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 20 Comments

On Text By Date
NDL Villagers

would it be possible for you to add villager routines? We have a pub on our server that wed love to have villagers go to at the end of a day. It would be cool to make a meeting point block that from certain set times, the villagers would go to and mingle.

ps: would it be possible to have a setting somewhere to change the spawn chance per day?

The_Amish 26 minutes ago
Just The Pepper

MystRunner JustaKobold Are you using the latest version of Wildcraft: Fruits and Nuts? It removes the vanilla bell pepper and replaces it with its own version. I also added a note about it under Known Issues.

Faeldray 28 minutes ago
No Temporal Stability

Ricksdetrix

Done - I've uploaded the source to github, added a highly permissive license, and added a "Source" button at the top of this page so you can easily find it.

It's basically just the temporalstabilityModSystem.cs file, so like 50 lines of code.  Enjoy!

SpearAndFang 51 minutes ago
VS Village

Any chance we get some better tools to assign specific villagers to specific beds/jobs? it seems quite random where they decide to choose their bed. I would love to be able to assign a villager a job if the table is there and assign a specific bed.

The_Amish 1 hour ago
Esoterica

So, fun fact, Stoon -- When I wrote up my thoughts, it was before the version with the guidebook added.  I feel a bit silly. 😅  After updating it and reviewing the guidebook, I can add my thoughts on that as well!

Spoiler!

First and foremost, the guidebook is very nicely written.  I think you've done a great job there, very few notes.  The only thing I'd make a comment on at the moment is purely from a formatting and display standpoint; It seems like Vintage Story automatically formats things with a doublespace.  The lines between different paragraphs are pretty expansive, if you view it in the guidebook directly, compared to other guides and information in vanilla and other mods.  This isn't a usability problem in the slightest, and I only throw out there as an item of polish to consider. 🙂

Importantly, the guidebook confirmed for me that I was solidly on the right track for accessing The Wood.  By which I mean, I picked up all the clues for it pre-Guidebook, and reading the guidebook pretty much agreed with that.  Which was awesome!  The problem then became a matter of mechanics and translating what I knew it meant into how it functioned, mechanically.. And that was a bit more of a guess.  Even though I'm spoilering this section of my text, I'm hesitating on explicitly spelling out the whole thing here.  I think.. If I were to try my hand at being obscure.. .. I'd say that the text implies one or two things that I would do in real life, and while those things are possible in the base game itself, neither of them did it.

It wasn't until I shift-ed my perspective, so to speak, that I landed on the right mechanic -- Which was almost entirely by accident.

I'm not sure what a better way of phrasing things would be regarding this (either in game, or me explaining my experience in an appropriately occluded way).  I'll put some thought toward it, and if anything comes to mind, I'll offer it up as a suggestion.  That being said, once I understood what to do, the pieces rapidly fell in place for several other items, and I had accessed Wood, Winter, and Spider readily.  Still haven't done Stag, but I'm pretty confident I'll figure that one out.

Anyway!  Really appreciated the guidebook update, and I saw the totems added in as well which look really cool.  Also, and I didn't mention this in the last post -- The still images done for the different areas of the Mansus are absolutely phenomenally done.  Beautiful visuals that make me wish there were some kind of multidimensional system in Vintage that could let me actually go to those places.  Really popped well, and capture the dreamlike qualities of the Mansus as I'd visualize it.  Fucking awesome.

I think that's all I have to add at the moment for experience so far.  I'll certainly be giving it some more testing and play in a live environment soon; My brother and I are spinning up a multiplayer server, and this is going to be something I test this weekend to see how it works in MP.  Really hoping that goes positively, 'cause love it so far, and he thinks it looks cool as hell.

Lastly, throwing down a nonexhaustive laundry list of possible improvements that could be done to the mod, as coding skill and time permit -- These are just neat ideas that occurred to me, and I'm throwin' them your way for funsies. 😄 I recognize all of these would require their own level of work, and I'm just throwing out ideas.  For anyone reading the below, please note I am not being circumspect in some regards, so read at your own risk:

Spoiler!
  • POIs and Mob(s): Acknowledging that I'm far more versed in Fallen London's setting (Citizen Seth Amarant, do ya' kindly, if you ever care to send for a spot of tea.), my brain naturally thinks of gaoler's honey when encountering red honey.  I'm legitimately unsure of red honey existing in Esoterica, or if it's a nice little reference to Kennedy's prior work.  Assuming that they're more or less the same thing in some regards, though, I'd think there's some neat potentiality for a new mob in the form of Lamplighter Bees, and a POI that's straight-up a lamplighter beehive.  That could be freaking rad, and you could easily do several different iterations of hives -- Either in design, scale of size, or both.
  • POIs and Mob(s): The individual graves are cool.. But a full-on graveyard would be awesome.  These could also have a lot of different variations to them, and would allow a space to add in various types of Risen.
  • POIs: Vaults.  Not necessarily directly themed after existent ones in Cultist Simulator, but generally themed toward the different Aspects, or combinations thereof.  Maybe with doors or puzzles that require using certain Lore books of differing levels to actually proceed forward.  This would require additional consideration such as making the area unable to be harvested, similar to trader wagons, so that people have to complete the puzzles.  I'm unsure of how viable that is to do, but it'd be cool.
  • Mob(s): There's the abandoned buildings and such that have Cultist Simulator items strewn about, which are great on their own -- But perhaps some form of cultist mob or mobs that have a randomized chance to spawn would be interesting.  You could even tier it out with a high probability of low-level cultists, and extremely low possibility of encountering a maddened Long.
  • POIs and General Blocks: Maybe some Mansus-themed blocks for construction and use could be added.  These could be things that have a random chance of coming back with you from the Mansus, or you could create some POIs that are.. Mm.. Mansus-leakage into the world.  While that'd be mildly outlandish in our world as Sixth History, this could make a degree of lore sense in Vintage's landscape, as there's already thin barriers between worlds.  Plus, new blocks for building things are always neat!  There could also be some general blocks and furniture that are not themed as something directly out of the Mansus, and just.. Y'know.. Our world type things, at a blend of the Cultist Simulator time period and Vintage's general aesthetic.  This latter one, I'd compare against other existing mods (like Decor Bazaar, for example) to see if there's already things that exist out there; That'd just save on work for you in the end. 🤨 For stuff that's our-world-type and explicitly Sixth History-coded, you could do those readily; Maybe some sort of painting that's double-block or four-block map of the Mansus that you could hang on your wall, or other things like that.
  • Clothes: Clothes.  That's all there is to say.  The inspiration for these could practically write themselves, I think.
  • Classes: Adding some kind of class or classes, as well as specific traits themed toward the Esoterica mod for those classes, could have some really great utility in general.
  • Book Complexity: You could maybe simulate the different language requirements in Cultist Simulator through a similar method you have for uptiering aspects in Esoterica.  For example, maybe there's an instruction manual that you need to craft some mid- or late-game thing.  This could have a bit of gatekeeping behind it by having two instances of the book itself: A translated version, and an untranslated, and you get the translated version only by putting the untranslated version into the crafting grid with the Aramaic translation book.  Or maybe you put the untranslated book and the Aramaic translation book into the writing desk and give it some time.  That'd at least extend the crafting chain a bit, encourage more exploration, and still remain true to the original reference material (Cultist Simulator).
  • Lore Books: To the degree that it's permissible under license, general lore-of-Sixth-History books ala the vanilla Vintage lore books might be neat things to have on the shelves.  Like, raid the Sixth History wiki and copy-pasta as needed.  Or write your own if you're feeling it.  You do you. 😄

I think that's all I've got for the moment!  Cheers!

Sye 1 hour ago
No Temporal Stability

SpearAndFang if that's okay with you, yes please! 

Ricksdetrix 1 hour ago
Temporality Plus

Soareverix Anywhere I can message you about your mod/plans? I'm working on something similar, might be worth working together. Add me on discord if you want, same name as here

Ricksdetrix 1 hour ago
VS Roofing Mod (Successor to OneRoof)

In creative mode after I copied a roof my game crashed, since than I can't play the on my server anymore. :o

MrKlamma 2 hours ago
Upgradable Storage

Sameal It isn't yet, I'm in the process of trying to extend the functionality out to storage vessels but how storage vessels are set up in the JSONs has been giving me some trouble. Once I'm able to figure that out though the release after this upcoming one is going to be a working on a few compatibility patches for vanilla variants and a few other popular mods out there

quillian Let me look into that one I don't recall if Carry On is the mod that allows you to place chests/containers on your back or if that's Carry Capacity. I believe that Extra Chests had patched both but I had only taken the time to patch Carry On since Carry Capacity hadn't been updated since 2022. I'll look into this though, maybe it's still functioning or I missed something! :) 

TheCrimsonKing96 2 hours ago
Adventurer's Walking Stick

This is neat stuff, and I particularly like the roadmap items each coming with a lightweight gameplay gimmick, lots of substance born from just a little variation. Waiting on the next major update for a fresh server with friends, but I'll be keeping an eye on this one.

Seeing that the comments are pretty lively and actively used for idea farming, I'll throw into the suggestion bin- apparently seconding EduardoTV way at the bottom of the comments- the notion of a Shepherd's Axe. Used by half a dozen or more peoples in Carpathia and its surrounds under as many or more names, it'd be a long axe-cane with lesser tree felling speed due to its lighter, leaner construction, better plant/leaf clearing speed on the flip side, and play the part of a weapon better than vanilla tool axes while remaining capable of treecutting, an ability which weapon mod axes always or almost always don't retain. Not something you use to clearcut, but rather to combine a walking stick with a hybrid forestry multitool-sidearm, as useful for the hunter on the stalk in thick brush as for a pastoralist just in reach of the woods or any coppicer actively taming old growth forest.

https://en.wikipedia.org/wiki/Shepherd%27s_axe

 

Also citing the humble staff sling to send some love the Malefactor's way, whether it would end up tied to his perk or not. It's a walking staff. It has a sling stuck on the top end of it that has more leverage to do more damage than the average sling and also act as a quarterstaff up close. That's about all there is to it, really. Has a tiny breach of infamy from its otherwise obscure status in being a sometimes ubiquitous ranged option in Battle Brothers for being realistically deadly with free infinite stone ammo, coming in both plain wooden and leather-wrapped metal-capped staff variants. Maybe it'd simply be the vanilla sling slotted as a head attachment option for the existing base & reinforced sticks? For all I know, that could make it either very easy or very messy to code. Though, I know Maltiez managed to make musket bayonets that buff melee damage work perfectly in his Firearms pack; this would sort of be that in reverse, a melee weapon gaining a conditional ranged attack with some extra boost to the final projectile damage over a normal sling.
https://www.lloydianaspects.co.uk/ancientWeaponry/theStaffSling.html

headtread 3 hours ago
Good Night Sleep

rhino1998 Hello there. Walk/Run speed multipiers are now addressed in the latest release 2.0.3. GNS had set walk-speed at 99% if a player reached 48 hours fatigue. The intent was for the Player to "barely notice" the effect, then slowly and gradually increase the effect every 12 hours. Long story short, in the latest release the base-walk speed is now multiplied by 99% rather than simply set. Check outt the screenshot. Your Hunter is fast again!

Strongecko GNS should now be fully compliant with FOTSA: Caninae. GNS now instantiates its own wolves from Burdens in order to provide the Sacred Heart of the Wolf! GNS still patches vanilla wolves for now until V3 when the queslines for higher-tier  altars are up. If you see any more issues with FOTSA or any compatibility, please, please let us know.

 

Enjoy!
We work for tips.

Velynicus 3 hours ago
Ars Primordia

heads up the discord invite in the issue tracker link is no longer active

Curious 3 hours ago
Salty´s Firestarters

hey SaltyWater any chance we could get a windspeed config?

I like some of the restrictions you have in place but it feels like 80% of days ingame you're over the cap right now, I'd like the setting to be on for extremely windy days when you get the particles and such and you can actually feel the wind, but for the majority of the game wind existing shouldn't be a forver block on starting fires IMO. 

Also, if you do end up messing with configs, even if you keep the toggles for the individual tools, a universal "mechanics" config to toggle all wind or toggle all rain or whatever in a single place would probably be quite convenient

Ketoth 3 hours ago
Volumetric Shading, Renewed

I'm halting the development on this mod for now - no bugfixes - to rewrite the code as is it much needed. I won't abandon this, don't worry. I won't stop until there is a stable and reliable version - same as optitime and tungsten.

Zaldaryon 3 hours ago
Alloy Calculator [On break]

Yeah, that's too bad. It was great while it lasted.

Thanks for letting us know!

Krougal 4 hours ago
VS Village Aged Village Addon

I'm also getting invisible blocks from this addon. Had to regenerate the worldspace after removing the mod on v1.21.5

Auxtrilion 4 hours ago
VS Roofing Mod (Successor to OneRoof)

Greetings, waiting for a one roof mod update for 1.21 for ages :D Now here it is. 

Looks promising.. Tested it a bit and it seems there are some shadow/light rendering problems.

Spoiler!
image

 

After a world reload, every roof changed to a white block with red question mark in it.

client log error appeared

Crash Report
4.12.2025 12:00:52 [Error] Exception thrown during OnTesselation() of block entity VSRoofing.AutoRoofEntity@512027/10/512032. Block will probably not be rendered as intended.
4.12.2025 12:00:52 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.JsonTesselator.AddJsonModelDataToMesh(MeshData sourceMesh, Int32 lodlevel, TCTCache vars, IMeshPoolSupplier poolSupplier, Single[] tfMatrix) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 279
at VSRoofing.AutoRoofEntity.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in /home/danielt/Documents/vsroofing/vsroofing/src/blockentities/autoroof.cs:line 3495
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 123

 

restarting the game fixed the issue.

Creative world with only this mod installed.

 

Roofs look also weird on world map.

Right red roof is a vanilla roof on the world map. Both used red shingles

image

Teax 5 hours ago
OptiTime

Introdile I'll try to see if I can countour the situation reelasing a minor version soon, but the issue is about the Toolsmith mod.

 

The problem is that OptiTime's GuiManager optimization patches OnFinalizeFrame which calls guiDialog.OnFinalizeFrame(dt) for all loaded GUIs. This eventually triggers PostRenderInteractiveElements → ComposeInteractiveElements → ComposeSlotOverlays. When Toolsmith patches ComposeSlotOverlays and there's a null slot or invalid index, it crashes.

 

You can report it to them.

Zaldaryon 5 hours ago
OP Door Pack

I would like to know if you will make a version for 1.21.5, or if it works on that version even though it’s made for 1.20. Thanks in advance :D

Marquitos 5 hours ago
Upgradable Storage

thanks so much for updating this mod, its been a favorite of mine for a long time. it works great, the only problem i've encountered is that i'm not able to put an upgraded chest on my back. i was able to do it with the extra chests mod after updating the carry on config, but after switching to this version it stopped working. i can pick up a chest, i just cant put it on my back anymore. 

quillian 5 hours ago
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