Mods / VS Launcher - Bug fixing

Tags: #Other #Utility
Author: XurxoMF
Side: Client
Created: Dec 7th 2024 at 4:44 PM
Last modified: May 10th at 6:53 PM
Downloads: 2798
Follow Unfollow 201

Latest release:
READ_ME_HOW_TO_DOWNLOAD.zip


Welcome to VS Launcher

VS Launcher is the unoficial launcher for Vintage Story.

With this launcher you can easily install multiple version of Vintage Story, create multiple installations with diferent configs, mods, worlds, etc... with just a few clicks!

Currently working on both Windows and Linux but I'll try to make it work on MacOS too, it should work, but I can't test it.



Most important features

Install multiple Vintage Story version with one click.
Ceate multiple Installations (data paths) with one click to have different mods, worlds and so on on each one.
Make manual and automatic backups of your installations to not loose any of your worlds or configs if something breaks.
There are a lot of languages you can choose to use on VS Launcher.
Automatically update VS Launcher when you open it if there is a new update available.
Install, update and uninstall Mods easily.
And many more things.


How can I download VS Launcher?

You can find a guide explaining how to download it on this link: How to install VS Launcher

How do I use VS Launcher?

We've made a little tutorial en how to download VS Launcher here: How to use VS Launcher

Can I translate VS Launcher to another language?

Yes, thanks to i18n you can translate it to any language. Here is the guide: How to translate VS Launcher

Where can I ask something, report bugs or make suggestions?

If you want to report a bug, please, use the GitHub Issues tab. If it's a suggestion, please, use our Discord Server. If you need help, ask on the comments or on our Discord Server.

I want a launcher but I don't like VS Launcher!

There is another amazing launcher called MVL. You can check it out and try it here: https://mods.vintagestory.at/mvl

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.5.1
134 May 10th at 6:53 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.5.0
256 May 3rd at 6:21 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.4.3
284 Mar 29th at 10:36 AM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.4.2
139 Mar 19th at 7:24 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.4.1
9 Mar 19th at 6:52 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.4.0
162 Mar 10th at 6:22 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.3.2
184 Feb 27th at 12:23 AM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.3.1
9 Feb 26th at 11:52 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.3.0
16 Feb 26th at 10:12 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.2.3
222 Feb 18th at 6:13 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.2.2
10 Feb 18th at 5:28 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.2.1
47 Feb 17th at 10:40 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.2.0
34 Feb 17th at 5:10 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.1.1
122 Feb 3rd at 9:26 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.1.0
144 Jan 26th at 12:13 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v1.0.0
221 Jan 4th at 11:32 AM Show READ_ME_HOW_TO_DOWNLOAD.zip
v0.0.5
189 Dec 17th 2024 at 8:54 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v0.0.4
55 Dec 17th 2024 at 7:51 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v0.0.3
174 Dec 12th 2024 at 3:10 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v0.0.2
45 Dec 10th 2024 at 11:52 PM Show READ_ME_HOW_TO_DOWNLOAD.zip
v0.0.1
49 Dec 9th 2024 at 9:36 PM Show READ_ME_HOW_TO_DOWNLOAD.zip

141 Comments (oldest first | newest first)

💬 XurxoMF , May 12th at 8:01 PM

Thanks a lot for that ZippyWonderdust , I did thought about that in this case! I've said that to some users but in this case, the game crashing, didn't looked like the problem. It uses to be an "I've installed a mod and it's not showing up in-game" xD

 

I'll add this on the VS Launcher Docs! frihu . Sorry for for the inconvinience, I didn't thought about this 😥

💬 frihu, May 12th at 6:39 PM

ZippyWonderdust

Thanks for the info. Maybe the cause because i didn't change anything in clientsettings.json

XurxoMF

Maybe it's worth mentioning?

💬 ZippyWonderdust, May 12th at 4:51 PM

Hey frihu

For some reason the game devs decided to save the full file paths to the Mods and Saves folders in clientsettings.json and serverconfig.json, rather than a relative path.  This means that you can't just copy the VintageStoryData folder to another location and have it work, unless you edit those paths.  This is not actually that hard to do; any simple text editor will work and the entries that need changing are very obvious.

If you try (like I have done in the past) to make a copy of you game installation but neglect to edit clientsettings.json and serverconfig.json, it will kind of work, but it will actually be referencing mods and saves from your original installation instead of from the newer copy.  This will break the first time you try to update any of your mods because the mod data will be split across both installations.  Something about how the game unpacks mods causes it to put some of the mod data in the new installation while leaving the rest behind in the old installation.

When this happens you can get all kinds of wierd errors that make no sense and do not indicate what the underlying problem is.

💬 XurxoMF , May 8th at 6:42 PM

Ok, I'll check if it's a VS Launcher or if it's somethign with your system or app.

💬 CoffeeToffee, May 8th at 4:32 PM

XurxoMF Windows 11, 64 bit

💬 XurxoMF , May 8th at 1:04 PM

What's your operating system? CoffeeToffee

💬 CoffeeToffee, May 8th at 1:00 PM

Weird bug im encountering is if i have the launcher open behind my game when im fullscreen, my cursor randomly vanishes until i tab out and back in, or i wave it around. If i minimize the launcher while im in full screen, this issue goes away.

💬 XurxoMF , May 7th at 12:52 PM

Are you testing it with the exact same world? Not world settings, the old worlds you were using.

The error is becaue of a remaping. RM had a class that now doesn't exists so the gamer crashed. On a new world it'll not fail.

A lot of different things may be happening and something is not an exact 1:1 copy. If that's the case the error will show up. If you want to test it do C:\Users\YourUser\Path\To\The\Version\Vintagestory.exe --dataPath="C:\Users\YourUser\Path\To\The\Installation" and that should show the error too.

frihu

💬 frihu, May 6th at 7:25 PM

XurxoMF
I know it shouldn't but i have 1:1 copy from normal installation and your launcher
Normal - works without errors
Launcher - errors on some mods when updating them

 

I copied 1.20.7 from %appdata% but downloaded 1.20.9 and 1.20.10
Maybe copied mods dont work with updates

💬 XurxoMF , May 6th at 6:56 PM

The error looks like it's while using the new version on RM on an old world because of a remaping. On a new world it should not throw errors.

VS Launcher has nothing to do with the error. As I said, it's only launching the game with Vintagestory.exe --dataPath="folder"... it does nothing, mods are downloaded from the moddb... it has nothing to do with this. frihu

💬 frihu, May 6th at 5:21 PM

XurxoMF

That error will show up even if you don't use VS Launcher.

I tested it and error didn't occur on normal installation.

💬 XurxoMF , May 6th at 1:07 PM

VS Launcher does not modify anything on Mod loading or the game. VS Launcher just downloads the ZIP files inside the Mods folder of the Installation and that's it. That error will show up even if you don't use VS Launcher. In this case it's a Rustbound Magic issue: System.Exception: Don't know how to instantiate item of class 'ItemCreatureRM' did you forget to register a mapping? probably because of the massive update the creator did.

Contact him on the Rustbound Magic comments or his Discord mod post. frihu

💬 frihu, May 6th at 9:16 AM

XurxoMF

I think there is a problem with mod loading when using launcher.
I have crashes like this
Game Version: v1.20.9 (Stable)
04.05.2025 18:42:07: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, americanfrontiersman@1.7.1, tonwexp-neue@2.1.1, axleinblocks@1.20.1-rc.5, backpackpackpluscontinued@1.0.0, bettertraders@0.0.10, bovinae@0.2.3, buzzwords@1.7.0, caninae@1.0.32, capreolinae@1.2.8, casuariidae@1.1.2, cervinae@0.1.6, chiseltools@1.14.17, clayworks@0.4.2, cpxem@1.0.0, decor@1.3.0, dinornithidae@1.0.16, elephantidae@1.0.11, felinae@0.2.10, forestsymphony@1.0.2, HumanSkinTones@0.0.3, improvedsheep@1.0.1, iniidae@0.1.2, machairodontinae@1.0.25, manidae@1.0.15, manualdough@1.1.3, manualscraping@1.2.1, manualtoolcrafting@1.3.5, masonsdelight@1.0.2, meiolaniidae@0.1.5, millwright@1.2.0, morebanners@1.2.0, MoveLikeKaji@0.0.6, overhaullib@0.2.8, pantherinae@1.1.27, TA_plainsandvalleys@1.0.9, primitivesurvival@3.7.7, rhinocerotidae@1.0.18, royalscurtains@0.0.1, SergTweaks@1.3.2, sirenia@1.0.20, spheniscidae@1.0.11, stoneharvesting@1.0.5, swifttime@1.0.4, tailsmod@2.0.2, tprunes@1.1.1, terraprety@6.0.2, thylacinidae@0.1.2, viverridae@1.0.4, vombatidae@0.4.1, game@1.20.9, vsimgui@1.1.8, abcsredux@1.0.9, airmapfix@1.0.0, alchemy@1.6.50, offhandpenalty@1.2.1, anafkstory@0.9.5, animalcages@3.2.2, apeflowerpots@1.2.3, apegrapes@1.2.6, apelanterns@1.1.1, apewindows@1.2.0, flags@1.1.8, betterfirepit@1.1.5, betterruins@0.4.12, blobcatmod@0.1.1, canjewelry@0.4.18, carryon@1.8.0-rc.4, cartwrightscaravan@1.4.0, chestorganizer@1.2.3, colorfulcandles@1.2.3, combatoverhaul@0.3.9, commonlib@2.6.1, configlib@1.5.3, coreofarts@0.2.3, danacancook@0.2.6, danatweaks@3.4.1, decayingcreatures@0.1.5, expandedfoods@1.7.4, extrainfo@1.9.9, farseer@1.3.1, fseraph@0.2.3, foodshelves@1.6.2, fromgoldencombs@1.8.12, gridview@1.0.1, herbarium@1.4.0, immersivewoodchopping@0.8.0, immersivewoodsawing@0.2.8, improvedhandbookrecipes@1.1.3, kevinsfurniture@1.6.6, lavoisier@1.3.1, maketea@0.3.1, medievalexpansionpatch@1.0.1, moreanimals@1.4.1, ndlvillagers@1.4.0, norottinghides@1.0.0, spearexpantion@0.3.2, oneroof@1.9.3, petai@3.4.3, removeprimitivesurvivalstairs@1.0.0, rivers@4.1.0, scrollcharactercreation@1.0.1, solidirondoor@1.0.1, statushudcont@3.2.6, stirlingmotor@1.0.1, stonebakeoven@1.1.6, stonerailings@1.3.0, tabletopgames@2.10.4, tentbagreworked@3.1.1, toolsmith@1.0.13, unconscious@1.10.3, creative@1.20.9, vsinstrumentsbase@2.0.1, survival@1.20.9, wildfarmingrevival@1.3.6, xlib@0.8.16, alchemistry@1.0.2, armory@0.2.4, artofcooking@0.2.4, artofgrowing@1.1.2, cats@3.2.0, chickenpet@1.1.1, combat-overhaul-reanimated@1.0.0, drkboats@1.0.1, em@3.2.1, harepet@1.2.2, shearlib@1.1.2, stonequarry@3.4.3, vsinstruments_quackpack@1.0.2, wildcraftfruit@1.3.2, wildcrafttree@1.3.1, xskills@0.8.19, aogbreedingaddon@1.1.0, artsxskills@1.1.0, tailorsdelight@1.9.6, wool@1.6.3, dressmakers@1.5.2
System.Exception: Don't know how to instantiate item of class 'ItemCreatureRM' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 332
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 196
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 615
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 424
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 377
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

after updating rustbound magic in this case.
It is enabled in mod manager tab but not showing in Loaded Mods and i think thats why i have crash.
I have similar crashes with some other mods too.

💬 XurxoMF , May 5th at 2:39 PM

There is an option and it's explained on the VS Launcher Docs here: https://vsldocs.xurxomf.xyz/get-started/usage/game-client/update-vintage-story

Check it out and let me know if you find any problem ❤️ SynthWave

💬 SynthWave, May 5th at 1:26 PM

hello, i just wanted to say that your launcher is an amazing tool for playing by LAN with friends, though i wanted to ask, is there a reason why there doesnt seem to be an option to change my current installation 1.20.9 to the most recent one of 1.20.10?

💬 XurxoMF , May 4th at 8:07 AM

Thanks a lot ❤️

💬 Jalex, May 4th at 8:05 AM

Btw, this launcher is awesome, I really appreciate the work you've done.
it's made managing my mods so much easier. And I dont have to worry about losing my old worlds anymore because of updating to a new version or changing my mods. While forgetting to make a backup

💬 XurxoMF , Apr 17th at 9:30 AM

You probably copy-pasted the clientsettings.json file from another Installation.

Open that file(clientsettings.json) and look for the line with the mods folder.

Change it to match the new Installation Mods folder and this will solve your problem.

If you need more help please join our Discord or contact me on the official Vintage Story Discord server mods post here: https://discordapp.com/channels/302152934249070593/1314991001571557488

Tsukasa

💬 Tsukasa, Apr 16th at 10:20 PM

Hello, I try to open an other instance that was ready create, but not show the mods installed, but at the launcher and if i use the open mod folder button there are the mods

💬 XurxoMF , Apr 11th at 12:53 PM

You have a button on the top left corner of the launcher with the download/extract/compress progress.

The drive you're using should not be a problem. If you can, join our support server on Discord and send me the error.log and debug.log from .../AppData/Roaming/VSLauncher/Logs to see what's happening. Kassian0x0

💬 XurxoMF , Apr 11th at 12:50 PM

I was already thinking about adding a new button on the versions page to re-check installed version and update it on VS Launcher.

I've vacation the next week I'll try to add it so you can just update it in-game and refresh the version on VS Launcher.

EDIT: To make sure everything works as expected I suggest using VS Launcher to update Vintage Story by Installing a new version and changing it on the Installations. The other way you may have some conflicts on the future with folder or new versions been already installed(If you have 1.20.6 and 1.20.7 and then you update 1.20.6 to 1.20.7 in-game, what should VS Launcher do? Remove the one you installed bc the other one is already isntalled? Delete the already installed one and keep the one you updated in-game? It's not easy xD). Lotan

💬 Lotan, Apr 11th at 11:21 AM

XurxoMF thanks for considering it, only other thing i would like to see is the ability to remove old VS versions without it removing the whole game install folder, as i update my game through the game itself instead of the launcher so i need to keep updating the launcher to show the latest version causing a long list of them in the VS versions tab.

💬 Kassian0x0, Apr 10th at 9:33 PM

Would be nice to have somewhere we can see the progress of a version installing, its been half an hour for me to update from 1.20.5 to 1.20.7, and the only way to check is to hit play and see the popup that its STILL installing :(

 

Yeah not sure whats up, but it just refuses to download 1.20.7, just has a zip sitting at 0 kb even after an hour. Im on the newest launcher version, the only change is that i dont download the versions to appdata, i made a folder on my other SSD (same ssd that i have vslauncher installed on) to hold the version installs.

💬 XurxoMF , Apr 10th at 5:01 PM

I'll think about that option on the future but for now on I can't add it. I'm adding important fixes and patches on every update, to make sure that it works as expected the latest version is required, but on the future, when the launcher is almost done, I'll proably add it.

💬 Lotan, Apr 10th at 11:38 AM

i would like an option to disable the launchers auto update

💬 XurxoMF , Apr 7th at 2:55 PM

Thanks a lot. I love the hear that you like it ❤️

💬 Pontes, Apr 7th at 2:50 PM

The new version is incredible! Keep up the good work!

💬 XurxoMF , Apr 3rd at 2:27 PM

NarielV

The last update allows users to set custom ENV variables to each Installation. What I've planned for the next update is to add a global config to set DOTNET_ROOT so VS Launcher can run the game with that one.

This should fix the issue on almost any linux distro and it'll only be required if it doesn't work for you. If it works without it it'll not be required.

 

PyK_Angelus

Another user asked for this already. It's something I want to look up on the future but this is already an in-game feature so for now on I'll focus on thing that can't be easily done in-game ^^

💬 NarielV, Apr 1st at 10:15 PM

I tried using the ENV variables with many configurations of:

 

# Add .dotnet environment variables
export DOTNET_ROOT="$HOME/.dotnet"
export PATH="$DOTNET_ROOT:$PATH"

and it seems not to use it this is with the AppImage have not tested with Flatpak and updating the appimage resets the AppRun file so I had to re-patch my version.

💬 PyK_Angelus, Apr 1st at 9:18 PM

Hello,

Thanks for this launcher, it would be cool to be able to activate or deactivate a mod directly from the launcher.

 

Toggle ON/OFF

 

a kind of swich to put on of the mod on the same line as the update or delete mods part of an installation.

List Mod

 

thanks again for this great launcher

💬 XurxoMF , Apr 1st at 4:06 PM

I love tho hear that you like it ❤️

About the Server Manager, it's on the roadmap. I'm not having too much time to code right now but it's the next big feature! Alphanis

💬 Alphanis, Mar 31st at 6:52 PM

I just downloaded and tested the launcher and I love it, as a suggestion, I think it might be interesting to put an option to install servers, similar to the ATLauncher launcher for Minecraft, where you can run and manage the server from the launcher, or leave direct access to a server from the launcher.

💬 NarielV, Mar 22nd at 6:18 PM

XurxoMF  
Cool can't wait to see it well not true I got mine working already.

💬 XurxoMF , Mar 22nd at 4:55 PM

It's a good sugestion but I'll not do so. VS Launcher is an independent project.

i don't want to rely on anything other than VS Launcher and VS Launcher API to avoid problems long term.

This way I can do whatever I want/need whenever I want/need.

💬 ManaWei, Mar 22nd at 4:36 PM

Remeber me talking about a PDF generator for modlists?
You could ask to collaborate with the author of the Modupdater to just include his work in your launcher..
I think that would be a lot easier in the long run

💬 XurxoMF , Mar 22nd at 8:29 AM

NarielV Thx a lot for that ^^

I'll make something similar to see if it works. I'll add a ENV input on the settings so you can set those ENV to use them when you run the launcher. If it works I'll release a version with that implementation, if don't I'll just add what you said to the guide on how to use VS Launcher.

💬 NarielV, Mar 22nd at 3:52 AM

On that note can you add a dialog to close the game for handheld players not necessary but nice.

💬 NarielV, Mar 22nd at 1:30 AM

XurxoMF

OK after a lot of testing I couldnt get the flatpak to work but I managed to get the AppImage to work simple enough all you have to do is add to the AppRun file this:

export DOTNET_ROOT="$HOME/.dotnet"
export PATH="$DOTNET_ROOT:$PATH"

under the exports and above Bin:

There is some user intervention required they do need to get the dotnet 7 runtime from microsoft and make a .dotnet file in the Home folder but that is a small price to pay for the convenience of actually being able to run it.

I reccomend adding an AppImage that is only for Bazzite instead of applying this to the current one as it will more than likely break it for others.

I have a tarball ready with the dotnet if you want to upload it.

Simpler Solution
make a bash script called run.sh that runs it with the environment variable:

#!/bin/bash

# Set the .NET runtime path
export DOTNET_ROOT="$HOME/.dotnet"
export PATH="$DOTNET_ROOT:$PATH"

# Run the AppImage
./vs-launcher-1.4.2.AppImage

NOTE!!!
It does need to be an appimage and integrated if you plan on using it on a Deck or Handheld in gaming mode.

💬 XurxoMF , Mar 20th at 9:29 PM

I know what's happening there. I'll fix it on the next update.

To fix it just close and open the launcher again. AilurusHush

💬 AilurusHush, Mar 20th at 8:06 PM

I was trying to log in and typed the wrong password - it gave me the warning that it was the wrong email/password - but now it's not letting me delete the text in any of the 3 fields.
Is there a way around this/a way to clear the fields?

💬 XurxoMF , Mar 20th at 5:36 PM

I'll think about it on the future.

There will be an option to export installed mods as json to import them on another Installation or to send to a friend and install those mods with 1 click.

They'll also be compatible with MVL.

ManaWei

💬 ManaWei, Mar 20th at 6:40 AM

The modupdater has a neat little feature that i make a good use of.. generating a PDF modlist of the mods installed..
You should make that a feature, generating a modlist for individual saves could be a thing.. if you already have that tho, i might just have missed it

💬 XurxoMF , Mar 13th at 5:11 PM

I'm checking it... and there is no error at all... idk what's happening.

The failing mods are: plasterwashes-1.1.0, animalcages-3.2.1, hydrateordiedrate-1.9.8 and aloysiaslocustassembly-1.2.0

I tried downloading those and it works fine... the error on the files you shared is "nothing", literally "undefined"... I'll see if I find the issue.

💬 Mollycoddle, Mar 13th at 2:53 AM
💬 XurxoMF , Mar 12th at 1:51 PM

I'll chanhe it on the next update! I didn't thought about that but it's a true problem lol.

Thx a lot for reporting it.

EDIT: Can you send me the errors.log and debug.log from the C:/Users/YourName/AppData/Roaming/VSLauncher/Logs folder on Discord please? I want to check why it's failing downloads and fix it ^^

Mollycoddle

💬 Mollycoddle, Mar 12th at 3:32 AM

Can you make it so that when updating mods, deleting the existing version comes after checking if the download was successful? As it is when something goes wrong I have to redownload the mod manually because the launcher just deletes the old version even if it fails.

💬 XurxoMF , Mar 10th at 8:38 PM

The thing is VS Launcher uses the Electron base app so I can't add the .NET base app.

Also I can't use sdk-extensions, only modules...

Electron team is working on improving the flatpak compatibility but it'll take time.

💬 DarkThoughts, Mar 10th at 8:16 PM

Th3Dilli

I'll be the one to bother then. :)

I think the launcher deserves some attention anyway.

💬 XurxoMF , Mar 10th at 8:00 PM

DarkThoughts it's mantained by Th3Dilli if I don't remember wrong. I didn't wanted to bother them but it's not a bad idea. I'll ask him this days.

💬 DarkThoughts, Mar 10th at 7:51 PM

XurxoMF

Btw, did you try asking the VS devs regarding the flatpak packing? I don't know which one of them maintains it but obviously for them the .net & openAL dependencies work fine. Maybe they can give you some pointers as to how to do it properly.

💬 XurxoMF , Mar 5th at 2:11 PM

Mollycoddle please, join the Discord server https://discord.gg/RtWpYBRRUz and ping me @XurxoMF so I can help you. I can't check the moddb every 5 minutes to see if you asked something new ^^

Another option is to ask on the official Vintage Story server. Chekc the mods forum and look for the VS Launcher post. You can ask there too.

💬 Mollycoddle, Mar 5th at 6:58 AM

I am trying to use this with an existing installation, have followed the instructions, but it doesn't want to work. Installing mods from this website only installs them in the original Vintagestorydata, AND opens the original game, not the installation selected. I have no idea what's going on, I just want to keep my damn mods.

💬 XurxoMF , Mar 4th at 7:11 PM

Thx a lot ^^

I'll improve those things you commented on the next release. I've a few listed improvements.

💬 Alindrome, Mar 4th at 6:58 PM

Wow, stunning interface! I'm really impressed with how smooth it feels, amazing job.

I have some minor suggestions:

  • Replace the text "Author didn't tagged it as compatible" -> "Author has not tagged this as compatible"
  • The icons for "Add a new installation" are really tiny so it's hard to make out what they do. The "Save" icon in particular threw me off for a bit because I thought it was a camera icon - Maybe consider using a plus symbol instead?

Also, it'd be really great to see a dropdown for 1.20.X format versions like there is on the mods webpage too :)

💬 XurxoMF , Mar 2nd at 9:37 AM

Idk exactly how it'll behave, I didn't tested it. But on the Installation it should delete them and add the new ones. Not sure tho. About the Version... yes, you're right, it uses it to check if a mod version is compatible with your game version... you can install the same version you've with flatpak noty to use it but for VS Launcher to check updates.

💬 DarkThoughts, Mar 1st at 9:03 PM

XurxoMF

Ah... I thought the Versions would be relevant for the mod versions to fetch the right ones but I guess I can just maintain a VS Launcher version that's the same version as the current flatpak version. In case you want to update the guide, the flatpak path for the data folder is: "/var/home/*****/.var/app/at.vintagestory.VintageStory/config/VintagestoryData"

Flatpaks have their own separate configs and are always a bit hidden away.

Edit: I deleted the old installation I used to paste my mods from my flatpak installation into for testing, but the folders for them, including the mods, are actualy all still there and I had to delete them manually.

💬 XurxoMF , Mar 1st at 8:16 PM

You don't need to add the VS Version, just the VintagestoryData(Installation)... you should be able to find it at ~/.config/VintagestoryData I think... it's on the guide. You only need the version to play, and you'll not do that using VS Launcher so... DarkThoughts

💬 DarkThoughts, Mar 1st at 7:57 PM

XurxoMF

No, I mean I cannot add the VS version for VS Launcher because of the flatpak version of VS being sandboxed in the flatpak folders. The path is something like "/var/lib/flatpak/app/at.vintagestory.VintageStory/current/active/files/extra" but it does not recognize the game version if I try to add that folder.

💬 XurxoMF , Mar 1st at 7:49 PM

It should let you manage your mods. Not play Vintage Story using VS Launcher, for that use the flatpak Vinatage Story.

If you can't download mods neither it's strange... this only downloads the mod's zip like a browser...

DarkThoughts

💬 DarkThoughts, Mar 1st at 7:02 PM

XurxoMF

That does not work with the Flatpak version.

💬 XurxoMF , Mar 1st at 9:45 AM

Add the VintagestoryData folder to VS Launcher https://vsldocs.xurxomf.xyz/get-started/usage/game-client/vintage-story-is-already-installed

Then download, update or delete mods using VS Launcher and play using the flatpak install of Vintage Story. DarkThoughts

💬 DarkThoughts, Feb 28th at 11:11 PM

XurxoMF

Syncing the mods folder from a VS Launcher instance with that of the regular / flatpak version of VS on immutable distros, so that we can update them easily from within VS Launcher.

💬 XurxoMF , Feb 28th at 8:13 PM

What do you mean with sync both folders? The idea is to install the mods on the VintagestoryData folder directly. DarkThoughts

💬 DarkThoughts, Feb 27th at 7:50 PM

I just did try to use a symlink to the VS Launcher Mods folder inside of the regular VintagestoryData folder, but unfortunately when trying to launch the Flatpak VS version the process crashes / exits before it even shows the client. So that workaround is unfortunately not possible for immutables either. Bummer. I guess you'd have to use something to sync both folders.

💬 DeviousDoge, Feb 27th at 1:28 PM

I see. My bad for the silly question, thanks frens :D

💬 DarkThoughts, Feb 27th at 11:27 AM

DeviousDoge

As said in an earlier comment, you can just copy the mods in your current VS mods folder and paste them into the new mods folder from your VS Launcher instance.

💬 XurxoMF , Feb 27th at 7:11 AM

Thx a lot LeperLizard I hope you enjoy it! ❤️

💬 XurxoMF , Feb 27th at 7:10 AM

https://vsldocs.xurxomf.xyz/get-started/usage/game-client/vintage-story-is-already-installed

That's the guide explaining how to import your already created installations and game versions to VS Launcher. Mods will be automatically loaded from the Mods folder(only those as .zip)

DeviousDoge

💬 LeperLizard, Feb 27th at 4:19 AM

This is awesome, thanks for all the good work.

💬 DeviousDoge, Feb 27th at 2:12 AM

I may be a blind moron here, but is there a way to import locally saved mods? I have ~150 in my VS install folder. I'd like to essentially migrate my "normal" VS install over to the launcher, retaining all of those mods, but from what it looks like importing of mods via that method is not possibly and I'd have to reDL them all via the launcher? Not a dealbreaker if so, just curious if I'm missing something here.

💬 XurxoMF , Feb 27th at 12:46 AM

Cool suggestion. I'll change the mods one to Mod Version. The Version to Game Version is more complicated. I need to change it everywhere for that, even on other languages and the guide... id it's necesary I'll do it, if changing Mod Version is enough I'll keep it that way ^^

💬 DarkThoughts, Feb 27th at 12:42 AM

Nice, seems to work well too so far!

Another minor suggestion: On the Install Mod prompt for the updates, change "Version" to "Mod Version" and "Versions" to "Game Versions". Otherwise it's a little confusing, especially if the mod has similar version numbering as the game.

Edit: Another thing I just saw. It creates a Logs as well as a logs folder, the latter only containing a main.log. If that's meant to go into the Logs folder I suggest to double check the case sensitivity in the code.

💬 XurxoMF , Feb 27th at 12:42 AM

Error fixed on 1.3.2. Mods description will be released on the next version as I had the 1.3.2 already built and didn't wanted to delay an bug fixing important like this one for another 20-30 minutes.

The debug you sent is normal if there are no updated available.

💬 XurxoMF , Feb 27th at 12:20 AM

Fixed on the 1.3.2 patch I'll upload in a minute. Abou the Mods page description... that's true... I'll fix it on the enxt update too.

DarkThoughts

💬 DarkThoughts, Feb 27th at 12:10 AM

Unfortunately the new version just shows me a spinning icon when I go to the mod management of my installation. The info.log file indicates that it was succesfull though? I'll give the pastebin for it anyway.

https://pastebin.com/Rdr2iZK7

The debug.log only states one line, not sure if relevant, but it sounds like it just does not find an update for the launcher:

[2025-02-27 01:07:56.386] [debug] checkForUpdatesAndNotify called, downloadPromise is null

No error.log if I don't have the previously mentioned somewhat borked Handbook mod in the folder.

Also, the Mods button on the left says "Manage Installed Mods", but the page it leads to is for downloading mods, not those who are installed.

💬 NarielV, Feb 24th at 8:44 AM

XurxoMF At least I got some good news for once been having a tough week cant wait to switch over.

💬 Ragnarogk, Feb 23rd at 11:25 AM

O, ok, so with that method i can install watherver version i have locally, thanks XurxoMF

💬 XurxoMF , Feb 22nd at 7:37 PM

Installing a version over that folder SHOULD not be a problem. It'll just add the downloaded filder on that folder but your saves and so on will still be there. Copy the Data folder somewhere, delete the version, copy the data folder there again and manually delete non-data files like assets, .exe...

I've guide on how to use VS Launcher to avoid this issues... the link to it is everywhere.

I'll try to improve the launcher to:

  1. Warn you if there are files on the folder you've selected.
  2. Check if VS is already installed and automactally add it to VS Launcher.

glism

💬 glism, Feb 22nd at 6:00 PM

I think I messed up bad - does VS Launcher store the original \AppData\Roaming\VintagestoryData\ anywhere? I chose it as the installation path under "versions" as I assumed it would autopopulate with my save. I do see the "add installation" now.

A little feedback - it's tough to notice, especially since it's more likely that users have VS already installed before downloading this launcher. 

 

I fear I may have lost my world and current save :(

Any help appreciated! Thanks

 

edit: was able to restore from a windows backup of the folder from about 10 hours of game time prior -- much better than nothing!

💬 XurxoMF , Feb 21st at 2:49 PM

I've not added that version to the launcher. I'll only add some pre, some rc and all the stables. I don't have enough storage for all the version on the server xD

I'll probably keep all the patches from the current and past version(1.19.0-1.19.8 and 1.20.0-1.20.X) and the last patch from older versions.

If you need to install a version that's not listed on the launcher you can download if on the official VS website aka Client Area, install it/extract it if it's a tarball and add it to the launcher with the 🔍 button on the Versions page

Ragnarogk

💬 Ragnarogk, Feb 21st at 12:36 PM

I cant find how to install 1.20.4 rc versions. I can see it in the mod filters but not when adding a version

💬 XurxoMF , Feb 21st at 11:57 AM

When you install VS using flatpak this one will be downloaded on a different folder.

I'm not really sure where, I suppose the same as VS Launcher with flatpak.

Check it it's at /home/username/.var/app/at.anegostudios.vintagestory or something like that.

It's not a good option to add a flatpak installed VS copy to VS Launcher. Flatpak will update VS when there is a new release and VS Launcher will not register that change.

TigerStars

💬 TigerStars, Feb 21st at 9:24 AM

So I have VS installed through flatpak for simplicity, but now I can't figure out how to use this launcher and find the folder with the version I have. The instructions don't seem to help since it was installed through a package manager and I didn't have to extract a .tat.gz file. I've spent the last few days trying to figure it out to no avail. I even tried to download VS manually, but I'm having a hard time figuring that out. I'm not sure if this because I'm still a linux newbie and need some guidance or if they're incompatible with one being flatpak and the other an appimage. Either way, any help will be greatly appreciated :)

💬 XurxoMF , Feb 20th at 11:12 PM

It's already planned. That's part of the automatic mod updater udpate. But this feature will be experimental. I've no way to check dependencies of mods, compatibility between them and so on...

💬 actuallyasriel, Feb 20th at 6:30 PM

I like this a lot, it's clean and easy to use. One suggestion though; the mod update functionality is a little fiddly as it stands. A single button to update all mods would help a lot.

💬 XurxoMF , Feb 19th at 2:01 PM

Ohhhh, ok, then it should be possible. I'll try to do so this week.

💬 DarkThoughts, Feb 18th at 10:34 PM

XurxoMF

I've meant alphabetical order for the installed mods, not the mod list from the moddb. Right now it's hard to find a specific installed mod because it seems all kinda randomly ordered and when you have 100+ mods it gets very messy.

💬 XurxoMF , Feb 18th at 7:34 PM

❤️

💬 TRexTheHunter, Feb 18th at 7:21 PM

There is a MOD funcitonality everyone!!! Thanks XurxoMF !!!

💬 XurxoMF , Feb 18th at 7:10 PM

Yes, if a key is not translated on the language you've selected it'll use the EN one. CZ it currently translated at 0%. The user that translated 0.0.1 version dissapeared. I had to change all the keys on 1.0.0 and nobody translated it again. Same for RU.

DejFidOFF

💬 DejFidOFF, Feb 18th at 7:01 PM

XurxoMF

There is EN translation when switch to CZ (cs) translation

💬 XurxoMF , Feb 18th at 6:53 PM

It'll remove the zip of the old version if the modid on the modinfo.json matches.

About the alphabetical order... I'll check if I can easily do that bc the ModDB offers no sorting option for that and making a sorting method for only 1 order type will requeire a lot of changes. Maybe on the future.

About the order by update available... yes, it's part of the automatic updates. For now on you can sort them by updated date. I've to implement a few little things before the automatic updates update tho.

Some users with advanced knoledge about Flatpak and Linux have suggested and are helping me with the dependency issues. If we manage to get it working I'll add it to the official .flatpak (and upload it to flathub).
The problem here is... those users that are helping me discovered a possible way to add .NET but I think there is no option for mono-complete and OpenAL... we'll check it out.

💬 DarkThoughts, Feb 18th at 6:36 PM

No worries. I'd also suggest sorting mods alphabetically, or give sorting options including one for mods that have updates available (which should of course also be visually represented but I'm sure that's already on the roadmap). On a positive note, after pasting my regular VS instance mods over into the one from the launcher, and updated one of them, it flawlessly replaced the old one despite the name differences. I was half expecting it to just download a second copy while keeping the old version.

I didn't test it yet, but I think what could be done by immutable Linux users is to do the above and then do a symlink for that folder and put it into the regular VS Data folder. I think that should work so that the regular installation recognizes the mods there and then you can use the launcher for easier mod updating.

💬 XurxoMF , Feb 18th at 6:12 PM

Yes, that mods zip is corruped or malformed. It's missing leading data making it impossible to read using yauzl.

That list was a fast implementation to fix issues, I'll change styles later ^^

💬 DarkThoughts, Feb 18th at 5:39 PM

https://mods.vintagestory.at/improvedhandbookrecipes

This one is shown as a faulty mod now, I think. I assume it's the mods at the top with the slightly larger spacing between the following mods. Probably warrants a bit beter separation between that & installed mods.

💬 XurxoMF , Feb 18th at 2:18 PM

I'm already working on a fix. Some mods have invalid key names, character and things like that and they are breaking everything.

About the zip file name, yes, the name will be <modid>-<version>... always, to prevent errors.

Thx for letting me know the mods that are breaking everything

DarkThoughts

💬 DarkThoughts, Feb 18th at 12:58 PM

XurxoMF

Yeah I heard on the Mod Updater page the Cairns mod had an invalid one. Would definitely be nice if users could easily identify such problematic mods.

Definitely good stuff about the mod detection though. I wanted to move away from the Flatpak version since the Flathub updates tend to lag behind a couple of days most times.

Edit: I did just notice that the filenames for Primitive Survival, which I downloaded from within the launcher as a test, is different than the manually downloaded one though. The one in the launcher separates with a - while the manual one uses a _.

Edit: And when I go to installations and click on manage mods, it says "No Mods Found", even though I still got the Primitive Survival version from the launcher?

Edit: Okay, it seems certain mods break the mod page - even if you download them through the Launcher. Two I found so far are Ancient Tools & Real Grapes. Once you install them, they break the mod page until you remove them manually.

💬 XurxoMF , Feb 17th at 11:14 PM

You can copy-paste them or download them from the ModDB directly too. VS Launcher will read the modinfo.json and use that info as you said.

Thx a lot for the suggestion with the image link. I'll change it to a button on the bottom of the mod when you hover it.

About the automatic selection... yes, I thought the same while using the launcher. The next update will be an small feature polish and I'll add a few little new things. I'll change all those things this week ^^

I also want to improve mod detection bc some mods with invalid modinfo.json and corrupted .zip file will not be detected so you can't automatically update them clicking install on a newer version for example.

DarkThoughts

💬 DarkThoughts, Feb 17th at 9:27 PM

Yeah, unfortunate with the dependency.

Regarding the mods though, can I just copypaste my regular VS flatpak installation's mod folder into the one from a VS Launcher installation? I'd assume the launcher just cross references the modinfo.json with what's on the moddb? Or do I need to manually download each mod individually for it to properly recognize it for future updates?

Also, the mod installation from within the launcher felt a bit unintuitive with having to click on the bottom part of the mouse over description while the thumbnail opens up the mod page instead. To me at least it was not really clear without having to look at the video that the bottom part opens the version picker for the installation.

I also think, since you cannot deselect an installation in the bottom left, that it should probably autoselect the first one after you create it, instead of having to do that manually.

💬 XurxoMF , Feb 17th at 5:52 PM

New update released. Sadly the flatpak issue on immutable distros is not fixed. I couldn't add .NET as dependency. I'll keep trying.

💬 XurxoMF , Feb 16th at 11:34 AM

I'm already aware of that issue. I'm trying to add .NET to flatpak for Vintage Story to work with it but I'm having a hard time doing so... there is no official way to do it or at least I can't find it.

I'll keep trying. If I find a way to fix it I'll update the flatpak.

NarielV

💬 NarielV, Feb 14th at 5:25 PM

XurxoMF im unable to start Vintage story i get no errors i just doesnt do anything outside of downloading the version. this is for flatpak.

💬 XurxoMF , Feb 14th at 5:25 PM

I want to test a few things with the current flatpak to add dependencies so they get automatically installed with VS Launcher.

Once this is done I'll upload it to flathub so I can add the new updates when I release them ^^

Thanks a lot tho ❤️ NarielV

I'll try to have the mods update + flatpak++ + flathub upload this weekend

💬 Junrall, Feb 4th at 12:19 AM

This will be very useful to those who want to easily sperate their modding and game play enviroments.

Once you have the mod page implemented, I'll be all over this! Looks good so far!

💬 XurxoMF , Feb 3rd at 9:31 PM

Flatpak and DEB ready! Download them on GitHub realeases. https://vsldocs.xurxomf.xyz/get-started/installation

 

💬 XurxoMF , Feb 1st at 10:07 AM

MacOS build will not be available for now on. I'm having a lot of problems with the VM and I can't do anything.

.flatpak and .deb have to be tested first and I can't make sure those will work. I'll try to make at least the .flatpak.

This weekend I'll post the v1.1.1 with a few small changes, most of them only visual.

The next week I'll start with the Mod Manager Update. First I'll add the manual manager to install, remove and update mods manually and after that I'll make the automatic mod updater. This one will be hard as fuck bc most mods are not properly updated like mods from the 1.18.X are working on the 1.20.X so.... idk how I'll do that.

 

💬 NarielV, Jan 31st at 11:02 PM

@XurxoMF Awesome cant wait would make handling modpacks so much easier.

💬 XurxoMF , Jan 26th at 12:17 PM

I'll try to make the .deb and .flatpak this week. If I can I'll upload them on the same release.

I'll also try to port it to MacOS. It should not take too much time.

 

💬 XurxoMF , Jan 21st at 3:38 PM

TRexTheHunter thx a lot for your feedback! I'll answer your questions one by one:

  1. Game versions are downloading from my server bc VS Launcher uses .zip files to make installation as transparent ans possible so users don't have to do anyting, just press the install button. Official servers do not server .zip files, only .exe and .tar.gz + there is no API to get game versions and download files.
  2. Mods will download from the official ModDB as there is an API to get mods, versions, download links... there is no need to host them on my own server.
  3. I choosed those names to make it as similar as possible to other launchers. Versions are, literally, game versions... 1.19.8. 1.20.1... and installations is the term used on some Minecraft launchers for example to talk about different "instances" of the game. Maybe there is a better option but it'll not matter the term you use there will be someone than will prefer another ones or will get lost so... you've to learn how to use each app you download, I'll make it as easy as I can, but I can't make it perfect for everyone. If you have any suggestion let me know!
  4. The "I have already installed VS and want to use this software" and "I am starting clean and fresh, have no installs of VS and want this software to handle everything" it's a cool idea! I'll add anm index at the top of the guide with a little explanation and link to the exact videos.
  5. Once you've added an installation it'll automatically detect the installed mods, mod versions and so on (from the /Mods folder). If you install a new one(from the moddb website like always or from the VS Launcher mods tab) it'll automatically detect it.
  6. Right now I'm working on the Backups Update. Manual and automatic backups of your installations(worlds, mods, configs...). Once this one is done, I hope this week, I'll start with the basic Mod Manager update(mods tab, mod download, manual mod updates...) and once that's done I'll make the automatic mod updater.
  7. MP servers will work similar to SP installations but all-in-one. Each server will use it's own "version+installation" so you can run multiple servers with the same version at the same time. There will be a tab called Servers where you'll be able to install a new server on the version you want, configure it and then run it with a simple play button. You'll also be able to install mods on it, make backups, autoupdate mods before starting...

Again, thx a lot for the feedback and let me know how you'll name the versions and installations... if it's a good change I'll look into it ^^

 

💬 TRexTheHunter, Jan 21st at 2:40 PM

A couple of comments so far in terms of UI and also current&future functionality of the software itself. 

I was wondering why its not querying the game updates from the VS servers, but looking for the update on your host? (Ie SalazarWindriver, Dec 27th 2024 at 4:57 PM Post)

If there is a plan to have the mods also update, would the mods have to be hosted on your personal server as well?

As of the terms used in the UI, i find it a bit confusing that "version" is used to indicate the game folder and that "installation" is used for your data folder. I'm not sure what your other translator came up with (I'm FR/EN) and wondering if you are open to suggestions. I think some people would think that the "installation" folder would be the game folder and not the data folder ( \VintageStoryData ) .

In terms of setting up the game via the videos, its quite helpfull, but you could have two options from the get go for first time users. One could be "I have already installed VS and want to use this software" and then the UI will lead you to a path with the proper videos and written documentation and buttons to click and the second one could be "I am starting clean and fresh and have no installs of VS (and mods - in the future) and want this software to handle everything". 

I imagine also that Mods would be another layer to your software and have similar UI feedback on if you already have mods installed, or if your software will offer to handle it and do the version checking and automatic install.

Looking good! Hoping you are working on mod version checking and auto download soon! Its something I keep hearing on Twitch. Also looking forward how you will handle MP servers in the future! Thanks.

💬 XurxoMF , Jan 19th at 7:11 PM

It is I think, or maybe not idk. I can create a Flatpack but I can only upload it to GitHub for now on. It'll not be uploaded to Flathub so if you're using this one to get updates... it'll not work. NarielV

I'll try to upload it to Flathub but idk if I can.

💬 NarielV, Jan 19th at 7:02 PM

XurxoMF That isnt an issue I have automatic updates on my Software Center

💬 XurxoMF , Jan 19th at 9:29 AM

NarielV I can make a Flatpak and DEB compilation but Automatic Updates will not work on those. You'll have to manually update the launcher to newer versions.

I'll finish the Backups Update and upload a new version with Flatpak and DEB packages.

I'll also try to get it working on MacOS and upload a MacOS build if I can.

💬 NarielV, Jan 18th at 12:51 PM

I play on Bazzite Linux on a handheld PC any chance for you to make a Flatpak install?

💬 XurxoMF , Dec 27th 2024 at 5:28 PM

Oh shi... I forgot to upload it. Sorry.

The Launcher doesn't load the versions from the official server but my server as it uses a .zip and official site doesn't serve those.

I'll upload it in a few minutes dw. SalazarWindriver

💬 SalazarWindriver, Dec 27th 2024 at 4:57 PM

It doesn't seem to show the newest version of 1.20 to download.

💬 XurxoMF , Dec 22nd 2024 at 4:38 PM

I'll check that out, it sounds like a cool adition ^^

💬 Trubbel, Dec 21st 2024 at 6:48 AM

Command line arguments for the client, not the launcher ( --openworld or --connect would be ideal for different installs)

💬 DarkThoughts, Dec 20th 2024 at 5:54 PM

PonyVStudios That tool does not work unfortunately, just throws out SSL errors for every single mod.

💬 XurxoMF , Dec 20th 2024 at 3:44 PM

SalazarWindriver not rn but some users already reported that so I'll fix it on the next update. It'll remember the last used directory for new installations and versions.

Trubbel examples?

💬 SalazarWindriver, Dec 20th 2024 at 11:15 AM

is there a way to set it up so it always tries to install to a different location?  I keep my games on a second drive but it keeps defaulting to my C drive.  It would be nice to be able to point to an instance folder and have each install create a version folder at that location to install. 

💬 Trubbel, Dec 18th 2024 at 11:21 PM

Any support for command line arguments upcoming? 

💬 AzuliBluespots, Dec 18th 2024 at 6:38 PM

Moshugan
I posted some time ago on the forums instructions on how to check what version you have installed, and how to install .net7 - did you see that? Might help you.

💬 coldwind81, Dec 18th 2024 at 6:27 PM

THANK YOU.

💬 XurxoMF , Dec 18th 2024 at 3:12 PM

I wanted to... but I can't. Linux has a lot of different distros and, of course, installation process and support is completely different for each distro so I can't do it.

I'm planning on do it automatic on Debian distos like Ubuntu, Linux Mint... and some others like Arch Linux bc those are used by almost everyone, but I can't make it work on every distro, sorry ;-;

Moshugan

💬 Moshugan, Dec 18th 2024 at 2:48 PM

Will this help with installing .NET 7 as well as the game? I've had a really hard time finding a way to install .NET 7 to Linux Bazzite.

💬 XurxoMF , Dec 18th 2024 at 9:19 AM

Mod management will be the second biggest feature of VS Launcher.

The auto-update feature is something I already thought about and I want to implement it but it'll take time. This si the readmap for the mod management:

  1. List and search mods. (Mods page)
  2. Install mods. (Mod page)
  3. Uninstall mods. (I'm not sure where I'll add this)
  4. Update mods. (Manually, if you install a new version the old one will be removed)
  5. Save mods as favourite. (This ones will be shown at the top of the Mods page)
  6. Update mods automátically with a button. (Check for mod updates on a Installation and update them if there is a newer version compatible)
  7. ...

I'll try to have points 1, 2, 3, 4 and 5 working and released as alpha this year. 6, 7... will be done on January.

DarkThoughts TRexTheHunter

💬 TRexTheHunter, Dec 17th 2024 at 10:25 PM

Good suggestion! I would gladly pay for this (or donate) to make it happen! DarkThoughts

💬 DarkThoughts, Dec 17th 2024 at 10:08 PM

Do you plan on adding mod update management too? Because I have not played for a while and the mod page here is such a mess, because I just have 362 notifications, and rising, because it does notify you for every single version release, making it an absolute pain to update mod.

💬 XurxoMF , Dec 11th 2024 at 1:55 PM

McJty I'm working on a Linux build. I'll try to have it working and published this weekend ^^

💬 McJty, Dec 11th 2024 at 5:28 AM

Does this support Linux?

💬 XurxoMF , Dec 10th 2024 at 9:46 PM

I want to release it before christmas so... 1 or 2 weeks I hope Tarbrough ^^

💬 Tarbrough, Dec 10th 2024 at 9:36 PM

A fantastic Idea! I look forward to seeing it develop. Can't wait for the mod part however~

💬 XurxoMF , Dec 10th 2024 at 1:23 PM

The first part, version recognition, I'll add a buton to look for an installed version so you can add it and not install it again

About the second part, when you create an installarion you can select the folder where your data was and play with that one.

You can only have one session ar the same time so if you login on another installation you'll have to login again of course. That happend without the launcher too.

💬 DejFidOFF, Dec 10th 2024 at 9:18 AM

Program did not respect ( can´t add installed games before launcher ) and did not respect my mods directory / Vintagestorydata/mods. And of course after reinstall need to login again..

💬 XurxoMF , Dec 10th 2024 at 1:08 AM

Hiii, I've answered on github ^^

Thx for letting me know you like it. If you want you can let me know the features you'ld like to see and I'll check them out and see what I can do ^^

💬 techy, Dec 10th 2024 at 12:45 AM

I love this approach. It's a great way to handle some of the common issues with managing mods and maybe in the future some other things like play styles and other configs the main menu doesn't give us a way to manage today. I added  a couple of notes on github too for tech stuff. But i just wanted to say thank you for creating this here!

💬 XurxoMF , Dec 9th 2024 at 11:45 PM

I'll add a little guide on the description to download it.

The warning message is because I've not trust certificate, it costs like 400€ to 500€ so I can't pay it lol

💬 XurxoMF , Dec 9th 2024 at 10:52 PM

DejFidOFF I'm open to suggestions. Let me know what you think that couls be improved and I'll check it ^^

💬 DejFidOFF, Dec 9th 2024 at 10:48 PM

good start, but need to work on that..

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