Mods / TentBag-Reworked

Tags:
Utility
Authors:
safwyl, El_Neuman
Side:
Both
Created:
Mar 14th 2025 at 2:29 AM
Last modified:
Aug 1st at 10:22 PM
Downloads:
12528
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.6):
TentBag Reworked v3.2.4.zip  1-click install

Summary:

Rework of BillyGalbreath's VS-Tentbag (now this mod is removed, so, it's only in our memory) to scale satiety cost of packing/unpacking based on the number of solid blocks in the "tent".

This mod allows for the user to pack an in game build within a pre-determined maximum size into a "TentBag" to be quickly re-deployed in a separate location.

 

I just created my server, but there aren't any players yet. Once people start joining, I'll remove this. Thanks for understanding! <3

Behold what is perhaps the hardest Vintage Story server yet.

If you're tired of survival that's basically "baby mode," then welcome. A real challenge awaits you:

  • Your journey begins in the Far North.
  • No map - only a sextant and a compass... if you can find one.
  • You start with only 5 HP.
  • Monsters are smarter and deadlier. Shivers run faster and can climb walls.
  • Boarthorns no longer retreat during combat, and their attacks hit much harder.

But the server isn't just about suffering. It's packed with carefully selected mods that I chose with great care. And if there's a mod you'd love to see, let me know—I might add it.

Most importantly, there's a goal beyond simply surviving. You can travel south, where daytime temperatures average around **15°C (59°F)**. That's where you'll find all the story locations and the rest of the game's content.
No starter resources, no spawn, just you, your clothes, and the freezing cold! Prepare to suffer! Sounds awesome, doesn't it?


Pack your camp, begin your journey south... and see if you can survive.

164.152.123.227:27503

A tent has now been added to the mod. If you’re a server admin, you can import it through the World Edit import menu.

 

Changes:

  • Localization support for zh-CN, be, cs, de, en, es-es, fr, it, ja, pl, pt-br, ro, ru, sv, uk, cn, and es-419.
  • Building placement preview before construction. Press B to toggle it on/off.
  • Added an area preview when packing up the tent, toggled with the P key
  • Added the ability to rotate the tent before placing it. Press R to change its default facing.
  • Protection against accidentally picking up a tent when clicking on a wall.
  • BuildEffort is per solid block
  • When packing/unpacking the mod counts solid blocks (not air) and multiplies this by build effort to reduce the player's satiety
  • If the player's remaining satiety is lower than the required amount to pack/unpack then the game will show an error to the player
  • Creative mode disables satiety check before packing/unpacking
  • New bag shape and textures (use colored linen to make colored bags)
  • Schematics are saved to disk with a rolling count of 10 per user (saved server side in ModData/TentBagReworked)
  • Waypoint drop on unpack, removal on pack
  • Fixed the lighting bug; it now turns on after placing the tent

 

- If you like the tent from this mod, you can find it in the WorldEdit window. It has already been conveniently copied to the main folder for you - just enable the Import tab and place it in your world!

Mod Configuration


Configurable options:
  • Build Radius
  • Build Height
  • Build Effort (satiety cost per block)
  • Clear Rocks/Grass
  • Copy Mode (copies build rather than picking it up)
  • Auto Pickup of Tent Item
  • Error Highlight Color
  • Waypoint Drop
  • Waypoint Icon
  • Pin Waypoint
  • MaxSchematicHistory (rolling files saved to disk per user)
  • Chat Notification with block count and saturation expense
  • Allow List Mode (only allows packing of explicitly defined blocks)
  • Banned Blocks
  • Allowed Blocks (block whitelist for allowListMode, ignored otherwise)

Sample (Default) Config:

{
    "maxRadius": 10,
    "maxHeight": 20,
    "buildEffort": 3.0,
    "requireSolidGround": false,
    "grabFloor": true,
    "copyMode": false,
    "replacePlantsAndRocks": true,
    "putTentInInventoryOnUse": true,
    "highlightErrorColor": "#2FFF0000",
    "dropWaypoint": true,
    "waypointIcon": "home",
    "waypointColor": "crimson",
    "pinWaypoint": true,
    "maxSchematicHistory": 10,
    "allowListMode": false,
    "showChatNotification": true,
    "bannedBlocks": [
        "game:log-grown-*",
        "game:log-resin-*",
        "game:log-resinharvested-*",
        "game:statictranslocator-*",
        "game:teleporterbase",
        "game:crop-*",
        "game:herb-*",
        "game:mushroom-*",
        "game:smallberrybush-*",
        "game:bigberrybush-*",
        "game:water-*",
        "game:lava-*",
        "game:farmland-*",
        "game:rawclay-*",
        "game:peat-*",
        "game:rock-*",
        "game:ore-*",
        "game:crock-burned-*",
        "game:bowl-meal",
        "game:claypot-cooked",
        "game:anvil-*",
        "game:forge"
    ],
    "allowedBlocks": [
         "game:soil-*"
    ]
}

💬 Credits

I'm not sure, but I think that tent structure is from the BetterTraders mod.

Please tag my nickname with @ in the comments, because I don’t see notifications from messages under this mod.

You can also contact me on Discord: DeadSigma:6666, or on Telegram: @El_Neuman.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
3.2.4 tentbagreworked
1.22.0-pre.1 - 1.22.6
1784 Jul 20th at 7:50 AM TentBag Reworked v3.2.4.zip 1-click install
  • Fixed a bug where tent doors would lose their collision for monsters and other mobs after placing a tent.
  • Fixed a bug where ice blocks inside a tent could not be picked up and remained in the world.
3.2.3 tentbagreworked
1.22.0-pre.1 - 1.22.3
1817 Jun 26th at 7:31 PM TentBag Reworked v3.2.3.zip 1-click install
  • Added the ability to rotate the tent before placing it. Press R to change its default facing.
3.2.2 tentbagreworked
1.22.0-pre.1 - 1.22.3
365 Jun 25th at 7:20 PM TentBag Reworked v3.2.2.zip 1-click install
  • Removed the delay when placing tents with many light sources
  • Improved the lighting rebuild logic when placing a tent - lights now always turn on correctly
  • Added a dynamic tooltip description, so the hotkey shown now matches the key you’ve assigned
  • Added persistence for hologram toggle settings - if you turn it off, it will stay off
  • Did a small code refactor to improve it
  • Minor localization changes
3.2.1 tentbagreworked
1.22.0-pre.1 - 1.22.3
266 Jun 24th at 5:00 PM TentBag Reworked v3.2.1.zip 1-click install
  • Added an area preview when packing up the tent, toggled with the P key
  • Fixed the lighting bug; it now turns on after placing the tent
  • Fixed errors in localization key names
3.2.0 tentbagreworked
1.22.0-pre.1 - 1.22.3
815 Jun 11th at 8:09 PM TentBag Reworked v3.2.0.zip 1-click install
  • Added localization support for zh-CN, be, cs, de, en, es-es, fr, it, ja, pl, pt-br, ro, ru, sv, uk, cn, and es-419.
  • Added a building placement preview before construction. Press B to toggle it on/off.
  • Added protection against accidentally picking up a tent when clicking on a wall.

    - If you like the tent from this mod, you can find it in the WorldEdit window. It has already been conveniently copied to the main folder for you - just enable the Import tab and place it in your world!
3.1.1 tentbagreworked
1.20.6 - 1.20.7 1.20.8 - 1.20.10
5513 Apr 6th 2025 at 4:01 AM tentbagreworked_3.1.1.zip 1-click install
  • Fix config not working in single player
  • Rework config file watcher and instantiation
3.1.0 tentbagreworked 185 Apr 4th 2025 at 9:09 PM tentbagreworked_3.1.0.zip 1-click install
  • Major update, recommended not to remove previous version until all players on your server are able to migrate to the new bag as I've changed the modid and namespaces to avoid conflicts with other mods
  • This version can coexist with 3.0.5 to allow players to migrate to the new bag (just make the new bag, place your old tent, pickup with the new bag)
  • New bag shape/textures!
  • Bag variants (all the colors!)
  • Waypoint drop rework
  • Waypoint removal on pickup
  • Schematic save to disk on pickup (rolling 10 (configurable) schematics per player, saved server side in ModData/TentBagReworked)
3.0.5 tentbag-reworked 1136 Mar 23rd 2025 at 11:34 PM TentBag-Reworked_3.0.5.zip 1-click install

- Changed dependencies to 1.20.*, this will work with any version 1.20.0 or above

3.0.4 tentbag-reworked 182 Mar 22nd 2025 at 5:06 PM TentBag-Reworked_3.0.4.zip 1-click install
  • Updated compatibility to 1.20.6
  • Fixed CTD on unpack with relighting (chandeliers and paper lanterns sometimes do not relight properly, replacing them fixes their lighting)
  • Added chat notification on pack/unpack (configurable)
  • Added waypoint drop on pack/unpack (configurable)
  • Added copy mode (configurable)
3.0.2 tentbag-reworked 327 Mar 15th 2025 at 4:08 PM TentBag-Reworked_3.0.2.zip 1-click install
  • AllowList functionality added
  • Prevent packing of empty areas (all air blocks)
  • Disable saturation consumption in creative mode
3.0.1 tentbag-reworked 136 Mar 14th 2025 at 9:02 PM Empty TentBag-Reworked_3.0.1.zip 1-click install

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

Archadria, Aug 5th at 8:05 AM

needs a small delay, sometimes when shit gets wonky you will pack repack pack repack and starve to death.

L1d, Jul 30th at 4:35 AM

Hi. I am having the issue where my tent registers as a ghreenhouse rather than a cellar as mentioned by someone previously. Has there been a fix for this?

Magmabit16, Jul 29th at 7:03 PM

Is this compatible with VSRoofing? You can make a tent from cloth and roof frames in that, which I think would pair well with this but I don't know if it'll save correctly

iodide, Jul 28th at 1:42 PM

Hi I did a search but couldnt find anything. Can the tent bag be stored on the back of an elk on the mattress slot? If not, this would be maybe a great addition to consider. Thanks!

Deathscreton, Jul 20th at 10:28 PM

"Fixed a bug where tent doors would lose their collision for monsters and other mobs after placing a tent."

This is a hella old bug, I'm glad it got fixed! Thank you!

Bl0ckparty, Jul 1st at 9:40 PM

Thank you for the improvements!

Zeorik, Jun 29th at 6:20 AM

Having the 'bug' where the cellar in my tentbag is counted as a greenhouse./ That just visual, or affects spoil times? Not sure how to 'fix' it.

Zeorik, Jun 29th at 10:27 AM
@El_Neuman: Could you send a screenshot of your tent while it's fully deployed?

Apologies, I missed this. I'll send a screenshot later (Just logged off and heading to bed, too tired to wait for it to boot up again.), but if it's of any noteworthy: The 'cellar' was made of Material Needs: Geology's Monzonite Cobblestone.  2x3x7 in interior size, all full blocks (no chiselling). Used Wulk's Stone Doors, 2x3 sized. Initially built, it worked fine. Interior had shelves, barrels, and storage pots. Issues arose when I moved it (and vaguely remembering this to be an issue in this mod for years? Or at least in older versions)

The size of the tentbag was expanded to a radius of 4 and a height of 9, to accomodate my player's 125% size (which requires 3 high doors).Seems that filling every space inside the structure, then breaking them out caused it to 'fix' itself... but had to essentially empty the room first.

El_Neuman, Jun 29th at 12:17 PM
@Zeorik: Apologies, I missed this. I'll send a screenshot later (Just logged off and heading to bed, too tired to wait for it to boot up again.), but if it's of any noteworthy: The 'cellar' was made of Material Needs: Geology's Monzonite Cobblestone. 2x3x7 in inte

Thank you for taking the time to explain everything in such detail. I'll try to reproduce the bug and see if I can fix it. You don't need to send a screenshot anymore since your description was very thorough. Though I have to admit, I'd still be interested in seeing what your tent house looks like.

Zeorik, Jun 29th at 12:50 PM
@El_Neuman: Thank you for taking the time to explain everything in such detail. I'll try to reproduce the bug and see if I can fix it. You don't need to send a screenshot anymore since your description was very thorough. Though I have to admit, I'd still be intereste

Not too much to look at, at least this version. Was more of a provisional relocation pack than a proper movable tent. (At some point I'll be redesigning and rebuilding my 5-pack movable tent system, was effectively a mobile base. Central tent goes down first, and four pots on each side held the bag for the sides in a caravan wagon. I miss it...)

Also, a very short test found a slight hiccup with trying to diagnose it: Something about shelves stores whatever's causing it. Filling in the cellar with shelves doesn't fix the issue, but filling in the cellar without shelves sets it back to being a proper cellar. My bet is that it's somethign to do with air blocks, or... something? Maybe it's not updating the light levels properly, and still assumes that light is getting in/ exists in the room.

https://prnt.sc/rOQE5OvMWNtt
https://prnt.sc/vYzg1ofduVk2
https://prnt.sc/e7XWefg0Jioe
https://prnt.sc/EGMmOrdFIIGi

LAst one is of the cellar "fixed", though it breaks when moving the tent again.
https://prnt.sc/t2kSC1ugPbQG

El_Neuman, Jun 29th at 1:40 PM
@Zeorik: https://prnt.sc/-w5IQSKcYQrfBonus shot of the beginnings of that plan, at least in a practical sense.

Looks like a proper mobile base, that's awesome. Do you usually settle down in one place, or do you travel around?

Thanks for the tip about the shelves! I'll test it while keeping air blocks and different block types in mind.

Zeorik, Jun 29th at 2:37 PM
@El_Neuman: Looks like a proper mobile base, that's awesome. Do you usually settle down in one place, or do you travel around? Thanks for the tip about the shelves! I'll test it while keeping air blocks and different block types in mind.

Varies, honestly? I play with a group of friends, and in general I spend my time tinkering with stuff like this to see how far I can push it. Last time we played, the whackiest thing I accomplished was a three-bag windmill setup that layered up into a respectably powered unit... On that note, don't let a large gear get cut by a tent bag. Or... allow it to exist in one, period. Unless that's been fixed, it did some funky stuff and nearly broke our server, so it became a "break this, THEN pack the windmill up" (IT saved each segment of the large gear individually, making phantom blocks and generally causing some severe issues to the point rendering it in caused a crash. Barely salvaged that one.)

Janeator, Jun 28th at 5:23 PM (modified Jun 28th at 5:24 PM)

El_Neuman sorry for posting this before trying out the mod yet, however, as I previously used the other tent bag mod, I was wondering: Reading the description you say you place a waypoint when dropping the tent. One thing that always bothered me on the old tent mod was forgetting or mistaking which block was the center of the tent whenever I wanted to pick it up again, and sometimes chopping off a bit and having to place it and pick it up again this time properly. Would it be possible that, while holding an empty tent bag, you display an indicator in 3d space where the waypoint is, so to mark the center point of the tent? I think it would really help.

Janeator, Jun 29th at 12:39 AM
@El_Neuman: The mod has a visual preview of the area you're about to capture, so I think that should help))

Well, I thought maybe if you're inside of it it won't be so clear, but guess I'll test it out soon first :)

El_Neuman, Jun 29th at 7:17 AM
@Janeator: Well, I thought maybe if you're inside of it it won't be so clear, but guess I'll test it out soon first :)

If you have any ideas on how to improve it, feel free to let me know!

LezlyMackerel, Jun 26th at 11:48 AM

Could it ever be possible to rotate your structure before unpacking?

El_Neuman, Jun 26th at 2:18 PM
@LezlyMackerel: Could it ever be possible to rotate your structure before unpacking?

Hi, in theory it's possible to add, though it might cause bugs when rotating complex structures. It's a lot of work either way, but I've added it to my to-do list.

Kaloggi, Jun 26th at 3:48 AM

THX 4 your Work

Is it Temporal Storm Save?

El_Neuman, Jun 26th at 2:24 PM
@Kaloggi: THX 4 your Work Is it Temporal Storm Save?

Hi! You can also finish this tent by adding doors and covering the openings with hides, which makes it safe. Here's how I built mine. I left the openings at the top because it looks nicer, but if the tent is in a low-lying area, Bowtorns can still shoot arrows through the top.

image
JeanPierre, Jun 25th at 11:18 PM

This mod is veryyy important to me, thank you so much for your work :) 

El_Neuman, Jun 26th at 2:26 PM
@JeanPierre: This mod is veryyy important to me, thank you so much for your work :)

You're welcome! It's just as important to me. I can't imagine traveling without a cozy tent where I can spend the night and get some rest)

crunkfucker, Jun 25th at 10:16 PM

How the hell did you make that tent, it looks so dope

El_Neuman, Jun 26th at 2:28 PM
@crunkfucker: How the hell did you make that tent, it looks so dope

Thanks, but I can't take credit for it. I stole that tent from some trader. :DD

It's most likely from the BetterTraders mod, but I couldn't find the tent schematic in that mod, so I'm not sure.

Solidude, Jun 24th at 6:06 PM

Thanks a lot for keeping this alive!
My expeditions to find bauxite finally don't mean sleeping in a 2x1 dirt hole on a straw bed.
The preview feature is an absolutely incredible QoL feature. Big ups

El_Neuman, Jun 24th at 7:22 PM
@Solidude: Thanks a lot for keeping this alive!My expeditions to find bauxite finally don't mean sleeping in a 2x1 dirt hole on a straw bed.The preview feature is an absolutely incredible QoL feature. Big ups

I'm glad you like it. Honestly, I can't imagine my game without this mod either - it's just so convenient to always have a safe place nearby to spend the night, cook some food, then pack up the tent and keep moving. Just perfect.

Solidude, Jun 25th at 5:13 AM (modified Jun 25th at 5:28 AM)
@El_Neuman: I'm glad you like it. Honestly, I can't imagine my game without this mod either - it's just so convenient to always have a safe place nearby to spend the night, cook some food, then pack up the tent and keep moving. Just perfect.

Oh same. Awesome to be able to build something nice to unpack each time as well.

Is there any chance I could hand you just a little idea of making the overlays enabled by default?
Or if you think it could be too cluttery, perhaps a bool that allows for that in the config?

I don't think I'll ever not use the overlays, but right now I need to remember that I have to press 2 keybinds to do so, anytime I load up the game.
It's a stupidly small thing so feel free to entirely discard the idea, just wanted to throw it out there.

usagirei, Jun 14th at 10:24 PM

The relighting issue seems to still been present in the 3.2.0 update, making tents not update their cellar state

 

These lines need to be re-added, as the relight flag on the get acessor call doesn't seem to do anything

Doden, Jun 12th at 8:45 PM

Is it possible to make a highlight of the area that is going to be packed up?

Axebeard, Jun 11th at 8:51 PM

Hell yeah, I had this in the back of my brain and I am so thankful somebody else already made it!

El_Neuman, Jun 12th at 7:42 AM
@Axebeard: Hell yeah, I had this in the back of my brain and I am so thankful somebody else already made it!

You're welcome! I just didn't want such a wonderful mod to fade into obscurity! :)

shalun69, Apr 30th at 4:06 AM
JustDavid, Apr 26th at 3:26 PM

Anyone using this in 1.22.0?

Vivi001, Apr 9th at 3:23 PM (modified Apr 9th at 3:59 PM)

is the latest thing with the config fix not in github? I was trying to recompile based on what usagirei said...
But also i tried to reload world but still get the sun icon and the house...

Much thanks to a friend, you can use
/debug chunk relight
Every time you settle to fix the cellar issue in the 3.1.1 version of this mod.

Vivi001, Apr 3rd at 2:54 PM

BillyGalbreath, Ruina, idk I removed anvil and forge from the banned list and it works fine. 1.21.6

Vivi001, Apr 3rd at 2:18 PM

Hey author, what happens to food inside it? Does time for the food pass while you're outside?

herbemoji, Mar 31st at 8:38 PM

Surprised there's no fork of this. Anyone know if it works on 1.21.5?

Pamela, Mar 13th at 3:04 AM

Any idea of an ETA for an update to 1.22? No pressure, just wondering. Thanks.

Runefire, Mar 7th at 11:53 PM

Tested this on today's RC-1 release, and while it doesn't crash anything, it doesn't work either. Something that changed between 1.21.6 and 1.22.whatever seems to have broken this.

Atzmus, Jan 20th at 2:57 AM

How does this mod actually work? I've made an empty tent, configured it to my liking but cannot actually use the empty tent item to pick up a build. My version is newest at time of this comment being made.

usagirei, Dec 8th 2025 at 3:06 PM (modified Dec 8th 2025 at 4:00 PM)

Ruina safwyl

 

2 Lines of code (Link) were removed in a recent update, that makes the chunk not recalculate lighting when the tent is placed.

This makes so placing down a cellar doesn't update its sunlight inside, and becomes not a cellar anymore until a game reload. (StatusHud confirms it updated the room state, but not the sunlight inside state, as it would show a room with a sun icon)

 

After adding the 2 lines back and recompiling the mod, it works as expected, no crashes with 150ish mods.

 

---

Edit:

Seems the update was supposed to use a block updater that does re-lighting, but its not working as intended, or its only re-lighting the blocks its placing.

Either way the cellar state isn't updated when a tent is placed down.

 

usagirei, Dec 8th 2025 at 12:42 PM

Would a partial "grab floor" function be feasible?

As in, don't take the floor itself, just its decorations like matting / carpets

Tacet, Dec 8th 2025 at 12:33 AM (modified Dec 8th 2025 at 12:35 AM)

Not sure if it's helpful, but just in case: here's a crash log. I loaded this up on a new 1.21.5 single-player world and the first thing I did was tweak the config (courtesy of ConfigLib+Auto Config Lib). I made an adjustment to the default radius (3 -> 5). The crash-to-desktop occurred when I saved my change. FWIW the change did save successfully, I see it changed in .../ModConfig/tentbagreworked.json. So might just be fiesty about being tweaked through ConfigLib.

Crash Report

Running on 64 bit Windows 10.0.19045.0 with 65401 MB RAM
Game Version: v1.21.5 (Stable)
12/7/2025 4:25:41 PM: Critical error occurred in the following mod: tentbagreworked@3.1.1
Loaded Mods: bettercrates@1.9.0, blackguardadditions@1.1.8, Bluesky@1.1.0, buzzwords@1.8.0, buzzybees@1.1.7, canoemode@1.0.4, canoemodcircuitspatch@2.0.0, carpet@1.0.2, catchledge@0.6.0, cavecontent@1.0.1, Ceramos@0.5.1, ceramoscontentfix@1.0.0, cbr@2.0.0, chiseltools@1.15.4, darcesdriftersredone@1.2.8-dev.1, diversediets@1.0.3, dryablegroundstorage@1.0.1, dye_recipes_fix@1.1.0, feverstonewilds@2.0.0-rc.11, fibersfromtwine@1.0.1, fixedpaths@1.0.2, fogless@1.0.1, falandsknecht@1.2.2, fatemplar@1.4.3, faviking@1.0.0, forlornadditions@1.0.3, freelook@1.0.4, spawngiantwaterlilies@1.0.0, glowtorns@1.0.1, hangingoillamps@1.0.5, HoneyPress@1.1.2, JacksFirewood@1.1.0, manualdishes@0.1.1, mbr@1.0.0, millwright@1.3.1, vichnybackpack@2.5.3, foodshelvesminapatch@1.0.0, handbookdecluttererminapatch@1.0.0, regaliaminapatch@1.0.0, necessariesminapatch@1.0.0, morecrystals@1.3.0, morenails@1.2.0, nadarters@3.0.0, plantstograss@1.0.1, plasterwashes@1.1.0, plumpkins@1.1.3, primitivesurvival@4.0.1, prospecttogether@2.1.2, raredenseores@0.2.9, resmeltableslightfix@0.1.2, ricketytranslocation@1.0.0, rotlotloot@1.2.1, scrollrackable@1.4.0, shelfobsessed@1.9.1, sfaws@1.0.1, snowcaps@0.0.0, sortablestorage@2.4.4, sticksfromfirewoodmallow@2.0.0, storagecontroller@1.2.1, tankardsandgoblets@1.3.4, tprunes@1.1.3, temporalsymphony@2.2.2, temporal_gears_stack@1.0.0, thatchexpanded@1.2.1, toastyclasses@1.0.0, game@1.21.5, vsimgui@1.1.16, warmgambeson@1.0.0, aculinaryartillery@2.0.0-dev.11, aemonsessentials@0.0.3, aged@2.0.2, ancestralblissshaders@1.0.0, ancienttools@1.6.0, animalcages@4.0.1, apelanterns@1.3.5, attributerenderinglibrary@2.4.0, autolootreforged@1.0.5, awearablelight@1.1.4, bedspawnv2@1.6.4, betterfirepit@1.2.0, betterjonasdevicesfixed@2.1.4, betterruins@0.5.4, bettertraders@0.1.0, blacksmithname@1.2.3, blocksoverlay@4.6.1, boattags@1.0.1, bodyheatbar@1.0.1, butteflydisplay@1.1.0, carryon@1.12.1, changeclass@1.0.0, classoverhaul@0.0.17, climbmountain@0.2.1, clothierheirloomsmod@1.0.2, commonlib@2.8.0, composter@1.2.1, configlib@1.10.11, cooperativecombatrework@1.0.0, craftablewattleanddaub@1.1.21, Crateful@1.2.8, danatweaks@3.6.0, dirt2clay@1.0.0, enhancedhandbook@1.7.1, extrainfo@1.10.1, farmlanddropswithnutrients@1.2.2, farseer@1.3.2, fieldsofsalt@1.2.4, fixhandbookclutter@1.0.5, foodshelves@2.3.3, footprints@1.1.1, fromgoldencombs@1.9.4, genelib@2.1.4, glidervar@1.1.3, grassiergrass@1.0.0, greenbegone@1.0.0, GuibibiQOLS@1.0.2, handbookdeclutterer@0.6.0, humanskintones@0.0.4, hydrateordiedrate@2.3.2, iceisice@1.0.0, improvedhandbookrecipes@1.1.3, insanitylib@1.1.0, jaunt@2.1.1, justthepepper@2.0.0, maketeaforked@0.7.1, medievalexpansionpatch@1.3.4, boatspeedtweakz@1.0.5, relictools@1.1.1, thecritterpack@1.3.4, naturalfertilizer@1.3.0, noticeboard@1.2.2, optimetime@1.3.5, pelaguswinds@1.2.2, petai@4.0.3, pixelwaypoints@1.0.0, playerlist@2.3.4, claywheel@1.1.7, purposefulstorage@1.5.1, realsmoke@1.1.10, redspecsmonstertweaks@1.0.3, regalia@1.2.0, rivers@4.7.3, rustboundmagic@3.1.9, saltandsands@1.1.6, scaffolding@1.2.5, showcraftable@1.2.6, smithingplus@1.8.3, somethinginthewater@1.2.7, spawnhighlightcustom@1.1.0, sprucedup@1.0.3, stillnecessaries@1.3.0, stonebakeoven@1.2.0, stonerailings@1.4.0, strspawnchances@0.1.6, temporalityplus@0.0.8, temporalstormtimer@1.1.1, tentbagreworked@3.1.1, terraprety@7.0.9, th3dungeon@0.4.4, trailmodupdated@1.3.5, unconscious@2.0.1, vanillaplusclasses@1.4.2, visiblebags@1.0.1, volumetricshadingrenewed@1.2.0, creative@1.21.5, survival@1.21.5, waypointtogethercontiued@4.1.0, zippysreseedingreeds@2.1.0, alternativegliderimplementationreforged@1.0.1, autoconfiglib@2.0.9, bbb@1.0.1, brainfreeze@1.3.5, cavebeacons@1.0.9, detailedanimals@0.7.0, equus@1.2.0, em@3.4.0, extraoverlays@1.6.0, sleekdoorglass@1.0.0, draconis@1.1.4, ecrevived@0.0.8, expandedfoods@2.0.0-dev.5, saerinmod@0.4.4, shearlib@1.2.0, snowshoes@2.1.3, soilamendments@1.0.0, storageoptions@2.0.0, toomanyshingleblocks@1.2.0, notenoughsandfix@3.0.1, tailorsdelight@2.1.2, wool@1.8.1, dressmakers@1.7.4
System.Exception: Call to RegisterCallback while game is paused. ExtendedDebug info and developermode is enabled, so will crash on this for reporting reasons.
at Vintagestory.Client.NoObf.ClientMain.RegisterCallback(Action`1 OnTimePassed, Int32 millisecondDelay, Boolean permittedWhilePaused) in VintagestoryLib\Client\ClientMain.cs:line 3292
at Vintagestory.Client.NoObf.ClientEventAPI.RegisterCallback(Action`1 OnTimePassed, Int32 millisecondDelay) in VintagestoryLib\Client\API\ClientEventAPI.cs:line 567
at TentBagReworked.Config.FileWatcher.QueueReload(Boolean changed) in C:\Users\sstep\source\vs_tentbag_reworked\TentBagReworked\TentBagReworked\Config\FileWatcher.cs:line 63
at TentBagReworked.Config.FileWatcher.b__7_0() in C:\Users\sstep\source\vs_tentbag_reworked\TentBagReworked\TentBagReworked\Config\FileWatcher.cs:line 33
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 11/28/2025 5:47:18 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.224.6711, time stamp: 0x65a895d5
Exception code: 0xc0000005
Fault offset: 0x00000000001d1f48
Faulting process id: 0x10e00
Faulting application start time: 0x01dc60cb4aa21894
Faulting application path: E:\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.2\coreclr.dll
Report Id: 6795d57c-e2fe-42a9-a7d8-43b9b1868193
Faulting package full name:
Faulting package-relative application ID: }

Ruina, Nov 3rd 2025 at 3:27 PM (modified Nov 3rd 2025 at 3:36 PM)

Is there any fix for Cellar losing the cellar status?

BillyGalbreath, Nov 2nd 2025 at 8:58 PM

Ruina

I'm not really sure why, but those were the banned blocks from the original tentbag in jakecool's useful stuff mod. I figure jake did some testing and blacklisted them for a reason.

Ruina, Nov 1st 2025 at 10:18 AM

Why is anvil and forge black listed?

El_Neuman, Oct 10th 2025 at 7:49 AM

One of the best mods, still working on 1.21.4!)

eerino, Oct 3rd 2025 at 10:42 PM

is it possible to have crops growing in/on the structure? 

El_Neuman, Sep 27th 2025 at 3:30 PM

Here's updated russian translation! Thanks for amazing mod))

 
 

 

 

eerino, Sep 25th 2025 at 10:02 PM

working in 1.21 creative. 

Pankar, Sep 20th 2025 at 3:02 PM

I have some strange question. Anyone know server with this mod?

El_Neuman, Sep 16th 2025 at 7:05 PM

I really waiting for an update :(

El_Neuman, Aug 19th 2025 at 8:47 PM

Love it, love it, love it! One of my favorite mods, it's so atmospheric

SoulReaperz, Aug 12th 2025 at 6:01 PM (modified Aug 12th 2025 at 8:39 PM)

safwyl

Game Version 1.20.12 Multiplayer
Mod Version 3.1.1

i have changed the size of the tent bags to be greater than default, wanting bigger bags
the issue is it is not properly reloading the packed structure, i have initially tried a radius of 10(21x21 area) with height of 10(plus floor) and radius of 7(15x15 area) with height of 7(plus floor)
both situations only half the structure renders in, the other half does not and you have to force render it by placing stuff or relaunching the game
all stuff is still there and functional, just the rendering issue of half of the tent that requires a reload to get it to render

also an auto remove map marker when you pick up the tent location aswell if at all possible

 

FatherSarge, Aug 11th 2025 at 4:41 PM (modified Aug 11th 2025 at 4:52 PM)

safwyl

 

If you are still working on this, it looks like something was changed in 1.21 that stops your mod from correctly recognizing item/blocks (bowls, crocks, with or without food, etc). Would be great if you could look into that, as well as if the mod can detect this stuff when it is on a shelf. I really want to add a large number of these types of things to make camps/tents a bit more involved to setup instead of being a shulker box. Also, I have tested the reinforcement thing RaptorMother asked about, it would be nice to be able to reinforce and place locks on doors for when drifters can open doors (danatweaks thing I believe) but this is just a wishlist item. If you do decide to add this, compat with the Thievery mod would be cool too! https://mods.vintagestory.at/thievery

 

And I have no idea if it's possible, but a ghost of the structure appearing and the ability to rotate the placement is something I've always wanted for this mod.
Last wishlist I swear, the tentbag item is extremely cool, would love to be able to place them on the ground.

 

 

RaptorMother

It does not, currently. The reinforced states are not saved.

RaptorMother, Aug 3rd 2025 at 10:43 AM

Hai! Got a question for usage on servers: does the tentbag respect reinforcements? As is: does a block reinforced to someone in a group you're not in prevent it being packed up?

Ovadex, Jul 27th 2025 at 2:30 AM

I've noticed an odd bug. When I built my tent it was registering as a cellar. Once I packed it and placed it again it was registering as a greenhouse. When I relog it shows as a cellar again till I repack and place.

Shinji170981, Jun 8th 2025 at 9:54 AM

Found a weird bug. I placed a crafted crate in my tentbag and the capacity was changed from 1280 items to 1024 after packing and unpacking it.

I am playing on an SMP with 1.20.11 and version 3.1.1.

Zero0hm, Jun 7th 2025 at 8:03 PM

Torches also do not relight properly when unpacking.

Legentus, May 27th 2025 at 6:54 PM

Mobs are able to go through any door I place after placing down my tent.

More specifically, if there is a door that is part of the tent when I pack it up, placing the tent causes the doors to not block entry to entities; they walk right through it and can throw rocks through it like it isn't there.

safwyl , May 13th 2025 at 12:21 AM

Pamela the other tentbag mod? no, they are mutually exclusive since they use the same recipe

Pamela, May 12th 2025 at 8:55 PM

Can I not use this mod with the original?  I can't get it to craft.....just goes to the old one.

Pamela, May 11th 2025 at 6:42 PM

I totally removed the ban list. And I'm not using allow mode.

safwyl , May 10th 2025 at 8:55 PM

Pamela can you share your config? Perhaps one of the floor blocks was a banned block? or if youre using allowlist mode it might not have been in the allowlist

Pamela, May 10th 2025 at 7:26 PM

So, I removed all the banned blocks, and that didn't do it.  I had set the config to pick up the floor, but that was the issue.  When I set that to false, it worked.

safwyl , May 10th 2025 at 6:44 PM

Pamela make sure there are no banned blocks within the outer bounds of your max size. even if its outside what you built your tent at it will prevent anything from being picked up. Your tent doesn't need to be the max size specified but you do need to make sure the max area specified is clear

Pamela, May 10th 2025 at 6:00 PM

I can't pick up my tent bag.  My dimensions are set to 17 x 20 and my tent is 11 x 11 x 4.  What is the problem?

Pamela, May 10th 2025 at 5:02 PM

So, I'm having an issue with picking up my tent.  I set the config file to 17 x 20 and BuildEffot to 0.1.  My tent is 11 x 11 x 4, but I can't pick it up.  Does it HAVE to be the size specified in the config file?  It's just a right click to pick it up, correct?

safwyl , May 5th 2025 at 8:41 PM

Excarnis %appdata%\VintagestoryData\ModConfig\tentbagreworked.json

Excarnis, May 5th 2025 at 1:11 PM

Hey, I might seem like a total noob, but where do I edit or place the config file ?

safwyl , Apr 14th 2025 at 6:18 PM

Warlord_Hlt

You'll need to load it in via creative worldedit mode. Go to creative, hit ~ key to open the world edit menu. Load the schematic and place it. If you're not an admin on your server you'll need to ask them to bring it in for you

Warlord_Hlt, Apr 14th 2025 at 1:11 AM

Thanks I've found it but how do i make it my current file for ingame??

safwyl , Apr 14th 2025 at 12:52 AM

Warlord_Hlt

If you're using the latest version check ModData/TentbagReworked folder for the schematics. They are saved on pack per user

Warlord_Hlt, Apr 13th 2025 at 1:53 PM

any way to get back tent back save? when placed at world height limit entire buidling with chests and all disappeared.

Zer0Pig316, Apr 11th 2025 at 10:54 PM

safwyl

Cheers! The config edits fine now. Thank you for the fix. BTW I love the new tent bag model.

Katt19, Apr 8th 2025 at 7:38 PM

Can the last version of the mod be compatible with 1.20.6? when I start my save it says the mod requires 1.20.7 (I can't update the game yet because of other mods)

safwyl , Apr 8th 2025 at 1:29 AM

Tisajokt

For multiblock blocks like doors, gates, trunks you'll want to add "game:mulitblock-*" to your allow list. A wildcard like this should be fine since the origin block for the item will still need to be indicated to pick up the whole block.

Tisajokt, Apr 6th 2025 at 5:35 PM

safwyl

Happy to report that the config works now! I am now encountering a different issue; when I try to include doors in the whitelist, it seems to reject the top half of the door. What code do I need to include in the whitelist to allow the full door? (And I haven't tested it, but might this happen for the secondary halves of beds and trunks as well?)

safwyl , Apr 6th 2025 at 4:01 AM

Tisajokt Zer0Pig316

Figured out the issue with the config not working in single player, the original code I forked was only instantiating the config server side so it never looks for client side changes. As of version 3.1.1 I've reworked the file watcher and config instantiation so it should now work in both single and multiplayer. Please give it a shot and let me know!

Tisajokt, Apr 5th 2025 at 3:41 AM

Haven't updated to the new version yet, but I just want to put out there that I am also having the issue of the config file not affecting the mod's behavior, in singleplayer. Tried adding a whitelist and changing radius, but no change to the tent bag's behavior.

safwyl , Apr 4th 2025 at 4:35 PM

Zer0Pig316

After some tests with the calendar speed set at 1000x it seems grass just doesnt grow back in general. I removed grass with the tent bag and by hand and both didnt seem to come back even after years. I'm wondering if its something to do with how the game handles grass propagation (or rather doesnt). I did however see that very very slowly exposed dirt blocks will grow a grass texture on them (not tall grass), but its like over in game years.

safwyl , Apr 4th 2025 at 2:43 AM

CHR3S Paddon

Unfortunately, the schematic isn't saved to disk as a schematic json but is stored in the TentBag item's attributes (this is a carryover from the original mod). I'll look at making a backup at the time of pack to a json in case this occurs in the future

Zer0Pig316

1. Not sure why the grass wouldn't grow again. I'll fiddle with how its clearing grass/rocks and see if theres something to it. If I had to guess it's storing a permanent air block in that location. Have you tried placing blocks manually above the area and then removing them? Just out of curiosity
2. Are you playing on a dedicated server? Or single player instance? If on a server you have to edit the config in the server's ModConfig folder. Client edits won't work there. Do you see the config changed notification in the log? I'll try messing with the config in single player, I haven't done much in SP with this mod. No idea if notepad++ is at fault, doubt it, but I use visual studio code as my primary config editor.

Paddon, Apr 2nd 2025 at 3:46 PM

I've got the same issue as CHR3S - server seemed to desync and according to the logs, put it in a chest halfway across the world that had crashed my game earlier, it's empty now weirdly. I'm hoping the schematics still exist somewhere for me to spawn it back in

CHR3S, Mar 30th 2025 at 4:48 PM

Hello, I am trying to retrieve my tent due to it dissapearing somehow (It was in my tentbag before but now it's gone). Does anybody know where these Schematics or the files for the contents of a tent are stored so that you can restore it?

Zer0Pig316, Mar 30th 2025 at 4:10 AM

safwyl Fairly new to the game but I absolutely love this mod and the rp elements it adds for me. Thank you for sharing the rework.

A couple things I noticed:

  1. The grass never regrows where I place the tent. Even after I dug up the soil blocks and replaced them, after a full month no grass grew. I know this is a small thing probably for most but it niggles at me to think that somehow that area in the chunk has been permenantly altered to some degree. I also thought I would mention it as it relates to the second thing.
  2. I tried editing the modconfig JSON to change replace rocks and plants and drop waypoint to false and while it made and saved the edits, it doesn't seem to translate or change the mod in-game. A little research and I can see this was a persistant problem in the mod this is a rework of. Am I doing something wrong? I am definately no expert but have edited mod files in other games using notepad++ before without issue. Is anyone else experiencing this?
SteelFire, Mar 24th 2025 at 12:11 AM

safwyl

you're a super star! Thanks!

safwyl , Mar 23rd 2025 at 11:35 PM

SteelFire

I've changed the dependency in the modinfo.json with v3.0.5 so you shouldn't have issues, it may yell about not finding the game version but you can safely ignore. It should work with any version of the game later than 1.20.0

SteelFire, Mar 22nd 2025 at 9:38 PM

Can we get this to be 1.20.5 dependency also, instead of just 1.20.6? 1.20.6 is a server-side update that clients don't technically need; especially single player clients.

safwyl , Mar 22nd 2025 at 5:06 PM

Murazama

should be fixed now

Murazama, Mar 16th 2025 at 5:33 AM

Crashed entire server placing tent bag :(

 

Edit 1: Seems to be lighting error. :+(

Edit 2: Much like Britney Spears: Oops, I did it again.

Testing to see if being further from our predesignated safe space will break it or not. Might be something with Paper Lanterns / Lanterns causing lighting errors when near other major light sources?

 

Edit 3: Seems to be a relighting issue when going to a chunk with prior lighting.

safwyl , Mar 15th 2025 at 4:11 PM

Dythanos

Allow list mode has been added

safwyl , Mar 15th 2025 at 2:52 PM

LiothTheBrave

I've been able to successfully change the size up to a radius of 50 blocks without issue, I didn't change the code related to size though so I'm not sure why it wouldn't work with the other version.

LiothTheBrave, Mar 15th 2025 at 4:36 AM

Is it possible to change the size now as well? Changing those parameters in the old mod's config didn't actually do anything.

safwyl , Mar 14th 2025 at 9:11 PM

LiothTheBrave

It should work fine for 1.20.4, I set the minimum required version initially but I've updated it to 1.20.4

Dythanos 

I'll look into that and see whats feasible

LiothTheBrave, Mar 14th 2025 at 8:58 PM

Update to 1.20.4 please.

Dythanos, Mar 14th 2025 at 3:17 PM

Would you consider making the ban list a white list instead or have a configuration option for which to use?

Annastasija, Mar 14th 2025 at 6:51 AM

screen shots? Info of any kind?