
Welcome to the Official Hub for Vintage Story Mods!
It's goal is to simplify access and management of community made modifications to the base game. This site connects to your game account, so no extra sign up required.
If you don't have a game account yet you can buy it on the official store.
Whenever you're ready head over to the list of mods! To install mods, check out our guide on the wiki
Cheers,
Tyron
Latest 10 Mods



Latest 20 Comments
On | Text | By | Date |
---|---|---|---|
Drifters Throw Nerfed | As the others said. yeah. this attack is a relic when there was no bowtorns. now its useless and messy. |
Karkinos | 45 seconds ago |
Quivers And Sheaths | A member of my server found a crash-to-desktop bug -- they tried to remove their sheath from the character screen while their weapon was unsheathed. I can get a crash report if it helps but it looked like a null reference similar to what Senerik posted earlier today. We're on 0.4.1 of this mod and 1.10.2 of Overhaul Lib.
Appreciate your work, by the way! My group is super excited, and I definitely appreicate the gray slots so we don't have to juggle overloaded inventories to pull out a weapon when the drifters start swarming. |
critterbucket | 1 minute ago |
Raw Sticks! - Vanilla friendly stick crafting | CoachingNeeded, yes that's easily doable, I'm just concerned about stack sizes and all. Don't want to accidentally make a duper. Looking at it 1 log gives 4 firewood so a 1:1 firewood to stick ratio works well. I'm not sure if anything uses firewood and a knife as a recipe to avoid conflicts. I'll check |
Nexrem | 4 minutes ago |
Ez Wolfs & Bears | Ok, maybe I'm on the wrong version, but I think I did everything correctly. Everything works fine except for the bears. Logs show me that your code is looking for a server/spawnconditionsByType path which do not exist in the bear-adult.json files. |
Lucksmith | 10 minutes ago |
Conquest Landform Overhaul | For some reason this mod causes extreme low fps stuttering when looking at a certain direction in forests. I tested it with only this mod enabled and in vanilla worlds but it only happens with this mod. It happens in forests when you look at a certain direction. looking away sets the fps back to normal. |
Nuh | 18 minutes ago |
Alloy Calculator [On break] | Krougal the thing is it's .ru. And nothing brings me close to any of that. |
MyuriC | 22 minutes ago |
Electrical Progressive: Industry (BETA) | NeoB The translation will be done using AI, as I cannot know all the languages.😅 |
tehtelev | 24 minutes ago |
Electrical Progressive: Industry (BETA) | Could you add support for Latin American Spanish? |
NeoB | 30 minutes ago |
From Golden Combs | Emperor_Q - Thank you, that made it possible to reproduce it. I've got a good idea what's happening there. Will try to have a fix out today. |
Vinter_Nacht | 31 minutes ago |
Electrical Progressive: Industry (BETA) | Wow! I'm looking forward to this mod! Thank you for your work! :-) |
fipil | 33 minutes ago |
From Golden Combs | I've been having the same issue on a multiplayer server. VS 1.21.1 FGC 1.9.3 |
Emperor_Q | 36 minutes ago |
Th3Essentials | Just ran into an issue. I had a power outage, upon starting the server back up there was some config changes, I added a list of shutdown times, I had ShutdownTime: "17:00:00", ShutdownTimes: ["17:00:00", "24:00:00"]. This proceeded to throw my server is a shutdown loop and backup each time. Upon changing the ShutdownTime to null, and leaving the shutdown times the same, the loop continued and the connection to discord no longer worked, so in game chat was not connected. ONLY when I set both to null, started the server was it no longer looping. I updated the config back to the original ShutdownTime: "22:00:00" I had prior to the changes, and reloaded the config in game. Now it seems to be stable. But either way. something is wonky with Shutdown times, I reviewed the documentation and I followed it exactly as it is. Th3Dilli |
MischievousCloud | 37 minutes ago |
Salty & Proto's Temporal Symphony | in server (last stable version) vanilla, effects don't work. But maybe it's server side problem, because in local game all work |
Calibri | 38 minutes ago |
Mycodiversity | Seems to work in game in 1.21, safe to add and as far as I can see all of the mushrooms are there, and can spawn. |
Maschinenmensch | 51 minutes ago |
A Wearable Light | Saw the update for 1.21.1, decided to try it on modded server I'm running. Currently having the following issue: All lights work in hand, all except backpack can be toggled in hand, but when worn they shed no light. Client log is spammed with instances of these:
Spoiler!
[Error] Missing mapping for texture code #defaultstraps during shape tesselation of entity game:player using shape game:entity/humanoid/seraph-faceless, or one of its alternates
[Error] Missing mapping for texture code #defaultlantern during shape tesselation of entity game:player using shape game:entity/humanoid/seraph-faceless, or one of its alternates [Error] Missing mapping for texture code #defaultheavy-belt-brass-lantern-on during shape tesselation of entity game:player using shape game:entity/humanoid/seraph-faceless, or one of its alternates Tried clearing cache to no effect, reloading shaders/textures didn't help, reinstalling and restarting both client and server didn't help. I will note the server is using Kemono, I tried disabling kemono and using a singleplayer world to check but issue still persisted. Following is a list of client loaded mods for reference:
Spoiler
[Notification] Mods, sorted by dependency: allhelveworkable, arrowheadsrecovery, axleinblocks, bettercrates, buzzwords, cavesymphony, clay_goes_in_mining_bag, containersbundle, fastcrops, forestworld, increasedcropseedsyield, kemonoskins, limestonefromcaves, manualdough, millwright, morefuel, morehoney, moretorchholders, rpermskin, RelightTorches, shelfobsessed, sonitorecipepin, tankardsandgoblets, thatchexpanded, translocatorengineeringredux, game, vsimgui, wildfarmingrevival, alchemy, animalcages, anotherdrifter, apegrapes, apelanterns, attributerenderinglibrary, augplantlib, egocaribautomapmarkers, awearablelight, betterfirepit, betterruins, bettertraders, butcheringxskillsxp, butchering, canjewelry, carryon, chiselwiz, commonlib, composter, configlib, configureeverything, cooperativecombatrework, crystalgrowth, caffCuniculture, danatweaks, extrainfo, fieldsofsalt, fleeexhaustion, foodshelves, fromgoldencombs, gimmeoneseedplz, gladiolusrandomfeatures, immersivewoodchopping, improvedhandbookrecipes, jaunt, justthepepper, kcmftospatch, kemono, metalpots, millwrightvawtaddon, mineralsoup, ndlexpandedgrowth, offhandnohunger, onebedsleeping, petai, playerlist, claywheel, purposefulstorage, reedbuff, rubberbandaid, rustboundmagic, saltpeterproduction, schematica, shuffle, slowtox, smithingplus, spawnersapi, statushudcont, stirlingmotor, stonebakeoven, torchholderplaceontop, traitacquirerreborn, usefulstuff17, vanillaarmory, vintagesymphony, creative, survival, woodenshuttersandmore, xlib, zinkmodautoclay, autoconfiglib, battletowers, bettermoistureredux, draconis, em, extraoverlays, foxtaming, glassmaking, newworldcrops, ponyraces, poolsofbrimstone, shearlib, vintagesymphonyassets, wkfa, xinvtweaks, xskillgilded, xskills, battletowersrarity, rustboundmagicxskillsfix, tailorsdelight, theworkingclass, wool, xskillsworkingclassescompatibility, dressmakers
Thank you for your time and effort |
Sliprunner | 1 hour ago |
From Golden Combs | Vinter_Nacht |
Vesstemona | 1 hour ago |
Campaign Cartographer | I am working on updates. It's slow, because I've done a full re-write of my entire MDK. But it's going much faster now. I've got half my mods updated so far. I usually leave CC until last, because it's a monster of a mod. I'm planning some big changes. I'm now able to work with multiple mods, and so I may end up splitting up CC into chunks. A client-side only part, a server-only part, and some plugins for compatibility with different mods. I can't give a timeframe yet. I want to do this justice. When I opened the CC repo after the MDK re-write, I had 1,136 compile errors... to give an idea of what I'm up against. |
Apache | 1 hour ago |
All Helve Workable | trpro All this mod does is change the bit of code that tells the helve whether it can work a specific recipe or not. It doesn't affect the actual working in any ways. Make sure you don't have other mods wich could be the cause. |
Windows98 | 1 hour ago |
Teleportation Runes | OMFG THANK YOU FOR UPDATING THIS ONE! |
RenayEdor | 1 hour ago |
Fast Crops | Kamulton no this mod does not effect berries, or fruit trees. both of those would require .dl creation to change their growth. this mod is only a patcher mod, which would allow it to be cross compatible to future versions as long as they don't change any of the crop/*.json files. |
SteelNorthman | 1 hour ago |