Mods / VS Village

Category: #Creatures #Worldgen
Author: Gerste
Side: Both
Created: Feb 28th at 10:41 PM
Last modified: Jun 14th at 6:00 PM
Downloads: 1999
Follow Unfollow 74

>>Very Extremely WIP, please use with caution<<

This mod aims to add a village system into vintage story.


  • Two new Structures: A Watchtower and a small settlement filled with villagers
  • A new (and very rough) pathfinder that lets entities climb up (not down yet) ladders and walk through doors
  • Villagers that have a daily routine, they will go to their workstations during the day, rest by the fire during the evening and go to sleep at night
    • Soldiers will search for a nearby training dummy
    • Smiths will look for an anvil
    • Farmers will spend their work days at the quern
    • Shepherds will stay near a feeding trough for animals, doesnt matter if a small or big one
  • If provoked, villagers that own weapons will draw them and defend themselves


  • More villager professions
  • Let villagers actually do their jobs, not just standing near their workstations
  • More villager outposts
  • More ways to interact with villagers (hire them, trade with them, ... haven´t decided yet)
  • Dynamic village generation system
  • Introduce ways to found your own villages ("breeding" existing villagers, transforming drifters into humans, ... haven´t decided either)
  • Quests (if I get that far)

Version For Game version Downloads Release date Changelog Download
v0.0.6 244 Jun 14th at 6:00 PM Show
v0.0.5 238 May 25th at 5:12 PM Show
v0.0.4 270 May 9th at 7:23 PM Show
v0.0.3 776 Mar 17th at 7:28 PM Show
v0.0.2 256 Mar 6th at 12:03 AM Show
v0.0.1 215 Feb 28th at 10:42 PM Show

28 Comments (oldest first | newest first)

wwwolk, 3 days ago

Этот мод восхитительный!!! Вдохнул в игру новую жизнь!! Наконец-то мир ожил и в одиночной игре!. Жители дают квесты -это круто! Очень ждем развития данного мода. Авторам респект!!

Lash, Jun 20th at 4:28 AM

Re: What Iotid said, we rolled it back but I was also experiancing that as well.

iotid, Jun 20th at 12:16 AM

Have a player who's throwing exceptions and being disconnected from our server almost every time they kill something with v0.0.6.  From the server console, it looks like the game thinks that they have a VSVillage quest that they do not?  (The last quest they picked up and completed was one to turn in charcoal, rather than a combat related one.)  It's crashing both on killing mod-related creatures like anything from More Animals, as well as base game things like rams.  Another odd behavior is any time they kill a deer from Lichen's, it instantly turns the body to bones, or despawns it entirely, nothing lootable left behind.  Going to go throw the error logs up on github for you in a minute here.  Is there any way we can make this playable for the affected player in the meantime, like forcefully remove them from any quests, or should we just roll back to v0.0.5?

Big_Bunga, Jun 16th at 12:05 AM

Love this mod, stuff like this that adds more ife to the world is exactly what this game desperately needs. I've had decent experiences with it so far, only real complaint is alotta settlements have a tendency to like to spawn in water for some reason. But besides that keep up the good work. cant wait to see what this mod turnes into.

Zelascelar, Jun 10th at 4:29 PM

To me there's a big potential for a survival/strategy mix, I come from Age of Empires and the nr 1 dream with a mod like this would be the ability to hire villagers as soldiers who follow you or a banner. Then you can command them to attack or defend. Plus making buildings that works like Barracks for example, required to turn villagers into soldiers, at the cost of resources stored in another building. Just a dream!

To have villagers who gather resources for you would be a huge thing, with the need of managing the feeding system you mentioned, to keep them happy and not rebellious.

For the founding part I vote for breeding, but rather have it dependent on the amount of resources stored in the major building by villagers/players, and/or their happiness rate, rather than the numbers of beds or doors like Minecraft.

I like the system in Millenaire too, with how a village builds certain buildings - which can have unique features - where you can help with gathering resources for it.

But one step at a time! I'm keeping my eyes on this mod. :)

Rufkut, Jun 2nd at 12:37 AM

I created a topic on the forums to discuss ideas further:

Rufkut, Jun 1st at 6:18 PM

Here are some ideas inspired by Settlers 6, Odd Realm, Banished, Tektopia and the Millenaire mod for minecraft:


FOUNDING A VILLAGE - Create a way to revive abandoned villagers which are already in the world. Alternatively you can purchase a trading post block from a trader which attracts nomads who you can turn into villagers and given jobs like in tektopia


PREGEN VILLAGES - Pre-existing villages have their presets for NPC jobs. Preexisting villages do not grow beyond their size and are self-sustaining.


NPC NEEDS - villagers have stats and three classes (TIER 1 - these NPC require food, clothing, tool, happiness; TIER 2 - require coal, wax for soaps and candles, bread; TIER 3 - alcohol, entertainment, cheese) 


HAPPINESS - Warmth, Entertainment and education 


FATIQUE - Villagers have a limit to how much activities they can perform before they need test.


EDUCATION or SPIRITUALITY - Provides happiness boost and makes NPC more efficient at their jobs


ENTERTAINMENT - Villagers especially higher class NPCs need entertainment or else they receive penalties when working or stop. They include a tavern, festival around bonfire, singing bard job 


CLOTHING UPGRADES - Clothing can be upgraded for increased weather resistance, shoes for increased travel speed, and increased storage when doing jobs by providing baskets, linen basket or leather bagpack


TOOL UPGRADES - The various tool tiers provide bonuses and speed based on the type of metal


JOBS TIED TO CLASS - villagers need to be of a certain class to do certain jobs 


VILLAGE LEDGER - This would provide a village ledger that provides a list of all villagers and the jobs or actions allowed by specific NPCs.The game Odd Realm could be looked at. From here, you can see villager stats and manage what jobs they are allowed to do. 


NPC HOME - Similar to Tektopia, buildings must be designated and have certain blocks based on the type of building it is. Each NPC home has storage. NPC will bring food to their home for storage and tools for their profession to limit travelling to a warehouse. 


PRODUCTION BUILDING - Each production building has storage. NPCs with the laborers job enabled will pick up material from production sites and bring them to the relevant warehouse or storage site. For instance, harvested material from farmer plots to granaries to bakeries. If there aren't any NPC with the laborer job enabled, the NPC with the job will pick up whatever item they need and bring it to the production site


BLUEPRINTS - Lost knowledge can be obtained by having special NPC trading the old blocks blocks you find underground. These provide points which can be used to purchase blueprints. These blueprints are used to unlock special buildings to put in the village, gear set, blocks special weapons and crops. This encourages exploring the game and ties into the vanilla lore, lost knowledge. 


TEMPORAL STORMS - Village area has spawn protection from mob spawns however during temporal storms mobs spawn outside the designated village area. These mobs are attracted to the village and try to destroy the NPC. These are monster raids. Defeating enemies in the village during these raids increasing the player standing with the village if it's a preexisting villager. 


CONTRACTS - NPCs can be contracted to tasks. This can be to dig a designated area. Clear all the trees in an area. Terraform an area. Craft goods with a long production chain over time if given the resources. Build a schematic/preset building once provided with the resources. 


VILLAGE CULTURAL THEMESE - Village presets can be made based on building schematics, though it is not limited to that. This is similar to the Millenaire mod. My ideas so far for the four factions mixing the following cultures:


EUROPEAN - Norman-viking 




AMERICAS - Mayan-aztec-




AFRICAN - Kush-askumite-zulu

Buildings - Obelisk, More Pyramid, 



ASIA - Edo Japan - Zhou chinese - Mauryans

BUILDING - Temple 

SPECIAL ITEMS - Samauri gearset 


Artor, Jun 1st at 8:40 AM

Would love to see this become something like Millenaire or Minecraft Comes Alive. Vintage Story can get rather lonely.

Gerste, May 25th at 5:18 PM

I tried fixing the crash in the newest version. ate0ate AVeryDandyLad

The settlements are already filled with filler blocks. The problem is that the fillerblocks get removed by worldgen and the water/ vegetation gets generated after the ruins section, so the village can still be seen as a perfect location for a body of water by worldgen. This might be something for later if I actually get to implementing dynamic village generation. NiclAss

I also tried adding a little bit of compatibility to the outlaw mod as a lot of people seem to use these two in conjunction.

NiclAss, May 14th at 9:01 PM

A fix for @ate0ate 's problem could be to fill all air blocks within the settlement or lets say structure with Filler blocks to prevent Water or else to spawn in there

ate0ate, May 10th at 11:00 AM

Amazing work! Definitely a lot of potential to something like this. Really makes a single player world feel a bit more dynamic and lived in. I also had the crash mentioned by ADandyLad below also resulting from a trader/village overlap. One other small issue I thought worth mentioning was if a village spawns in a wetland area or other biome with lots of water, then the village itself gets filled with water. Looks like terrain gen reads the village as some sort of lake meant to be filled and does its thing. Kind of amusing opening the village doors and being greeted by a wall of water:)

AVeryDandyLad, May 9th at 7:55 PM


5/9/2022 2:53:27 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockEntityBed.get_MountPosition()
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysics(EntityPos pos, EntityControls controls, Single dt)
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysicsPre(Entity entity, Single dt)
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.onPhysicsTick(Single deltaTime)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )

I hope this is the info you're looking for- as I said in my previous post, a village had a vanilla NPC merchant territory inside of it soo-

Gerste, May 9th at 7:16 PM

I have started fixing some stuff today, like the villagers not attacking wolves but running after them.
But I need more specific info on the error you are receiving in order to fix it AVeryDandyLad.

What would be very helpful ist the errorstacktrace. You could open an issue on my githup with that include or you could simply post it here.

AVeryDandyLad, May 4th at 8:30 PM

Hi! There's an issue where traveling merchants that have spawned on top of villages causes the game to crash.
So far as I can tell, this is because the VSVillagers try sleeping in the merchant's claimed territory after which several chunks near the village cannot be approached without players immediately crashing their games completely.

This is one amazing mod that adds so much to my world and I'll be looking forward to whenever you do decide to take another swing at it!

Gerste, Apr 29th at 5:52 PM

This can happen due to the way the world gen works as of now. Villages are created together with vanilla ruins before plants and water. Because of that villages can be flooded/ overgrown just like ruins.

Thanks for reporting, I will look into the fighting behavior of villagers again next time I revisit the project. BlueFuryDragon

BlueFuryDragon, Apr 29th at 6:25 AM

I found a flooded animal pen in one of the villages.

BlueFuryDragon, Apr 27th at 6:16 AM

I absolutely love this mod. I have run across the mini castle like structure that has a lot of guards, no main gate, a boar and chicken pen, the problem is at this structure the guards go after the wolves but aren't killing them, I killed one of the wolves they were tailing and then they were tailing me but not harming me. Now I know that if you hit one they will kill you and thats ok, but this behavior seems broken? Is there something I can do?

Amigurumi, Apr 25th at 7:16 PM

One thing I'd love to see eventually on this (especially if you add questing) is having the world gen aspects toggable in the config. That way servers could use the villagers and the mechanics in their own builds still if they don't have a set up that can handle a lot of world gen modding.

Gerste, Mar 18th at 6:36 PM

At the moment I have not set up anything like patreon or kofi, but I am always happy to read feedback in any form. If you are missing a feature, you could open up an issue on my github or you could simply post it here if github is too technical for your taste. If I like an idea (or if I think its easy to implement) I might add it to the mod. Rufkut

Yes WIP stands for work in progress. This mod is in a very early stage, so i figured it would be best to at least warn people that it could be responsible for all kinds of issues. BlueFuryDragon

Rufkut, Mar 18th at 2:30 AM

Love this, do you take donations and can we put in feature requests?

BlueFuryDragon, Mar 17th at 10:54 PM

What does "WIP" mean? Nvrm, I figured it out! Means "Work in progress?" I'm slow!


Luka, Mar 4th at 9:35 AM
This mod is a solo player's dream. However, I tried to find a village on three different maps :) I hope that more villages will be generated in further updates. Very very great mod
Gerste, Mar 3rd at 6:24 PM

Thanks for the overwhelming feedback. Rhaela, RayTC, WickedSchnitzel, hussar, SilverBird

I actually missed the bug where villagers get stuck their beds ^^. I will attempt to fix this together witch the unnessecary rare villages. Rhaela

I really like the idea of something like a hearthstone as the village center. I will attempt to implement a central block that can be crafted and used to recruit new villagers if certain conditions are met. hussar, SilverBird

Rhaela, Mar 3rd at 3:56 PM

This is awesome, and will def be looking forward for future updates. I feel villages(ers) are the one thing this game is really missing for singleplayer. There are a couple bugs, but at the same time, not sure if its this mod alone or with combination of others. One was after making my own bed and sleeping in it,  a villager ignored their own beds, jumped into bed with me, causing the day/night cycle to go wild. It skipped 5 days in 10 seconds lol. Was able to stop it by logging out and back in, but then, and I do think you are aware of it, the villagers became stuck on their beds. 

One other issue I noticed, though I dont think really a bug, its EXTREMELY hard to find villages. Towers can be found easily scattered throughout, but after traveling 18000 blocks, 15000 south, 3000 east, and updating the map throughout, I found a total of two. On another map, 5000 blocks in all directions, and only 1. Is it possible to increase the likely hood of finding a village? One more that might not be a bug, just bad placement, one of the two in the first map was submerged in a lake, the villagers freaking out lol. 

Thank you, and again, verry awesome mod, will be looking forward to future updates. :)

RayTC, Mar 2nd at 1:33 PM

this is amazing. I've built tons of villages and until now they were empty. Can't wait for a stable release!

WickedSchnitzel, Mar 1st at 7:19 AM

Even though this may be more relevant to singleplayer, i would also love to see players being able to attract npcs to villages, giving them jobs to gain ressources and experience to get better in their profession. Much like suggested down below and maybe something similar to the Dragon Quest Builder games.

hussar, Mar 1st at 4:34 AM

I love this idea. It would be fantastic if the player could somehow build a village, attract villagers, and earn resources from their work.

If I may make a suggestion (and augment SilverBird's comment):  you build a hearthstone, spend large amounts of food and resources there to attract villagers (a certain number of SAT points of food for each new villager, and enough stone/clay/wood for them to build their home, and specialty items such as an anvil for a smith, an oven for a cook).

Farmers would produce raw food resources, cooks would turn raw food (from the farmers or from you) into food, smiths would process ore, etc.  

SilverBird, Mar 1st at 12:07 AM

Ooo, this mod has tons of potential!

I would reccomend that, to bring in new villagers, a player would create suitable homes, provide jobs, and perhaps other incentives to attract newcomers from the world, basically they are people who choose to join your town. "Breeding" or transforming drifters just sounds rather strange.

Perhaps creating better conditions for your villagers would result in improved performance, better trade prices, attracting more/better villagers, etc.

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