Vratislav Posted October 1, 2025 Report Posted October 1, 2025 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. 1
Never Jhonsen Posted October 1, 2025 Report Posted October 1, 2025 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. 1
byo13 Posted October 2, 2025 Report Posted October 2, 2025 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. 1
Veronica Hohenheim Posted October 2, 2025 Report Posted October 2, 2025 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.
Calecute Posted October 2, 2025 Report Posted October 2, 2025 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.
Echo Weaver Posted October 2, 2025 Report Posted October 2, 2025 Re better quarrying, what about Salty's Stone Harvesting? I have it installed, but I haven't had a chance to try it out yet. It seems much more immersive but possibly a pain to use.
Nymue Posted October 2, 2025 Report Posted October 2, 2025 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.
BlueSteelAU Posted November 23, 2025 Author Report Posted November 23, 2025 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
DaggerRose Productions Posted November 27, 2025 Report Posted November 27, 2025 how are these mods even working for you people? and this is without errors and world corruption? =\ 1
Vexxvididu Posted November 27, 2025 Report Posted November 27, 2025 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. 2
ArgentLuna Posted November 27, 2025 Report Posted November 27, 2025 Two. From Golden Combs and Immersive Corpse drop. But we are also considering others maybe.
Evilel Posted November 27, 2025 Report Posted November 27, 2025 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?
Sagenma Posted November 27, 2025 Report Posted November 27, 2025 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.
Vexxvididu Posted November 27, 2025 Report Posted November 27, 2025 (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 November 27, 2025 by Vexxvididu adding information. 1 2
Krago Posted November 27, 2025 Report Posted November 27, 2025 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. 1
BlueSteelAU Posted November 27, 2025 Author Report Posted November 27, 2025 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
CABLES Posted December 1, 2025 Report Posted December 1, 2025 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 Storage: alternatives 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. 1
jerjerje Posted December 2, 2025 Report Posted December 2, 2025 (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 December 2, 2025 by jerjerje typo 1
CastIronFabric Posted December 6, 2025 Report Posted December 6, 2025 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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