Mods / Modular Backpacks

Tags:
Storage QoL Addon Immersive Immersion AI
Author:
Niikelion
Side:
Both
Created:
Jul 8th at 8:31 AM
Last modified:
Jul 21st at 4:53 PM
Downloads:
10307
Latest release (for Vintage Story 1.22.0-pre.1 - 1.22.4, potentially outdated):
immersivemodularbackpacks_1.6.1.zip  1-click install

Attach it ยท Wear it ยท Show it off
Immersive Modular Backpacks
A backpack shouldn't be an invisible inventory slot you forget you're wearing.
Bolt on pouches, sacks, a toolstrap, or a lantern - extend your storage, light your way, or just show off your tools.
โœ” Multiplayer synced ๐Ÿ”ฆ Working lantern light
Worn, not hidden. Attach something and you actually see it - on your character, in your hands, right there in the world. No hunting through the menu.
Build it your way. Slot on pouches, sacks, and straps; each one gives you more room to haul. Mix and match until the pack fits how you play.
More than decoration. Addons aren't just for show - a lantern lights your way, a toolstrap carries your tools.
Set it down. Place your pack as a block and it works like a chest - Ctrl + right-click to open it, right-click to pick the whole thing back up, addons and all.
Two packs to build on
Standard backpack
Standard Backpack
7 attachment points
4 ร— Pouch
2 ร— Toolstrap
1 ร— Lantern or Shield
Sturdy backpack
Sturdy Backpack
10 attachment points
6 ร— Pouch (2 also take a Sack)
3 ร— Toolstrap
1 ร— Lantern or Shield
Addons to bolt on
Pouch
Pouch
+3 slots
A small bag in its own right - wear it in a bag slot, or fit it to a backpack point to add its slots to the pack.
Sturdy pouch
Sturdy Pouch
+5 slots
A roomier pouch that fits the sturdy backpack's larger attachment points.
Tool strap
Tool Strap
Carries 1 tool
Holds a single tool. Fitted to a pack, the tool rides visibly on your back instead of vanishing into a slot.
Compatible with
โœ”Immersive Backpacks by Deven
โœ”Equus: Wild Horses - bags keep rendering on the seraph. For bags on horseback, add Modular Backpacks: Equus Compatibility.
โš Immersive Backpack Overhaul โ€” its bags can't be attached to a backpack as addons.
โœ”Storage Tweaks โ€” sort and stack work on a backpack, placed or worn. Tools stay on their toolstrap.
โœ”Roll-up bed โ€” its mattresses strap to a sturdy backpack, just like the hay bed.
โœ”Player Model Library โ€” bags and their addons render on custom player models, such as Rust Girls.
Credits
Models by MeadowTealeaf.
For modders
The attachment code here isn't tied to backpacks. I'm moving it into its own mod so other mods can build on it, and growing it into a full replacement for vanilla's attachment system.
Feedback and bug reports very welcome.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.6.1 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.4
4844 Jul 21st at 4:53 PM immersivemodularbackpacks_1.6.1.zip 1-click install
  • Small code cleanup
1.6.0 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.4
9 Jul 21st at 4:53 PM immersivemodularbackpacks_1.6.0.zip 1-click install
  • Minor code cleanup
1.5.1 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.4
351 Jul 21st at 6:42 AM Empty immersivemodularbackpacks_1.5.1.zip 1-click install
1.5.0 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
592 Jul 20th at 2:21 PM immersivemodularbackpacks_1.5.0.zip 1-click install
  • added support for vanilla storage flags
  • added tint to selection boxes based on addon suitability for given slot 
1.4.1 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
3 Jul 8th at 4:26 PM Release Retracted

Retraction Reason:

Wrong versioning. This is not full release and should not be treated as such. Should be 0.4.1. Since the mod is not public yet, this should be fine. 

Changelog:

* ensured compatibility with Immersive Backpacks

1.4.0 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
Jul 8th at 8:50 AM Release Retracted

Retraction Reason:

Wrong versioning. This is not full release and should not be treated as such. Should be 0.4.0. Since the mod is not public yet, this should be fine. 

Changelog:

  • added addon slots for leather and sturdy backpacks
  • added pouches and toolstraps as addons for backpacks
1.3.2 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
1473 Jul 16th at 8:31 PM immersivemodularbackpacks_1.3.2.zip 1-click install
  • fixed slots after the first one not showing allowed items slideshow in the tooltip
1.3.1 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
432 Jul 16th at 7:32 AM immersivemodularbackpacks_1.3.1.zip 1-click install
  • Fixed backpack addons not rendering on non-seraph player characters from playermodellib
1.3.0 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
314 Jul 15th at 6:55 PM immersivemodularbackpacks_1.3.0.zip 1-click install
1.2.3 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
569 Jul 14th at 8:45 AM immersivemodularbackpacks_1.2.3.zip 1-click install
  • Strap a hay bed to your pack. It rides on the sturdy backpack's top point - the same one a toolstrap uses,
    so it's one or the other - and shows as a rolled bedroll rather than a whole bed.
  • Immersive Backpack Overhaul compatibility. Pouches and toolstraps now declare themselves as small bags,
    so IBO accepts them in its small-bag slots. Before this, IBO's slot-size gate refused them everywhere except
    the backpack slot, which made them unwearable as standalone bags. Applied only when IBO is installed.
  • The sturdy pouch sits lower in its inventory slot, so its taller model no longer rides high.
  • Fixed: an attached block ignored the smaller shape it declares for being attached, and drew its full block
    shape instead. Only the hay bed exercises this today, but it would have hit any block addon.
  • For modders: an addon's attached transform can now be tuned live in-game. Hold the addon, open the transform
    editor (.tfedit) and pick the "Immersive attachment" tab; the values map straight onto the item's immersiveBackpackAttachment.attachedTransform
  • For modders: a tool's transform on a toolstrap can be tuned live too. Hold a second copy of the tool and use the transform editor's "Immersive attachment" tab; a placed bag now rebuilds as you drag, and an item that carries no attributes of its own (most vanilla tools) gets them created rather than dropping the edit.
  • Storage Tweaks compatibility. Its sort and stack buttons appeared on a backpack but did nothing, whether the pack was placed or worn. It picks the slots it may touch by exact type name, so every slot in our bags - which are our own classes - was skipped, leaving it nothing to sort. Ordinary and ore slots are now plain vanilla slots, which they never needed to stop being. Tool slots stay ours, so a sort leaves the tools on your toolstrap where you put them.
  • New standard backpack model, by MeadowTealeaf.
1.1.1 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
19 Jul 14th at 8:41 AM immersivemodularbackpacks_1.1.1.zip 1-click install
  • Fixed: junk ending up on your toolstraps. With a full hotbar and inventory, a picked-up item could be
    stuffed into a toolstrap's tool slot - hence the firelogs and gears riding on people's backs. Tool slots now
    reject non-tools when the game auto-fills them, not just when you drag something in by hand. Anything already
    sitting in a tool slot stays there and can be dragged out as usual.
  • Bags render on Equus horses. A bag in a mount's bag slot is now drawn with its attachments, using a model
    posed for the animal. Needs the companion mod, Modular Backpacks: Equus Compatibility.
  • New backpack and pouch models, contributed by MeadowTealeaf.
  • Worn-shape lookup now goes through the game's own per-slot shape resolution rather than reading the worn shape attribute directly. Mods that relocate that attribute (Equus does) no longer strip the bag off your back.
1.0.2 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
759 Jul 12th at 7:28 PM immersivemodularbackpacks_1.0.2.zip 1-click install
  • fixed backpacks not rendering when worn and Equus mod was loaded
  • changed opening placed backpacks to ctrl+right click and made right-click pick the backpack instead to align with the vanilla behaviour
1.0.0 immersivemodularbackpacks
1.22.0-pre.1 - 1.22.3
940 Jul 10th at 8:26 PM immersivemodularbackpacks_1.0.0.zip 1-click install
  • added handbook sections
  • added mod icon

178 Comments (oldest first | newest first) (threaded | flat)

ZephyrHawk, 4 days ago

Is this mod supposed to replace the four storage slots with one, or do you make four upgraded backpacks?

NekoJess, 4 days ago (modified 4 days ago)

nvm

XPashaX, Aug 7th at 4:03 AM

can there be an option to use the old pouches with the vanilla backpack models

kenlon, Aug 5th at 5:26 PM (modified Aug 5th at 5:30 PM)

Hmm. I went to cut my regular backpack into leather and I can't actually do so. The recipe shows up in the handbook, when I hit the auto-fill button it puts the backpack and knife into the crafting zone, but no leather. Not sure if this is some sort of weird mod conflict or a problem with this mod - can anyone else confirm that they can cut apart a regular backpack and get leather or not?

PurukumiPyun, Aug 4th at 2:44 AM

Doesn't seem to be compatible with Mesoamerican Drip https://mods.vintagestory.at/show/mod/58660
Installing both of them does not allow the use of the side bag slots (where you put woolen bags and stuff like that, not the pouch attachments.)

kenlon, Aug 3rd at 3:59 AM

Okay, I feel really dumb. How the heck do I attach a hay bed to the backpack? The other addons, no problem, but the hay bed doesn't seem to have an attachment point. . . 

DinoYeOldy, Jul 28th at 4:44 PM

Could you make it so pouches work as side bags in immersive backpacks?

Nicodemus, Jul 28th at 12:25 PM

In a ruin from BetterRuins, I just looted this:

Quiver

I looked it up in the Wiki: "An unused quiver exists in the game files. It is unobtainable in survival mode, and its handbook page was removed in v1.15.7-rc.1. It can be placed in a bag slot to provide 10 yellow inventory slots, which only hold arrows."

... Would be cool if it was added to the addons... ๐Ÿ˜
Maybe attached in the same places as tool straps, or side pouches :)

PS: The mod is already amazing ๐Ÿ’š

Nicodemus, Jul 30th at 1:46 AM
@NekoJess: Might I point your attention the mod, Quivers and Sheathes: Forked? According to an earlier chat with Niikelion, it should work just fine with Modular Backpacks~

Oh, he said "As for compat adding them as backpack attachments, I'm really not sure right now.", which was my suggestion ^^

But at least I have my answer, thx ;)

Kyuuragi, Jul 25th at 8:11 PM

Is there somewhere we can add items that can be put into the toolstrap? Maybe just a personal want, but I think being able to to put a fishing rod in there would fit the use quite well

Sunseer, Jul 26th at 9:00 PM
@Niikelion: Not yet, because I made it in a weird way but I plan to fix it.

Based off this i assume this will aslo extend to the Shield Holster position as well? would love to have modded shields in there too! 

Chafinngooch, Jul 25th at 3:37 PM

any chance for toolsmith compat so we can use that sweet tool strap? :)

Niikelion , Jul 26th at 4:26 PM
@Chafinngooch: any chance for toolsmith compat so we can use that sweet tool strap? :)

Can you elaborate on that? I haven't checked compatibility with it yet, but if they don't work together then I will definitely fix it.

Kyuuragi, Jul 26th at 6:00 PM
@Niikelion: Can you elaborate on that? I haven't checked compatibility with it yet, but if they don't work together then I will definitely fix it.

I could be incorrect, but I believe Chafinngooch may be referring to the tool strap not using the custom parts modeling from toolsmith, showing a base tool instead.

Forlornus, Jul 24th at 2:10 PM

Greetings. I noticed that your mod has an 'AI' tag- is this referring to generative AI? If so, can you explain how exactly you incorporated/ used it during the during the duration of development? Thanks.

Niikelion , Jul 24th at 8:24 PM
@Forlornus: Greetings. I noticed that your mod has an 'AI' tag- is this referring to generative AI? If so, can you explain how exactly you incorporated/ used it during the during the duration of development? Thanks.

Yes, it is. A lot of the code was generated. I also have mcp for vintage story client, which enables me to develop remotely, and mostly automatically find a mod that breaks rendering in the user-supplied list of mods. Also all of the icons in the mod description/info are "ganerated" by AI, by creating new world, giving the player desired backpack variant and running .exppngonce

afrothekobold, Jul 25th at 4:26 AM
@Niikelion: Yes, it is. A lot of the code was generated. I also have mcp for vintage story client, which enables me to develop remotely, and mostly automatically find a mod that breaks rendering in the user-supplied list of mods. Also all of the icons in the mod desc

that'd explain why when it's installed trading and some recipies just would not work.  I'm not a programer, but from what i hear from programers VibeCoding (coding using AI) will more often than not break something, also it makes it a lot harder to find and fix bugs since you didn't write the code so you don't know it as well

afrothekobold, Aug 2nd at 4:10 AM
@Niikelion: Well, I am a programmer but I'm not gonna argue on that point. Can you describe what issues you are experiencing with the recipies and trading?

i was trying to make a book shelf and no mater what version i tried the item would appear in the spot you take it from for a couple frames then dissapear. traiding just didn't work, sometimes it would give me items but not take gears or supply away, sometimes it'd take the supply down but not take gears or give items, and sometimes I'd loose gears without getting the item or supply down.  SOMETIMES restarting would 'fix' it, sometimes it wouldn't, sometimes it just kinda fixed itself after leaving the trade menu.

afrothekobold, Aug 2nd at 5:41 AM
@JanosWick: The bugs you describe here are vanilla bugs. Uncraftable item, for example. I experienced those before installing this mod.

I have only ever expereanced these after installing the mod and they stopped after uninstalling it.  It can be both a vanilla bug and caused by a weird mod error

Niikelion , Aug 3rd at 5:54 PM
@afrothekobold: i was trying to make a book shelf and no mater what version i tried the item would appear in the spot you take it from for a couple frames then dissapear. traiding just didn't work, sometimes it would give me items but not take gears or supply away, somet

I can assure you, that in terms of crafting, this mod only registers simple recipes, it does no patching of the game, nor does it hook into any crafting-related nor trading-related systems. As mentioned by JanosWick the bugs you are experiencing are in the vanilla game, and they seem to be pretty random, so yeah, any mod can potentially influence how often they happen, but when the game devs patch this in vanilla, all will be fixed regardless. Feel free to revisit this mod then if currently the game is unplayable.

DapperHamster, Jul 24th at 9:10 AM

This mod is so cool! I love seeing the tools & lanterns & bedrolls on the backpacks, it really makes them feel like an interactive part of the world. One idea to up the immersion factor - it would be so cool if you could set the bag down & grab a tool directly off of a strap (and put it back), instead of having to use the inventory menu to move it from its special slot to the hotbar & back when you are done. Like how the lantern works!
(In general, it doesn't seem like a person will be removing pouches or straps very often at all once they build their backpack, so I wonder if having direct interaction with pouches/straps be the default & moving the attachement/detachement interaction to something more specialized might make sense?)

Oh, and a little QoL thing - would it be possible to reverse the controls for pick up/put down & open? So that ctrl+right click puts the bag down, and right click opens it. Or maybe add it as a config option?

Such a lovely mod, thank you for all your work!

Forn, Jul 23rd at 9:41 PM

Really love this mods concept. Makes me want to do something like this for my backpacks! :D Keep up the great work

Niikelion , Jul 24th at 8:16 PM
@Forn: Really love this mods concept. Makes me want to do something like this for my backpacks! :D Keep up the great work

In 1.6.x release line I'm focusing on stabilising the API and splitting monolith classes into behaviors. In about 2 weeks core of this mod should be available as standalone lib if you want to reuse the system without items/models from this one.

AzariaC, Jul 21st at 12:19 AM (modified Jul 22nd at 5:33 AM)

Any chance of adding further visual compatibility with Racial Equality (expanded)? More specifically, the Hobbit? It doesn't show up correctly on the player model.

Also, to put the idea in your ear: Any chance of implementing a hotkey or something that allows us to take the tool from our bag and into our hand to use, like when one taps X to move things from your offhand to your mainhand?

 

[Edit: It works for me now, nvm!]

AzariaC, Jul 21st at 7:08 PM
@rhino1998: A selector bound to F (like how the quives/sheaths selector works) could be nice

Something like that, yeah. Maybe not F, but maybe something like Ctrl+F or Shift+F because things like the Dolabra, Chisel and Roofing mod rely on that key, too

rhino1998, Jul 21st at 8:48 PM (modified Jul 21st at 8:48 PM)
@AzariaC: Something like that, yeah. Maybe not F, but maybe something like Ctrl+F or Shift+F because things like the Dolabra, Chisel and Roofing mod rely on that key, too

Quivers/sheaths also overlaps F but opens a second ui box that doesn't interfere with the tool mode selector

Elgusa64, Jul 22nd at 2:33 AM
@AzariaC: Any chance of adding further visual compatibility with Racial Equality (expanded)? More specifically, the Hobbit? It doesn't show up correctly on the player model.Also, to put the idea in your ear: Any chance of implementing a hotkey or something that all

I support the idea of โ€‹โ€‹a hotkey, but there could be two, one for each tool slot, and they could be configurable in the vanilla game's key settings, so we could customize them to our liking.

Calminaion, Jul 20th at 6:21 PM

Hi, mod looks awsome, just an idea I hope you don't mind, could you add a trinket slot? I was doing a patch on the neck.json to see if it would work, had to use the toolstrap spot and move it about and that got me thinking a dedicated slot would be good for customisation.

Niikelion , Jul 20th at 10:38 PM
@Calminaion: Hi, mod looks awsome, just an idea I hope you don't mind, could you add a trinket slot? I was doing a patch on the neck.json to see if it would work, had to use the toolstrap spot and move it about and that got me thinking a dedicated slot would be good f

I've been experimenting with trinkets for 3 days. I'm not sure where and how they will be allowed to be placed, but I want to do some form of decorating for backpacks.

Rinoscope, Jul 20th at 3:47 PM

Hey!
This looks FIRE!
But am I correct in understanding that one Sturdy Backpack represents 56 slots? (6 + 10x5?)

Niikelion , Jul 20th at 4:26 PM
@Rinoscope: Hey!This looks FIRE!But am I correct in understanding that one Sturdy Backpack represents 56 slots? (6 + 10x5?)

36(6 + 6*5) for pouch only, but you can do better with 2 sturdy mining bags instead of 2 pouches

dedgrant, Jul 20th at 1:49 AM

The way this evens out progression from leather to sturdy leather options is peak!

Would it make sense to allow the two side attachment points on the OG leather backpack to allow sacks, so that aligns more closely with early game progression?

Frazier, Jul 19th at 10:43 PM

Love the mod! I'd like to see an option that disables the option to put tools inside of regular inventory slot to make it a bit more immersive. I think the toolslots are a great idea and building ideas around those slots really adds to the immersion!

rhino1998, Jul 19th at 3:53 AM (modified Jul 19th at 3:55 AM)

I was working on a compat patch for the butchery mod so that I could put pouches onto the butcher bags and I ran into an issue: The main bag always has the same default storage flags. Can you add a way to make the main part of the bag have custom storage flags and maybe allow the have the pouches to have fully custom storage flags instead of just the 3 options?

 

I also ran into separate issue where the butchery bags are implemented as one item type with different shapes (not just different texture sets) by variant (which isn't supported by this mod afaict) but that can be worked around by just creating separate item types.

Sonsasu, Jul 19th at 1:19 AM

Is there a chance of adding a compatability with KCs Dragon Player? I'm using that and the KCs Dragon Gliding.

It also uses Player Model Lib, but I think the addition of the tail reverts the backpack to the base leather model. I double checked by swapping between the KC model and the Seraph and it shows up only on the Seraph. 

[Modular Backpacks version 1.0.2 worked previously but recent updates don't show the new backpack.]

MeadowTealeaf, Jul 19th at 4:44 AM (modified Jul 19th at 4:51 AM)
@Sonsasu: Is there a chance of adding a compatability with KCs Dragon Player? I'm using that and the KCs Dragon Gliding. It also uses Player Model Lib, but I think the addition of the tail reverts the backpack to the base leather model. I double checked by swapping

By memory, didn't KCs dragon model have a thing that overrides the backpack to add tailbags? I would say that is what is causing that weirdness maybe? 

Sonsasu, Jul 19th at 7:17 AM
@MeadowTealeaf: By memory, didn't KCs dragon model have a thing that overrides the backpack to add tailbags? I would say that is what is causing that weirdness maybe?

I don't code so can't say for sure, though it does add tailbags, yes! Funny enough, I went back to Modular Backpack 1.0.2 to check just now, and it seems this mod overwrote the tail bag feature. [If having to pick, I'd rather see this mod, cute as the tail bags are!]

With version 1.3.2, it shows the default leather backpack with the tailbags rather than the new model. 

MeadowTealeaf, Jul 19th at 9:39 AM
@Sonsasu: I don't code so can't say for sure, though it does add tailbags, yes! Funny enough, I went back to Modular Backpack 1.0.2 to check just now, and it seems this mod overwrote the tail bag feature. [If having to pick, I'd rather see this mod, cute as the tai

I suspect it has something to do with this mod being tweaked to work alongside the player model library (there wasn't compat initially). To explain it simply: When you make a race model that has a body shape that differs from the seraph, there is a good chance a lot of the various clothing/armour/accessories will look all janky, so they need to be tweaked to actually fit your new model. So when you put on an item (and the author has set up a tweak for that item), player model lib points to the adjusted shape that is hosted within the race mods files rather than the vanilla file. As KCs dragon has set up a custom shape for the backpacks for their model, which overrides the vanilla shape, it is also now overriding this mod. That's my suspicion anyway :)

AverageSwede, Jul 18th at 5:08 AM

is this compatible with heraldry capes?

Niikelion , Jul 18th at 10:19 PM
@AverageSwede: is this compatible with heraldry capes?

Haven't tested yet, but I don't see a reason why they would behave differently with/without modular backpacks. That said, horse mod broke backpacks before so can't promise :/

AverageSwede, Jul 22nd at 3:45 AM
@Niikelion: Haven't tested yet, but I don't see a reason why they would behave differently with/without modular backpacks. That said, horse mod broke backpacks before so can't promise :/

KK, was wondering because in my friends and my world we can't see the backpacks but can see the linen bags, we call them "baboon butts" lol

Niikelion , Jul 26th at 4:31 PM
@AverageSwede: KK, was wondering because in my friends and my world we can't see the backpacks but can see the linen bags, we call them "baboon butts" lol

If you can share your mod list I can probably figure which mod causes it and fix it :)

AverageSwede, Jul 26th at 4:56 PM
@Niikelion: If you can share your mod list I can probably figure which mod causes it and fix it :)

No need! One of the recent updates seems to have fixed it, we can see the backpacks just not the tools or extra pouches, we can still see our linnen sacks, plus tbh our mod list is probably over a hundred of different quality of life things

Nicodemus, Jul 17th at 5:52 PM (modified Jul 17th at 5:54 PM)

More immersion... More realism... MOOOOOORE!!!

(Thank you my good sir ๐Ÿ˜‰)

NekoJess, Jul 17th at 2:50 PM

Any plans to make this compatible with Quivers and Sheaths: Forked by Alodh?

~Jess

Niikelion , Jul 20th at 10:40 PM
@NekoJess: Any plans to make this compatible with Quivers and Sheaths: Forked by Alodh?~Jess

If there is some rendering issue with this mod + modular backpacks then definetely yes. As for compat adding them as backpack attachments, I'm really not sure right now.

Wyntr, Jul 17th at 11:53 AM

Also, I see the modpage says you are planning on doing reworks of the models. I am willing to help model/texture. If you want, the offer is on the table.

Niikelion , Jul 20th at 10:44 PM
@Wyntr: Also, I see the modpage says you are planning on doing reworks of the models. I am willing to help model/texture. If you want, the offer is on the table.

Thank you very much for your kind offer! Right now I'm collaborating with MeadowTealeaf, but feel free to create create reskin of this mod and publish it as your mod if you want to. I can help you with mod part if needed :)

Sorcelaine, Jul 17th at 11:09 AM

Seeing my own mod listed had me like Di Caprio pointing and whistling HAHAHA
I'm really enjoying this mod! Thank you for your hard work. :3

Josselin17, Jul 16th at 4:02 PM (modified Jul 16th at 4:11 PM)

omg I've been suggesting this for so long !

Wyntr, Jul 15th at 8:20 PM

so, i see this, immediately love it, and wonder how hard it would be to make compatible with other backpack mods, add new bags, pouches, etc...
definitely gonna follow this mod, and if i can work out some kind of compatibility with my backpack mod, this might become a new mainstay mod.

Niikelion , Jul 15th at 10:38 PM (modified Jul 15th at 10:40 PM)
@Wyntr: so, i see this, immediately love it, and wonder how hard it would be to make compatible with other backpack mods, add new bags, pouches, etc...definitely gonna follow this mod, and if i can work out some kind of compatibility with my backpack mod, this mi

It's quite simple to make your backpacks compatible. Good starting point would be looking at the linked repo, overriden vanilla backpack models in particular(to see how slots are defined on the model). Second place would be vanilla-backpack.json patch file that defines what goes into the slots. Third would be attachable-items.json to see how to allow other items to attach to different slot types.

Niikelion , Jul 16th at 6:06 AM
@Wyntr: cool, i'll definitely look into that once im no longer sick.are there still issues with playermodellib, or has that been resolved?

It will be resolved soon. I made a fix and it seems to be working. I'm still ensuring that it will not break the mod without playermodellib.

Kyuuragi, Jul 15th at 8:17 PM

My bags are invisible similar to others I've seen comment; My mod list is rather extensive so I've been unable to narrow down the mod making it happen as of yet.
I do use the new variant of Equus rather than Wild Horses: https://mods.vintagestory.at/equusdestrier
Would that perhaps be the cause?

Niikelion , Jul 16th at 7:48 AM (modified Jul 16th at 7:49 AM)
@Kyuuragi: My bags are invisible similar to others I've seen comment; My mod list is rather extensive so I've been unable to narrow down the mod making it happen as of yet.I do use the new variant of Equus rather than Wild Horses: https://mods.vintagestory.at/equusd

Kyuuragi

I checked equusdestrier and it looks like there is no problem with this mod. If you are willing to share your mod list(however extensive it is) I could find the culprit.

I have claude code based harness for finding mods that break rendering backpacks/addons on player in a given list, so it will probably only take about an hour to narrow it down.

Niikelion , Jul 17th at 7:18 AM
@Kyuuragi: I'm fine sharing my modlist, what's the best way to do so?

You can paste it here/create issue on github/dm me on discord(I'm Niikelion on there too)

Kyuuragi, Jul 17th at 6:28 PM
@Niikelion: You can paste it here/create issue on github/dm me on discord(I'm Niikelion on there too)

I put it in a spoiler because again, it's a rather extensive list; I appreciate the help

Spoiler
Modlist

Abyssal Depths 1.0.18
Mixing Bowl ACA Patch 1.0.0
Accessibility Tweaks 5.0.0
A Culinary Artillery Experimental 2.0.0-dev.21
Adventurer's Walking Stick 3.0.9
Alchemy 2.1.12
Ale Traders 1.0.0
Alloy Calculator Stuzzichino 1.2.17
Amphorae 1.0.2
Ancient Lib 1.0.0
Ancient Tools: Mortar and Pestle 1.0.0
Ancient Tools: Resin Harvest 1.0.0
Animal cages 5.0.0
Animal Trader 1.2.1
Animations lib 0.0.2
Anvil Performance Optimization 1.0.0
More Lanterns 1.4.1
Unleaded Windows 1.5.0
Hardcore Water : Transport Edition Forked 1.4.6
Arctic Survival 2.0.0
Arrow Barrels 1.5.0
Arrowheads Recovery 1.0.3
Astronomer's Delight 1.0.2
Attribute Rendering Library 3.1.5
Auto Map Markers 5.0.3
Auto config lib 2.0.9
Auto Panning 2.0.0
Bacon Bacon Bacon 1.2.2
IBO Bag Size Configs 0.1.4
Batch Production Molds 1.0.3
BerryBushNoFert 1.0.1
Axe + Plank = Sticks 1.0.0
Beam Tweaks 2.1.1
better and Improved Weather 0.1.8
Better Arrows 1.0.1
Better Bookshelf Backing 1.0.1
Better Bread Satiety 1.0.1
Better Chisel 1.0.0-rc.6
ๆ›ดๅฅฝ็š„ๅฎžไฝ“ไบคไบ’ 1.0.5
BetterEr Prospecting 3.4.3
Better Firepit 1.2.0
BetterHopper 1.2.1
BetterJonasDevices 2.1.4
Better Loot 2.0.2
BetterNutrition 1.3.0
BetterRuins 0.6.3
BetterTraders 0.2.0
BetterTranslations 0.0.44
Bigger Cellars Rebuilt 1.0.0
Bigger Pockets 1.0.6
Billposting 2.0.3
Bird's Eye 0.1.4
BloodTrail 1.2.5
Bloomery Tiers Rebuildable Bloomery Patch 1.0.5
Bloomery Tiers 1.0.4
Blush and Bins 1.3.3
Bone Marrow Soup 1.0.1
Brady's Crude Building Elements 1.5.4
Improved Ladders 1.2.2
BrainFreeze 1.3.8
Builders Cannon 0.6.0
Bulk Molds 1.3.0
Bushfat 1.0.1
Butchering + Seraph Leveling Compatibility 1.1.1
Butchering Table Tool Durability 1.0.0
Butchering 1.13.5
Calm Rapids 1.0.0
C&N Jewelry 0.6.20
Carry On 2.0.0-pre.7
CarryOnLib 1.0.0-pre.7
Cartwrights Caravan and CarryOn Patch 1.0.1
Cartwrights Caravan 1.9.1
Catch Livestock 0.2.4
Catch Ledge 0.7.1
Cats 5.0.1
Cave Art Pigments And Shapes 0.1.0
Ceramic Barrel & Bucket 1.0.1
ChickenSitReloaded 1.1.2
Chisel Durability Tweaks 1.0.1
Chiseled Block Retention 2.0.1
chiseltools 1.17.4
Climb Mountain 0.2.4
Clothier's 'Heirlooms 1.1.0
ClothingVisuallyDegrades 2.3.0
Impact 1.1.0
Trader Camps 1.1.8
Colliders lib 0.1.4
Combat Rebalance 1.5.0
CompostTweak 2.3.0
Config lib 1.12.0
Configurable Handheld Light Levels 1.1.1
Configurable Room Size 1.3.2
Conquest Blocklayer Overhaul 1.0.2
Jazzberry's Cool Cooking Tweaks 1.2.4
Copper Coldforging 1.2.0
Cozy Pierzynas 1.3.0
Crateful 2.1.0
Crawl&Dive 0.2.5
Catch And Release: Butterflies 2.1.0
Creature Footsteps 1.3.0
Upgradeable Storage 1.1.9
Catch And Release Library 1.1.0
Crock Mod 2.1.1
Crossbows 1.10.0
Cuniculture - Rabbit Farming 1.25.1
DairyPlus 2.0.0-pre.1
Dame Elswyth's Summons 0.2.8
Dampened Anvil 1.2.0
Dana Can Cook 2.0.0
Darce's Drifters Redone 1.3.0
DarkVision 1.3.5
Daubweave 1.0.0
Day Trader 1.0.6
Death Corpses 2.8.1
Deciduous Trees 1.7.2
Desire Paths 0.5.1
Diverse Diets 1.0.4
Dressed to Kill: Redux 1.0.1
Dressmakers 1.8.0
DrifterAimNerf 1.1.0
Drifter Pie 1.0.0
Drunkling's stoneware jug 1.0.2
Early Beehive Kiln 1.2.2
Easier Alcohol Distillation 1.0.2
Expanded Foods Fowlmod Compat 1.0.0
Egg Pie (Quiche) 0.1.0
Electrical Progressive: Basics 3.3.1
Electrical Progressive: Core 3.3.0
Electrical Progressive: Industry 0.7.0
Electrical Progressive: QoL 3.3.0
Elk Materializer 1.0.2
Elk Physics 3.0.3
Entity Resync Fix Resynced 1.0.3
Equus: Medieval Horses 1.1.0
Equus: Tack and Equipment 1.2.0
Eternal Stew 1.4.2
Even Jug Increments for v1.21 1.1.0
Expanded Library 0.7.0
Expanded Molds 1.2.0
Expanded Foods: Core 2.0.0-dev.12
Expanded Foods: Chef's Tricks 1.0.0-dev.3
Expanded Foods: Meals 1.0.0-dev.5
Expanded Stomach: Eat More. Less Often. 1.4.1
Expanded Matter 3.7.0
Expressions 1.4.2
Extra Firearms 1.1.3
Extra furniture 1.1.2
Extra Info 2.2.1
Extra Shelves 1.1.2
Fair Fish 2.0.0
Farmland Drops With Nutrients 1.2.2
Farseer 1.4.0
Fast Crafting Grid 1.0.4
Feed from Seed 1.1.2
Fendragon Backpack Construction System 0.2.3
FendragonBlacksmithGloves 0.0.5
Fields of Cranberies 0.0.5
Fields of Salt 1.2.5
Fill My Bloomery 1.0.3
Firearms 1.10.1
FirepitsShowFuel 2.0.0-dev.1
Firewood and Boards from Debarked Logs 1.1.0
Fish Trader 1.1.0
Flee Exhaustion 1.2.0
Flint Saw 1.0.1
Food crate (aka Storage Urn) 2.2.1
FoodShelves 3.0.4
Footprints 1.2.5
Forgotten Armory Viking 1.1.6
Sonya's Quality Fowl 1.0.1
Fox taming 1.7.6
Fragile Charcoal 0.0.1
Freeform Atelier 1.8.1
Free Look 1.0.5
From Golden Combs 2.0.8
Frontier's Map - Legacy Stamp Pack 1.0.0
Frontier's Map 1.0.3
Fuel Briquettes 1.0.2
Genelib 3.1.2
Geology Additions 1.4.8
Geology Map 1.0.2
Spawn Giant Water Lilies 1.0.1
Gimme One Seed Plz 1.2.1
Glockmaker 1.2.0
Glowtorns 1.0.1
Grassier Grass 1.0.0
Handbook bookmark 0.1.2
Handbook Crash Guard 1.0.4
Handbook Declutterer 2.0.1
Hardtack Bread 1.0.1
Hazed Glass 1.0.0
Heatproof Bricks 1.0.4
Heraldry 2.0.0
Heraldry : Banners 2.0.0
Herbarium 1.4.3
Hide armor progression 0.0.4
Hitscan Begone! 0.1.0
Harper's Immersive Tools 2.4.5
HUD Clock 4.4.1
Human-Like Skins for Seraphs 0.0.4
HungryWhileInjured 2.2.1
Hydrate Or Diedrate 2.4.14
Ice is Ice 1.0.1
Immersive Light 0.1.5
Immersive Machina 0.1.0
Immersive Foliage 0.1.1
Immersive Lanterns 0.4.1
Immersive Mining and a Half 1.0.0
Immersive Mining 0.3.0
Modular Backpacks 1.3.2
Immersive Rope Crafting 1.1.5
Immersive TPS Camera 1.0.8
ImmersiveWoodworking 1.2.0
Improved Handbook Recipes (Fork) 1222.0.2
Improved Quenching 1.0.1
Infantry Dolabra 2.0.2
[Infinitum] Core 1.0.0
[Infinitum] Pickup HUD 1.3.0
InsanityLib 2.0.3
Interesting Ore Gen 2.3.8
Ithania Backpacks 0.6.1
IthaniaCannedGoods 2.0.7
Ithania Expanded Fishing 1.1.1
I Want Smooth Temperature 1.1.6
Jack's Dryable Firewood 1.1.0
Jack's Stone Chisels 1.0.2
Jaunt: Extended Riding System 3.1.0
jonastools 1.3.0
Jonas Workshop 1.2.1
JSON Patches lib 1.5.5
Jump Height 1.4.0
Just The Pepper 3.0.0
Keep Rapids for Water Wheels 0.0.1
kevinsfurniture 1.9.0
Stackable Kiln Shelves 1.1.8
KitchenFuel 1.2.2
Knapster 4.0.0
Knitting 2.0.3
Leaf Litter 1.2.2
LetThereBeLight 0.0.9
Useful Licorice 1.2.1
Logging Expanded 0.3.6
Logical Clothing Warmth 1.5.0
Lone Wolf Class 1.0.0
Lower firearms crafting patch mod 0.3.7
Slightly lower grass overlay 1.0.0
Lunchbox 1.3.3
Mad Crow Glider 1.22.0-rc.6
Mad Foundation 1.2.0
Mad Hoarding 1.0.1
Bows 1.1.0
Manifold 0.4.1
Manual Bait 0.1.5
Manual Dishes 0.1.2
Manual Dough 1.1.8
Mapper Map Recipe Patch 0.1.1
Mapper 0.5.2
Material Needs: Geology 2.0.10
Variations on a Meal - Revaried 3.1.6
Mechanical Block Retention 1.0.0
MedievalArchitecture 1.1.1
Metal Cookware 1.8.0
Meteoric Iron Is Beautiful 1.3.0
The Mighty Walnut 1.2.1
Millwright 1.3.3
Millwright x Wool & More Compat 1.1.1
Mineral Soup 1.0.1
Mineral Jewelry 1.2.0
MoreAshlarBlocks 1.1.2
More Dirt Slabs 1.0.2
MoreFlooringPatterns 1.1.0
MORE GOAT 1.1.0
More Piles 3.0.1
MorePolishedRocks 1.0.3
More Saddle Blankets 0.1.5
Movable Rapid Water 1.0.2
Multiblock Crates 1.2.1
MycoBoost 0.0.4
Natural Foliage 0.0.4
Natural Fertilizer 1.5.1
Navi 1.0.10
NDL CoralGrowth 2.2.0
NDL GrassGrowth 1.0.0
NDL MushroomGrowth 2.3.0
NDL TreeGrowth 2.5.0
No Ocean Translocators 1.0.2
No Roofing Recipes 1.0.1
(Not Only)Spear-Expantion 0.3.9
Novelty! 1.2.4
Oils! Resoaped 1.0.2
Only Flower Seeds 1.0.4
Opdoorpack 0.0.1
Opine Upon Pine (Retexture) 1.0.10
Optimization Patch - Catch And Release: Butterflies 1.1.0
OrekiWoof's Simple Immersive Beehive 2.0.0
Overhaul lib legacy compat 1.2.4
Overhaul lib 2.0.10
owies 1.0.1
Panda Hearth 0.1.0
Panda Hearth Real Smoke Compat 1.0.0
Panning Machine 1.0.11
Pencil 2.2.0
Personal Pocket Dimension 0.1.4
Pet AI 5.1.1
PhysicsLib 1.3.0
Place on slabs 1.2.0
Plumpkins 1.1.3
Posts and Beams 1.5.1
Pipes and Power Expanded 0.6.4
Precision Knapping 1.4.0-rc.1
Primitive Backpacks 1.1.3
Primitive Survival 5.0.6
Progression Framework 1.1.0
Projectile Flee 1.0.5
ProspectTogether 2.2.1
Sensible Explosives 1.0.0
Purposeful Storage Metalbits Patch 1.0.0
PurposefulStorage 2.0.1
Quench Salvage 1.0.0
Quivers And Sheaths 0.9.29
Radial Gear 1.0.0
Reachable Creative Tabs 1.0.5
RealisticTemperatures 0.1.6
Real Smoke QP's Chisel Tools Patch 1.0.1
Real Smoke 1.3.1
Victy's Real Time Firepit 1.1.0
Rebuildable Bloomery 1.0.6
Reel Mower 1.6.1
Pal's Enhanced Locusts 2.0.2
Resonator Overhaul 1.1.3
resonator range increase 1.0.1
Resin Regrow 2 1.3.0
RestfulSit 1.2.0
Riftworks 1.1.20
Rivers 5.0.2
OrekiWoof's Roaming Bees 2.0.0
Rock Strata Variety 0.0.4
Roll-up bed 1.0.4
RopeAndSpear 1.1.5
Ropetiable at gen 0 Updated 1.4.1
Saddle Blanket Beds 0.0.6
Safe House 1.0.1
Salt and sands 1.3.0
Sauce-a-lot 1.3.1
Saw Blade Mould 1.1.1
Scarecrow 1.8.2
Scoop of Jam 1.2.0
Scrolled 1.1.9
Display Container Versatility 1.5.2
Scythe Fix 0.2.1
Seafarer 0.5.15
Seamless Rapids 1.0.1
Seasonal Flowers 1.1.1
Seaweed Farming 1.0.0
Secret doors 1.0.0
Secure Cooking Pots 1.0.2
Seraph Leveling 1.19.0
Shadehouse 1.2.3
ShearLib 1.3.0
Shelf Obsessed 2.1.6
Shipwright: Vessels of Distant Shores 1.4.1
SimpleHandbookTabs 1.0.0
Sleeping Bag 1.0.0
SlowTox 5.0.0
Steelmaking Expanded 0.9.4
SmithingPlus 1.9.0-rc.1
Smoked Bushmeat in Stew 1.0.0
Smoked Meat to Cured Nuggets 0.0.1
SMOL Zero Pigment Usage 1.0.0
Snowball Traders 1.0.1
Snow Caps 0.0.1
Realistic Snow Melting 2.0.0
SoldierSpy - Boneworks 1.2.5
SoldierSpy - Brassworks 1.3.7
Immersive Fibercraft 1.2.12
Spirits of Commerce 1.0.0
Split Hides and Pelts 1.1.0
StacksCoolSlower 1.1.1
Status HUD 4.3.2
Steep and Brew 0.7.0
StepFixElk 0.0.3
Stick Step Sounds 1.0.0
Stone Bake Oven 1.3.5
Stone Quarry 3.6.3
Storage Lectern 1.2.0
Storage Tweaks 1.3.3-rc.3
Substrate 2.0.0
Sun Gaze 0.1.1
Surface Teleporter - Extra Jonas Devices 1.0.0
Table Expansion 1.0.3
Tailor's Delight 2.2.2
Tankards, Goblets and More! 1.4.4
TanningRedux 1.0.2
Target Dot - Crosshair Retexture - Small 1.1.0
Temporal Symphony 2.3.2
TentBag Reworked 3.2.3
Terrain Slabs 1.0.17
Terra Prety 7.10.2
Th3Dungeon 1.0.1
Th3DungeonTopEntrance 0.4.2
The Cure Is Pies! 1.0.2
Improved Metallurgy 1.1.8
Archimedes Screw 0.2.0
The Art of Pies 2.1.0
TinkerTailor - Clockworks 1.5.2
TinkerTailor - Patchworks 1.6.6
TinkerTailor - Scrapworks 1.4.7
ToolBelt 0.3.5
Toolsmith & dolabra compatibilty 0.1.4
Toolsmith 1.2.17
TraderShopFix 1.0.0
Translocator Engineering Redux 1.6.6
Trapdoor Ladders 1.0.1
Trash Binned 0.4.2
Traveling Bells 1.3.5
Tree Shaker 1.1.1
Tunics 1.4.1
Unchisel 1.1.6
Underwater Horrors 0.15.1
Unhide Tapestries 1.0.0
Universal Husbandry 1.1.1
UnmixedGlow 1.1.1
Useful Traders 2.5.2
VanillaMoreMolds 2.1.0
Vanity slots 0.0.8
Variations on a Meal 2.6.1
Vermicomposting 1.0.6
Vint's Bottles 'n Cups 1.3.7
Visible Ores and Minerals 1.4.1
Toolsmith Geology Sharpening Patch 1.2.0
The Airship Mod! 1.1.4
Eco Machina 0.6.1
Dear ImGui 1.2.7
VS Roofing Mod 1.6.3
VSVanillaPlus 0.3.1
Wall Calendar 1.0.0
Wanderer's Sketchbook 2.0.5
Wanderer's Sketchbook Tablet Patch 1.0.1
Warm Armor 2.0.0
Warm Booze 1.0.0
Immersive Body Temperature 1.3.1
Watering Can Fill 1.0.2
Algernons Watersheds 6.4.3
Water Wheel For The Rivers Mod 1.2.1
WaySearchPoint 1.0.5
Weed Gardens 1.0.1
Which Ore Is Which? 1.0.0
Who let the pot out 1.0.3
Wildcraft: Grains and Seeds 1.1.0
Wilderlands Ethology 1.0.3
Wilderlands Forests 1.0.0
Wilderlands Waymarkers 1.0.4
Wild Vine Grow 1.0.7
Wind Chimes 1.5.2
Window Storage Library 1.2.7
Window Storage 1.8.25
Wind Vanes 1.2.7
Wolf taming 5.0.1
Wooden Chutes 1.1.1
slidingwoodenshutters 1.3.3
Wool & More 1.9.3
Wool Twine to Flax Twine to Wool Twine 1.1.0
Window Storage Lib - Transform Patches 1.0.0
Wulk's Smithing Addons 1.6.1
Xandus Inventory Tweaks Fork 1.9.1
XV Shaders 1.0.2
Zomb's Purposeful Storage weapons patches 2.4.0
ZoomButton 2.0.1
Rust Drops 2.1.
Niikelion , Jul 20th at 9:14 PM
@Kyuuragi: I put it in a spoiler because again, it's a rather extensive list; I appreciate the help Spoiler ModlistAbyssal Depths 1.0.18Mixing Bowl ACA Patch 1.0.0Accessibility Tweaks 5.0.0A Culinary Artillery Experimental 2.0.0-dev.21Adventurer's Walking Stick 3.0.

Unfortunately, modular backpacks are not compatible with FendragionBCS and I'm not sure if I will even be working on the compatibility patches. It introduces other backpack leveling system and heavily modifies backpack asset.

Omega_Wolf, Jul 15th at 5:41 PM

backpack attachments dont seem to render when using player model lib and the Bixo player model, hope this can be changed soon cause this mod is awesome!!!

Omega_Wolf, Jul 15th at 6:29 PM (modified Jul 15th at 7:05 PM)
@Omega_Wolf: backpack attachments dont seem to render when using player model lib and the Bixo player model, hope this can be changed soon cause this mod is awesome!!!

seems like this doesnt work with player model lib at all, actually, as i cannot put any tools on tool straps, tho adding puches works just fine

EDIT: didnt see how tool straps worked so im stupid there lol, but the original comment stands

Niikelion , Jul 15th at 10:35 PM
@Omega_Wolf: backpack attachments dont seem to render when using player model lib and the Bixo player model, hope this can be changed soon cause this mod is awesome!!!

Yeah, unfortunately player model lib overrides wearable rendering and skips addons rendering code. I'm working on the fix.

JustaKobold, Jul 15th at 5:27 PM

I tried this along side clothing has pockets which requires Player Inventory Lib and i think Player Inventory lib is incompatabile with this as it did some weird ghost items and weirdness with item retention in the bags plus ate some of my items, Once i got rid of Players inventory lib and clothing has pockets everything settled down. I think ill stick with this one as the other two were just minor fixes to the small backpack issue. Just wanted to give a heads up as a potential incompatability.

JeanPierre, Jul 14th at 10:25 PM

2026 07 15 00 21 23

Thanks for the .tfedit update! Dolabra is looking good there :> 

Niikelion , Jul 16th at 7:41 AM
@JeanPierre: Thanks for the .tfedit update! Dolabra is looking good there :>

Heck yeah! I was thinking about allowing spears onto toolstraps but I'm not sure how I feel about them clipping into the ground when backpack is placed.

JeanPierre, Jul 16th at 4:48 PM (modified Jul 16th at 4:48 PM)
@Niikelion: Heck yeah! I was thinking about allowing spears onto toolstraps but I'm not sure how I feel about them clipping into the ground when backpack is placed.

Niikelion Oh yea i had the same worry, but my though process was: Since the devs allow the weapons to clip while elk is sitting, i should be fine heheh, Walking sticks will also be updated to fit the toolslot properly :>

Ameliaaaah, Jul 14th at 6:52 PM

Love the updates so far! - Thanks for fixing that lighting bug (or it's gone away cause of your other fixes!)

Having another issue - The visuals of the backpack don't seem to play nice with Race mods. My friend is using Roboseraph, and I tried the new Seraphgirls mod - for both, the backpacks visual just look like unupgraded leather backpacks, no pouched, tool straps, lanterns etc. Would love if you could look into that!

Arkdirfe, Jul 14th at 2:53 PM

Mod looks and works great, but some config options for balance would be appreciated. Because right now on its own one sturdy backpack with 6 strudy pouches is already more slots than four vanilla sturdy bags. That might not be everyone's taste, so being able to change the pouch sizes (and maybe disabling some attachment points) via config would be nice. On the other side, there are people who are already running mods that increase the baseline slot counts of their bags so the pouches should be able to be scaled to fit.

Caspian2054, Jul 14th at 2:48 PM

 im having this odd bug that sometimes items from my backback are duplicating into my main invintory or hotbar but these items dont actuall exist but take up slots, to get rif off them i have to manualy stack them with the origanal one in the backpack and somtimes if i acctually use this item as i moved the duoe not the origanal the now empty space becomes unusable

sleeves, Jul 14th at 2:35 PM

I'm hoping future pouches will integrate item restrictions like those of mining bags. Either way, this is amazing :-]

ProrokFYNTK, Jul 14th at 9:40 AM (modified Jul 14th at 9:45 AM)

Hey, I've got an idea I think you may like, Roll-up bed (mattresses) mod just as the name says - it adds roll up beds for travellers, and since You've already got working attachment point system on Your backpacks', it should (I hope) be easy to make a patch that adds another attachment point for a roll up bed on on the top of a backpack, if the two mods are installed together. Or maybe a mattress strap that you need to craft just as for tools?
Let me know what you think!

Frazier, Jul 13th at 1:26 PM

Very cool! I wish though that this mod somehow could be combined with ImmersiveBackpackOverhaul. The pouches looks so good in that mod, except for the lack of grey coloring in sturdy pouches. But it also brings in earlygame pouch alternatives, I'd like to see that with sacks and baskets and hunter's backpack being available. I also believe that the pouches slots are slightly more balanced in that mod.

Shey, Jul 13th at 1:03 PM

I really like this mod. 
It's something that looks like it should have been a feature in the vanilla game.
i really love that you can just attach a lantern to your backpack. Game changer. Feels a bit like cheating but dang is it a QoL feature.
Thank you for the hard work!

JustaKobold, Jul 13th at 1:49 AM

does this limit you to one backpack or still allowed the usual 4 but now with bolt on pouches and whatnot.

Niikelion , Jul 13th at 10:10 AM
@JustaKobold: does this limit you to one backpack or still allowed the usual 4 but now with bolt on pouches and whatnot.

It does not limit backpack slots, but other mods that do should work. One that I would recommend is https://mods.vintagestory.at/immersivebackpacks by Deven.

Sonsasu, Jul 12th at 11:42 PM

Such a good mod--swapped instantly to it.

A funny hiccup happens with the tool strap slots if a player has a full inventory, plus hotbar--it'll plug any item into those spots if empty. 

My lil dude was walking around with a firelogs at a 90 degree angle then an angled gear on his backpack.

DamitWilot, Jul 12th at 9:12 PM (modified Jul 12th at 9:13 PM)

This is an amazing mod.
I do however wish that the base size (number of slots), and the sizes of the pouches were configurable.

I feel that as it stands the amount of slots is a little excessive.

EeGgTt, Jul 12th at 5:24 PM

One of the best backpack mod I've seen so far looking forward to seeing it succeed and get even better

Deven, Jul 12th at 2:27 PM

This is an incredible mod, I can't wait to try it out!

Much love for the mod compatibility! <3

Niikelion , Jul 12th at 5:05 PM
@Deven: This is an incredible mod, I can't wait to try it out! Much love for the mod compatibility! <3

I was thinking about making slot changes as part of this mod, but friend of mine sent me your mod and it kinda felt natural to omit it and ensure it works with your mod instead.

Nice work btw :) Even though you render backpacks differently than vanilla, I was able to use your flag to fix hiding backpacks when in hand.

FAIV, Jul 12th at 11:33 AM

Just as a heads up items that are picked up from the ground can be automatically placed into the Toolstrap Slots by the Game.

Bruhnanza, Jul 12th at 4:58 AM (modified Jul 12th at 6:20 AM)

Thank you for the awesome mod! Would you consider making some of attachments configurable so the supported items (via item codes) could be changed? My main reason is to remove the lantern slot since I think it's a bit unbalanced, so I temporarily made a fork where I removed it from the attachable-items.json in the interm. It would also allow easier additions like for the shields from Armory or firefly lanterns from Primitive Survival to be added without a specific patch needed.

Thank you again!

Fixitman64, Jul 12th at 1:47 AM

Thank you so much for making the pouches craftable from dyed leather. "Some disassembly required" mod lets you salvage leather from various items, but it's often times dyed a color. Resulting in having 1 of this color and 2 of that color makes crafting anything useful very difficult. Using these scraps of random color leather to expand your backpack is a perfect solution! The idea of having a backpack covered in recycled book covers & old boot leather is very amusing to me.

Thanks again for this awesome mod! 

invisibleplayer, Jul 11th at 10:58 PM

Hello! I love the mod. If I have multiple backpacks with attached modules do they stack? Like 2 backpacks maxed out with pouches 

rhino1998, Jul 11th at 6:50 PM

First of all, super cool mod

Would it be possible to make right click on the placed modular backpack pick it up and ctrl+right click open the backpack inventory (like the vanilla placed backpack interactions)

Fefa, Jul 11th at 6:21 PM

Any plan to add compatibility with Storage Tweaks mod? i love the idea of this backpacks, but not being able to use the features from storage tweaks is frustrating.

ProrokFYNTK, Jul 11th at 6:14 PM (modified Jul 12th at 12:50 PM)

Hello, just here to say that a simple inventory slot chart in the mod description would be very very helpful, so how many slots do pouches add to the backpacks' carry capacity? I'm trying to pick which backpack mod should i use for my next playthrough and that info could really help.

BurritoMcKenzie, Jul 11th at 4:21 PM

I'm not able to actually see the backpack on my character, does that need to be enabled somehow?

Niikelion , Jul 11th at 10:02 PM
@BurritoMcKenzie: I'm not able to actually see the backpack on my character, does that need to be enabled somehow?

No, there is some compatibility bug with one(or more) of the mods. I'm in the process of narrowing down the list of potential culprits.

JeanPierre, Jul 11th at 2:08 PM (modified Jul 11th at 2:18 PM)

Niikelion Inspired by this mod i made Immersive Inventory Slots :> feel free to add that to "Compatible with" section if you like

mazer246, Jul 11th at 11:30 AM (modified Jul 11th at 11:48 AM)

This, along with Immersive backpacks, just feels so right. Beautiful work.

Just a few observations:
- I no longer seem to be able to instantly pick up a backpack with right click anymore; I have to break the backpack as a block
- Using the tool straps seems clunky; I have to detach the strap from the pack, use it as a 1 slot backpack to put my tool in, and then reattach?
  (I just figured out that the tool straps correspond to the last 2 slots, not sure if it's possible, but would be helpful to have those slots look different so that it's more clear. I was initially under the impression that to access those tools I would need to put the backpack down and interact directly, same as the lantern/shield)
- The text still says to use shift even though I've rebound that behavior to another key.
~~ I've tested all the above on a new world with only this mod installed + optimum

Regardless, this still makes me very happy. My only regret is losing out on the color options from EternalSeraph Backpacks.
Excited to see where this goes!

Ciszeg, Jul 11th at 10:58 AM

If it's not much work are you interested in making your mod compatible with BackPackPack Plus?

Niikelion , Jul 11th at 10:03 PM
@Ciszeg: If it's not much work are you interested in making your mod compatible with BackPackPack Plus?

Sure! After round of bugfixes I will work on compatibility with backpack mods. Most likely I will add it as a separate compatibility mod.

Theta60, Jul 11th at 8:34 AM

Are you able to Make it Compatible with the mod that adds Weapon Sheaths, Shield Slings, Etc? 

Theta60, Jul 14th at 9:20 AM
@Niikelion: Yes, most likely as a separate compatibility mod.

That would be Awesome! 
One Way you could do it is by having the Quivers and Sheaths Be Attachable to the Backpack in place of one of the Tool Slots? Giving the Option for 2 tools and A Weapon, Two Weapons and a Tool, 3 Weapons or the Usual 3 Tools. And for the Smaller pack, The You could have Two Tools, Two Weapons or One of Each

CaptainKyle, Jul 11th at 8:19 AM

i think you need a better way of explaining what is meant to go where and how your system works cause right now there is no way to tell and when i go in and try to use your system its giving me some trouble, i got the lantern to work but the tools and the pouches dont which was weird, either way, keep up the hard work.

KillerSam, Jul 11th at 7:34 AM

Something is causing this to make the backpacks to be invisible on my server and I have no idea what might be doing it trying to investigate

KillerSam, Jul 11th at 11:20 AM (modified Jul 11th at 11:23 AM)
@Niikelion: Also do you, by any chance, play as a non-seraph character?

I play as a seraph but my friends don't I do have player model lib on there and a couple extra races, can't check other mods atm I'm out for the next few hours, actually now that I think about it I do have the vanity mod on there but I keep my bags shown, that might be causing something weird to happen

MrFastZombie, Jul 11th at 5:24 AM (modified Jul 11th at 5:24 AM)

I think it'd be nice if the amount of slots pouches added was configurable, though I could patch it instead otherwise. 

Velaroz, Jul 11th at 3:10 AM

Just for understanding; this mod on its own makes it so leather backpacks and sturdy leather backpacks can be upgraded, and we still have the 4 of 'em?

Does it show off the one in the first slot, or the most upgraded one?

How much light does a lantern provide when casting light from the backpack?

MrFastZombie, Jul 11th at 5:12 AM (modified Jul 11th at 5:41 AM)
@Velaroz: Just for understanding; this mod on its own makes it so leather backpacks and sturdy leather backpacks can be upgraded, and we still have the 4 of 'em? Does it show off the one in the first slot, or the most upgraded one? How much light does a lantern pro

Regarding the first question: It uses the vanilla backpacks. The leather backpacks give 6 slots and 8 for sturdy leather backpacks before any upgrades. The new stuff attaches to backpacks placed on the ground in the same way you'd put something on an elk. Standard pouches give 3 extra slots and sturdy pouches give 5 slots. The additional slots are added to the backpack directly, so you can access them in your inventory. A fully sturdy pouched sturdy leather backpack has 38 slots and you could carry 4 of them. You can also get 3 extra slots each that only carry tools bringing the total slots to 41.

For the second question: It shows whatever pack is in the right-most bag slot, which I believe is vanilla behaviour. So you can pick whichever one you want displayed.

Third question: It seems to have the same light level as a lantern when held in your hands, but a few blocks less while wearing it or when placed on the ground. (See this imgur album for screenshots showing this: https://imgur.com/a/w82j5Mx)

MeadowTealeaf, Jul 11th at 2:47 AM

This is exactly what I've been wanting from a backpack mod! Any objections if I made my own models for this?

Niikelion , Jul 11th at 7:20 AM
@MeadowTealeaf: This is exactly what I've been wanting from a backpack mod! Any objections if I made my own models for this?

Go for it :)

I will try to make better models too, but since I'm terrible at it, it may take some time.

Niikelion , Jul 12th at 7:38 AM
@MeadowTealeaf:

Oh wow, this looks great!

Niikelion , Jul 12th at 4:47 PM
@MeadowTealeaf:

Would you be willing to share the files to incorporate this in the mod itself?

MeadowTealeaf, Jul 13th at 1:36 AM (modified Jul 13th at 1:43 AM)
@Niikelion: Would you be willing to share the files to incorporate this in the mod itself?

Oh, of course! Very happy to! Are you on discord? (My username is mellow.moon)

FlyiaDragons, Jul 11th at 2:20 AM

For some reason it`s not letting me attach a mining pouch to the backpack? or is that intended?

Niikelion , Jul 11th at 10:04 AM
@FlyiaDragons: For some reason it`s not letting me attach a mining pouch to the backpack? or is that intended?

It is supposed to only allow you to attach vanilla sacks/bags to 2 front slots on sturdy backpacks.

Ameliaaaah, Jul 11th at 12:30 AM

Really love the idea here! 

Tested on a fairly heavily modded server and two things, 1 the backpacks weren't appearing visually on my back, and 2 after placing a backpack with a lantern down on the ground and subsequently picking it back up - the light it produced stays behind, leaving patches of 'lit' ground with no source. 

Unsure if default problems, or compat problems - I can try and figure that out, but wanted to flag.

Ameliaaaah, Jul 11th at 10:17 AM (modified Jul 11th at 10:18 AM)
@Niikelion: Thank you for reporting the issues. I will look into that. List of mods would be really helpfull in case this is a compat poblem.

As I said, quite a long list - I've done tests in a SP save turning off Ithania Backpacks, and Quivers and Sheathes (but not its depandancies, which maybe matters?) - which semeed like the most realted mods - and issues persistated so doesnt seem to be those at a surface level.

Spoiler
walkingstick 3.0.9
catchlivestock 0.2.4
deciduoustrees 1.7.0
fieldsandplateaus 1.0.10
hangingvessels 1.1.1
hydrateordiedrate 2.4.14
ithaniabackpacks 0.6.1
jsonpatcheslib 1.5.3
millwright 1.3.3
more-chute-rotations 0.0.2
overhaulliblegacycompat 1.2.4
overhaullib 2.0.10
plainsandvalleys 1.0.13
scrollrackable 1.5.2
shelfobsessed 2.1.6
spinningwheel 1.2.12
stonequarryrepckfipil 3.6.3
tankardsandgoblets 1.4.4
temporalwarden 0.1.1
temporalsymphony 2.3.2
temporal_gears_stack 1.0.0
game 1.22.3
vsimgui 1.2.7
waterunderfarmland122 1.1.0
abyssaldepths 1.0.18
aculinaryartillery 2.0.0-dev.21
alchemy 2.1.0-rc.90
animalcages 5.0.0
animationslib 0.0.2
metalrecoveryrevivedrevived 0.1.22
apegrapes 1.4.0
attributerenderinglibrary 3.1.5
egocaribautomapmarkers 5.0.3
bedspawnv2 1.7.0
betterruins 0.6.2
bloodtrail 1.2.4
bloomerytiers 1.0.4
butchering 1.13.4
carryonlib 1.0.0-pre.7
cartwrightscaravan 1.9.1
clothshelf 2.0.2
configlib 1.12.0
cozypierzynas 1.0.0
thecritterpackcontinued 1.4.2
dairyplus 2.0.0-pre.1
decoclockrevival 1.22.2
tackandequipment 1.1.1
exlib 0.7.0
firearmsfork 1.10.0
foodshelves 3.0.4
fromgoldencombs 2.0.7
genelib 3.1.1
immersivemodularbackpacks 1.0.0
immersivewoodworking 1.0.0
ithaniacannedgoods 2.0.7
ithaniaexpandedfishing 1.1.1
jaunt 3.0.0-rc.3
knapster 4.0.0
moldsplus 1.0.4
morepiles 3.0.1
ndlflowergrowth 2.2.1
ndlmushroomgrowth 2.2.1
orekiwoofsbeehives 2.0.0
outlawmod122 1.2.8
panningmachine 1.0.11
passthruchutes 1.0.2
petai 5.1.1
physicslib 1.3.0
placeonslabs 1.1.3
playermodellib 1.22.9
postsandbeams 1.5.1
claywheel 2.0.1
purposefulstorage 2.0.1
rebuildablebloomery 1.0.6
regalia 1.8.0
repairmepatch 1.3.1
rivers 5.0.2
roamingbees 2.0.0
rustgirls 0.4.6
scaffolding 1.3.1
scarecrow 1.8.2
shipwright 1.4.1
slowtox 5.0.0
soundofconfession 2.0.0
spyglass 0.6.1
steepandbrew 0.7.0
stonebakeoven 1.3.4
survivalteleporterconfig 1.0.0
tanningredux 1.0.2
th3dungeon 0.5.0
visibleoresandminerals 1.3.1
vsairshipmod 1.1.4
vschunkreloader 1.2.1
creative 1.22.3
vsquest 3.1.0
vsroofing 1.6.3
survival 1.22.3
vsvillage 6.0.1
waterfall 1.2.3
watersheds 6.4.3
windchimes 1.5.2
woodenfortifications 2.0.11
aldiclassesdrunkenaddition 2.1.1
bloomerytiersrebuildablebloomerypatch 1.0.5
carryon 2.0.0-pre.7
combatoverhaulfork 0.18.3
crossbowsfork 1.10.0
draconis 1.4.2
elkjaunt 1.4.0
equusdestrier 1.0.0
equus 1.4.0
expandedfoods 2.0.0-dev.12
em 3.7.0
hoardersforge 1.0.0-rc.2
mechaseraph 1.1.0
medievalarchitecture 1.1.1
playablerustgirls 0.1.3
ppex 0.6.4
reelmower 1.6.1
terrainslabs 1.0.16
trapdoorladders 1.0.1
underwaterhorrors 0.12.0
vsvillageaged 0.0.8
vsvillageindustrial 0.0.8
vsvillagetowers 0.0.8
windowstoragelib 1.2.7
wolftaming 5.0.1
zrustdrops 2.1.0
aldiclasses 2.2.3
armoryfork 1.11.0
draconisrhinocroma 1.0.0
efchefstricks 1.0.0-dev.3
efmealsmodule 1.0.0-dev.5
smex 0.9.4
windowstorage 1.8.5
aldiclassesadvancedfeatures 2.1.1
aldiclasseshomesteader 0.2.1
locusthavest 1.0.5
Ameliaaaah, Jul 12th at 12:19 AM
@Niikelion: Yup, and it indeed happens on SP too. This will greatly speed up the process. Again, thank you very much.

Very welcome, I can't wait for an update - thank you for your amazing work! :D

Ameliaaaah, Jul 12th at 8:33 PM
@Niikelion: Yup, and it indeed happens on SP too. This will greatly speed up the process. Again, thank you very much.

Thank you for the patch, the backpacks do seem to be visible now :) I honestly didnt expect it to be Equus =p

The persistant lighting bug however is still present - which I think is a bigger problem, as using the mod means painting the world with 'light sources' with no origin everytime you want to amend your backpack.
That seems to happen with only this mod active, so I think it's a bug not a compat thing. Let me know if I can help again with any data! :)

image

JeanPierre, Jul 10th at 11:21 PM

Another question, would you be willing to add a category "on backpack" for transform editor? It would potentially simplify adjustments for modded tools and such for the toolstrap. Just as on the img below, thank you kindly!

Zrzut ekranu 2026 07 11 011539

JeanPierre, Jul 11th at 11:28 AM
@Niikelion: Yes, I just don't know how to yet :/

Niikelion No pressure at all! This mod is already great :> dont push urself too hard

Niikelion , Jul 11th at 10:10 PM
@JeanPierre: Niikelion No pressure at all! This mod is already great :> dont push urself too hard

Claude to the rescue! Found the way to do it. Thank you for the suggestion. I will work on it after some fixes.

JeanPierre, Jul 11th at 10:35 PM
@Niikelion: Claude to the rescue! Found the way to do it. Thank you for the suggestion. I will work on it after some fixes.

Niikelion That's awesome! Of course take your time friend, I will make sure to tweak my mods to fit nicely on the backpack :>

Tanihk, Jul 10th at 10:28 PM

This is such a cool idea. All the immersive mods lately are fantastic. Does this come out to vanilla storage space with just the one bag? I like the idea of upgrading and customising your backpack but I didn't see anything about storage capacity. If it comes close to vanilla, this sounds like a great mod. I love that it supports Immersive Backpacks. Excited to see where this goes.

Niikelion , Jul 10th at 10:45 PM
@Tanihk: This is such a cool idea. All the immersive mods lately are fantastic. Does this come out to vanilla storage space with just the one bag? I like the idea of upgrading and customising your backpack but I didn't see anything about storage capacity. If it co
  • Backpacks - same as vanilla
  • Pouch - 3 general slots
  • Sturdy pouch - 5 general slots
  • Toolstrap - 1 tool slot

 

All addons just add their slots to the backpack(but don't take space in inventory)

I will add this to the mod description later

SaltyWater, Jul 10th at 9:33 PM

Vintage Story immersive mods era has begun and I AM SO HERE FOR IT

Aldor, Jul 10th at 9:54 PM
@SaltyWater: Vintage Story immersive mods era has begun and I AM SO HERE FOR IT

Salty, I was shocked to see this wasn't one of your mods! : D

Aldor, Jul 10th at 9:12 PM

Niikelion DUDE, I have been seaching/waiting for something like this! What a perfect fit for the game, and hopefully becomes vanilla. Just tried it out, love what you did.

If I may though, something I've always wanted with my backpack... On the top of the backpack, would it be possible to make it an option to either put a tool strap on it OR a bedroll? Otherwise the mod is perfect in my eyes so far.

Aldor, Jul 20th at 3:43 PM
@Niikelion: Yeah, sounds doable. I just need to figure out if I can make it work with other mods without throwing errors in the console when you play without them.

I noticed the new thumbnail, you sexy bastard, you!

Sincerely though, thanks for doing that man. This is awesome!

JeanPierre, Jul 10th at 9:10 PM (modified Jul 10th at 9:17 PM)

Hooooooooly, I literally wanted something like this so bad! Question though would you be willing to add a config option to remove three of the four backpack slots? And also a config to remove the inventory that appears when pressing 'E,' so that accessing the backpack would require putting it down first?

Edit: I feel like i have not praised this mod enough, you have no idea how happy you made me with that. Thank you so so much :>>>>