Brady_The Posted December 3, 2025 Report Posted December 3, 2025 (edited) Your finished your first mod and now want to share it with the world. Fantastic! The most convenient way to do that, for you - as a mod author - and the end user, would be to use the ModDB service provided by Anego Studios. Uploading your first mod can be a bit tricky, though. That's where this step-by-step guide comes in. Head over to https://mods.vintagestory.at/ and login. The ModDB utilises your game account - no separate login credentials are needed. Click on Submit a mod or follow this link. You will be greeted with the following view (scroll down for more input fields). Fill out all the details you would like to add. Most of them don't matter in this first step. However, the Name and the Summary are required. Choose an informative name for your mod. I generally stick to the "name" value I picked for the modinfo file. Choose an informative summary that describes your mod and makes people want to click on your mod thumbnail. Spoiler After you filled in all the information and maybe added some screenshots (remember, all of this can be done and changed at a later point), click on the Save button. This will save your mod and keep you in the Edit mode. Notice your mod name in the navigation ( Mods / [Your Mod name] / Edit ). Click on it. This will bring you to the mod view you probably already know from other mod pages you visited in the past, with the small addition of some administrative tools. The Edit button will bring you back to the previous view. This way you can later add or change information you didn't fill out in the previous steps. Spoiler Click on the Add release button. This will bring you to the following view. First you want to upload your zipped mod file. To do this, follow the instructions in the Files section. After you have done that, add the game versions your mod is compatible with. Pro tip: If your mod is supporting multiple versions, hold down the Ctrl key when clicking on any game version to keep the menu open. Add an informative changelog so that potential users know what has been Added, Changed, or Removed to/from the mod. After you have filled out all the required information, click on the Save button (the information for "Mod Id" and "Mod Version Number" are going to be pulled from the modinfo.json). If you did everything correctly in the creation of the modinfo file, you are good to go. If you missed something, the ModDB should now tell you exactly what is wrong with the file. Correct these mistakes and try again! Spoiler You are almost done. Now all you have to do is to change the mod status or visibility. To do that, click on your mod name in the navigation and on the Description tab. There you click on Edit. Fill out any information you might want to add or change. Next to an informative summary a thumbnail will guarantee to draw the eye of any potential user. To do that, upload a screenshot and set it in the Logo image found in the Additional Information section. Both options are optional and have different requirements. Once you are satisfied, change the Status from Draft to Published (it's the first drop-down menu) and hit the Save button. That's it. Now you are a published mod author. Congratulations! Edited December 10, 2025 by Brady_The This guide was created for the current iteration of the ModDB on the 3rd of December 2025. 1 1
Brady_The Posted December 3, 2025 Author Report Posted December 3, 2025 (edited) ZIP file naming scheme suggestion These suggestions are my own and do not have to be followed. However, I believe that following those rules greatly improve user and trouble-shooter friendliness. Consider naming your zip file in the following manner: "usernamemymodid-vmodversion_vgameversion" (e.g. bradysupremestickmod-v1.0.1_v1.21.6) Explanation: username Either your username or a short version of it. Mods are currently sorted alphabetically in the in-game mod list, so using your user name in front will guarantee that all of your mods are listed together, making it much easier for users to browse the mod list. If you are planning to release serialised mods, you can choose a unique identifier instead. Tentharchitect's mods are a good example. mymodid The ID you chose for your mod in modinfo.json. - modversion The current version of your mod. See https://semver.org/ for more details. A fairly common first version would be 1.0.0. _ gameversion The version of the game you tested your mod with. Ideally it would be the most up-to-date stable version of the game. In the above example is that version 1.21.6. This naming convention has two huge advantages. 1. The user knows exactly what version is installed. 2. Any trouble-shooters trying to detect the source of a problem can immediately dismiss your mod as a potential source, or focus on it. This is a particular good reason to follow this convention. Not much is more frustrating than going through a massive log and having to spend a massive amount of time with researching mod details. Spoiler Impossible to tell who made the mod or what version of the mod is being used. = [Notification] Server logger started. [Notification] Game Version: v1.21.6 (Stable) [Event] It begins... [Event] Launching server... [Event] It senses... [Event] Server v1.21.6, network v1.21.10, api v1.21.0 [Notification] Entering runphase Initialization [Event] Loading configuration... [Notification] Entering runphase Configuration [...] [Notification] External Origins in load order: modorigin@%appdata%\Vintagestory\assets\creative\, modorigin@%appdata%\Vintagestory\assets\survival\, mod@supremestickmod.zip [...] This is already better. At least the log tells us what version of the mod is installed. The mod can also be uniquely identified. Still not perfect, because further investigations are necessary. = [[Notification] Server logger started. [Notification] Game Version: v1.21.6 (Stable) [Event] It begins... [Event] Launching server... [Event] It senses... [Event] Server v1.21.6, network v1.21.10, api v1.21.0 [Notification] Entering runphase Initialization [Event] Loading configuration... [Notification] Entering runphase Configuration [...] [Notification] External Origins in load order: modorigin@%appdata%\Vintagestory\assets\creative\, modorigin@%appdata%\Vintagestory\assets\survival\, mod@bradysupremestickmod-v1.0.1.zip [...] To anyone reading this log it's very clear that our mod is very likely the culprit. The mod version in combination with the game version is a clear indicator that the mod is very outdated, without even having to visit the ModDB. = [Notification] Server logger started. [Notification] Game Version: v1.21.6 (Stable) [Event] It begins... [Event] Launching server... [Event] It senses... [Event] Server v1.21.6, network v1.21.10, api v1.21.0 [Notification] Entering runphase Initialization [Event] Loading configuration... [Notification] Entering runphase Configuration [...] [Notification] External Origins in load order: modorigin@%appdata%\Vintagestory\assets\creative\, modorigin@%appdata%\Vintagestory\assets\survival\, mod@bradysupremestickmod-v0.5.3_v1.16.4.zip [...] Changelog template Once again this is my own personal solution which you do not have to follow. I personally prefer to use the Source Code Editor, which you can access with the < > button in the Add new Mod/Edit and Add new Release/Edit Release view. This gives me a better control about the layout of the changelog. Copy the code below, open the Source Code Editor and paste the content. Edit the changelog so that it fits your mod release. Remove unused categories, expand the lists, etc. If you do not wish to handle any HTML at all you can simply use the example below for pointers. Spoiler <div style="margin: 10px 0 10px 0px; font-size: 16pt;"><strong>Added</strong></div> <div style="margin: 0 0 10px 0px;"> <ul> <li style="padding-top: 5px;">Example X</li> <li style="padding-top: 5px;">Example Y</li> <li style="padding-top: 5px;">Example Z</li> </ul> </div> <div style="margin: 10px 0 10px 0px; font-size: 16pt;"><strong>Changed</strong></div> <div style="margin: 0 0 10px 0px;"> <ul> <li style="padding-top: 5px;">Example 1</li> <li style="padding-top: 5px;">Example 2</li> <li style="padding-top: 5px;">Example 3</li> </ul> </div> <div style="margin: 10px 0 10px 0px; font-size: 16pt;"><strong>Fixed</strong></div> <div style="margin: 0 0 10px 0px;"> <ul> <li>Example +</li> <li style="list-style-type: none; padding-left: 10px; padding-top: 5px;">Thank you, <a class="mention username mceNonEditable" href="https://mods.vintagestory.at/show/user/userid" data-user-hash="userid">username</a>!</li> <li style="padding-top: 5px;">Example ~</li> <li style="padding-top: 5px;">Example *</li> </ul> </div> If people support my mod with suggestions or bug reports I like to credit them in the changelogs. Everybody likes to be recognised. Note: Unfortunately this will not notify the user, but I do believe that this is still a worthwhile practice. I was just made aware of the new user mention method that has been utilised for a while. I haven't been able to test if mentioned users will receive a notification, but I don't see why they shouldn't. This method is a bit more convoluted due to the userid requirement. The userid can be accessed by opening a users profile. Old method: <span class="mention username">username</span> New method: <a class="mention username mceNonEditable" href="https://mods.vintagestory.at/show/user/userid" data-user-hash="userid">username</a> Edit releases If you want to edit the changelog or add a compatible game version to an already released mod you don't have to upload a new version. Navigate to your mod on the ModDB, switch to the Files tab and click on the release version number you want to edit. This will bring you to the Edit Release window. Adjust the details you want to change and press Save. Retract releases Releasing a critically broken mod through an oversight happens faster than you would like to think. Critical in this context means that the version of the mod you released to the public can cause the game to freeze or crash, or in the worst case, brick a save game. To retract a release you head to Edit Release window. Click on the release version number you want to retract. Next you click on the Retract Release window. Follow the instructions. Note: Be aware that by retracting a release any server that is running this particular version of your mod can potentially seize to function. Discord modder role If you would like to advertise your mod in the #spotlight channel or the mods forum, you can request the modder role from @Moderator with a link to your mod on the ModDB, which will allow you to do so. If your Discord user name differs from your ModDB user name further verification may be required of you. Server tweaks If you developed a mod or created a patch mod that changes settings from public mods for your server, you can Edit the Category your modification will appear on the ModDB. If you are unsure where you can do that, I refer you to step 6 in the previous comment for directions. Change the category to Server-specific Tweak. This category is separated from the other mods, allowing you to modify your server to your heart's content without flooding the front page of the ModDB. Test releases This option is a bit too advanced for the purpose of this HowTo, but the existence of this feature is still worth mentioning. Spoiler If you are working on an update for your mod for which you require feedback, be it about balance or new features that might cause crashes or breaks saves, you have the option to release test versions of your mod, which are listed separately from your "working versions". This reduces the probability of a user accidentally downloading a test version quite a bit. Similar to the Vanilla game versions, which are released in three waves (1st: Pre [Pre-release], 2nd: RC [Release candidate], 3rd: Stable) you have several differently weighted tags you can utilise to differentiate between test releases. These version numbers are parsed from the modinfo.json. 1. Dev: x.x.x-dev.x (e. g. 1.0.1-dev.9) 2. Pre: x.x.x-pre.x (e. g. 1.0.1-pre.1) 3. RC: x.x.x-rc.x (e. g. 1.0.1-rc.1) The versions are weighted in the order mentioned. The highest weight has a "normal" release version. Example: Version "1.0.1-dev.9" ranks lower than version "1.0.1-pre.1", which ranks lower than version "1.0.1-rc.1", which in turns ranks lower than version "1.0.2". Uploading a stable release with a higher version number than the test releases will remove the For testers download button on the landing page of your mod. Changelog: 10.12.2025 | ModDB - A new version compatibility selector has been rolled out, aiming to simplify the selection of multiple versions. Holding down Ctrl isn't necessary any more. 17.12.2025 | Thread - Added optional information to this comment. 23.12.2025 | Thread - Added note to changelog template. 24.12.2025 | Thread - Added information about test releases 09.10.2025 | Thread - Added information about new user tagging method to changelog template Edited January 9 by Brady_The
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