Mods / Wind Chimes

Tags:
Cosmetics Crafting Furniture
Author:
xXx_Ape_xXx
Side:
Both
Created:
May 21st 2025 at 4:45 AM
Last modified:
May 16th at 11:16 PM
Downloads:
122755
Latest release (for Vintage Story 1.22.0-pre.1 - 1.22.2, potentially outdated):
windchimes-1.22.0-v1.5.2.zip  1-click install

 

Does your base feel bland and too quiet?

Do you wish you had a more ambient and relaxed feeling while resting on the patio?

 

Well, then this mod is for you!

 

Decorate and give life to your base with new Wind Chimes!

Create soothing and relaxed ambient sounds from 5 different materials.

 

 


What this mod currently changes/adds:

 

  • 6 different wind chimes: Green bamboo, brown bamboo, wood, brass, copper and crystals
  • New smithing recipe for brass rods
  • Config window for easy tuning of volume, for each type of Wind Chime. Default hotkey: ctrl + o
  • Indoor dampening of volume, adjustable in config
  • Distance control and exponential falloff adjustment
  • Compatible with ConfigLib for optional config handling
  • Compatible with Closed Captions

 

 


 

 

 

Credits:

  • All models made by me.

 

Some sound files from freesound.org

 

 

 


Support the Mod Author

 

If you find this mod useful, and you would like to show appreciation for the work I do, you can support me on the link below.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.5.2 windchimes
1.22.0-pre.1 - 1.22.2
28495 May 16th at 11:16 PM windchimes-1.22.0-v1.5.2.zip 1-click install
  • Added: Option to turn off indoor muffling of sounds in the config window.
  • Tweak: All volume settings have been bumped up from max 300 to max 500
1.5.1 windchimes
1.22.0-pre.1 - 1.22.2
2558 May 15th at 1:18 AM windchimes-1.22.0-v1.5.1.zip 1-click install
1.5.0 windchimes
1.22.0-pre.1 - 1.22.2
5484 May 5th at 6:22 PM windchimes-1.22.0-v1.5.0.zip 1-click install
  • Updated to 1.22.0
1.4.1 windchimes
1.21.0 - 1.21.5
48388 Oct 20th 2025 at 3:58 AM windchimes-V1.21.4-1.4.1.zip 1-click install

 

  • Fixed: Config values when using ConfigLib should now be applied when reloading the world.
  • Tweak: Most config values can now be set to 0, to turn all sound off on specific chimes.
  • Added: Compatibility with Pewter Additions: Brass

 

Recommended to delete old config files if the settings don't take effect. New config files will be generated when restarting.

1.4.0 windchimes
1.21.0 - 1.21.5
1716 Oct 19th 2025 at 1:44 AM windchimes-V1.21.4-1.4.0.zip 1-click install

 

  • Change: Now a code mod, for extra functionality.
  • Added: Copper chimes.
  • Added: Config menu with induvidual sound settings for each type of Wind Chime. Optional: ConfigLib compatible, if you prefer to use that for your config managing.
  • Added: Induvidual debug options for server/client.
  • Changed: Recipes now accepts copper tools for creating crystal chimes. (requested)

 

1.3.2 windchimes 16256 Sep 1st 2025 at 1:14 PM windchimes-V1.21.0-1.3.2.zip 1-click install
  • Added workaround for remapping issues
1.3.1 windchimes 2258 Aug 30th 2025 at 10:09 AM windchimes-V1.21.0-1.3.1.zip 1-click install
  • Added Spanish translation - thnx C4BR3R4
1.3.0 windchimes 1471 Aug 28th 2025 at 12:57 PM windchimes-V1.21.0-1.3.0.zip 1-click install
  • Updated for 1.21.0 release
  • Added Ukranian translation - by DeanBro
1.1.1 windchimes
1.20.0 - 1.20.12
8366 Jul 13th 2025 at 12:17 PM windchimes-V1.20.11-1.1.1.zip 1-click install
1.1.0 windchimes
1.20.0 - 1.20.12
386 Jul 12th 2025 at 8:52 PM windchimes-V1.20.11-1.1.0.zip 1-click install
  • Added: Added more recipe options for crystal windchimes (requested)
  • Added: Added more variations of crystal windchimes
  • Added: Now make ambient sounds when held in main hand and off-hand (requested)
  • Changed: Changed volume and cleaned up sounds for some windchimes
  • Changed: Breaks if block above can no longer support the connecting point or is broken. Can be picked up from the ground bellow (changed from UnstableFalling to Unstable) 
1.0.0 windchimes
1.20.0 - 1.20.11
7353 May 21st 2025 at 4:59 AM windchimes-V1.20.10-1.0.0.zip 1-click install
  • Initial release

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

stargazer_andi, 6 days ago

For those with the issue "sounds in the hand, sounds QUIETLY when placed even when ambient volume 100%":  You can adjust the volume without Config lib and imGui.  Once you install the mod, you need to run a world at least once (this would be a good time to craft a wind chime), in order to generate config files in the VintagestoryData>ModConfig folder.  Quit to desktop, then in ModConfig find windchimes-client.json, open with notepad or whatever basic text editor.  My settings are: mainVolume 4.0, each variant 3.0, indoorVolume 0.2 (note, you probably have to do 3.0 instead of just 3 because of coding language syntax stuff).

I'm also noticing that if you've been inside and go outside, there's a delay (inconsistent, 2-15 seconds, median ~5 sec) (3-4 blocks away from doorway??) until it sounds like full outside volume again.  If the log files would show this delay, I'll try to figure out how to get my log files into the discord.

smt923, 6 days ago

something someone said ages ago but i still think would be awesome is if the sound volume and intensity could scale off wind speed, i think it would help add a lot of character

TGerror, Jul 4th at 7:32 PM

How annoying after a while where I haven't playing vintage story for some time this get a update and now this kept crashing but after I turned on and off different mods I found out at the Wind Chimes is the one how keep crashing, I have own try the Amethyst one but I have a feeling at this will doing with this all

xXx_Ape_xXx , Jul 4th at 11:48 PM
@TGerror: How annoying after a while where I haven't playing vintage story for some time this get a update and now this kept crashing but after I turned on and off different mods I found out at the Wind Chimes is the one how keep crashing, I have own try the Amethy

As LaurelAU said, turn on the config debug option and post it here or on Discord, and I will take a look to see if there's anything going on.

Also turn on "Developer Mode" in the game settings under "Interface", and then tick off "Error Reporter" and "Extended Deug Info"

Clear your log folder inside /vintagestorydata/data/logs, and restart the game and enter the world that is giving you trouble.

 

Then you can eventually paste the content of your "client-main.log" and "client-debug-log" files here, or preferably Discord.

Fefa, Jun 30th at 9:40 AM

for some reason my chimes only have sound on my hand, once placed they no longer emmits a sound :(

xXx_Ape_xXx , Jun 30th at 9:26 PM
@Fefa: for some reason my chimes only have sound on my hand, once placed they no longer emmits a sound :(

Turn on debugging in the config window, and check your logs. It will clearly tell you their volume and if they play sounds at all.

Also check your Ambient sound setting. If that is low/off = no sound from the chimes.

Ameliaaaah, Jul 8th at 9:25 PM (modified Jul 9th at 8:07 PM)
@Fefa: for some reason my chimes only have sound on my hand, once placed they no longer emmits a sound :(

I am also having this issue - did you ever figure it out?
I think it must be an incompatability or something?

Ambient volume at full, config file volumes all default. Sounds in hand, not when placed.

EDIT: I was wrong, it was just realllyyyy reaalllyyyy quiet

Takarias, Jun 13th at 7:38 PM

This is a goofy request, but would you consider adding bone chimes for those cozy witchcore vibes? :P

Love this mod. It's really become a staple of my worlds :)

xXx_Ape_xXx , Jun 13th at 10:39 PM
@Takarias: This is a goofy request, but would you consider adding bone chimes for those cozy witchcore vibes? :P Love this mod. It's really become a staple of my worlds :)

Yes, bone chimes have been on my to-do list for quite a while.
Just had trouble finding good sounds to go with them, but they will come πŸ˜‰

Yemmie, Jun 12th at 4:42 AM

thank you so much for this mod, it means so much to me and i'll never play without it 😭 great job with the sounds

xXx_Ape_xXx , Jun 12th at 8:35 AM
@Yemmie: thank you so much for this mod, it means so much to me and i'll never play without it 😭 great job with the sounds

Thank you soo much for the kind words, and I'm happy to hear you enjoy them 😊

Moa, Jun 5th at 6:33 PM (modified Jun 5th at 6:35 PM)

Edit: oh wait, just realized you've updated it since I last checked. I'll try the new version and see if that fixes it.

Placing a gold bamboo wind chime (first chime I tried making) on a birch tree (on the underside of a bent trunk section) resulted in an instant crash, and crashes during each subsequent attempt to load the world. I couldn't load my game again until I disabled this mod in the mod list. Mod version 1.4.1, game version 1.22.2. Singleplayer.

I do have a lot of other mods installed, so it might just be a conflict with another mod. I unfortunately can't find anything about the crash in the logs.

I do have some other mods that are having texture loading issues (e.g. Blush and Bins) which seem to potentially be related to the mods being coded to expect the mod texture files to be located specifically in the default appdata/roaming/ data folder, and failing to recognize that my game is using a custom data folder instead (I have to do this so that I can keep multiple separate instances of Vintage Story, with different mod loadouts for each, without letting them all overwrite each other in the default data directory). So maybe it could be to do with that. But if it's not that, I've no idea. 

Anyway, I'll comment again if I ever find out anything more about what broke it.

MrApothic, Jun 1st at 5:18 AM

Hello! I was able to solve my problem however I have a suggestion! I feel the default settings should be higher set with a entry in the handbook about the config for the windchimes so you wouldn't need to provide anymore help on the inquiry as to why the windchimes by default are set to 5% master volume and are 1% on all types. I thought they were bugged for the last two days until I read that they were simply turned down.

 

Also, would it be possible to add in some other super rare to locate wind chimes in ruins loot? Example an emerald infused copper windchime or diamond and gold windchime! Thank you for reading and thank you for providing such a wonderful mod! <3

xXx_Ape_xXx , Jun 1st at 1:25 PM
@MrApothic: Hello! I was able to solve my problem however I have a suggestion! I feel the default settings should be higher set with a entry in the handbook about the config for the windchimes so you wouldn't need to provide anymore help on the inquiry as to why the

Thank you for your feedback, I will certainly take the suggestions on upping the default volume into consideration.
Also a handbook page sounds useful.

As for special chimes found in loot, I like that idea. I'll look into it and put it on my to-do list.

EruTheTeapot, May 23rd at 11:19 AM

I made a Wooden Chime but it doesn't make noise when placed but does when I hold it? I increased the sound 3x via Config but sitll nothing. Sometimes, rarely I hear a veeery low clink 1 or 2 times If I'm literally next to it but thats rare.
Any ideas?

xXx_Ape_xXx , May 23rd at 1:08 PM
@EruTheTeapot: I made a Wooden Chime but it doesn't make noise when placed but does when I hold it? I increased the sound 3x via Config but sitll nothing. Sometimes, rarely I hear a veeery low clink 1 or 2 times If I'm literally next to it but thats rare.Any ideas?

Make sure ambient sounds are on in your sound settings (base game).
If the ambient is turned down, it affects all chimes sounds.

Turn on Client Debug in the config window, and look at the bottom on your "client-debug.log" file.
It should tell you if the chimes are playing any sounds.
Post a few lines here and I can take a look later.

tippet, May 23rd at 1:10 AM

welcome back thanks so much for the update :D 

xXx_Ape_xXx , May 23rd at 1:08 PM
@tippet: welcome back thanks so much for the update :D

You're welcome, and thank you 😊

Beedy, May 19th at 12:39 AM

xXx_Ape_xXx I'm so happy you're back.

IWillSoonReturn, May 18th at 5:39 PM (modified May 18th at 5:45 PM)

idk if my game is bugged but chimes never play and don't animate either, if I have foliage waving on then the wooden chime will distort and flail like jello. I don't hear anything from it and with the waving wacky flailing with foliage waving on it SHOULD be playing sounds https://imgur.com/a/3pjgblA

Majestik, May 17th at 5:40 PM

Thank you so much for the Closed Caption compat, really appreciated !

xXx_Ape_xXx , May 16th at 11:25 PM

Added toggle to disable indoor muffling. Would appeciate if anyone having volume issues could test this version, to see if the toggle helps.

Also bumped up max volume settings for all chimes.

Polluxo, May 16th at 7:33 PM

Great mod, but I never hear the windchimes go off even when there's a strong wind. I can hear them if I hit them, but that's it. 

xXx_Ape_xXx , May 16th at 8:33 PM
@Polluxo: Great mod, but I never hear the windchimes go off even when there's a strong wind. I can hear them if I hit them, but that's it.

Have you tried adjusting the volume in the config window?  Ctrl + o
Also, if ambient volume are turned down, it will affect the overall volume of the chimes.

You could also try to turn on the client debug function, found in the same config window.

Locate "client-debug.log" and look at the bottom for entries regarding the chimes and their volume.

Polluxo, May 16th at 8:44 PM
@xXx_Ape_xXx: Have you tried adjusting the volume in the config window? Ctrl + oAlso, if ambient volume are turned down, it will affect the overall volume of the chimes. You could also try to turn on the client debug function, found in the same config window. Locate "c

Here are the logs. It's saying I am indoors even though I am standing outside right next to the wind chime.

16.5.2026 13:42:23.111 [VerboseDebug] [Windchimes] Player is indoors in a large room, reducing wind chime volume to 0.29999998
16.5.2026 13:42:23.111 [VerboseDebug] [Windchimes] WindChime: type=wood , dist=15.1, attn=0.00, vol=0.00
16.5.2026 13:42:43.113 [VerboseDebug] [Windchimes] Player is indoors in a large room, reducing wind chime volume to 0.29999998
16.5.2026 13:42:43.113 [VerboseDebug] [Windchimes] WindChime: type=wood , dist=2.4, attn=0.72, vol=0.22
16.5.2026 13:42:43.113 [VerboseDebug] [Windchimes] Player is indoors in a large room, reducing wind chime volume to 0.29999998
16.5.2026 13:42:43.113 [VerboseDebug] [Windchimes] WindChime: type=wood , dist=15.1, attn=0.00, vol=0.00

GnomeChompski, May 15th at 1:32 AM

cute! pretty! lovely! beautiful!!
great mod :D

xXx_Ape_xXx , May 16th at 11:18 PM
@GnomeChompski: cute! pretty! lovely! beautiful!!great mod :D

Thank you for the kind words 😊

JaneDaPixelPixie, May 8th at 12:46 AM

waiit what mod are those planters under the window from those are so cute!(also love the windchimes, very cute)

Majestik, May 7th at 6:52 PM

Thank you for the update ! It is really cool :)

Would you consider making a compatibility patch for the Closed Captions mod?

xXx_Ape_xXx , May 7th at 8:40 PM
@Majestik: Thank you for the update ! It is really cool :) Would you consider making a compatibility patch for the Closed Captions mod?

That's a neat idea, I will look into that and see what I can come up with.

Aerian, May 7th at 12:05 AM

I am so happy that you updated this. It's one of my favorite QoL mods in game. The sound is perfect. Thank you so much.

prototype464, May 6th at 8:43 PM

Thank you!

xXx_Ape_xXx , May 7th at 8:41 PM
@prototype464: Thank you!

πŸ˜„

Sneezingprince, May 6th at 1:18 PM

Im not sure if something is broken on my side but no matter how many chimes I hang up, none of them do any noise at all, unless I hold it in my hands

xXx_Ape_xXx , May 6th at 5:15 PM
@Sneezingprince: Im not sure if something is broken on my side but no matter how many chimes I hang up, none of them do any noise at all, unless I hold it in my hands

Have you tried to increase the overall volume trough the config? Can be opened trough "ctrl + o" or if you're using ConfigLib.
There's also a debug feature built in, to better see what's going on. Turn it on and play for a bit, then look in your "client-debug.log" file.

 

Also worth mentioning, is the game's "Ambient" volume control. If that's low, you might not hear them much.

gutterrunt, May 12th at 1:37 PM
@xXx_Ape_xXx: Have you tried to increase the overall volume trough the config? Can be opened trough "ctrl + o" or if you're using ConfigLib.There's also a debug feature built in, to better see what's going on. Turn it on and play for a bit, then look in your "client-de

I'm having the same problem! I had to turn the windchime master volume AND the wooden chime volume all the way up and I can still only barely hear it. Looking at the debug log, it seems to think I'm indoors in a very large room, even though I'm outdoors. But the volume I'm getting would be abnormally quiet even for indoors.

Sanagi, May 16th at 6:53 PM
@gutterrunt: I'm having the same problem! I had to turn the windchime master volume AND the wooden chime volume all the way up and I can still only barely hear it. Looking at the debug log, it seems to think I'm indoors in a very large room, even though I'm outdoors.

Same as these two even now, I wonder if that's just something that needs toggling off for the time being, or a more refined system for determining the volume??

xXx_Ape_xXx , May 16th at 8:53 PM
@Sanagi: Same as these two even now, I wonder if that's just something that needs toggling off for the time being, or a more refined system for determining the volume??

I'm wondering, are you standing directly underneath the chime when listening for it?
Or under any type of cover that would prevent rain from reaching the ground?

 

The room registration has been reworked in 1.22.x , and to make it not tax the server, I rewrote the system for detection if the player is "indoors".
It now checks if you're under any type of cover that will prevent rain from reaching the ground, instead of a system that actually checks for a full room.

It's also all done client side, which helps with more accurate sounds for each player in an area, again to prevent server spikes and lag.

gutterrunt, May 17th at 6:04 PM
@xXx_Ape_xXx: I'm wondering, are you standing directly underneath the chime when listening for it?Or under any type of cover that would prevent rain from reaching the ground? The room registration has been reworked in 1.22.x , and to make it not tax the server, I rewro

ah! yes, I am under the leaves of a tree. my home is in a heavily wooded area... so most of the time when I am outdoors, I am under leaves, logs, or the eaves of my house's roof.

xXx_Ape_xXx , May 17th at 9:37 PM
@gutterrunt: ah! yes, I am under the leaves of a tree. my home is in a heavily wooded area... so most of the time when I am outdoors, I am under leaves, logs, or the eaves of my house's roof.

Ok that makes sense then, why your chimes are muffled.
Hopefully the new included option to disable it will help in your case.

gutterrunt, May 6th at 1:45 AM

Yay! Thanks for keeping this up to date! My builds just don't feel quite right without windchimes.

iotid, May 5th at 7:10 PM

Would you consider adding something like your own spin on the antler windchimes from Lichen (esp since no one's brought it up to date since 1.19)? There are so many antler and horn types included in the game now, a few of them would make very pretty decorations and sounds.

Gubser, May 5th at 2:25 PM

really looking forward to an update for this one! essential immersion! 

Gubser, May 7th at 1:20 AM
@xXx_Ape_xXx: Working on it!

Thank you! so happy this has been updated :)

GLaDOS_cz, Apr 27th at 2:39 PM

Oh, thank you Ape!

Sneezingprince, Apr 23rd at 12:49 PM

The most essential mod out of all, can't start a new world without hearing the chimes, yes yes

xXx_Ape_xXx , Apr 22nd at 4:26 PM

Will start work on updating soon.

Wynt3r, Mar 21st at 6:56 PM

DigitalHare It does indeed check on the the room for dampening. If the mod author doesn't come back when 1.22 releases I may consider patching the mod myself as I loved the ambiance of the wind chimes.

Hound0, Mar 20th at 8:40 AM

For others - placed windchime in 1.22 causes crash 

DigitalHare, Feb 24th at 8:56 PM (modified Mar 9th at 5:17 AM)

I'm not at all sure whether or not this is the sole culprit, but after coming back to VS after a number of months, updating mods and playing single player for a while.. I was getting the same sort of lockups I was getting with StatusHUD's room check module. Pulling what little hair I have out over a week trying to figure it out, I finally tried unplugging this one and no lock up for two days (Finally saying it, it'll do it again and I'll be back to tracking it and have to delete this comment.. Heh). Does the new indoor dampening and such rely on room checking? I'm not seeing anyone else bring that up so I'm finding it odd that I'm having the issue when others don't seem to be so it's likely an odd interaction with one of my other mods somewhere down the line.

 

Just.. Ramble aside.. Just putting a little flag here in case someone else is having lockups and trying to diagnose.

 

Edit, 2 weeks later. Still no lockups with this being the only removal.

prototype464, Feb 14th at 5:37 AM

What GladOS said! Really would like to use this mod but the config is broken.

GLaDOS_cz, Feb 2nd at 1:31 PM (modified Feb 2nd at 1:31 PM)

Could this mod be revisited and fixed please? I cranked the setting via config mod to full, yet still dont hear them even in full blown wind. :-(

 

the models are also waving like leaves.

GLaDOS_cz, Jan 30th at 12:54 PM

On my server, the config file failed to generate anything as to the person below me.

prototype464, Jan 26th at 6:03 PM

xXx_Ape_xXx Any chance of a fix to the config failing to generate on boot? Tried removing the config file, making it blank, etc. but this is some issue on the mod's end.

Been having that error from this mod whenever I boot a world for two months now

Janeator, Jan 21st at 2:14 AM (modified Jan 21st at 3:00 AM)

@xXx_Ape_xXx I know I've previously complained about how loud the chimes were, but now, it's the opposite - too quiet. Ctrl+O doesn't open the config (maybe because another mod has Shift+O for config?), but through ConfigLib, I tweak the values, hit Save, rejoin the world, and the values have just reset themselves to what they were.

After a few more rejoins with no changes, it works. I don't know.

Edboy, Dec 31st 2025 at 6:57 AM (modified Dec 31st 2025 at 6:57 AM)

So apparently the reason the chimes don't make noise is because their volume is set to low. Press ctrl + O to open the chime sound settings and simply turn them up!

ThatLamer, Dec 30th 2025 at 1:11 AM (modified Dec 30th 2025 at 1:15 AM)

Really lovely concept, though upon crafting one and putting it out during a storm, I find that it only plays while in hand. When hung, they tilt and slightly sway a bit in the direction of the wind, but don't actually make any noise. I don't know if they need to properly collide through physics to produce sound or what, but you'd think a storm with around 50% wind would be turbulant enough to get them clattering. Tried tweaking the settings a bit and reloading but no luck.

Twak, Dec 29th 2025 at 1:35 AM

I feel like the copper and brass windchimes are extremely expensive for what the function of the block actually is, I feel like it should cost 1 maybe 2 at max. 4 feels like alot of copper for not much.

Nyxara, Dec 14th 2025 at 1:14 PM (modified Dec 14th 2025 at 1:16 PM)

I'm getting this error, not sure why. And my game crashes from too many errors in log

Crash Report
13.12.2025 20:13:37 [Error] Failed registering item game:rod-lead:
13.12.2025 20:13:37 [Error] Exception: Attempted to register Item with code game:rod-lead, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1899
at Vintagestory.Server.ServerCoreAPI.RegisterItem(Item item) in VintagestoryLib\Server\API\ServerCoreAPI.cs:line 130
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 253
13.12.2025 20:13:37 [Error] Failed registering item game:rod-brass:
13.12.2025 20:13:37 [Error] Exception: Attempted to register Item with code game:rod-brass, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1899
at Vintagestory.Server.ServerCoreAPI.RegisterItem(Item item) in VintagestoryLib\Server\API\ServerCoreAPI.cs:line 130
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 253
Kreeate, Dec 6th 2025 at 1:32 AM

In 1.21.1 the Copper Wind Chime does not produce any sound unless punched.

Can also confirm that it is affected by the waving foliage shader, as someone else mentioned.

prototype464, Nov 24th 2025 at 7:03 PM (modified Nov 27th 2025 at 11:35 AM)

The client config seems to be failing to generate (file itself contains a path and nothing else) and throws an error when loading into a world in 1.21.5, ConfigLib is present

24.11.2025 14:01:00 [Error] [Config lib] (windchimes) Error on parsing config: Unexpected character encountered while parsing value: C. Path '', line 0, position 0..

Deathscreton, Oct 29th 2025 at 9:13 PM

I'm a sucker for windcharms. Thank you for this amazing mod!

Airz, Oct 23rd 2025 at 3:26 AM

xXx_Ape_xXx

 

Ah thanks alright, makes sense. keep up the great work thenπŸ‘

xXx_Ape_xXx , Oct 22nd 2025 at 5:49 PM

Airz

Sound files take a lot of space, plain and simple.

Airz, Oct 22nd 2025 at 5:29 PM

I love this mod but is there a reason that when im looking at my mods folder for size. this mod is bigger in size than other mods like butchering, stone quarry, even VS villages, and aged villages combined? like all it really adds is some wind chimes, some sounds and some configs. ive been having issues lately when exploring new chunks i would get lag spikes and freeze for like halfd a second to a second here and there. so im trying to remove some mods, even tho i have like 90 mods...

DrBubba, Oct 19th 2025 at 9:31 PM

Thanks, xXx_Ape_xXx!  You rock.

 

xXx_Ape_xXx , Oct 19th 2025 at 9:30 PM

egoanditspwn

I'll throw in a compat patch in the next update. Thnx for reporting.

egoanditspwn, Oct 19th 2025 at 8:29 PM

someone revived the pewter mod, and it looks like it throws an error on start because both that mod and this one are trying to add a recipe for brass rods. world seemed to start fine, but figured it was worth a mention

Error Report
19.10.2025 13:08:56 [Error] Failed registering item game:rod-brass:
19.10.2025 13:08:56 [Error] Exception: Attempted to register Item with code game:rod-brass, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1899
at Vintagestory.Server.ServerCoreAPI.RegisterItem(Item item) in VintagestoryLib\Server\API\ServerCoreAPI.cs:line 130
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 253
xXx_Ape_xXx , Oct 19th 2025 at 4:56 PM

Invataksi338472

Using ConfigLib, you have to restart for the changes to take effect, they don't get applied "live". It's also stated in the config window that you have to restart the world.

 

The change in volume when going indoors doesn't happen instantly, it take 5-10 seconds before the sounds are lowered to the setting in your config.

Same goes for any volume adjustment, it takes some seconds for it to be applied.

The reason is the new volume will be used for the next "cycle" the sound is played, and that "cycle" can vary depending on the length of the sample being played.

Invataksi338472, Oct 19th 2025 at 4:16 PM (modified Oct 19th 2025 at 4:43 PM)

xXx_Ape_xXx
Oh, nvm, I just found out what problems were! :P

The default values were just that low that I could just barely hear it. And changing the config via ConfigLib doesn't have any effect. Only after I went to change it in the windchimes-client.json were I finally able to hear them!

That thing with ConfigLib is still a problem, so I'll quickly make that issue with that log in it.

Edit: Found another problem: There is no change in volume if one enters an indoor space :P

xXx_Ape_xXx , Oct 19th 2025 at 1:35 PM

Invataksi338472

Check your game settings, if maybe Ambient sound is turned down/off?

 

To debug, you can turn on the debug feature and leave it on for 3-5 min while in the area where you have the chimes, then send me your "client-debug.log" file on my issue tracker (link above the pictures)

Invataksi338472, Oct 19th 2025 at 11:51 AM (modified Oct 19th 2025 at 11:54 AM)

Hello! I just updated the mod, and it seems like they lost their sound (or at least the wooden chime I have in my world :P). I turned everything up (expect the falloff exponent), but got nothing :/ Only when I hold it in my hands does it have sound!

 If I can do anything to help debug this, let me know!

xXx_Ape_xXx , Oct 19th 2025 at 2:00 AM

voxelsword DrBubba

Added adjustment of volume for each induvidual type of chime, and when the player is indoors.

Ctrl + o to open the config window, and adjust everything to your liking.

prototype464, Oct 14th 2025 at 4:31 PM (modified Oct 14th 2025 at 4:31 PM)

Great idea for a mod! I'll have to try this one out.

voxelsword, Oct 12th 2025 at 10:16 PM

could there be an option to mute the chime sounds when inside of a room? the same way it works for wind and such? while i like the way they sound, having to constantly listen to them even when inside my base is driving me crazy

xXx_Ape_xXx , Oct 4th 2025 at 10:20 PM

SaltyWater

Hey, thanks for the kind words!

Sure, go for it! I'd love to see how they turn out πŸ˜€

SaltyWater, Oct 4th 2025 at 9:57 PM (modified Oct 4th 2025 at 9:58 PM)

xXx_Ape_xXx

 

Hey, I love this mod! Amazing job, specially with the models!

Can I try to make your chimes shapes compatible with Immersive lanterns? so they kinda move with movement/wind.

I am also planning to try to make placed lanterns to move with wind, and by extension chimes too, with your permission.

Thanks!

DrBubba, Sep 26th 2025 at 9:40 PM

xXx_Ape_xXx

Copy that!

 

Accessibility Tweaks to the rescue!  Thanks, mate!

xXx_Ape_xXx , Sep 26th 2025 at 9:25 PM

DrBubba

They do have an ambient sound effect, so if you have that turned down in your settings, it might not be making much sound unless you hit them.

Glad you like them, I'll be adding more variants soonβ„’ πŸ˜…

DrBubba, Sep 26th 2025 at 9:02 PM

Love making these and putting them around my compound...

 

Do they only play when you click them, though?  It seems like I don't ever hear them unless I intentionally click on them.

 

Either way, definitely looking forward to more options, xXx_Ape_xXx!

flywheel, Sep 15th 2025 at 6:40 PM

I would love to see a copper chime in this mod.

TGerror, Sep 15th 2025 at 3:37 AM

xXx_Ape_xXx

That's great to hear, as it's a bit of a shame that I have copper hammer and chisel but can not uses this to make any of the crystals wind chimes

xXx_Ape_xXx , Sep 14th 2025 at 5:31 PM

TGerror

Currently there's only brass chimes, but I will add copper in a future update πŸ˜‰

TGerror, Sep 14th 2025 at 4:54 PM

wonderful mods but I have discovered that you cannot use copper equipment to make some of the wind chimes

0w0, Sep 13th 2025 at 6:15 PM

Bone Chime with haunting whistly tones? :D

LordBob, Sep 11th 2025 at 8:46 PM

Thanks so much for this mod! It's one of my favorites! I have 3 crystal wind chimes in my base and they have completely changed the mood. 

xXx_Ape_xXx , Sep 1st 2025 at 7:06 PM

Coda_Vanistok

I'm happy to hear you both enjoy the mod πŸ˜ƒ

The newly uploaded version should now function correctly, so you don't have to wait for the game to be patched πŸ˜‰

Coda_Vanistok, Sep 1st 2025 at 6:14 PM

xXx_Ape_xXx I'm glad that you know what's up then, because this mod and the custom flowerpots mod are some of the highlights of one of my closer friends who plays with me. He's not an adveturer type, so he usually does little bits of decor and house tending. He's looking forward to the chimes like I am.

He did mention that he wishes the wood chimes were wood typed. I wasn't sure if they are or not.

xXx_Ape_xXx , Sep 1st 2025 at 9:43 AM (modified Sep 1st 2025 at 4:10 PM)

Coda_Vanistok

I'm well aware of this, as it's a side-effect seemingly caused by an introduced bug in 1.21 remapping implementation.

I've made a ticket on the official tracker about the issue, and we'll just have to wait for the dev's to find a fix.  Issue #6880

This impact any mod that have their own remap file, which is a way to change block/item id's when a mod change structure of their blocks/items (variantgroups).

 

Edit:  Uploaded new version with a workaround for the remapping issue.

RiverTheSheep, Sep 1st 2025 at 8:14 AM

Absolutely peak mod, super simple but adds a lot

Coda_Vanistok, Sep 1st 2025 at 7:01 AM

Heads up bud, on a vanilla game there's a big issue, causing items to not exist, memory to overflow and crash. Here's your error:

31.8.2025 23:58:07 [Warning] Cannot fix itemstack mapping, block code game:claypot-burned not found block registry. Will delete stack.
31.8.2025 23:58:07 [Warning] Cannot fix itemstack mapping, item/block id 4866 not found in old mapping list. Will delete stack. ()
31.8.2025 23:58:07 [Warning] Cannot fix itemstack mapping, item/block id 4562 not found in old mapping list. Will delete stack. ()
31.8.2025 23:58:07 [Warning] Cannot fix itemstack mapping, item/block id 4562 not found in old mapping list. Will delete stack. ()
31.8.2025 23:58:07 [Warning] Cannot fix itemstack mapping, item/block id 4937 not found in old mapping list. Will delete stack. ()
31.8.2025 23:58:06 [Warning] Cannot fix itemstack mapping, block code game:brickslabs-red-down-free not found block registry. Will delete stack.
31.8.2025 23:58:06 [Warning] Cannot fix itemstack mapping, block code game:brickslabs-brown-down-free not found block registry. Will delete stack.

Dirty_Wizard, Aug 31st 2025 at 3:18 AM

If you tweaked it around a bit to make the intensity and frequency of the chiming depend on wind speed, this could be a really useful tool for people trying to find the optimal place to build a windmill

xXx_Ape_xXx , Aug 30th 2025 at 10:09 AM

C4BR3R4

Thank you! Added.

C4BR3R4, Aug 30th 2025 at 9:38 AM
xXx_Ape_xXx , Aug 24th 2025 at 4:18 AM

DeanBro

Thank you!

I will add it in the next update πŸ™‚

DeanBro, Aug 23rd 2025 at 9:52 PM

xXx_Ape_xXx  Hi! I made a translation for this mod.

Janeator, Jul 18th 2025 at 11:21 PM

The chimes are very loud when held on your hand, and I'm not sure why they can be picked up from the ground into the offhand.

Also, they seem to constantly emit noise, even when there's just a light breeze of under 50%... the noise should be much less freqΓΌent unless the wind is raging; chimes are best when they're an unexpected occasional bit of ambience, not a constant clinking.

 

Please look at the windchimes from Lichen Continued for a better reference imo.

Zenny, Jul 17th 2025 at 6:26 PM

Is there a way to make the chimes louder? I can barely hear them even in gale winds.

Hydromancerx, Jul 13th 2025 at 3:41 PM

xXx_Ape_xXx

Thank you!

xXx_Ape_xXx , Jul 12th 2025 at 10:28 PM

Hydromancerx

I'll add that to my list πŸ˜‰

 

Edit: Done!

Hydromancerx, Jul 12th 2025 at 9:17 PM

Could you add support for the bamboo species from the Floral Zones East Asiatic Region mod?
It includes ...
- Fountian Bamboo
- Golden Bamboo
- Black Bamboo
- Moso Bamboo
Thanks! 

xXx_Ape_xXx , Jul 11th 2025 at 4:04 PM

LivCi

Yes, I will add all the different crystal types, so they will be more accessible. (even contemplating using clear quartz)

 

LivCi, Jul 11th 2025 at 1:55 PM

Please add more crystal variations for the wind chime, I want to make some but I don't have smoky quartz πŸ™

LivCi, Jun 28th 2025 at 10:18 PM

idk if it's just me, but the wooden chimes make NO noise

Rythillian, Jun 24th 2025 at 2:38 AM

What's the range on the chimes, they can be heard from super far away

Endling, Jun 22nd 2025 at 5:47 AM

alltime fav. thank you for posting

Rythillian, Jun 21st 2025 at 7:47 PM

The position of the audio seems slightly off with 3d audio/hrtf on. Have you checked to see if the audio is playing from the center of the block, by default audio plays in the corner of blocks (I forget the exact amount but I think you have to use 0.5 on all coords to get it in the center).

DarkThoughts, Jun 20th 2025 at 5:39 PM

I find them all a bit quiet to be honest, but especially the brass one should have the most resonance. Some chimes also have a very noticeable wind howl in the background (I think the bamboo ones), which I'd try to clean up with Tenacity / Audacity. Another critigue I have is the animation, which is very wobbly. And while the animation seems to be based on wind speed (kinda, it just gets faster), the audio is not.

 

Small quirk: If you remove or chisel the top block it just falls down, but remains functional and stiff, floating on the ground.

 

Personally I think it would be cool if the individual chimes would actually make a differently pitched sound based on actual physics collision based on in game wind patterns - or at the very least have animations synced up to the audio. And maybe later have different sizes for different pitches too.

JustaKobold, Jun 15th 2025 at 6:24 PM

Definitely Love this mod, i would also like to support a bit louder on the brass and crystal chimes, the wood one is great prefect volume. Also how about bone chimes for the ominoius witch in the forest vibe.

Wumbologist, Jun 2nd 2025 at 1:10 PM

Amazing. Wonder if it would work with OneRoof sod roof.

xXx_Ape_xXx , May 28th 2025 at 4:37 PM

Billiam

Yeah I agree, they are one of the more silent ones, same with the crystal chimes.

I'm working on tuning the sounds to make them a bit louder.

At the same time I'm afraid to make them too overpowering and loud, so it's a knifes edge getting the right balance.

 

New version should be out soonβ„’

Billiam, May 28th 2025 at 4:31 PM

The wood chimes work for me, but the brass ones are silent (until they're hit manually). Any idea what might be going on?

xXx_Ape_xXx , May 27th 2025 at 12:31 PM

Fearadach 1noden

Glad you like it! Yes, I will add more variants in upcoming update 😊

 

Skittersqueak

Thank you for your feedback!

I'm currently play-testing the mod on a multiplayer server, and will evaluate the input I get from other players and make adjustments to the sounds as I get feedback.

I agree that some of the chimes need tweaking, while others seem fine at current levels.

Fearadach, May 27th 2025 at 10:48 AM

Amazing mod. I needed this kind of ambience in my home.

Can I ask you is it possible to add chimes made of different kinds of crystals too? Amethyst or olivine? I have not found smoky crystal yet and I really need to hear how crystal chimes sound!

1noden, May 27th 2025 at 5:01 AM

I may be stupid, crystal chimes are already a thing:p

still, glass chimes or even bone chimes would be lovely:3

Skittersqueak, May 26th 2025 at 4:42 AM

awesome mod! love the concept, but have a slight gripe... could you perhaps increase the audio across the board a bit? at max volume its hard to hear the chimes.
get that they aren't supposed to be loud, but they're pretty hard to hear at all when anything is going on imo

Indaryn, May 25th 2025 at 2:19 PM

Woah this mod came out of nowhere and I never knew I needed this so much till it was presented to me. That's just lovely!!

1noden, May 24th 2025 at 2:31 AM

oy its like that one minecraft mod!
nice
are there plans to add stuff like glass and crystal chimes?

xXx_Ape_xXx , May 23rd 2025 at 1:54 PM

Costardine

Glad you like them 😊

I'll have a look to see if that is doable, no promises.

RaptorMother, May 23rd 2025 at 10:35 AM

omg these are so good and ambient.

I see you can put them in offhand: any chance they can play their sound when held? :3

xXx_Ape_xXx , May 21st 2025 at 9:24 PM

Churburby

As Evoken here correctly points out, the sounds add up to a lot of kB's pretty fast.

Compared to a similar mod for "that other block game", which sports a hefty 19000kB's, this is a lightweight mod.

It's a challenge to make good audio quality while keeping the file size low, even working with .ogg files.

 

SaturnSky

Glad you like it 😊

Evoken, May 21st 2025 at 7:00 PM

xXx_Ape_xXx That's right, sorry mate!

 

Churburby It's probably because of sounds, there's a lof of it.

Churburby, May 21st 2025 at 5:15 PM

Why is this 4000kB?  Not sure what the difference is but even huge mods that add models barely hit that.  Maybe needs some optimization?

SaturnSky, May 21st 2025 at 5:03 PM

Super relaxing to hear as I go about my VS day - great ambient addition <3

xXx_Ape_xXx , May 21st 2025 at 2:23 PM

Evoken

What do you mean change recipe?

There are no smithing recipe for brass rods in vanilla, so I added one because I wanted to use brass for my chimes.

 

Michaloid

Right?!? πŸ˜„

Michaloid , May 21st 2025 at 12:12 PM

This is so cozy! ;)

Evoken, May 21st 2025 at 8:24 AM

Wo, what a cool idea! But why tho change recipe for brass rods? :o