Mods / Wind Chimes
Author: xXx_Ape_xXx
Side: Both
Created: May 21st at 4:45 AM
Last modified: Oct 20th at 4:13 PM
Downloads: 51377
Follow Unfollow 844
Recommended download (for Vintage Story 1.21.0 - 1.21.5):
windchimes-V1.21.4-1.4.1.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
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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
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| 1.4.1 | windchimes | 14576 | Oct 20th at 3:58 AM | windchimes-V1.21.4-1.4.1.zip | 1-click install | ||
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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 | 1521 | Oct 19th at 1:44 AM | windchimes-V1.21.4-1.4.0.zip | 1-click install | ||
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| 1.3.2 | windchimes | 15866 | Sep 1st at 1:14 PM | windchimes-V1.21.0-1.3.2.zip | 1-click install | ||
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| 1.3.1 | windchimes | 2196 | Aug 30th at 10:09 AM | windchimes-V1.21.0-1.3.1.zip | 1-click install | ||
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| 1.3.0 | windchimes | 1423 | Aug 28th at 12:57 PM | windchimes-V1.21.0-1.3.0.zip | 1-click install | ||
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| 1.1.1 | windchimes | 8156 | Jul 13th at 12:17 PM | windchimes-V1.20.11-1.1.1.zip | 1-click install | ||
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| 1.1.0 | windchimes | 349 | Jul 12th at 8:52 PM | windchimes-V1.20.11-1.1.0.zip | 1-click install | ||
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| 1.0.0 | windchimes | 7266 | May 21st at 4:59 AM | windchimes-V1.20.10-1.0.0.zip | 1-click install | ||
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Copper wind chimes are affected by the Waving Foliage shader in 1.21.5
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..
I'm a sucker for windcharms. Thank you for this amazing mod!
xXx_Ape_xXx
Ah thanks alright, makes sense. keep up the great work then👍
Airz
Sound files take a lot of space, plain and simple.
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...
Thanks, xXx_Ape_xXx! You rock.
egoanditspwn
I'll throw in a compat patch in the next update. Thnx for reporting.
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
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.
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
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)
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!
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.
Great idea for a mod! I'll have to try this one out.
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
SaltyWater
Hey, thanks for the kind words!
Sure, go for it! I'd love to see how they turn out 😀
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!
xXx_Ape_xXx
Copy that!
Accessibility Tweaks to the rescue! Thanks, mate!
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 soon™ 😅
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!
I would love to see a copper chime in this mod.
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
TGerror
Currently there's only brass chimes, but I will add copper in a future update 😉
wonderful mods but I have discovered that you cannot use copper equipment to make some of the wind chimes
Bone Chime with haunting whistly tones? :D
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.
Coda_Vanistok
I'm happy to hear you both enjoy the mod 😃
The newly uploaded version should now function correctly, so you don't have to wait for the game to be patched 😉
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.
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.
Absolutely peak mod, super simple but adds a lot
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.
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
C4BR3R4
Thank you! Added.
xXx_Ape_xXx I translated mod to Spanish Spain (es-es)
DeanBro
Thank you!
I will add it in the next update 🙂
xXx_Ape_xXx Hi! I made a translation for this mod.
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 freqüent 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.
Is there a way to make the chimes louder? I can barely hear them even in gale winds.
xXx_Ape_xXx
Thank you!
Hydromancerx
I'll add that to my list 😉
Edit: Done!
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!
LivCi
Yes, I will add all the different crystal types, so they will be more accessible. (even contemplating using clear quartz)
Please add more crystal variations for the wind chime, I want to make some but I don't have smoky quartz 🙁
idk if it's just me, but the wooden chimes make NO noise
What's the range on the chimes, they can be heard from super far away
alltime fav. thank you for posting
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).
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.
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.
Amazing. Wonder if it would work with OneRoof sod roof.
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 soon™
The wood chimes work for me, but the brass ones are silent (until they're hit manually). Any idea what might be going on?
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.
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!
I may be stupid, crystal chimes are already a thing:p
still, glass chimes or even bone chimes would be lovely:3
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
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!!
oy its like that one minecraft mod!
nice
are there plans to add stuff like glass and crystal chimes?
Costardine
Glad you like them 😊
I'll have a look to see if that is doable, no promises.
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
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 😊
xXx_Ape_xXx That's right, sorry mate!
Churburby It's probably because of sounds, there's a lof of it.
Why is this 4000kB? Not sure what the difference is but even huge mods that add models barely hit that. Maybe needs some optimization?
Super relaxing to hear as I go about my VS day - great ambient addition <3
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?!? 😄
This is so cozy! ;)
Wo, what a cool idea! But why tho change recipe for brass rods? :o