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Posted
On 9/22/2025 at 5:54 PM, cjc813 said:

Politely disagree about Quarry mod. Imo, relieving blocks the vanilla way isn't good game design.

I agree with both of you partially. The vanilla mechanics for releivng blocks is not very logical, on the other side, the Quarry mod is a bit OP.

Maybe if the big slab just got placed in the quarry as unmovable item and we had to relieve particular stones and rocks to carry them. This way, the relielving rocks would be effective, but we would not allowed to put ten giant slabs into a chest under our bed. Also, 7x7x7 slab size with steel tools is huge. If one size was limited to 3, it would be still not bad. 

  • Like 1
Posted
4 hours ago, Vratislav said:

I agree with both of you partially. The vanilla mechanics for [relieving] blocks is not very logical, on the other side, the Quarry mod is a bit OP.

I'm with you as well, actually

Vanilla isn't the best, especially if you're like me and have soil/cavein's turned on. I have to dig out my stone from the top down, which really sucks if I'm wanting Andesite, but the closest bit to me is under 20 meters of Claystone *cough cough*

But at the same time, watching YouTubers play around with that Quarry Mod, it just feels so unnatural to the heart of Vintage Story (TO ME!!!). It takes all the fun out of the game.

I would like to see an in-between :) Something that can make quarry'ing easier than Vanilla whilst staying true to the game's vibe

4 hours ago, Vratislav said:

Maybe if the big slab just got placed in the quarry as unmovable item and we had to relieve particular stones and rocks to carry them. This way, the [relieving] rocks would be effective, but we would not allowed to put ten giant slabs into a chest under our bed. Also, 7x7x7 slab size with steel tools is huge. If one size was limited to 3, it would be still not bad. 

If the quarry mod could remove blocks one- or two-at-a-time, I think even that would be better. Being able to clear out a 7³ area of stone with just a few taps, and carry that around, is more for that other block game than it is Vintage Story.

  • Like 1
Posted

Wow, that's a lot of mods.

I'm currently using only a few because I want to feel the survival aspects of the game with not much easiness.
Otherwise I tend to get bored after a while when I've done it all and seen it all.
Having only a few helps keep the game balanced but eliminates some of the grind that I feel because I don't have too much time to play.

Here's my list and why I use these mods:

Absolute Prospecting => makes my life a little easier when finding ore.
Bear Armor Repair => the only armors I use during the Winter was not repairable on vanilla
Better Ruins => more places to visit
Better Traders => more variety when making deals and it's also possible to have a personal trader
Health Bar => easier to see if I should run or keep on aggroing
Metal Detector => don't use it anymore as it was superseded by Absolute Prospecting (not sure if I could remove the mod safely)
Status Hud Continued => more indicators on screen
th3dungeon => more places to visit x 2
Th3dungeon Top Entrance => for easier access to the dungeons (haven't found a single one yet though)
Useful Traders => trader goodies
VS Village and its addons => thought it'd be nice to have some company but I'm yet to find any villages

Also my own little mod that adds more storage slots all around - not many that would make the game too easy though.
 

  • Like 1
Posted

currently 76.Tho some r disabled.I made a mistake and added too many creature mods I think and game was getting stuck for a minute sometimes.So I uninstalled spawning creature mods and it seemed to fix it.I wished to have a more lively wild life but it didnt worked out sadly.

Posted

I just use oneroof because i didn't really liked the roof blocks in vanilla.

But i'll add one more now

 

On 5/31/2025 at 8:22 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.

 

This really should be vanilla, i just assumed it was in and looked for it in the keybinds.

Posted

I run around 97 mods, but I'm always open to experimenting with more, or chuck those that don't fit me anymore or just haven't updated (ceramos T_T pls come back). I will not, however, play without expanded foods/a culinary artillery, wildcraft herbs, wildcraft fruits, HUD clock, carry on, knapster, ancient tools, QP Tech, and better ruins. 

  • 1 month later...
Posted

Mods  i'm using in VS 1.21.5 a total of 174 mods started a fresh new mod list

Directory: C:\Users\User\AppData\Roaming\VintagestoryData\Mods

AccessibilityTweaks_v4.0.0.zip
africanmonitorlizards_107.zip
AltMapIconRendererContinued_1.21.0_v1.5.0.zip
AngelBelt-1.20-1.6.0.zip
animalcages_v4.0.2.zip
ariasserverutils_1.2.0.zip
asianmonitorlizards_101.zip
AtWatersEdge-1.21-1.5.1.zip
Auto Map Markers 4.0.3 - Vintagestory 1.21-rc.zip
autoconfiglib_2.0.9.zip
Beamium_1.2.2.zip
Berry Growth.zip
betterandimprovedweather_0.1.8.zip
BetterCrates_v1.9.0.zip
BetterFirepit-1.1.6.zip
betterhopper_1.2.1.zip
BetterRuinsv0.5.4.zip
BetterTradersv0.1.0.zip
Bigger Wood Log Stacks (x64)-1.2.0.zip
biggerpocketsv1.0.0.zip
BirdsEye_0.1.3.zip
BloodTrail-v1.1.8.zip
bloomerydropsupdated_1.0.1_1.21.4.zip
boattags-v1.21.5-1.0.1.zip
bradycrudebuilding-v1.4.3_v1.20.7.zip
bradyladders-v1.1.0_v1.20.7.zip
bullseyecontinued_3.4.5.zip
Bushmeat Recipe v2.0.0.zip
BuzzyBeesV1.1.7.zip
captions_0.6.2.zip
CaptureAnimals_VS1.21.1_net8_v2.9.0.zip
CarryOn-1.21.0_v1.10.9.zip
CartwrightsCaravan_1.8.0.zip
CatchLedge_0.6.0.zip
CFY.SimpleRefill-1.2.9.zip
chiseltools1.15.1.zip
ClimbMountain_0.2.1.zip
cob_tradercamps_1.1.7.zip
CommonLib_VS1.21.1_net8_v2.8.0.zip
configlib_1.10.11.zip
DanaTweaks-v3.6.0.zip
deepveinasbestos_1.1.0.zip
detailedanimals_0.7.0.zip
domesticanimaltrader1.1.1.zip
DriedPeatv1.1.2.zip
driftershaveloot-v1.0.5.zip
DSBv1.0.05.zip
DWaters-1.5.0.zip
easyprospect_1.2.1.zip
Enhanced Handbook_1.7.1_VS1.21.zip
entitynametag_1.4.0.zip
ExtraInfo-v1.10.1.zip
FallingTree_0.4.8.zip
FarmSurvival_1.6.0.zip
fishing_3.1.0.zip
floatingfish_1.1.3.zip
Footprints-v1.1.1.zip
FotSA-Bovinae-v0.3.2.zip
FotSA-Bovinae-v0.3.3.zip
FotSA-Caninae-v1.0.35.zip
FotSA-Capreolinae-v2.0.4.zip
FotSA-Casuariidae-v1.1.7.zip
FotSA-Cervinae-v0.1.10.zip
FotSA-Chelonioidea-v1.0.5.zip
FotSA-Dinornithidae-v1.0.20.zip
FotSA-Elephantidae-v1.0.16.zip
FotSA-Felinae-v0.2.12.zip
FotSA-Iniidae-v0.1.5.zip
FotSA-Machairodontinae-v1.0.28.zip
FotSA-Manidae-v1.0.18.zip
FotSA-Meiolaniidae-v0.1.8.zip
FotSA-Pantherinae-v1.2.5.zip
FotSA-Rhinocerotidae-v1.0.22.zip
FotSA-Sirenia-v1.0.25.zip
FotSA-Spheniscidae-v1.0.14.zip
FotSA-Thylacinidae-v0.1.5.zip
FotSA-Viverridae-v1.0.7.zip
FotSA-Vombatidae-v0.4.4.zip
FOTW Reqiuem Sharks 1.2.1.zip
FullyPackedDirt.zip
genelib_2.1.5.zip
handbookbookmarkbutton_0.1.2.zip
HandyTweaks_1.2.7_VS1.21.zip
healthbar_1.2.0.zip
HieronymusReptilesCollection_1.1.3.zip
HudClockPatch_v1.1.2.zip
hydraulics_1.1.0.zip
infinitumpickupmod_1.2.6.zip
itempickuphighlighter_1.2.2.zip
itempickupnotifier_1.9.1.zip
jaunt_2.1.1.zip
JuicyOres-v1.0.1.zip
Knapster_v3.0.2.zip
LargerVanillaBags.zip
LessBuildRestrictions_1.0.0.zip
LumberJackTrader1.0.3.zip
medievalexpansionpatch-1.3.4.zip
metalunittooltip_1.1.1.zip
minimalcompass_1.1.4.zip
MobsRadar-v2.1.12.zip
mods1.21.5.text
more-map-icons-1.1.1.zip
MoreAnimals-1.6.5.zip
MoreChanceForHFS_x40.zip
MoreStorage_V1.1.0.zip
MultiHomeTP_1.0.9.zip
NA Catfish 2.1.zip
NA Darters 3.0.zip
naturalisheyes.zip
ndlwoodentorchholder_2.0.2.zip
newworldgianttortoises_111.zip
notchforvintagestory_1.0.0.zip
nutslib_3.0.0.zip
ObsydianXs-Human-Skin-Colors-V1.0.0.zip
Opdoorpack_0.0.1.zip
Ornamental Fish 5.0.zip
overhaullib_1.10.4.zip
particlesplus-2.3.1.zip
pegasus_1.0.2.zip
petai_v4.0.3.zip
piranha1.0.2.zip
PlaceEveryItem-v2.3.0.zip
PlayerCorpse_VS1.21.1_net8_v1.12.0.zip
PreAnvilBoards.zip
primitivesurvival_4.0.1.zip
projectiletracker_1.0.6.zip
putitinthebag_1.0.2.zip
reedbuff.zip
resin_relief_v1.0.1.zip
rivers_4.7.3.zip
RopetieableGen0-v1.2.4.zip
SeasonedFirewood1.2.5.zip
Server Utilities 2.2.1.zip
ShowCraftable_1.2.0_VS1.21.zip
snowshoes_2.1.3.zip
SomethingintheWater_V1.2.6.zip
sonito_backpack_ground_access-1.0.1.zip
sonitofearthefire 1.0.2.zip
sonitorecipepin_1.0.1.zip
statushudcont_4.0.2.zip
stickemup_1.2.0.zip
StoragePlus.zip
Strelitzia-NatureTweaks-1.0.1.zip
terrainslabs_1.0.5.zip
terrainslabstrailmodcompatibility_1.0.0.zip
TerraPrety_7.0.8.zip
th3dungeon_0.4.4.zip
The_Critters_Pack_v1-3-3.zip
ToDoListv2.2.4.zip
toolsanimations_1.2.3.zip
trailmodupdated_1.3.3.zip
trashmod_1.0.8.zip
unchisel_1.1.6.zip
UnderTangledBoughs-1.21-v1.0.5.zip
universalhusbandry_1.0.0.zip
usefultraders-v2.3.1.zip
VanillaVariants-v7.1.0.zip
Verticality_0.3.1.zip
VS-DiscordRPC-v1.1.1.zip
vsimgui_1.1.16.zip
vsquest_v3.0.0.zip
vsvillage_v4.0.0-pre.3.zip
VSVillageAddon-DesertVillage-1.0.2.zip
VSVillageAddon-VikingVillage-1.0.2.zip
VSVillageAgedv0.0.6.zip
VSVillageIndustrialv0.0.6.zip
VSVillageTowersv0.0.6.zip
Waterfall_v1.0.0.zip
waterunderfarmland_1.0.0.zip
waypointcolours (1.19).zip
wildanimalstrader1.0.9.zip
Wilderlands Ethology_1.0.1.zip
wolftaming_v4.1.3_petai_v4.0._.zip
XorberaxBlood_v0.3.4.zip
zoombuttonreborn_2.0.0.zip

mods1.21.5.txt

Posted
3 minutes ago, DaggerRose Productions said:

how are these mods even working for you people? and this is without errors and world corruption? =\

yeah.... I'm wondering that looking at some of these HUGE lists.  I bet some people here spend more time messing with their mods than actually playing the game, lol.

I use one mod only, the one I made with some help to make greenhouses a steady 20 C no matter what it is outside.  I've thought about tweaking the .JSON files a few times for different things but so far have not done so.

  • Like 2
Posted
7 hours ago, Vexxvididu said:


I use one mod only, the one I made with some help to make greenhouses a steady 20 C no matter what it is outside.  I've thought about tweaking the .JSON files a few times for different things but so far have not done so.

whats the name of this mod? how stable is it?

Posted

I used to play just in vanilla, but after reach the top of the progress of the game in several worlds, seems to repetitive to me, so, in some point you need more things to do and thats why i started to try mods. At this moment i use 100 mods.

Posted (edited)
4 hours ago, Evilel said:

whats the name of this mod? how stable is it?

It was made very recently (with a lot of help from @The Insanity God) and is perfectly stable and works well!  I called it Steady Greenhouses but it is not published.  Not sure sure when and if I might publish it, but I'll put the files here and anyone who wants it can use it.

 

EDIT:  Note that this has only been tested for single player.  No idea if it would work on servers...

SteadyGreenHouses.zip

Edited by Vexxvididu
adding information.
  • Amazing! 1
  • Thanks 2
Posted

I'm using 64 mods in my single-player game, all working smoothly with each other, which came as a pleasant surprise.  I've played games where mods often clashed, but this game is the exception. 👍

  • Like 1
Posted

depends on the quality of the individual mods :) if i get conflicts i just decide which mod i want to use and this is important for future updates.. you should report the conflicts to the mod writers in the comments section of the mod or where they state they want you to send any reports

 

Posted

some mods i can't play without:

  • Combat Overhaul + Crossbows + Firearms + Armory. armory in particular is lovely in the way it handles armor layers - no more making leather jerkins for chainmail and plate! plus, it really encourages you to consider exactly how much armor you need to wear thanks to CO's expanded locational damage system. turns out, you don't need full plate to solo heavy temporal storms -- just iron mail and a gambeson plus a plate cuirass, cuisses, and helmet. my one gripe with it is that it makes brigandine arguably more pointless than vanilla's plate.
  • Better Ruins: while some of the drops are definitely more generous than vanilla's ruins (you'll be swimming in torch holders if you play your cards right), the extra story locations are super fun to explore. 
  • Expanded Foods + A Culinary Artillery: makes cooking fun! there is some real granularity here, and it very much rewards you for experimenting with different ingredients to min-max your satiety bar.
  • some kind of worldgen mod (currently it's Conquest Landforms) + Rivers: an absolute must for me. vanilla world generation is weird, artifacted, and a little too minecraft-y, plus it's often incredibly annoying to navigate with small landform scales. CQL and Rivers both give story-free access to long-distance travel via sailing and generally make my game much prettier and more navigable, whether that be via boat or elk. i've also tried Terra Prety, but i find CQL meshes better with Rivers overall. haven't tried Plains and Valleys yet but that is also one of the worldgen mods ever.
  • QP's Chisel Tools: an AMAZING mod for detail-obsessed hermits. not only is QP fantastic for chiseling workflow -- copying chiseled block shapes, planing surfaces, rotation and mirroring -- but it also has tools to turn decorative blocks into functional cabinets, wardrobes, doors, ladders, you name it. it is such a great mod.
  • Farseer: adds long-distance LOD (level-of-detail) rendering without obliterating your performance. you can see all the mountains that are thousands of blocks away!

mods i like that are moreso nice-to-have instead of need-to-have:

  • Advanced Backpack Construction System Redux: i hate how tiny vanilla inventories are. ABCSR remedies that by giving you access to humongous backpacks without requiring sturdy leather for a comfortably gigantic inventory space. maximum attainable is 80 total slots with standard leather and 106 with sturdy. expect to use an absolute ton of leather making the bags, though.
  • Primitive Survival: adds a lot of stuff. fishing, crop irrigation, summoning of dark spirits, smoked meats, etc. i usually disable pretty much everything except fishing and crop irrigation -- this is "the feature bloat mod" after all.
  • Quarry Mod: invaluable if you plan to build with a lot of stone. very simple to use once you get the hang of things and dramatically improves the workflow for making lots of dry stone and polished rocks.
  • Food Shelves and Purposeful Storagealternatives to making deco containers with QP that also provide some foodstuff-specific buffs in Food Shelves' case. big shout-out to the barrel racks for making my wine cellars and tanneries way, way easier to manage.
  • Canoes: with modded worldgen, having a way to traverse waterways without the huge flax tax that comes with making a proper boat is really nice.
  • OneRoof: makes roofs not ugly! i've heard tell that some mod conflicts can cause crashes with OneRoof, but i haven't run into any crashes myself.
  • Cookie time 1
Posted (edited)

During my first playthrough I eventually installed two mods:

1. Farseer: This mod is amazing to allow yourself to see the rough shape of terrain outside your render distance, with minimal performance cost! It's particularly good, when your PC can't otherwise handle high render distances. It makes the world feel much grander, particularly when standing on a mountain. I will definitely install this mod on every future playthrough.

2. Spyglass: Adds a simple spyglass. Not a very complicated mod. I guess I just like looking at stuff.

I haven't started a second playthrough yet. I will probably wait until 1.22, since we *might* get rivers in that update. Wouldn't want to start a new world before a big worldgen update.

Edited by jerjerje
typo
  • Like 1
Posted

I only have about 45 but the problem is upgrading when a new version of the game comes out which for my current world I really really really do not want to do. I like my world a ton, I have put in 200+ hours and I would like to bring it back up as is even decades from now.

 

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