Big Shasta Posted May 14, 2025 Report Posted May 14, 2025 Feel like we need a counter thread where we ask how many days players have spent in-game. People who mod their game to a great extent - I feel like they must not have time to play after testing, and that all the options can cheapen the experience, sorta like playing with cheats in a sandbox game feels... That said, I'm not the most technical human, and if someone could peek under the hood and get a mod to do what they want it to do - well - that's a pretty cool skill to have and certainly would make gaming a little more interesting. As for mods I don't use em, so that's a 0 for me. Most of them try to do too much and there is absolutely no telling what conflicts/issues will arise. I wanted a little mod where I could grow and smoke some herbs man. But nah - we gotta have 800 pipes, we gotta rework thread, we gotta add a backpack and stuff, the herbs gotta give wonky buffs and junk Mad love to the modders out there though some of my coolest times in gaming have been with mods. 1
Zippy Wonderdust Posted May 31, 2025 Report Posted May 31, 2025 19 minutes ago, BlueSteelAU said: up to 302 mods now in VS1.20.11 Ach, Captain! She canna take the pressure much longer!! 3
Lemurface Posted May 31, 2025 Report Posted May 31, 2025 (edited) After playing about 20 hours, I installed NoHands because juggling the free space on hotbar got just tiring enough, all it does is add 2 keybindings. Sometime after that I also installed VoiceVolume because the traders are pretty loud, I keep trader/player voices around 50%. I've seen some pretty interesting mods while browsing them, but there's so much content I haven't touched yet. Edited May 31, 2025 by Lemurface
Steve B Posted May 31, 2025 Report Posted May 31, 2025 (edited) When I first started playing I played pure vanilla. When I reached the steel age and ran around for a while longer I started slowly integrating mods. Mostly QOL mods and ones that introduced additional flora and fauna. And ones that added additional functionality to in game item recipes. All in all, I hover around 80ish mods. I feel like the vanilla world is a blank slate. And mods just help players mold the game to their playstyles. And even if you complete the game, make it to the steel age, and figure out all the lore stuff. Mods can add additional replay value. Edited May 31, 2025 by Steve B 1
SoggyGravel Posted May 31, 2025 Report Posted May 31, 2025 (edited) i generally run only my personal mods along with QP's and carryon. about 10 or so. i enjoy the vanilla experience Edited May 31, 2025 by SoggyGravel
Echo Weaver Posted July 11, 2025 Report Posted July 11, 2025 I think there's two kinds of modded games (or maybe more? haha) -- there's the "vanilla tweaked" experience and "turn this game into a totally different game" experience. In theory, I want the vanilla experience the first time I play a moddable game. But so far my vanilla experience now has over a dozen mods in it. Most of them are tweaks or minor mechanics that I just expected the game to have, and when I discovered the thing I was trying didn't work, I find a mod that makes it work. I'm a big fan of removing the crafting grid, so I have a bunch of minor immersion mods that replace craft grid recipes with in-game actions. These don't seem like they have any effect on overall difficulty. I also have some mods to allow dying of things that can't be dyed in vanilla or give constructed items variants to match their material (OK, I wanted to decorate a kitchen in polished andesite and birch, so sue me). Then there are a few bigger QoL mods. I have Carry On because managing storage inventory when moving bases just gets stupid. I also think that Carry On is very well balanced -- you take a huge movement hit when carrying and can't use your hands. I hope the team takes it as inspiration for a vanilla mechanic someday. Also a few mods to facilitate playing on LAN with my daughter, ala Prospect Together and waypoint sharing. When I executed a big base move, I also planned to breed my livestock and capture the babies in basket traps to move. Then after about 4 months, it was clear those pregnancies were not going to advance while I was at the other base, so I threw up my hands and installed Animal Cages. This was in 1.19, and lo-and-behond 1.20 has a rope leads mechanic, which is what I was actually hoping to find in a mod. So no no more Animal Cages. (But also, if bees and a bunch of other time-dependent things can advance while I'm out of the chunk or at least update when I enter the chunk, why the heck can't animal pregnancies??) In addition, all the talk of a fantasy mode got me thinking about what mods might make a fantasy-style VS game. My prototype modpack for that is about 60 mods. Which does beg the question what you 300-mod folks are doing! 1 1
Teh Pizza Lady Posted July 11, 2025 Report Posted July 11, 2025 And here I was thinking my mod list was long... LOL 1
Echo Weaver Posted July 11, 2025 Report Posted July 11, 2025 (edited) On 5/17/2025 at 8:28 PM, BlueSteelAU said: updated original message Ok, I gotta know what Bonesbonesandbones.zip is. A quick search of the mod library didn't turn up anything that looked likely, but I find that search frustratingly inaccurate. You have Legacy of the Phanerozoic AND Fauna of the Stone Age? Dang, that's a lot of historic beasts. ETA: That does remind me that I probably have more like 100 mods in my fantasy modpack. It does have FotSA, and I just marked that on my list as one mod. Also Salty's immersion mods are one line on this list. Edited July 11, 2025 by Echo Weaver Spelling
Zane Mordien Posted July 11, 2025 Report Posted July 11, 2025 1 hour ago, Echo Weaver said: Then there are a few bigger QoL mods. I have Carry On because managing storage inventory when moving bases just gets stupid. I also think that Carry On is very well balanced -- you take a huge movement hit when carrying and can't use your hands. I hope the team takes it as inspiration for a vanilla mechanic someday. Also a few mods to facilitate playing on LAN with my daughter, ala Prospect Together and waypoint sharing. When I executed a big base move, I also planned to breed my livestock and capture the babies in basket traps to move. Then after about 4 months, it was clear those pregnancies were not going to advance while I was at the other base, so I threw up my hands and installed Animal Cages. This was in 1.19, and lo-and-behond 1.20 has a rope leads mechanic, which is what I was actually hoping to find in a mod. So no no more Animal Cages. (But also, if bees and a bunch of other time-dependent things can advance while I'm out of the chunk or at least update when I enter the chunk, why the heck can't animal pregnancies??) I have stayed away from the Carry On mod personally. Although I would like them to add where you can pick up a vessel in your hands and move it like Carry On allows. Now why I really posted: The pregnancies not progressing is something I have noticed as well. I thought maybe I was just crazy but I figure other people experience the same issues. If that is really an Issue I hope it is on the list to be fixed soon. Crops grow when you aren't there so I wouldn't think it was super difficult to do the same with pregnancies.
majestik Posted July 11, 2025 Report Posted July 11, 2025 I have forty-ish mods, most of them qol/tweaks and some mods adding stuff (like custom flowerpots and Sonzina's shelves mods). I'd like to test bigger mods like Expanded Foods and Primitive Survival but I feel a bit overhelmed by all the content added.
BlueSteelAU Posted July 12, 2025 Author Report Posted July 12, 2025 (edited) 13 hours ago, Echo Weaver said: Ok, I gotta know what Bonesbonesandbones.zip is. A quick search of the mod library didn't turn up anything that looked likely, but I find that search frustratingly inaccurate. Bone armor , tools and waepons https://mods.vintagestory.at/bonesandbones Edited July 12, 2025 by BlueSteelAU
JUNEsummers Posted July 13, 2025 Report Posted July 13, 2025 I've only ever used mods that make the game more immersive/realistic Tools showing up on your back, turning firewood into sticks, forming clay bricks, and maybe a voice chat mod if I'm playing with others. 1
Krougal Posted July 20, 2025 Report Posted July 20, 2025 (edited) Currently I'm running about 90 mods. On 5/13/2025 at 9:59 PM, LadyWYT said: 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. Yeah, I have the same issue. Monitoring computer temps, Celsius. The odd occasion I have to deal with scientific calculations, Celsius (sometimes Kelvin). What's the temperature outside? Fahrenheit! Even when I'm in Europe, I'll convert it in my head from C to F. On 5/31/2025 at 7:22 AM, Lemurface said: After playing about 20 hours, I installed NoHands because juggling the free space on hotbar got just tiring enough, all it does is add 2 keybindings. Sometime after that I also installed VoiceVolume because the traders are pretty loud, I keep trader/player voices around 50%. I've seen some pretty interesting mods while browsing them, but there's so much content I haven't touched yet. OMG! Mods I needed badly but didn't know existed! Thanks! Except VoiceVolume gets a 404. The voices drive everyone in the house insane (myself, wife, both dogs) Edited July 20, 2025 by Krougal
flackstacks Posted July 20, 2025 Report Posted July 20, 2025 (edited) @BlueSteelAU How many of these mods do you actually engage with? I find when I get over 100-ish mods I end up deleting some that I didn't use with after a while. Quote My currently humble 30 mods. 1. AutoMapMarkers 2. BedsPawn 3. BetterProspecting 4. BetterRuins 5. BodyFat 6. BuzzWords 7. CarryOn 8. Cats 9. ChargedJumpMod 10. ChiseledBlockRetention 11. ChiselTools 12. ClickupTorches 13. CommonLib 14. Configlib 15. CrockMod 16. DanaTweaks 17. DarkUI 18. DayTrader 19. EasyProspect 20. ExtraInfo 21. FarmlandDropsWithNutrients 22. Farseer 23. FastKnapping 24. FoodShelves 25. FromGoldenCombs 26. Gimmeoneseedplz 27. HandBookBookmarkButton 28. HudClockPatch 29. Knapster 30. MedievalExpansionPatch Quote Once, when I had more (89) A Tad More Light AccessibilityTweaks v3.8.4 animalcages v3.2.2 Auto Map Markers 4.0.2 (Vintagestory 1.20) bedspawnv2 1.4.0 BetterCrates v1.8.0 BetterFirepit 1.1.5 BetterProspecting 1.7.0 BetterRuinsv0.4.11 biggerpocketsv1.0.0 bola 1.2.0 BranchCutter v1.0.1 bricklayers 3.0.2 buzzwords 1.7.0 CampaignCartographer v4.6.7 CarryOn 1.20 v1.8.0 rc.4 CartwrightsCaravan 1.5.0 ChargedJumpMod 1.0.4 chiseltools1.14.17 ClickUpTorches cob cavebeacons 1.0.9 combatoverhaul 0.3.9 CommonLib VS1.20.0 rc.1 net7 v2.6.1 Composter v1.2.1 configlib 1.5.3 ConfigureEverything v2.1.3 containersbundle 1.1.0 Crock Mod DanaTweaks v3.4.1 DodgeMaster 1.1.3 DrawOnMap v0.0.2 easyprospect 1.1.0 expanded matter 3.2.0 expanded matter 3.2.1 ExtraInfo v1.9.9 farseer 1.3.1 fastknapping 1.0.0 foodshelves 2.0.2 FotSA Casuariidae v1.1.4 FotSA Elephantidae v1.0.13 FotSA Spheniscidae v1.0.11 GlowingOre 1.0.0 hangingbaskets 1.1.0 HudClockPatch v1.0.1 itempickupnotifier 1.5.0 joyofpainting 1.4.1 JustMoreRuins v 0.9.8 Knapster v2.14.4 maltiezcrossbows 1.2.0 medievalexpansionpatch 1.0.1 MobsRadar v2.1.7 Monoceros v1.2.5 MorePiles v2.1.3 NailMold 1.0.2 NatsEasyStoneBricks 1.0.1 NoisyBears NubAutoWalker 1.2.0 overhaullib 0.2.8 paxel v1.6.1 pickupartist 0.3.1 (1) PlaceEveryItem v2.2.2 Plainsandvalleys v1.0.11 pomnotes v0.7.3 prettyLittleThings 240 ProspectorInfo 4.3.0 ProspectTogether 2.0.3 RecyclingTools v1.2.1 rivers 4.1.0 RockAndStone scrollrackable.1.3.1 she1fish v1.2.1 SomeDisassemblyRequiredv1.4.5 sortablestorage 2.3.1 statushudcont 3.2.6 Stone2Bricks 0.0.5 StorageOptions v1.0.2 SwiftTime 1.0.4 tablet v0.2.0 TemperatureMonitor v0.9.8 unbindhotkeys 1.0.1 Verticality 0.3.1 VisibleResinParticles vsimgui 1.1.8 wildfarmingrevival 1.3.6 worldgenfix V.1.3.1 worldgenfixremix 1.1 xlib v0.8.16 xskills v0.8.19 zoombuttonreborn 2.0.0 Edited July 20, 2025 by eerino 1
BlueSteelAU Posted July 20, 2025 Author Report Posted July 20, 2025 They are all active at the same time. Some don't affect till later on in the game. a lot are more vegitation / animals/ biomes . then minor tweeks and /rtp /sethome/home/ spawn / /back Graphic changes / sounds etc... pets etc nore traders villiges better ruins
Chaotic-Reaper Posted July 20, 2025 Report Posted July 20, 2025 ive got about 100 mods on 1.20.12 for my server mostly adding more difficulty and items to craft and whatnots primitive survival and from golden combs are my main 2 but i have alot of others plus around i want to say 15-20 client side mods aswell
myenemies Posted September 21, 2025 Report Posted September 21, 2025 i tryyyy to keep a relatively low mod-count and retain largely vanilla features with some qol improvements/hud information, and decorative mods the biggest/most important ones for me that i feel naked and incompetent without are status hud, temporal storm timer, and culinary artillery/expanded foods. i love the food system and i really hope that the devs might work with l33tmaan to perhaps implement some of his meals into the base game. other than that i just like making things look pretty. decor bazaar, shelf obsessed, more roads, and wooden shutters are my favorites. it can get tiresome trying to chisel every unique piece of furniture that you want so i love decor bazaar for adding a pretty wide variety of blocks, especially functional ones like the cabinets and food storages i also really love qp's chisel tools, the ability to chisel a custom block and then mask it over a functional block is so fulfilling. i love being able to chisel a big continuous oven that's actually made up of 2-3 separate ovens, or design my own bed, or create a custom storage block... all around a 10/10 mod in my opinion 1
cjc813 Posted September 22, 2025 Report Posted September 22, 2025 On 5/11/2025 at 4:03 PM, Never Jhonsen said: 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". Politely disagree about Quarry mod. Imo, relieving blocks the vanilla way isn't good game design. I like how quarry mod introduces interesting mechanics and unique gameplay instead of simply making it faster. 1
Lhosson Posted September 22, 2025 Report Posted September 22, 2025 On 5/11/2025 at 11:03 PM, Never Jhonsen said: 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". I'm using over 70 mods at the moment and waiting for a few to be updated to v1.21. While there are mods out there that can give an advantage, I prefer QoL and enhancement mods for my survival playthroughs. Currently the mods I use add depth and realism, such as butchering and real smoke as well as additional crafting options for making an interesting settlement to live in. Ironically, they actually make the game harder to play, which I prefer. Real smoke is a perfect example of having a simple vanilla system being totally reworked, just to have smoke behave normally, which in turn requires some careful planning when designing rooms to cook/smith/etc without choking yourself or the smothering the fire out. Butchering adds a similarly more problematic approach to making sure the player gets all the mat's that usually drop at the simple click of a knife/button. I prefer to think of mods as a fantastic way to broaden a game without overwhelming developers with too much content. Providing a stable and powerful platform to allow talented modders to add content to the game that ordinarily might not be feasible for a small dev team, makes the game stronger. Add to that the Skyrim factor and it's often the mods that actually keep a game alive by enriching the original experience significantly, while allowing the player to choose the type of adventure they would prefer. Moddable games are awesome... the modding community are awsomerer. 1
Captain Jake Posted September 25, 2025 Report Posted September 25, 2025 72 mods on our multiplayer server currently ^_^, 1.21
Kaldo Posted September 25, 2025 Report Posted September 25, 2025 And here I thought I was pushing the boundaries too much with ~50 mods, since it already started freezing and crashing my game Honestly with so many good mods out there I don't think I could play vanilla anymore, they not only add more content but also really nicely fill up some weaker aspects of the game and make it more enjoyable. I just wish it didn't come with a huge death timer above my head before the save gets corrupted / mods outdated / game starts crashing...
ArrayPointer Posted October 1, 2025 Report Posted October 1, 2025 On 5/11/2025 at 4:03 PM, Never Jhonsen said: I'm just very much a "We Die Like Men" kind of guy I ran a Minecraft server for about five years, and it was pure vanilla the whole time. The only changes to the game were functions I wrote myself to add mini-games and other amenities. I felt at the time that the vanilla experience was the one true way to play, for the same We Die Like Men ethic. Once I abandoned the Minecraft server and started a Vintage Story server, I loosened my take on mods because the ones the players requested really did enhance the game. We tended to start new worlds with Knapster, Resin on All Sides, Primitive Survival and various animal mods. While it was still up to date, we added the Outlaw mod at some point. That was my favorite. I initially hated the idea of Knapster, but like an addictive drug, it was hard to give up once I grew used to the automation. Regards, ArrayPointer 1
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