Mods / Wind Chimes

Tags: #Cosmetics #Crafting #Furniture
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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.4.1 windchimes
1.21.0 - 1.21.5
14576 Oct 20th 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
1521 Oct 19th 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 15866 Sep 1st at 1:14 PM windchimes-V1.21.0-1.3.2.zip 1-click install
  • Added workaround for remapping issues
1.3.1 windchimes 2196 Aug 30th at 10:09 AM windchimes-V1.21.0-1.3.1.zip 1-click install
  • Added Spanish translation - thnx C4BR3R4
1.3.0 windchimes 1423 Aug 28th 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
8156 Jul 13th 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
349 Jul 12th 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
7266 May 21st at 4:59 AM windchimes-V1.20.10-1.0.0.zip 1-click install
  • Initial release

68 Comments (oldest first | newest first)

💬 prototype464, Nov 24th at 7:51 PM

Copper wind chimes are affected by the Waving Foliage shader in 1.21.5

💬 prototype464, Nov 24th at 7:03 PM (modified Nov 27th 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 at 9:13 PM

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

💬 Airz, Oct 23rd at 3:26 AM

xXx_Ape_xXx

 

Ah thanks alright, makes sense. keep up the great work then👍

💬 xXx_Ape_xXx , Oct 22nd at 5:49 PM

Airz

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

💬 Airz, Oct 22nd 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 at 9:31 PM

Thanks, xXx_Ape_xXx!  You rock.

 

💬 xXx_Ape_xXx , Oct 19th at 9:30 PM

egoanditspwn

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

💬 egoanditspwn, Oct 19th 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 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 at 4:16 PM (modified Oct 19th 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 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 at 11:51 AM (modified Oct 19th 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 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 at 4:31 PM (modified Oct 14th at 4:31 PM)

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

💬 voxelsword, Oct 12th 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 at 10:20 PM

SaltyWater

Hey, thanks for the kind words!

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

💬 SaltyWater, Oct 4th at 9:57 PM (modified Oct 4th 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 at 9:40 PM

xXx_Ape_xXx

Copy that!

 

Accessibility Tweaks to the rescue!  Thanks, mate!

💬 xXx_Ape_xXx , Sep 26th 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 soon™ 😅

💬 DrBubba, Sep 26th 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 at 6:40 PM

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

💬 TGerror, Sep 15th 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 at 5:31 PM

TGerror

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

💬 TGerror, Sep 14th 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 at 6:15 PM

Bone Chime with haunting whistly tones? :D

💬 LordBob, Sep 11th 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 at 7:06 PM

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 😉

💬 Coda_Vanistok, Sep 1st 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 at 9:43 AM (modified Sep 1st 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 at 8:14 AM

Absolutely peak mod, super simple but adds a lot

💬 Coda_Vanistok, Sep 1st 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 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 at 10:09 AM

C4BR3R4

Thank you! Added.

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

DeanBro

Thank you!

I will add it in the next update 🙂

💬 DeanBro, Aug 23rd at 9:52 PM

xXx_Ape_xXx  Hi! I made a translation for this mod.

💬 Janeator, Jul 18th 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 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.

💬 Zenny, Jul 17th 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 at 3:41 PM

xXx_Ape_xXx

Thank you!

💬 xXx_Ape_xXx , Jul 12th at 10:28 PM

Hydromancerx

I'll add that to my list 😉

 

Edit: Done!

💬 Hydromancerx, Jul 12th 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 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 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 🙁

💬 LivCi, Jun 28th at 10:18 PM

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

💬 Rythillian, Jun 24th at 2:38 AM

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

💬 Endling, Jun 22nd at 5:47 AM

alltime fav. thank you for posting

💬 Rythillian, Jun 21st 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 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 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 at 1:10 PM

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

💬 xXx_Ape_xXx , May 28th 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 soon™

💬 Billiam, May 28th 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 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 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 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 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 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 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 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 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 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 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 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 at 5:03 PM

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

💬 xXx_Ape_xXx , May 21st 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?!? 😄

💬 Michaloid , May 21st at 12:12 PM

This is so cozy! ;)

💬 Evoken, May 21st at 8:24 AM

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

 (edit comment delete)
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