Mods / VSA - Replica
- Tags:
- Author:
- JackJJU
- Side:
- Both
- Created:
- May 27th at 9:34 AM
- Last modified:
- Aug 2nd at 4:01 PM
- Downloads:
- 428
-
Latest release (for Vintage Story 1.22.0 - 1.22.6, potentially outdated):
VSA_REPLICA_V0.2.7021.zip 1-click install
DEPENDENCY: VSA_API - https://mods.vintagestory.at/show/mod/52839
VSA Replica is a beta mod ive been intensively working on for the last 6 months that lets you build movable ships and structures yourself from normal blocks. These are not entity vehicles; they are block-built replicas that can move through the world. The mod is actively being worked on and is one subcomponent of a much larger project. It was developed primarily in a server environment. Single player works, but still has smoothing and performance issues that need improvement.
similar to Valkyrian Skeis or Aeronauts
The VSA Replica interface opens when pressing F9 or F6, if it auto detects something blocking F9.
SERVER
Donations: https://ko-fi.com/jackjju
We are planning on launching a server with all VSA Mods so we can test around. We hoep we can afford it from the donations but eitherway ill fill the gaps once all is ready 👍
Further donations will be saved for the big server we will eventually want to run, which will require a minimum of 4 terabyte since vsa world uses 1.7 terabyte of topographical data... 😅
DISCORD: https://discord.gg/aNqz3Z3j88
DISCLAIMER:
How I use AI in this project
I use Claude as a coding assistant, primarily for syntax generation and for code documentation and cleanup (formatting and refactoring). The logic and direction remain my own: AI understands the underlying systems well, but not the global vision behind the project.
This project represents roughly 2,500 - 3,000 hours of work over the past 8 months, building on an earlier two-year version for another block game (approximately 5,000 hours) that was ultimately abandoned when the Java engine the game relied on could no longer handle the scale of the VSA project.
In summary, the AI has the role of an assistant, being kept on a tight leash. Progress depends on my own understanding, hence, the time it takes to make this stuff is atleast 5 times as fast as if i were to make it without AI but still takes a lot of effort and time... without AI this project would probably be a project of multiple years and developers and honestly would not exist in the first place.
About me:
I work in IT, specifically in financial data management applications and security systems for Java-based web applications and on-premise custom-tailored software. The majority of my experience in the game development area comes from Unreal Engine, Godot, and Unity.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.2.7021 | vsareplica | 109 | Jun 17th at 8:10 PM | VSA_REPLICA_V0.2.7021.zip | 1-click install | ||
|
Implemented first airship blocks: | |||||||
| 0.2.4109 | vsareplica | 30 | May 29th at 7:14 AM | Release Retracted | |||
Retraction Reason:DEPRICATED Changelog:Major bug fixes regarding sails and mirroir building logic on larger replicas | |||||||
| 0.2.4085 | vsareplica | 12 | May 28th at 11:23 AM | Release Retracted | |||
Retraction Reason:depricated Changelog:DEPENDANCY: VSA_API Fixed water overwrite. | |||||||
| 0.2.4074 | vsareplica | 23 | May 27th at 8:18 PM | Release Retracted | |||
Retraction Reason:depricated Changelog: | |||||||
| 0.2.4073 | vsareplica | 10 | May 27th at 2:29 PM | Release Retracted | |||
Retraction Reason:Depricated Changelog: | |||||||
| 0.2.4072 | vsareplica | 11 | May 27th at 10:30 AM | Release Retracted | |||
Retraction Reason:depricated Changelog: | |||||||
| 0.2.4070 | vsareplica | 3 | May 27th at 9:36 AM | Release Retracted | |||
Retraction Reason:depricated Changelog: | |||||||

i need a towel, they put scrap mechanic in my vintage story and now ive made a mess send me you paetron good sir
Hell yea and im making realistic ropes as we speak 😎. Patreon 👀 hell yea we are getting closer to the big server 😎,
I can set up a patreon 👍
Only thing is patreon only offers like monthly subscriptions so we opted for ko-fi so someone dosent accidentally has the monthy thing running in the background 😅.
but i can definetly set one up if its easier for people, maybe i can also figure out how to set up these one time payment thingis.
WHAT AM I SEEING???
Soo many bangers coming out on the modb!!
I will deff keep an eye on this mod!
Amazing mod my friend <3
hell yea 😎 thank you ^^
I am so curious about this mod, whats the status of it so far? it is playable or it is for testing only so far?
testing primarily :/ but we are approachign the first somewhat usable version.
ok, will keep an eye on this mod :D, ty a lot :)
😎
Can't get it to load, it looks like you maybe forgot to update VSA API?
I tried on 1.22.5 and 1.22.0, without any other mods. And nothing appears for me in game, buttons don't work and nothing in the creative inv.
I can only assume it's not loading
30.7.2026 10:17:01 [Notification] Mods, sorted by dependency: game, vsaapi, creative, survival, vsareplica
30.7.2026 10:17:01 [Error] [vsareplica] Exception thrown when attempting to retrieve all types of the assembly VSA_Replica, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. Will ignore asssembly. Loader exceptions:
30.7.2026 10:17:01 [Error] [vsareplica] Exception: Unable to load one or more of the requested types.
Could not load type 'VSA.Api.Loading.ILoadingGateTask' from assembly 'VSA_Api, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
at System.Reflection.RuntimeModule.GetDefinedTypes()
at System.Reflection.RuntimeModule.GetTypes()
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
30.7.2026 10:17:01 [Error] [vsareplica] Exception: Could not load type 'VSA.Api.Loading.ILoadingGateTask' from assembly 'VSA_Api, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 598
at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 595
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 670
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 570
at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 487
at System.Threading.Thread.StartCallback()
30.7.2026 10:17:01 [Error] [vsareplica] An exception was thrown when trying to load assembly:
30.7.2026 10:17:01 [Error] [vsareplica] Exception: C:\Users\super\AppData\Roaming\VSLInstallations\1.22.5-Main\Cache\unpack\vsareplica-0.2.6957.zip_947be7713009\VSA_Replica.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 603
30.7.2026 10:17:01 [Notification] Instantiated 149 mod systems from 4 enabled mods
oh crap your right my bad 💀, i updated it 👌
i wonder if kinematic's and its drill block would work with this
oh no clue havent tested, but we have our own drills, we will put out all the vsa mods for testing once the test server is done. VSA Industrial has drills, that can be placed on replicas, that when the replica pushes into rock faces or things that can be mined, mines them. 😎
This mod is legendary. I really hope you won't abandon it, but if you ever do, I hope you'll open-source it so someone else can continue your work.
Thank you for this masterpiece. I've always dreamed of having something like this in VS myself.
thx mate :D, no worries, ill open source it once its ready 😎, the main reason why the last version has been a while ago is because i had to do some major performance updating, because vsa replica 0.3.x will come out soon, and that includes the whole reliance on rotors and ropes, primarily for propellers currently on planes 👌. Infact right now im working on it xD and im on version 0.2.6829 by now 💀
why are there visible typos in both your replies, and in the file releases?
last i checked, "replcia" isn't a word.
true, yea i kinda have an issue with my keyboard i really got to get a new one 😅 i also leave some invisible typos btw 👀
noted
I'm not at all surprised that this person has been suspended.
yea 😅
Oh my god no. Now we have Valkyrien Skies in Vintage Story. What's next, Gregtech?
😅
Diabolical Mod, what sorts of tomfoolery is this, somemight even say its along the levels of shaboingery not seen since the early 2000's. Next thing we'll know you'll implement submarines or god forbid Space ships. Jokes aside this is a biblical mod man, well done!
thanks mate!
Submarines are on the list infact 😎
based
😎
We From the Depths now
yup thats infact what inspired me to keep on pushing beyond just ships... iveb een wathcing the FTD vids from martincitopants and it was firing me up xD
Awesome, I've watched a lot of him too, and probably spent about as much time in FTD as I have in VS.
Martin is the patron saint of from the depths. you should add something that nods to him, and then dm him about it to try and summon him to vintage story
once the mod has grown to its point of his worthyness i shall attempt to commute with the man 😎
So first we get Create Aeronautica for Minecraft and now we're getting a Vintage Story equivalent.
jup 😎
The VSA Replica interface opens when pressing F9.
F9 is Critchers Calculator
Can one rebind it for VSA?
Good point, ill try to add it to the keybindigns section of the vnailal game so one can customise it 👍
would be great
thanks
i just checked and it appears to already be in the vanilla keybindings UI, you shoulb be able to rebind it
It's awesome! Now I kinda want to start an oceanic playthrough with this mod and build a giant ship to cruise the seas
Oh absolutely pls do 😎 that was infact the initial intent of this mod xD hence ships currently work the best
you are a mad man... i like this idea a lot! and about AI, lets just enjoy it till its murder us all :D
hell yea 😅
I commend you for the bravery to use the AI tag. I've read through the comments and you seem to be competent enough and are only using AI to get the syntax right. Too many people rely on AI to do all the work for them, its refreshing to see someone using it "the right way" and actually checking the work it makes and planning to get it to do what you want it to. I don't normally give AI usage a pass but I'll be keeping an eye on this.
Keep up the good work, we'll see what comes of it.
Thank you 😎 respect.
Indeed, i think actually regarding AI we are entering a new "era", because almsot everything that can be coded easily with AI has been coded and published. Now comes the good stuff i hope xD
Can't wait for survival implementation!
Real soon, currently finishing up all the logic from MC create, stuff like rotors, pistons, hinges, etc... Also working on the VSA-Industrial mod so we can hook up things like drills or combine farming heads so we can actually do something productive with these replicas. xD
Nice! And here I thought it was just gonna be ships...
Whoa! This is amazing! VS team needs your help asap with makin' the vanilla boats standable on, too!
There's gunna be some amazing chiseled ships with this!
Thanks mate 😎 thats high praise coming form the creator of feverstone 👀.
We actually have a fellow modder working on exactly that, but he might have to work on another more vast project, in that case i will take a crack at it 👌
😁 <3 Hey I always like to spread the love to other modders; we take our sweet time to make some cool stuff to share and this is definitely awesome!
I may wait until this gets a few bugs worked out, but I'm looking forward to the custom steampunk airships
hell yea 😎
Quick Dumb Question
What does VSA stand for?
Not a dumb question, its not commonly known XD its a shortcut for Versatility 😎
Quick question and something else:
-Will this mod only inpart the mechanics of advanced physics in the game engine ? or will in the future also add multiblocks and complex mechanical mechanisms?
-Great stuff,keep on doing what you do best, as long as the mod works perfectly fine with minimal issues no one will care if its an AI assisted project.
If this mod even comes close to "Create" from MC this is going be awesome.
-Vintage story has been getting infested with emotionally unstable Anti-AI mobs recently that have meltdowns as soon as anyone mentions AI even though they refuse to learn why is used in the first place and have 0 knowledge of such topics, so you might want to ignore those.
Yup, mechanical blocks will be refined, improved, and added in the future. 👍
Currently we have sails primarily that got the most attention so far, and aero flaps.
Thanks man :D i do really appreciate that, honestly, because that was something that concerned me throughout the entire project... Without AI, this whole project would have never existed in the first place.
this turns all my water solid teal.
My bad, i noticed some of the other subcores was stuck in this, aswel las some render bugs. Will be fixing that today.
should be fixed now with the new version
vintage aeronautics? Also the ai tag isn't in the tags, so to what extent was ai used? coding? modeling? just as reference? Ai or vibe coding is usually a deal breaker on most servers...
Sryi thought the AI tag was for like tagging mods that did modifications to ingame AIs like pathfinding or such... No what i meant with Usage of AI is that i primarily code with Claude and Codex. I added the Tag 👌
Sure, as a software engineer I get it, AI is very useful in troubleshooting complex code.
But to say you "primarily code with Claude and Codex" just looks really bad. Don't you think physics stuff like this is a bit too complex for these language regurgitation tools?
yes, it is absolutely too complex for these language tools i can testify to that 🤣 i wish i could say otherwise xD. I see it mainly as syntax writing automation, the AI dosent get the big picture let alone cross class dependencies. The acutal code logic and thinking behind code still lhas to be done by a human who has general experience in coding. For instance im primarily a java/rust web dev and didnt know much about C#, but thanks to AI i dontnecessarily need to know the entire syntax.
Thats fair, but in that case you're not primarily coding with AI. You're just using AI as a very fancy linter, lol.
you raise an excellent point, this is exactly how AI across the world is used in terms of mroe compelx coding. No one can acutally jsut give the ai a mission like make a cool software and boom its done xD UNLESS of course its one of the specific trainign data based softwares typically stuff like "make a fitness app" or "make a calendar system", but everything beyond that, that was AI made, the person behind it who made it used AI roughly to the extend that i did 👌
You'd be surprised at what people did with it. The development equivalent of banging their head against a wall. 99% of logic thought up by 40 different AI agents.
They call it "Claude coworker" or something. I've seen whole companies based on the premise of non-programmers making software with this. Extremely slow development with insane amounts of bugs. But there's people who do this.
There's also mods that are 100% made from a couple of prompts on this site. And I think it's pretty cool that that's possible but it also raises the concern of not understanding the code it's outputting and thus opening the possibility of unintended consequences.
Dude, shut up. If the mod works, nobody cares.
thats the spirit 😎
Speak for yourself :)
You're part of the problem
I don't know personally regarding physics, but if you're just using them for debugging/review/lookup, as long as they have the right API to look at, they can give accurate answers just simply by the fact that they parse it together and can trace logic (models with 'reasoning'), so long as the context is large enough to contain the full example.
Would I think it could produce something viable from scratch...no, after reviewing a bunch of code that came out from those without someone knowing what they were doing behind it.....I wouldn't trust it.
When adding new versions, may you please add changes in the changelog?
Its... atleast for the next 500 versions goign to be bug fixing xD.
This one was aerodynamics. Mainly drag and lift trajectory redistribution so we can roll turn like real planes
YEAH!!!!! I’VE BEEN WAITING FOR A MOD LIKE THIS FOR SO LONG
I thank you for your service to the modding community o7
Hell yea 😎 its currently still a Beta so very buggy, but ill work the next month only on this mod hopefulyl makign it more stable. Let me know abotu any bugs or issues you find 👌
Wokring 6 months on THIS and then giving it barely 3 lines of description and 1 picture? That's a new level of practice-oriented coder mentality :D I really think you should give it more love. It deserves it
will do 😎 im frantically trying to fix the aerodynamics currently so that works when the players try it out, but after that ill make a tutorial, promise xD
Using the Raft mod in Valheim was amazing, I have high hopes for this!
I get this error on loading a creative world:
---> System.NotSupportedException: Specified method is not supported.
at MonoMod.Utils.MMReflectionImporter.ImportGenericParameter(Type type, IGenericParameterProvider context)
at MonoMod.Utils.MMReflectionImporter._ImportReference(Type type, IGenericParameterProvider context, GenericImportKind importKind)
at MonoMod.Utils.MMReflectionImporter.ImportReference(Type type, IGenericParameterProvider context)
at Mono.Cecil.ModuleDefinition.ImportReference(Type type, IGenericParameterProvider context)
at Mono.Cecil.ModuleDefinition.ImportReference(Type type)
at MonoMod.Utils.DynamicMethodDefinition._CreateDynModule(String name, Type returnType, Type[] parameterTypes, ModuleDefinition& Module, MethodDefinition& Definition)
at MonoMod.Utils.DynamicMethodDefinition..ctor(String name, Type returnType, Type[] parameterTypes)
at HarmonyLib.MethodPatcherTools.CreateDynamicMethod(MethodBase original, String suffix, Boolean debug)
at HarmonyLib.MethodCreatorConfig.Prepare()
at HarmonyLib.MethodCreator..ctor(MethodCreatorConfig config)
at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchClassProcessor.ProcessPatchJob(Job job)
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)
at HarmonyLib.PatchClassProcessor.Patch()
at VSA.CoreSpacesQueryPatcher.Initialize()
at VSA.CoreSpacesCoremodBootstrap.InitializeServer(ICoreServerAPI api)
at VSA.VSAReplicaModSystem.<>c__DisplayClass23_0.<StartServerSide>b__0()
at VSA.VSAReplicaModSystem.TryInitializeServerStep(ICoreServerAPI api, String stepName, Action action)
did youuse the latest version? 0.2.4072? because i realised there was a bug and depricated the 0.2.4070...
Yeah. I just redownloaded and retried, same crash:
---> System.NotSupportedException: Specified method is not supported.
at MonoMod.Utils.MMReflectionImporter.ImportGenericParameter(Type type, IGenericParameterProvider context)
at MonoMod.Utils.MMReflectionImporter._ImportReference(Type type, IGenericParameterProvider context, GenericImportKind importKind)
at MonoMod.Utils.MMReflectionImporter.ImportReference(Type type, IGenericParameterProvider context)
at Mono.Cecil.ModuleDefinition.ImportReference(Type type, IGenericParameterProvider context)
at Mono.Cecil.ModuleDefinition.ImportReference(Type type)
at MonoMod.Utils.DynamicMethodDefinition._CreateDynModule(String name, Type returnType, Type[] parameterTypes, ModuleDefinition& Module, MethodDefinition& Definition)
at MonoMod.Utils.DynamicMethodDefinition..ctor(String name, Type returnType, Type[] parameterTypes)
at HarmonyLib.MethodPatcherTools.CreateDynamicMethod(MethodBase original, String suffix, Boolean debug)
at HarmonyLib.MethodCreatorConfig.Prepare()
at HarmonyLib.MethodCreator..ctor(MethodCreatorConfig config)
at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchClassProcessor.ProcessPatchJob(Job job)
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)
at HarmonyLib.PatchClassProcessor.Patch()
at VSA.CoreSpacesQueryPatcher.Initialize()
at VSA.CoreSpacesCoremodBootstrap.InitializeServer(ICoreServerAPI api)
at VSA.VSAReplicaModSystem.<>c__DisplayClass23_0.<StartServerSide>b__0()
at VSA.VSAReplicaModSystem.TryInitializeServerStep(ICoreServerAPI api, String stepName, Action action)
hmmm got it, ill look into it, there will be a lot of fixes coming today. aspecially flying mechanics related. Does it work when you make a new world?
ok try again V0.2.4073 should fix it
Ok mod loads without errors. But now I have no idea how to actually use it 😂
yea i got to make a video for it xD place the word seed block and try out some stuff with that youl lsee xD
Yeah ok I have no idea what is going on, I placed some stuff and they did respond to physics but I had some errors and such so I'll wait until you've cleaned it up and posted a video before I really try it out.
Edit: Ok I watched the video. Looks sick, can't wait to see where it goes :D
AI is gonna help make some creative and awesome mods
Yeah, definitely in the content range of things. However, stuff like this... is really hard for it still. Even the newest models of Claude and Codex often reach the point where they tell you that it's not possible, and then you plan it out thoroughly over 5 days, and suddenly it is possible xD
*Having flashbacks to minecraft's Create and Valkyerian skies*
So it begins...
indeed, and it begins with my game crashing instantly trying to download it via the download mod from DB to match server prompt xD
Most common minecraft mod moment