far end of the cordage, you'll place a trotline. Otherwise you'll place a limb line. Once your line is in place you'll need to attach hooks (and perhaps bait them) by right clicking on a section of that line (with hook in hand). Obviously if your hook isn't in water you won't catch a fish.

Once you've started clay forming, you can make a mold for metal fishing hooks and a mold for fishing lures. Lures are added to hooks just like baiting a hook, and like bait, they will also improve your odds of catching fish.

What do I do with all these raw fish? Cook them up on a fire and eat them of course, or substitute them for meat in your favorite soup or stew!

For better inventory and cooking management, you can fillet your fish first. Worth noting that by doing so, you are removing valuable fish parts like the head, so you lose a bit of nutritional value. When you fillet a fish it may drop raw fish eggs or ovulated fish eggs. Both can be cooked or made into caviar.

Ovulated fish eggs or smaller fish can be thrown into water to replete fish stocks in that region (chunk). You'll find that areas get fished out quickly otherwise, so not doing so may force you to move to other water sources. The fish stocks in a chunk will naturally (but slowly) be replenished over time.


The premise here is that you can "cure" meat to create Jerky by simply cutting it up into small strips and letting it dry in the sun. So if you cut up your redmeat, bushmeat, or fish fillets, and they will start to cure automatically*. Note: You can still cook it on a fire afterwards if you like (before it cures). *Fish Jerky requires salt.


Build yourself a raft to travel on water with ease. With a raft in your active inventory slot, just jump in the water and steer your way to your destination. The raft does the rest! No need to place it, no buttons required. Jumping in shallow water helps keep you moving.  Also a raft related easter egg if you can find it.


Build some wooden lanterns to light up your life. Not as bright as other lanterns, but they look nice and don't require glass.


Collect some earthworms and put them to good use. Anywhere there's soil and a reasonable climate, you'll find worms, but you'll need to look (right click) on rocks and sticks on the ground to locate them. When you encounter a worm please remember - don't panic, breathe deeply, and maintain eye contact. Although they may look intimidating at first, they are in fact docile creatures. Handling and use:

• Right click OR sneak right click to pick up or place a worm.
• Eat them for a small protein boost.
• Use them to bait your hooks or fish baskets.
• Place them (sneak-click) on your farmland to both aerate and fertilize the soil.
• Use them to make your own fertilizer. For example:
    o Dig a one block hole and use a hoe to turn the bottom of the hole into farmland
    o place some worms in the hole
    o Eventually, the worms will turn that farmland into a block of pure worm castings
    o break the block of worm castings and use those drops to fertilize your garden. Retrieve any remaining worms, wash rinse repeat.

Warning: Don't introduce too many worms into your garden - eventually they will over-aerate/fertilize your farmland, turning it into pure worm castings, and the soil will no longer have the structural integrity to keep your plants growing. You've been warned! Pro-tip: Worms will occasionally leave the area or are whisked away by a predator, so pick them up if you want to extend their use. They will also die in extreme temperatures if left outside.


Make an Earthworm Grunter with a stake and a knife, put it in your offhand, and with a stick in your other hand you are good to go. Sneak click while looking at the ground to start grunting and attracting earthworms. Pro-tips:

  • Forest floor is the most effective target for grunting. Barring that, the more fertile the ground the better.
  • Grunting does not work on farmland.
  • It can't be too cold or warm
  • It's much more effective when it's not raining
  • Store your grunter on a toolrack if you feel so inclined.


Ahh yes, the primitive lava lamp. Seven species of various colors and brightness levels. Make some firefly jars and place them outside on a very warm night. Bait them with fruit and surround them with flowers. With any luck you'll return to a jar full of fireflies. Build the special wood jar holder to attach firefly jars to walls.


Look for them anywhere new chunks of trees are spawned. Remove their contents and revisit them occasionally to see what nature has restocked them with.  Chop them down and use them as primitive storage at your base.  Hold friendly contests by trying to throw rocks or shoot arrows into them.


Place unused pelts on the floor or roof or walls to liven up your abode.


Make these to get across large ravines, between trees, or over lakes with ease. Tips:

  • The endpoints need to each be two blocks high.
  • When you place the bridge you should be facing both of the endpoints (just like using cordage to make a trotline).
  • Click on the lower of the two blocks of an endpoint to place it.
  • You need enough pieces of monkey bridge to span the distance between the two endpoints.
  • If you still can't place it, try clearing any debris from around the endpoints.


Four species of snakes, two venomous, two docile. Two species of crabs, one land based and one water based. Harvest snake meat and crabmeat and enjoy it over a campfire or in a soup/stew.


These function a lot like a large bucket (so that might be what you end up using it for), but you can fill an irrigation vessel with water and bury it to keep nearby farmland at optimal moisture levels.

  • Use a hammer and chisel on a storage vessel to make one (and later restore it to a storage vessel by patching it with resin).
  • Place it on the ground and click on it with a dirt block to bury it, or fill it with water first, and then bury it.
  • Top it up or refill it at any time. When there's water in it, the soil around it looks wet, and that's a visual cue that it's working.
  • It will gradually increase the moisture levels of nearby blocks and then retain those optimal levels (until the water runs out).
  • Being underground will prevent its contents from freezing, and they're easy to walk over.
  • Turn on the block info overlay if you need more help.


Metal Buckets - Build a metal bucket to move lava around, decorate your home, or maybe pour some into your pit trap to quickly dispose of undesirables. Smith a metal handle (using one of several metal types). Combine that handle with five metal plates (iron, meteoric iron, or steel) on the crafting grid to complete your bucket.

Relics - There's some other surprises in Primitive Survival that have been intentionally left undocumented. Have a look at the Creative Inventory to get a glimpse at these "things that shall not be named". Watch the introductory video for the best clue. Three different rituals and the chance to acquire a couple of very powerful end-game relics.

The Living Dead - "God knows it was not of this world—or no longer of this world—yet to my horror I saw in its eaten-away and bone-revealing outlines a leering, abhorrent travesty on the human shape" - H.P. Lovecraft, The Outsider

Better Stairs - Put stairs back in the crafting grid to convert them to/from a smarter variation of themselves. Inside corners, outside corners, and sideways corners, right side up or upside down, and sneak click to rotate. Supports all vanilla stair types.

Fireworks - craft several different types of fireworks and light them up on special occasions. 

Fuses - Join fireworks together with fuses for some serious pyrotechnics. Works with ore mining bombs too!

Particulator - If you're tired of chiseling maybe give particle design a try. It's fun to play with and difficult to master, but you can create some amazing effects for around the homestead. See the particulator's gui for the deets. Build a link tool to link your particle effects to other blocks.

Deep Sea Creatures - Four unusual species that can only be seen in very deep water.

Will-o'-wisps - Extremely rare bioluminescent creatures, cosmetic only.


For Windows users, look here:
C:\Users<userid>\AppData\Roaming\VintagestoryData\ModConfig and edit primitivesurvival.json.

You can edit this json file with your favorite text editor (or notepad) to customize your Primitive Survival experience. A few caveats - don't change the overall structure of the files or remove or add rows, only change the assigned values. You can change a true to a false, or an integer to a different integer, or a decimal to a different decimal. For example, a number like 0.3 could be changed to 0.5 or 1.0, but don't change it to .5 or 1 - keep the overall "look" of the number the same. Likewise, don't change a number like 5 to 5.5 or 6.0, it's probably expecting a whole number like 6.

If things go awry, you could delete the file completely, and the next time you start the game the file will be recreated in that same location with the original (default) values. See the spoiler below for a brief explanation of each setting.


• AltarDropsFish: hether or not the functioning altars will drop fish along with everything else.
• AltarDropsGold: Whether or not the functioning altars will drop gold along with everything else.
• AltarDropsVegetables: Whether or not the functioning altars will drop vegetables along with everything else.
• DeadfallBaitStolenPercent: % chance that a deadfall will have its bait stolen and inflict no damage.
• DeadfallMaxAnimalHeight: Entities with this eye height or less can be seriously damaged by this trap (so, foxes).
• DeadfallMaxDamageSet: Maximum damage inflicted by an unbaited deadfall.
• DeadfallMaxDamageBaited: Maximum damage inflicted by an baited deadfall.
• DeadfallTrippedPercent: % chance that a deadfall will be tripped and inflict no damage.
• FallDamageMultiplierWoodSpikes: A damage multiplier applied to wooden spikes - fall velocity also a factor.
• FallDamageMultiplierMetalSpikes: A damage multiplier applied to the bed o' nails - fall velocity also a factor.
• FishBasketCatchPercent: % chance of catching a fish in an unbaited fish basket, every FishBasketUpdateMinutes.
• FishBasketBaitedCatchPercent: % chance of catching a fish in an baited fish basket, every FishBasketUpdateMinutes.
• FishBasketBaitStolenPercent: % chance that the bait will be stolen from a fish basket, every FishBasketUpdateMinutes.
• FishBasketEscapePercent: % chance that a fish will escape from a fish basket, every FishBasketUpdateMinutes.
• FishBasketUpdateMinutes: Real life minutes until fish baskets are potentially updated.
• FishBasketRotRemovedPercent: % chance that rot will be removed from a fish basket, every FishBasketUpdateMinutes.
• FishChanceOfEggsPercent: % chance of getting fish eggs as well when you fillet a fish. 50% of the time those will be regular eggs, 50% of the time they will be ovulated eggs.
• FishChunkDepletionRate: Every time a fish is caught, you are this % less likely to catch another fish. Likewise, if a fish escapes or is released into a chunk, the chunk is repleted of fish by this same %.
• FishChunkRepletionRate: % that a chunk is repleted with fish, every FishChunkRepletionMinutes. • FishChunkRepletionMinutes: Real life minutes before a chunk is repleted with fish (by FishChunkRepletionRate percent).
• FishEggsChunkRepletionRate: % that a chunk is repleted with fish when you drop ovulated fish eggs into the water in that chunk.
• FishChunkMaxDepletionPercent: The maximum % amount that a chunk can be depleted of fish. • LimbTrotlineCatchPercent: % chance of catching a fish on the hook (with no bait or lure) of a limb line or trotline, every FishBasketUpdateMinutes.
• LimbTrotlineBaitedCatchPercent: % chance of catching a fish on the baited hook of a limb line or trotline, every LimbTrotlineUpdateMinutes.
• LimbTrotlineLuredCatchPercent: % chance of catching a fish on the lured hook of a limb line or trotline, every LimbTrotlineUpdateMinutes.
• LimbTrotlineBaitedLuredCatchPercent: % chance of catching a fish on the baited+lured hook of a limb line or trotline, every LimbTrotlineUpdateMinutes.
• LimbTrotlineBaitStolenPercent: % chance of bait being stolen from the hook of a limb line or trotline, every LimbTrotlineUpdateMinutes.
• LimbTrotlineUpdateMinutes: Real life minutes until limb lines and trotlines are potentially updated.
• LimbTrotlineRotRemovedPercent: % chance that rot on the hook of a limb line or trotline will be removed, every LimbTrotlineUpdateMinutes.
• ParticulatorMaxParticlesQuantity: The maximum number of particles you can set in the gui.
• ParticulatorMaxParticlesSize: The maximum particle size you can set in the gui.
• ParticulatorHideCodeTabs: Whether or not the CODE tab is visible in the Particulator's gui.
• RaftFlotationModifier: How fast the raft accelerates from under water to the surface.  Careful with this one, it's sensitive..
• RaftWaterSpeedModifier: Multiplier that determines the speed of a raft. • RaftFlotationModifier: Multiplier that determines the buoyancy of a raft.
• SnareBaitStolenPercent: % chance that a snare will have its bait stolen and inflict no damage.
• SnareMaxAnimalHeight: Entities with this eye height or less can be seriously damaged by this trap (so, pigs). • SnareMaxDamageSet: Maximum damage inflicted by an unbaited snare.
• SnareMaxDamageBaited: Maximum damage inflicted by an baited snare. • SnareTrippedPercent: % chance that a snare will be tripped and inflict no damage.
• TreeHollowsMaxItems: the maximum number of items that can be found in a tree hollow (0-8)
• TreeHollowsMaxPerChunk: Maximum spawn count of tree hollows in new chunks.
• TreeHollowsSpawnProbability: Probability of a tree hollow to spawn in a new chunk.
• TreeHollowsUpdateMinutes: How often the contents of a tree hollow is replenished.
• WeirTrapCatchPercent: % chance of catching a fish in a weir trap, every WeirTrapUpdateMinutes.
• WeirTrapEscapePercent: % chance that something in a weir trap will escape, every WeirTrapUpdateMinutes.
• WeirTrapUpdateMinutes: Real life minutes until weir traps are potentially updated.
• WeirTrapRotRemovedPercent: % chance that rot in a weir trap will be removed, every WeirTrapUpdateMinutes.
• WormFoundPercentRock: % chance of finding a worm when you right click pick up a normal rock.
• WormFoundPercentStickFlint: % chance of finding a worm when you right click pick up a stick or flint.

Regarding creatures: If the spawn rates are all wrong for crabs and snakes, my best suggestion is to edit some files inside the zip file. Look in the folder assets\primitivesurvival\entities\land and decrease the "chance" entry (the very last entry) in one or more of the following files:

Bairdi Crab (crab-bairdicrab.json)
Land Crab (crab-landcrab.json)
Black Rat Snake (snake-blackrat.json)
Chain Viper (snake-chainviper.json)
Coachwhip Snake (snake-coachwhip.json)
Pit Viper (snake-pitviper.json)

Version For Game version Downloads Release date Changelog Download
v3.0.1 54 1 day ago Show
v3.0.0 83 3 days ago Show
v2.9.5 388 5 days ago Show
v2.9.4 1182 Jun 17th at 2:47 AM Show
v2.9.3 1221 May 29th at 5:01 AM Show
v2.9.2 1233 May 23rd at 7:07 AM Show
v2.9.1 649 May 15th at 3:30 PM Show
v2.9.0 805 May 8th at 9:44 PM Show
v2.8.0 10639 Dec 22nd 2021 at 7:42 PM Show
v2.7.3 1292 Nov 28th 2021 at 2:50 AM Show
v2.7.2 585 Nov 21st 2021 at 10:55 PM Show
v2.7.1 794 Nov 8th 2021 at 1:06 AM Show
v2.7.0 349 Nov 6th 2021 at 4:02 PM Show
v2.6.21 1531 Sep 1st 2021 at 2:39 PM Show

111 Comments (oldest first | newest first)

Tajin, Jun 28th at 2:54 PM

Ah, that did the trick.

I missed the part that I have to stand behind the pillar and have to click the lower block. Might be a good idea to include that in the block description. :D

SpearAndFang, Jun 28th at 2:38 PM

Tajin (1) Your endpoints need to be two blocks high (2) When you place the bridge you should be facing both of the endpoints (just like using cordage to make a trotline) (3) you need to click on the lower of the two blocks  (4) you need enough pieces of monkey bridge to span the distance between the endpoints. 

In the video there is a very quick example of me making a monkey bridge.

And thanks!

Tajin, Jun 28th at 11:02 AM

I can't get the monkey bridge to work (tried 2 cobblestone pillars 4 blocks appart and also cleared all grass between them)
Could you provide some more information on how it's supposed to be used?


really nice mod aside from that :)

SpearAndFang, Jun 27th at 4:50 PM

wwwolk Спасибо!

wwwolk, Jun 27th at 5:03 AM

Шикарный мод, просто великолепный. Спасбо авторам!. на 1.65 работает стабильно.

SpearAndFang, Jun 23rd at 11:39 PM

Theisgood Let me just say that you'd have to put some serious effort into having the living dead spawn near your house.

Theisgood, Jun 23rd at 9:07 PM

Hey so I don't want any spoilers but at the same time the living dead things, they don't not spawn and appear out of nowhere right?......

I have been looking at it in the hand book and saying to myself 

"I really hope it spawns somewhere really specific and not near my home"

SpearAndFang, Jun 19th at 5:33 AM

Hasn't been implemented.  You can though use fish fillets in soups and stews (in place of meat), cook them on a firepit or in the oven, or put them in a pie.   Expanded Foods adds other things you can do with them as well.

Takata_Cheroki, Jun 18th at 10:57 PM

Question: How do you cure the fish fillets without turning them into jerky strips? Is that just not implemented yet, or is there a bug?

SpearAndFang, May 26th at 4:13 AM

ManaWei Thank you, and thank you for reporting this issue.  I have just now fixed it for the next mod release.

ManaWei, May 25th at 7:06 PM

Mod Incompatibility with More Piles.

Completely disables the ability to put down a pile of sticks, You might want to fix this as it's a very handy way of storing your sticks, bones and other stuff, definitely in line with Primitive Survival.. Think it's the new use of sticks for Grunting.. I really hope for a fix, I can't live without either mod <3  Amazing Work <3 

ate0ate, May 23rd at 10:48 PM

SpearAndFang absolutely no problem. I know that things that look relatively simple from a player perspective can be anything but simple under the hood. Thanks for looking into things though!

SpearAndFang, May 23rd at 6:16 PM

ate0ate gawsh thanks!  FWIW, I took a look at Hide and Fabric and what it would take to make that happen, and I'm sorry to say that I'm not willing to do that.  Mostly because it would be quite a bit of work with little return on that time investment.


ate0ate, May 23rd at 8:19 AM

This mod is absolutely fantastic! Thank you so much for your work here SpearAndFang. I have one request, if possible or interested. Compatibility with the mod Hide and Fabric would be awesome. Certainly not a game breaker or anything, but both mods create unique hide drops for various animals and currently when using both mods only the Hide and Fabric ones drop. I'd love to be able to decorate using your mod's hides while also being able to craft the uniqe clothing added by Hide and Fabric. No big deal or anything if that is not feasible and I'm not sure if the suggestion fits better here or on Hide and Fabric's end. Just throwing the thought out there for those that know better than I.

SpearAndFang, May 15th at 10:47 PM

WesCookie l'll give it further consideration.  And thank you!

SalazarWindriver If you place a normal shaped stair first, next to where you want your inside corner, the inside corner should recognize the situation so to speak...i.e. click on the ground whiile facing north, then click on the ground just east of that while facing north-east.

SalazarWindriver, May 15th at 3:47 PM

For some reason can't get better stairs to convert to the inner corner. It only will go to normal or outer.

WesCookie, May 15th at 3:37 PM

I know you're not interested in making smaller mods with all the different features (and I agree, that would be a nightmare to manage), but would you be opposed to -- at some point -- including config options to enable to disable elements of this mod? I love it, but some of the "not-so primative" aren't quite my cup of tea. I understand if it doesn't fit your vision of the mod, its still great either way!

SpearAndFang, May 10th at 4:10 AM

Thanks!  Appreciate the kind words.

1618, May 10th at 2:10 AM

Keeps getting better. Thanks

SpearAndFang, May 9th at 1:33 AM

Sorry, I have no interest in doing that.  It's much easier for me to maintain a single project, and gives me more time to develop new things.  I'd be the first to admit that this mod isn't for everyone.

Shion, May 9th at 1:11 AM

Can you maybe separate this mod into a bunch of smaller ones? Would love to have fishing and tree hollows only.

SpearAndFang, May 6th at 1:02 AM

You are doing it right.  That's my mistake, and I've already fixed it for the next release (which will be out very soon btw).
Thanks Robin124

Robin124, May 5th at 10:32 PM

My fish fillets directly cook into their charred state in my firepit, skipping their cooked state entirely. Am i doing something wrong?

Screenshot showing fish fillet cooking directly to its charred state

SpearAndFang, Apr 24th at 4:07 PM


Sorry, I'm not terribly interested in addressing that - i'd almost consider the inaccuracy of the tool models to be a bug in the vanilla game.  At least one other mod has addressed your suggestion.  I wonder if this isn't something that the "Primitive Tools" modder might be interested in?

After the next release, I've got my sights set on a primitive irrigation system and a Monjolo (water powered hammer), both of which I've had on the back-burner for a long time now.

BoomerBill, Apr 19th at 6:09 AM

A small suggestion, but seeing as the models for stone-age tools seem to have some sort of cordage securing the head to the handle, it might be nice to see that reflected in crafting. Perhaps one might be able to knap a flint flake which would essentially be an extremely fragile stone knife with maybe ten to twenty uses so to cut grass and craft it into a cord of some sort? Or perhaps the ability to use a knapped knife blade on its own as a knife with a 25% chance of the player being hurt while using it? Something to that effect.

SpearAndFang, Apr 6th at 1:40 AM

Thanks RogueRaidenTV, I'll investigate.

RogueRaiden, Apr 5th at 4:33 PM

Sometimes when taking the book from the stand, client is force removed from server

12:27:50 [Server Event] Player RogueRaidenTV got removed. Reason: Threw an exception at the server
12:27:50 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
at PrimitiveSurvival.ModSystem.BETemporalBase.TryTake (Vintagestory.API.Common.IPlayer byPlayer) [0x00007] in <567f89f0a259420b928d1d9aa0e41d66>:0
at PrimitiveSurvival.ModSystem.BETemporalBase.OnInteract (Vintagestory.API.Common.IPlayer byPlayer) [0x00018] in <567f89f0a259420b928d1d9aa0e41d66>:0
at PrimitiveSurvival.ModSystem.BlockTemporalBase.OnBlockInteractStart (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.Common.IPlayer byPlayer, Vintagestory.API.Common.BlockSelection blockSel) [0x00021] in <567f89f0a259420b928d1d9aa0e41d66>:0
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract (_zvHscRNf1gcvjEcaguquReBeqYd packet, Vintagestory.Server.ConnectedClient client) [0x00196] in <6b6988c5e6264e7e8b7a32e875df9528>:0
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction (_zvHscRNf1gcvjEcaguquReBeqYd packet, Vintagestory.Server.ConnectedClient client) [0x00017] in <6b6988c5e6264e7e8b7a32e875df9528>:0
at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <6b6988c5e6264e7e8b7a32e875df9528>:0
at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00150] in <6b6988c5e6264e7e8b7a32e875df9528>:0

SpearAndFang, Mar 10th at 2:18 AM

If your friend is rocking Windows 10 they need to install Net Framework 4.8.  Should already be installed via Windows Updates, unless Windows Updates is broken.
If they're on an older version of Windows, they'll need to track down and install Net Framework 4.7.2 from Microsoft's website.
If it's linux or some such, idk, sorry.

Nicodemus, Mar 9th at 8:43 PM

Hey ! Little problem here, on my server, one of my friends can't connect to the game if I put this mod in. It works fine for all other players.
The error shown on his computer mentions :

"System Exception: Don't know how to instantiate item of class 'itemhide', did you forget to register a mapping?"

Does somebody know a solution for this ?

breez, Feb 16th at 10:56 AM

I have a feature request--some means of hanging a hook vertically in confined spaces. Not for fishing, mind, but for storage.

Consider the following example:
Three limb lines used as storage.

This area's way too tight for the usual trot-line-style fish hook arrangement, but these limb lines just look kind of silly. Ideally, I'd have some way of dangling these hooks from the ceiling, possibly by driving these stakes into a dirt wall and then running a hook off of them.

SpearAndFang, Feb 14th at 1:54 AM

@lisabet - yes I can do that.  I've added it to the to-do list.

Lisabet, Feb 13th at 12:52 AM

@spearandfang would you be willing to change the bone hook recipe to be less formless and more specific? it's conflicting with the petai mod's whistle, which is the knife under the bone in the upper left of the crafting window

lOganmalONE, Feb 9th at 8:01 PM


Thanks for the advice. This helps greatly.. I'm so acclimated to using crouch mode when using tools and placing items that I perform it habitually.  I'll use your advice. ☺️



Thank you for your advice. The message about adding sand or dirt was what confused me since I was crouching each time, I attempted to execute placement of sand or dirt. Thanks for the extra information about the spike trap. I'm glad you mentioned that it attracts wildlife as I was thinking about building more than twenty spike traps in the area needed for a lasting food source.  👍

SpearAndFang, Feb 9th at 7:46 PM

Thanks CaveSalamander,
I was seeing some conflicts of sorts with this mod and Carry Capacity (as in Carry Capacity was preventing some of my sneak clicking from working), so like a bull in a china shop I went through this mod and removed most of the sneak clicking requirements.

I'm assuming I may have missed something in the documentation/guide/in-game after making those changes.

CaveSalamander, Feb 9th at 3:50 PM


We had a bit of trouble with this as well because we obviously tried crouch-placing first. You need to not hold down any modifiers, just 'place' as if placing a block.

SpearAndFang, Feb 8th at 9:00 PM


If you have the hud display thing turned on and are looking at your pit trap cover, I believe it tells you at the top of the screen what to do next.  Once the sticks are in sideways, you add three layers of grass and then a block of sand or dirt to finish it.

If you're trying to make a covered pit larger than 2x2, you can actually "weave" sticks into the side of existing sticks (like a criss/cross pattern).  You can actually make a covered pit of any size with a little practice.

Also worth noting -, the covered trap is a bit experimental - a completed covered trap DOES become a point of interest (much like a trough full of food) in order to attract animals to it.  Therefore, if it's other players you are trying to trap you'll need to somehow prevent animals from reaching the trap.

The video I've posted here does show me quickly assembling a 2x2 pit trap, if that helps.

As much as I'd like to update the handbook guide, because there are so many translated languages it has become quite difficult to effectively do so  :(

And thanks!

lOganmalONE, Feb 8th at 7:50 PM

Adding a layer of dirt or sand to the top isn't working nor it is described well. I had both in my inventory and neither of them cover the Pit Trap, in stead they damage and break the cover repeatedly. Can you explain in detial how place either dirt or sand properly and have it documented in the mods information guide?   Thanks  for your great work !!! 

Pavel_Haid, Jan 29th at 7:18 PM


Probably you are right. I don't have the latest version of Net Framework. In fact, my current OS does not support the latest ones. So, unfortunately, I cannot use your mod. At least, until I'll be able to move to the newer software.

Anyway, thank you for your help and quick response!

SpearAndFang, Jan 28th at 11:49 PM

If I'm reading that right, you'll need to update your Net Framework. In Windows 10, it should install .Net Framework 4.8 automatically via Windows Update.  For older Windows, you should be able to manually download and install like .Net Framework 4.7.2 from Microsoft's website.

Pavel_Haid, Jan 28th at 7:39 PM


I've checked "server-event.txt" and I found the following error message:

28.1.2022 21:26:04 [Error] [primitivesurvival] An exception was thrown when trying to load assembly:
System.IO.FileNotFoundException: Не удалось загрузить файл или сборку "netstandard, Version=, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51" либо одну из их зависимостей. Не удается найти указанный файл.
Имя файла: 'netstandard, Version=, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'
в System.ModuleHandle.ResolveType(RuntimeModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
в System.ModuleHandle.ResolveTypeHandleInternal(RuntimeModule module, Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
в System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
в System.Reflection.CustomAttribute.FilterCustomAttributeRecord(CustomAttributeRecord caRecord, MetadataImport scope, Assembly& lastAptcaOkAssembly, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, Object[] attributes, IList derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctor, Boolean& ctorHasParameters, Boolean& isVarArg)
в System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType, Boolean mustBeInheritable, IList derivedAttributes, Boolean isDecoratedTargetSecurityTransparent)
в System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeAssembly assembly, RuntimeType caType)
в System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
в System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
в System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
в Vintagestory.Common.ModContainer.<>c__DisplayClass33_0.<LoadAssembly>b__1(Assembly ass)
в System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
в System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
в System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
в Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader)

SpearAndFang, Jan 28th at 3:39 PM

Thanks!  I have tested and played this mod extensively in 1.16+.  It should work for you just fine.  A couple of things:
1.  Check your mods folder and ensure that you don't have more than one copy of Primitive Survival in there.  That will break it.
2.  Ensure you have the latest version of the mod (2.8.0).  Older versions will not work with 1.16+

If neither of those help, we probably need to look ar your vintagestorydata\logs\server-main.txt file and possibly even client-main.txt to see what is breaking it.

Pavel_Haid, Jan 28th at 1:18 PM

Hello. First of all thank you for great work. I used to play with this mod on the previous VS version and it was great.

However with update to 1.16.1 version I dont see the content of the mod in the game anymore. I've updated the mod to the latest version and restarted the game. In the game, in the mod list, I also can see the mode enabled. But when I enter the world I see nothing related to the mod content( the simplest example: no additional knapping/pottery resepts ). Besides the Primitive Survival I am running only few QoL mods so there should not be any conflicts. Oh, and I play in singleplayer if it matters.

Is there any stuff I missed and need to check to run the mod on 1.16.1 version?

SpearAndFang, Jan 26th at 7:39 AM

Thanks Ziver, and for the heads up on the fish fillets - definitely not intentional.  I've added it to the to-do list for the next update.

Ziver, Jan 26th at 12:37 AM

Hello, love the mod so far. But fish fillets in the oven are tiny. Like, the size of 2 pixels tiny. Is this intentional?

Foxxide, Jan 21st at 10:59 PM

That's exactly what I needed, thanks!

SpearAndFang, Jan 21st at 2:46 AM

You can definitely make a weir trap in a 3x3 hole, but you would need to use one edge of your hole as one side of the trap - in which case you only need 5 stakes. Fill the hole with water first.  The side that will form the M when you click on it should have an empty water block on both sides of it. 
Row 1: WWW
Row 2: SXS
Row 3: SWS

W=Water. S= Stake, X = Stake that will become the M

Sneak click might be getting blocked by the Carry Capacity mod, so I changed my mod long ago to no longer require sneaking for anything (although you still can).

Foxxide, Jan 20th at 10:36 PM

heyo, noice mod. I've been reading the guide and trying to make a wier trap and im not having any luck. cant find any like videos on it either. im trying it in creative if that makes a difference. made a 3x3 and filled it with water, stakes on all sides with a water block in the middle, tried shift right clicking and nothing happens

Pervy_Sage, Jan 20th at 1:31 AM

I'm playing vs 1.16 so v2.8.0 I have found a few but my game play tends to be out of the normal from other players. I go overboard with stuff so the piddly stack of worms I found have dwindled, much to my chagrin. It's good to know I can stop searching when winter is in.

SpearAndFang, Jan 20th at 1:02 AM

No time limit, and that temperature applies to all worms.  If the temperature is outside of that range they immediately die.
I'm starting to think that you might not be playing with the latest release of Primitive Survival.  I accidently broke earthworm spawning completely in the v2.7.3 release for VS 1.15.10.  It was fixed in Primitive Survival v2.8.0, the release for the latest version of Vintage Story (1.16).  Had forgotten about that or I would have mentioned it sooner.

Pervy_Sage, Jan 20th at 12:31 AM


Is there a time limit that the stones have to be on the ground to get worms when you place the stones yourself? Also that tempurature requirement is that only for placing my own stones to get worms or is that also for natural placed stones and sticks?

SpearAndFang, Jan 19th at 3:36 PM

I was thinking about this of late, but another modder (Catasteroid) has been posting some pictures of fur clothing on the VS Discord recently, so I'm going to wait and see where that goes.

MrBone, Jan 19th at 2:17 PM

Any chance you're going to add primitive fur clothes to this? It's kinda silly that the only option for keeping warm in winter is either buying clothes or lighting a fire. Bone (for needles), twine and furs are plentiful, and it's kinda silly there's no option to make thread from some of the furs.


Plus it would be awesome to be able to go full cave person in this game.

SpearAndFang, Jan 19th at 7:43 AM

Only soil if I remember correctly, and you must right click pickup the rocks/flint/sticks, not break them.  Or in tree hollows. Or you can place rocks on soil and pick them back up, although the odds are much lower.  The temperature must be between 0-35c. If the Richer than Dirt mod still works you can pan for them.  I'm playing 1.16 and have lots of worms.  

Pervy_Sage, Jan 19th at 7:10 AM

Can you get worms from natural placed rocks and sticks on sand and gravel? I've yet to get one after many tries. And either I'm really unlucky but sticks seem to have a lower chance than even normal rocks. I've picked up a lot and over never get a worm from them.

Shion, Jan 18th at 5:03 AM

Current version of the mod has a desync error. When taking the fish of the hook that you already have it seems to go both to the stack with the same fish and to another free slot. Yet on server side it goes only to the stack, creating desync of inventory that can lead to lose of items.

Pervy_Sage, Jan 18th at 2:14 AM


Thanks, would it be possible to add a small percentage chance to get them while digging? It makes since but you might have some balance issue of which I'm not aware.

SpearAndFang, Jan 18th at 12:40 AM

That's my bad, sorry.  That should say sticks.  As in naturally occuring sticks laying on the ground (like dirt, mostly). I've updated the documentation.
Hint:  More worms can be found under sticks and flint than under other rocks.

Pervy_Sage, Jan 17th at 10:26 PM

So far I've been unable to find worms by right clicking branches. Is it only branchy leaves or all leaves? Does the worm fall to the ground if the leaves are in the air?

SpearAndFang, Jan 16th at 4:02 AM

Can I?  Yes.  Will I?  Probably not.  Although I have discussed doing this very thing with others in the past.

Shion, Jan 15th at 9:31 PM

Can you add fish-slap animation for a player when holding a fish?

SpearAndFang, Jan 11th at 3:48 PM


Ahh yes, thanks.  There were big changes with Vintage Story and the latest release, hence the newer version of Primitive Survival.  As with many mods, people must use the release which matches their game version and ensure that only that one version is installed.

I'm not sure about your server issue though - automatic mod downloading is new to VS 1.16. I've just now updated my version tag for the latest release here on modDB, perhaps that will in some way help with your situation.

Prior to that, people had to manually add mods to both server and client. I would like to think that you have the ability to remove old server side mods via FTP to your server host - if not, you will have to contact your server hosting support.

Of course, it's relatively easy to browse to and remove mods manually from your client machine. 

PIBx, Jan 11th at 9:27 AM

after updating to 1.16 stable my game crashed also when i tried to attach a cordage to a stake.

the problem seems to be that my copy of the plugin was too old. i had v2.7.3 installed. after updating it to v2.8.0 everything went ok and i dont have any more crashes


edit: damn, not everything is ok. i dont have any problems in singleplayer. but if i put the new mod version in my server (the server starts) and try to connect with the game client, i get the following error msg:

Version: v1.16.0 (Stable)11.01.2022 14:17:20: Critical error occurred
System.ArgumentException: An item with the same key has already been added. Key: primitivesurvival
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00196] in <12b418a7818c4ca0893feeaaf67f1e7f>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <12b418a7818c4ca0893feeaaf67f1e7f>:0
at System.Linq.Enumerable.ToDictionary[TSource,TKey]



the reason is, that my game client has stored the old mod version localy and dont overwrite it.

in the directory /home/{user}/.config/VintagestoryData/ModsByServer/{serverurl}/ are all mods which where used by this server. there is the old and also the new

i can connect if i manually delete the old one.

i dont know if you can do something about that. i think the vintagestory-team has to work on that, right?

SpearAndFang, Jan 11th at 12:57 AM


I am not having that issue on 1.16.0 (stable)  so I'm not sure what's going on there.

The only mod I can think of that might cause that crash is Survival Categories.  If you have that mod, I'd recommend removing it as it hasn't been released for 1.16. 

Maybe too it's a problem with a language file (if you are not using English).

Otherwise, feel free to share your server-main.txt and client-main.txt logs here, on the forums (click on the "homepage" link above), or via Discord (SpearAndFang#6757).  You'll find them in your ../VintageStoryData/logs folder.

SpearAndFang, Jan 11th at 12:56 AM


I have played my mod extensively with every 1.16.x release (including 1.16.0 stable just now), and cannot recreate any of the issues you are having.

If I had to guess, I'd say that you have two different versions of Primitive Survival sitting in your mods folder.

Look in your ../VintageStoryData/mods folder.  Everything in there should either be a zip file or maybe a dll or folders, no duplicates, no backups, no unzipped mods, no older mods or unused mods tucked away in there for safekeeping.   If everything looks good, please feel free to share your server-main.txt and client-main.txt logs here, on the forums (click on the "homepage" link above), or via Discord (SpearAndFang#6757). You'll find them in your ../VintageStoryData/logs folder. 

Takata_Cheroki, Jan 10th at 10:48 PM

Issue with crashing on 1.16.0 (stable) when trying to attach cord to a stake to make a limb-line/trot-line for fishing

EDIT: Also crashes when trying to make a weir trap, and when trying to place a fish basket.

Basically all attempts at fishing cause the whole game to crash.

EDIT 2: Game crashes when attempting to place any kind of trap, including deadfalls and snares.

DropSudden, Jan 10th at 7:09 PM

Issue with crashing on 1.16.0 (stable) when in creative, opeing the inventory, and clicking the primitive tab.

SpearAndFang, Jan 4th at 3:27 PM

There's nothing linking that mod to Primitive Survival on my end, but I would like to think that the two mods can at least coexist without issue.

FaithlessZealot, Jan 4th at 2:33 PM

Just wondering is there compatilibility with the Ancient Tools mod?

SpearAndFang, Dec 31st 2021 at 10:43 PM

I've added more game version tags and a friendly url, maybe it works now?  I'm not sure what is preventing it from automatically downloading.

StewBag, Dec 31st 2021 at 12:43 AM

Anyone else having issues with this mod automatically downloading with a 1.16 server? All other mods are distributed fine but this says it doesnt exsist.

Travisplo, Dec 25th 2021 at 11:26 PM

Crabs drop knives, pffffft. XP

SpearAndFang, Dec 22nd 2021 at 8:06 PM

New release just dropped for all you trailblazers.  Check the Changelog for details.  Enjoy!

SpearAndFang, Dec 22nd 2021 at 4:32 AM

Appreciated Anyone!  I've got a release for 1.16 basically ready for release...just need to figure out why the crab/snake spawning mostly stopped working.  Expect something in 7 days or less.

Anyone, Dec 13th 2021 at 9:19 AM

I'm playing on pre.8 (I know it's probably not at all compatible) & I keep getting crashes when I look at tree hollows. Just thought I'd let you know. Cool mod though.

SpearAndFang, Dec 12th 2021 at 7:33 PM

Just a brief update after some testing with 1.15.10

Confirmed - The earthworm is NOT spawning under sticks/flint/rocks - will be fixed for the next release - thanks GrishkoJiggers!
Confirmed - The monkey bridge IS working @RSilience. My next best guess is that something next to an endpoint or between the endpoints is preventing the placement - try clearing snow, grass, vines etc.

GrishkoJiggers, Dec 10th 2021 at 11:48 PM

Cheers! (Great mod btw-- my friends all love it too).

SpearAndFang, Dec 10th 2021 at 3:29 PM

Thanks, I'll see if I can reproduce that weirdness and with any luck come up with a solution.

GrishkoJiggers, Dec 10th 2021 at 2:48 AM

On v1.15.10, I found a compatibility issue with XSkills/XLib that makes worms not spawn when picking up stones/branches. I'll do a little bit of searching to see if I can't fix it, but I'm also very dumb.

SpearAndFang, Dec 7th 2021 at 3:23 AM

I skipped 1.15.10 but it should work just fine You click on the bottom of the two blocks.  But you need several pieces of monkey bridge, like 1 for every block in distance between the two endpoints (if you've ever set up a trotline, the procedure is the same), so maybe that's the problem?

RSilience, Dec 6th 2021 at 10:10 PM

I'm unable to create a monkey bridge between 2 points :(. Is it because i'm using 1.15.10?

I tried between 2 logs that where at least 2 blocks high and about 4 blocks apart. also tried a longer on. It's supposed to connect by right clicking right?


With kind regards,



SpearAndFang, Nov 28th 2021 at 2:50 AM

Primitive Survival 2.7.3 released.
Another minor release to tidy up some relatively minor issues:

- Updated: Russian translation - thanks ZigTheHedge
- Fixed: broken fireworks recipes (Fountain, Beenade) - thanks to players on Dragoness' Twitch stream for bringing it to my attention
- Fixed: Modinfo dependencies - thanks DArkHekRoMaNT
- Fixed: snake and crab meat pies naming/textures - thanks Papa Cheese
- Tweak: decreased crabmeat drops a bit
- Tweak: decreased spawn rates, decreased spawn quantities, added many more spawn conditions for crabs and snakes - thanks Vallen

Server Moderators: If the spawn rates are STILL too high for crabs and snakes, my next best suggestion is to edit some files inside the zip file. Look in the folder assets\primitivesurvival\entities\land and decrease the "chance" entry (the very last entry) in one or more of the following files:

Bairdi Crab (crab-bairdicrab.json)
Land Crab (crab-landcrab.json)
Black Rat Snake (snake-blackrat.json)
Chain Viper (snake-chainviper.json)
Coachwhip Snake (snake-coachwhip.json)
Pit Viper (snake-pitviper.json)

I'm guessing that you should divide the current chance by the number of people that typically play on that server and use that number.

SpearAndFang, Nov 28th 2021 at 2:19 AM

I just tried mucking with trotlines and everything seemed fine.  If you're running Vintage Story v1.15.10 (the version released yesterday), that is likely what's causing the problem.

Other than that, since nobody else has reported a similar problem (and the trotline hasn't changed in a long time), I'd look first at your VintageStoryData/mods folder.  Everything in there should either be a zip file or maybe a dll or folders, no duplicates, no backups, no unzipped mods, no older mods or unused mods tucked away in there for safekeeping.  You could also try reinstalling Vintage Story 1.15.9 (always use the FULL installer).

If you're using multiplayer, make sure everyone is using the same version of Vintage Story and Primitive Survival, and NOT Vintage Story 1.15.10.

If none of the info above is helpful, then feel free to share your server-main.txt and client-main.txt logs here, on the forums (click on the "homepage" link above), or via Discord (SpearAndFang#6757).


Kato, Nov 27th 2021 at 10:50 PM

For whatever reasons whenever I got to interact with a trotline or anything when trying to fish it instantly crashes the game for me. I have the logs as well if I need to provide them.

SpearAndFang, Nov 26th 2021 at 2:31 AM

Hi Vallen!
I believe that your assessment of the situation is spot on.  As these are my first worldgen/runtime mobs, I'm having all kinds of problems managing spawn locations and frequency, and continue to struggle to find magic numbers that work well in both singleplayer and multiplayer.  I will definitely take a shot at making the spawn rates easily configurable - this would help for sure.

And thanks for the kind words!

l33tmaan, Nov 25th 2021 at 7:35 PM


Vallen, Nov 25th 2021 at 4:36 PM

Heya SpearAndFang,

I recognize that mob spawns are a tricky thing. I'm on v2.7.2 on a server. In the desert we have a large quantity of crabs and snakes spawning. By this I mean I can see 7-8 snakes from my base at any time and are seeing about the same in crabs any time we approach a water source. Are you considering adding a config option for those mob spawns (if that's even doable)? I realize this may be completely different for single player and in another biome as well but I thought I'd at least report these findings in hopes that they are useful. Thanks again for the great mod. We <3 you.


SpearAndFang, Nov 24th 2021 at 3:40 PM

Glad to hear it Verlia, thanks for the follow up. 😀

Verlia, Nov 23rd 2021 at 7:39 PM

Thanks SF for upping their rate a little <3 I finally see crabs and noodles here and there. <3 Makes my heart warm :3

DArkHekRoMaNT, Nov 23rd 2021 at 4:08 PM

Correct "dependencies" and in modinfo.json SpearAndFang

SpearAndFang, Nov 21st 2021 at 10:57 PM

Agreed.  I revisited those spawn parameters and they should be functional again.  Thanks!

I've also added tree hollows - Natures treasure chest - they appear at the base or side of many types of trees, and much like resin, are occasionally replenished.  Or chop them down and use them as a chest at your base.

New release...released.

Verlia, Nov 21st 2021 at 9:43 PM

Since the last update when their spawn rate was tuned down, I haven't seen a single snake or crab. :/ I've been in a lot of environments, do they have a real particular liking? I always hope to see noodles in the least, maybe a crab here and there. But none. :/

SpearAndFang, Nov 14th 2021 at 6:53 AM

I've moved on to other things, but if you would like to improve them they can be found in assets\primitivesurvival\shapes\entity\land and can be edited with Vintage Story Model Creator

YourCreator, Nov 13th 2021 at 7:20 PM

Please fix snake's movement, they are really like walking dance xDD. 

SpearAndFang, Nov 8th 2021 at 1:09 AM

New release: v2.7.1

Updated Russian translation - courtesy of ZigTheHedge.  Amazing, thanks Zig!

I've made a number of changes to snakes/crabs to hopefully address most all of the feedback I've gotten so far.
- Turned up the minimum spawn temperatures for crabs and snakes, to make it much less likely that they spawn in winter.
- Set the max spawn light level to hopefully prevent these same entities from spawning in animal stalls.
- Halved the overall spawn level of these new entities. Along with the temperature and light level changes, this should help.

Thanks all!  Appreciate the kind words!

GamingToast, Nov 7th 2021 at 7:54 PM

Is there a way to reduce the amount of Snakes and Crabs spawning? I am running this on an Server and we have around 10 snakes per chunk which doesn't feel intended. Well there are too many snakes and i can't find anything in the configs (or maybe i'm just blind) to reduce the spawn amount

ihenh, Nov 7th 2021 at 7:18 PM

I just updated the mod. There are a few pretty nice additions. But apparently the "never hostile" setting does not affect crabs and snakes. If possible please update so that "never hostile" applies to added animals or add a "damage points" setting to the config file, which can be set to "0".

I got literally chopped in pieces by a crab hidden in deep snow (I did not expect a crab during winter,  -8°C does not feel like a crab friendly weather condition ❄️ )... Soon after that, my chickens were "attacked" by a chainviper. None of my chickens died, so I wonder: Are snakes predators like foxes or wolves?? Do I have to remove grass blocks in my pen in order to prevent snakes to spawn?

1618, Nov 7th 2021 at 5:12 PM

Love the new update. Especially the animals. Id like to see Birds, Frogs, and Turtles added.

Please consider making this interact with the "Omniummod" mod, which has Oceans and actual Fish swimmiing in the waters.

SpearAndFang, Nov 7th 2021 at 12:24 AM

Four different noodles to be precise, and none of the pool variety.  Thanks for the update on your issue.

Verlia, Nov 6th 2021 at 11:33 PM

Hey Spear&Fang, sorry, turned out the server owner didn't have the mod installed, lel. Love the new video/update! Is that - A NOODLE?! xD

SpearAndFang, Oct 25th 2021 at 7:24 AM

Should be fine - I've been using it aok, but I haven't tested every individual block/item yet.  If it's not even loading, you'll want to check and remove previous versions of the mod, and you might even try deleting VintageStoryData-ModConfig-PrimitiveSurvival.json, although I doubt that that's the problem.  I might even recommend doing a full install of 1.15.7 rather than an upgrade - I've always gone the full install route.

Verlia, Oct 24th 2021 at 9:53 PM

Hey Spear&Fang, is the mod up to date to be played on 15.7? I've it installed but doesn't seem to be working.

SpearAndFang, Oct 24th 2021 at 8:43 AM

A number of artifacts will show up in fish baskets and weir traps - you can place a temporal relic on the ground and then add additional pieces to it (like a small jigsaw puzzle).  One such completed puzzle will open the necronomicon to reveal one of two ways to complete an altar (using the same temporal relic as a starting point).  An activated altar is dangerous but rewarding.

Monia, Oct 23rd 2021 at 2:43 PM

What is this "Necronomicon"?


SpearAndFang, Oct 6th 2021 at 9:40 PM

Hmmm.  Not sure what the problem is exactly. I rather arbitrarily threw that one on the end because of a bug in this ModDB website.  The mod itself is definitely 2.6.21.
Maybe for whatever reason it's looking at the filename of the zip file?  If so, just rename it in your mods folder (add the one).  While you're in there make sure you don't have some other version of Primitive Survival kicking around.

PeterSanderson, Oct 6th 2021 at 4:37 PM

Hi there - I just did a fresh download this morning, but the server I am attempting to connect to keeps asking for version 2.6.21.


EsperLoki, Sep 21st 2021 at 12:29 AM

Everytime I try to place bait on a trap, it crashes the game.

SpearAndFang, Sep 11th 2021 at 12:42 AM


Mendall, Sep 10th 2021 at 10:21 PM

Apparently some folks just know what this is.

But for the rest of us a short description of what it is or what it does would be nice.

breeze108, Sep 1st 2021 at 6:11 PM

Thanks so much.

Man, Sep 1st 2021 at 5:58 PM

found this just as i began to look for it, thanks!

balistafreak, Sep 1st 2021 at 3:11 PM

extremely good mod, unironically

delete edit