Mods / SafeHome
- Tags:
- 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 Identifier | For 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 | ||
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| 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 Changelog:
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| 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.
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| 0.1.1 | vssafehome | 113 | Sep 28th at 10:50 AM | vssafehome_0.1.1.zip | 1-click install | ||
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| 0.1.0 | vssafehome | 18 | Sep 28th at 9:56 AM | Empty | vssafehome_0.1.0.zip | 1-click install | |





seems to be incompatible with sheydermod when both are activated at the same time i get client crash.
Thank you! I just made a large house with many irregular shapes, so now I can remove most of the strange walls
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.
neat
people crying about ai pictures is as if everyone is an artist.
Good mod thank you.
True and thank you :)
i am getting cellars at a size of 22x22 in closed rooms and also greenhouses without having any glass
Looking in to it