Mods / Realms 0.3.4

Tags:
Exploration
Author:
Pr0fesseur
Side:
Both
Created:
Jul 25th at 4:03 AM
Last modified:
Sep 6th at 7:08 AM
Downloads:
52
Recommended download (for Vintage Story 1.4.4-dev.2 - 1.22.7):
Realms-0.3.5.zip  1-click install

Realms 0.3.4 The only true seamless multi-world experience for Vintage Story.

Tired of quitting to the main menu, launching a second world, or dealing with clunky workarounds just to visit another save? Realms changes that forever.

This experimental single-player mod keeps your game window and integrated server running while it instantly routes you between any worlds you’ve registered. No reconnect. No loading screen limbo. No second server. Just a live, in-process switch that feels like stepping through a rift.

patreon.com/Pr0fesseur

What makes Realms unique

  • Instant world switching without ever leaving the game
  • Fully player-controlled registry — nothing is touched until you explicitly add it
  • Beautiful blue-green realm portals with paired endpoints that persist
  • Complete command suite for management and travel
  • Mods stay loaded across switches
  • Built specifically for Vintage Story 1.22.5 single-player

How it works

Register your worlds with simple commands, craft a Realm Core, place it, and choose your destination. Stand on the core for three seconds and watch the rift open. The first crossing creates a permanent paired portal on the other side. After that, travel is instant and seamless in both directions.

text
 
/realms list
/realms add "Your World Name"
/realm tp world-alias
/realm portal place world-alias
 
 

Important

This is a proof-of-concept that reaches deep into the game’s internals. Always back up your saves. Test both directions with copies before using it on anything irreplaceable. Single-player / integrated server only.

Realms isn’t just another teleport mod. It’s the closest thing Vintage Story has ever had to true multi-world travel.

Download it. Register a couple of worlds. Step through the rift.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.3.5 otherrealms
1.4.4-dev.2 - 1.22.7
6 Sep 6th at 7:08 AM Realms-0.3.5.zip 1-click install

Update for crashing and forced looking up error

0.3.4 otherrealms
1.22.0-pre.1 - 1.22.6
18 Aug 11th at 11:28 AM Realms-0.3.4.zip 1-click install

Fixed sql error and tested tp between worlds.

0.3.3 otherrealms
1.22.0-pre.1 - 1.22.4
23 Jul 25th at 12:23 PM Realms-0.3.3.zip 1-click install

0.33 permissions update

0.3.1 otherrealms
1.22.0-pre.1 - 1.22.4
5 Jul 25th at 4:21 AM Release Retracted

Retraction Reason:

bad relase

Changelog:

Alpha release bugs expected


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

DilanRona, Sep 4th at 8:37 AM (modified Sep 4th at 8:53 AM)

Ran into the same problem with 0.3.4 as ArcticPanda00.

First attempt: registered primary world fine, refused to register second world to to mapping differences. There was 2 new mods installed on the first world, and the second world was a new world using the exact same mods as the first (freshly created)

Second attempt: Deleted both maps, and created 2 new ones. used the second for the first registration, and right out of the gate, was told mapping differences, cannot route player safely.

Will try again, once I deleted the config folder for realms, with 2 new created worlds, and give feedback

--=-==-=--

Edit

3'rd test suceeded with 2 normal worlds, and 1 creative. Tried to look for the realm core, dont see it in the creative menu, dont see it in the help guide, and there is no info on how to craft it here.

--=-==-=--

Teleported to second world. world glitched bad, permanently looking up. teleported to third, same problem before coming right, kept glitching with movement. teleported back to first world, and moved around a bit, map view is not right, client crashed 3 seconds after moving on first world. Crash report below

 

Crash Report
Running on 64 bit Linux (Fedora Linux 40 (KDE Plasma)) [Kernel 6.14.5.100] with 11691 MB RAM
Game Version: v1.22.7 (Stable)
2026/09/04 10:51:14: Critical error occurred
Loaded Mods: automaticforging@1.1.2, claimnavigator@1.2.0, claimui@1.1.0, game@1.22.7, autosmithmod@1.22.0-rc.6, betterentitytooltip@1.1.0, blocksoverlay@4.11.3, chiselwiz@5.0.0-pre.2, claimsradar@1.1.1, critcherscalculator@1.2.3, extrainfo@2.0.0, mobsradar@3.0.0, quickfind@1.0.0, reachablecreativetabs@1.0.4, otherrealms@0.3.4, recipesearchsmithclay@1.0.0, spawnhighlightreborn@1.2.0, translocatorpaths@1.2.2, creative@1.22.7, survival@1.22.7, smithingmacrodebug@0.7.46
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.ModSystemMeasuringRope.OnRenderFrame(Single dt, EnumRenderStage stage) in VSSurvivalMod\Item\ItemMeasuringRope.cs:line 55
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1048
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash Report
Running on 64 bit Linux (Fedora Linux 40 (KDE Plasma)) [Kernel 6.14.5.100] with 11691 MB RAM
Game Version: v1.22.7 (Stable)
2026/09/04 10:51:14: Critical error occurred
Loaded Mods: automaticforging@1.1.2, claimnavigator@1.2.0, claimui@1.1.0, game@1.22.7, autosmithmod@1.22.0-rc.6, betterentitytooltip@1.1.0, blocksoverlay@4.11.3, chiselwiz@5.0.0-pre.2, claimsradar@1.1.1, critcherscalculator@1.2.3, extrainfo@2.0.0, mobsradar@3.0.0, quickfind@1.0.0, reachablecreativetabs@1.0.4, otherrealms@0.3.4, recipesearchsmithclay@1.0.0, spawnhighlightreborn@1.2.0, translocatorpaths@1.2.2, creative@1.22.7, survival@1.22.7, smithingmacrodebug@0.7.46
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.ModSystemMeasuringRope.OnRenderFrame(Single dt, EnumRenderStage stage) in VSSurvivalMod\Item\ItemMeasuringRope.cs:line 55
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1048
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
DilanRona, Sep 2nd at 3:06 PM

Hello mining worlds. Will definately give this one a try tonight.

Question, will this work on a server as well? (please say yes)

Pr0fesseur , Aug 11th at 11:29 AM

Updated please use updated version going forward ther was a sql error in older version

ArcticPanda00, Aug 9th at 11:33 AM

Hi! I've been testing Realms 0.3.3 in singleplayer and I'm running into an issue when trying to register a second world.

I tested on both VS 1.22.6 and 1.22.5. On 1.22.5, I created two completely new worlds (A1 and A2) using the same installation and exact same mod set. I opened A1 and registered it first as instructed, but attempting to register A2 gives:

“Block/item mappings differ; character transfer is unsafe.”

Afterward, /realms list shows A1 as “open; routing unavailable.”

The server log shows the failure coming from Realms.Core.RegistryValidator.ValidatePair(...). I also repeatedly get:

SQLite Error 8: 'attempt to write a readonly database'

when Realms attempts to open other saves. I verified that the .vcdbs files are not marked read-only and that my Windows account has full modify/write permissions for the Saves folder.

Is there a required step for making the block/item mappings identical between separately created worlds, or could this be an issue with how Realms is opening/validating secondary saves?

I'm happy to provide the server/client logs or do additional testing if that would help.

ArcticPanda00, Aug 9th at 8:46 PM
@Pr0fesseur: send me logs via pastebin

Thanks! Here are the logs from my latest clean reproduction on VS 1.22.5 with Realms 0.3.3. I created two fresh worlds (A1 and A2) under the same installation/mod set. The server log contains both the block/item mapping validation failure and repeated SQLite attempt to write a readonly database errors when Realms tries to inspect other saves.


Server: https://pastebin.com/dWqzsCx3
Client: https://pastebin.com/xLyHm0DG

ArcticPanda00, Aug 12th at 12:35 AM
@Pr0fesseur: All fixed and i tested the sheeeit outa it lemme know if you have issues

Thank you! Broke a few worlds trying to test things but I believe I finally figured a few things out!

ArcticPanda00, Aug 12th at 11:49 PM
@Pr0fesseur: All fixed and i tested the sheeeit outa it lemme know if you have issues

I’ve been doing some controlled retesting with Realms and wanted to check whether there is currently an intended limit on the number of destination realms that can be linked from a single origin world.

I tested with three clean worlds: G1 as the origin, with G2 and G3 as separate destinations. G1 → G2 worked normally and repeatedly. After registering G3 and binding a second portal from G1 → G3, I began encountering several issues:

  • G3 loaded, but the return portal could not be created because the reserved return-portal position was obstructed.
  • Player-placed blocks in G3 did not persist after leaving and re-entering, even though the server log appeared to report successful saves/commits.
  • After manually placing/binding a portal in G3 back to G1 and traveling through it, G1 began displaying math errors/broken net chunks.
  • G1 → G2 → G1 had behaved normally before adding the second destination.

Is a single registered origin world currently intended to support multiple destination realms, or is the expected configuration limited to one origin → one destination?

If multiple destinations are intended to work, I can provide the client/server logs and more detailed reproduction steps.

Pr0fesseur , Aug 13th at 8:06 PM
@ArcticPanda00: I’ve been doing some controlled retesting with Realms and wanted to check whether there is currently an intended limit on the number of destination realms that can be linked from a single origin world. I tested with three clean worlds: G1 as the origin, w

im testing 5 worlds all of them seem to be generating fine in this instance now im testing seed drift and checking if world corruption happens stand y fro further updates

Pr0fesseur , Aug 13th at 9:04 PM
@ArcticPanda00: I’ve been doing some controlled retesting with Realms and wanted to check whether there is currently an intended limit on the number of destination realms that can be linked from a single origin world. I tested with three clean worlds: G1 as the origin, w

I completed teh test and could not find any issue with map corruption from different worlds when traveling around... ill keep testing as i am trying to reproduce the errors you see

ArcticPanda00, Aug 13th at 9:42 PM
@Pr0fesseur: I completed teh test and could not find any issue with map corruption from different worlds when traveling around... ill keep testing as i am trying to reproduce the errors you see

Thanks for continuing to look into this! I think I may not have explained the current reproduction clearly enough, because registration itself is now working.

The issue I'm currently reproducing occurs when one origin world is connected to two separate destination worlds.

Clean test setup:

  • G1 = standard world / origin
  • G2 = 512×512 test world
  • G3 = standard test world
  • All are newly created worlds using the same installation/mod set.

G1 → G2 works normally in both directions. I can enter G2 and return to G1 successfully.

I can also successfully register G3. The problem begins when I create a second portal in G1 pointing to G3.

On entering G3, the destination coordinates selected by Realms placed me inside a mountain/solid stone rather than at an open surface location. Realms then reported:

Realm loaded, but the return portal could not be created

with the reserved return-portal position reported as obstructed.

I cleared space around the destination area and tested the transition again, but the return portal still was not successfully established.

I then tested persistence separately by placing clearly visible blocks in G3, returning to G1 with /realm tp G1, and re-entering G3. I returned to the same general location, but the blocks placed during the previous visit had not persisted.

I also had a question about portal destination placement. Is there currently a way to choose or specify the destination coordinates where a portal enters another Realm, rather than having Realms automatically select the destination?

In the G3 test, the automatically selected destination placed me inside a mountain/solid stone, which also prevented the return portal from being created. For the eventual use case, I'd ideally like to be able to establish a specific arrival location in each world and have portals consistently connect to that location.

If manual destination selection isn't currently supported, is that something you would consider adding?

Pr0fesseur , Aug 1st at 6:26 AM

notice anything fun?

 

image

Pr0fesseur , Jul 25th at 10:49 PM (modified Aug 3rd at 6:21 AM)

New realmsgen coming soon... to fill out the realms package 

working on some fun realm ideas for everyone i hope to launch a 5 pack of realms you can generate. with more to be added as i build out a nice list.

Ihave some mining world variants, no caves high resource, compact stone regions so you can find what youre looking for fast.
deep floor to ceiling regions 
A complete skylands 
a nightmare level
and a dark forest

below is a template im working on... it has no decorations yet jsut working out the carving features

Pr0fesseur , Jul 26th at 11:21 AM
@DanaCraluminum: Could you make a copy of Nether from MC? Also Moon, Mars and other planets. Also backrooms dimension

yes i can :) and i will! please have patience it takes some time getting the proper mapping down as you can see this is similar to the nether ... which is my first attempt. im getting pretty close .. 

Pr0fesseur , Jul 30th at 1:53 AM
@DanaCraluminum: Could you make a copy of Nether from MC? Also Moon, Mars and other planets. Also backrooms dimension

i remade the nether and im calling my version Ashenreach, with over 20 new blocks and a new mob!

https://prnt.sc/3WG0c4NW6oxC

Pr0fesseur , Jul 30th at 9:57 PM (modified Jul 30th at 9:58 PM)
@DanaCraluminum: Could you make a copy of Nether from MC? Also Moon, Mars and other planets. Also backrooms dimension

Hello again, for your planet dimensions do have any specific requests? do you want a full reimagining of the minecraft style moons for VS or straight moon map? 
I could make some pretty interesting changes and new blocks etc. maybe some new mobs for the moon simple ones but could make some interesting features.

do you want custom strata or minerals or custom teleporter only for each realm?

im open to any feedback you may have .. 

as far as mars etc let me know what youd like to see as well

for the backrooms what do you want jsut a permanant maze style world like the backrooms datapacks or something more interesting.. backrooms is a bit more complicated but can be done. ive never used these maps so i need some input if you have ideas on how it should work.

DanaCraluminum, Jul 25th at 12:33 PM

How is it different from Manifold mod?

Pr0fesseur , Jul 25th at 12:46 PM (modified Jul 25th at 12:52 PM)
@DanaCraluminum: How is it different from Manifold mod?

this is not an api rework... you just create a new world and add it no overly complicated setup this can load as many worlds as you want and interconnect them. teleporter portal is craftable and can be placed anywhere you like.

essentially its a mod exactly like multiverse core for MC

Pr0fesseur , Jul 25th at 1:22 PM (modified Jul 25th at 1:25 PM)
@DanaCraluminum: Is it easier to make nether dimension like in MC with this mod or Manifold?

this doesent create them you create the dimension world etc. then add it to the list of worlds with /realm add {world}
It uses the same method as multiverse you njust need to have your map created first then just add it. you can use any map that you want. 

to create it jus build as many new maps to whatever specification you want and add it in your primary world. easy peasy.

I will be building a dimension generaor in a few. I ahve to release the caves and caverns release first then ill start a dimension generator for you. 

Pr0fesseur , Jul 25th at 6:26 PM
@DanaCraluminum: Does it work in multiplayer?

no reason it shouldnt, i ofc cant test i dont have multiple players to test it.. but it jsut tracks players across multiple realms. if you have some issues with mp semd me logs via a pastebin link and ill fix em.

Pr0fesseur , Jul 25th at 12:24 PM

Permissions issue sorted sorry fo the bug on release 

Leells, Jul 25th at 7:15 AM

This mod seems really promising, I've wanted something like this for a while. I can't seem to get it working though, I get an error when attempting to use most commands. Typing "/realms list" produces this error message in server-main.log:

[Error] Exception: Programming error: Incomplete command - no name or required privilege has been set
   at Vintagestory.Common.ChatCommandApi.Execute(String commandName, TextCommandCallingArgs args, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandApi.cs:line 90
   at Vintagestory.Common.ChatCommandApi.Execute(String commandName, IServerPlayer player, Int32 groupId, String args, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandApi.cs:line 145

I'm on Linux if it matters.