Mods / unHallowedPatches

Tags:
Patch QoL Simplification
Authors:
unHallowed, Paxus
Side:
Both
Created:
Jun 19th 2025 at 12:30 AM
Last modified:
Sep 2nd at 12:20 AM
Downloads:
6874
Recommended download (for Vintage Story 1.22.7):
unhallowedpatches_v2.1.4.zip  1-click install

DO NOT feed my mods to AI - if you ask, I will teach you what I know.



Don't we all have little niggles with certain vanilla things in our beloved Vintage Story? And aren't there dozens of mods that address these things one at a time? I'd like to have ONE mod that covers all mine, instead of a dozen or more doing the same work. This is mostly for my solo-play purposes, but works perfectly fine on multiplayer servers as well. 

Here's the discord link, in case of troubles or requests!

 

NEW! - There is now a config file! Found in the ModConfig folder, you can turn on/off specific patches. This will automatically update to include new options, while preserving any previously made changes. No delete/regenerating required!

 

Crock Changes:

Spoiler!

Crocks hold 6 servings.

Crocks stack to 8, both empty and full

There is a known bug when stacking crocks, sometimes they delete the other crocks in the stack and/or overwrite what's in them. This happens when manually stacking (aka, placing an object on top of another), but not when quick-stacking (shift-click to move an item from one inventory into another - this includes sorting mods like Xandu's Inventory Tweaks). I understand that this specific feature is mostly in this mod for me; if you would like to remove it, delete the file named "crock stacksize" from the unhallowedpatches/patches folder in the mod

 

Stack Size Changes:

Spoiler!

Toolheads, antlers, and barrels stack to 16

Buckets stack to 10 - both empty and full

Logs and debarked logs stack to 64

Quad logs, corners and sections, with and without bark stack to 64

Planks and beams stack to 64, boards stack to 640

Quartz (all varieties), Lapis Lazuli, Cinnibar, Sylvite, Borax, and Sulfur stack to 640

Candles, beeswax, and honeycomb stack to 64

Metal bits and nuggets stack to 640

Ore (normal and crystal) and iron bloom stacks to 128

Jonas parts, chain, lamellae, nails and strips, scale, rods, and plates all stack to 64

Ingots stack to 256, solder bars stack to 128

Butter stacks to 64, salt stacks to 256

Bone (normal and tiny), flour, and fat stacks to 128

Flax twine, bandages, all sizes of hide including new "bear hide with head", and sewing kits stack to 64

Sticks stack to 640

Shingles (raw and fired), and mortar stack to 128

Rope and resin stack to 64

Cattail and papyrus tops stack to 128

Stone stacks to 640

Arrows stack to 128, beenades stack to 32

Metal parts and scraps stack to 64

Crushed alum/quartz/olivine/peridotite/ilmenite/cassiterite/chromite/lead oxide/lapis lazuli/cinnibar/iron stack to 128

Powdered charcoal/flint/sulfur/borax/sylvite/alum/cinnibar/lapis lazuli stack to 128

Saltpeter, bonemeal, potash, blasting powder, lime, and quicklime stack to 128

Temporal gears stack to 32

Clay stacks to 640, thatch stacks to 128

Empty skeps stack to 8

Dirty pots (not residue covered pots) stack to 8

Peat bricks and dry grass stack to 128

Fired ingot molds stack to 10

RAW clay bowls, crocks, crucibles, ingot molds, jugs, pots, and storage vessels stack to 100

 

Inventory Space Changes:

Spoiler!

**Now split into two files (stationary vs carried), in case you'd like to remove backpack changes but keep chest changes - or vice versa

 

Owl and golden chests, both normal and aged - 8 slots

Woven chests (reed/papyrus) - 12 slots

Normal chests (labeled, non-labeled, aged) - 24 slots

Trunks - 72 slots

Crates; aged - 24 slots, normal - 30 slots, ebony/heartwood - 40

Storage vessels (normal/fancy) - 20 slots

 

Handbaskets - 8 slots

Hunter backpack - 10 slots

Linen sack - 12 slots

Normal backpack - 16 slots

Sturdy backpack - 20 slots

Mining bag - 28 slots

Sturdy mining bag - 34 slots

 

Recipe Additions:

Spoiler!

Rope from dry grass and thatch

Resin from pine logs - 2 logs + 10L water = 1 resin after 48 hours

Packed dirt and rammed dirt can be used to make stone paths (block, stairs, slab)

Sticks can be made from firewood and planks, quantity varies based on the tool used (knife, axe, saw)

Fat is made in the crafting grid using a knife (cost 1 durability) and 2 pieces of bushmeat per piece of fat

Seeds can be made from crops of the same kind; pumpkins give 4 seeds, 2 slices of pineapple give 1 seed, all other seeds are 1-to-1

Mortar can now has a clay crafting grid recipe: 1L water (buckets only atm), 1 sand, 2 fire clay = 4 mortar

 

THE RECYCLING UPDATE

  • All vanilla metal toolheads can be broken down in the crafting grid with a chisel
  • Durability cost to chisel is 4, current default amount of metal bits returned per tool head is 10
  • Complete list of tools included: axe, falx/shortsword blade, hammer, helve hammer, hoe, knife, pickaxe, prospecting pick, saw, scythe, shovel, spear
  • YES THIS IS COMPATIBLE WITH TOOLSMITH - but only works on intact toolheads, not broken ones. More testing needs to be done with damaged versions as well

 

Recipe Changes:

 

Spoiler!

Large Lanterns;

  • Halved glass/nail cost
  • Light level bumped to 24 (26 with a lining)

 

Curing Meat/Picking Veggies & Legumes;

  • time sealed in barrels dropped to 4 days

 

Leather Processing;

  • limewater/borax step = 12 hours
  • weak tanin step = 18 hours
  • strong tanin step = 24 hours

 

 

 

Smelting Additions:

Spoiler!

Metal scraps can be smelted into iron bloom via bloomeries; 2 scraps per iron bloom

Metal parts can be smelted into blister steel via bloomeries; 4 parts per blister steel

 

Flint Changes:

Spoiler!

Flint stacks to 640, calcined flint also stacks to 640 (grinding to powdered stacks to 64)

When picked up loose off the ground, you recieve 4 instead of 1

Additionally, its burn temp. has been dropped to 200 so it can be done with firewood, and the time it takes has been dropped to 10sec.

***NOTE, the bigger the stack on the fire the more the cook-time multiplier increases, this is a vanilla mechanic that I don't touch.

 

Coal Changes:

Spoiler!

Black coal, brown coal, charcoal, and anthricite stack to 640. All four have had their burn temps bumped to 1500 and the duration bumped to 300sec.

If you don't like the temp/duration change, delete the "coals" file from the mod. If this file is deleted, charcoal will go back to vanilla stack size. The stack size of black/brown coal and anthricite is included in the quartz/stones category.

 

Firewood Changes:

Spoiler!

Firewood, normal and aged, stack to 640. Burn temp has been bumped to 750, and burn duration has been bumped to 60sec.

If you don't like these changes, delete the "firewood" file from the mod. This will return firewoods to all vanilla values.

Ground stacks of firewood (aged and normal) only contain 16 logs (to reflect the visual) - THIS OPTION IS OFF BY DEFAULT, change Firewood-Stacking to "true" in the config to enable.

 

Bloomery Changes:

Spoiler!

Bloomery base/chimney always drops 12 fireclay bricks when broken, enabling remaking a new bloomery set.

Additionally, bloomery base/chimneys now stack to 4.

If you don't like this change, delete the "bloomery" file from the mod.

CONFLICT: Buggi's Random Changes

 

Plant Changes:

Spoiler!

Tree seed drop rate has been bumped up for ALL kinds of trees to 30%. Additionally, branchy leaf blocks now drop 4 sticks instead of one.

Mushrooms now drop 4 instead of 1 - Malefactor increased forage rates do still affect this.

Fruit bush growth time shortened and gives an average of 6 fruit per harvest

Reed and papyrus drop 2-4 per harvest

Thatch and brown sedge drop 3-5 per harvest

All crops consume only 5 nutrients from soil and have a growth time of either 0.9 or 1 month

  • 0.9 months; Cabbage, Carrot, Onion, Parsnip, Soybean, Sunflower, Spelt, Turnip
  • 1 month; Amaranth, Cassava, Fennel, Flax, Licorice, Pineapple, Peanut, Rice, Rye

 

Orchards Simplified:

Spoiler!
  • cuttings rooting/grafting chance raised to 90%
  • growth stage 2 days (vanilla variable)
  • vernalizing (on applicable trees) shortened to 60 hours (vanilla variable)
  • flowering stage 5 days (vanilla variable)
  • fruiting stage 10 days (vanilla variable)
  • ripe stage 4 days, variable 3 days
  • trees die at -50 degrees (vanilla variable)

 

Trader Changes:

Spoiler!
Agricultural Trader now sells populated reed and papyrus skeps for 6-14 gears each

 

Clay Drops:

Spoiler!
Clay drops ethoslabs 20% of the time in excess of normal drops

 

Candle Upgrades:

Spoiler!

****Turn off both "Candle-Recipe-Changes" and "candle-rendered-fat" in the config if you are also using ChandelierCraft

 

Candles can now be made using rendered fat

Rope can now be used in place of flax fibres

Only 2 wax or rendered fat per candle

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.1.4 unhallowedpatches 267 Sep 2nd at 12:20 AM unhallowedpatches_v2.1.4.zip 1-click install

Fix'd:

2.1.3 unhallowedpatches 199 Aug 16th at 9:34 PM unhallowedpatches_v2.1.3.zip 1-click install

Updated:

  • Flint now smelts at 200 degrees

 

Added:

  • Barrel recipes for cured meat and pickling veggies/legumes take 4 days, present on the config as "Quick-Pickling.json"
  • Leather takes less time to process; lime/borax stage = 12 hours, weak tanin stage = 18 hours, strong tanin stage = 24 hours
    • present on config as "Leather-Processing.json"
2.1.2 unhallowedpatches 20 Aug 16th at 8:10 PM unhallowedpatches_v2.1.2.zip 1-click install

Fix'd:

  • packed dirt recipe for stone paths not working

 

Added:

  • clay drops ethoslabs 20% of the time, present in the config as "Ethoslab-Drops.json"
  • all crops consume only 5 nutrients from soil, and take either 0.9 or 1 month to grow, present in the config as "Crop-Growth.json"
    • 0.9 months; Cabbage, Carrot, Onion, Parsnip, Soybean, Sunflower, Spelt, Turnip
    • 1 month; Amaranth, Cassava, Fennel, Flax, Licorice, Pineapple, Peanut, Rice, Rye
2.1.1 unhallowedpatches 92 Aug 12th at 9:24 PM unhallowedpatches_v2.1.1.zip 1-click install

Updated:

  • config now includes all recipe files
2.1.0 unhallowedpatches 23 Aug 12th at 2:53 AM unhallowedpatches_v2.1.0.zip 1-click install

Updated:

  • you can now toggle on/off certain recipes
  • the firewood stacking patch is FALSE by default

 

Added:

  • firewood ground stacking volume changed to reflect the visible firewood (16 logs total), this option is OFF by default, change to "true" in the config to use this patch
2.0.7 unhallowedpatches 171 Aug 5th at 2:42 AM unhallowedpatches_v2.0.7.zip 1-click install

Double release day!! This one is cooler I promise.

Updated:

  • the config now automatically updates to the current version while preserving previous changes made to it

Added:

  • clay mortar grid recipe: 1L water in a bucket (currently only a bucket), 1 sand, 2 fire clay = 4 mortar
2.0.6 unhallowedpatches 13 Aug 5th at 1:46 AM unhallowedpatches_v2.0.6.zip 1-click install

Fix'd:

  • simplified orchards patch referencing wrong directory
  • moved all added recipes to the unhallowedpatches directory
2.0.5 unhallowedpatches 73 Aug 3rd at 9:03 PM unhallowedpatches_v2.0.5.zip 1-click install

Updated:

  • the config now includes all existing files in the patches folder - YOU WILL NEED TO DELETE YOUR EXISTING CONFIG, then regenerate it on a temp world before loading back into your good saves

 

Added:

  • easier orchard farming
    • cuttings rooting/grafting chance raised to 90%
    • growth stage 2 days (vanilla variable)
    • vernalizing (on applicable trees) shortened to 60 hours (vanilla variable)
    • flowering stage 5 days (vanilla variable)
    • fruiting stage 10 days (vanilla variable)
    • ripe stage 4 days, variable 3 days
    • trees die at -50 degrees (vanilla variable)
2.0.4 unhallowedpatches 113 Jul 26th at 9:25 PM unhallowedpatches_v2.0.4.zip 1-click install

Added/Fix'd:

  • Harmony patch to ensure Tobias' Cave generates correctly
    • IF you have visited Tobias' Cave before updating this mod, run "/wgen regen 5" command to fix all the question mark blocks
2.0.3 unhallowedpatches
1.22.0 - 1.22.2
560 May 9th at 11:03 PM unhallowedpatches_v2.0.3.zip 1-click install

Accidently deleted the treeseed drop patch from the previous release - FIX'D NOW

2.0.2 unhallowedpatches
1.22.0 - 1.22.2
46 May 9th at 7:15 PM unhallowedpatches_v2.0.2.zip 1-click install

Added:

  • Config file, true/false enabling of certain patches
  • Half cost of glass/nails in large lantern, lighting value 24/26 with lining
  • Candle recipe changes/additions
    • rendered fat recipe added
    • can use rope instead of flax fibres
    • only 2 wax/rendered fat per candle
  • Recipes for seeds from crops
    • pumpkins now give 4 seeds
    • pineapple slices; 2 slices = 1 seed
    • all other crops; 1=1 crop-to-seed ratio
  • Tree seed droprate bumped to 30% for all trees
2.0.1 unhallowedpatches 286 Apr 22nd at 2:10 PM unhallowedpatches_v2.0.1.zip 1-click install

Removed:

  • crop seed drop rate (till I can spend the time going through and changing all those files, and testing those changes)

 

Added:

  • agricultural trader sells populated reed and papyrus skeps
  • reeds and papyrus drops 2-4 per harvest
  • brown sedge and thatch drop 3-5 per harvest
  • fruit bush cuttings grow faster and give more fruit
2.0.0 unhallowedpatches 203 Feb 5th at 9:16 PM unhallowedpatches_v2.0.0.zip 1-click install

Update to remove things that cause errors on start-up for 1.22-pre.1

  • removed bear hide stacksize increase
  • removed dirty pot stacksize increase
1.8.2 unhallowedpatches 621 Jan 18th at 2:37 PM unhallowedpatches_v1.8.2.zip 1-click install
  • fired ingot molds stack to 10
  • RAW clay bowls, crocks, crucibles, ingot molds, jugs, pots, and storage vessels stack to 100
  • storage vessels (both normal and fancy) now have 20 slots!
1.8.1 unhallowedpatches 169 Jan 14th at 10:42 AM unhallowedpatches_v1.8.1.zip 1-click install
  • Bloomery bases/chimneys now stack to 4
  • Metal scraps can be smelted in bloomeries for iron bloom
  • Metal parts can be smelted in bloomeries for blister steel
  • Ore (normal and crystal), quicklime, solder bars, iron bloom, fat, bones (normal and tiny) - now stack to 128
  • Beenades stack to 32
  • Calcined flint stacks to 640
  • Salt stack updated to 256, Stick stack updated to 640
1.8.0 unhallowedpatches 366 Dec 8th 2025 at 12:28 AM unhallowedpatches_v1.8.0.zip 1-click install

THE RECYCLING UPDATE

  • All vanilla metal toolheads can be broken down in the crafting grid with a chisel
  • Durability cost to chisel is 4, current default amount of metal bits returned per tool head is 10
  • Complete list of tools included: axe, falx/shortsword blade, hammer, helve hammer, hoe, knife, pickaxe, prospecting pick, saw, scythe, shovel, spear
  • YES THIS IS COMPATIBLE WITH TOOLSMITH - but only works on intact toolheads, not broken ones. More testing needs to be done with damaged versions as well

 

Additional Changes:

  • Tool durability cost 1 added to the fat grid recipe
1.7.2 unhallowedpatches
1.21.2 - 1.21.4
500 Oct 14th 2025 at 12:21 AM unhallowedpatches_v1.7.2.zip 1-click install

Storage Update:

  • file clean up, separated stationary and carried storage into two separate files
  • crate stack capacity increased: aged - 24, normal - 30, ebony/heartwood - 40
  • chest slot capacity increased: reed/papyrus basket - 12, labeled/chest - 24; trunk - 72
  • further increases to carried storage;
    • handbaskets - 8
    • hunter backpack - 10
    • linen sack - 12
    • normal backpack - 16
    • sturdy backpack - 20
    • mining bag - 28
    • sturdy mining bag - 34
1.7.1 unhallowedpatches 253 Oct 4th 2025 at 6:47 AM unhallowedpatches_v1.7.1.zip 1-click install

Dry grass and peat bricks stack to 128

1.7.0 unhallowedpatches 272 Sep 21st 2025 at 9:14 PM unhallowedpatches_v1.7.0.zip 1-click install
  • Split crock stack size and serving capacity into two different files: if you don't want your crocks to stack, delete the file named "crock stacksize"
  • NEW fat recipe, made from 2 pieces of bushmeat and a knife in the crafting grid
  • Updated stacksize to 640: stones, boards, coals/charcoal, firewood, quartz/similar stones (think cinnibar and sulfur), metal bits, ore nuggets, flint
1.6.1 unhallowedpatches 231 Sep 15th 2025 at 5:37 AM unhallowedpatches_v1.6.1.zip 1-click install

Fixed - handbaskets have 6 inventory slots again

Sticks stack to 256

1.6.0 unhallowedpatches 425 Aug 25th 2025 at 11:14 PM unhallowedpatches_v1.6.0.zip 1-click install

Updated to 1.21

1.5.1 unhallowedpatches
1.20.11 - 1.20.12
494 Jul 21st 2025 at 2:26 AM unhallowedpatches_v1.5.1.zip 1-click install

Dirty pots stack to 8

1.5.0 unhallowedpatches
1.20.11 - 1.20.12
300 Jul 12th 2025 at 12:49 AM unhallowedpatches_v1.5.0.zip 1-click install

Doubled slots in all backpacks/bags, beams stack to 64, cleaned up files

1.4.2 unhallowedpatches
1.20.11 - 1.20.12
135 Jul 9th 2025 at 7:00 PM unhallowedpatches_v1.4.2.zip 1-click install

Removed all but flint pickup adjustments till I can fix the unexpected behaviours

1.4.1 unhallowedpatches
1.20.11 - 1.20.12
110 Jul 9th 2025 at 4:01 AM unhallowedpatches_v1.4.1.zip 1-click install

Removed quartz pickup adjustments as they are not working as intended.

1.4.0 unhallowedpatches
1.20.11 - 1.20.12
253 Jul 4th 2025 at 11:09 PM unhallowedpatches_v1.4.0.zip 1-click install

Clay stacks to 400, thatch stacks to 128, empty skeps stack to 8

1.3.0 unhallowedpatches
1.20.11 - 1.20.12
166 Jul 2nd 2025 at 11:34 PM unhallowedpatches_v1.3.0.zip 1-click install

Doubled stack sizes for crushed/powered stuff, increased temporal gear stack sizes to 32

1.2.0 unhallowedpatches
1.20.11 - 1.20.12
139 Jun 29th 2025 at 8:05 PM unhallowedpatches_v1.2.0.zip 1-click install

The "I suck at farming" addition - changes made to seed drops.

1.1.0 unhallowedpatches
1.20.11 - 1.20.12
193 Jun 24th 2025 at 11:20 PM unhallowedpatches_v1.1.0.zip 1-click install

Increased stone, arrows, and metal parts/scraps stack sizes, increased slots in gold/owl chests, increased pickup droprates

1.0.0 unhallowedpatches
1.20.11 - 1.20.12
181 Jun 21st 2025 at 10:02 PM unhallowedpatches_v1.0.0.zip 1-click install

Initial release

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

Fefa, Sep 5th at 2:45 PM (modified Sep 5th at 2:46 PM)

i have a question, not a bugg itself, just wondering if this mod changed vanilla fully grown crops to dont drop seeds. Im trying to figure out whats causing it or if its a vanilla thing added in 1.22.7. Example, fully growth flax only gives me flax grains and flax fibers, no seds at all, spelt gives grand + dry grass, same with other grains. I havent found the cause and i cant see this modd makes that change anywhere, si im sure its not this mod, but i ask just in case since this mod has a setting for crop seeds that i have no idea what it does

unHallowed , Sep 5th at 7:55 PM
@Fefa: i have a question, not a bugg itself, just wondering if this mod changed vanilla fully grown crops to dont drop seeds. Im trying to figure out whats causing it or if its a vanilla thing added in 1.22.7. Example, fully growth flax only gives me flax grains

I'm pretty confident that isn't going to be caused by us. The changes I have included for crops are specifically the length of time to grow and the nutrients consumed from the soil. This is a quote:

All crops consume only 5 nutrients from soil and have a growth time of either 0.9 or 1 month

  • 0.9 months; Cabbage, Carrot, Onion, Parsnip, Soybean, Sunflower, Spelt, Turnip
  • 1 month; Amaranth, Cassava, Fennel, Flax, Licorice, Pineapple, Peanut, Rice, Rye

 

We also add recipes for turning vanilla crops into seeds.

You CAN test whether your bug is us by turning off these patches in the config - "Crop-Growth.json" and "Crop-Seeds.json" are the two to turn off to see if our changes are affecting your crop drops. THEY SHOULD NOT, we haven't touched drops, but this is how you can confirm it.

It's also worth asking how many mods you're running, which version of unHallowedPatches you're using, which version of VS - and for a list of specifically any mod that does touch on crops in absolutely any form. That's how we can narrow down the cause ^.^

LazierThanThou, Sep 4th at 10:34 PM (modified Sep 5th at 1:35 AM)

I think I ran into a very weird bug and I'm about 90% sure it's either from this or from xskills.

 

When I have a stack of 5 or more earthy brown ceramic bowls filled with honey in my inventory my walk speed drops by 40%.  If I have 2 stacks of 4, everything is fine.  One stack of 5 and one stack of 3?  I'm walking through molasses.

 

I can probably provide more information if necessary.  I have no idea how this could be happening.  I have quite a long list of mods, though, so...

 

False alarm, I found out it comes from hydrate or dyedrate.

unHallowed , Sep 2nd at 12:22 AM

THE CONFLICT WITH BUGGI IS NOW GONE - thankfully, I missed their fences so bad <3

Razzberry7780, Aug 3rd at 11:01 PM

Love this whole mod, only issue i've been able to find so far is with Cattails in the water get like deleted upon harvesting with a knife. Land Cattails are perfectly fine, so maybe there's a difference in code for the two plants?

unHallowed , Aug 4th at 12:41 AM (modified Aug 4th at 12:43 AM)
@Razzberry7780: Love this whole mod, only issue i've been able to find so far is with Cattails in the water get like deleted upon harvesting with a knife. Land Cattails are perfectly fine, so maybe there's a difference in code for the two plants?

There isn't as far as I've found in the vanilla files. I can't duplicate this either. I'm able to harvest with a knife (in and out of water), then able to dig up the cattail root with knives and shovels (they're moving to shovels for this task btw). I still seriously doubt this is my mod, as I don't touch on the functions of the roots - only the harvest volume.

My partner Pax has done some googling and it looks like this is actually most likely a vanilla bug - there are two different reports of it open right now:

https://github.com/anegostudios/VintageStory-Issues/issues/9452

https://github.com/anegostudios/VintageStory-Issues/issues/9155

My standard advice in weird cases like this (such as the handbook having nothing in it as well), is to do a clean install of the game then try to repeat the action in an unmodded world to see if that will correct it. Couldn't tell you why, but sometimes the code just...breaks, for lack of a better word. Clean installs fix that sometimes. Same with clearing your cache.

Moria, Jul 16th at 3:38 PM (modified Jul 16th at 3:38 PM)

breaks tobas' cave on world gen, to varing amounts

using 2.0.1

unHallowed , Jul 21st at 1:06 AM
@Moria: breaks tobas' cave on world gen, to varing amounts using 2.0.1

2.0.3 is out - but I don't touch worldgen at all so messing with story structures shouldn't happen. Can you post pictures or logs of what you mean? What's your modload like - and how many of those touch worldgen?

Moria, Jul 22nd at 7:48 PM
@unHallowed: 2.0.3 is out - but I don't touch worldgen at all so messing with story structures shouldn't happen. Can you post pictures or logs of what you mean? What's your modload like - and how many of those touch worldgen?

without any mods, its fine, but with only this one enabled

image

as for logs, this is the only error i see 

Crash Report
16.7.2026 10:10:26 [Worldgen] An error was thrown in pass Vegetation when generating chunk column X=15438,Z=16012 in world 'Awesome Kingdom World' with seed 1196973326
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Vintagestory.API.Common.InventoryPerPlayer.OnPlacementBySchematic() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Inventory\InventoryPerPlayer.cs:line 71
   at Vintagestory.ServerMods.BlockSchematicPartial.PlacePartial(IServerChunk[] chunks, IWorldGenBlockAccessor blockAccessor, IWorldAccessor worldForResolve, Int32 chunkX, Int32 chunkZ, BlockPos startPos, EnumReplaceMode mode, Nullable`1 structurePlacement, Boolean replaceMeta, Boolean resolveImports, Dictionary`2 resolvedRockTypeRemaps, Int32[] replaceWithBlockLayersBlockids, Block rockBlock, Boolean disableSurfaceTerrainBlending) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Systems\WorldGen\Standard\Datastructures\BlockSchematicPartial.cs:line 198
   at Vintagestory.GameContent.GenStoryStructures.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 801
   at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1957
Crash Report
16.7.2026 10:10:26 [Worldgen] An error was thrown in pass Vegetation when generating chunk column X=15438,Z=16012 in world 'Awesome Kingdom World' with seed 1196973326
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Vintagestory.API.Common.InventoryPerPlayer.OnPlacementBySchematic() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Inventory\InventoryPerPlayer.cs:line 71
   at Vintagestory.ServerMods.BlockSchematicPartial.PlacePartial(IServerChunk[] chunks, IWorldGenBlockAccessor blockAccessor, IWorldAccessor worldForResolve, Int32 chunkX, Int32 chunkZ, BlockPos startPos, EnumReplaceMode mode, Nullable`1 structurePlacement, Boolean replaceMeta, Boolean resolveImports, Dictionary`2 resolvedRockTypeRemaps, Int32[] replaceWithBlockLayersBlockids, Block rockBlock, Boolean disableSurfaceTerrainBlending) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Systems\WorldGen\Standard\Datastructures\BlockSchematicPartial.cs:line 198
   at Vintagestory.GameContent.GenStoryStructures.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 801
   at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1957
unHallowed , Jul 25th at 1:56 AM
@Moria: without any mods, its fine, but with only this one enabled as for logs, this is the only error i see Crash Report 16.7.2026 10:10:26 [Worldgen] An error was thrown in pass Vegetation when generating chunk column X=15438,Z=16012 in world 'Awesome Kingdom W

You're playing on a 1.22 version of the game, right? And was it a world that was brought up from a previous version of the game?

I'm going to suggest updating to the current version of the mod - that gets you a config file to interact with. My partner is suggesting turning off the two inventory changes there. It looks like the game is trying to reference player storage (a backpack of some kind) that literally doesn't exist - based on the image you posted. That still doesn't make complete sense, but it might resolve the error?

I'm also going to suggest a clean install of the game. This really does look to me like something in the vanilla code fully broke down. Sometimes transistioning a world from one version to the next can do this. Not saying it did, but its a possibility.

Moria, Jul 26th at 11:09 AM (modified Jul 26th at 12:51 PM)
@unHallowed: You're playing on a 1.22 version of the game, right? And was it a world that was brought up from a previous version of the game? I'm going to suggest updating to the current version of the mod - that gets you a config file to interact with. My partner is

indeed 22.3, at the time of taking the screenshot the worlds were newly generated just to see what was breaking it. and i reinstalled the game only a week or so ago to fix the music not playing. sometimes its as bad as this, other times its only a few blocks. ill see if updating fixes world gen

nope, still broke

Crash Report

26.7.2026 06:26:06 [Worldgen] An error was thrown in pass Vegetation when generating chunk column X=15515,Z=15926 in world 'Gloomy Kingdom World' with seed 1472888532
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Vintagestory.API.Common.InventoryPerPlayer.OnPlacementBySchematic() in C:\Users\office-desktop2\Documents\game\VintagestoryApi\Common\Inventory\InventoryPerPlayer.cs:line 71
   at Vintagestory.ServerMods.BlockSchematicPartial.PlacePartial(IServerChunk[] chunks, IWorldGenBlockAccessor blockAccessor, IWorldAccessor worldForResolve, Int32 chunkX, Int32 chunkZ, BlockPos startPos, EnumReplaceMode mode, Nullable`1 structurePlacement, Boolean replaceMeta, Boolean resolveImports, Dictionary`2 resolvedRockTypeRemaps, Int32[] replaceWithBlockLayersBlockids, Block rockBlock, Boolean disableSurfaceTerrainBlending) in C:\Users\office-desktop2\Documents\game\VSEssentials\Systems\WorldGen\Standard\Datastructures\BlockSchematicPartial.cs:line 198
   at Vintagestory.GameContent.GenStoryStructures.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\office-desktop2\Documents\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 801
   at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1957


26.7.2026 06:26:06 [Worldgen] In Gloomy Kingdom World, placed villager Tobias at 496515, 120, 509642

disabling the stationary inventory seems to have resolved it

unHallowed , Jul 26th at 8:36 PM
@Moria: indeed 22.3, at the time of taking the screenshot the worlds were newly generated just to see what was breaking it. and i reinstalled the game only a week or so ago to fix the music not playing. sometimes its as bad as this, other times its only a few blo

Holy crows, turning out this is a whole actual problem with changing inventory values and how the the game interacts with it in placing them in structures. My partner has been teaching himself harmony patching all morning to try and fix it, so that it doesn't break chunk generation where there are story structures/traders (this could also break traders, its only luck that it hasn't happened yet). Thank you, Moria - I had no idea at all that such a tiny patch could break worldgen functions x.x

unHallowed , Jul 26th at 9:27 PM
@Moria: indeed 22.3, at the time of taking the screenshot the worlds were newly generated just to see what was breaking it. and i reinstalled the game only a week or so ago to fix the music not playing. sometimes its as bad as this, other times its only a few blo

The fix is posted!! Run the worldgen regen command ("/wgen regen 5" was a radius that covered the whole cave for sure) while the inventory changes are enabled, and it will fix all the questionmark blocks.

NotTheGian, Jun 4th at 1:35 PM

did 1.22.3 broke json patches? this mod is not working for me in the latest update

unHallowed , Jun 6th at 7:10 PM
@NotTheGian: did 1.22.3 broke json patches? this mod is not working for me in the latest update

It should not have - this is all very basic JSON editing. What specifically did you notice not working? Also - usual IT questions - what version of the mod are you using and whats your modload like?

unHallowed , May 10th at 3:11 AM

SeniLiX - I know what you mean XD But it wasn't something I was going to address, since most of what this mod does is makes things take up less space - not more. It's certainly an option I could figure out I guess.

SeniLiX, May 10th at 12:59 AM

One specific thing I dislike in vanilla is when I stack firewood. Why does one visible log = 2 logs in your inventory?

This really irks me!

unHallowed , Apr 26th at 2:42 PM

merryclefairy - the game will go with the first one it loads, but it can cause issues/conflicts. Generally, I suggest deleting the specific patches from my mod as a solution. How much overlapping are we talking here? Which mod?

merryclefairy, Apr 25th at 11:10 PM

theoretically umm what happens if you have multiple mods that change stack sizes that happen to have overlapping items, do you know-

unHallowed , Mar 18th at 6:06 AM

TopazCarbuncle - Existing bags will need to be replaced with creative mode I'm afraid

TopazCarbuncle, Mar 18th at 1:23 AM

How do you upgrade the storage space of existing inventory bags?

unHallowed , Feb 6th at 6:46 AM

HotshotXB - glad you're loving it!! If you need something that isn't already in there, let me know!

HotshotXB, Feb 6th at 6:25 AM (modified Feb 6th at 6:26 AM)

unHallowed - Thanks for the feedback, it did worked like you said, so everyhting's good! Loving the storage and stack size changes!

unHallowed , Feb 5th at 9:07 PM

I haven't experienced any deleted items based on adding to existing saves - but storage items already in place may not actually get the space bump till you break and replace them. Back up your save before trying, is my best advice HotshotXB

HotshotXB, Feb 5th at 7:39 PM

If I install this on an ongoing playthrough, will the storage size changes delete any items currently in storage?

unHallowed , Jan 25th at 12:18 PM

Raek - yes please!! <3

Raek, Jan 25th at 8:43 AM

Oh! Sounds interesting!

 

If I find any weird conflicts I'll try and let you know.

unHallowed , Jan 18th at 2:39 PM

BearBerryCloth - storage vessels now have 20 slots!!

unHallowed , Nov 6th 2025 at 5:14 PM (modified Dec 9th 2025 at 5:06 PM)

SpicyHott - I haven't looked into the code of Bigger Pockets, but yes there should be conflict between my patch mod stack sizes and that of Bigger Pockets. The game can only process that information with one result, and I can't say which will be prioritized. If you're using Bigger Pockets as well as unHallowed Patches, I would delete the file in mine called "inventory - carried". In theory, that should prevent weirdness. 

SpicyHott, Nov 5th 2025 at 11:50 AM (modified Nov 6th 2025 at 6:32 PM)

Does the stack sizes conflict with bigger pockets?

unHallowed ok thank you will do

unHallowed , Oct 16th 2025 at 3:05 AM (modified Oct 16th 2025 at 3:05 AM)

BearBerryCloth

Darling, you're one of the things I think about when I go add stuff to this mod now :)

I did try to increase the storage size of vessels, but attempts 1-3 all had outright weird (and wrong) results - it's on my list though, don't you worry!!

BearBerryCloth, Oct 15th 2025 at 8:38 PM (modified Oct 15th 2025 at 8:40 PM)

Could you also double the size of storage vessels, thank you so much Amazing updates!!

unHallowed , Oct 15th 2025 at 5:15 AM

SpicyHott

Oh that would be so cool o.o It's something I did in real life at one point too. I might not be wholly qualified to make it happen, but no reason I can't mess around with the files and try anyway :P

SpicyHott, Oct 14th 2025 at 1:24 AM (modified Oct 14th 2025 at 1:29 AM)

have you thought about being able to farm with planters? Like growing in a small scale without doing it outside (This idea came to me randomly, sorry if I didn't word this correctly).

unHallowed , Oct 4th 2025 at 1:28 PM

EthelVril - you can delete the file called "inventory space", but fair warning you will also lose the increase to slots in the owl/treasure chests.

EthelVril, Oct 4th 2025 at 11:33 AM

Is it possible to disable the inventory space increase? 

unHallowed , Oct 3rd 2025 at 5:11 AM

BearBerryCloth - Thank you!! And I totally thought I had already done that XD It's on my list now <3

BearBerryCloth, Oct 1st 2025 at 7:26 AM

Love this mod! Could you also give the option increase stack sizes for peat and dry grass?

unHallowed , Sep 21st 2025 at 9:31 PM

Xerog - finally did the thing, if you update to 1.7.0 you can delete a file called "crock stacksize" to remove the stacking function

unHallowed , Sep 7th 2025 at 4:30 PM

Xerog

Currently not, but I can repack it a bit so you can delete a file to remove it.

Xerog, Sep 7th 2025 at 11:31 AM

Is there any way to disable the stacking crocks?

Ditsydoo, Sep 1st 2025 at 4:08 AM

Thanks for the update and keep up the good work boss.

unHallowed , Aug 25th 2025 at 11:15 PM

Updated for 1.21, everything works as it did before now - which means we still have magical vanishing numbers related to manually stacking crocks so be careful!

unHallowed , Aug 25th 2025 at 8:36 PM

Good news~ 1.21 update only broke crock and skep changes! A fix is coming, so long as I can figure it out :)

unHallowed , Aug 25th 2025 at 7:06 PM

I am testing what currently exists in the mod with 1.21 - time to see what survived XD

unHallowed , Aug 3rd 2025 at 10:41 PM

OH THATS UNFORTUNATE - I replicated the problem you experienced Azernal, and I did it with only my mods enabled.

I've been messing around with it for over an hour now, and what I can see in-game and find in the logs doesn't make much sense to me at all. There are no errors or warnings thrown in server logs, the audit logs list the disappearing crocks happening, but it's just vanishing numbers. Same with the overwriting of contents in crocks - which can ALSO just be deleted sometimes, in excess of the contents being overwritten. It is worth noting that this only happened when I manually stacked anything. Shift-click stacking between containers didn't do this for me.

I don't actually have a way to fix it, without the game at least throwing some kind of error or even a warning to direct me to a specific problem in my patched code. As far as I can read, it shouldn't be doing this - but it is. 

unHallowed , Aug 3rd 2025 at 11:30 AM

Azernal
Thaaaaaaat is not ideal. I'll try to replicate the issue, but I did include a note that stacking full crocks needs to be done with identical contents because it'll get weird otherwise. Not in love with deleted crocks though o.o that's the opposite of the goal here. Are you running any other mods that affect the crocks/cooking? Or just mine?

Azernal, Aug 2nd 2025 at 3:30 AM

Fired crocks behave weirdly with this mod. If you stack one filled with meat stew (for example) on one filled with onion stew, it replaces the meat stew with onion stew - so you'd have 2 onion stews and 0 meat stews. If you stack an empty crock on an empty crock, half the time it erases the second crock. 

Kaeviel, Jul 26th 2025 at 12:38 AM

unHallowed Sorry for the delayed response! Life has been lifing. Discord works - I'm girkish there.

unHallowed , Jul 21st 2025 at 2:29 AM

LivCi - v1.5.1 adds stacking dirty pots for you!

Kaeviel - I have an alternate version of the firewood file for you ready, just need to know where I can get it to you. Discord is easiest for me :)

Kaeviel, Jul 20th 2025 at 7:43 PM

unHallowed I can understand not wanting to flood the DB with a lot of patches/mods, especially for mods that you don't use. I honestly have no idea how one would make a mod at all; that said, if you could help me fiddle with this for the firewood stacks, that would be cool.

LivCi, Jul 20th 2025 at 10:04 AM

Can you also make residue-covered pots stackable?

unHallowed , Jul 20th 2025 at 3:01 AM

Kaeviel

There absolutely is! And I'm happy to help you do it, or put a specific version of my mod up in my discord for you to use.

Yeah, I haven't even started looking at adding mod stuff to this set of patching - and I'm not completely sure that I'm going to? I'm happy to write patches to edit mods, but I don't really want to flood the DB with them either, especially considering how many mods exist that I could be doing that for that I don't personally use. I haven't made up my mind on the subject yet. 

Though, again, happy to do it. I'm starting to think the most useful thing I could offer people is building custom patch mods for whatever they're running. What you see in unHallowed Patches is stuff that I use when I play solo, but not everybody wants exactly what I've shared.

Would also be happy to walk you through how to do it for yourself too :P Making patches was inpenetrable to me for an embarassingly long time, but now that I know how to do it I'm happy to help other lay-people like me do it too!!

Kaeviel, Jul 17th 2025 at 8:15 PM

I've noticed that the mushroom adjustments only apply to Vanilla mushrooms, not the ones from https://mods.vintagestory.at/mycodiversity. Not a complaint, not necessarily something that requires updating unless other people may ask about it, but just an observation.

 

Though, I am curious - is there a way to adjust the stack size for firewood without the temperature tweaks?

unHallowed , Jul 12th 2025 at 4:59 AM

Just discovered a mod conflict with Buggi's Random Changes

unHallowed , Jul 9th 2025 at 6:56 PM

Looks like I'll need to remove the pickup adjustments till I can find a work around for that

AdaptiveEngineer, Jul 9th 2025 at 5:03 AM

Is there a way to make it so you can't dupe things? If you pick up four sticks then place thoses then pick them up you dupe them by 4, I don't know if it is intentional or not but I noticed that.

unHallowed , Jul 8th 2025 at 9:23 PM

Oooo, I will check this out - thanks for letting me know!!

Ceran, Jul 8th 2025 at 2:57 PM

I'm not sure if there's a mod conflict somewhere, but when I pick up surface quartz I only get the 2 clear quartz, and not any quartz chunks.

unHallowed , Jul 4th 2025 at 11:00 PM

Stacking empty skeps and clay/thatch stack size increase - on the list for the next update!!

Ceran, Jul 4th 2025 at 7:46 PM

Love the mod!  Could you make skeps stackable?  And let clay and thatch stack to 128?

unHallowed , Jul 2nd 2025 at 11:59 PM

Went ahead and just doubled all the crushed/powdered things. And realized I missed temporal gears, so did those too :)

unHallowed , Jul 2nd 2025 at 11:07 PM

LivCi

Sure thing! Any others I can do at the same time?

LivCi, Jul 2nd 2025 at 9:00 PM

I love the mod so far, it saves a lot of storage space! Can you also increase the stack size for saltpeter?

unHallowed , Jun 29th 2025 at 1:49 AM

I haven't tested compatibility with any mods, but in theory toolsmith heads shouldn't stack due to the added attributes - except maybe if those values are identical. Doubt it tho. If you end up testing it I'd love to know how it goes LivCi

LivCi, Jun 27th 2025 at 6:05 PM

Since toolheads stack in this mod, I was wondering if compatibility with Toolsmith has been tested. Toolsmith adds additional attributes to the toolheads, such as durability and sharpness, so they shouldn't stack

unHallowed , Jun 22nd 2025 at 6:24 AM

Kaeviel

I can certainly increase stone stack sizes, this is just as far as I got before I started to get cross-eyed with the number to tweaks XD I'll add it to my list.

Kaeviel, Jun 21st 2025 at 11:00 PM

I notice there's no mention of stone and stone block stacks being increased. Will those be added? Otherwise, looks really good - and this one actually makes a few of my other mods redundant.