Mods / Wilderlands Stonebound
- Tags:
- Author:
- Thalius
- Side:
- Both
- Created:
- Nov 11th 2025 at 4:18 AM
- Last modified:
- May 12th at 7:54 PM
- Downloads:
- 853
- Follow Unfollow 95
-
Latest release (for Vintage Story 1.22.2, potentially outdated):
Wilderlands Stonebound 1.1.1.zip 1-click install
Wilderlands Stonebound
⚠ Early Release – Expect Rough Edges
As of 1.0.5: Panning drops have been added to all spoil assets, as well as an expanded drop table built for resources to be given when layering down rubble. These drops should be extremely rare, and vary by rock type. Balancing may be needed.
This mod is still deep in development phase and may still see significant changes, including removal/editing of resources that could lead to missing blocks in worlds where it has been loaded. I strongly recommend only using it on short term playthroughs for testing, and on worlds you are willing to scrap.
The Wilderlands modules seek to expand the space between intention and achievement. In Vintage Story, there is no final win screen — only the paths we carve through resistance. These modules give weight to stone, danger to the deep, and tension to survival. The monument may stand visible, but the struggle to raise it is where the story lives. Make it a good one.
Wilderlands Stonebound gives weight to stone itself. Mining becomes a deliberate, multi-stage process — breaking, layering, processing, and panning — transforming raw excavation into sustained resource work. Ore deposits remain the jackpot, but patient geological effort can now supply a settlement over time.
This is an early development release.
Expect issues.
In particular, the following are not yet balanced:
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Loot drop tables
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Block resistances
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Tool usage speeds
It should be stable enough to not break your world — but always back up any world you care about before testing.
Overview
Wilderlands Stonebound is an ambitious overhaul of mineral and ore acquisition through mining in Vintage Story.
This mod transforms mining from a simple block-breaking action into a multi-stage processing system designed to reward long-term mining operations.
Mining now involves:
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Breaking the parent rock block
→ Converts into a rubble variant in the world. -
Processing the rubble block
→ Remove layers to obtain:-
Resource drops
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A new material: Spoil
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Panning Spoil
→ Yields additional resources common to the host rock type
→ Produces a byproduct called Washings -
Washings (Not included yet)
→ Gravel-like residue from processed spoil
→ Primarily used for road building
→ Considering making washings able to be crushed in a pulverizer and processed further for resource extraction.
New Systems & Goals
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New road-building recipes using spoil and washings
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Normal rock types now have a small chance to drop native ores during spoil extraction
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Mining becomes a long-term resource investment
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Encourages geological knowledge and large-scale operations
The drop rates are intended to be very low (balancing still in progress).
The goal is not fast ore.
The goal is:
If you process enough of the right rock, you will eventually supply your smithy.
In singleplayer, this will be slow.
In multiplayer, a dedicated mining operation in the correct geological region should realistically sustain a community’s metal needs.
If you have a dwarf or two, even better.
Currently Working (As Intended)
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Rock, ore-graded, and ore-ungraded blocks break and convert to rubble variants
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All rubble variants can be layered using:
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Pickaxe
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Shovel
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Bare hands
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Layering produces spoil (speed inconsistencies currently exist)
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Spoil can be panned using a wooden pan
You may consider pairing this with:
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Mechanical Panning
I haven’t personally tested compatibility yet, but the author indicates any pannable material should function. If you try it, feedback is welcome.
Not Yet Implemented / Known Issues
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Washings are not yet implemented
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Panning spoil currently yields only normal drops
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Road-building recipes are incomplete
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Loot tables are unfinished and likely imbalanced
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Tool usage speeds may feel inconsistent or odd
Expect tuning and iteration.
Suggested Companion Mods:
Note: You do not need to use W.Deposit Scarcity if running Interesting Ore Gen. The mods are not compatible.
Latest releases of IOG include config options to reduce ore deposit spawn rates, so WDS is not needed with IOG. Just be sure to edit the IOG config according to your preferences.
Design Philosophy
Ore deposits are still the jackpot.
This mod does not aim to replace deposits.
Instead, it aims to:
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Make mining itself meaningful
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Reward geological understanding
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Encourage sustained excavation projects
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Add immersion to stone carving and resource processing
Mining a mountain in five minutes will not be the path to wealth.
If you prefer quick and easy ore acquisition, this mod may not be for you.
If you’ve wanted deeper, slower, more immersive mining mechanics — this project is for you.
Community & Support
If you have issues, suggestions, or feedback:
Please post in the Wilderlands Rustbound thread in Vintage Story's official Discord.
Interested in following development more closely?
Join The Wilderlands Community Discord server.
Other Wilderlands Modules
- Wilderlands Adjustments
- Wilderlands Behaviors
- Wilderlands Block Adjustments
- Wilderlands Caves
- Wilderlands Custom Sea Level
- Wilderlands Echoes
- Wilderlands Environmental Stability
- Wilderlands Forests
- Wilderlands Ground Layers
- Wilderlands Lunarbound
- Wilderlands Rustbound
- Wilderlands Spawnbound
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Wilderlands Tweaks (Set of adjustments for Wilderlands servers)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.1 | wstonebound | 120 | May 12th at 7:54 PM | Wilderlands Stonebound 1.1.1.zip | 1-click install | ||
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- Russion version somehow did not get packaged with the last lang file update relese. | |||||||
| 1.1.0 | wstonebound | 9 | May 12th at 7:50 PM | Wilderlands Stonebound 1.1.0.zip | 1-click install | ||
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- Updated/corrected lang file. Thanks again, Wafflz! | |||||||
| 1.0.8 | wstonebound | 136 | Mar 7th at 7:20 PM | Wilderlands Stonebound 1.0.8.zip | 1-click install | ||
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-Updated to VS 1.22-rc1 | |||||||
| 1.0.7 | wstonebound | 117 | Mar 5th at 1:54 PM | Wilderlands Stonebound 1.0.7.zip | 1-click install | ||
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- Moved all patches to the mod domain folder so as to fix clashing with other mod's patches to the game's wood pan. | |||||||
| 1.0.6 | wstonebound | 29 | Mar 5th at 1:34 AM | Wilderlands Stonebound 1.0.6.zip | 1-click install | ||
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- Fixed an issue that was causing crash when panning spoil in multiplayer. Mod should have been dependant on "survival", and not simply "game". | |||||||
| 1.0.5 | wstonebound | 39 | Mar 3rd at 2:22 AM | Wilderlands Stonebound 1.0.5.zip | 1-click install | ||
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| 1.0.4 | wstonebound | 77 | Feb 5th at 2:11 PM | Wilderlands Stonebound 1.0.4.zip | 1-click install | ||
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| 1.0.3 | wstonebound | 53 | Jan 31st at 12:53 AM | Wilderlands Stonebound 1.0.3.zip | 1-click install | ||
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| 1.0.2 | wstonebound | 104 | Dec 8th 2025 at 1:51 AM | Wilderlands Stonebound 1.0.2.zip | 1-click install | ||
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Minor performance improvements. Tip o' the hat to TheInsanityGod for the advice. | |||||||
| 1.0.1 | wstonebound | 90 | Nov 21st 2025 at 2:55 AM | Wilderlands Stonebound_1.0.1.zip | 1-click install | ||
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- Addressed a bug related to rubble blocks vanishing if broken with an item other than a tool or empty slot in the inventory bar. | |||||||
| 1.0.0 | wstonebound | 79 | Nov 11th 2025 at 5:17 AM | Wilderlands Stonebound_1.0.0.zip | 1-click install | ||
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Early release for this project. Should be stable, but has some missing/incomplete features. See mod description for more details. | |||||||
JayFives I've not worked compatibility with either of those mods into the project yet. Might do so at some point in the future when I have some time, but adding compatibility with all those new stone types is no simple thing. Altogether, the 6000 line patch for panning drops for JUST vanilla stone type spoil will at least tripple in size if I do it right. And I will also have to build another drop table for rubble to spoil layering drops for the new stone variants.
Alternative is just a generic drop table for all modded stone types to yield spoil with same drops across the board, but that'd sorta undermine a core function of the mod.
Simori Add the Willderlands Panning Overhaul. I worked some of that mod's panning details into Stonebound on last releases, then realized that was a mistake. Panning changes should stay a seperate mod. Not everyone that likes the mining changes Stonebound adds is going to want their panning overhauled. And vice versa. It was a mistake to try and combine them.
Sorry for not adding that to the change log. I removed the panning changes quite a while ago in the development process, then forgot I pulled it.
Hi, I think something went wrong with the panning table? now I'm getting a lot of copper nuggets and also arrowheads and spear heads. Also got a couple of copper arrowheads.
Something that I would either rarely get (copper), or never get (arrowheads and spear heads).
Unless that's wanted, but I see no notes about it on the release?
Interesting idea. Eagerly following for the main release. Please be sure to include config options, particularly with regard to anything that influences how much stone is required to eventually get one ingot of metal. The ability to disable panning overhaul (primarily so that other panning mods can still work) would also be greatly appreciated.
Simori Thank you for letting me know. No, that is not a wanted thing. Loose stone got left off the drop table somehow. 1.0.4 release fixes that.
hi, I'm curious.
I'm getting no rocks out of normal gravel. is that a wanted thing?
Incredibly interesting! I cant wait to see where this mod goes.
"normal stone (the right type)"
" the right geological region"
any clues on what these might be, or how to discover them in an immersive way?
So far, it appears gold is more prevelant than copper in rich granite gravel >.>;;
Also, the rich gravel over-texture for granite gravel is satanically camoflauged.
Any plans on maybe changing the sound profile for walking over rich gravel?
Zaelesh Yes. And there is a lot more to it than just changing a few values. Adding loot tables to the panning table is not so simply done in the case of something like spoil, which has a lot of variants based on rock types, ore grades, etc. At best there are a few things to figure out that are not cooperating to allow a simple method for adding what is needed. At worst, I'm looking at a very tedious process of adding loot drops based on rock type and ore grade/variants. Not something I'm going to tackle till the mechanics are nailed down.
There is also working in the process of allowing spoil to be passed through a pulverizer to get "fine spoile", which will yield better drops once ran through something like the panning machine.
So yes, drops will be improved. But it is no simple/quick process to get that worked in.
And I value my sanity, so... I'm not in a huge hurry.
Thalius yea i get that it has a ways to go, but it's just a matter of changing a few values. are you saying you definitely plan to increase loot rates?
Zaelesh Gotta read the description for the full picture. This is early release phase, and things like drops are not fully implemented or balanced yet.
I really want to like this mod but the rates are just too low to be viable. Even with my panning machine, i'm getting nothing wether i pan spoils from ore or regular stone. Plus, rich gravel is non existant. i can't even find it if i zoom around the map in creative mode. I know this mod is suppose to make things difficult, but it goes too far. It makes it so there's no valid reason to pan at all, and that's not good gameplay.
Venusgate Not likely you'll see them when flyin gover in creative mode. They are not supposed to be easy to spot. Need to be pretty up close.
I'll try block overlay just to ensure i'm not having a mod conflict.
Just seems weird in a 10x10 chunk gravel field I didnt see one rich deposit when flying over in creative mode - unless that's possible. I'm not deep enough to know what "25 tries per chunk" means as fas as commonality is concerned.
Venusgate It spawns largely on the surface, though will sometimes be completely covered. In gravel bimes, the gravel layer is not that deep. It's hard for medium to large rich gravel deposits to get covered up completely, though it does happen sometimes.
In testing I observed it using BlockOverlay, and most of what generated had at least a few blocks exposed on the surface. Most of the deposits I saw had decent exposer to open air.
So, if I understand the spawn behavior of rich gravel correctly, it's never meant to spawn on the surface.
The only way to search for it is to dig down thru normal gravel every few blocks.
Is there maybe something I don't understand, or a better way to facilitate this in an update? Maybe a resource like "glitter" that comes from panning gravel, but is only worth one unit of metal - but it's existance means there's rich gravel nearby?
Aksyl The system makes adding drops to various assets in this project fairly easy. If it is a raw resource that can be manually extracted from stone, it would fit. Once there is a need for it at least.
What would be really nice is more complex processes for extracting elements from specific rock type. That is not something I'm going to get into though. My mods focus on deepening the more elementary elements of the game, not on creating more complex technological content and mechanics.
Aluminum from Bauxite seems like a natural fit with this, as soon as there's more use for aluminum...
Note to self: Look into allowing "spoil" to be processed via the pulverizer to yield a material that is then panned/washed.
I really like the idea of making ore harder to get it will couple well with mods like toolsmith and co :)
BraniyaKz
- As for your first question regarding paths- I don't know. Making roads with shovesl should work just fine, I'd imagine, but without using spoils or washings as road material. As for the grid recipe to make road paths via spoil or washings, and compatibility in general- The author of the Pack Your Shovel mod would have to make a patch to disable those and incorporate spoils and washings into the road making feature that mod adds. Not somehting to be handled on my end.
- As to your second question- As far as I know, the quarrying mods out there should still work with this one. I don't see why that would make this mod obsolete. I prefer not to use the Stone Quarry mod, as it makes cutting stone extremely fast in general and allows you to carry a massive amount of material around. Salty's Stone Harvesting mod fits my tastes better, and should work just fine along side this mod. In fact, I highly suggest using this mod along with Salty's Immersive Mining mod and the Stone Harvesting mod. They feel made for each other.
Zaelesh I mentioned the Panning Machine mod in the mod description. I highly suggest using it, as "washing" mined material to find and acquire finer rock related resources and minerals is a much bigger part of the mining experience. Washing all of your mined material by panning by hand would be duanting. It will be required in the early game before you can acquire the tech for the panning machine setup. That is going to be frustrating for folks that don't like mining, but in a multiplayer setting this creates a role for those who enjoy the process.
I bet this would go well with https://mods.vintagestory.at/panningmachine
Quick question, for those of us using Pack Your Shovel, with Path recipes disabled... Will the spoils system cause issues? Will there be alternative uses for gravel leftovers in the future? This mod seems quite interesting, indeed :) Also, what of compatibility with Stone Quarry? Will that mod be made obsolete?