Mods / Vintage Symphony
- Tags:
- Author:
- Haviland
- Side:
- Client
- Created:
- Aug 6th 2024 at 5:01 PM
- Last modified:
- Aug 27th 2025 at 3:57 PM
- Downloads:
- 14668
-
Latest release (for Vintage Story 1.21.0, outdated):
vintagesymphony_1.0.4.zip 1-click install
Vintage Symphony is a situation-aware music engine replacement for Vintage Story. It removes almost all original music and replaces it with almost 70 instrumental tracks that change according to the situation you are facing.
The mod is currently in the testing phase. While most features should work as expected, there is still room for adjustments. So let me know if a track is to loud, becoming annoying, or does not fit the situation. Please check the available console commands as they show you more information about the track and the current situation assessment.
Installation
The mod can be installed using the 1-click-install.
The music will download the first time you play with the mod. A save-game reload is required for the music to be recognized.
Updating an existing installation
Delete the old mod file from your mods directory and install the new version manually or by using 1-click-install. Keep the vintage-symphony-assets_* file to avoid redownloading the music files.
Console Commands
.music info
Shows artist and title of the playing track
.music next
Finds a new song to play. Also interrupts music pauses.
.music stop
Stops the current track
.music config
Toggles the configuration dialog
.music debug
Toggles the debug overlay
Adding/Editing/Removing Music
Following your first install of Vintage Symphony, load a world once, then continue:
- Find "vintage-symphony-assets_1.x.x.zip" in your mod folder.
- Unzip the archive
- From here, you can add/remove tracks. Navigate to the folder with the music and musicconfig.json (located inside assets/vintage-symphony/music)
- Recreate the archive and overwrite the original asset file
Remove the track's entry in musicconfig.json, and delete its .ogg file. Make sure to avoid deleting an extra comma or leaving one.
Alternatively, modify a track's musicconfig.json entry to edit the track.
Create a new entry in musicconfig.json. Copy/Paste one of the other entries and edit it:
- "$type": "VintageSymphony.Engine.MusicTrack, VintageSymphony" <- Leave this the same.
- "source": "you can put anything in here" <- Displayed with .music info, typically the origin of the music: artist, show, etc.
- "file": "file_name" (Excluding the .ogg) It must: be lowercase and use dashes, and the file must be .ogg, and you do not include the file's extension. Special characters don't tend to work well, the alphabet is reliable. Additonally, THE MUSIC FILE MUST BE .OGG, NO VIDEO
- "title": "you can put anything in here" <- The title is displayed with .music info, or on the .music debug display.
- "onPlayList": "survival|creative" <- This can be left alone unless you have a specific use case.
- "situation": "idle|calm|adventure|danger|cave|temporalstorm|dead" <- Note: Songs that play during temporalstorm will not sound right at all, due to the auditorial glitch effects from the temporal storm. Additionally, at the current time cave music tracks do not appear to work.
- "volume": 1.0 <- Whatever volume you desire. 1 tends to work most of the time. Can be 0.5, 1.2, etc.
- Extra Properties. No comprehensive lists, scroll through the default music entries to find examples of the various properties. One notable property is "priority", this can be useful to prioritize/deprioritize a track.
Once you are done adding/modifying/removing tracks, add the assets folder (with your modified music) and the modinfo.json to a zip archive, then replace the original zip file in your mods folder. Recommended to use the exact same name for your new zip.
If the game crashes, and the logs say something about vintage symphony, (It will mention config, along with the exact line that is causing the problem) look for the error causing the issue and fix it in the musicconfig. Some common errors are misspelling the file in the config vs the file system, or missing a comma, bracket or ".
A non .ogg file will crash the game if it gets played.
Weird/non-standardized names (lowercase, dashes, no special characters) will tend to cause problems more often than not.
Here is a list of the extra properties a track can have as of the latest version, with example values (Some properties may be missing, but I believe all of them are here):
-
"priority": 1.0— How important this track is when picking between available ones. You’ll usually want to raise this if you're adding extra restrictions using the properties below. -
"minHour": 0— The earliest hour of the day this track is allowed to play. -
"maxHour": 24— The latest hour of the day this track can play. -
"minTemperature": -99— The lowest the current temperature can be for this track to play. -
"maxTemperature": 99— The highest the current temperature can be for this track to play. -
"minWorldGenTemperature": -99— LikeminTemperature, but uses the world generation temperature instead of the current one. -
"maxWorldGenTemperature": 99— Same idea as above, but for a maximum. -
"minWorldGenRainfall": 0.0— The minimum amount of rainfall the area received at worldgen. -
"maxWorldGenRainfall": 1.0— The maximum rainfall allowed. -
"minSunLight": 0— The minimum amount of sunlight required. This is the block light level where the player is standing and determines how much skylight can affect this block. Goes towards 0 in caves and mine shafts. -
"maxSunLight": 32— Maximum amount of sunlight. This might not fully work—needs more testing. -
"minDayLight": 0— Minimum amount of daylight for this track to play. (0=dark, 0.5=just before sunrise, 0.6=just after sunrise, ~1.1=noon) -
"maxDaylight": 2— Maximum amount of daylight. The actual maximum seems to be around 1.1 and 1.2. -
"minSeason": 0— Minimum season (0.0 = Jan 1, 1.0 = Dec 31) -
"maxSeason": 1— Maximum season
Release Notes
1.0.4
- Fixed crash when searching for resonators
- Slightly increased resonator search radius
1.0.3
- Updated for VS 1.21.0
- Increased the chance for the idle situation to become active
- Baby animals do no longer count as dangerous
- Cleanup and performance optimizations
- Reworked fight situation assessment
- Do no count hacked locusts as enemies
- Added workaround for unrelated crash (VS #5126)
1.0.2
- Fixed debug overlay updating when inactive
- Fixed an issue related to debug overlay which could cause a crash
- Fixed potential conflict with other mods using the same internal dialog ID
1.0.1
- Added progress bar for asset updates
- Increased track cooldown time
- Fixed music playing during temporal storms
- Improved debug menu performance
1.0.0
- Major rewrite of core systems
- Applied changes made by DoodleGarbage (thank you for maintaining the mod)
- Added new 17 tracks to improve variety for certain situations (death, desert climates, winter and cold climates)
- Added daylight property to tracks
- Fixed music playing over resonators
- Fixed track selection bias favoring a handful of songs
- Partial fix for track overlap issue (still possible in some cases)
- Improved debug overlay
- Improved performance
- Various minor bug fixes and improvements
0.9.2
- Moved music tracks to a separate content mod
- Implemented an auto-updater to download the music content mod
- Tamed track substitutions (tracks are now replaced less often)
- Improved pausing behavior between tracks
- Fixed issue where minimum track playback time was not respected
- Slightly increased track cooldown durations
- Increased track randomness slightly
- Factored distance to rifts into situation scoring
- Improved various situation scoring formulas
- Various minor bug fixes and improvements
0.9.1
- Configurable music loading / filtering
- Added update check and notification
- Added graphical configuration dialog
- Do not require mod to be available on server in multiplayer
0.9.0
- Initial release
Known issues
- Neutral mobs might not trigger fight music when attacking
Songs and Attributions
All used tracks are royalty free.
Run Faster (David Fesliyan), No Way Out (David Robson), Araguatos (Reynard Seidel), Not Much To Say (David Fesliyan), The Quiet Morning (David Fesliyan)
https://www.fesliyanstudios.com
Desolation, Dramatic Story by Alex-Productions | https://onsound.eu/
Music promoted by https://www.free-stock-music.com
Creative Commons / Attribution 3.0 Unported License (CC BY 3.0)
https://creativecommons.org/licenses/by/3.0/deed.en_US
Impossible Decision, Music by Eric Matyas
www.soundimage.org
Epic Drums (Playsound), Epic Orchestral Drums (Playsound), Taiko Percussion - Preparation for Action (Sonican), Funeral (Music for Videos), Funeral (SergeQuadrado), I Believe in Ice (KOKOSHUNGSAN-NET), Melting Snow (_Yasuko_), Desert Scape - Atmospheric World Nature Loop (Sonican), Forgotten Deserts (moodmode), Marrakesh (matthewmikemusic), Desert Bells (matthewmikemusic), Goldminer's Daughter (VictoryOlympiaDay), I Cannot Speak (VictoryOlympiaDay), The Wanderer's Song (Echonn), Slight (oceaniprofondi), Morning Mood - Edvard Grieg - Flute Selection (JuliusH)
https://pixabay.com
Special thanks to Jon Algar for his beautiful music, along with Christian Andersen, Ethan Sloan,Farrell Wooten, Atlas Kind, Bonn Fields, Breathing Tides, Christophe Gorman, Deskant, Edward Karl Hanson and Hanna Lindgren from EpidemicSound.
https://www.epidemicsound.com
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.4 | vintagesymphony | 6094 | Aug 27th 2025 at 3:57 PM | vintagesymphony_1.0.4.zip | 1-click install | ||
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| 1.0.3 | vintagesymphony | 428 | Aug 26th 2025 at 4:09 PM | vintagesymphony_1.0.3.zip | 1-click install | ||
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| 1.0.3-rc.2 | vintagesymphony | 181 | Aug 25th 2025 at 3:20 PM | vintagesymphony_1.0.3-rc.2.zip | 1-click install | ||
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| 1.0.3-rc.1 | vintagesymphony | 343 | Jul 31st 2025 at 7:09 PM | vintagesymphony_1.0.3-rc.1.zip | 1-click install | ||
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| 1.0.2 | vintagesymphony | 2427 | Jul 18th 2025 at 7:11 PM | vintagesymphony_1.0.2.zip | 1-click install | ||
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| 1.0.1 | vintagesymphony | 415 | Jul 15th 2025 at 4:36 PM | vintagesymphony_1.0.1.zip | 1-click install | ||
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| 1.0.0 | vintagesymphony | 1571 | Jul 13th 2025 at 1:44 PM | vintagesymphony_1.0.0.zip | 1-click install | ||
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| 0.9.2 | vintage-symphony | 2647 | Aug 17th 2024 at 2:05 PM | Empty | vintage-symphony_0.9.2.zip | 1-click install | |
| 0.9.1 | vintage-symphony | 306 | Aug 9th 2024 at 4:02 PM | Empty | do_not_download_read_instructions.zip | 1-click install | |
| 0.9.0 | vintage-symphony | 256 | Aug 7th 2024 at 4:12 PM | do_not_download_read_instructions.zip | 1-click install | ||
|
This is a dummy release! Do not download! Read the instructions on the mod page on how to install the mod. | |||||||

Does not work in 1.22.3, crashes the game.
Love this mod, hope it gets updated.
Any chance you will be updating this to 1.22? I'm hoping to make my music mod compatable with it.
I swear i installed everything right, but the music just doesn't play ingame and when i try the .music info command it instantly crashes the game. All the other commands work fine except .music next, wich doesn't cause any music to play. Maybe I'm just missing something?
multiplayer has a problem with the server telling the client about it, there should be a `"side": "client"` in the config for both parts of the mod
Not sure if its a conflict with another mod i have but occasionally during a track switch / play my game will briefly freeze, and sometimes during these freezes my game will hard crash to desktop with no error log to trace the source of the crash.
I will enable all the additional crash monitoring debugs i can and hope the issue shows up. playing on 1.21.6
There is a lot of music overlap in this mod. Particularly, very long ambient tracks will play for a really long time, and other tracks will trigger during them.
question how did you get your mod to fit on here it wont let me load anything bigger than 50 mb :/
I don't know why but when I'm on the surface the cave ambiance will play for ages with this mod installed. It happens most often after fighting for a prolonged time. Even the normal music will play at the same time as the ambiance. It is increadibly annoying. Any idea why this is happening? I honestly just want the music without every little thing cutting songs short.
Colderphoenix2 That would be a nice addition, but it would have to go in a separate mod, because I want to keep this one client-side only.
ZeroAresIV You can enable the original soundtrack in the mod settings (type ".music config" in chat)
I wish this mod didnt remove the main VS soundtrack
It would be cool to get some cylinders of the music.
x32 XyrVexus ghostmaner
Sorry everyone for the late reply. I'm currently taking part in some professional development and only get home on weekends until April. My free time is pretty limited right now, so please don’t expect much progress during this period.
If an update completely breaks the mod or makes it unusable, please let me know — I’ll do my best to fix those issues. Smaller fixes and new features will have to wait for now.
Thanks for your understanding!
Wish there was a way to disable situation awareness. Or a possibility to resume track that was interupted by battle music.
Hey there, I encountered a crash. I had just created a new world & was generating terrain:
Does the cave ones still broken? because i tried to put some with that situation and they doesn't seems to work
That was it! Despite it downloading automatically for some reason it was disabled >.<
Vanra could you check the following:
Sadly didnt helped. File was already there. I redownloaded it from link manually - Nothing. I deleted mod, assets and configs, and redownloaded everything but issue still persist. Each time I enter world loading bark in top left corner fills up and it asks to reload 😥
EDIT:
Just notced in mod folder that judgining by date last modified assets being redownloaded each time world launches 😖
Vanra There's no incompatibility that I'm aware of. If it asks to reload, maybe the asset file download fails for some reason. Please check if your VintageData/Mods/ folder contains the file vintagesymphonyassets_1.1.0.zip. If it is not there or currupt, try downloading the file manually (link) and save it to the Mods/ folder. Let me know if this works for you.
Hey there... im having "issue" not entierly sure whats happening. Everytime I load world Symphony updates and wants me to reload, but when I enter .music next it plays track, but for about and hour of play i didnt hear any music play - Caves -forest - few fights in caves and now termoral storm. Does Vintage Symphony conflict with any of Symphony mods by Salty?
Arcanum3000 Your assumptions are right. Just that it's not really a chance for the track playing but more like a simple sort operation. Everytime you load the game the playlists are shuffled and tracks with higher priorities will play before the other tracks. But the track priorities need some work since they have not been changed since version 0.9.x where things worked differently.
Haviland I usually have reason to quit every couple hours for one reason or another. I've had it come up multiple times in a play session though. I had thought the mod would be doing a dynamic shuffle, where it looks at all the tracks that are eligible to be played at a particular moment then choses one at random (with the priority being a multiplicative weight to the track's chances). Is that not the case?
animatiV Thank you for the report. I will look into it.
Arcanum3000 It's propaby because of the higher priority of the track – I need to rework those. But this should only put the track before the others, not causing it to play constantly. Do your reload / restart your game often? When you do this, you reset the playlists and tracks with higher priorities will be prefered again.
I like all the additional music, so thank you for the work of putting it all together, but I feel like I'm hearing the same few tracks over and over. Like I swear I hear Jon Algar - Four Weeks of Sauntering constantly. I removed the extra properties from Four Weeks of Sauntering in the json file, and it seems to have stopped playing entirely? Or is at least playing much more rarely?
Haviland
animatiV thank you for reporting this issue. It should be fixed in 1.0.4
Running on 64 bit Windows 10.0.19045.0 with 32549 MB RAMGame Version: v1.21.0 (Stable)
27.08.2025 02:08:26: Critical error occurred in the following mod: vintagesymphony@1.0.3
Loaded Mods: bettercrates@1.9.0, bettertraders@0.0.10, bettertranslations@0.0.28, bola@1.2.3, buzzybees@1.1.6, chiseltools@1.15.1, containersbundle@1.1.2, hangingoillamps@1.0.5, immersiveorecrush@2.2.2, juicyores@1.0.0, m00ngrass@1.0.6, moreicons@1.1.0, nacatfish@2.0.2, nosurfaceshivers@1.0.0, overhaullib@1.1.1, plumpkins@1.1.0, primitivesurvival@3.9.4, scrollrackable@1.4.0, shelfobsessed@1.6.0, tankardsandgoblets@1.2.0, thearthoard@1.0.1, game@1.21.0, vsimgui@1.1.11, wildfarmingrevival@1.4.0, zoombuttonreborn@2.0.0, abcsredux@2.0.3, alchemy@1.7.11, apebeams@1.1.0, arrowbarrels@1.2.0, betterruins@0.5.0-rc.1, bullseyecontinued@3.4.1, butchering@1.10.0-rc.2, carryon@1.10.0, configlib@1.10.1, dampenedanvil@1.1.0, danatweaks@3.5.1, extrainfo@1.10.0, farseer@1.3.2, fromgoldencombs@1.9.1, hudclockpatch@1.1.1, itempickupnotifier@1.7.3, jebsinventorytweaks@1.1.0, kevinsfurniture@1.7.3, maltiezcrossbows@1.5.1, maltiezfirearms@1.1.4, moreanimals@1.5.0, morepiles@2.2.0, mountcamerafix@0.2.0, ndlwoodentorchholder@2.0.0, nemi@1.1.0, pelaguswinds@1.2.2, claywheel@1.1.3, purposefulstorage@1.4.1, statushudcont@3.3.0, th3dungeon@0.4.4, thecritterpack@1.1.3, togglemousecontrol@1.3.0, togglesneak@1.1.0, toolsanimations@1.2.2, viesblocks@2.5.3, viescraftmachines@2.4.1, vintagesymphony@1.0.3, creative@1.21.0, survival@1.21.0, mapwaypointcolors@1.1.2, wildgrass@1.3.4, xlibrabite@0.8.20, autoconfiglib@2.0.7, bettersmelting@0.2.1, vintagesymphonyassets@1.1.0, xskillsrabite@0.8.23
System.NullReferenceException: Object reference not set to an instance of an object.
at VintageSymphony.Situations.Facts.SituationalFactsCollector.<>c__DisplayClass35_0.<UpdateResonators>b__0(Block block, Int32 x, Int32 y, Int32 z)
at Vintagestory.Common.BlockAccessorReadLockfree.WalkBlocks(BlockPos minPos, BlockPos maxPos, Action`4 onBlock, Boolean centerOrder) in VintagestoryLib\Common\API\BlockAccessorReadLockfree.cs:line 474
at VintageSymphony.Situations.Facts.SituationalFactsCollector.UpdateResonators()
at VintageSymphony.Situations.Facts.SituationalFactsCollector.GatherFacts(Single dt)
at VintageSymphony.Situations.Scoring.SituationAssessor.Update(Single dt)
at VintageSymphony.Engine.MusicEngine.UpdateSituation()
Haviland thanks for the clarification! Hopefully the root problem will be solved at one point. If it's about something having bad geometry, maybe one of the other mods I have are interfering and causing this.
Still, I am glad you managed to do a workaround for the issue as I genuninely love the music and the feel this mod has. I was sad to have to disable it. Thank you!
DrBubba DataMin3r did a great job analyzing the logs. Vintage Symphony appears in the OpenAL errors but so do other mods and components of the vanilla game. My recommendation would be to monitor RAM and VRAM when playing and, especially, when the freezes occur. If your operating system slows down at this time, it would be a strong indicator of low RAM/VRAM. If you find it to be the case your issue boils down to either: 1) there is a memory leak in the game or a mod you are using or 2) you simply have not enough RAM/VRAM :)
My recurring problem is that I keep having the game freeze up, sometimes for a few seconds, sometimes for many, many minutes. I was going to go into the details (and DID, until I saw this comment had gotten ridiculously long so I deleted it), but in order to spare everyone else who doesn't care at all, I'll just link you to the post/thread if you're curious. LOL :D
DrBubba you're most welcome. It's hard to tell what's causing the error messages given the provided log output. It could be a single mod, a combination of mods, the vanilla game itselfs or a side effect of uninstalling a mod which left artifacts in your world. You mentioned a reddit post and I'm not sure if it yours but taking the chance: if your issue is that no music is playing at all: have you checked the music volume is not set to zero? And if this is not the case, please check the in the mod configuration, that all or any music libraries are enabled in the mod config (".music config" in the chat window).
Ah, thanks Haviland, I wonder if those didn't belong to SaltyWater instead and the redditor got them confused? We shall see, but thank you for taking the time to dig! <3 <3 <3
MrApothic Prior to v1.0.0 there was actually an issue where a handful of tracks were heavily favored in playback, which is why you probably kept hearing the same one on loop — that’s been fixed now. There are still a few different flute-based tracks in the pool, though since most come from the same artist they can sound a bit similar at times. I hope this helps :)
Hello! I have a brief question, from what this mod entales if I understand it correctly that it'll play a vaiation of the music tracks listed for the instrumental tracks within the mod. However from my brief two hours of trying the mod the only song I ever heard with flute being the instrument was Run Faster.
I am curious what your systems entale for another song to play but from what I was experiencing could be feeling as if I left a youtube 2 min song on loop.
And please do not take this as a negative, I genuninely am curious if I ended up doing something wrong with your mod when playing as I am a homesteader at this point and I'm designing a village \ farming area so I don't need to really explore at this stage \ year in my game.
If you can enlighten me I want to try this mod again and maybe add in some music of my own into this.
Thank you for your time-
-Apothic
DrBubba I did a bit of digging and found many of the following errors, but they are very likely unrelated to this mod:
16.8.2025 15:48:13 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/woodpecker_3.ogg: InvalidName
16.8.2025 15:48:13 [Warning] OpenAL Error during before setposition vec3 of sound game:sounds/environment/waterwaves.ogg: InvalidName
16.8.2025 15:48:23 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/bird_7.ogg: InvalidName
16.8.2025 15:48:24 [Warning] OpenAL Error during before setposition vec3 of sound game:sounds/environment/waterwaves.ogg: InvalidName
VeteranKyl Thanks for clearing that up. Hacked locusts should no longer count as enemies in 1.0.3-rc.2.
Mandros Thanks for reporting this. It looks like something in your world has bad geometry or colliders. There’s an open issue in the official bug tracker if you’d like to participate. As for this mod, I added a workaround in 1.0.3-rc.2 to prevent a crash to desktop. The root cause, however, is not yet fixed.
It happens frequently. It happens when I chisel and the track switches. Shame. It means I can't enjoy the mod as long as I chisel.
I just experienced this crash. Not sure if it was caused by an interaction between this mod and others or this mod purely.
See the bellow crash log.
What I was doing at the time, if it helps:
Running on 64 bit Windows 10.0.26100.0 with 32698 MB RAM
Game Version: v1.20.12 (Stable)
8/25/2025 11:51:49 AM: Critical error occurred in the following mod: vintagesymphony@1.0.2
Loaded Mods: aculinaryartillery@1.2.5, betterloot@1.1.4, bettertraders@0.0.10, buzzybees@1.1.5, chiseltools@1.14.21, rlldtco0001@1.2.3, fancysky@1.1.6, bovinae@0.2.4, caninae@1.0.32, cervinae@0.1.6, chelonioidea@1.0.2, elephantidae@1.0.13, felinae@0.2.10, spheniscidae@1.0.11, hit@2.3.1, particlesplus@2.3.0, primitivesurvival@3.8.0, prospecttogether@2.0.7, sortablestorage@2.3.1, temporal_gears_stack@1.0.0, traderssellcrowbars@0.0.2, translocatorengineeringredux@1.5.8, volumetricshadingrefreshed@0.9.0, game@1.20.12, vsimgui@1.1.8, zoombuttonreborn@2.0.0, animalcages@3.2.2, apelanterns@1.1.2, apewindows@1.3.0, egocaribautomapmarkers@4.0.2, betterfirepit@1.1.6, betterfpcamera@1.3.0, BetterProspecting@1.7.0, betterruins@0.4.15, carryon@1.9.9, commonlib@2.6.1, configlib@1.5.3, danatweaks@3.4.5, expandedfoods@1.7.4, extrainfo@1.9.10, farseer@1.3.1, foodshelves@2.2.1, hudclockpatch@1.0.7, knapster@2.14.6, mobsradar@2.1.8, stepupadvanced@1.1.0, terraprety@7.0.5, vintagesymphony@1.0.2, creative@1.20.12, vsquest@2.0.0, survival@1.20.12, vsvillage@2.0.0, waypointtogethercontiued@3.1.0, xlib@0.8.16, stonequarry@3.4.3, vintagesymphonyassets@1.1.0, xskills@0.8.19, xskillscatchablepatch@1.1.1
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.API.MathTools.AABBIntersectionTest.RayIntersectsBlockSelectionBox(BlockPos pos, BlockFilter filter, Boolean testCollide) in VintagestoryApi\Math\AABBIntersectionTest.cs:line 116
at Vintagestory.Common.GameMain.RayTraceForSelection(IWorldIntersectionSupplier supplier, Ray ray, BlockSelection& blockSelection, EntitySelection& entitySelection, BlockFilter bfilter, EntityFilter efilter) in VintagestoryLib\Common\GameMain.cs:line 135
at VintageSymphony.Situations.Facts.SituationalFactsCollector.IsEntityVisibleEnemy(Entity entity)
at Vintagestory.Common.GameMain.GetEntitiesAround(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in VintagestoryLib\Common\GameMain.cs:line 229
at VintageSymphony.Situations.Facts.SituationalFactsCollector.UpdateEnemyDistance()
at VintageSymphony.Situations.Scoring.SituationAssessor.Update(Single dt)
at VintageSymphony.Engine.MusicEngine.UpdateSituation()
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
Haviland In reply to your other comment, the hacked locust comes from the Clockmaker using a Tuning Spear on either a Bronze or Corrupted Locust to turn it friendly, giving you either a Hacked Bronze Locust or a Hacked Corrupted Locust.
Vintage Story Wiki: Locust
Thanks, Haviland, and you're so very welcome. If it matters, the redditor said there were a few exceptions being thrown "near the end" of the logs. I know that's not horribly helpful, but I hope it helps. :)
Haviland Just confirmed that it's not your mod, I just had it happen again even though I uninstalled VIntage Symphony. The joys of weird, hard to track down bugs >->
I don't have much free time right now, but I'll look into the issues as soon as I can. Thank you for the kind words, El_Neuman and DrBubba — I really appreciate it.
VeteranKyl I play on Homo Sapiens, so I’ll need to figure out what a hacked locus is first, but it looks like an easy enough fix
DrBubba I had a quick glance at the logs and couldn’t find a direct exception related to this mod, but I’ll take a deeper look as soon as I find the time.
I've noticed that the combat music tracks will play if there are Hacked locus nearby. Would it be possible to have the mod consider them friendly so combat music isn't triggered by them?
Спасибо за такой прекрасный мод, он очень разнообразит атмосферу игры новыми, великолепными композициями, которые идеально вписываются в игру! Я так же добавил в мод некоторые композиции из игры "Core Keeper", они так же невероятно красивые и идеально подходят, очень рекомендую!)
Thank you for such a wonderful mod! It really enriches the game’s atmosphere with new, magnificent tracks that fit perfectly into the gameplay! I’ve also added some compositions from the game Core Keeper to the mod — they’re incredibly beautiful as well and fit perfectly; highly recommended!
Heya, Haviland
Running into some problems with my game and while asking for help on reddit, a lovely user went through my logs and identified a few things, some of which turned out to be Vintage Symphony throwing some errors and I wanted to share them with you on the off-chance they could be helpful. You can find my logs here.
I hope they're helpful! Thanks for such a wonderful mod.
abculatter_2 I checked where the exception was raised, and it happens when the vanilla game accesses the weather data for a given position. This mod doesn’t use or modify those systems, so I’d say the issue likely isn’t related to the mod. That said, it’s hard to make an educated guess about what’s actually causing the problem.
Been having a somewhat rare, weird crash happening which I think is caused by this mod, but it's rare and random enough that I can't be sure. I tried updating to the latest rc (1.0.3-rc1) but that just crashes the whole game immediately upon starting a world, so cannot confirm if it's been fixed in that one. It seems to mainly happen when I'm wandering around exploring. Annoyingly it doesn't produce a normal crash log, instead giving me a pop-up window that tabs-out of the game, saying that there's an issue with a game thread (I don't remember the exact wording, I'll try to remember to take a picture if it happens again) and it needs to quit, and then the world closes and the game goes to the main menu. The first crash log, as far as I can tell, has these two relevant bits that I saved from the client-main.log (sorry I didn't save the full log;
9.8.2025 15:14:24 [Error] Exception: Object reference not set to an instance of an object.at Vintagestory.GameContent.WeatherDataReaderBase.LoadLerp(Vec3d pos, Boolean useArgValues, Single lerpRainCloudOverlay, Single lerpRainOverlay, Single dt) in VSEssentials\Systems\Weather\WeatherDataReader.cs:line 250
at Vintagestory.GameContent.WeatherSystemBase.Event_OnGetWindSpeed(Vec3d pos, Vec3d& windSpeed) in VSEssentials\Systems\Weather\WeatherSystemBase.cs:line 63
at Vintagestory.GameContent.WeatherSimulationParticles.asyncParticleSpawn(Single dt, IAsyncParticleManager manager) in VSEssentials\Systems\Weather\WeatherSimulationParticles.cs:line 329
at Vintagestory.Client.NoObf.SystemRenderParticles.OnSeperateThreadGameTick(Single dt) in VintagestoryLib\Client\Systems\Render\Particle\RenderParticles.cs:line 270
at Vintagestory.Client.NoObf.ClientThread.Update() in VintagestoryLib\Client\ClientThread.cs:line 81
at Vintagestory.Client.NoObf.ClientThread.Process() in VintagestoryLib\Client\ClientThread.cs:line 67
And mods used;
The second time it's happened so far I saved the full client-main.log and have it as a zip file, but it seems there's no attachment function and it's too long to post in a comment, so I'm not sure how best to send it to you.
Swiftthistle Thank you for reporting this. In testing it mostly worked, but I did encounter some edge cases where the music played erratically. I'm in the process of improving the fight detection system and will be looking into the overlapping issue as part of that, or shortly after.
The combat/danger checks keep either overlapping or breaking in some way, because they're choppy and not functioning correctly.
DuckGundersin This is a client-only mod and does not need a server-side installation. Just make sure your clients have the files vintagesymphony_1.0.2.zip and vintagesymphonyassets_1.1.0.zip inside their mod folders.
yes we had Vintage Symphony 1.0.0 in are MP server and once we put the new version 1.0.1 and now 1.0.2 into the server and removed the old the music dose not work. I am not sure what to look at any help would be great thanks.
Works wonderfully, thank you! Take some time and focus on your other priorities in you're busy. I am just really appreciative of the work you've put in and wish you the best of luck ^^
KodaPop Kaschperle The issue should be resolved in version 1.0.2. Performance may still take a hit when the debug overlay is open, but that's to be expected.
KodaPop thank you for capturing the profiler data. What you described would explain why I was unable to reproduce the performance degradation – since in my debug builds, the overlay is active from the start. I'll look into the issue, but I have a pretty busy week ahead, so it may take a bit longer.
Since I am experiencing the same thing as Kaschperle, here's my debug output:
55.04ms, call : all
48.41ms, 1 call : DebugOverlayTextUpdate
0.94ms, 1 call : rendTransparent
0.58ms, 1 call : rend3D-ret-lp
0.66ms, 1 call : rend3D-ret-opnc
0.59ms, 18 calls, avg 32.95 us/call: Ortho-
0.56ms, 1 call : Before-chtema
0.54ms, 65 calls, avg 8.31 us/call: esr-afteranim
0.52ms, 1 call : rend3D-ret-op
0.40ms, 230 calls, avg 1.75 us/call: Opaque-beanimutil
24.32ms, call : all
11.47ms, 1 call : mrl
8.33ms, 1 call : tick-entitylisteners (mainly BlockEntities)
5.78ms, 1 call : gmleVintagestory.Client.NoObf.HudElementBlockAndEntityInfo
0.64ms, 2 calls, avg 322.35 us/call: blockinteractionhelp-recomp-2.3
0.56ms, 2 calls, avg 278.05 us/call: blockinteractionhelp-recomp-2.2
0.44ms, 1 call : gmleVintagestory.GameContent.WorldMapManager
0.74ms, 1 call : rend3D-ret-op
0.57ms, 1 call : rend3D-ret-opnc
0.47ms, 18 calls, avg 26.00 us/call: Ortho-
Looks like that debug text is still oddly causing performance drops, even when it is in the background (didn't have it enabled when profiling).
Also, that output with the mod enabled happened probably twice every second, that was just the worst one, logging at 40ms.
When the mod was disabled, I got no spikes so I had to reduce the profiling to 20ms to get an output.
I've got an I7 8700, 6 core (12 thread) processor.
I did some testing with the mod, and found another bug where the debug menu stops working after it is disabled once. When I disable it, the lag spikes go away, and logs start looking like that second output. That's probably why I didn't notice it at first, because I checked the debug output the first few times on the new version. But yeah, seems that debug menu is still a weird performance draw :p
So temporary workaround for people also experiencing this problem: type `.music debug` in the console twice after loading into a world, and you should be good!
Above fixed in v1.0.2!
Yes it works, I re-checked my modlist and found that the port by Doodle was still there, it all works now, sorry about that! 😅
Kaschperle I did a bit of experimentation and could not measure any impact of my mod with 70 bears around me. All the heavy lifting is done in the background and the game does not wait for the computation to complete (meaning the FPS should be unaffected). The only reason I could see this happening, is when the CPU has only few cores (like 2 or 3) and is at its limits. But with your CPU this should not happen. If you notice the performance drop again, you can check what is causing the performance issues using the built-in frame profiler (see: https://wiki.vintagestory.at/Debugging_Performance_Issues). This would help identify issue.
LunaGore Please check if your VintageData/Mods/ folder contains the file vintagesymphonyassets_1.1.0.zip. If it is not there, then the download fails for some reason. In this case you can download the file manually (link) and save it to the Mods/ folder. Let me know if this works for you.
Everytime I load my save after switching back to this version of the mod it prompts to reload because new assets were loaded. Doesn't matter how many times I reload the save, it just prompts me to do it all over again 😭
Haviland I am using a ryzen 7 3700x 8 core processor overclocked to 4.2 ghz It makes sense as Salty's Cavesymphony does similiar check with "tunnels" maybe you should get into contact with SaltyWater as both your mods seem similiar and checking where the player is etc.
I have noticed a regular spike in performance, but it wasn't bad until I reached some more heavy load areas. And indeed, disabling the mod resolved this performance drop. Intuitively it sounds like this may be related to regular danger/combat checks, and could probably be optimised with some sort of entity caching alsongside more aggressive search space pruning. But I am talking out of my ass, I haven't messed with the modding API yet :p
KodaPop Thank you very much!
Kaschperle With version 1.0.0, I significantly increased the update frequency of the situation evaluation so that the system can respond more quickly to dynamic situations (such as combat). But I'm sure there is still room for optimization - perhaps even in the form of configurable options (e.g. update frequency). Could you let me know what CPU you're using to help me put things into perspective?
so I do have make this stament the older none edited version of your mod runs better on 1.20 (the old quick fix it seems https://mods.vintagestory.at/vintagesymphonyx#tab-files) but the new system eats the fps on my modpack lowest framerate to 20-30 other version 50-60 had that same issue with salty's cace symphony but then we figured out to disable one of the sound system checks and it ran flawlessly. So it has to be something similiar with the new system.
Awesome work on the update, thank you! Very much appreciate the work you've put into this :)
el_shift Oh my xD. I renamed it and include the change in the next update. Thanks for the heads up!
Haviland one of the users reported problem when they using your mod with mine. My mod's GUI renders black. I figured it out, we both used "myAwesomeDialog" as ID for the composer :D. I have updated mine, I advice you to do the same. :)
https://github.com/Dantoes/VintageSymphony/blob/5e537ac6ff0e12c24541be82cb5444235912a95e/VintageSymphony/Config/ConfigurationDialog.cs#L40
potoes I haven't tested compatibility, but it should work alongside Salt's sound mods. Feel free to report any issues you encounter.
Does this mod have compatibilty with Salt's various sound symphony mods?
Wandour This mod downloads a complementary asset mod. Find it in your mods folder (vintagestoryassets-1.x.x.zip) and open the file assets/vintage-symphony/music/musicfonfig.json. This file contains the conditions on which tracks start to play. Check the mod page for descriptions of the track properties.
KodaPop Thank you! The bug with calm music during temporal storms is an oversight by me. I try to release a hotfix later that day. I will also lok into the debug menu performance.
Love this addition! Adds some fun variety, and makes the random bear attacks that come behind me on a hardcore world feel extremely intense lol.
However, for some reason the calm tracks play when I am at home during a temporal storm. In the debug view, Calm is at the lowest probability, yet green. I assume it is because I am in my house, but it is not very thematic to the chaos of a temporal storm :p
Also! The debug menu absolutely tanks my fframerate, even after disabling it using the command a second time. I have to reload the entire world for the framerate to stabelise again.
Fantastic mod though, can't wait to see how it progresses :)
dang there are so many tracks but no description of what they play on, would save alot of time to modify if we know whats what Dx
I been testing tracks for hours
Hello friendly people! I've made a fork of Vintage Symphony for 1.20.x, fixing the bugged chat commands, and adding a new situation (no songs, you will have to add them yourself, detailed in the README)
You can find it here.
@Haviland Hello, I'm trying this mod out for the first time and when i start my game, it says symphony assest updated, reload your save game to apply. I've restarted the game but it keeps saying that and no music is playing.
DanekJovax
My best guess is that you still have Vintage Symphony Assets installed, a seperate section of this mod. I can't guarantee that's the reason, but it's my best guess.
We had this mod removed from our server, however players who removed their copy of the mod (which installs in their local, client mods folder, strangely) gets a new copy reinstalled automatically when rejoining our server. Is there something else re-asserting this mod, despite removing it from the server and related clients? Please advise.
Great mod!
After a restart I'm getting overlay between Vintage Story default music and this mod, on initial install I selected not to use VS music and it worked fine. I tried using the .music config command but get an error that the command doesn't exist.
An update for anyone looking to add their one tracks - It is possible! And here's a quick guide on how.
Following your first install of Vintage Symphony, load a world once, then continue:
Find "vintage-symphony-assets_1.0.0.zip" in your mod folder.
Unzip it somewhere.
From here, you can add/remove tracks. Navigate to the folder with the music and musicconfig.json (located inside assets/vintage-symphony/music)
To Remove a track:
Remove the track's entry in musicconfig.json, and delete its .ogg file.
Alternatively, modify its musicconfig.json entry to Edit a track.
To Add a track:
Create a new entry in musicconfig.json. Copy/Paste one of the other entries and edit it:
- "$type": "leave this the same"
- "source": "you can put anything in here"
- "file": "The name of your file. It must: be lowercase and use dashes, and the file must be .ogg, and you do not include the file's extension here." <- Special characters don't tend to work well, stick to the alphabet. Additonally, THE MUSIC FILE MUST BE .OGG
- "title": "you can put anything in here"
- "onPlayList": "leave this the same"
- "situation": "idle|calm|adventure|danger|cave|temporalstorm" <- Note: You may need to play with priority to get a cave music track to play, and songs that play during temporalstorm will not sound right at all, due to the auditorial glitch affects from the temporal storm.
- "volume": 1 <- Whatever volume you desire. 1 tends to work most of the time.
- Extra Properties. Scroll through the entries to find examples of the various properties. One notable property is "priority", this can be useful to prioritize/deprioritize a track.
Once you are done adding/modifying/removing tracks, add the assets folder (with your modified music) and the modinfo.json to a zip archive, then replace the original zip file in your mods folder. Recommended to use the exact same name for your new zip.
If the game crashes, and the logs say something about vintage symphony, check if any songs in musicconfig.json don't have a file counterpart/the file counterpart is incorrectly named.
A non .ogg file will crash the game if it gets played.
Weird/non-standardized names (lowercase, dashes, no special characters) will tend to cause problems more often than not.
Enjoy your new soundtracks in game! I sure am.
Just want to say, I am LOVING this. It is an awesome addition to vintage story and I love the level of immersion this adds. The situational awareness is hands down the best part. I still need to give it a thorough run (about to test enabling Vintage Story music in config, because I feel the VS base music is an incredible fit for traveling and peaceful moments)
Being able to mod the music for this would be cool as fuck, and I could achieve a transcendent level of immersion with this. Add variety, change the tone of various situations, the possibilities are endless.
But whatever you do, thank you for this awesome mod!
I second @chichichi
I also would absolutely love it it was possible to have it organized in folders to such situations, I am a big games tracks guy. i got tons of collections I could try but im not good with modding so :c
kenshi inspired, really should talk to the Devs about this in the Main game version, this would be so cool.
Really like the mod. I'm not sure if this is the place to report it, but I've found a bug - executing the .music next command followed by .music info while underground will crash the game.
Speaking of the underground - do you have any plans to do stuff with music there? I really haven't played very much with this mod at all yet, but I noticed that just like in vanilla it cuts off the music currently playing whenever I go into my basement, which is a shame. I would love the option to at least have regular music play while underground.
super cool mod!!
would love to see custom music pack support for this. Maybe folders organized by each situation that you can drag and drop ogg files for the mod to pick between.
keep up the great work!
@Novadegree Thank you! I'm glad you like it.
@Azie The symptoms you describe sound odd to me, because the content mod is not a requirement for the music engine. You should not get a message that a dependency is missing.
Please try the following: Enable the main mod and load into a single player world. The download of the music should start in the background and a notification should be displayed at the top left corner once it's finished. You should find the content mod in your mods folder and in the in game mods list (reload mods). Then try to join a multiplayer server and see if it works. The mod is client only and it's not necessary to install it on the server side.
If the download does not work for some reason, you can download the content mod from here:
https://github.com/Dantoes/VintageSymphony-Assets-Release/releases
Please let me know if that worked for you. I'd like to add that I'm currently on vacation on and won't be able to answer for the upcoming two weeks starting tomorrow.
I'm trying to play with this mod on a server and the client keeps saying it's unable to find the assets mod and that I have to install it manually. Any fix? We have another player on the server that moved the mod into their singleplayer mods folder, loaded a singleplayer world, chose to load vintage symphony music, saved and quit, restarted, and was able to join the server just fine. He does not have the assets mod in his mod folder and neither do I.
This mod is fantastic! I love it! You did a great job!
Version 0.9.2 is out, bringing many improvements. The mod can now be downloaded like any other, as the music files have been moved to a separate content mod that will download automatically when you start the game. A save-game reload is required for the changes to take effect.
Be sure to check the patch notes and share your feedback!
Really enjoying the new music. Very well done.
@dashr Thank you! I experimented with AI music generation but failed to create anything emotional or beautiful. In the end, I'm happy with how it turned out.
@Blink Tracks are meant to replace each other, but that shouldn't happen frequently. Can you describe the situation you were in? Were aggressive creatures nearby? How did the music behave exactly?
First off thank you for making and sharing this mod. I love it but tracks play over top of each other every so often. I'm using 0.9.1.
I highly respect you for using authentic music, while also credit the artists without using ai garbo. Respect to you and keep up the great work.
pog
I released version 0.9.1 with an option to keep the original music, an in-game update check and more. The configuration dialog should open the very first time the mod is loaded. You can re-open the dialog at any time using console commands.
I'm glad you guys like the mod! Keeping the original music should be relatively easy to implement. I'm going to include this as an opt-in feature in the next release.
I'm still somewhat surprised, because removing the original music was my motivation to create this mod :)
Logged inn to tell you that this is great! The music you've chosen and the way it integrates with the game is great, I love that entering a temporal rift distorts the music 😎
I agree with my fellow folks here that it might be wise to allow a toggle or something to enable the OG soundtrack (even though I personally don't enjoy it that much).
I would also love a version that keeps the original music and changes the engine.
That's awesome
I've gotta second Mr Goose, here. The base games music is really really good, and losing out on it would be the main thing that keeps me from wanting to use this mod as an autoinclude.
would love a version of this that keeps the original music but changes the music engine and only adds a few songs