Mods / Footprints

Tags: #Other #QoL
Authors: Aylor, Lalijara
Side: Both
Created: Oct 17th at 1:22 PM
Last modified: 4 days ago
Downloads: 12454
Follow Unfollow 447

Recommended download (for Vintage Story 1.21.2 - 1.21.5):
Footprints-v1.0.7.zip  1-click install


Overview:

Footprints adds visible footprints for animals and players when they move.

 

Behavior:

  • Only appears on soft materials (soil, gravel, sand, clay, peat, snow, etc.)
  • Non-Affected Creatures: Drifters and other lore-related creatures will not leave footprints.
  • Tamed animals (generation > 0) are also excluded.
  • Custom footprint size and texture per entity type.
  • Opacity decreases as it decays, takes 6 in-game hours.

 

 

Configuration:

  • Fully configurable!
  • High / Low resolution textures.
  • Materials and Animals whitelist.
  • Local toggle: Players can disable the footprint effect locally, even if enabled on the server.
  • Server authority: Players and/or Animals footprints are controlled by the server and can be toggle for everyone.
  • Customizable player footprint texture.
  • Partial server-controlled settings, with the ability for the client to opt-out.
  • The mod can be uninstalled mid-playthrough without issues.

 

Advanced Configuration Explanation: 

Advanced Configuration Explanation: 

- Custom player footprints (Local only)
To enable custom footprints, check the `Custom footprint texture` checkbox and configure the `Texture width` and `Texture height` in the settings to match the dimensions of your texture file. Save the settings and restart your game.
Next, navigate to the mod folder and replace the texture in the following path with your custom file:
`assets/footprints/textures/decals/custom-png`


- Partial Server-Controlled

If the server config `Broadcast configs to client` is enabled, the server will broadcast the configuration settings to the client, which will override the client’s local settings.
By default, the client automatically accepts the configuration shared by the server. However, the client can opt out by unchecking the `Accept server configuration` setting.


- Custom Materials Whitelist:
Technically, the whitelist uses `.startsWith` on the block code . For example, a simple value like `soil` will include all soil types, while something like (`soil-low-none`,`soil-medium-none`,...) would result in a more natural result (only on dirt). It's a bit tedious but allows full customization, even with modded blocks, while keeping performance higher than with RegEx.

- Custom Animals Whitelist:
The Custom Animals Whitelist operates similarly to the Materials Whitelist but applies to entity codes.

(Optional) Requirements for the config menu (Optional):

 


Compatible with the following mods:

Animal mod:

Player model:

More will come later; probably with a similar list like my mod Blood Trail

 

 

Planned features (subject to change during development):

  • ??

  • Better edge detection (Reduce texture overlap on adjacent blocks)
  • More precise player movement detection.

 

 

Performance:

Well-tested but some bugs may remain. Handles 100+ mods for hours without noticeable impact. I couldn't test this on a large server, but for other cases the default setting should be enough for most. I included a stress test below. If your game reach this point, you probably don't need this mod to locate animal! The same debug logger is available in the config for your personal tuning.

 

Spoiler! (Screenshot Stress Test)

(400+ animals with default settings)
I started to notice significant fps drop at >60k prints in memory and 20k visibles. Default values are 30k and 5k.

 

 

Credits:

TheDoctorW -> Mod Icon and screenshots.
Lalijara ->  Footprints Textures (CC BY-NC 4.0)
Rage4556 and more -> PlayTesters before release.

 


Contact info:
Discord: aylor

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.7
1.21.2 - 1.21.5
2037 4 days ago Footprints-v1.0.7.zip 1-click install

Release Notes
For game version: >= 1.21.2

Fixed:

  • Crash on exit (segmentation fault) caused by releasing the same OpenGL resource twice due to a typo. 
1.0.6
1.21.2 - 1.21.5
1505 6 days ago Footprints-v1.0.6.zip 1-click install

Release Notes
For game version: >= 1.21.2


Added Compatibility Patches:



New configuration:  (More details in the description)

  • Ability to use a customizable player footprint texture.
  • Partial server-controlled settings, with the ability for the client to opt-out.
  • Individual toggle for each animal on the client side.


Fixed:

  • Breaking tallgrass won't update footprints anymore. (For compatibility with Natural Trail)

1.0.5
1.21.2 - 1.21.5
3840 Oct 24th at 2:49 PM Footprints-v1.0.5.zip 1-click install

Release Notes
For game version: >= 1.21.2


Added Compatibility Patches:

Animal mods:

 

New configuration:

  • Customizable materials whitelist, default (soil, gravel, sand, clay, peat, snow, etc.) (Block_codes List Wiki)

 Technically, the whitelist uses `.startsWith` on the block code . For example, a simple value like `soil` will include all soil types, while something like (`soil-low-none`,`soil-medium-none`,...) would result in a more natural result (only on dirt). It's a bit tedious but allows full customization, even with modded blocks, while keeping performance higher than with RegEx.


image

1.0.4
1.21.2 - 1.21.5
1588 Oct 21st at 7:21 AM Footprints-v1.0.4.zip 1-click install

Release Notes
For game version: >= 1.21.2

 

Fixed:

  • Caching issue when reloading a world/save.
1.0.3
1.21.2 - 1.21.5
367 Oct 20th at 11:05 PM Footprints-v1.0.3.zip 1-click install

Release Notes
For game version: >= 1.21.2

 

Fixed:

  • Optimizing how textures are processed to try to fix the caching issue.
1.0.2
1.21.2 - 1.21.5
553 Oct 20th at 9:27 AM Footprints-v1.0.2.zip 1-click install

Release Notes
For game version: >= 1.21.2


Added Compatibility Patches:

Animal mods:

Player model:

 


Fixed:

  • Better sprint jumping detection for the player. (Not perfect yet, but good enough for now.)

 

Added

  • The player now uses both feet when landing from greater heights.

 

Coming Soon

Compatibility with The Critters Pack

1.0.1
1.21.2 - 1.21.5
1333 Oct 18th at 5:06 PM Footprints-v1.0.1.zip 1-click install

Release Notes
For game version: >= 1.21.2


Fixed:

  • Synchronization of players' footprints in multiplayer.
1.0.0
1.21.2 - 1.21.5
1231 Oct 17th at 1:27 PM Footprints-v1.0.0.zip 1-click install

Initial release!


62 Comments (oldest first | newest first)

💬 SPQRattus, 4 days ago

Aylor That did the job! Nice work finding it so quickly, too.

💬 Aylor , 4 days ago (modified 4 days ago)

SPQRattus

Thanks for repoting this, and sorry for the inconvenience. Logs and possibly a mod list would make tracking the issue easier, you can send them privately via Discord(aylor) thanks.

(Edit) I believe I’ve identified the issue, and a fix has just been released. If the issue persists, please feel free to send over the logs. Thanks!

💬 SPQRattus, 4 days ago

Aylor I play on Linux, and unfortunately, I've had this mod cause segmentation faults on exit, which prevent the game save from completing. I've deactivated it for now, but it's a real odd one. Let me know what info you might have use for, and where to put it.

 

I have a fairly sizeable mod list, so there might be interactions? But the problem went aweay when I deactivated Footprints.

💬 bramblevines, 4 days ago

yess so awesome thank u

💬 OktoberTheYeen, 6 days ago

Aylor You are amazing, thank you so much!!!! I got it figured out! (And 10/10 hilarious Easter Egg for the default custom footprint hahahahahahaha)

💬 Kudamas, 6 days ago

I love this mod. It's subtle details like this that make the world feel more alive. I was wandering in the woods and found bird and bear tracks in the same line. I knew exactly what happened and what to watch out for.

💬 ThePhantomX64, 6 days ago

I already find this mod cool. Would love to see more Player Model lib mods have custom footprints, either they adding it or it being here. over all still a cool mod.

💬 Beedy, 6 days ago

Aylor You're the best! Thank you.

💬 The_Revisionist, 6 days ago

Aylor Perfect, thank you!

💬 Aylor , 6 days ago (modified 6 days ago)

Beedy
Thanks for the feedback! The minor issue you mentioned should be resolved in the new update.

OktoberTheYeen
I’ve added a new config option in the latest update that allows for custom player footprints texture. Hope you enjoy it! (Check the mod description for a step by step tutorial)

The_Revisionist
I’ve managed to implement a partial server-controlled configs, with the option for clients to opt out. I hope this aligns with what you were hoping for!

💬 Beedy, 6 days ago

An Amazing immersive mod!

I would like to report a very minor visual compatibility issue with Natural Trail Mod (one of the latest updated versions). When natural trail tramples grass (long/medium to short/eaten) which had an animal footprint, the footprint dissapears. This doesn't happen when a new trail evolve. Only when grass get trampled. Thought I might share that. Thanks for this amazing mod.

💬 BeartrapGirl, Oct 29th at 9:32 PM

Going through dense forest at night and stumbling upon bear tracks is horrifying.

Great mod

💬 Lalijara, Oct 29th at 10:40 AM (modified Oct 29th at 2:18 PM)

Willownezz

Hiya ! I will add them in my to-do list.

 

More footprints should be coming by the end of the week. Have a nice day y'all :p

💬 Willownezz, Oct 28th at 11:53 PM (modified Oct 28th at 11:56 PM)

How about some dinosaur footprints ??? {please?} ?

 

https://news.kalataka.ru/show/user/5A00335BA25788911434

 

image

💬 OktoberTheYeen, Oct 28th at 8:02 AM

Thank you so much! I really appreciate the work you're doing both here and with your Blood Trails mod, simply phenomenal for the immersion!!! <3

💬 Aylor , Oct 26th at 10:31 AM

OktoberTheYeen
Thanks for the suggestion! I’ll look into making it more customizable, likely by adding an option for a custom print texture, with the Anthro Fox paw print as the default and the ability to replace it with their own.
I'll update the mod descirption to reflect these planned/upcoming features.

💬 OktoberTheYeen, Oct 26th at 8:22 AM

I love this mod, its awesome!!! Any way to edit what the player's footprint looks like? Would love to add the pawprint you use for the Anthro Fox mod for other player models too like Kemono, Fluffy Dreg, and Kobold. It could be a simple toggle in config to swap player footprint to pawprint, perhaps?

💬 Aylor , Oct 25th at 7:49 PM

The_Revisionist

Currently, the only other planned setting is an individual toggle for each animal on the client side, if feasible.
I’m not planning to allow server-side control over additional settings, mainly because the mod can be GPU-intensive. Allowing each player to adjust their settings helps optimize performance for everyone. That said, I understand the appeal of a consistent experience across a server, and the potential for a server to distribute optimized settings. I’ll give it more thought and see if a compromise is possible. 

💬 The_Revisionist, Oct 25th at 7:04 PM

Thanks for the Critters Pack update!

Are there plans to make some other settings, e.g. the surface materials whitelist or the footprint lifespan, server-side to be able to provide a uniform experience on a server?

💬 Endling, Oct 25th at 12:58 AM

soo cool thanks for adding the material whitelist!

💬 Aylor , Oct 25th at 12:53 AM

Two_Byte

First, make sure you have these two mods installed: Config Lib and ImGUI . Once they’re loaded, a new button will appear in your Escape Menu. You can also manually edit the config file directly by following the path : 
VintagestoryData/ModConfig/Footprints-....json

💬 Two_Byte, Oct 25th at 12:15 AM

How the heck do I open the config settings?

💬 Aylor , Oct 24th at 9:41 PM

Dovinya
Yes, the next mods on the list are Draconis , Haz's Jackalopes and the Fauna of the Stone Age collection. The latter will be released progressively, since it takes quite a bit of time to reshearch, draw, and implement each one of them. Big shout-out to the artist Lalijara . I can’t give a specific timeframe yet, but the end goal is definitely to include them. 

💬 Dovinya, Oct 24th at 9:31 PM

This mod is the exact thing I've been wainting  from hunting. Rly makes me love the experience so much more.

is there any sort of compatability planned for the Fauna of the stone age mods?

💬 Aylor , Oct 24th at 3:36 PM

GLaDOS_cz
Just letting you know that I added the feature you requested; you can now edit the materials whitelist.

Technically, the whitelist uses `.startsWith` on the block code(see wiki link https://wiki.vintagestory.at/Block_codes ). For example, a simple value like `soil` will include all soil types, while something like (`soil-low-none`,`soil-medium-none`,...) would result in a more natural result. It's a bit tedious but allows full customization, even with modded blocks, while keeping performance higher than with RegEx.

Hope this helps. Happy hunting!

💬 Aylor , Oct 23rd at 1:01 AM

Thorin48
I just tested a minimal setup with Footprints, Blood Trails, and Detailed Animals (plus their dependencies) and everything is working fine. Please check the following steps:

  • Update to the latest version (some bugs were fixed).

  • If you’ve changed any configuration settings, try resetting them to default for testing.

  • In multiplayer, some config are server-controlled, so check with the server owner to see if anything has been disabled or adjusted.

Otherwise, I suspect another mod might be causing the issue. 
(Player and animal footprints are handled differently; animal prints are tied to their animations (walk, run, etc.), so a mod altering that could cause issues.)
If the issue persists, Logs and/or a modlist would be appreciated so I can test this further. (you can send them privately via Discord). Thanks

💬 Thorin48, Oct 22nd at 11:14 PM

In response to https://news.kalataka.ru/detailedanimals working. No, on my end none of the animals have footsteps im unsure as to why players have them tho.

💬 GLaDOS_cz, Oct 22nd at 7:42 AM (modified Oct 22nd at 7:42 AM)

That sounds great, looking foward to this. In combination with blood trails, this will be great hunting mod.

💬 Aylor , Oct 21st at 11:58 AM

GLaDOS_cz

You're right; I'll look into making the list of valid surface materials configurable in future updates, thanks!

💬 GLaDOS_cz, Oct 21st at 10:38 AM

Cool idea, but I think they should not be visible on grass and gravel. Like in real, when steping in grass or rough gravel, you will hardly see any ressemblence of a footprint.

💬 Aylor , Oct 21st at 7:22 AM (modified Oct 21st at 7:23 AM)

XEMX Syfe

Thanks for the detailed report. I was able to reproduce the issue exactly and have implemented a precise fix. The updated version with the correction is now available.

💬 XEMX, Oct 21st at 4:03 AM

Just downloaded this mod and I'm experiencing the missing texture issue as well. The footsteps appear normally the first time I load into a world with the mod enabled, but if I exit and reload the textures are missing.

💬 Aylor , Oct 20th at 11:08 PM (modified Oct 20th at 11:08 PM)

Syfe
A new version has just been released to attempt to address the issue. I’d appreciate it if you could test it and share your feedback via Discord DM (aylor). Thanks!

💬 Syfe, Oct 20th at 10:21 PM

Aylor my friend just had it start happening randomly after a bit too and im unsure why. not sure whats causing it yet. it was working before for him. is very strange.

💬 Aylor , Oct 20th at 8:32 PM

Syfe
Glad it’s working again! Still, I’ll keep this bug in mind and do some extra testing/patching over the next days. 

💬 Syfe, Oct 20th at 8:23 PM

so it fixed itself during gameplay and i have zero idea what changed so... yay? xD i just looked down and noticed my steppies were steppin' suddenly and idk what happened

 

all i really did that i can think of was enabling debug logging in hopes of it telling me what was wrong after i had a random program lockup

 

regardless im just happy its working now

💬 Aylor , Oct 20th at 8:11 PM (modified Oct 20th at 8:23 PM)

Syfe
I confirm the issue is on your end; most likely caused by a missing texture file inside your copy of the mod.
Please check inside your footprints mod for the following structure:

Spoiler!

assets
   footprints
        textures
            decals
               high.png
               low.png

               cats
                  high.png
                  low.png

               equus-feverstonehorses
                  high.png
                  low.png

               medievalexpansionpatch
                  high.png
                  low.png

               simpleanthrofoxplayer
                  high.png
                  low.png

If any is missing, I recommend deleting your current mod file and redownloading it either by rejoining the server or by downloading it again from the official mod page. Please let me know if this resolves the issue.
If it does, I’ll add a more robust warning system in future versions to help detect and report missing textures directly.
Thanks

 

💬 Syfe, Oct 20th at 7:34 PM (modified Oct 20th at 7:40 PM)

having a mighty odd issue in my server. currently for me footprints are showing up as broken textures which partially say 

Top

Middle

Bottom

 

but they work fine for my friend who connected

 

💬 Aylor , Oct 20th at 6:14 PM

Thorin48

Sure, but if you're referring to the [Truth and Beauty: Detailed Animals] mod, it should already be compatible. As far as I know, it doesn't add entities or interfere with the footprint system. Let me know if I missed something.

💬 Thorin48, Oct 20th at 5:23 PM

Can you add compadibility with Detailed animals?

💬 The_Revisionist, Oct 19th at 7:43 PM

Lalijara
That's great, thanks!
No worries, I understand that mod compatibility is not the first on the to-do list.

💬 Lalijara, Oct 19th at 7:28 PM

The_Revisionist
Hello, the texture should be done during the coming week, I am actually working on it at this moment.
I don't know when it will be implemented in the Footprints mod tho.

💬 The_Revisionist, Oct 19th at 6:00 PM (modified Oct 19th at 6:01 PM)

Amazing mod! Can't wait for Critters Pack animals to also be included!

💬 Aylor , Oct 19th at 2:48 AM

Thorin48

It's a known limitation. The current step-tracking method for players doesn’t trigger correctly in some cases. Player integration was a late addition to a system originally focused on animal tracks, optimized for performance over precision.

It will be refined in the upcoming updates. Nevertheless, thanks for reporting it. I’m glad to see interest in this feature too, as I was a bit uncertain about it at first.

💬 Thorin48, Oct 18th at 10:36 PM

Idk if its a bug or intended but if a player sprint jumps it leaves no footprints 

💬 Lalijara, Oct 18th at 6:48 PM

Pagan_Sunburn
Hello !
I am working on doing more paw prints for a list of mods Aylor gave me. But I can also make a texture for you, if you can provide me a link to the mod you are referring to.
I am available on Discord "lalijara" if you want to talk about it. :)

💬 Pagan_Sunburn, Oct 18th at 6:32 PM

This looks like it would be a very good mod for my server, a furry server using the anthrofox mod. I am excited to see how this works with being able to leave fox footprints.

💬 Aylor , Oct 18th at 4:15 PM (modified Oct 18th at 5:11 PM)

Teax

Indeed, there is a bug in multiplayer with the synchronization of players' footprints. I'll start working on it right away. Thanks for reporting this (It should be fixed this by the end of the weekend.)   Edit: Fixed!

💬 Teax, Oct 18th at 3:38 PM

Greetings, nice mod. Is it right in Multiplayer players cant each other footsteps or did i miss something in the config?

💬 FlyLite, Oct 18th at 10:58 AM

Ohhhhh FANTASTIC! I was only chatting about this kind of thing a few weeks ago! 👍

💬 PapitoPapz, Oct 18th at 12:15 AM

OH MY GOD YES I LOVE THESE KIND OF MODS THAT ADD COOL FEATURES LIKE QUALITY OF LIFE YOU KNOW !!!!

💬 Rytram, Oct 17th at 9:02 PM

Oh I absolutely LOVE this. There is obviously utility here, but those lil prints are so cute!

💬 Aylor , Oct 17th at 5:51 PM

Mobius

Yeah, only soft materials, I'll write this down in the description. Thanks

💬 Mobius, Oct 17th at 5:40 PM

Do the footprints only apply to soft materials, like grass or dirt?

💬 Mereel, Oct 17th at 5:12 PM (modified Oct 17th at 5:13 PM)

Maybe instead of making it limited to the hunter class, let them instead be able to somehow inspect the footprint and have a chat message saying what kind of animal it is, or just giving them a longer duration with the footprint could also be another good idea.

💬 Aylor , Oct 17th at 4:35 PM

Comeaves

Yes, by default, tamed animals (gen > 0) are not affected by footprints. This setting  can be toggle in the configuration.
I forgot to mention this in the description.
Regarding the class-specific skill; I prefer not to modify classes. However, if another modder contact me for collaboration on this, I would be happy to work together and share the relevant code.

Thanks

💬 Comeaves, Oct 17th at 4:19 PM

Cool mod, would be nice if only avaliable for the hunter class.
Would it be possible to disable for tamed animals? 

💬 Yelb, Oct 17th at 4:13 PM

Excellent

💬 moosespores, Oct 17th at 3:52 PM

Oh, this looks awesome! I love the detail in the prints. Can't wait to try this out :)

💬 STK2008, Oct 17th at 2:00 PM

This is awesome. I will be using this one for sure

💬 SaltyWater, Oct 17th at 1:59 PM

Amazing work!

💬 Sonito, Oct 17th at 1:38 PM

Holy shit that's pure gold ! good work !

 

 (edit comment delete)
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