Mods / Tungsten
Author: Zaldaryon
Side: Server
Created: Nov 9th 2025 at 12:00 AM
Last modified: 3 days ago
Downloads: 3786
Follow Unfollow 254
Recommended download (for Vintage Story 1.21.5 - 1.21.6):
Tungsten.zip
1-click install
Server-side only performance optimization mod for Vintage Story. The base game is already very much optimized, this is my attempt to speed up what's possible.
This can also benefit players in a singleplayer world, although much more limited.
⚠️ Beta Phase: This mod is currently in beta phase. Real performance gains may vary depending on your server configuration and game setup.
This is serverside only - if you want to improve your performance clientside, try OptiTime.
I follow RERO (Release Early, Release Often) philosophy.
What it does
- Less lag - 30-40% reduction in garbage collection pauses
- Better performance - Especially with more players online
- Lower memory usage - Saves ~15 MB per minute
- No gameplay changes - Same game, just smoother
Performance gains
- 5 players: 20-30% improvement
- 10 players: 30-40% improvement
- 20+ players: 40-50%+ improvement
The more active your server, the better it works.
What gets optimized
Tungsten currently ships with 19 optimizations:
- Entity list reuse
- Block list reuse
- Send chunks list reuse
- Get drops list reuse
- Event manager list reuse
- Chunk loading optimization
- Chunk unloading optimization
- Entity simulation optimization
- Cooking container optimization
- Container optimization
- Grid recipe optimization
- Deposit generator optimization
- Send player entity deaths optimization
- Physics manager list optimization
- Physics manager method list optimization
- ServerMain LINQ optimization
- Placeholder optimization (suggestion by tehtelev)
- Wildcard fastMatch optimization (suggestion by tehtelev)
- Registry resolve experimental optimization (suggestion by tehtelev)
Commands
All commands require admin privileges:
/tungsten- Show status/tungsten stats- Show performance statistics/tungsten stats on/off- Enable/disable detailed monitoring with CSV export (off by default)/tungsten all on/off- Enable/disable all optimizations/tungsten <name> on/off- Toggle individual optimization:blocklistreuse- Block Operationschunkloadingoptimization- Chunk Loadingchunkunloadingoptimization- Chunk Unloadingcontaineroptimization- Inventorycookingcontaineroptimization- Cookingdepositgeneratoroptimization- Prospectingentitylistreuse- Entity Spawningentitysimulationoptimization- Entity Tickingeventmanagerlistreuse- Event Systemgetdropslistreuse- Block Breakinggridrecipeoptimization- Craftingphysicsmanagerlistoptimization- Physics Tickphysicsmanagermethodlistoptimization- Physics Ticksendchunkslistreuse- Chunk Sendingsendplayerentitydeathsoptimization- Player Deathsservermainlinqoptimization- Player Queriesplaceholderoptimization(suggestion by tehtelev)wildcardfastmatchoptimization(suggestion by tehtelev)registryresolveexperimentaloptimization(suggestion by tehtelev)threadlocallifecycleresetreusablecollectionpoolconcurrentoptimizationreusablecollectionpoolconstructorcacheoptimizationunifiedruntimecircuitbreakerilsignaturemanifestvalidationbenchmarkharness
Note: Changes require server restart.
Compatibility
Works with almost all mods. Safe with:
- Content mods (blocks, items, recipes)
- Gameplay mods
- World generation mods
- All client-side mods
Known Issues
Rustbound Magic - Riftbloom tea may conflict with Container Optimization. If you experience issues, set EnableContainerOptimization to false in ModConfig/tungsten.json and restart the server.
Troubleshooting
Server won't start?
- Check server logs for errors
- Try
/tungsten all offto disable optimizations, then enable one by one to check which one causes it - Report the issue with logs
Performance worse?
- Unlikely, but you can disable specific optimizations
- Use
/tungsten statsto monitor. You can turn it on/off to save measurements into a file with one, some, all or no optimizations enabled to have real numbers. You can send me these so I can investigate as well, the data is anonymized in the logs!
Mod conflicts?
- Disable conflicting optimizations if needed
Clarification: This mod has some AI-assistance since my knowledge of C# is limited. But I am a developer of 10+ years experience irl.
License
Copyright (c) 2025 Zaldaryon - All Rights Reserved
Tungsten - Making Vintage Story servers run faster, one algorithm at a time. Performance matters.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.0 | tungsten | 271 | 3 days ago | Tungsten.zip | 1-click install | ||
|
- Added new server optimizations for faster loading and lower overhead in large mod setups. | |||||||
| 1.1.1 | tungsten | 475 | Feb 1st at 11:00 AM | Tungsten.zip | 1-click install | ||
| |||||||
| 1.1.0 | tungsten | 97 | Feb 1st at 1:23 AM | Tungsten.zip | 1-click install | ||
| |||||||
| 1.0.8 | tungsten | 13 | Dec 14th 2025 at 10:42 PM | Release Retracted | |||
Retraction Reason:it breaks configs and the patch to rustbound breaks the mod Changelog:I added a Tungsten compatibility hotfix for RustboundMagic’s buff broadcasts. When RustboundMagic is present, Tungsten now patches its buff-send method on the server to avoid the | |||||||
| 1.0.7 | tungsten | 1404 | Dec 12th 2025 at 7:53 PM | Tungsten-1.0.7.zip | 1-click install | ||
|
- Fixed frame-profiler null crashes and added defensive enable/disable logging. | |||||||
| 1.0.6 | tungsten | Dec 12th 2025 at 6:04 PM | Release Retracted | ||||
Retraction Reason:I did because I couldn't change the file. I'll release a new version. I sent message to Rennorb on discord about it. Changelog:Hardened frame-profiler activation to avoid null crashes | |||||||
| 1.0.5 | tungsten | 213 | Dec 9th 2025 at 11:59 PM | Tungsten-1.0.5.zip | 1-click install | ||
| |||||||
| 1.0.4 | tungsten | 83 | Dec 9th 2025 at 8:07 PM | Tungsten-1.0.4.zip | 1-click install | ||
|
- New /tungsten frameprofiler [on|off] [thresholdMs] command to enable/disable profiling live and set the slow-tick threshold; status is shown in /tungsten output. | |||||||
| 1.0.3 | tungsten | 406 | Dec 2nd 2025 at 5:48 PM | Tungsten-1.0.3.zip | 1-click install | ||
|
Prevents potential API access issues with obfuscated entry points | |||||||
| 1.0.2 | tungsten | 356 | Nov 28th 2025 at 1:20 AM | Tungsten-1.0.2.zip | 1-click install | ||
|
Fixed ObjectDisposedException crash in ChunkUnloadingOptimizer when chunk thread accessed disposed ThreadLocal instances during server shutdown. | |||||||
| 1.0.1 | tungsten | 189 | Nov 27th 2025 at 10:09 AM | Tungsten-1.0.1.zip | 1-click install | ||
| |||||||
| 1.0.0 | tungsten | 249 | Nov 25th 2025 at 11:15 PM | Tungsten-1.0.0.zip | 1-click install | ||
|
Initial release | |||||||
hey KarmaAvec1C, which version were you using? If it was only on 1.2.0, you could disable the 3 new optimizations from thetelev suggestion.
without any more info or server logs (you can send me via DM on Discord, for more confidentiality of the content) I can analyze that.
if it was before 1.2.0, try disable
servermainlinqoptimizationandgridrecipeoptimization.Hello, I'm administrating a somewhat big server and using this for performance, and all players across the server noticed SEVERE freezes when crafting, both with the crafting optimization on AND off. We're not sure what else can cause this. It's the second itteration of this server, and it did not have this issue before we started using Tungsten.
Edit: For now untill the mod improves we've decided to disable Tungsten and go back to vanilla performance.
Noticed your past few releases all have the same file name, would be nice if you put the mod version in the zip file's name so its easy to tell them apart
Ashleyyy33 <3
Holy hell this fixed so many of my lag issues thank you so much lol
Architect is you're only hosting, no clientside mods will work, so, Tungsten. For the players, OptiTime.
Quick question, if I'm hosting a multiplayer game on my computer via the 'open to lan' button, would Tungsten be better or would OptiTime be better?
BraniyaKz ok, thx, 1.1.1 should mitigate that crash
I got a crash report for you: Edit - After disabling/re-enabling mods, figured out this was actually crashing when the newest biomes mod was enabled. Not sure why.
Okay, i will give it a try and let you know :)
Shinji170981 if you change the modinfo.json inside of the zip and change the dependencies of the game to 1.21.0 you probably can run in 1.21.0. I can't guarantee no crash, though
Zaldaryon I get the general issue, when a mod isn't compatible:
21.1.2026 12:14:56 [Error] [tungsten] Could not resolve some dependencies:
21.1.2026 12:14:56 [Error] [tungsten] game@1.21.5 - Version mismatch (has 1.21.0)
I don't want to ask for something impossible, so if it's not possible, please disregard my request. :)
Shinji170981 did you try yet? did it crash? if so, please provide the server-*.log so I can fix some specific bug... considering my free time is limited, specific points are easier to fix.
Zaldaryon at the risk of sounding stupid, but do you think, it would be possible to make the mod backwards compatible to 1.21.0?
I am no programmer, so i have no idea, how difficult it would be, understanding enough to know that as a non programmer, i am not seeing everything what makes the code dependent in different versions.
If it's not possible, at least it was worth a try in asking. :)
Portokalis it should be, yes. it should return the same funcionality as vanilla does.
Is this safe to add and remove to an already running server?
DeeTales nope, this doesn't touch what rubberbandaid mod does. Nor it touches the garbage collection methods as you said. They should both work fine with the mod.
I've been running this on a heavily modded personal server (and optitime) on the client, without issue. Seems to have smoothed things out some, but it's hard to be sure.
Does this (or optitime) make the rubberbandaid mod redundant? And does it have any interaction with explicitly setting .NET's garbage collection methods to to gcServer enabled="true", gcConcurrent enabled="true" via an app.config file in the VS program directory? I'm using both.
Bone_D nope.
would this interfere with mods that increase the global despawn timer? (not dropped on death)
Volixia669 thanks for your input. Sadly, moving things from RAM to any strorage (even a SSD, for instance) is very costly and it would cause slowness, for sure, much more than RAM usage. Sadly playing with lots of mods, it has this constraint. Nothing the mod could help, only some overhaul in the base game.
Zaldaryon , Kyokui Oh hey, I'm one of those people with a ridiculous number of mods. I'm running 130, on a laptop with 16gb of RAM, SSD, and is a dual boot type system. I've played on both Linux and windows with said laptop, current run is via MX Linux with KDE Plasma for the desktop stuff.
I play using the VS Launcher to help with modding and all that, so when I'm in game, there's only the launcher, vintage story, and whatever background processes KDE has going on. Windows I weirdly had less trouble with laptop heating up, but it was also the 1.20 version about...A year ago? Something like that.
Playing with tungsten and optifine has helped a touch. Laptop still really heats up, but vintage story at least seems to stay around 10 to 12gb of RAM usage. Still some hitches, and glancing at the known conflicts, it does make me wonder if the container optimization is part of why ever since I added a mod that adds obnoxious amounts of inventory, there's been an issue of items in inventory turning into reed baskets, sometimes temporarily, sometimes permanently? It's appropriately named "Ludicrous Backpack Capacity". Didn't notice any particular changes to gameplay beyond that bug so it could be a conflict or it could be a more isolated bug. (Also I probably wouldn't reccomend using that on a multiplayer server. That's just asking for trouble.)
That said, it's just me, and there's still a LOT of RAM usage due to how the game allegedly loads and runs mods. (I've seen it described as everything is frontloaded into the RAM which...I guess means things are more swiftly accessed, but you pay for that access in that how many mods you can run depends on how much RAM you have, and how efficient your OS is with prioritizing RAM usage. It just makes it tricky from a modding perspective because you would have to literally change how the game accesses data. I saw someone made a caching mod, so it just might be possible to cache on to the hard disk/SSD, but still. There's also a matter of what can be cached, and is it worth it to bother caching them?)
I don't play with any fancy effects, pretty low on the graphics settings, and I had to nix expanded foods/culinary matters as they were having WAY too many bugs to let the game even start up.
ANyways, hopefully there's some useful info in all that rambling lol. If desired, I can test with/without the performance mods, as well as provide a full mod list!
Thanks, your last post fixed the last issue.
Now a friend is crashing when drinking Riftbloom Tea with the Rustbound Magic mod:
Looks to be the exact same issue as below. The problem is that, due to that post, I already disabled the container optimization before my friend even joined, and yet the crash still occurs.
Disabling cooking container optimization didn't help either. I've had to remove Tungsten once again.
EnderMelody ok I tested all possible common situations and now the commands should be fixed in 1.0.7. The moddata wasn't created because of the command bug. it should be doing now.
didnt see any outputs in the moddata folder even with just this mod. im on linux so potentially something there is breaking.
the chat output also still breaks with only this mod which locks the chat to having "Usage: tungsten [" displayed forever.
the "test" text is a chat message that i sent after using the command and it displays the last message sent (not commands) in chat. only way to fix chat seems to be reloading the world (singleplayer, i havent tested in mutiplayer)
ividyon I hardened the null check in 1.0.7, try it pls
EnderMelody it creates some csv values in the ModData folder inside your VintageStoryData folder.
Kyokui I have no reports of it so far, at least they didn't reach to me
Has this mod been tested in highly modded environments, 80-120+ mods? I'd love to use this for my server since its creeping up on 20 active average players, but am not sure its been tried and tested enough
im trying to get the profiler (stats command) but when i type the command in chat it freezes chat from updating further till the stats off command is run. i also dont see anywhere obvious an output file for it. is there more documentation on this command? am i using this right or misunderstanding what this command does?
FilamentCat sigh. It's better to keep that optimization off for now then when using rustbound magic mod.
Zaldaryon Still no luck.
10.12.2025 04:31:59 [Server Event] Player Melkin1990 got removed. Reason: Threw an exception at the server
10.12.2025 04:31:59 [Server Error] Exception: Unable to cast object of type 'Vintagestory.API.Common.IPlayer[]' to type 'Vintagestory.API.Server.IServerPlayer[]'.
at rustboundmagic.src.system.effects.StatusEffects.AttemptBuffListRemoveAndAdd(Entity effectedEntityIn, String effectIdIn, Single durationIn) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\system\effects\StatusEffects.cs:line 1043
at rustboundmagic.src.system.effects.StatusEffects.TryToApplyStats(Single duration) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\system\effects\StatusEffects.cs:line 505
at rustboundmagic.src.system.effects.StatusEffects.TemporaryEntityPlayerStats(Entity entity, Dictionary`2 effectList, String code, Single duration, String id) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\system\effects\StatusEffects.cs:line 479
at rustboundmagic.src.system.spells.global.RiftbloomTea1.OnCastStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean isspellscrollIn, Boolean inprismofmagnificationIn, Boolean inprismofduplicationIn, Single durationleftafterlogoutIn) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\system\spells\global\RiftbloomTea1.cs:line 39
at rustboundmagic.src.common.collectiblebehavior.CollectibleBehaviorRecoverManaRM.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandling& handling) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-RustboundMagic\rustboundmagic\src\common\collectiblebehavior\CollectibleBehaviorRecoverManaRM.cs:line 175
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1437
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 258
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 280
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934
10.12.2025 04:31:59 [Server Event] Client 3 disconnected.
FilamentCat try 1.0.5 and enable the optimization again. It might work now.
Sure. Crash logs are server side only:
FilamentCat can you provide the crash log so I can see if there's any way I could contour that?
I ran into a crash that occurs when using Tungsten alongside Rustbound Magic. Specifically, the game crashes when drinking Riftbloom tea from any container. The tea uses the vanilla
BlockLiquidContainerTopOpenedclass.After some digging, I found that disabling
EnableContainerOptimizationin the Tungsten config fixes the issue. My guess is that theGetContentStackstranspiler optimization (the list reuse pattern) might be conflicting with how Rustbound handles the liquid container during consumption.Not sure if this is something that can be addressed on the Tungsten side or if Rustbound needs to adjust their code, but figured I'd report it in case others run into the same thing or if there's a known workaround beyond disabling the optimization entirely.
Versions:
Workaround: Set
EnableContainerOptimizationtofalsein ModConfig/Tungsten.jsonHello smt923. I investigated and this is not caused by Tungsten.
Most likely suspects:
- BetterRuinsv0.5.4.zip - Modifies worldgen structures
- th3dungeon_0.4.4.zip - Adds dungeon generation
- undergroundmines_1.0.5.zip - Modifies underground worldgen
- giantlilies-1.0.1.zip - Adds worldgen features
The mod that causes it looks like triggers a vanilla bug - the vanilla code at LerpedWeightedIndex2DMap.cs:line 227 doesn't properly validate array bounds before accessing elements. This is a Vintage Story bug, not a mod issue - the mods just happen to
trigger the conditions that expose it.
installed this mod on our server to test and started getting some worldgen errors that i wasn't getting without it, we have a lot of mods so it might be some sort of conflict but i figure i'd post it just incase it's something obvious or something i can disable to fix, because otherwise this + optitime really seemed to help with the framerate and small stutters on our server
as far as actual terrain worldgen mods go we only have terra prety, im not sure if it would be anything else, but the full modlist is below
modorigin@/server/assets/survival/
mod@AmericanFrontiersmanWesternWear_1.8.5.zip
mod@AngelBelt-1.20-1.6.0.zip
mod@canoemod+1.21.zip
mod@canoemodcircuitspatch_2.0.0.zip
mod@CaveSymphony_1.2.1.zip
mod@ChiseledBlockRetention-2.0.0.zip
mod@chiseltools1.15.4.zip
mod@ClickUpTorches.zip
mod@CompostTweak_1.3.0.zip
mod@DecorBazaar_v1.3.1.zip
mod@DodgeMaster_1.2.3.zip
mod@drbraziers_1.1.2.zip
mod@Froghat.zip
mod@ImmersiveLanterns_0.3.1.zip
mod@Light_Level_One_2.0.zip
mod@MechanicalBlockRetention-1.0.0.zip
mod@millwright_1.3.1.zip
mod@MoreSaddleBlankets_v0.1.5.zip
mod@MoreTorchHolders_1.0.1.zip
mod@NoBearJetpacks_1.0.2.zip
mod@NoMoreDrifterThrowingRedux1.0.5.zip
mod@overhaullib_1.15.5.zip
mod@playermodellib_1.7.0.zip
mod@primitivesurvival_4.0.2.zip
mod@ProspectTogether-2.1.2.zip
mod@scrollrackable.1.4.0.zip
mod@SeasonedFirewood1.2.5.zip
mod@shelfobsessed_v1.9.1.zip
mod@SoapLyeandBloomV1.3.6.zip
mod@TankardsandGoblets_v1.3.4.zip
mod@temporal_gears_stack+v1.zip
mod@vsimgui_1.1.16.zip
mod@wildfarmingrevival_1.4.2.zip
mod@ABCSRedux_v2.0.5.zip
mod@ACulinaryArtillery 2.0.0-dev.10.zip
mod@airthermomod_0.3.0.zip
mod@alchemy_1.7.21.zip
mod@animalcages_v4.0.2.zip
mod@anthrowolfrace_0.1.2.zip
mod@apelanterns-v1.21.1-1.3.5.zip
mod@Auto Map Markers 4.0.3 - Vintagestory 1.21-rc.zip
mod@BeastsOfMen.zip
mod@bedspawnv2_1.6.4.zip
mod@betterloot2.0.1.zip
mod@BetterRuinsv0.5.4.zip
mod@BetterTradersv0.1.0.zip
mod@BloodTrail-v1.1.8.zip
mod@canjewelry_0.5.15.zip
mod@CarryOn-1.21.0_v1.12.1.zip
mod@CartwrightsCaravan_1.8.0.zip
mod@cheaperterrapreta.zip
mod@combatoverhaul_0.10.19.zip
mod@DanaTweaks-v3.6.0.zip
mod@equusTackAndEquipment_1.0.0.zip
mod@fanciersigns_1.1.1.zip
mod@farseer_1.3.2.zip
mod@foodshelves_2.3.3.zip
mod@Footprints-v1.1.1.zip
mod@FromGoldenCombs-1.21-v1.9.4.zip
mod@genelib_2.1.6.zip
mod@giantlilies-1.0.1.zip
mod@gimmeoneseedplz_1.1.0.zip
mod@globalplayermapmarker_1.2.1.zip
mod@hydrateordiedrate_2.3.2.zip
mod@jaunt_2.1.1.zip
mod@jopainting_1.5.0.zip
mod@kevinsfurniture_1.7.5.zip
mod@Knapster_v3.0.2.zip
mod@lichen1.8.3.zip
mod@lupinerace_0.1.2.zip
mod@maketeaforked_0.7.1.zip
mod@maltiezcrossbows_1.6.8.zip
mod@maltiezfirearms_1.5.3.zip
mod@Mannequin-Stand-v1.0.7.zip
mod@MeteoricExpansion_V1.2.6.zip
mod@MorePiles-v2.2.0.zip
mod@naturescall_1.3.5.zip
mod@nbcartographer_2.2.1.zip
mod@pelaguswinds_1.2.2.zip
mod@petai_v4.0.3.zip
mod@PingMarkers_1.1.1.zip
mod@PlaceEveryItem-v2.3.0.zip
mod@purposefulstorage_1.5.1.zip
mod@rebuildablebloomery_1.0.6.zip
mod@rustboundmagic_3.1.8.zip
mod@scaffolding_1.2.5.zip
mod@SimpleFootStepsRedux-1.0.4.zip
mod@slowtox_4.0.1.zip
mod@smithingplus_1.8.3.zip
mod@stonebakeoven_1.2.0.zip
mod@TerraPrety_7.0.9.zip
mod@th3dungeon_0.4.4.zip
mod@The_Critters_Pack_v1-3-4.zip
mod@toolsanimations_1.3.0.zip
mod@torchholderplaceontop_1.0.1.zip
mod@undergroundmines_1.0.5.zip
mod@usefulstuff17_1.5.0.zip
mod@vanillamoremolds_1.1.2.zip
mod@Vanity-2.4.6.zip
mod@Verticality_0.3.1.zip
mod@vsinstrumentsbase_2.0.6.zip
mod@xlib_v0.9.0-pre.2.zip
mod@armory_1.6.2.zip
mod@BoMCOArmory.zip
mod@cats_v4.0.0_petai_v4.0._.zip
mod@draconis_1.1.4.zip
mod@elkjaunt_1.3.0.zip
mod@equus_1.2.0.zip
mod@ExpandedFoods 2.0.0-dev.5.zip
mod@expanded_matter-3.4.0.zip
mod@foxtaming-1.7.2.zip
mod@morearrows_1.1.2.zip
mod@pastoralism-1.0.2.zip
mod@PlayerCorpse_VS1.21.1_net8_v1.12.0.zip
mod@quiversandsheaths_0.6.3.zip
mod@rustboundmagic_easy_0.1.0.zip
mod@shearlib-1.2.0.zip
mod@StoneQuarry_VS1.21.1_net8_v3.5.1.zip
mod@TabletopGames-v3.0.2.zip
mod@VanillaVariants-RidingEquipment-v2.1.0.zip
mod@vsinstruments_quackpack_1.0.2.zip
mod@wolftaming_v4.1.4_petai_v4.0._.zip
mod@xinvtweaks_v1.8.1.zip
mod@xskills_v0.9.0-pre.2.zip
mod@zrustdrops-2.0.0.zip
mod@ArrowBreakPatch.zip
mod@bricklayers-3.1.4.zip
mod@exoskeletons_0.4.3.zip
mod@rustboundmagicxskillsfix.zip
mod@tailors_delight-2.1.2.zip
mod@wool-1.8.1.zip
mod@xSkillsGilded_1.3.5.zip
mod@xskillsnewclassesexp-fix.zip
mod@dressmakers-1.7.4.zip
themepack@betterbookshelfbacking_1.0.1.zip
Your a Wizard. I really appreciate the time you've taken to create this mod and (hopefully) the time you take to continue it. Thank you.
BraniyaKz should be fixed in 1.0.3
Zaldaryon
On version 1.0.2, in Singleplayer, I keep getting this error in the startup log:
This might be coincidence but since install of this mod on my server the server has indefinitly not responded 2 or 3 times in the last 24hrs which it never did before. More weirdly there hasn't been an error or warning in the console just nothing no new entries etc..
Perhaps someone knows whats going on?
I hope this helps with stutters I've been having
Eurielle if that mod changes some vanilla behavior, yes, it might cause a crash. You can disable the only setting it affects, though. This mod here was made considering the vanilla mechanics per se.
Dagurmawth if you provide me the crash log against Rustbound Magic, I can try to fix it on Tungsten's end.
According to a post on the Rustbound Magic mod it seems this mod and that one don't like each other. It appears to be related to Rustbound Magic's self-buffs but IDK exactly what the issue is as I haven't tested it myself. Just thought I'd give you the headsup on the present incompatibility though!
EthelVril handbook is clientside only. For that you can use the OptiTime mod that I made.
From my experience, the laggiest part of a modded playthrough is the handbook x.x
BraniyaKz and prototype464 try version 1.0.1 and tell me if it's fixed pls, it should.
WatermelonFrogy yes, I'm @zaldaryon on VS official discord.
This is awesome! We might test this out on Age of Seraphs once we update to 1.21! We currently average 50-60 on weekdays and 60-80 on weekends, 100+ during major events. Do you have a discord we could contact you directly on if we come across any problems?
Testing this on my singleplayer, and this exception keeps showing up in the server log:
Loaded into a world by mistake, left, then went to load into another world and it sh*t itself upon trying to load, lemme know if you need more logs
Edit: Update, we found out Immersive Lanterns was throwing an OutOfMemory error because there were a lot of lanterns, I'm unsure if that caused this issue here.
Anthonyg1479, they're completely different mods, and you can use them together, yes, but the benefits of this mod is mainly for multiplayer servers (as in, for the server itself).
Can i use this and your other mod OptiTime at the same time or is this just server side version of that mod?
Trying now! I'm eager to see if this can squish my constant GC pauses in SP (which occure even though I have 32gig ram)