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Posted

Hey everyone, I just started playing vintage story and decided to download a few mods. Well, a few quickly turned into about 110 and believe they're all working correctly. That got me wondering though, what's the most mods you have installed?

Posted

BetterRuins (necessary), CombatOverhaul, CombatOverhaul: Armory, Farseer (very recommend), bunch of Salty's mods, Carry On (necessary), Player Corpses, Millwright. This is my most wanted list.

  • Like 1
Posted
1 hour ago, Zane Mordien said:

Welcome to the forums. I'm always stunned when people say 100+ mods. I'm amazed they all play nice together. Meanwhile I'm running my 2-3 mods.

I wonder what kind of mods this is?

Posted

@Murlok I currently have all of those, except any of salty's mods.

@Zane Mordien I'm not sure if I can exactly say that they play nicely together, lol. World gen is atrocious taking up to 15 minutes sometimes, lag spikes often occur especially when moving fast and loading new chunks. I've also noticed not everything is compatible, of course, the boats from Feverstone Wilds do not work with Joy of Sailing. I've only really played on creative, mostly just quickly test things out and make sure world gen works. I'll soon start a survival playthrough and see how it goes.

Posted

Clocked in at 130 (132 as of today) so far myself, and had to stop adding more due to a current 8Gb memory limit. Had to remove Cuniculture, Age Of Confession, and Sounds Of Confession though as my system cannot handle them. And vey nearly removed Better Ruins as well.

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Posted (edited)

I'm at about 40 mods, some are very small mods and others are medium, large, or need to be installed before generating a world.

Hosting on a server rack at home for Multiplayer & I will say now that we've done some play testing and removed problematic mods, everything runs very smoothly and we've gotten to the point where we are very selective about adding more. 

My main concern with many mods, is that some of them are no longer updating, in hiatus, are outdated, don't match the server's version (1.20.4) are incompatible with mods we won't part with, and/or have many bug complaints in the comments with no response. In these cases, I just won't add those.

Some mods were removed for causing clients (or even the server) to crash, when identified as the issue, they were removed.

I think if you have a good internet & a hefty hosting machine you should be good to have 30-100 mods, it's just the more mods you add, there's more possibilities for Jank™ to occur causing performance issues.

Edited by cosmobeau
  • Like 1
  • 2 weeks later...
Posted
On 4/25/2025 at 5:12 PM, Murlok said:

BetterRuins (necessary), CombatOverhaul, CombatOverhaul: Armory, Farseer (very recommend), bunch of Salty's mods, Carry On (necessary), Player Corpses, Millwright. This is my most wanted list.

Is Farseer stable for you? I recently find it in the ModDB and really like the immersion it added. But after adding it to my mod list, the temporal storm becomes unplayable where the fps drops to 2-3 and everything becomes fine after removing it. The mod page does say it is still in experimental stage though so I am wondering your experience and maybe your video setting.

Posted
On 5/7/2025 at 10:37 AM, V1ncent said:

Is Farseer stable for you? I recently find it in the ModDB and really like the immersion it added. But after adding it to my mod list, the temporal storm becomes unplayable where the fps drops to 2-3 and everything becomes fine after removing it. The mod page does say it is still in experimental stage though so I am wondering your experience and maybe your video setting.

Absolutely stable for me, didnt see any performance difference. i have ryzen 5 5600, gtx1070, 16gb ram

Posted
12 hours ago, Zippy Wonderdust said:

I'd really like him to post a list of what he's running...

You and me both

Not that I don't believe him, but I'd love to see how he got so many mods going at once, that's impressive

Posted (edited)

If you write your own mods, and keep them narrowly defined,I don't know of any reason you couldn't use well into the thousands. You could have a mod that makes leafy blocks drop sticks 20% rather than 2%, another that changed branchy leaves from 1 to 1.5 sticks, another that let you collect mushrooms like berries, another that extended the freshness of meat, etc. Those are the kinds of things that are most of the mods on my own server, in fact. Rather than bundling all my tweaks into a single mod, I keep them discrete so they are easy to add or remove. It's when you start fiddling with the code mods that you might run into issues.

Edited by Thorfinn
  • Like 2
Posted

While your explanation is entirely plausible, in this case I think it is highly improbable.  I did a quick search of the ModDB and @BlueSteelAU doesn't appear to have published anything.  Also, while he's been a member since 2020 he's only posted to the forum 3 times, so unless he's super-engaged over on Discord I doubt he's writing his own mods. (Of course he is welcome to chime in at any time to confirm or deny this!).  I strongly suspect his 279 mods represent a cross section of what is on the ModDB, and even if only one third of them are code mods, that's still almost a hundred competing C# patches and additions.  Eep!

Also, speaking from my own mod writing experience, simple JSON-only content mods can run into patching conflicts too.  The patching syntax, being simply index-driven, is very brittle and breaks easily if some other patch messes with the same JSON file.

Which brings me back to my original opinion of "In the name of all that's holy, how did he ever get 279 mods to work?" 

  • Like 2
Posted (edited)

I'd go along with all that. Especially because most people don't mod anyway, plus using patch mods, because index. It would be really easy to forget that you already had a patch of that block that would interfere. Makes me kind of wonder why it wasn't coded for key rather than index.

Been a while since I was in creative mode, but seems to me like there were somewhere around 9k blocks? Each of which could have its own texture and block/item/entity tweak? Without once worrying about indices?

Edited by Thorfinn
  • Like 1
Posted
6 hours ago, Thorfinn said:

Been a while since I was in creative mode, but seems to me like there were somewhere around 9k blocks? Each of which could have its own texture and block/item/entity tweak? Without once worrying about indices?

Well, yeah. I'm not denying that you could totally load 1000 simple block patching mods easy-peasy, but that would be a rather contrived circumstance, don't you think?

Posted

Currently at 139 mods.  The one named "overpowered2.zip" is my own unpublished mod, messing with inventory and storage sizes as well as stack sizes.

All other mods are from ModDB.

 

ModList.png

  • Like 1
Posted
On 5/14/2025 at 7:51 PM, Zippy Wonderdust said:

Dude over here claims to be running 279 mods, which I think is absolutely insane.

I'd really like him to post a list of what he's running...

Could be that he has a dedicated server for hosting the world, while he runs the game client itself on a different computer. A dedicated server will help things run a lot more smoothly, even just for a singleplayer world.

  • Like 1
Posted
4 minutes ago, Kreeate said:

Currently at 139 mods.

Congratulations! You've beat my 13-year-old son, who has (at last tally) 84 mods; although he's totally into all the electricity/engineering mods and seems to be adding something new on an almost daily basis, so maybe he'll catch you up soon... 🤔

😢 I don't see any of my mods in that list 😿

<Italian Mama Accent> Watsa matta? You don't like my cooking?

  • Like 1
Posted (edited)
13 minutes ago, Zippy Wonderdust said:

😢 I don't see any of my mods in that list 😿

<Italian Mama Accent> Watsa matta? You don't like my cooking?

Just had a look and will definitely add Zippy's Bashful BowtornsZippy's Moose Tweaks 😉

 

The problem is that there are soooo many mods on ModDB and I have to restrain myself from just adding all of them.

It's usually a systematic process where I download one, then test in a test-world, then move to the next mod.

Sometimes I have to manually merge/delete some of the json files from some mods as they can conflict in certain instances. This is problematic when it comes to updates, as I can never remember which mods I edited manually 😭

 

40% time browsing/installing/testing mods.

60% time actually playing the game, lol

Edited by Kreeate
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