Mods / SafeHome

Tags:
QoL Gameplay Behavior Mob-Spawns
Author:
MErevGe
Side:
Both
Created:
Sep 28th at 9:56 AM
Last modified:
4 days ago
Downloads:
708
Recommended download (for Vintage Story 1.22.7):
vssafehome_0.1.4.zip  1-click install

SafeHome expands Vintage Story’s room detection and protects sufficiently lit, enclosed rooms from new Drifter, Bowtorn, and Shiver spawns—including all variants and spawns during temporal storms.

Build spacious homes, extensive cellars, and large greenhouses. Toggle the floor overlay to see which areas still offer possible spawn locations.

Features:

  • Larger rooms: Supports up to 262,144 connected interior blocks by default—the equivalent of 64 × 64 × 64. The actual interior volume determines eligibility, allowing long corridors and irregular room shapes.
  • Ladders as room boundaries: Ladders count as complete boundaries for room detection while remaining fully usable.
  • Light-based spawn protection: Within a valid enclosed room, block light level 7 or higher prevents affected creatures from spawning at that location. Sunlight alone does not provide this protection.
  • Temporal storm protection: Additional storm spawn attempts also respect room enclosure and block lighting.
  • Larger greenhouses and cellars: The expanded volume limit applies to both. Daylight and wall materials still determine greenhouse bonuses and cellar cooling.  Currently disabled. Working on a fix.

The spawn overlay can be toggled using a freely assignable hotkey under Settings → Controls:

  • Red: A possible spawn location.
  • Green: Protected by block light or unsuitable because of the floor or available clearance.

The overlay updates as lighting and blocks change. Activating it outside a valid room displays an error message. Leaving the displayed room removes the overlay.

A colorblind mode is available under Settings → Accessibility for players with red-green color vision difficulties (like me):

  • Orange with an X: A possible spawn location.
  • Blue with a circle: Protected or unsuitable.

Changes apply immediately and are saved locally. The additional symbols distinguish the two states without relying on color alone.

The light threshold and maximum room volume are configurable in "VintagestoryData/ModConfig/vssafehome.json"

In multiplayer, the server’s settings are authoritative and synchronized with clients. Configuration changes take effect after restarting the world or server.

SafeHome prevents new spawns at protected locations. Existing creatures are not removed and can still enter rooms. Dark areas remain potential spawn locations. The overlay considers suitable surfaces and available clearance; it does not predict actual spawn probability, player-distance restrictions, or population limits.

Requirements: Vintage Story 1.22.7. SafeHome must be installed on both the server and all clients in multiplayer. No additional mods are required.


Und für all die, die nichts Besseres im Leben haben, als sich zu beschweren: Geht Hühnererzeugnisse lecken oder Gras anfassen.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.4 vssafehome 239 4 days ago vssafehome_0.1.4.zip 1-click install
  • Fixed (probably) a locking issue that could permanently freeze the server when room checks overlapped with background spawn checks.
  • Replaced bulk read locks with synchronized block reads.
  • Added checks to discard invalid chunk fingerprints when chunks are unloaded or replaced during scanning.
0.1.3 vssafehome 21 4 days ago Release Retracted

Retraction Reason:

Version 0.1.3 has been removed from the download options because it can cause dedicated servers to freeze without
  logging an error. A conflict between SafeHome’s chunk reads and the game’s background spawning system can leave a
  lock unreleased, potentially blocking the main server thread indefinitely. The underlying lock issue has been
  reproduced in isolation and strongly matches the observed freezes. This version will remain unavailable until a
  fix has been implemented and verified.

Changelog:

  • Fixed unnecessary room recalculations triggered by lighting, rendering updates, and unchanged trapdoor data.
  • Fixed overlay flickering by keeping existing markings visible until their replacement is ready.
  • Improved stability of the spawn and room debug displays during background checks.
  • Optimized lighting updates to check known floor surfaces instead of rescanning the entire room.
0.1.2 vssafehome 317 Sep 28th at 4:03 PM vssafehome_0.1.2.zip 1-click install

Temporarily removed expanded cellar and greenhouse detection while a better compromise is being considered. Both now follow the original game rules and size limits. Large rooms remain supported for SafeHome spawn protection, including during temporal storms.

  • /debug rooms hi now displays the SafeHome enclosure status and the base game room category separately.
  • Debug highlights support the existing colorblind setting: green/red by default, blue/orange in colorblind mode. Switching modes updates active highlights immediately.
  • Room inspection refreshes automatically after building changes.
  • /debug rooms unhi removes the highlights and information display.
  • /debug rooms list reports both room classifications.
0.1.1 vssafehome 113 Sep 28th at 10:50 AM vssafehome_0.1.1.zip 1-click install
  • Fixed compatibility with automatic server mod downloaders reporting mod 'survival' not found on ModDB.
  • Removed the explicit survival dependency from the mod metadata. Survival components are already included with Vintage Story; game is now the only declared dependency
0.1.0 vssafehome 18 Sep 28th at 9:56 AM Empty vssafehome_0.1.0.zip 1-click install

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

Getsune, 4 days ago

seems to be incompatible with sheydermod when both are activated at the same time i get client crash.

Flare56, 4 days ago

Thank you! I just made a large house with many irregular shapes, so now I can remove most of the strange walls

Hiran, 4 days ago (modified 4 days ago)

I have an issue with increased room size - it doesn't seem to work.Most glaring example is my storage - 17x5x9 rectangle room, but its not being recognized as a room. I have lots of mods, but yours is the only one that messes with room size.

Edit:

That room got recognized after some time. Some other rooms that had weird shapes were also recognized. 

DUCATISLO, 4 days ago

neat

Molyporph, Sep 28th at 1:34 PM (modified Sep 28th at 1:35 PM)

people crying about ai pictures is as if everyone is an artist.

 

Good mod thank you.

Molyporph, Sep 28th at 2:52 PM
@MErevGe: True and thank you :)

i am getting cellars at a size of 22x22 in closed rooms and also greenhouses without having any glass