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Posted (edited)

I'm using a total of 279 mods myself  :) . Tweaked some of the mods settings on the base Vintage Story 1.20.10 stable

 here is the directory listing of all the mods I have installed up to 288 as of today  2025/05/18 (for those who wanted to know)

Spoiler

8xBackpackCapacityV0.0.1.zip
AccessibilityTweaks_v3.8.2.zip
airmapfix_1.0.0.zip
akarisimpletweaks_1.2.3.zip
All Sides Have Resin-v1.0.0.zip
aloysiasagriculture.zip
AltMapIconRendererContinued_1.20.10_v1.4.0.zip
altoffhandpenalty_1.2.1.zip
animalcages_v3.2.2.zip
animation-resync_1.3.0-release.zip
APanserbjornStory-v0.9.5-1.20.0.zip
apegrapes-v1.20.4-1.2.6.zip
apelanterns-v1.20.10-1.1.2.zip
ariasserverutils_1.0.11.zip
armornegative.zip
AstronomersDelight_V1.0.2.zip
autoconfiglib_2.0.6.zip
autolootreforged_1.0.3.zip
Auto Map Markers 4.0.2 (Vintagestory 1.20).zip
AutoMapMarkersAutoConfig.zip
BedRespawn.zip
bedspawnv2_1.4.0.zip
betterandimprovedweather_0.1.0.zip
betterclay 1.0.4.zip
BetterCrates_v1.8.0.zip
BetterFirepit-1.1.5.zip
BetterFire_v0.0.3.zip
betterloot1.1.1.zip
BetterPoultice2_1.0.7.zip
BetterRuinsv0.4.12.zip
BetterThanHeresy_1.2.11.zip
BetterTorches1.1.0.zip
BetterTradersv0.0.10.zip
biggercellars_v1.0.1.zip
BiggerStacks_1.1.0.zip
biomes_1.20.12.zip
boatiespeedie12 1.0.3.zip
bola_1.1.0.zip
Bonesbonesandbones.zip
bradyladders-v1.1.0_v1.20.7.zip
Bushmeat Recipe v1.0.3.zip
BuzzyBeesV1.0.5.zip
CarryOn-1.20_v1.8.0.zip
CartwrightsCaravan_1.5.0.zip
cats_v3.2.0_petai_v3.0.+.zip
CaveTweaks v1.2.0.zip
ChestOrganizer-1.2.3.zip
chickenfeed_1.1.8.zip
chickenpet_1.1.1.zip
chiseltools1.14.17.zip
claytransformingfixed.zip
clayworks_0.4.5.zip
ClimbableTrapdoors_v1.0.0.zip
cob_tradercamps_1.1.5.zip
CommonLib_VS1.20.0-rc.1_net7_v2.6.1.zip
compostgrass-v1.20.7-2.zip
configlib_1.5.3.zip
ConfigureEverything-v2.1.3.zip
Conquest Landform Overhaul v1.0.1.zip
continentalworld_1.0.0.zip
CrazySkinCustomization-1.0.1.zip
creaturescan_1.0.12.zip
DanaTweaks-v3.4.1.zip
DayTrader-1.0.5.zip
DebarkMod_1.0.2.zip
detailedanimals_0.5.0.zip
diamondtools3.0.2.zip
displayfps_1.0.3.zip
Display_Transform_AgXEary_0.1.3.zip
domesticanimaltrader1.1.0.zip
DoubleBackpackCapacityV0.0.1.zip
DoubleSlabs-v0.1.3.zip
driedgrasstothatch1.0.2.zip
DriedPeatRAddon_v0.0.2.zip
DriedPeatv1.1.0.zip
dropdownnextprev_1.0.0.zip
DRT_AgX_Kraken_0.9.6.zip
elkaggressionnomore_1.0.2.zip
el_remiel-sawsticks.zip
EMstacksize tweak.zip
entitynametag_1.2.1.zip
everybodytailors.zip
expanded_matter-3.2.1.zip
expandedskins-2.1.0.zip
Extended creation1.1.2.zip
ExtraChests_v1.9.0.zip
ExtraInfo-v1.9.8.zip
ExtraOverlays_VS1.20.1_net7_v1.5.0.zip
FancySky.zip
farmlanddropswithnutrients_1.2.1.zip
FasterTorchIgnition-1.0.2.zip
fastknapping_1.0.0.zip
fernslikegrass1.2.2.zip
FeverstoneHorses-v1.6.1-1.19.x.zip
feverstonewilds_1.5.0-rc.2.zip
Fieldsandplateaus-v1.0.8.zip
firewoodtostick.zip
fleeexhaustion_1.1.1.zip
flint sword.zip
floatingfish.zip
FloralZonesCapeRegion-v1.0.22.zip
FloralZonesCaribbeanRegion-v1.0.17.zip
FloralZonesCentralAustralianRegion-v1.0.14.zip
FloralZonesCosmopolitanRegion-v1.0.4.zip
FloralZonesEastAsiaticRegion-v1.0.12.zip
FloralZonesMediterraneanRegion-v1.0.12.zip
FloralZonesNeozeylandicRegion-v1.0.13.zip
florasphere_1.0.4.zip
fontsettings_1.1.1.zip
foodshelves_2.0.1.zip
ForestSymphony_1.0.1.zip
forgesstaywarm_1.0.0.zip
FotSA-Bovinae-v0.2.3.zip
FotSA-Caninae-v1.0.32.zip
FotSA-Capreolinae-v1.2.9.zip
FotSA-Casuariidae-v1.1.4.zip
FotSA-Cervinae-v0.1.6.zip
FotSA-Chelonioidea-v1.0.2.zip
FotSA-Dinornithidae-v1.0.16.zip
FotSA-Elephantidae-v1.0.13.zip
FotSA-Felinae-v0.2.10.zip
FotSA-Iniidae-v0.1.2.zip
FotSA-Machairodontinae-v1.0.25.zip
FotSA-Manidae-v1.0.15.zip
FotSA-Meiolaniidae-v0.1.5.zip
FotSA-Pantherinae-v1.1.27.zip
FotSA-Rhinocerotidae-v1.0.18.zip
FotSA-Rhinocerotidae-v1.0.20.zip
FotSA-Sirenia-v1.0.22.zip
FotSA-Spheniscidae-v1.0.11.zip
FotSA-Thylacinidae-v0.1.3.zip
FotSA-Viverridae-v1.0.4.zip
FotSA-Vombatidae-v0.4.1.zip
foxtaming-1.6.1.zip
genelib_1.0.0.zip
giantgouramis_102.zip
gimmeoneseedplz_1.1.0.zip
GlidierGlider.zip
GlowingArrows-1.2.2.zip
Golden Wolf v1.1.1.zip
harepet_1.2.2.zip
hayhive_1.0.0.zip
HealthBar.v1.0.7.zip
Healthy Hot Springs.zip
herbarium_1.4.0.zip
HieronymusReptilesCollection_1.0.1.zip
highfert_V1.0.2.zip
IceNSaltChestV0.0.2.zip
ImprovedHandbookRecipes_1.1.3.zip
ImprovedSheeps 1.0.zip
IncreasedStorageCapacityV0.0.4.zip
infinitetorch.zip
infinitumpickupmod_1.2.0.zip
I-S-T-ChestsV0.0.4.zip
ItemFrame-v1.0.0.zip
itempickupnotifier_1.4.3.zip
JuicyOres-v1.0.0.zip
KeybindConflictResolver.zip
Knapster_v2.14.4.zip
LetThereBeLightV0.0.2.zip
localrespawn_1.2.3.zip
LoP-Abeli-1.0.6.zip
LoP-Ankylo-1.0.15.zip
LoP-Carchar-1.0.2.zip
LoP-Ceratops-1.1.4.zip
LoP-Dromaeo-1.0.12.zip
LoP-Hadro-1.0.9.zip
LoP-Macrons-1.0.18.zip
LoP-Mosa-1.0.9.zip
LoP-Pachy-1.0.5.zip
LoP-Spino-1.0.18.zip
LoP-Tyranno-1.3.10.zip
LudicrousBackpackCapacityV0.0.1.zip
LumberJackTrader1.0.2.zip
MeatUp.zip
metalrecycling_1.2.0.zip
millwright_1.1.9.zip
minimalcompass_1.1.3.zip
MobsRadar-v2.1.7.zip
mods.txt
Monoceros-v1.2.5.zip
MoreAnimals-1.4.1.zip
morepiles120patchc11.zip
MorePiles-v2.1.4.zip
mushroomtrader1.0.5.zip
Mushroom.zip
NA Catfish 1.0.zip
NA Darters 2.0.zip
ndlvillagers_1.4.0.zip
ndlwoodentorchholder_1.4.2.zip
noarmorhunger.zip
NoCharcoalLost-1.0.1.zip
nomonsters_103.zip
NoNegativeTraits.zip
norottinghides.zip
NotEnoughMapIcons-v1.1.0.zip
nudemod.zip
oneroof_1.10.0.zip
Ornamental Fish 4.0.zip
overhaullib_0.2.7.zip
particlesplus-1.2.1.zip
PassiveAnimals-1.0.0.zip
paxel_v1.6.1.zip
peacockbasses_112.zip
petai_v3.4.3.zip
pigfeed_1.0.8.zip
PlaceEveryItem-v2.2.2.zip
Plainsandvalleys-v1.0.11.zip
PlayerCorpse_VS1.20.7_net7_v1.11.1.zip
PlumpkinsV1.0.5.zip
pomnotes_v0.7.3-rc.1.zip
primitivesurvival_3.7.7.zip
PsychedelicNightSky.zip
quartzretreival.zip
reallynomonsters-1.20.3_1.2.0.zip
reedbuff.zip
reedlesspacks-1.1.0.zip
RelightTorches.zip
Re-Smeltables Light_ v1.1.0.zip
rivers_4.1.0.zip
RopetieableGen0-v1.2.4.zip
SaddleBlanketBedsV0.0.3.zip
SaltAndSands-1.1.0.zip
scarecrow_v1.6.5.zip
scorelogs_0.0.6.zip
ScrollCharacterCreation-1.0.1.zip
shearlib-1.1.2.zip
simplevillages_v1.0.1.zip
smithingplus_1.6.0-rc.2.zip
SomethingintheWater_V1.2.6.zip
spreadless.zip
stack_logs32 1.0.0.zip
statushudcont_3.2.6.zip
stepupcontinued_0.0.1.zip
SticksAREFirewood_v1.0.0.zip
StoneRailings.1.3.0.zip
StorageProps_1.0.0.zip
StrongerDummy1.0.0.zip
SturdyLeatherArmor0_1_1.zip
substrate_1.1.2.zip
Swordz 1.1.9.zip
tailors_delight-1.9.6.zip
TempHumanClass-1.1.1.zip
terraprety_6.0.2.zip
th3dungeon_0.4.2.zip
Th3DungonTopEntrance_0.4.1.zip
th3restock_1.1.2.zip
thecritterspackage094.zip
toolsanimations_1.0.2.zip
torchrelitcontinued1.0.2.zip
tradie_1.2.0.zip
trailmodcupdate_1.2.1.zip
transmapeporter_0.1.6.zip
TransparentGlass-1.0.zip
truesunfishes_112.zip
UnderTangledBoughs-1.20-v1.0.2.zip
Upgradeable Crates 1.0.1.zip
UsefulDrifterLoot 1.2.1.zip
usefultraders-v2.2.0.zip
VanillaVariants-v6.0.9.zip
vesselpack.zip
VintageAFK 1.3.0.zip
vintage-symphony-120x_0.9.8.zip
vintage-symphony-assets_1.0.0.zip
vsimgui_1.1.8.zip
vsquest_v2.0.0.zip
VsTrashcanContinued.zip
VSVillageAddon-DesertVillage-1.0.0.zip
VSVillageAddon-VikingVillage-1.0.0.zip
VSVillageAgedv0.0.5.zip
VSVillageIndustrialv0.0.5.zip
VSVillageTowersv0.0.5.zip
vsvillage_v2.0.0.zip
waypointcolours (1.19).zip
WetlandHarvestV0.0.1.zip
wildanimalstrader1.0.8.zip
wild_cabbage_pumpkin_1.0.0.zip
wildcrafttree_1.3.1.zip
Wilderlands Ethology_1.0.0-dev.9.zip
wolftaming_v3.0.6_petai_v3.0._.zip
wool-1.6.3.zip
XBlood_v1.6.5.zip
xinvtweaks_v1.8.0.zip
xlib_v0.8.16.zip
xskills_v0.8.19.zip
ZippysMooseTweaks-1.0.1-1.20.4.zip
ZippysReseedingReeds-VS1.20.4-1.0.0.zip
zoombuttonreborn_2.0.0.zip
 

 

mods.txt

Edited by BlueSteelAU
update, formatting
  • Haha 1
  • Amazing! 1
  • Mind=blown 3
Posted

I'm using around 10 different QoL and vanilla+ mods and the associated dependencies. I also edited the raft and sailboat JSONs because I just like going a bit faster on the water.

  • Like 1
Posted

My server is running 16, plus a couple that are don't-do-anything-on-their-own dependencies. Mostly for extra content -- expanded foods, from golden combs, stuff like that.

Noticeboard is nice for the town square on a server!

Posted

My list is tiny compared to the average player

QoL mods: QP's ChiselTools, BetterFirepits, and Auto map Markers.

Visual Mods: Plumpkins/Busy Bees, Flour bags, and "It's called a Sconce".

Utility: Blacksmith names and Rackable plates.

I completely understand the appeal as to why people use mods like CarryOn and that Quarry mod, but they feel too. .. cheaty to me? I'm not sure, I'm just very much a "We Die Like Men" kind of guy, so I "Quarry my blocks by hand like a real man" and "Move my stuff the manual way like a real man".

  • Like 3
Posted
16 hours ago, Never Jhonsen said:

cheaty to me?

all the mods are cheaty 🙂 if they aren't built into vanilla, then its not the vanilla challenge

(stating the obvious?) the issue can occur when plays/accomplishments are compared or appreciated?  its not a level playing field and the effort is different or unequal?

I do run mods. think the count is maybe 20 and they are all QoL  (to me)  :D

 

  • Wolf Bait 1
Posted (edited)
1 hour ago, idiomcritter said:

all the mods are cheaty 🙂 if they aren't built into vanilla, then its not the vanilla challenge

You do realize the different play styles (wilderness survival, standard, etc) are mods themselves?    Soooooo...  technically by your definition nobody can play the game without cheating.  😁

Edited by Maelstrom
  • Haha 4
  • Thanks 1
Posted
2 hours ago, idiomcritter said:

all the mods are cheaty

 I don't think that's an accurate thing to say, even ignoring the visual-only mods and the mods designed to intentionally make the game harder.

Every one plays differently, some people rely on features that others can't live with. For example, It feels off to me when I go on TOPS and I can place a floating dirt block, It's Just Plain Wrong :P 

19 hours ago, Never Jhonsen said:

but they feel too. .. cheaty to me? I'm not sure

I'm not the best with words 😔 "unnatural", or maybe even just "incorrect" might be closer to how I feel.

Posted (edited)
On 5/11/2025 at 12:13 AM, BlueSteelAU said:

I'm using a total of 279 mods myself  :) Tweaked some of the mods settings and the base Vintage Story 1.20.10 stable

 

OK, I'm gonna say it because no one else has...

Holy cr*p! Two hundred and seventy-nine mods? And it runs?

Wow.

Well done. You may have set some kind of record. You may also need some kind of therapy. 🤪

Remind me to never, ever, ever offer to help you debug any mod conflict errors you may have in the future. 🤯

(Edit: Just curious; are you running any of my mods?)

Edited by Zippy Wonderdust
  • Haha 3
Posted
5 hours ago, Never Jhonsen said:

I'm not the best with words 😔 "unnatural", or maybe even just "incorrect" might be closer to how I feel.

ah k.  the word 'cheaty' is fraught with much drama...  least it got me triggered with the reply initially made, so well done, i might not have posted at all :D

Posted
6 hours ago, Maelstrom said:

Soooooo...  technically by your definition nobody can play the game without cheating. 

Mr Maelstrom, thanks for quoting, I admire your posts in this forum :)

mods packaged with the game install are 'official'.  'we' all play the game with those.  

and mods like AccessibilityTweaks are key for indivduals that have certain difficulties.  (and should be part of the base game).

so yeah, I get it.

the point is/was, (i'm sure you got?), is when comparing someones chiseling done in vanilla as compared to another's chiseling done with QP's Chisel Tools (great mod btw), its not the same effort all things equal.

perhaps cheaty really only occurs when an individual misrepresents effort as being done without using a mod, when in reality a mod was used...

(are performance enhancement drugs cheaty, if the user clearly states a chemical was used?)

Posted

I use a number of QOL mods but not things that unbalance the game...

Most importantly... if Knapster didn't exist, I would have given up on VS long ago...

Posted

I run with 48 mods, mostly they are small changes like crafting sticks from firewood, letting torches burn forever, increasing the amount of time firewood/charcoal/etc burn. For me the game is a little too grindy so I make that part a bit easier so I can focus on building a nice house and exploring the world, and I change my world settings to support that also - so more starting health, a bit faster running, slower food spoilage/hunger. 

I have some 'bigger' mods that make more changes, like terrain gen changes or more variety in the foods, plants etc, but sometimes mods and settings can interact in unfortunate ways.

For example, I really like the Hydrate or Diedrate mod, it adds a little extra in terms of survival needs and makes the game feel a bit more realistic. I also like to play with cave-ins and instability, so digging into a dirt hill will cause all kinds of landslides, which are fun! Unfortunately in my most recent game I was reaching the start of summer, house was going well, I had the basic copper tools and had actually found bismuth and zinc so I was starting on my set of bronze tools. While going out prospecting around my house, which was built on a little peninsula, I was near the edge of the water looking for some nice exposed stone to pick at. I found a bit right on the shore and started picking at it, and while doing so I briefly thought: huh, the water looks abruptly deep here. At that moment the rock broke, and it turned out that my peninsula and in fact most of the local area was on tall mushroom-shaped rock formations that went really deep, I think the Hydrate mod spawned some aquifers right under the peninsula. The unfortunate combination of aquifer, peninsula, and soil instability meant that with that one rock, the entire peninsula including part of my farm collapsed into the sea. That doesn't really go well near water since you end up with some very steep waterfalls, which of course pulled me down into the depths, at which point I rage quit.

I will probably do it again, but will consider trying to find more stable lands.

  • Like 1
Posted

I try to keep it minimum with a couple QOL mods and something basic like Better Ruins. Since it's my first playthrough I don't want to overwhelm myself too much with the modding scene just yet

  • Like 1
Posted (edited)

My sin will always be the HUD clock mod of some sort. I can't be bothered to press C to see the temporal weather or time. I never notice the vannila temporal storm warning either. I add and remove other mods but that is on a playthrough by playthrough basis to add something different.  

 

Edited by Zane Mordien
  • Thanks 1
Posted (edited)

I play with primarily QOL mods (better firepit, stepup, fancy sky, etc) with a limited number of content mods (mainly quarry, carryon) to maximize the limited amount of gaming time I have.  Lastly, Spyglass.  Awesome implemtation that gates zooming behind a copper anvil.  Love it for enhancing the exploration part of the game.

I started up a more frivolous world with Rustbound Magic and Better Ruins in addition to the others listed in my serious main world.

My take on mods?  Select what you want to make the game fun.  If mods make the game fun, GREAT!  That's the reason Tyron designed this game for EASY modding.  I can't give Tyron (and team) enough kudos for designing such a wonderful game.  The story is awesome and the game itself scratches every itch that TOBG just couldn't even reach.

Edited by Maelstrom
weird grammar
  • Like 7
Posted
45 minutes ago, Maelstrom said:

That's the reason Tyron designed this game for EASY to modding.  I can't give Tyron (and team) enough kudos for designing such a wonderful game.  The story is awesome and the game itself scratches every itch that TOBG just couldn't even reach.

Hear, hear!

  • Like 3
Posted

On Vintage Story? It depends. On singleplayer I've been sticking to the vanilla game of late, but on my friend's server I think there's around 25-35 mods. Generally when I use mods, it's to expand cooking options or add some extra flora and fauna to the world. The one I stick to most consistently though is Freedom Units, just so the ambient temperature makes a little more sense in my mind. I know 40C is hot and -10C is cold, but neither really tells me how hot or cold. 😂

Posted

40C is a super high fever, 41is where some proteins start to denature

(of course that's inside temperature, if outside temps would do that then...many people would be in trouble lol)

-10 is a canadians fever, probably. but for everyone else its, well below the freezing point of water and easy teeth chattering (if not dressed well).

  • Haha 5
Posted
23 minutes ago, LoveWyrm said:

40C is a super high fever, 41is where some proteins start to denature

(of course that's inside temperature, if outside temps would do that then...many people would be in trouble lol)

-10 is a canadians fever, probably. but for everyone else its, well below the freezing point of water and easy teeth chattering (if not dressed well).

Oh yeah, for sure. Some of it I can figure out easily enough, but the weather part just translates better when converted to Farenheit, as that is how my brain is wired. Weather aside, everything else is easy enough to work with in Celsius.

Posted (edited)

I tried the temp converter for a bit but it didn't convert ALL of the places C numbers showed up.  Then I realized the VS world ain't earth and it has it's own temp scale and decided to stop trying to impose my reality on the game.  I consider the temps to be Hibonachi scale and as long as the temp on the HUD Clock is within the temp range on the seed bag, I'm good.  Besides, whether it's metric units, freedom units or fribonachi units, some people say it's cold while others standing right next to them say it's warm or even hot.  

Edited by Maelstrom
  • Like 2
Posted
On 5/12/2025 at 9:57 AM, LoveWyrm said:

Usually none, but I'm going to give knapster an install at some point.

This is fun for removing the grind, but it does it way too well. You run out of anything to do at night. Other than maybe using its autopan mode...

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