Mods / Config lib
- Tags:
- Authors:
- VSCustodian, Maltiez, TheInsanityGod
- Side:
- Both
- Created:
- Dec 13th 2023 at 2:11 PM
- Last modified:
- Sep 2nd at 9:10 AM
- Downloads:
- 672165
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.7):
configlib_1.13.2.zip 1-click install
You can support me on Patreon: 
Requires ImGui
There is an addon you might want to check: Auto Config lib
For other modders (or if you want to help): I need help with wrighting documentation for this library, I'm bad at it and dont have energy to do this stuff. Also I will be happy to have some help with testing new features.
This is a library that allows making configs even for content mods (there is also API for code mods, including custom widgets) and provides a unified GUI for editing them in game. It does not require for your mod to depend on this library. If the library is not installed, default values from assets will be used.
This library also allows changing values in regular JSON patches, that can be valuable for server configurations and can make tweaking other mods for server needs much easier.
Documentation on JSON API of this library (written by Somnium). If you want to help keep documentation up-to-date, expand it and help test new features, please ping me in discord, any help will me much appreciated.
If you need help with adding a config file using this lib feel free to ping me in discord on official VS server.
Thanks Somnium for feature suggestions and help with testing them, and the documentation.
Some of the mods that use this library:
- Status Hud Continued
- BetterRuins
- Crossbows
- Firearms
- Wild Farming
- Millwright
- Translocator Engineering - Redux
- Sortable Storage
- Zoom Button - Reborn
- Buzzwords
- Primitive Survival
- Vanilla Variants
- BetterTraders
- Mobs Radar
- Dana Tweaks
- Real Currency
- Smithing Plus
Feel free to request any features you might need under mod's discord post (link is above in Homepage tab).
Example of adding config reload functionality keeping optional dependency:
public sealed class CombatOverhaulSystem : ModSystem
{
public Settings Settings = new();
public override void Start(ICoreAPI api)
{
if (api.ModLoader.IsModEnabled("configlib"))
{
SubscribeToConfigChange(api);
}
}
private void SubscribeToConfigChange(ICoreAPI api)
{
ConfigLibModSystem system = api.ModLoader.GetModSystem<ConfigLibModSystem>();
system.SettingChanged += (domain, config, setting) =>
{
if (domain != "combatoverhaul") return;
setting.AssignSettingValue(Settings);
};
system.ConfigsLoaded += () =>
{
system.GetConfig("combatoverhaul")?.AssignSettingsValues(Settings);
};
}
}
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.13.2 | configlib | 12897 | Sep 2nd at 9:10 AM | configlib_1.13.2.zip | 1-click install | ||
|
Added scope and permission validation to client -> server event logic, to adress a vulnerability reported by Venah (thanks for reporting this btw) | |||||||
| 1.13.1 | configlib | 3706 | Aug 31st at 4:55 PM | configlib_1.13.1.zip | 1-click install | ||
|
Ok, no need for this piece of code anymore, tho it has fullfilled its purpose | |||||||
| 1.13.0 | configlib | 1264 | Aug 30th at 8:39 AM | Release Retracted | |||
Retraction Reason:actually, nvm, I'm leaving this code in Changelog:Removed some code. If you dont know which one already, dont worry about it. | |||||||
| 1.12.0 | configlib | 142626 | May 1st at 12:03 PM | Release Retracted | |||
Retraction Reason:Retracted by moderation for having crash code. Changelog:Added | |||||||
| 1.11.1 | configlib | 20874 | Apr 16th at 6:34 PM | Release Retracted | |||
Retraction Reason:Retracted by moderation for having crash code. Changelog:Updated icon | |||||||
| 1.11.0 | configlib | 4839 | Feb 15th at 12:36 PM | Release Retracted | |||
Retraction Reason:Retracted by moderation for having crash code. Changelog:Updated to 1.22 | |||||||
| 1.10.14 | configlib | 53209 | Jan 29th at 7:58 PM | Release Retracted | |||
Retraction Reason:Retracted by moderation for having crash code. Changelog:Fixed rare server crash on player without permissions trying to change server side settings | |||||||
| 1.10.13 | configlib | 19247 | Jan 14th at 3:19 PM | Release Retracted | |||
Retraction Reason:Retracted by moderation for having crash code. Changelog:Fixed crash with insufficient permissions for editing config files | |||||||
| 1.10.12 | configlib | 46766 | Dec 10th 2025 at 1:09 PM | Release Retracted | |||
Retraction Reason:Retracted by moderation for having crash code. Changelog:Some fixes | |||||||
| 1.10.11 | configlib | 15187 | Nov 17th 2025 at 6:38 AM | Release Retracted | |||
Retraction Reason:Update to next one as soon as possibleChangelog:FIxed rare crash with file watcher | |||||||
| 1.10.10 | configlib | 16786 | Nov 11th 2025 at 7:34 AM | Release Retracted | |||
Retraction Reason:Retracted by moderation for having crash code. Changelog:Fixed issue with versions, hopefully | |||||||
| 1.10.9 | configlib | 326 | Nov 11th 2025 at 4:41 AM | Release Retracted | |||
Retraction Reason:Retracted by moderation for having crash code. Changelog:Fixed crash with parallels access to a collection from file watcher | |||||||
| 1.10.8 | configlib | 24303 | Oct 19th 2025 at 5:35 PM | Release Retracted | |||
Retraction Reason:Update to 1.10.12+ as soon as possibleChangelog:Reworked error logs for file watcher errors | |||||||
| 1.10.7 | configlib | 308 | Oct 19th 2025 at 5:20 PM | configlib_1.10.7.zip | 1-click install | ||
|
Fixed issue with file watchers | |||||||
| 1.10.6 | configlib | 13416 | Oct 8th 2025 at 3:25 AM | configlib_1.10.6.zip | 1-click install | ||
|
Fixed issues with mods that have BOM at the start of their files in assets | |||||||
| 1.10.5 | configlib | 13336 | Sep 30th 2025 at 3:02 PM | configlib_1.10.5.zip | 1-click install | ||
|
Added ability to translate mapping keys | |||||||
| 1.10.4 | configlib | 3604 | Sep 28th 2025 at 11:15 PM | configlib_1.10.4.zip | 1-click install | ||
|
Fixed bug in config lib build process that left some other dlls unpacked into one, that caused conflict with Volumetric Shading Refreshed | |||||||
| 1.10.3 | configlib | 6169 | Sep 25th 2025 at 10:11 AM | configlib_1.10.3.zip | 1-click install | ||
|
Fixed bug with files paths for some mods | |||||||
| 1.10.2 | configlib | 18911 | Sep 9th 2025 at 3:53 AM | configlib_1.10.2.zip | 1-click install | ||
|
Fixed color settings not being auto assigned | |||||||
| 1.10.1 | configlib | 19541 | Aug 17th 2025 at 6:21 PM | configlib_1.10.1.zip | 1-click install | ||
|
Added an error message if a setting has no code specified | |||||||
| 1.10.0 | configlib | 534 | Aug 15th 2025 at 2:22 PM | configlib_1.10.0.zip | 1-click install | ||
|
Implemented conditional path for patches, example: | |||||||
| 1.9.3 | configlib | 870 | Aug 9th 2025 at 9:48 PM | configlib_1.9.3.zip | 1-click install | ||
|
Made config window close on pressing esc when it is in focus. | |||||||
| 1.9.2 | configlib | 194 | Aug 9th 2025 at 7:28 PM | configlib_1.9.2.zip | 1-click install | ||
|
Fixed bug with config not being properly saved sometimes | |||||||
| 1.9.1 | configlib | 317 | Aug 9th 2025 at 2:18 AM | configlib_1.9.1.zip | 1-click install | ||
|
Fixed other category patches not supporting constants | |||||||
| 1.9.0 | configlib | 1158 | Jul 28th 2025 at 3:52 PM | configlib_1.9.0.zip | 1-click install | ||
|
Added functionality for code mods: custom managed configs | |||||||
| 1.8.0 | configlib | 330 | Jul 27th 2025 at 2:20 PM | configlib_1.8.0.zip | 1-click install | ||
|
Added API for reloading configs | |||||||
| 1.7.1 | configlib | 175 | Jul 27th 2025 at 12:38 PM | configlib_1.7.1.zip | 1-click install | ||
|
Added additional protection from changing server side settings by non admin users | |||||||
| 1.7.0 | configlib | 239 | Jul 26th 2025 at 10:38 PM | configlib_1.7.0.zip | 1-click install | ||
|
Now config lib will update config files from disc after file on disc have changed. Works both for json and yaml configs. | |||||||
| 1.6.4 | configlib | 168 | Jul 26th 2025 at 9:01 PM | configlib_1.6.4.zip | 1-click install | ||
|
Added more error logging | |||||||
| 1.6.3 | configlib | 394 | Jul 24th 2025 at 1:48 PM | configlib_1.6.3.zip | 1-click install | ||
|
Added newline before comment for a setting in yaml settings files, makes it more readable. | |||||||
| 1.6.2 | configlib | 803 | Jul 16th 2025 at 3:40 PM | configlib_1.6.2.zip | 1-click install | ||
|
Fixed server side settings not synced to clients when changed | |||||||
| 1.6.1 | configlib | 161 | Jul 16th 2025 at 3:06 PM | configlib_1.6.1.zip | 1-click install | ||
|
Now players with privilege "controlserver" can change and save server side setting from GUI | |||||||
| 1.5.4 | configlib | 3972 | Jun 16th 2025 at 4:22 PM | configlib_1.5.4.zip | 1-click install | ||
|
Recompiled for 1.21 | |||||||
| 1.5.3 | configlib | 50376 | Apr 28th 2025 at 10:12 AM | configlib_1.5.3.zip | 1-click install | ||
|
Fixed bug with displaying settings with missing translation | |||||||
| 1.5.2 | configlib | 26545 | Mar 13th 2025 at 11:06 PM | configlib_1.5.2.zip | 1-click install | ||
|
Fixed bug with link buttons | |||||||
| 1.5.1 | configlib | 23653 | Feb 10th 2025 at 12:26 AM | Empty | configlib_1.5.1.zip | 1-click install | |
| 1.5.0 | configlib | 1274 | Feb 9th 2025 at 4:39 AM | Empty | configlib_1.5.0.zip | 1-click install | |
| 1.4.4 | configlib | 14264 | Jan 23rd 2025 at 3:17 PM | configlib_1.4.4.zip | 1-click install | ||
|
Made text about reloading world more visible | |||||||
| 1.4.3 | configlib | 7123 | Jan 12th 2025 at 10:57 AM | configlib_1.4.3.zip | 1-click install | ||
|
Some tweaks to links | |||||||
| 1.4.2 | configlib | 325 | Jan 12th 2025 at 10:29 AM | configlib_1.4.2.zip | 1-click install | ||
|
Added links functionality | |||||||
| 1.4.1 | configlib | 2448 | Jan 3rd 2025 at 10:19 AM | configlib_1.4.1.zip | 1-click install | ||
|
Some fixes | |||||||
| 1.4.0 | configlib | 450 | Jan 3rd 2025 at 2:27 AM | configlib_1.4.0.zip | 1-click install | ||
|
Added more logging '-' in path of a patch now means each element in array Now if element defined by path does not exists it is skipped instead of creating this element | |||||||
| 1.3.17 | configlib | 8765 | Oct 24th 2024 at 5:30 AM | configlib_1.3.17.zip | 1-click install | ||
|
Updated to 1.20.0-pre.7 | |||||||
| 1.3.16 | configlib | 2074 | Oct 9th 2024 at 8:45 AM | configlib_1.3.16.zip | 1-click install | ||
|
Fixed bug with constants | |||||||
| 1.3.15 | configlib | 736 | Oct 6th 2024 at 5:13 PM | configlib_1.3.15.zip | 1-click install | ||
|
Fixed some weird bug | |||||||
| 1.3.14 | configlib | 709 | Oct 5th 2024 at 3:39 PM | Empty | configlib_1.3.14.zip | 1-click install | |
| 1.3.13 | configlib | 36333 | May 24th 2024 at 4:43 PM | configlib_1.3.13.zip | 1-click install | ||
|
Some features for modders | |||||||
| 1.3.12 | configlib | 1272 | May 22nd 2024 at 2:48 AM | configlib_1.3.12.zip | 1-click install | ||
|
Added color setting type | |||||||
| 1.3.11 | configlib | 1865 | May 15th 2024 at 10:24 AM | configlib_1.3.11.zip | 1-click install | ||
|
A feature for custom config | |||||||
| 1.3.10 | configlib | 1709 | May 8th 2024 at 4:40 AM | configlib_1.3.10.zip | 1-click install | ||
|
Fixed crash with server side only mods | |||||||
| 1.3.9 | configlib | 4552 | Apr 27th 2024 at 3:26 AM | configlib_1.3.9.zip | 1-click install | ||
|
Some requested features for mods | |||||||
| 1.3.8 | configlib | 426 | Apr 27th 2024 at 1:35 AM | configlib_1.3.8.zip | 1-click install | ||
|
Fix for boolean settings | |||||||
| 1.3.7 | configlib | 517 | Apr 26th 2024 at 6:29 PM | configlib_1.3.7.zip | 1-click install | ||
|
Added some functionality for mods | |||||||
| 1.3.6 | configlib | 1259 | Apr 23rd 2024 at 4:51 PM | configlib_1.3.6.zip | 1-click install | ||
|
Added reset to default button and default value into yaml config files | |||||||
| 1.3.5 | configlib | 1350 | Apr 18th 2024 at 9:11 PM | configlib_1.3.5.zip | 1-click install | ||
|
Quick fix | |||||||
| 1.3.2 | configlib | 669 | Apr 17th 2024 at 12:53 PM | configlib_1.3.2.zip | 1-click install | ||
|
Added collapsible headers functionality, will be documented soon | |||||||
| 1.3.1 | configlib | 1729 | Apr 10th 2024 at 4:03 PM | configlib_1.3.1.zip | 1-click install | ||
|
Some bug fixes | |||||||
| 1.3.0 | configlib | 464 | Apr 10th 2024 at 1:29 PM | configlib_1.3.0.zip | 1-click install | ||
|
Added support for new format | |||||||
| 1.2.3 | configlib | 459 | Apr 10th 2024 at 9:16 AM | configlib_1.2.3.zip | 1-click install | ||
|
json configs fix | |||||||
| 1.2.2 | configlib | 1201 | Apr 6th 2024 at 6:03 PM | configlib_1.2.2.zip | 1-click install | ||
|
More features for modders to use, more for me to document | |||||||
| 1.2.1 | configlib | 981 | Apr 4th 2024 at 5:18 PM | configlib_1.2.1.zip | 1-click install | ||
|
Fixed descriptions | |||||||
| 1.2.0 | configlib | 2343 | Apr 4th 2024 at 9:23 AM | configlib_1.2.0.zip | 1-click install | ||
|
Comments now translatable Added new features to patches (will be documented on wiki on github) Added search bar for settings | |||||||
| 1.1.3 | configlib | 1336 | Mar 31st 2024 at 1:17 PM | configlib_1.1.3.zip | 1-click install | ||
|
Fixed bug with boolean settings | |||||||
| 1.1.2 | configlib | 643 | Mar 30th 2024 at 4:54 PM | configlib_1.1.2.zip | 1-click install | ||
|
Fixed config not saved when editing from gui | |||||||
| 1.1.1 | configlib | 2357 | Mar 17th 2024 at 3:18 PM | configlib_1.1.1.zip | 1-click install | ||
|
Fixed nullref bug | |||||||
| 1.1.0 | configlib | 643 | Mar 17th 2024 at 10:51 AM | configlib_1.1.0.zip | 1-click install | ||
|
Added functionality for client-side settings Refactored some code, fixed some bugs with settings synchronization. | |||||||
| 1.0.2 | configlib | 2674 | Mar 2nd 2024 at 6:03 AM | configlib_1.0.2.zip | 1-click install | ||
|
Fixed custom mods configs not showing up (currently affects only Status Hud) | |||||||
| 1.0.1 | configlib | 502 | Mar 2nd 2024 at 12:42 AM | configlib_1.0.1.zip | 1-click install | ||
|
Updated to ImGui 1.1.0 | |||||||
| 1.0.0 | configlib | 729 | Feb 28th 2024 at 10:07 AM | configlib_1.0.0.zip | 1-click install | ||
|
Better integrated closing/opening configs window into imgui | |||||||
| 1.0.0-pre.1 | configlib | 659 | Feb 26th 2024 at 10:43 AM | configlib_1.0.0-pre.1.zip | 1-click install | ||
|
Moved to new ImGui version (1.0.0), can be unstable. | |||||||
| 0.5.4 | configlib | 781 | Feb 23rd 2024 at 9:23 AM | configlib_0.5.4.zip | 1-click install | ||
|
Removed ability to edit local content mod settings in multiplayer Added logarithmic flag to settings (can make slider logarithmic) | |||||||
| 0.5.3 | configlib | 426 | Feb 23rd 2024 at 7:45 AM | configlib_0.5.3.zip | 1-click install | ||
|
New server/client synchronization method Confirmation on resetting config to default values Ability to enter value directly for slider settings Proper names for settings in gui (can be localized) | |||||||
| 0.4.5 | configlib | 1178 | Feb 14th 2024 at 2:34 AM | configlib_0.4.5.zip | 1-click install | ||
|
Escape menu button and additional config formatting features | |||||||
| 0.4.4 | configlib | 454 | Feb 13th 2024 at 10:11 PM | Empty | configlib_0.4.4.zip | 1-click install | |
| 0.4.3 | configlib | 1896 | Feb 13th 2024 at 7:54 PM | configlib_0.4.3.zip | 1-click install | ||
|
Required on both sides (for client only, use previous one) | |||||||
| 0.4.2 | configlib | 4677 | Feb 13th 2024 at 1:10 PM | configlib_0.4.2.zip | 1-click install | ||
|
Added integer/float patches and settings categories | |||||||
| 0.4.1 | configlib | 513 | Feb 12th 2024 at 3:04 PM | configlib_0.4.1.zip | 1-click install | ||
|
Changed configs format. Now one need to specify paths as in json patches. | |||||||
| 0.3.6 | configlib | 698 | Feb 5th 2024 at 7:38 AM | configlib_0.3.6.zip | 1-click install | ||
|
Updated imgui dependency cause vanilla mod-manager is still being broken sometimes | |||||||
| 0.3.5 | configlib | 756 | Jan 30th 2024 at 7:55 PM | configlib_0.3.5.zip | 1-click install | ||
|
Changed "requiredOnClient": true back to false, because there is a vanilla bug associated with it | |||||||
| 0.3.4 | configlib | 457 | Jan 30th 2024 at 7:23 PM | configlib_0.3.4.zip | 1-click install | ||
|
Changed version of YamlDotNet.dll so there should be not compatibility issues with BillyGalbreath's mods | |||||||
| 0.3.3 | configlib | 2990 | Jan 14th 2024 at 3:24 AM | configlib_0.3.3.zip | 1-click install | ||
|
Just update required game and imgui versions to help moddb load correct version of the mod | |||||||
| 0.3.2 | configlib | 686 | Jan 9th 2024 at 10:12 AM | configlib_0.3.2.zip | 1-click install | ||
|
Made it not required to be on both server and client | |||||||
| 0.3.1 | configlib | 447 | Jan 6th 2024 at 7:21 PM | configlib_0.3.1.zip | 1-click install | ||
|
Added access to control buttons (like Save) to custom mod's widgets in config window | |||||||
| 0.3.0 | configlib | 446 | Jan 6th 2024 at 6:01 PM | configlib_0.3.0.zip | 1-click install | ||
|
Fixed bug with custom mods' widgets | |||||||
| 0.2.5 | configlib | 900 | Dec 30th 2023 at 12:15 PM | configlib_0.2.5.zip | 1-click install | ||
|
Fixed bug with some decimal and boolean settings converted to string | |||||||
| 0.2.4 | configlib | 487 | Dec 24th 2023 at 3:57 PM | configlib_0.2.4.zip | 1-click install | ||
|
Added support for custom mods widgets via RegisterCustomConfig method of ConfigLibModSystem | |||||||
| 0.2.3 | configlib | 544 | Dec 17th 2023 at 8:29 AM | configlib_0.2.3.zip | 1-click install | ||
|
More null ref fixes | |||||||
| 0.2.2 | configlib | 476 | Dec 17th 2023 at 5:53 AM | configlib_0.2.2.zip | 1-click install | ||
|
Fixed potential null ref exception | |||||||
| 0.2.1 | configlib | 461 | Dec 16th 2023 at 12:37 PM | configlib_0.2.1.zip | 1-click install | ||
|
Some fixes | |||||||
| 0.2.0 | configlib | 526 | Dec 16th 2023 at 11:31 AM | configlib_0.2.0.zip | 1-click install | ||
|
Reworked library Added support for recipes and patches GUI in-game settings editor (default key: P) | |||||||


maltiez did nothing wrong, execute all script kiddies
Everyone should calm down. Calling it a malware will just hurt VS' reputation. Outsiders will see it and think the game itself hides a malicious software in it.
Was it cool? Nope. Was it malicious? Not really. So let's call it an overreach. A break of trust.
maltiez dunked on the cheaters so he's ok
Well this is it, a historic moment in the games development where the community was ripped in three ways over someone associated to the Dev's actions.
Is this still the best lib for just people wanting to play the game? I come and go on my two week phases and try to keep up but between the vibe-coded bloat and now one of the most core modders just doing... This.
I hope this type of thing isn't just a sign of the project as a whole falling apart..
A modder making petty malware? Games can survive that, multiple have.
The head dev lying to cover said modder's ass, though? Maybe.
Hi all, just wanted to confirm that updating ConfigLib to the latest version (1.13.2) fixed the many crashes that I was having running the older version alongside Caves n Caverns on my online server. I was confused because I kept getting different crash errors but it seems resolved now. Thanks all.
What did the code do and when was the malicous code added?
I'd recommend reading the official statement and the top comments (specifically this comment summarizes what it did pretty well in a human readable way)
Maltiez, we need you! Another very serious case has come up and ONLY a self-appointed Cyber Police Officer can solve it! Your mission is to hack the Pentagon. Only expert-level malware will do the trick, and you're the only person we can count on to write it.
Mods, you can delete this comment as many times as you want but I'll just keep posting it. Your boy committed a crime against me and thousands of others. At least 4525, judging by the number of follows on this mod. Shielding him from criticism is just digging the hole deeper, I know you know this!
As much as I understand how you feel, this isn't going to be constructive. Maltiez knows what he did, he doesn't care that he did it, he doesn't care that it was 100% a Cardinal Sin of Modding™. I doubt he'll have learned anything, so best we can do is remember the name and avoid it. If we see him elsewhere, mention what he did and that he isn't remorseful about it.
The situation here in the Vintage Story mod page is resolved for the most part.
So has the offending code been removed from the latest version?
Yes, it has. That said, I'm migrating to ConfigKit as mods move there.
I'm personallty checking out integrated mod manager, but if ConfigKit becomes the standard so be it.
You mean the mod that the dev says he openly uses ai to code his mods? Surely that won't go wrong
Oh dear, I hadn't noticed the AI use.
The sooner we can filter out GenAI mods, the better. Gettin' tired of the bloat in the modlist.
Maltiez is no longer in control of this mod anymore, the vintage story devs have revoked his access to making mods so this is now in someone elses hands
It's in the hands of the vintage story dev team
..which Maltiez is part of. Hmm.
He is not contributing with code to the game, so he is not a dev. He is just a contracted advisor for the combat update features, after which he will no longer work with the team
He's listed as "mod API programmer" on their website as well, and I don't remember them saying he's parting ways after the update.
Its forked...So what that means is supporting either mod supports them both because they do the same thing the only way for that to change is for ConfigKit to completely change the way it works. Which I just dont see a practical reason to do that, it would be petty for the sake of being petty if the reason is solely because of ConfigLib especially considering the "Malware" is removed and Maltiez lost custody of the mod after what happened.
I caught up on things and I'm unsure why (or if?) people are blaming Tyron. Maltiez was the one responsible, and he got his. I'm doubly glad for it cuz he was self-righteous about it too.
You commit a cardinal sin of modding, you get what's coming to you. That's all there is to it.
EDIT: I broke a rule, oopsies.
People are blaming Tyron for his response on reddit, which was dismissive and in some parts outright dishonest (he claimed only 100 users were affected, for example, and completely omitted the false positives crashing unrelated mods)
Honestly the head dev lying to our faces is more worrying to me than one modder being foolish, imo.
could be he couldnt confirm the false positives were occurring in the first place. Alot of it is up the air and nailing down the facts are difficult to do.
And saying the head dev is lying is a bit.... strong, they certainly do not have all of the facst for the situation such as this and you do have to realise that the response was certainly a "company" reply or response to a situation, more of a legal reply than an actual appeal to majority of the community. It lacks any passion short of the short blurb at the end of the post.
I would rather say tyron is trying to repair what damage has been done and is not maliciously keeping information in any manner. It would seem he only talked about what was known to be true and what was known to have been affected by the code. Adding more fuel to the fire doesn't help the effort to put it out.
It is known it had false positives as this is how it was discovered, and we know how it worked as the code was discovered and analysed.
It is a fact it affected users of the caverns and caves mod, as well as URL radio and others.
There is no doubt it had false positives, which are replicatable and can be proven.
So the Tyron did, in fact, lie directly and knowingly in his dismissive response.
EIther that or he was horrible misinformed, which is barely better.
Lying like that was not patching up community trust, it did the exact opposite.
It's also known that accusing people of lying without proof is libel.
It's also known that accusing people of libel without proof is lying AND libel
You don't know the definition of libel, do you?
I do actually. You don't. Maltiez has very obviously committed a crime by tricking us into downloading malware by disguising it as legitimate software. Now, that on its own might not be provable in court, but here's the thing: he deliberately obfuscated the malicious code, which means he had to have been aware that what he was doing was wrong. If that's not enough, you can read the patchnotes on this very page. Clear evidence of mens rea.
That has nothing to do with the topic at hand, which is Tyron's alleged direct lying.
this is the page for ConfigLib, a mod by Maltiez
I've literally covered the proof in this comment, if you can't comprehend it that's your issue by that point.
The issue is that the statement "Fewer than 100 cheat mod users were affected by the deliberate targeting." doesn't constitute directly lying. It omits mentioning non-cheat mod users, yes, but that's lying by omission at best. The reality being that the number of people affected is unknown.
Given the work they were doing, I wouldn't be surprised if they missed a lot and ended up misinformed. I'm not going to be saying Tyron _lied_ at all. Their explanation for their lack of knowledge is sufficient for me.
you didn't 'break a rule', they're not enforcing the rules. They're just protecting their special guy.
Nono, I broke a rule. I called him a cunt, but edited the post after I was... uh... reminded of the rule. :D
If the moderation is okay with the amount of hate being spewed on the topic then you should consider getting different moderators. Seriously insane people
lmao you got restricted for that? wild
Now everyone is blaming Tyron for a ton of this when most of it is all Maltiez, Tyron has only made mistakes anyone would make and no one will convince me otherwise
fire this mf already
maltiez won
Because he's protected. Anego have shown their true colours. Compare their response to the devs of Starsector or Project Zomboid. Both of those games had similar incidents and their studios responded the right way and actually GAINED community goodwill. Anego could've turned this negative into a positive. But they chose a different path.
malwarelib lmfao
how maltiez is still allowed to work for vs team is beyond me
I hope the mods realise that restricting accounts for saying this reflects WAY worse on the mods than it does on the people getting restricted.
There restricted because its not civil. Its fine to disagree with Maltiez's actions its not okay to throw insults or misinformation.
The "Malware" is no longer in the mod. And all there doing is insulting Maltiez when he has lost custody of the mod as a consequence of his actions so there just stiring the pot to stir the pot which is uncivil.
they're still paying him lmao come ON, you can do better than this
As usual people are making a mountain out of a molehill
Malware is not a molehill.
That isn't what Malt did.
Malt was not selling a cheat client. Malt put in malware intending to counter the cheat client.
Maltiez wasn't selling a cheat client, it was some other guy. What this mod did was crash the game when it detected the cheat and obfuscated crash logs
that is the most didn't happen thing to not happen in the history of something that didn't happen
What planet are you on, that's not at all what happened.
Don't listen to these unwashed masses of whiny haters, there's still a lot of people who think you did nothing wrong, check my pole.
It's not malware in my opinion, he didn't intend to write code that impacted non cheaters, put yout pitchforks down and go home.
https://www.reddit.com/r/VintageStory/comments/1w687pa/i_see_a_lot_of_the_discussion_in_the_forums_but_i/
You ignore that he obfuscated code, obfuscated what his intentional crashes came from, and never disclosed the purpose of the code.
The pitchforks will remain up until something is done.
Also: pole.
Your pole asks if people will keep playing, not if they think Maltiez did anything wrong.
"unwashed masses" is a bit of a loaded term lmao, at this rate we're going to start seeing hatespeech or something in these comments jeez.
Dude gotta feel superior despite being utterly wrong, so I'm not surprised they resorted to personal attacks.
Anyone who thinks Maltiez was in the wrong shall henceforth be slurred as "Malteasers".
Those who feel he was in the right shall be slurred as "Maltruthers".
Let the war... BEGIN-
Well it is malware according to the law, and I did not consent to having crash chode on my private server. If I wanted an anticheat, I'd download an anticheat.
Your opinion means nothing when the law and the definition of malware say otherwise. Facts > personal opinions.
Malt did not create a cheat client.
He put in hidde malware that would disrupt your client if you were using a cheat client. It also caused it to crash in several other innocent instances
Yes, indeed, why are you even commenting if you don't know what you are talking about. I heavily suggest going back and re-reading the official statement, this time maybe more than two sentences, as nothing in that statement could reasonably be mis-interpreted as framing Maltiez for selling cheats. There was (and still is) a dude selling a hacked Vintage Story client with the typical Minecraft Mass Cheats in it. Maltiez solely snuck crash code into his mods in the vigilante act of trying to fuck with that other dude. Still very much bad but a whole different scenario.
Tyron said Anegos is gonna take over Maltiez' mods for the time being, can't wait for that to happen and this comment section truncated.
Because he wasn't making the cheat client.
I'll say again
Maltiez was not making a cheat client offsite
No where in the statement from Tyrone is that said.
Maltiez was trying to make an _anticheat_.
I implore you to actually read what's going on before you so confidently tell others they're wrong.
No one is saying he made a cheat client, we are calling him out for putting malware in his mod.
Tyron is innocent and has only made mistakes anyone would make in his situation and I will DIE ON THAT HILL
wrong. He's still giving Maltiez money to write code for the vanilla game. Who knows what it's running on our machines. Trust evaporates in a flash and returns in a trickle, if ever.
Delusion on a whole nother level
I note that the guy defending Anego and Maltiez by calling all the critics of the criminal 'unwashed masses of whiny haters' isn't being restricted like the people criticising Maltiez...
Instead of commenting a complaint,
just give configkit a look. It's a decent fork. :)
More people who sees this will be less that'll come t' fill this comment section, yeah?
Thanks for the Malware, Maltiez. :|
Good job, MalwareMaltiez for losing our trust. I would never think that adding what's by all definitions malware to a mod would not only slide this nicely with zero consequences for breaking the site rules, but the dev was also added to the dev team!
Uninstalled, and will make sure to stay away from your other mods in the future.
The question is, do the dev team of Vintage Story, by knowing about it and accepting that man into the dev team basically want to communicate that they are completely okay with the way this was done, and they don't care about whether their own userbase trust them, or how they feel about the team as a whole? Perhaps not only the mod should be forked, but the entire game remade by a team that actually cares about the people who buy their stuff and put their trust in them.
I think extending Maltiez's actions to the entire VS team is gross mischaracterization of the entire situation. Yeah bro, let's just remake Vintage Story because one guy fucked up and is temporarily under contract to finish the combat features for 1.23, hence why he cannot be kicked out immediately. Let's not spread misinformation please
Have they said he's locked under contract, or is that a presumption?
I was going to ask for alternatives since I no longer trust the publisher of this mod to not fill all of their mods with malware, but it seems people are already suggesting some on the comments.
Wouldn't be surprised if the community just forked the mod.
In hindsight however, it should be easy enough to make a mod that does the same thing, so maybe we should invest in creating alternatives than continuing outrage
first fork out allready for config lib.
There's an alternative already out as well, ConfigKit
Unfortunately, it's vibecoded.
Good Job Adding Malware to your mod. This isnt the first time i am seeing this. What the hell is wrong with you.
People will start making alternative libs and mods because people lost their trust on you.
I do wonder ,now that people blaming config lib for every crash that happened. Did the crashes actually stop ?
There are so many bugged mods that are neither tested nor written by a human. most often causing crashes at start up which goes a way nother way then the crashes described by this mod.
Just man its weird every single person going after Maltiez claiming its his code that is the cause for them not winning in the lottery and loosing the love of their lifes.
is obfuscated code bad ? yes and its def a problem with the hidden functionality. Yet there are more important things you could use your anger for
because his code crashed out the game, and took steps to hide (deliberately obfuscate) the true cause of the crash, maltiez will be catching flack for the next few months because of his code, and the manner it was handled.
it also highlighted a real need for mods to have sigstore-signed provenance on github, or whereever where the player that downloads a code mod gets exactly the mod as the source code compiled, and no sideloading occurs again.
The problem comes down to the fact the code hides the crash logs so it makes it hard to determine if a mod or base game code caused the crash. So at this point testing would be needed.
I feel bad for the mod devs who rely on Maltiez mods to run some of there mods like Player Model lib hopefully Caliber can take over and recode it from the ground up.
Caliber appears to be an apologist over this matter and basically is just ignoring it. So unless player model lib stright up is deleted hes not going to care.
Obfuscation isnt bad, its been used in the industry for ages, even minecraft's code is obfuscated.
The crashing did stop so long as people still dont have the infected versions of configlib installed onto their game/server. Most people blaming configlib for their crashes dont even know what type of crashes the mod did because theres 10 different methods configlib used to crash your game.
* setting `KillNextFrame = true`;
* forcing `exitToMainMenu`;
* forcing `exitToDisconnectScreen`;
* calling `SendLeave()`;
* corrupting the frame limiter;
* setting `GuiComposers` to null;
* setting `ScreenRunningGame` to null;
* setting `LoadedEntities` to null; and
* replacing the client's packet-handler collection with an empty array.
All these will lead to a very generic crash thats super hard to pinpoint, the most known is NullEntityNameTags
Its not bad, what is bad is crash code. Which per US, UK and EU law is explictedly illegal. And carries a 5-10 year prison sentence in federal prison here in the US. What he did is very very very very illegal. It's not even a close or anything. Its actually one of the text book examples for the law.
Purposeful crashing of a system or software is a huge federal no no
Beyond that he purpsefully added GPL-3 at the same time he added the crash code. Which is in violation of his lisence. Which is also a pretty big nono. That one alone is likely to get him banned off github if he gets reported for it.
This. Plus the devs knew and did nothing by their own admittance. That's accessory; and since Anego Studios is officially based in Latvia, which is part of the EU, their asses may be nailed to the wall legally for this as well.
I have decided that the outrage is not something I wish to partake in
I had just recently tried to return to this game and was trying to get a new friend into playing it. We were searching for days trying to figure out why he kept getting disconnected after a few minutes to the point he almost gave up on trying to play the game entirely. I don't care what justifications or supposed "viturous intents" you may have had. Your crash code nearly ruined this game for both of us.
Same here, the lack of actual action by the devs has put a bit of a sour taste in my mouth, as well as the lack of attention a game breaking bug plaguing 1.22 builds for months (broken crafting) has put me off playing until it gets addressed and fixed. Adding a script that is looking for cheats, when there is large a majority of players who dont ever play multiplayer (myself) and so a cheating player is non existent, makes it so so so pointless and such a "I'm doing good for the betterment of the community" white knight move
This is rule 0 of trust. Functionally nothing from here on out is trust worthy from maltiez. Vintage story is already running basically unverified random code willy nilly as far as 99% of people are concerned. It would be one thing if he commited it to his github, but he did not.
He hid code from a public domain project which by it self is bad ethics and indicates poor respect to the user.
He violated TOS explictedly, and for all functional purposes should recive more then a slap on the wrist just on the serverity and likely wont just because of how popular his mods are. Which puts him in a postion of power that he is abusing. That by itself makes the violation of rule 0 of trust even worse. If not for this i would say let by-gones be by-gones. But this is the factor that means realistically no trust should ever be allowed back to him or at a minium no trust of the same degree as before.
Lastly what he did looks like it checks the boxes for real computer-crime laws in the US, UK, and EU his code deliberately messed with people's games without them knowing. Notably US: Computer Fraud and Abuse Act, 18 U.S.C. § 1030(a)(5) UK: Computer Misuse Act 1990, s.3 EU: Directive 2013/40/EU on attacks against information systems, Article 4.
Even if it doesn't quiet reach the seriousness requirement for article 4 of the EU directive. Its REAL fucking close. And if an anglo studio dev did actually know about it. Then it DOES violate article 4. Which is... Dear fucking god. Like holy fuck.
Depending on exactly how long a dev knew and if they where ok with this. This legitly could get anglo studio shut down. This is NOT a small matter.
hows the turtle?
I don't think anyone who did something like this can be trusted and they need to be kept under close surveillance, their involvement in any work on the game whether modding or not should be immediately terminated.
You have no idea how much damage and pain you potentially caused to innocent players
I'm certain I'll be banned and my purchase rendered null, but I feel the need to share this anways. Rather than name-calling, I will explain why I am upset. This is inexcuseable and a massive ethics violation. This has completely erroded my trust in this studio, especially seeing that at least one developer knew aobut this and said it was fine. What annoys me is that I've been using this mod for ages, and my friends and I always have random crashes and issues playing. The amount of time we've waste troubleshooting mods and computers irritates me to no end knowing it was likely this mod causing it. Tyron, you guys had a really good thing going, I'm dissapointed.
I find it ridiculous that everyone and their mother at this point, points EVERY crash, to this mod. It almost feels like everyone is a bot, because they say the exact same things over and over and over again....
I can't imagine him not knowing there would not be false positives. His intentions might have been good, but if I was him and I couldn't solve the issue of false positives, I wouldn't have shiped this as hidden code in some other mod.
I would have instead made a seperate mod for servers to that does these checks and reports normally for proper troubleshooting. Sure, if it is public knowledge, the cheaters would be able to just reverse engineer it and make their cheats undetectable, and then it would become a constant arms race.
I understand the idea of it being hidden, because if the cheaters don't know it exists, AND 20% of servers are running it, it means cheaters can't cheat in 20% of servers, and they won't know why. But that would require an immidiate crash, which would make identifying it much easier, but a delayed crash seems pointless, since the potential cheater CAN play the game, they just crash every so often. Maybe the delayed crash was to "combat" false positives, an in to not cause too much inconvenience for players who are not cheating. Idk
Again, without eliminating the false positives, I think he shouldn't have put it in.
I agree that people shouldn't attribute every random crash to ConfigLib without evidence.
But the false positives are exactly why this is such a problem. If you knowingly can't reliably distinguish cheats from legitimate mods, you don't secretly ship code in an unrelated dependency that deliberately breaks the client's state when your detection fires.
A separate, disclosed server-side anti-cheat that reports detections would have been a completely different situation. Instead, users weren't told it existed, couldn't properly troubleshoot it, and the author has since acknowledged that it was included without players' consent or disclosure.
The delayed/random behavior makes that worse, not better... it makes determining what's actually causing the problem significantly harder.
Yep, might have been a weird descision at a random point. Maybe he retracted because he realised the false positives were too many? Maybe he didn't know it could cause sooo many false positives, and thats why he pushed it.
It would be a bit hard to push a feature like this if you know it will cause soo many false positives...
People calling it malware, is a bit of a strech. He tried to do something good, I wouldn't call that malware, but failed spectacularly.
This whole situation has been very comical to me.
I mean he called his own code a malware.
Also bro this is a literal definition of a dependency chain attack. Don't excuse this behavior
because it is malware. it was hidden code that crashed games and hid all trace of it's actions. it bnypassed the games logging and made no log or report of it's own. thats malware. this time we got lucky and it was harmless, but hjarmless malware is still malware.
I think you are missing the ponit, this has nothing to do with the % of false positives. Its wrong to add unwanted code without any sort of disclaimer. If I wanted an anticheat I would look for that. The modder has no right to make that decision for me or anyone. It is the definition of malware, thats why people are calling it that.
yeah sure it isnt responsible for every crash. but the problem is considering the obsfuscation methods and the false positives any crash could have beenm caused by this mod.
People are still making valid complaints
The problem is that we can't be SURE the crashes were NOT caused by this - the fact there was collateral damage in the first place is why. If he had known better what he was doing, a) no one would ever have found out, B) we wouldn't be having this conversation
I agree here, honestly. Some folks will try to brush it off as some small thing, but they ignore that it calls all of Malt's work into question. Crash code is crash code, I don't care who did it. I care that it's handled and the offender removed.
It was a shitty move, but if there is no repercussion beyond "lol jus don't do it again" then why would ANYONE else avoid crash code? You make a mistake, you deal with the consequences.
Edit: I'm also annoyed that it "fulfilled its purpose," which suggests that being forced to remove the code is clearly not a punishment. Whatever the code was meant to do it has already done. Just another reason I suggest a removal.
actually crash code is us getting off light. this thing packs into a dll, those things can do who knows what and the common user has no way to audit them.
100% agreed. I never saw the original implementations so I can't speak to those. I'm only going off what I've read so far on the situation but I'm gathering the code in question was at least partially obfuscated or at least, in some way, rendered hard to follow/decompile/reverse engineer.
That's extremely concerning. I'm not a C# expert but I know enough from over a decade in software development to know that there's no end of havoc that could have been created here. Crashing peoples' games is bad, yes. There could have been other activities hidden inside the obfuscated code.
It raises the question of how the author knows that the code has served its purpose? Did the hidden code has telemetry of some sort? I don't know but if it was meant as an anti-cheat or anti-hack solution that would not be out of the question...
Note; the above is entirely speculation on my part and I have zero evidence to support any of it.
I don't take crash-code lightly in anything. For those looking to maybe make a fork, I'll be watching.
This mod has broken moddb TOS. Is anything going to be done about it? I dunno
Here's my take,
A crash code in a software is just full blown Malware, Shame on the both of you that did this.
If anti-cheat is a big issue it should go without saying, server admins should enforce the "law of the land" if that wording makes sense. A plugin that tries to do that for you is just going to make things worse unintentionally or not.
I think it did have noble intentions but the side effect of seizing control of another person's game, for doing things they wanted to just fool around in single player with just outweighs all the positives.
I'm not gonna be here all day rioting over this I just wanted to say my piece as a community member.
I think talking about what this actually means is better than just posting ragebait and......yelling in keyboard slang.
In truth this entire situation showed me that I have to worry about cheat client users now, whitelisting our server for sure.
That's the other part of the argument I don't see alot of people address here.
I don't hear alot of people cheating on servers,(I'm mostly a single player guy, I don't personally know anyone else that plays this game unfortunately) it might be another community thing that's a growing concern.
Like the AI fiasco that's still going on.
Its the same problem minecraft has. Cheating is going to happen. Its why its up to the moderators to moderate their own servers. A standalone dedicated anti-cheat solution is perfectly fine. But thats the thing, it needs to be something that is actually clearly anti-cheat. Hide the code, and close source it. Do all the standard stuff. But you just need to at least be up front with "what" it is.
It's certainly a real issue. During the Dev Hunt event a while back, there were multiple people blatantly using cheat clients.
Noclipping, flying, placing or breaking blocks dozens of blocks away from where they were, the classic "kill aura", you name it.
The Official Public Server apparently has a consistent problem with cheaters just blatantly zipping around doing as they please.
The thing is that this was not the way to go about doing it, and the response to it has been very poorly handled.
All around, this is a bad situation made even worse by misinformation, outrage farming, and a non-unified response.
crash code is us getting off light. this thing packs into a dll, those things can do who knows what and the common user has no way to audit them.
I don't know why anyone thinks adding crash-code to a mod is a good idea.
Even if it's meant to act as an Anti-cheat for servers, it would have been better to make a seperate mod that does the same detections, and either auto-bans the person, or just marks them.
Adding it into a core mod, that many people use, and as crash-code at that, is just stupid implementation of the idea.
If you want servers to be able to effectively moderate against cheaters then fine, make something for that. But don't put crash-code into a generic/core mod, that might impact innocents, that's just grounds for a ban from the ModDB, and an overall bad way of trying to deal with the issue.
That, and it makes everything you made, and will make, very suspect.
It also causes confusion when an innocent mod is blamed for a crash, when it was just the apparently broad enough detection doing crashing.
Overall, apparently modder drama is just eternal, and ever-present. Lmao, had a good laugh.
Don't give up over this, you do good work. Just admit, and accept the mistake* and try your best, even if people will always suspect you of something from now on.
*Something you've probably already done.
(Inevitably, someone will make a bigger mistake. probably)
I've just now heard about all this stuff happening, all I can really say is yikes-
That's all I'll say about this.
Dude it's so fucking based to contribute to a dev's salary so they can insert malware in my game. 🤡
Hello! Regarding vanilla VS, Tyron and checks the code that any of his programmers submit. As for this mod, all versions with the crash code have been retracted.
And i get that emotions are high because of what happened. And that's a valid feeling to have, but please, remember that this is a public space, so it has to adhere to our rules. So please do not post inflammatory comments if you can help it. Kay.
is this mod okay to use now?
As with everything, proceed with caution as the "Malware" was supposed to target malicious users and only falls under the term due to the fact that it is a wide definition. Allegedly...
But Maltiez claims to have removed the code.
Apparently it was taken out and readded multiple times. I cannot confirm it myself since I wouldn't know how to tell aside from seeing if it crashes my game with Caves and Caverns installed (I don't know any cheat mods), but that's what had been reported. So it's not out of the question for it to appear again later.
From my knowledge it was removed, readded (probably as some sort of angry defiance), removed again, and as it only hunts obfuscated code the whole "Maltiez's no play list" or whatever is just false and conjecture, there have been false positives due to mods using obfuscated code but they were not the target. Allegedly...
It was always fine to use. people are crying over spilled milk. with 658,614 downloads, something tells me if it was anything bad, something would of happened. you are more likely to get hacked from a free steam game.
Based reply
Yeah, especially since, as I have pointed out multiple times, this is just actual fearmongering, Maltiez is already in trouble for it, and hopefully remourseful for his mistake. However, harassment isn't going to fix it more, it will probably slow it down as moderators need to sift through toxic morons' self righteous wrath. Which is, as I also pointed out, hypocritical selfish vigilantic justice, as was hiding anti-cheat, so none of these raging babies are valid, be compassionate and come together as a community.
But then again I am Maltiez's nr one defender as Galaxy stated on my post wishing Maltiez gets a fair consequence and gets reprimanded properly, before we do something so extreme as boot a talented coder from the dev team for one mistake made in good will.
Hi! Please do not encourage people to attack other facilities. As the matter you're talking about is very controvesial, and we'd like to avoid that.
I was meaning it in sarcasm. ill delete the comment.
Yes, i got that, it's that our rules don't support those kinds of topics. That's all. Thank you for remaining respectful though.
Yes. At the end of the day, the script never scanned your computer outside of Vintage Story's runtime or files. This isn't kernel-level anticheat like something like Valorant. If Maltiez had made this style of anti-cheat its own independent mod that you'd need to join servers, I would consentually run it, because it doesn't scan outside of Vintage Story.
So what, the people who lost hours of their lives trying to troubleshoot a singleplayer save that endlessly crashed for no understandable reason should just fuck off?
Modding-and-mod-users as a community requires that people to be able to trust that a modder is acting in good faith; that's what ensures that we can have a community at all. Maltiez wrecked that, because he felt he had the right to decide how people should be playing the game they bought. He felt that he had the right to lie and deceive, to fuck people over for 'playing the game wrong' and cost them hours and hours to figure out what went wrong.
There's been no punishment for this, no reckoning. Maltiez is still working with the VS dev team. How exactly do we trust that he's not going to do it again? How do we trust that his other mods, or forks thereof, do not have similar malware? And if there's no real penalty for being caught... how long until someone does use a method like this for more generalised hacking?
Maltiez's actions have taken a hammer to the very foundation of community, and if we can't address that, how the hell do we go forwards? How does anyone have trust for anyone else?
actually crash code is us getting off light. this thing packs into a dll, those things can do who knows what and the common user has no way to audit them.
you do realize like 50% of mods have dll files in them? xskills, rustbound magic, any tech mod, pretty much any mod that adds a new mechanic requires a dll file. but it seems you can just fear monger up some random nonsensical stuff that really makes no sence when someone actually looks up from their phone to think for 10 seconds.
Please stop defending bad behavior. People can multitask what they choose to be outraged over.
Something bad did happen. Thats why it was caught... It litterally was crashing people who it should not have crashed. Objectively bad shit happened.
Hopefully, your game shouldn't crash if you're not using any mods on Maltiez's blacklist.
I can confirm the suspicious lines are gone from 1.13.1 and 1.13.2
His mods are basically never safe to use going forward unless he changes the lisence or this entire thing is proven to be untrue. So long as he uses a CC0-1 lisence he has no requirement to tell the truth. He objectively could lie to all our faces and claim to never readd it while readding it. Theres zero way to verify. His lisence basically only applies to the code on his github and has no clause that requires it to be complete. Functionally his github is 100% worthless, and so his is word. Do not trust anything he publishes ever again.
If he changes his lisence to something that does require 100% completeness i STILL would advise not trusting him. But at least then its a sign hes willing to risk personally getting sued to prove hes telling the truth.
This sort of infraction is typically a 6 month to 4 year federal jail time with 10k+ in fines for a first offence. Its really NOT a small matter. Let that show just how serious this stunt was.
Trust is something you should be careful with. Doubly so for anything you can't verify the source of. Generally you shouldn't blindly trust CC0-1 code in the first place.
I wish everyone still posting on the forums good luck. I was sniped for speaking truth o7
welp, that explains why modded game was running so terribly with frequent lag and freezes! i was curious why my gameplay got a lot smoother yesterday without any changes to my modlist, now i know it's because this modder included malware that was intentionally slowing the performance of my singleplayer game :") i hope this is forked and that other modders use that for their dependencies
I hope the BS with this mod was sorted out and removed, im ready for my game to stop crashing for no good reason. Apparantly the author of this mod malicously targeted mods made by creators they dont like, causing the game to crash when trying to run this mod and those mods together. Imagine being such a freak that you hide malicous code into your mod, specifically to help your personal grudge against another modder. Even more shameful that you hide that behind the guise of anti cheat. If its really anti cheat, then why does the mod also auto-crash with other normal mods for no reason even when 0 cheating is involved?
For example Caves N Caverns has been deliberatly targeted by Configlib. Its not a mod for cheating, it just does terrain generation and yet Config lib causes an auto-crash when run together. This isnt even due to a true compatibility issue, this is simply the result of the author of Configlib deliberatly trying to prevent people from using certain mods, becasue they have a personal vendetta against the author of Caves N Caverns in this case. There are other affected mods as well.
I dont use cheats, im not even sure what cheating mod is supposed to be targeted by Configlib, but I will say, its completely outragous to crash my game if I was using cheats IN SINGLEPLAYER! If servers want anti-cheat systems, they need to implement those systems themselves, or use a mod that is dedicated as an anti cheat mod. Its completely brain dead to assume that everyone wants their game to crash when using cheats, or even a simple terrain generation mod, or even crashing on something as simple as a proximity chat mod, which was also targeted by Configlib.
Configlib is NOT an anti cheat mod. Maybe Maltiez should make a dedicated anti cheat mod, instead of shoving it down our throats by hiding it within a library, and obfuscated code. Of course even if Maltiez made an anti cheat mod, I would never use it, becuase anything Maltiez makes I will now see as malware. I trust people who use AI slop to code their mods more than I trust Maltiez, because at least the AI isnt gonna malicously crash my game, at least the AI isnt gonna have personal grudges against other modders, at least the AI isnt gonna obfuscate hidden "features" behind piles of code. Imagine being so terrible that an AI is prefferable to you. OOF
this is misinformed.
The target was the one paid cheat mod. Caves N Caverns wasn't targeted nor was anyone else. It was in the cross-fire and Maltiez allegedly was working with the developer to make an exception in his mod to allow CnC to work alongside it. The anti-cheat code only activated in Multiplayer scenarios and didn't affect single player games at all.
I think that covers everything.
I've begged people to stop discussing this because everytime I open this to see what's up it isjutmore crying wolf and false information that paints Maltiez off as worse than what actually happened, can people please grow a brain and put down the pitchforks and torches so the staff can deal with it professionally. The most recent post by slobberteeth is just conjecture and is just blatantly misleading just to sully Maltiez more than necessary. It's sickening that this community is filled with such vileness. Shame on anyone who keeps commenting on this post since last night...
i comment because i like not being suddenly attacked because of a single mod i wanted to use that had obsuricated code and got targeted by maltiez's malicious lag crash code. The vileness you see is EXTENSIVE dislike of being shoved someone people never asked for. Some people dont mind it (for some reason), other people VERY MUCH DO. You want to see less vileness? You should go to a more trusted modder, and god knows if that modder is actually trustworthy or not. That is how much damage maltiz has done. This is ignoring the fact that he has directly damaged the trust that most players have for the main game develpers, indirectly or directly. I accept whatever shame you proclaim on me because i'd rather be shamed for having no trust in a modder that has decided to blanket target mods without explicitly saying as such rather then pretending he has done no harm and then get shanked in the back AGAIN because oh look, i TRUSTED HIM AGAIN.
It doesn't matter if they were the target; it matters if they were affected. Not to mention, it violates the moddb's TOS. And it isn't Maltiez's job to police other people's servers.
crash code is us getting off light. this thing packs into a dll, those things can do who knows what and the common user has no way to audit them. malware is malware and many many mods got hit with these crashes.
Ai will freak out and get angery if you tried to make purposeful crash code or malware. CC0-1 code always irks me because it isn't required to be complete. Its basically little better then closed source code.
I gotta just say I feel like people are blowing this way out of purportion. Mods can cause games to crash regardless of it being due to an anti cheat feature or not. I install alot of mods and plenty of them crash my game. Is it really that big of a deal that it was crashing games? like are we so bored that having our game crash is enough to make us just hate a person? Why are we mobbing a person for this? There are bigger fish to fry my friend.
Are you intentionally not getting why people are upset? The main thing is the breach of trust that is putting malware into a commonly used library mod, no matter how impactful it was. Trust is everything in modding communities since not everyone wants to look through source code. (Wouldn't even matter in this case since the author went through the trouble of adding in the malicious code outside of the publicly available commits.)
If by malware you mean an anti cheat that was so poorly coded it didnt work as intended then yeah I don't get why we are upset. it didnt do anything and in realistic terms was kind of just a whatever moment. going out of your way to just straight up mob a guy for that is overkill imo. should it have been in the mod? no not at all. but at the same time its not like it stole our credit card numbers or something actually serious, it crashed peoples servers oh no. It has since been removed. If anything i am glad that this situation happened cause now mods will be put at a higher standards while also nobody being actually harmed by this incident. Flame him for like a day sure but after that its really not that big of a deal. Also, if you don't know/don't care to inspect things your download thats kind of on you my friend. regardless of what website you download things on you should always inspect things before you just click "ok imma download this".
Because the developer was also gaslighting people into thinking his mod was not the issue. There is absolutely zero reason for him to have added this "feature" into his mod that is entirely unrelated to what the purpose of it is.
You are not installing Config lib to have a shitty, poorly written "anti-cheat" (if you can even call it that, it's fucking malware.) to crash your game, falsify logs and for the developer to gaslight you.
Objectively speaking. It was crash code. It crashed peoples systems and game. It got caught because it fucked up and was poorly made and started going off when it shouldn't.
Per US, UK and EU law. This is a extremely serious offence. Crash code here in the US when done knowingly carries a 5-10 year federal prison sentence, and can even result in the legal restriction of not being allowed to use computers. This one instance is "small potatos" and unlikely to have anything legal come from it. But its still a federal crime. If someone wanted to and was anal enough they COULD go after him for it.
Because of his connections with the dev, and how EU law works. It also opens up anglo studios to possiable lawsuits, legal issues and even years jail time for the devs if it passes the safe harbor threshold. Which based on everything we know as of this comment. Is actually very likely.
So while this seems like a small thing, and frankly it kind is. The actual legal aspect is massive. This is the sort of thing that can actually get vintage story as a whole shut down if someone wanted to be anal enough about it. Crash code is NOT taken lightly by courts. Even assuming reduced punishment since its just a random game. Based on other cases that have happened in the past with equal amounts of servity. So games or small software. We are still looking at 6 ish months of federal jail time with a 50k fine and the legal restriction of no computers for 5 years.
You do NOT fuck around with this sorta thing.
And all that said, it doesn't even touch on the ethical, moral or even lisence violations that he did by doing this. That is likely to get him perma banned from github.
I mean
Part of what people are mad is because it didn't just crash your game
It did it over and over again and deliberately hide the reason why it was crashing to make it impossible to diagnose.
Meaning certain servers just straight up couldn't run properly cause everyone kept crashing. And those server owners wasted hours and days trying to troubleshoot and fix it.
Yeah, if that happened to me and I found out it was because of this, I'd be pretty mad
crash code is us getting off light. this thing packs into a dll, those things can do who knows what and the common user has no way to audit them. thats why people are mad, you have to trust the modder to use their mod. now we cant trust their code.
we got lucky, it could have been much worse, and getting lucky is not a reason to bursh it off.
Great googly moogly
I guess this explains the constant and random crashing my friend and I were having. Amazing stuff.
Holy psyop
your modding was appreciated. that doesnt give you the right to tell me how to play my game. nor does it give you the right to hide malicious crash code.
Are you the reason my brother connot play with me????
He would crash for a reason we did not know, sometimes maybe after an hour or when he is still loading or just mere seconds after loading in...
If this mod is the cause and it was done purposefully...Well then you have just taken my brother's and my enjoyment out of Vintage Story.
Ps. I heard you also maybe caused my game to lag when it wasn't doing it before...😟
100% malwaretiez's fault
lmao amazing nickname
Does it actually work now , since the anti cheat was removed ?
I removed this mod and all of the author's mods from my game so I can't say.
How does someone work so hard to gain the trust of a community, then decides to be petty and conniving and dishonest and uploads malicious malware to crash your shit when you use specific mods?
I hope maltiez is ashamed and embarrased in himself, this is one of the saddest actions I've seen someone take in this community so far.
Unfortunatelly he's not. He thinks he did nothing wrong and has the right to sneak malware on our PCs if it serves his goals. That's partially why the outrage is so high. He doubled down on this and acts like rules don't apply to him.
certified malwaretiez production
😅
The author (Maltiez):
I recommend to not use any mods from Maltiez, as the malware-like-wrapping practice is a huge red flag, as it's popular use can be to ship viruses and real, system-affecting malware due to the way it's purpusefully hidden and covered up.This is a no-go in mod developement and a huge breach of trust and safety. This is not a technique of a mod creator but a malicious actor. Please be careful with Maltiez's mods.
For more technical people - The author gitignored core files to hide true functionality from users, put false names on functions and additionally hashed names of affected mods which it crashes to prevent viewing by users. The error messages shown to the user were purpusefully modified to blame the targeted mods and hide the source which was ConfigLib itself. All fo this was shipped in multiple unrelated updates to hide it..
Code analysis: https://hastebin.com/share/uqeyuhirof.markdown
Destroy all trust any% speedrun.
have you seen this series of actions before?
"Trust takes years to build, seconds to break, and forever to repair." — Unknown
Not taking the chance. Until a fork is released, Config Lib and ImGui is going to be nuked from my installs, and they and any mods that rely on them will not feature on my server..
repeat after me: cynicism is not wisdom.
you probaly saw it already, but there's a funny fork already lmao.
I like drawing with crayons and playing fire trucks and eating cookies and
Whats your favorite flavour of crayon?
Mines blue.
Oh please, blue is but a child's choice. Yellow obviously tastes better to those of a refined palate.
How dare you
Mods ban this philistine
blu rasbery
Everyone in this comment section below me has a totaled average iq of 2.
says the genius supporting injections of malware into unsuspecting users' machines, what a joke
For anyone still wanting to using the updated version - it does, in fact, not contain the same code that it previously had in the 1.12 build (which I was running).
If it matters to anyone, until a Fork gets created.
Edit: it appears my game has been much more stable, with no random frame freezes for like, 4 or 5 seconds, hitching the game entirely, or crashing. I play on a private server with my girlfriend, and with the newest release, it's been much more stable. (Minus the actual bugs from other mods)
no offense, but proof?
My only proof is that I ran it through Claude (yes, I know, but it is specialized to evaluate code), and it was able to decompile the .dll, doublecheck the classes, and report that the same fake classes for YAML are no longer there in the 1.13 version I uploaded directly.
While is that specific proof? No. I am not a software engineer. I have very minor practice in developing mods for Minecraft and GTA: V, and Project Zomboid. I know a little about what I'm looking at in terms of hierarchy within each mod, and can tune it to my specific private server needs. Thus, I personally feel confident in the response I received back when a specialized AI in coding took a look at it.
I can confirm and validate it, because I too can decompile it myself and look and compare. So I can confirm the code is not there. Should people trust me? No. I emplore them to do the digging themselves. Or take my word for it, if they choose that option as well.
Spoilers below are direct from Claude, when it unpacked and evaluated the files.
No, it's gone from this build. I ran the same checks I used on 1.12.0, plus a couple extra to be thorough:
AdditionalStuff.csis no longer in the PDB's source file list. The source layout now matches a normal, unremarkable ConfigLib project.SettingsBuilder,ClientMain,KillNextFrame,ReloadFromConfigs,NoObf— zero hits anywhere inconfiglib.dll.YamlDotNet.Serializationnamespace's type list from the metadata table directly (not string search this time) — every single class in it now matches the real, legitimate YamlDotNet library's actual structure. The impostorSettingsBuilderclass that was hiding in that namespace in 1.12.0 simply isn't there.TypeReftable (the list of external types this assembly references) for any mention ofVintagestory.Client.NoObforClientMain— nothing. The DLL no longer references the game's internal client-state classes at all, which it would have to if any equivalent logic still existed anywhere in the file.Specifically absent across the whole file:
RegisterCallbackcalls anywhere (the mechanism that scheduled the randomized-delay crash)NatFloat/nextFloatusage anywhere (the randomization source)ClientMain,NoObf,KillNextFrame,exitToMainMenu,exitToDisconnectScreen,LoadedEntities,ScreenRunningGame,PacketHandlers,DeltaTimeLimiter, orSendLeaveThe second part in particular was important to me, because those were the things that triggered those random events people were seeing. Such as the crashing and whatnot.
That being said - let's also not contribute all crashes to this mod. That very much so wouldn't make sense, because mods are unstable. Looking at you, Project Zomboid. :)
...CLOSE ENOUGH, better then having made it the peck up. Appreicate the proof. (also while i wont contribute all crashes to this mod, i WILL contribute that it's ruined at least half of the entire playerbase's experience.(also project zomboid is cursed))
Absolutely! Happy to help anyone I could, especially with the experience ruining portion of it. It's a shame.
I've been using 1.12 for awhile now notice that my game will freeze and character summersults happens with riding an elk as well.
... a... Now that you mention it. I haven't noticed the sommersaulting in a little while. Huh. I just chalked it up to my 10 year old laptop.
It's annoying I play single player. It's still doing it though freeze, unfreezes, summersault action, popup in right corner that shows for 0.00001 miloseconds.
A restarted game helped lol prob doesn't help I play youtube in the background while gaming on laptop.
Somehow not surprised at this whole situation, not gonna lie. I'm glad the community has received a wakeup call of these proportions.
Don't know about anyone else but I am reporting this to ModDB for violating content policy. Maltiez needs to be banned and removed from the dev team.
he also distributes content via paid patreon.
Nobody is defending cheaters and nobody is hating on anti-cheats. The problems are:
1. It broke multiple unrelated mods either by accident or because the author had conflicts with other authors.
2. Not everyone needs anti-cheats. Maybe the server host intended light cheats to be used, be it a private server for friends or a public one.
3. The mod did not describe this behavior and violated ModDB content policy by hiding malicious code.
I don't think the commenters calling people cheaters for not wanting undisclosed malicious code in their mods are arguing with sincerity. They have to be trolls, their logic is literally "I'm not having any problems so there are no problems" lol
Either trolls or stupid, don't know which is worse.
its classic leopards ate my face party logic. its fine if the leopards eat everyone elses faces becuase that doesnt affect me.
I support Maltiez. People making a huge issue over nothing, been using this mod for a long time, like most people, and it's had no issues, like most people. Therefore I will continue using the mod. The Reddit brigade can fuck off, probably got assembled by a cheater who's mad about getting caught. Cheaters always try to pull the "banned in error" card, never fails, every game, every server, every time. Gonna sift the names off this page and pre-ban anyone here complaining from my server, keep them cheaters out pre-emptively.
Fucking preach
Our server will be doing this too
As they should, cheaters are a disease.
you support the injection of malicious code into mod libraies without the consent of the user. got it.
also maltiez himself has admitted to several false positives against mods. that we know of. this is not about the cheaters. its about the malicious code run on my computer without my consent. i only play on my own private server. i have never set foot on any public or community server.
Ofc I don't. Luckily there was nothing malicious to this code, as evidenced by the fact my game, which has been using this mod for a very long time, is fine. OFC, I don't cheat, so I wouldn't have issues. But that's what cheaters WOULD do, huh? Blame someone else for being malicious, call something else a virus...when the only malicious virus I see IS the cheaters. Wither, all of you.
"Well the leopards didn't eat my face so it's fine" is such a hilariously bade take.
Absence of evidence ≠ evidence of absence clown
We actually have zero evidence of it working properly and mountains of evidence of it working improperly.
try again. Would you give a random anticheat developer permissions to change things you cant even read or change easily?
you have such a hardon for this anticheat that you're too lazy to ban someone on your 12 player server? Grow up.
Literally the opposite. It's been on MANY servers for longer than Malt has been a dev, with issues only arising recently.
Nice lie.
Uhh its crash code. Per US, UK and EU law that is text book malware. And violates a number of federal laws in every major country on earth.
And even if you didn't notice any issues because you didnt run into one of the false postives that got this caught. Profiling older versions of the mod i had laying around that contained that code does show reduced performance compared to older and newer versions with out it. So the code even when not actively crashing your game was reducing performance. You may have not noticed because your computer was strong enough to ignore the loss, or you may have a high tolerence to performance loss.
But it did reduce performance.
The code was removed.
Also this isn't a anti-cheat mod, it's a config library.
I'm sure it's around in someone's old files, just waiting to be shared. I mean...I haven't updated mine...
You do know that if a cheat creator decided to not obfuscated their code, Maltiez's code won't do anything right?
You do know no anticheat has ever been perfect, so you aren't making the brilliant remark you think you are?
Also there are other forms of anti-cheat, and they can stack. Things you'd know if the height of your technical know-how wasn't witchhunting the forums.
I do know no anticheat is perfect. I'm just reminding you as you have the old version that might have the code.
When I download a config library I want it to be a config library, not an anticheat. If I wanted an anticheat, I would look for an anticheat.
No anti-cheat is perfect
But anti-cheat isn't Hidden and then deliberately obsfucates the cause of the resulting errors and crashes preventing any sort of troubleshooting.
And anti-cheat is also usually disclosed when you join the game, and also enforced by the authors of the game, not a third party mod.
Relating this to real world standard anti-cheat is completely invalid, because this is nothing like it
Sounds to me like the actual cheaters/cheat creators knew about this well before the rest of us and were already circumventing it. Dude just made Denuvo for a Vintage Story mod and justifed/defended it the same way that junk is.
If you do, please do not share it on our platforms.
Bad take. In any other scenario this mod would objectively be marked as malware. It should be treated as malware.
If only calling something a "bad take" made it one, you might have had some sort of point. It's not malware, doesn't fit the definition, and cheaters are mad about it. Stay mad, cheater.
"Malware (a portmanteau of malicious software) is any software intentionally designed to cause disruption or destruction to a computer, server, client, or computer network, leak private information, gain unauthorized access to information or systems, deprive access to information, or interfere with the user's computer security and privacy without their knowledge" - https://en.wikipedia.org/wiki/Malware
It's hidden code, (allegedly) intentionally designed to target "cheater" mods, without the user's knowledge of this functionality. That would check "deprive access to information" (the game) and disruption of client/ computer (Crashing the game, and blaming the crash on other mods than itself).
So... yes, by definition it is malware. It is just not the "usual" malware that is attempting to steal your data and randsomeware your PC.
Now, mind you. I use "allegedly" because I've not looked deeply into this. It could all be hearsay, but if it did anything of the sort it would still fit the bill. (By that definition, most anti cheats only avoid the malware label due to being up-front about their intention to be anti-cheat. Hiding the functionality of the code itself is what would tip that scale, which is what was allegedy intended by the author until caught.)
I'm not here to argue whether it was right or wrong to do so, but as others have mentioned it's really quite scummy to bury this into a popular mod. If it was a standalone with documented purpose, server owners would be free to choose to install it if they wanted added security.
Brother preach!
Legit it says something about the first people who got banned by this mod because well... why else would you get banned by an anticheat?
Redditors can go back to their cesspool thank you.
+The subreddit should probably get purged or outright closed for this.
you support the injection of malicious code into mod libraies without the consent of the user. got it.
You consent on download. Scan the files yourself if you wanna complain. If you have time to sit here and mod the hell out of a video game, you have time to visually scan some files.
If you lack the knowledge to do that effectively, you lack the knowledge to speak on this topic AT ALL. So either go be your own solution, or go shut up.
Did.. .the part about the code being obfuscated fly over your head? The functionality was hidden, and buried within several other systems of the mod to avoid detection. Just unzipping the mod won't give you any indication, and to the layman the .json files are about the only thing human readable without decompiling. (I screw around with json files to tweak mods for my server... no way in hell would I have found this out "scanning some files".
At least have some common sense, please.
Nobody got banned by this mod
This mod did not have the ability to ban the mod.
The mod also wasn't actual anti-cheat. Part of it searched for obsfucated code in other mods, and if it crossed a threshold, it would disrupt your client.
2 mods without any cheats in them, Caves n Caverns and URL Radio, both got hit and had players using them crashing
Entire servers used them resulting is many people crashing.
Completely baseless claims and insanely low credibility? On REDDIT?! Say it ain't so, that site is only the laughingstock of the entire rest of the internet for a reason, lol.
no way people like you actually exist, you're either trolls or there's something going wrong mentally in your heads. the main problem here IS NOT cheating or cheaters being salty - it's about people installing this mod and getting MALWARE (literally, by definition of many countries' laws) in their PC that they never consented to or asked for in a mod that was advertised as a config library. I can't fathom how it could possibly fly over your heads
I wonder if you'd be happy with a bitcoin miner installed on your PC? how about you install a phishing process that steals all your bank account details, passwords, IDs? how do react to identity theft? or are you the type of people that hand over all their valuable data on a demand without questioning why or how it'll be used?
this behavior has to be called out as well as Maltiez's malicious actions, because it's just as harmful to the community as the trust breach that had already happened
It is not malware, by definition.
"Malware: malicious software designed to damage, disrupt, or steal data"
The only term in the definition of the world it even remotely matches is "disrupt". BUT, in order to do that, you had to willingly consent and download it. The files can be browsed. You can check for whatever you want. You just chose not to.
And it doesn't actually disrupt anything but your game, and only then if you are in a multiplayer setting with cheats enabled. In which case you were already maliciously disrupting someone ELSE. Sure, there may be a couple false positives, but that's every anti-cheat ever. And it's FAR less invasive than most AC software. Which is why the complaints about it being "hidden" are hilarious. This is standard procedure for anticheat. BOG standard. Has been for years now, started around the time Riot added Kernel-level to League of Legends. They caught flack, they did it anyways, everyone kept playing and paying...so it became industry norm. And ya know what you don't do for STANDARD procedures? Announce them to everyone with fanfare.
Because they are fucking standard.
"Designed to disrupt". I know you won't, but try to let your own copy and pasted definition sink in. It crashed your game. That is disruption.
"BUT, in order to do that, you had to willingly consent and download it." The mod was neither intended nor communicated to have "anti-cheat" mechanisms that can easily false-positive nor would any user expect it to have those. Getting something that you did not ask for, weren't informed about that purposefully disrupts your game is, by your own and any official definition, malware. Distributing malware is, by ModDB ToS and in most other places in the world, prohibited. No matter how much you want to blow "good intentions" out of proportions, this is a punishable offense of not so small calibre and should be punished accordingly. By your logic next time you buy food at the super market and get food poisoning you have no right to complain.
"The files can be browsed. You can check for whatever you want. You just chose not to."
Already covered what you came here to say. Next time try finishing your required reading before speaking.
Indeed, my bad. If I had scrolled just a bit further down instead of immediately falling for the rage-bait, I would have seen that you are spamming the same nonsense under every single comment while convincing yourself you are contributing anything of meaning. Getting this knowledge in advance would have saved me the time and energy I wasted on trying to argue with someone who is proud to have left their braincells at home, should they possess any. My bad.
The malware part is the part that was not disclosed. By the very definition of Malware, it was malware. It was specifically designed to disrupt a users computer. The game is on their computer. Disrupting a users game is disrupting their computer. Really shouldn't need to have to spell it out like that to you. No matter how much people try to claim it wasn't malware, doesn't change that is was by definition, malware.
You cannot give informed consent when the intended purpose is not disclosed. And no, not everyone has the knowledge to read a decompile .dll and understand what it does, that is a stupid expectation to put on the average user.
Standard Anti-cheat is not hidden in the code of an unrelated mod. It is publically stated and declared upon a user interacting with software. It doesn't need to be a big public announcement, but it is displayed and agreed to.
And standard Anti-cheat is presented as Anti-cheat
Nothing about what happened was standard.
I mentioned this in my own comment... but yeah. By the very definition of malware, the ONLY reason Anti-cheat software isn't labelled malware in and of itself is that all-important discolsure of intent. It's MEANT to crash your game if you try to cheat, or ban you, or do whatever the program is listed to do.
When you install anti-cheat, you're expecting anti cheat. Installing a mod to edit configs in-game and getting a hidden malware targetting "cheating" mods/ causing issues with other non-cheating mods is not its stated purpose.
so what if i want to cheat in my own single player game? if it was on servers it would be fine but it should be done through a dedicated anti cheat mod not undisclosed in a LIB mod.
what is the name of the server you run? just so everyone knows it's name!
Please do not tell others to "fuck off", it's provocative and uncivil. Refrain from that next time.
Cool and all but this guy couldn't code a mod without AI for one, and for two this mod's code DEFINITELY detected more than just one paid cheat system, it flagged any kind of obfuscated code and could cause a crash due to mods with it. Maltiez went on to say "Oh, I have no sympathy for modders who use obfuscated code", meanwhile his own code was obfuscated to stop people from figuring out Configlib was intentionally causing crashes. Don't support this guy.
The code was removed folks, shut up and stop being fools thank you.
The code detected a paid cheat system, you haven't even actually read the truth about the situation, you're just here to be upset after watching some YouTube videos.
It didn't block people from using certain mods, just a paid Cheat Client system, that I in all honesty would support the banning of all buyers from the Vintage Story discord and game in general.
Maltiez, if you ever make that code into a seperate mod, reply with a link to it here, I'll be adding it to my server.
Except it was also crashing people who weren’t using that cheat client at all. That’s literally how it got discovered.
https://www.reddit.com/r/VintageStory/comments/1w4qmh2/for_those_defending_maltz/
Your post doesn't confirm what you said at all, lol.
Not that I expected Reddit to be credible, but damn.
Also, harassing a guy until he agrees with you doesn't hold up in court as an admission, so saying he "admitted it was malware" doesn't track, either, cheater.
Perhaps you should read the comments, friend.
Maltiez added hidden code to 3 of his mods that looked for this obsfucated code, and if it found enough it would then disrupt the users VS client, causing it to crash or be unusable.
Caves and Caverns has obsfucated code as part of it's world gen code, and got flagged by Matliez code."
Any mod that uses obsfucated code would be flagged and the game would crash because of Matliez. And he did admit it was malware, which violates the moddb terms.
Did that trigger on SP as well? I remember tryign to run Caves and Caverns in my modpack, but it basically hard froze my test world's worldgen. (SP "server" timed out).
Granted, I was running 200+ other mods with Terra Prety and Watersheds, so I just chalked it up to some other unknown incompatibility...
Yeah I've heard that recently in the discord, Code was removed, so get over it. I would like a list of the mods he didn't care for, just so I can laugh at the list.
Yep. Ill get over it, as soon as he's gone. Just because it's removed doesnt mean it cant be put in again.You wana get over it when his config kills your client because it conviently had a mod that you thought was cool but he didn't?
I am pretty sure that most of these people complaining are either cheaters that are sad their payed cheat client got caught, wasting their not well spent funds they probably got from their moms credit card. Or, are a bunch of redditors who haven't touched grass in the past month looking for another chance of cancel culture to spike their dopamine.
Reddit is an undeniable cesspool
Continue preaching brother!
..Or, just maybe. I don't trust this guy anymore. Because he's PROVEN to actively provide malware disguised as a helpful liberary mod that WILL MOST LIKELY BE INSTALLED FIRST THING DUE TO IT'S NATURE OF WHAT IT DOES. I'm looking to have fun, not be prodded into doing whatever the modder wants without my knowing of it. God forbid the crash code actually BRICKS your computer. He's seem to not gone there YET, but that's the problem: YET. You want to roll that dice? Go ahead, and hope to god that the nice mod you install isn't what he secretly wants you to remove after essencially forcing you to play russian rollette with mods.
No, we're people who trusted a guy not to fuck us over, and ended up spending hours and hours trying to debug crashes in singleplayer, or on the tiny server we share with five friends, or other situations. Because Maltiez decided he had the right to dictate how people should be permitted to play the game. If he had put this in an actual anti-cheat mod, then there wouldn't be an issue! No one would have blinked twice. But he didn't. He slipped code that disrupted the operating of computers (yes, that is what crashing programs is) into his mods, using obfuscated code himself to do so. Which is the definition of 'trojan'.
Hell, depending on where exactly Maltiez lives, he could have opened himself up to being sued or even criminal prosecution for these actions, because he did in fact do the definition of malware. That he derived no monetary gain from those actions (possibly, if it turns out that people subscribed to his Patreon got access to a 'clean' build then shit is gonna get messy) doesn't erase that those actions were in fact illegal.
And worst of all, the thing that pisses me off the most? He wrecked the community. Modding communities are built on trust. They cannot function without being able to trust that people are acting in good faith. Maltiez felt himself above that. He thought he had a right to decide what was and wasn't allowed. And the pathetic response by the devs is... worrying. Because how the hell do we rebuild trust without reckoning with this? How do we get to a point where we don't have to scour every single library mod to make sure it isn't secretly fucking us over?
If this is true, then I have to commend the mod devs for tackling it. That's pretty cool. But why not mention it? Why be so vague and mysterious with "it did what it was supposed to.."? That creeped me out, not gonna lie.
Please do not dismiss others feelings and tell them to shut up, people are upset and it's understandable, but that language is very provocative and shouldn't be used in discussions.
No one is defending cheaters, just like no one should defend malware developers. :)
probably ill-advised to add that stuff but not that deep out of 10, people are getting way to agitated over a like, mostly non-issue
Breach of trust is not a non-issue. The fact this seems to have flown under the radar for almost a year makes it worse. The fact the development team admitted to knowing about it and not raising any questions is just the cherry on top
Mmmm, did someone get caught by with a cheat client they paid for with their moms credit card?
Michael, no need to be aggressive. People are free to state their opinions.
Did the dev team admit to knowing about it? I was under the impression the EXISTENCE of the code was known (And rejected by the dev team when suggested to implementit in base game), but I don't recall seeing anything implying the devs knew this mod in specific had the code.
To defend cheaters is crazy, crazy I tell you.
Absolutely is brother, but that is the way of reddit.
Anyone working on a fork for this or have a link? My server modpack unfortunately needs it for most of our stuff to work.
from TERMS: " Most importantly this means that you are not allowed to reupload, modified or not, any such mods without explicit approval from the original author. "
Terms for this mod, sure. Fork it, Make a replacment, IDFC. I want the option to avoid potential viral payloads.
Apparently this is wrong, the licensing for this mod allows for forks
Pfft I want a version WITH the code still, keep these cheaters fuming.
If This was a single player modpack I would give a flying pig's rear. Unfortunately I have traced about 60+ of the crash reports from my Vintage group to this bit of code being included. I'm willing to ip ban a cheater if they get past my whitelist, beyond that separate mod would have been more welcome as an option rather than malware.
Yeah no I dont think a mod like this should be dictating an anti-cheat. Doesnt help that you're a lead developer of VS as well. Who knows what kind of bs you slipped into the game with a stunt like this lol
What in the world happened, I JUST heard about some sort of anticheat nonesense with this mod.
I mean, screw cheaters and all that granted, but a mod doing anything like this is very worrisome, does anyone know what version this was introduced in?
What kind of mod maker puts in a malware anti cheat that crashes when using other mods? utter disgrace.
Maltiez needs to be removed from the VS dev team permanently. The alleged "purpose" of the code being maliciously placed in this mod is meaningless. It IS malware if it is disseminated under false pretenses, to defend it is absurd. They have burned their credibility and I will not update or support Vintage Story until action is take.
Bye then.
As a counterweight to this guy I'll stop supporting if they DO fire him.
We'll be glad to see both of you go.
Remove this man from the dev team
Hello, i have a question :
Does the latest release is the version of config lib without the anti cheat ?
If no is it possible to have a version of config lib without the anti cheat ? ,like having to distinct page for it, one with the anti cheat and one without it ?
Since we're only allowed new information on the situation this was posted by a VS developer on the official discord. link: https://discord.com/channels/302152934249070593/302152934249070593/1544458674255175780
sekelsta
This is why people are concerned not just about this mod but others from the author
Could this mod contain malware? My VS server group mentioned it might be malicious. I scanned the file with Windows Defender but didn’t find anything. I’m still worried about the safety of my PC and files, so I’ll be uninstalling VS and the mods just to be safe.
To put your mind at ease, no there is no Malware, and even Virustotal found nothing, but what is happening is more a feature that wasn't properly telegraphed before and is now removed, which was to close the game when a specific paid cheat was being used in Multiplayer, but people didn't realise and it started a whole thing. You can find the statement in the pinned messages of the vintagestory channel in the Vintage Story Discord server :P
Thanks a ton!
specific paid cheat + any other detected obfuscated code or parameters the author didnt like would crash or disconnect you from the server in multiplayer. WAY outside the scope of the docuimented features of the mode. and in violation of the moddb terms of use page, Section 2 of Mod Uploads states: "You warrant that the mod contains no harmful or malicious code"
Please don't spread misinformation. That it didn't try to steal or permanently tamper with data doesn't make it any less malware. From the forensic report:
[...]Intent doesn't matter. There was a harmful function with the only purpose of crashing the game and hiding its involvement without any documentation inserted into a mod that had no right to dictate other people's coding style. Even ignoring what it does, mods have been blocked from publishing for much less deviation between description and content. Who even greenlit this thing?
Do not trust this mod author they uploaded malicious code into their mods
Stop Fearmongering, Stop Harrassing, Stop Witch-hunting!
You are allowed to be mad, yes, but this does not help the situation it just puts more fuel on a fire and spreads misinformation. Yes I am disappointed in the fact that this happened but that does not give me the right to go and leave comments after it has been publicly stated and the situation trying being dealt with appropriately.
All it does is harm the entire community.
Not fear mongering if its true it was malicious code
Which it wasn't. Cheater.
No need for name calling Phobo.
Actually, perpetuating it on his mod when it is being dealt with by the dev team after it is public just causes more harm than good and hurts the community more, especially when moderators mentioned it in both the discord and the on this very page. Mentioning it for the 31st time is totally necessary, and really makes a difference. It is being blown way out of proportion and all you are doing is being equally entitled as Maltiez was by originally doing this. You end up sounding like a giant crybaby that just need your opinion heard. He did what he thought was best as it was meant to target malicious actors, now that the road to hell being paved with good intention is not his fault.
Tao_ too.
Shame....
It is actually crazy you are defending someone who knowingly put malware in their mod
Man I thought people were actually literate on here but oh well: I am not defending his actions I am actively targeting dimwitts that are unable to keep it in their pants and need to go harass him personally, the fact that you were unable to tell the difference tells a lot, I am equally disappointed if not more with the recent events as I am quite fond of his work, but that does not give people rights to target him with a continuous stream of torment. Especially after A. The mod team have asked people not to, B. Maltiez has asked to not be harassed about it, after apologising and knowing he was wrong, and C. The fact that this targeting is hypocritical as it mirrors his actions of a vigilantic justice, it only scarrs the community and helps exactly zero people... again shame on you Galaxy_Tomb20
choice imply the moment of facing the consequences of it, it's the same as poisoning people cos you just wanted to and expect everyone to forgive you cos you said that you won't poison them further.
Continues streams of torment and its legit just telling people that the dude can't be trusted because he had uploaded malware into his mod and you having this reaction shows you are in fact defending his actions and don't actually care about what he did so you can protect your little bubble of delusion.
Whatever I didn't act impartial online to be dragged into drama that so many people just love to pour fuel onto.
I think people have the right to be outraged but I guess you're right at some point its just a mod
I do think the issue needs to be addressed more properly/directly
LoL whatever floats your boat, come with some arguments instead of going Ad Hominem?
What hurts the community more? Malware developer, or acknowledging that the developer made and distributed malware?
The man stole hours and hours of trying to troubleshoot code from people because he thought he had the right to police things. And he couldn't even do it properly; it was not just the anti-cheat that was targeted. Anything that used obfuscated code, or other targeted things was pinged. In addition, the fact that he had personal beef with some of creaters of the hit mods makes it seem as though that was intentional.
How exactly do we trust anyone when not only does one of the most prominent modders on this community pull this shit, but we've got people eagerly justifying him, and others like you trying to stifle people's justified outrage? I have lost hours and hours of frustration because of this, and I don't even play multiplayer.
Not to mention the legal side of things; given that what Maltiez has done fulfills the criteria of a trojan and malware - yes even if he didn't make any money it still counts, people spreading malware 'for fun' or a grudge are still doing a crime - then depending on where he lives and how defined the laws are there people might actually be able to sue him for it. And, by extension the dev team that knew and therefore by legal definition count as accomplices.
All that, because one fucking asshole thought he had the right to be the law. And he hasn't apologised or anything, he has been repeatedly defending himself and saying it was totally okay so don't tell us lies.
How am I stifling justified outrage whe I am telling people to bemad and discuss it instead of picketing in his back yard?
Just because I act towards this entire situation without letting anger take the reins, have a smidgeon of forethought and a modecum more empathy and trust in due process than the rest of the community. At worst I am a fence sitter in the situation cause I am not "picking a side" in the debate.
What due process? As far as can be determined, nothing at all is happening.
It's been 2 days, and instead of trusting the due process, people are too busy to show how much better they are at hating Maltiez, if there'd be a week of nothing then one should maybe IDK contact the right fucking people?!
With all due respect to Tyrion and the rest of the team - I as a user can no longer trust this guy, and it also throws into question any future code that may be added written by his hand.
this should be illegal! making peoples game crash because you think they using cheats! what about mods not made by you?! and you come after me for my mods! where are the moderators now?! how is this allowed?
US: Computer Fraud and Abuse Act (18 U.C. Code §1030)
UK: Computer Misuse Act 1990
EU: Directive 2013/40/EU on Attacks against Information Systems
Mexico: Title 9 Chapter 2, Illicent Access to Computer Systems and Equipment
Russia: Article 283 of the Criminal Code of the Russian Federation
China: ...I actually don't know someone else can fill this in
Yeah you don't know because you found out about this 30 minutes ago and crave attention
Finally found out what was crashing my game, thanks a lot
Bruh, this is too much... this is not the end of the world lol...
I'm pretty sure he didn't did it with bad intentions at all... in fact, it's a really good idea...
Not the best way to do it? No... but it's not the end of the world, chill out...
Everyone makes mistakes some times, nobody is perfect 🤷♂️
I'm shocked about what I just learned. Even if your intentions were supposedly good, you should've been transparent. I hope for your own sake that you'll do the right thing in the future.
I do not trust any of your mods after what has been revealed about this apparent malware. Additionally, I cannot trust Vintage Story as an application, given your status on the dev team. Congrats on shattering the trust the community had in you.
ssp, it's worse. He's effectively attacked the game's trust to players.
why would you do this
I hope you remove the code from all versions instead of just pushing a new version without it. You truthfully have no right to deter or detect cheating (or anything that gets accidentally caught) for me on my server. If I wanted a third party to handle it for me, I would go out of the way to download a mod dedicated for it. Last I knew, this was a config library and not anticheat.
i sincerely hope everything you do gets forked
Config lib at least is under CC0 lisence per the github, so it can fairly freely be forked out if one wished to do so
Easy with the inflammatory commentary please. Let's all stay cordial.
Harassment is not tolerated. If you have no NEW information or questions for the mod author, direct your complaints to #support-moderators on discord or by sending a support ticket if you do not trust us. Perhaps Anego Studios will publish a statement that addresses the most common concerns. Meanwhile, further comments/replies that do not address NEW concerns will be penalized as spam and/or inflammatory.
This is a very telling response, thank you for sharing your stance on this situation.
While obviously dogpiling a thread isn't going to help the situation, I genuinely fail to see the issue with people merely expressing disappointment/discontent without negatively targeting the mod creator as a human being.
public outcry for malicious behavior is not harrassment. so we're all good here then.
Sidenote: dont turn this around on us being the bad guy for not trusting you. maltiez has broken trust and several staff elements of the discord and now you are silencing the discussion. Trust is earned and trust can be lost. thats on you, not on us. The community is watching patiently.
“One of VS developers executed a targeted malware supply chain attack via popular mod using hardware of other people without their consent, let’s move on, nothing to see here”
Calling out malicious undisclosed code in a mod is not harassment.
Is there a way to reupload all of Malts mods to a second account and close his profile until this is all dealt with properly, I feel bad for Maltiez (being an incredibly talented coder) getting such vile, hateful, misrepresentin, "boy who cried wolf" style comments that just exasperates the situation. The entire debate is a giant nothing burger with more and more conjecture posts and people "picking sides" on every chain of comments. Hell I was accused of defending Maltiez's actions when I asked people to respect and trust the process and to stop wasting time by clogging up the comment section. I sincerely hope that he feels the right amount of shame for the mistake but that he generally isn't feeling mentally taxed, I also hope that the offending harassing people will be adequately dealt with.
//A Respectful Member of the Vintage Story Community
This mod has the CC0 1.0 license, so people are free to fork it. Regarding anything other than that, the moderation has no clear answer, but rest assured that all of the affected files have been retracted and now we wait until Anego has an answer.
As a server owner, and fellow dev, I greatly appreciated the anti-cheat that was built in here. I get that some players are up in arms about this, but as someone who is directly impacted by the cheaters that have reported this mod for catching them (and that we have used to catch them), this was a very simple way for us to catch bad faith actors, and prevent them from ruining the gameplay of others on our server.
If anything, I feel stronger about the support I have recieved from this mod for our community than the players up in arms about their 'loss of trust', as if half of the mods on the mod db don't have secret code in them to give the creators (or donors) special items. If we're going to chase after any modder that has added something to their mod and not disclosed it, y'all are in for a treat.
I'm very happy that the anti-cheat was good for you!
But I didn't ask for it. The people in the comments that were hidden didn't ask for it.
The people who were being crashed due to incorrect triggering of the code did not ask for it.
If you want anti-cheat, ask for it in a seperate mod with visibility that it exists within that mod. Not a configuration library mod.
My curiosity is why crash the person instead of just kicking them for cheating? Similarily to Minecrafts NoFly cheat detection and whatnot. It seems much less skeevy and transparent to just do that, than crash the game and make people create forks for seemingly unnecessary things.
"it benefited me, therefore it's acceptable," which is the most self centered possible framework for evaluating software distributed to thousands of people, and has been causing issues for allegedly ongoing a year.
"half of mods on the mod db have secret code" as if secret donor items and deliberately crashing people's clients are the same category.
People would be up in arms if they did the same thing.
Nobody is proposing auditing every mod for hidden features. People are specifically objecting to a widely used dependency library containing concealed sabotage code that crashes innocent users.
How is it a real perspective someone can have when there already are literal dedicated "anti-cheat" mods available ?
FYI; It was not an anti-cheat. It just sends a line of instructions to crash your game when, and I quote, detects other mods running obfuscated code. Even if that mod was never a cheat mod in the first place. It doesn't do anything against cheat mods that don't run obfuscated code.
look up "leapards ate my face"
the bad thing is fine as long as it aligns with my world view or happens to people i deem acceptable right?
what server are you running sir?
How can you have appreciated it when you didn't even know you had it?
I did know it was there, because I'd asked about it, and was told when asked.
The boot you lick will taste different when it lands on you.
While YOU may appreciate it, its been causing countless crashes on dozens of servers AND the part your leaving out, is that his code hid what it was doing intentionally, and mislead people on what the crashes are.
Yeah, as someone doing active dev work hooking directly into player model lib and config lib, im genuinely shocked that this crashed anyone, i am fucking around HEAVILY with it and whatever triggers it must actually be really thin in profile. Good on them for looking out for the community hosting public servers.
"Drama". Deleting comments pointing out how you broke the community's trust by MILES by secretly injecting anticheat against the other devs wishes isn't drama, it's trying to snuff out the truth.
At least owe up to it. Transparency is going to be the only thing that'll save your future here, because making efforts to deliberately conceal obstructive code is downright career-suicidal. Don't let your ego get in the way of your passion - I tackled into learning more .json patching because of you, and others in the community, do better!
nothing should save his future here. he's broken trust and then proceed to cover it up, justifying, reintroduce the offending code, and argue that he has done nothing wrong. this is the sort of person who does not follow community guidlines if they have what they think is a reason not to. you cant trust their adherence to guidlines and ethics if they have demonstrated remorseless deviation for personal justifications.
Yeah this should be seen as the irreconcilable issue it is. As competent and skilled as Maltiez is, a conflict of ethics like this followed by a complete lack of willingness to cooperate is poison to anything built on it. I hope the team considers the long term of how they play the coming landscape.
This is very disheartening to see someone intentionally cause issues and hide it from the players. Especially when they are supposed to be a part of the games team. Very sketchy to say the least.
Also I had a mod unpublished on here once for not having its description of what exactly it did, this isn't any different is it?
oh.. i agree with you.. the same thing happened to a couple of my mods because overzealous moderators think my descriptions are not enough and then we have this and they protect him instead of taking action and making an example of him!
"Do as I say, not as I do." Hypocrisy at its finest.
Man, doing this would get me fired at virtually any job involving technical work, if discovered. Even if it were off hours, not associated with the project, and not inherently malicious (in the normal, non-code sense).
Then our dear old Dev went and did it right on the ModDB. Genius. And doubled down, too!
What ends a career is demonstrating you'll deliberately conceal behavior in code you ship. Coding ethics are important, guys!
While I don't think the whole 'malware' thing is /really/ malware, it is infact proof that this mod author /will/ shadow include code that actively hinders people from playing with whatever mod they want, even if it's 'cheating' mods. This, to me, feels like a prod at the community to see if he can get away with worse, any install on my end going forward is gonna be closely looked at.
It's strictly malware in a "unwanted code doing unwanted actions in an undisclosed manner" sense. The term for this that is closest is, I believe, Riskware.
Which, is, arguably based on its goal, not "malware" - but considering consent and COMMUNITY TRUST, are large portions of why modding works... Yeah.
it modifies teh multiplayer client to fault and crash without consent of the user. I also orginally though people were overreacting but after examining the behavior that caves adn cavern's author discovered and seeing maltiez absolutely arrogant attitude (including doubling down and putting the code back into the mod) everythign maltiez touches is suspect from now on. remember he knows better than you and hes here to help save you from yourself!
Shocked and disappointed that this malware author is a member of the dev team.
https://hastebin.com/share/uqeyuhirof.markdown
I had been witness to a few data incidents but having to read "The callbacks call `ReloadFromConfigs()`. Despite its name, that method does not reload configuration: it casts the world to internal `Vintagestory.Client.NoObf.ClientMain` and corrupts game state" in a forensic report on a file submitted by what's supposed to be a trusted source made me physically retch. Hope he gets locked away in a place far away from any internet access.
Contains malicious code, as was already said by other commenters.
Furthermore this not being addressed or disclosed at all and being kept only to external sources is terrible for people who come here because this mod is needed for other mods and don't know what happened.
Maltiez, the author of this mod, added code that crashes your game if it found what it deems 'cheating' mods, and does this in a randomized way instead of giving a clear error. This, of course, resulted in a ton of false positives. It's undisclosed, malicious code running in your machine because the author sees no problem in violating your trust for the sake of... what, implementing an 'anti-cheat' that crashes your game whether you're using cheats or not?
I won't be downloading any mods by the author in the future and recommend you do the same. If your mod has this as a dependency, I urge you to find something else which fits what you need.
What's concerning is that apparently he's on the dev team.
He's just a little guy, he should be allowed to put a bit of crash code in there, some software that activates in the background and scans what mods you have and causes issues and then hides the error reports so you don't know it was him doing it, as a little treat. He would never ever ever ever EVER put OTHER malicious files somewhere despite doubling down on the crash code that scans your files, he's just a little guy, he would never. He's just one of the devs putting a bit of malware on your machine and he sees no problem with doing that and if you complain about it that's just drama! Don't worry about it! It's allowed! It's fine! He's just a little guy!
Warning, contains malicious code
For ppl wanting to continue drama, move it to other places and stop spamming my notifications on moddb, thanks.
obscuring the fact that your mod contained malware is hardly drama, bruv
You took it upon yourself to do what I can only describe "Good citizen behavior" putting crashcodes into your stuffs without disclosing to people and you call it drama? First would be what you deemed as "cheats" and then what, wouldnt stop you from making your mods intentionally incompatibles with other mods just because you "don't like them glancing your way".
If this was me working in cybersec I would either be fired or put into court in my country.
And judging from everything happened, you also have a massive ego issue and can't even admit you were only doing to pat yourself on the back.
"across the world, users hate anti-cheat, especially with single player experiences, how about I put one into a mod and not disclose it? Am I wrong? No, it's the players who are wrong"
Considering all your mods are being forked anyways...
this isnt drama. you cant be trusted with access to run arbitrary code on players machines. you show no remorse, and no cognaizance of why what you did was an egregious breach of trust. you broke community guidlines and coding ethics for personal justifications and you act like its our problem for having an issue. what you have done should get you fired from any coding job you have. the sheer arrogance to ship hidden code and hide your tracks and then pretend its no big deal is staggering.
how about you dont get to decide whats cheating in a single player game. your modding is appreciated, your opinion on how i play the game is not.
FOR ANYONE WITH THE MISSING CONFIG GUI WINDOW ISSUE, PLEASE READ THE FOLLOWING!
BelladonnaVT Go to your graphics settings and change the the setting for 'full screen / windowed / etc'... to 'Windowed'. Next open your Mod Settings menu and you should se the Config GUI in the background, if not the foreground. Resize the GUI to fit within the borders of the game window, then set the game window back to 'Fullscreen', or whatever setting you use. If you move the GUI even a single pixel outside of the game window, it will pop behind the game window, and remain there until you do this, OR, until you do what I am about to tell the next user with this issue.
CardinalMoss You can do what I told the user above to fix the issue without resorting to config wipes, or you can, instead of wiping every config file, simply delete the 'imgui.ini' file in the ModConfig folder. This is the config file that holds the Config Lib GUI window position data.
I hope this fixes both of your issues.
~NekoJess :3
Help! My mod settings button does not work on either server side or client side on my personal game!
Same here. Gonna do some troubleshooting. Have you found the cause by chance?
issue where somehow the window for settings changes went out of bounds as a seperate window, there is no way to get it back that I have found.
Only thing left for me to try is deleting all the configs saved, as I can't find any that dictate this issue specifically.
Is there any cahnce you would consider making a music lib that adds more options for selecting when music plays? For example, rift activity level, Leaves colors (as in green, red or snowy), minimum temperature, and if the player is riding a raft/boat/elk?
I could make good use of it in my music mod.
Either way, you do seriously excelent work!!! Thank you for all you do!
I could be wrong, but I don't think this is the intention of Config Lib. You would write the code that selects the music based on various conditions. Config Lib provides the interface by which players interact with your code.
II forgot I comented that lol
You're right, I just don't know how to code, I do all music. I commented that hoping to find someone who coould make a new mod that adds more conditions for music to play.
did you talk to Salty? he made a bunch of music related mods
I'm aware of temporal symphony and Terra Tag's music capabilities Are there more I'm not aware of? I was actually in contact a little, but that was right after the update and he needed some time to get all his mods updated. He never responded when I reached back out. I assume he's bussy helping with 1.23 now.
i see, yeah, he's always pretty busy, did you talk to ClubPetey (from Ambient Symphony mod)? i think it's the closest to what you want, you know, songs that play when certain situational requisites are met
Thanks for the pointer, I'm looking into it now!
🙏 hoping for the best!
Playing on linux and i'm having similiar problems on 1.22.1. The window is just not visible when opened. Pressing the mod menu button or the hotkey opens the mod menu but it is not visible. This is obvious when using the hotkey when not paused, as control is lost and the cursor changes to the menu cursor but nothing else shows on screen. Needless to say this makes the mod unusable for me.
Good luck trying to solve whatever issue has cropped up!
I have the same issue
Croquembouche there is an "X" button in top right corner for closing the config window (perhaps you missed this due the scale issue you are having)
I am curious as to how you had it persist between game and PC restart though... I can't even get it to persist after I exit the world and go back to main menu.
StrayHALO_MAN you can open it from the pause menu, there should be a "Mod settings" button next to the normal settings button, if not check the logs (server-main and client-main) for errors.
Actually, restarting my game and my PC did not even close down the Mods cofigs dropdown menu. Please add a simple x in the corner or something.
The only way to make the GUI a legible scale on my display was to reduce my native display settings by half. Please make the mod gui match the gui scale in the clientsettings.json file.
2 issues with the mod settings interface:
The GUI is way too small for my display and there is no way to change it it.
When you open the scroll down window to select mod configs there is no way to close it or to access the buttons underneath it without closing and reopening the game.
How do I open this menu I can't find the keybind anywhere.
Randompug, you can send me the logs on the official vintage story discord server
@TheInsanityGod do you want me to send the log files? If so where is best to send those you?
JimmyMac, your problem would be that Dana Tweaks does not support server side config editing through UI.
(they don't use the JSON api, they only use the C# api to register a custom config draw method in which they don't show the ServerConfig on client in multiplayer)
Randompug, can't really say anything about your issue without seeing the log files (server-main and client-main).
Damn I have the same problem @Bernup had and it seems no one has had a real solution yet );
How does one return to the next line? Trying to add a category in Mob Radar for a custom mob and trying to hit enter for a new line closes the window.
I also came here looking for a solution like Bernup. After readding all my mods after getting a new computer, and the launching VS when i hit the P to start moving stuff around it didnt show up and i did try to look for out side the window but nothing was there, ive even uses auto config to see if it was an issue there but nope still nothing.
I can't figure out how to get server side configs to work. My Server is 1.21.6 running on a linux server. I hit P and the Dana Tweaks (Server) config specifically is totally blank. I'm admin and I checked that controlserver is in my permissions. What could be the problem?
i used an automatic updater, and maybe i dont know how to use it correctly but alot of mods updated for the unstable version (imgui got updated) and i just downgraded to the correct version and FrySizzle issue went away for me, not sure if itll work for you but double check all of your mods are for the version of vintagestory youre playing on :)
I came here for the same problem as Bernup. The page doesn't load. I am on 1.2.
Came here for the same problem as Bernup. The page doesn't populate. I am on 1.21 if that helps.All mods from ModDB.
I'm not sure what I did but I added some mods and the gui won't come up anymore. I've looked around my desktop like other comments have mentioned to see if it's outside the window and it is not. I have the mod settings button but nothing comes up. I've tried different versions of imgui and configlib, I've tried removing mods and adding one by one, and nothing is fixing it unless I completely wipe my vintage story data folder, then if i add mods back in the same thing happens. I've even gone back to the mods I had previously before this issue came up same versions and everything and it still does it. Weirdly if I open my server with all the same mods running from a hosting site, the gui comes up
Edit: I ended up just starting from scratch anyway, wiping all my VS data and it's working now, but I couldn't figure anything else out that worked.
Hey, Version 1.10.14 is requesting an older version of ImGUI (1.1.12) when there is a newer version for 1.21.6 availiable. (Edit): I Fixed the issue, I had to reinstall ImGui
I am having issues where the Mod config menu moved off screen and now only displays as a new tab but I cant access it, help....
Put configlib-patches file after domain that is the same as your mod id
I'm adding Config Lib compatibility for my content mod. Is there a way to change how the name of my mod is rendered in the list of configs? It's defaulting to the lowercase modid. But I can see that Primitive Survival's config is listed with the capitalised mod name. Can I do that for mine, or can it only be done in code?
Kinda can't believe this isn't already implemented considering how old and how popular it is, but can we PLEASE get word wrap on the descriptions for each option?
The amount of space next to the box to enter the value is not nearly enough for MANY mods, and for whatever reason I cannot expand my window wider than about 1/3 of my screen (fix that too, maybe?)
"controlserver" privilege allows to edit server side settings, client side settings can be edited by everyone
Does anyone know how to give specific permissions to players for certain configs within this mod? I want to be able to edit the Wind Chimes audio on my character and allow that priviledge to others, but can't figure out how to allow this. Currently its fully greyed out for my suplayer role.
One tip: I just indexed the project on DeepWiki, which is basically an AI that generates documentation for projects that don't have it, just like ConfigLib. It's not perfect, but it's better than nothing.
why did you remove 1.10.8? now i cant rejoin our server.
If Feverstone Wilds has some incompatibility, report it to them. Should be solved on their side.
Really hoping there's a fix for the hardcore incompatibility it has with Feverstone Wilds, performance tanks and the world is flooded for anyone who installs the two without awareness of the spawn-spamming it does
Is there any way to use this on a server? Wanted to add Dana Tweaks to mine, but the settings tab simply doesn't show.
Hey Maltiez, this is FS Wilds author here. We've been having issues when people have config lib installed with FS Wilds, the spawns go in hundreds to thousands. We haven't found any way to fix this. Without config lib, it runs normally. But we're still having people pour in commenting because many people use both mods together. Is there anyway we can talk in DM to see if the issue can be fixed?
Ferverstone Wilds shows up in the list of mods that can be managed but it never saves the edits to the spawn rates of all the creatures, (saving after editing, saving and exiting the world then rejoining doesn't work)
any ideas?
It seems that on my server if I use config lib and change some setting it just isn't applied to the server's mod settings is that intentional?
One of the players at my server got this error.
Running on 64 bit Windows 10.0.19045.0 with 65467 MB RAM
Game Version: v1.21.5 (Stable)
16.11.2025 13:48:10: Critical error occurred in the following mod: configlib@1.10.10
Loaded Mods: boatiespeedie12@1.0.4, chiseltools@1.15.3, crawlanddive@0.2.2, decor@1.3.1, explosive@0.1.2, fallingtree@0.4.8, floralzonescaperegion@1.0.27, floralzonescaribbeanregion@1.0.22, floralzonescentralaustralianregion@1.0.19, floralzonescosmopolitanregion@1.0.10, floralzoneseastasiaticregion@1.0.18, floralzonesmediterraneanregion@1.0.18, floralzonesneozeylandicregion@1.0.18, fagothic@1.3.1, fagreenwich@1.4.1, fatemplar@1.4.3, bovinae@0.3.3, caninae@1.0.35, capreolinae@2.0.3, casuariidae@1.1.7, cervinae@0.1.10, chelonioidea@1.0.5, dinornithidae@1.0.20, elephantidae@1.0.16, felinae@0.2.12, iniidae@0.1.5, machairodontinae@1.0.28, manidae@1.0.18, meiolaniidae@0.1.8, pantherinae@1.2.4, rhinocerotidae@1.0.22, sirenia@1.0.25, spheniscidae@1.0.14, thylacinidae@0.1.5, viverridae@1.0.7, vombatidae@0.4.4, geoaddons@1.4.4, immersivemining@0.2.17, juicyores@1.0.1, millwright@1.3.0, molds@0.2.7, mycodiversity@1.0.4, overhaullib@1.13.8, primitivesurvival@4.0.1, fseasonedfirewood@1.2.1, spyglass@0.6.0, temporalsymphony@2.2.2, temporal_gears_stack@1.0.0, translocatorengineeringredux@1.6.2, game@1.21.5, vsimgui@1.1.16, abcsredux@2.0.5, aculinaryartillery@2.0.0-dev.8, alchemy@1.7.21, allclasses@2.0.8, anafkstory@0.9.8-dev.1, animalcages@4.0.1, attributerenderinglibrary@2.4.0, betterruins@0.5.3, bloodtrail@1.1.8, butchering@1.10.11, carryon@1.12.1, combatoverhaul@0.10.17, commonlib@2.8.0, configlib@1.10.10, craftablecartographyfork@0.1.10, electricalprogressivecore@2.6.2, enhancedhandbook@1.5.0, farseer@1.3.2, foodshelves@2.3.3, foragersgamble@1.2.4, fromgoldencombs@1.9.4, gourmand@1.7.10, handbookbookmarkbutton@0.1.2, herbarium@1.4.1-rc.1, hidenametagsmod@1.21.5, hpspinningwheel@1.0.7, hydrateordiedrate@2.2.26, immersivewoodchopping@0.8.2, improvedhandbookrecipes@1.1.3, insanitylib@1.1.0, lavoisier@1.3.1, levelup@2.0.8, maltiezcrossbows@1.6.8, maltiezfirearms@1.4.0, metaltongs@1.2.3, oneroof@1.10.0, playerlist@2.3.3, rivers@4.7.3, roomtools@1.4.0, saltandsands@1.1.4, scaffolding@1.2.5, signals@0.2.6, smithingplus@1.8.3, substrate@1.1.4, terraprety@7.0.9, th3dungeon@0.4.4, traitacquirerrevamp@0.9.14, vanvar@7.1.0, vinconomy@5.1.1, creative@1.21.5, survival@1.21.5, xlib@0.9.0-pre.2, alchemistry@1.0.2, armory@1.5.6, brainfreeze@1.3.4, chemistrylib@1.1.5, electricalprogressivebasics@2.6.0, expandedfoods@2.0.0-dev.4, em@3.3.3, fueledwearablelights@1.1.0, gourmandsgamble@1.0.1, neobitvintage@0.1.8, playercorpse@1.12.0, quiversandsheaths@0.5.4, shearlib@1.2.0, stonequarry@3.5.1, wearandtear@1.5.17, wildcraftfruit@1.4.3, wildcrafttree@1.3.3, xskills@0.9.0-pre.2, bricklayers@3.1.3, electricalprogressiveindustry@0.5.0, electricalprogressiveqol@2.6.2, exoskeletons@0.4.3, extraxskill@1.0.1, tailorsdelight@2.1.2, wool@1.8.1, xskillsgilded@1.3.5, xskillsnewclassesexpfix@0.1.1, dressmakers@1.7.4
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.List`1.Enumerator.MoveNext()
at ConfigLib.Config.FileEventHandler(Object sender, FileSystemEventArgs eventArgs) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 835
at System.IO.FileSystemWatcher.NotifyFileSystemEventArgs(WatcherChangeTypes changeType, ReadOnlySpan`1 name)
at System.IO.FileSystemWatcher.ParseEventBufferAndNotifyForEach(ReadOnlySpan`1 buffer)
at System.IO.FileSystemWatcher.ReadDirectoryChangesCallback(UInt32 errorCode, UInt32 numBytes, AsyncReadState state)
at System.IO.FileSystemWatcher.<>c.<StartRaisingEvents>b__85_0(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* overlappedPointer)
at System.Threading.ThreadPoolTypedWorkItemQueue`2.System.Threading.IThreadPoolWorkItem.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 14.11.2025 21:39:56, Site = , Source = Application Error, Message = Nazwa aplikacji powodującej błąd: Vintagestory.exe, wersja: 1.21.5.0, sygnatura czasowa: 0x67fe0000
Nazwa modułu powodującego błąd: coreclr.dll, wersja: 8.0.2025.41914, sygnatura czasowa: 0x68a4f4f0
Kod wyjątku: 0xc0000005
Przesunięcie błędu: 0x00000000001d34a0
Identyfikator procesu powodującego błąd: 0x7754
Godzina uruchomienia aplikacji powodującej błąd: 0x01dc55a6bb86067f
Ścieżka aplikacji powodującej błąd: C:\Users\Radko\AppData\Roaming\Vintagestory\Vintagestory.exe
Ścieżka modułu powodującego błąd: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.20\coreclr.dll
Identyfikator raportu: 87606cc3-e5ed-40ee-9586-e0fcff1f1362
Pełna nazwa pakietu powodującego błąd:
Identyfikator aplikacji względem pakietu powodującego błąd: }
--------------
{ TimeGenerated = 27.10.2025 09:59:46, Site = , Source = Application Error, Message = Nazwa aplikacji powodującej błąd: Vintagestory.exe, wersja: 1.21.5.0, sygnatura czasowa: 0x67fe0000
Nazwa modułu powodującego błąd: openal32.dll, wersja: 1.23.0.0, sygnatura czasowa: 0x63dd31ad
Kod wyjątku: 0x40000015
Przesunięcie błędu: 0x00000000000df046
Identyfikator procesu powodującego błąd: 0x5720
Godzina uruchomienia aplikacji powodującej błąd: 0x01dc471f97318adc
Ścieżka aplikacji powodującej błąd: C:\Users\Radko\AppData\Roaming\Vintagestory\Vintagestory.exe
Ścieżka modułu powodującego błąd: C:\Users\Radko\AppData\Roaming\Vintagestory\Lib\openal32.dll
Identyfikator raportu: cdc4c681-5ba0-484b-b08f-6f5309e781ff
Pełna nazwa pakietu powodującego błąd:
Identyfikator aplikacji względem pakietu powodującego błąd: }
--------------
{ TimeGenerated = 27.10.2025 09:59:31, Site = , Source = Application Error, Message = Nazwa aplikacji powodującej błąd: Vintagestory.exe, wersja: 1.21.5.0, sygnatura czasowa: 0x67fe0000
Nazwa modułu powodującego błąd: KERNELBASE.dll, wersja: 10.0.19041.6280, sygnatura czasowa: 0x56511854
Kod wyjątku: 0xe0434352
Przesunięcie błędu: 0x0000000000025369
Identyfikator procesu powodującego błąd: 0x5720
Godzina uruchomienia aplikacji powodującej błąd: 0x01dc471f97318adc
Ścieżka aplikacji powodującej błąd: C:\Users\Radko\AppData\Roaming\Vintagestory\Vintagestory.exe
Ścieżka modułu powodującego błąd: C:\WINDOWS\System32\KERNELBASE.dll
Identyfikator raportu: f02f9932-a208-42bf-b414-a250cb464167
Pełna nazwa pakietu powodującego błąd:
Identyfikator aplikacji względem pakietu powodującego błąd: }
Cant get the mod menu to resize (dragging the bottom right corner resizes the window but contents stay small, ctrl+/- do nothing), just stays a very small size.
Sorry, you are correct. My installer fooled me; I installed the right version now, and it works.
Willownezz make sure you actually have 1.10.10 properly installed
after update 1.10.10 I am getting errors with some mods
There was a bug in 1.10.9, try 1.10.10
Yup, it seems that configlib is now invisible to other mods that calls for configlib. Are there changes am not aware of?
Log when using full modlist: Pastebin Log
(pls ignore the other logs from other mods, am still trying to fix up mah modlist
Log when using testing modlist: Pastebin Log
Testing mods used: DanaTweaks 3.6.0, ConfigLib 1.10.9, ImGui 1.1.15
Jader7777, that depends on the mod/config.
ConfigLib allowes modders to create configs using just JSON (so you can keep it a pure content mod), but it can also be used to create an interface for configs from code mods.
For the latter it will persist even after removal of ConfigLib as it just served as the interface while for content mods the config doesn't apply without ConfigLib.
(naturally there is nothing stopping a code mod from using a pure JSON config though... so changes for code mods are not guaranteed to stay in effect after removal)
If you install this mod, make changes and then remove it, do the changes persist or are they lost with the mods removal?
Idk if I'm the only one or if this has been addressed already (I checked) but the config menu works great except if I open it, resize the config window using btm right corner– if the window gets close enough to the edge of the screen the game exits full screen and the config window is over my desktop, game still running. I have to move the window to the center, close it and reopen full screen. It happens occasionally and its very frustrating. Also, maybe ever more frustrating is the reason I'm moving the config window so close to the edge is because it is behind the pause menu. I have to move, resize and streatch it often to read and interact with diffrerent sections. this part of the problem is fixed
Any idea what I can do?
Again, sorry for the long paragraph I was unable to find this being discussed. ♡
Thankyooouuu I love this mod. 🔥
I was having a problem where the Mod Settings button appeared but clicking it didn't do anything. I'm on macos. For me the solution was to run the following in terminal to bypass Gatekeeper for all mods:
xattr -dr com.apple.quarantine ~/Library/Application\ Support/VintagestoryData/Mods
Whenever I try to open a world with this on(with ImGui) It just gives me this error;
'[Error] [Config lib] [Config ] [config domain: betterruins] Failed to create file watcher. Automatic updates when file is changed on disc will not work.'
Why am I getting this? I installed both these things the way you install any other mod. It doesn't save the settings I put in when I leave and rejoin a world, and the changes I make in settings don't seem to work on the generation.
If it helps, it also says this;
System.ArgumentException: The directory name
'C\Users\(my name)\AppData\Roaming\VintagestoryData\ModConfig' does not exist. (Parameter 'path')
At System.IO.FileSystemWatcher.CheckPathValidity(String path)
At System.IO.FileSystemWatcher..ctor(String path)
At ConfigLib.Config.CreateFileWatcher() in
D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 777
Pls help, I wana turn structure spawn rates hecka up
In the latest update 1.10.3. The inclusion of the YamlDotNet.dll breaks compatibily with the Volumetric Shading Refreshed mod, as the mod shares the same .dll and wont load because of a duplicate. (me thinks).
My problem was fixed with the recent update of ImGUI.
I am also having the problem where the modconfig window opens outside the game client and it's basically borked.
I am sad. This is the last thing that is messing with my 1.21.1 installation. Game breaking, as I am disabled (stroke survivor, low vision, generally old and decrepit) and run a LOT of mods for accessibility which have params I need to set.
I hope you can fix this soon. In my little assisted living "dorm room," VS is my "touching grass," heh...
Hazardous42 this looks like your problem?
Mods cannot modify starting menu, they are only loaded when you entering the world
Would it be possible to get a button to enter the configs on the starting menu so i dont have to load a save to open the configs window? Or is there already a way i just havent realized?
SaintJavelin current version is already compatible with 1.21.0
does anyone else get the issue where the button for mod config pops up but nothing happens when u click on it im new to modding but have tried every version compatible with my game version and i was hoping unistalling all mods and updating my game would be the solution alas its not
Please Update for 1.21.0!🙂
Running this in conjunction with ImGUI 1.1.12 (for 1.21.0-rc.4) + BetterRuins 0.5.0 (for 1.21.0-rc.7) + Status HUD continued 3.3.0 on latest 1.21 stable release without any issues.
That's not to say there aren't any, but it generally seems to play nice with the stable version!
Cool info for code modders: If you use config lib with code and have to include the imgui dll it's available as a nuget package https://www.nuget.org/packages/VSImGui
Can you please add a game pause when the config menu is open for single player? Configuring can use up a lot of time and it leaves you vulnerable. Thank you.
Edit: Hmm, deselecting the search window after the handbook is open and then opening the config menu is a good work around.
ok, First time really attempting to use configlib. When I open it and hit mod settings I can onpy edit likie 1 or 2 things, the rest are "greyed" out. I'm assuming its a permisssions thing, I am the admin, so anyone know what I am doing wrong or where the setting is?
kirtini my guy you are a hero thank you ! Was wondering why there wasn't any mod config button.
Lostar as you're playing 1.20.12 just like me, you need to revert to config 1.5.3 and imgui 1.1.8, the released version for stable vs 1.20.7, it did work for me ! Because you installed 1.5.4 config lib and 1.1.9 imgui which are still for unstable pre 1.21.
Yeah I'm having a similar issue - I've tried just installing the most current version of both DT and ImGui, nothing. Installing the version before that on both of them and restarting the game (and removing the old versions), nothing.
Ah well, hopefully it's fixed soon.
kirtini Unfortunatly this solution did not work for me if I am understanding it correctly. I uninstalled both and reinstalled Config 1.5.4 and ImGui 1.1.9 and I am still not seeing the mod menu like I had in the past. I am playing in singleplayer on the 1.20.12 (stable).
Title: Feature Request: API support for i18n keys
Hey, love the library!
Would it be possible for the API to accept lang file keys directly, instead of pre-resolved strings?
For example:
Current: config.AddButton(Lang.Get("mymod:my-setting"), ...)
Proposed: config.AddButton("mymod:my-setting", ...)
ConfigLib would then handle the Lang.Get() call. This would make it much easier for all mods using it to support multiple languages.
Thanks!
KodaPop
If you are having issues with this mod and ImGui:
uninstall both and go into the "files" tab on both mod pages to download the previous version
make sure you restart your game.
the problem is that the mods have updated to support the unstable branch of the game, but that does not support the stable branch anymore.
once you go back to the previous version and restart the game, the issue will be fixed.
Aimli_ I don't know if you could have made a more obviously AI generated post or not. A wall of AI slop isn't needed when it can be explained in a few sentences.
Same problem as everyone else, have the ImGui installed. No mod button, and upon the second time I enter a save in SP, the game crashes.
Also joining in to add that the mod settings button has vanished.
Confirming the same issue stated by users below; mod settings button is missing.
idk if i got lucky or if this was the problem but i was having the same issue with the missing settings button everyone seems to be having. i managed to get it to appear by installing the previous version of both this mod (v. 1.5.3) and ImGui (v. 1.1.8). Note that i am running the 1.20.12 stable version and not the 1.21.0 preview versions so anyone running those and still having issues idk if this will work.
Unfortunately, it isn't working for me. There is no mod settings button.
Same problem, no idea where the mod settings button is.
I have this downloaded but the mod settings button is not there.
(posted this on the wrong mod woopsi) Im running the latest version of both mods for betterRuins but the button doesent do anything.. im on 1.20.12 am i doing something wrong?
i am having dificulties i dont get erors but i dont get the butten to open thee config menu
Whenever I try opening a world it just corrupts it for whatever reason. It happened to me once already and I managed to recover that world but I tried enabling it on another world again but it corrupted that one too. If I had to guess what the issue was it would be some conflict with some other mod. I'll try again after disabling my other mods and update once I try that.
Update: I loaded in with only one mod that I knew used the config, and it didn't corrupt my world this time but it gave me several error messages upon trying to load into the world as well as the configLib just not working whatsoever.
Gleipnyr configlib requires the imgui mod, which is linked in the description right above
Hello, very useful Mod, or rather essential, but will there be a version 1.20.12? Please reply. Regards, good job!
The mod doesn't work me, saying i'm missing " vsimgui@"
I have no clue what that even is, whelp
Does this work with servers if you are the admin?
Hey I've been trying to get Configlib to link the settings between my yaml file and the GUI, but get an error every time I add the "file" line to "configlib-patches.json".
Here's the error from the server log:
1.6.2025 22:05:23 [Error] [Config lib] (somedisassemblyrequired) Error on parsing config: Newtonsoft.Json.JsonReaderException: Unexpected character encountered while parsing value: C. Path '', line 0, position 0.
at Newtonsoft.Json.JsonTextReader.ParseValue()
at Newtonsoft.Json.Linq.JObject.Load(JsonReader reader, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JObject.Parse(String json, JsonLoadSettings settings)
at Newtonsoft.Json.Linq.JObject.Parse(String json)
at ConfigLib.Config.ParseJson(JsonObject json, Dictionary`2& settings, SortedDictionary`2& configBlocks, String& defaultConfig, String domain) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 292
at ConfigLib.Config..ctor(ICoreAPI api, String domain, String modName, JsonObject json, String file) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 79.
1.6.2025 22:05:23 [Notification] [Config lib] Configs loaded: 1
Also here's my configlib-patches file:
"version": 1,
"file": "somedisassemblyrequired.json",
"settings": {
"boolean": {
"ENABLE_ANVIL_RECYCLING": {
"name": "enable-anvil-recycling",
"ingui": "sdr-enable-anvil-recycling",
"weight": 1,
"comment": "sdr-enable-anvil-recycling-comment",
"default": false
}
}
}
}
I've been banging my head against this issue for quite a while, so please tell me if I'm missing something obvious here.
How do I access the Mod Settings (config menu) as a Moderator/Op/Admin?
I only have access to client based changes. My account in game has already been made an OP but it won't let me change anything.
Maltiez
Version 1.5.3 is causing my game to crash on 1.20.9 :(
im hosting a mp server for me and my friends and it wont let me edit the config lib menu is there a way to fix this i open it but all options are greyed out.
Please contact me in discord to help debug this bug
I don't know if this is the correct place to ask, but I am desperate. When I try to edit Better Ruins, I change the numbers and sliders, hit save, restart the game, but when I start the game again, all the changes I had made have reset.
I only have this mod, ImGui, and Better Ruins installed, with the latest updates.
Thank you so much for this library. You've turned what would've been 6+ hrs of me setting up C# environment into 15 minutes of using your documentation.
I can not stress enough how easy and useful this mod is in making config files for content mods.
hey not sure if im doing something wrong or what but i can edit things on singleplayer but not on server side (note i am an admin server side) not sure what to do if anyone has any idea what im doing wrong please let me know also for note its a gportal server also on a side note the homepage button to access your discord server doesnt work for people not already in the server just takes me to my browser app for discord with a blank page and nothing to join
I have a server with my buddies, and i have OP, and im not able to change or play around with some of the setting, why is this? - Wich to know it, too. Have a Server for Vintage Story 1.20.3 and have trayed out all versions from v1.3.13 up to v1.5.1
I have a server with my buddies, and i have OP, and im not able to change or play around with some of the setting, why is this?
I really appreciate ths because I couldn't have edited the settings on my own.
Hey, honest question Maltiez. And it's a bit of a rant because I've been working on getting my mods working today, and a significant amount of that time has revolved around the oddities of this framework.
What's the point of this? Config Lib and its GUI dependency are 2 extra mods to add to bloat up my modlist for.... an ability to edit configs in-game..? But configs don't take effect until you reload the save? So I have to wait to load a save, make a change, leave it, and wait while it loads again to confirm? Instead of, say.... editing a .json config file in my ModConfig folder?
Like, ok, sure, it's fine and dandy and neat for people who can't be bothered to find their ModConfig folder or learn they can open a .json file with Notepad. But the thing that gets me is that mods (Combat Overhaul specifically, but there might be more) have built their config dependencies around this mod, to the point where firstly, you can't even configure the mod, AT ALL, without Config Lib and ImGui, but also, if you load Config Lib, use it to config the mod (once again, only know of CO that did this, so correct me if I'm wrong) save the changes and then UNINSTALL Config Lib, the changes will REVERT??? The configured .yaml files are RIGHT THERE IN THE MODCONFIG FOLDER! With all the OTHER .json CONFIG FILES!!!! That I don't need TWO SEPARATE MODS FOR THEM TO TAKE EFFECT!!!
But even if there are settings that can be tweaked without reloading the save, why use an entirely different filetype? Why not simply encourage mod authors to keep using the .json format and have your Config Lib edit those?? The existing .json files even have support for variable descriptions and defaults, just like the .yaml files. It's like building brand new hoops you have to jump through, for no reason?
Is it possible to add an option to run this mod without ImGui so that settings can only be modified via the file? Maltiez
The reasoning behind this is because I am hosting a server and I do not wany anyone with admin permisssions to be able to access the mod settings as well.
I also do not want an extra redundant button always visable on the client side.
For me the configs always reset to their initial values after I edit them and reload my save.
Anything I'm doing wrong on my end? Like should I execute /autosavenow before reloading?
The settings menu dosnt appear properly when using fullscreen + always on top.
Check ImGui version in logs, should be the latest. Also report bugs via discord.
Confirming "mod settings" does not load the GUI in 1.20 RC6 on servers. but DOES work in single player.
Currently in 1.20 RC 6 and the gui doesn't want to load up when I hit Mods Settings, was doing that for other RC versions as well
The 'Mods settings' button overlaps the 'settings' button when used with the game in Brazilian Portuguese and is difficult to click, with the game in 'English' it is perfect,1.19.4 is compatible for 1.19.4 - 1.19.8 versions
Also adding my one cent, but I too am looking to see if this works with the current stable ersion, 1.19.8 since the latest non-1.2 seems to be 1.19.4 for this mod.
I'm on version 1.19.8 but I'm seeing that this one could not be loaded.
"Unable to load mod. Requires dependency game v1.20.0-pre.5"
How do I resolve this?
which version is compatible with 1.19.8? (current stable)
does this work for servers?
Sollyz
Make sure you have the correct version of the mod for your version of the game
It says I need a mod called "Dependency game" ??? I can't find it anywhere
Seems to work on 1.20
Im clicking the mod settings button, but nothing seems to be happening
Report it vi discord
In this mod, Chinese is displayed as "?" now.
Pheargrimm
Please ping me in official VS discord and send screenshot and logs, and also your VS graphics settings, number of monitors and main monitor resolution.
Maltiez
I have the same problem as Shade_Guye. When I open the config screen I cannot interact with it directly when the cursor is placed directly over the visual elements of the config menu. However if I move the cursor to the left of the Menu's visual elements on screen, I can interact with the config menu. It appears the visual elements of the Config menu are offset to the right of where the cursor can interact with them. Looks like approximate about one full width of the menu.
The menu is still fully functional, just a little fiddly to use. Of course it could be completely my fault I may be missing something, not a coder just a lover of mods.
If you need further evidence I can provide a video and logs to discord.
I have tested it in isolation with no other mods installed on a fresh world.
I have replicated the fault with both BetterRuins and StatusUIContinued separately.
I have tested it the following configurations
- Config 1.1.1 vsimgui 1.1.0 - Fault initially found
- Config 1.1.1 vsimgui 1.1.0 - No Other Mod Installed - Fault replicated
- Config 1.1.1 vsimgui 1.1.1 - Opening config menu cause crash to desktop
- Config 1.1.1 vsimgui 1.1.2 - Fault replicated
*Edit OS is Windows 10.
Shade_Guye
Please ping me in official VS discord and send screenshot and logs
It increases the more right on the screen I go. I did reinstall ImGui, as at first I forgot it and let the game install it, there were 2 vers one of which was unusable, so I removed them and got it manually, didn't fix it. That was right when I got the mod.
Shade_Guye
Make sure you have latest ImGui version. Also, what OS you are on? How much it is misaligned?
Hi I have a bug with the window itself, the cursor is misaligned down-right by some amount. I tried it in windowed but it still happened. Any mods that are known to be conflicting? I don't have many, and only have status hud as a mod that is relevant to ui.
fair enough thanks
MagicWand92FS
My bad, it is for 1.19.4-rc.1, I just selected wrong version here on moddb
Maltiez
config v0.5.1 is requesting game version 1.19.4-rc.1
EquivalentBad
This is caused by some other mod. "BlockAnimalNest" is not a vanilla class and has nothing to do with this mod.
Upd.: it is Feverstone Wilds, remove it, because it is not updated to 1.19. And please next time make sure that you found the actual mod that causes problems.
Maamessu
Need the list of installed mods. Better to send it via discord in official VS server though.
I'm having the same issue as below:
[Error] [configlib] An exception was thrown when trying to load assembly:
30.1.2024 01:48:05 [Error] [configlib] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 34
at Vintagestory.Common.ModContainer.<>c__DisplayClass35_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 449
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 448
I can confirm I don't have more than one copy/version of config lib installed.
Cpt_C0nfus3d
You have two versions of the mod installed, leave only one
This is from 1.19.0-RC8
14.1.2024 21:57:00 [Error] [configlib] An exception was thrown when trying to load assembly:
14.1.2024 21:57:00 [Error] [configlib] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 34
at Vintagestory.Common.ModContainer.<>c__DisplayClass35_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 449
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 448
Maltiez, Thanks! I let the client pick the dependencies. Downloading the latest IMGui solved the issue.
Install latest version of ImGui
Hello, just installed 'status hud continued' and the associated 'config lib' and 'vsimgui' mods in 1.19-rc6. When pressing 'p' to open the config, a window appears with the text "Config lib: cursor unlock" in the header. The client log shows what looks like a hardcoded path. Can you point me in the right direction? Status Hud Continued? Many thanks!
8.1.2024 18:27:07 [Error] [configlib] An exception was thrown when trying to start the mod:
8.1.2024 18:27:07 [Error] [configlib] Exception: Could not load type 'VSImGui.Style' from assembly 'VSImGui, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at ConfigLib.ConfigWindow..ctor(ICoreClientAPI api) at ConfigLib.GuiManager..ctor(ICoreClientAPI api) in D:\Projects\Firearms\configlib\configlib\src\GUI\GuiManager.cs:line 27 at ConfigLib.ConfigLibModSystem.AssetsFinalize(ICoreAPI api) in D:\Projects\Firearms\configlib\configlib\src\ContentSettingsModSystem.cs:line 47 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 654
8.1.2024 18:27:07 [Error] Failed to run mod phase AssetsFinalize for mod ConfigLib.ConfigLibModSystem
@Maltiez - Thank you and thank you again! This time the discord works. Wonderful work, I'll test it out. From now on, I'll try to stick to discord for further happenings.
BraniyaKz
It is not my discord server, it is official Vintage Story discord server, here is invite-link: discord.com/invite/CkJjdrB
Made a patch for this problem. No idea what caused it, but should not be a problem now
Maltiez - I'm having more issues, and I can't access your Discord server via the issue tracker button on the top of this page... The page just stays greyed out and I can't click on any channels or anything. It says I don't have permission to post messages in the channel. I have logs to show you about the patch file with boolean options that disable another mods' items, which throws a null reference exception. [The Log] [The Patch File] [The settings-config.json]
Maltiez - I apoligize, I've been having trouble accessing discord at all. But you're right about it being a better place for discussion, so I'll try to fix my situation and do more testing for ya. And btw, I think you're making GREAT progress with this, and it's definately a very much needed resource. Thanks again.
BraniyaKz
Reworked library, should fix most of the problems. But still it is better to report issues in discord, cause you can link files and stuff and I can see it earlier and reply immideatly sometimes
BraniyaKz
Moddb is a bad place for reporting and solving issues. There is official VS discord server and a dedicated post for this mod, all links are above.
OH BOY, does the log throw errors when making configs for optionally disabling itemtypes and recipes. Seems to not entirely work in some cases. Here's what happened:
15.12.2023 05:23:45 [Error] Patch 4 (target: acorns:recipes/grid/mallet-head.json) in qolmaster:patches/acorns-qol.json failed, following Exception was thrown: Set JArray values with invalid key value: "enabled". Int32 array index expected. -> That value, false, worked before without errors.
BraniyaKz
Thanks for reply. I'm currently working on gui for it for edditing user config for a mod, and mod config for a developer of the mod, you can check out mod-development in official VS discord for details.
Just what I was looking for! I plan on using this functionality for boolean variables in my content mod QoL Master. Thank you so much! I have a special case already tho: I want to use a value that reads "hammer", with the "", as a value for replacement. I did, and it crashed. I only used the default "hammer", name, and comment in the config file.