This game has been in development for 10 years now! I've heard about it years ago, but it never quite seemed ready to devote a lot of time to modding. I've played a lot of very heavily modded minecraft and I was interested to see this game's potential for developing big tech mods equivalent to gregtech, applied energistics 2, enderio, thermal expansion, and the like. I decided to start having a proper look at it a few days ago, doing a survival run up to iron and finishing all the modding tutorials, and these are my impressions at the moment:
The vanilla gameplay progression has great theme, immersion, direction and (where appropriate) realism. The in-world crafting is truly iconic, and the crafting systems are all well thought through. I do think it is excessively reliant on rng for progression though; cattails are a random spawn, clay is a random spawn, surface copper is a random spawn, underground ore is a random spawn, and I would like to see in future more ways like the prospecting pick and mounted tamed animals to mitigate these sources of randomness tied to progression.
json with variants is a very well designed system for adding recipes, tools, items, mobs and blocks. I can see there's this big desire to make as much as possible available without code mods and it is a huge improvement from modded minecraft.
The VS model creator is not perfect but it's getting meaningful attention and there is a huge number of really high quality textured, animated models in both vanilla and mod db. Blockbench compatability seems a little unclear to me (I can see many people who've given it a go, but there seems to also be missing features/bugs) and I hope it works out.
The vanilla mini/map and handbook are great inclusions, but miss a fair bit of feature parity compared to the innumerable nei/jei forks. This need is filled to an extent by a couple of small mods(tei and improvedhandbookrecipes), but there is from what I can see no substantive autocrafting (think AE2) in this game. That being said, this is a ripe area for modding, but there are some missing features from the API's recipe system (I was lucky to get a quick developer reply on the discord confirming these missing features) that would make large scale modding difficult.
The provided patching system can change virtually anything in a content mod, and virtually nothing in a code mod. I have not used harmony before and it does not seem a sustainable option to fill gaps.
Map sizes are huge on disk and even vanilla eats an insane amount of ram (I don't understand why, if it is mostly cached atlases, shaders, or something else). There is a lot of diligent work to fix memory leaks, and it does run at a high framerate, but it calls into question how viable it would be to hypothetically have thousands of machines, some multiblocks, all with their own entities, some with animations, doing many recipe pattern lookups and running simultaneously. Ideally, I was hoping this game's API would be amenable to an event-listener-subscriber system for core entity functionality (like what is done in AE2) rather than a tick-based system that minecraft almost entirely uses, but it's not clear to me how much engine support there is for registering custom event listeners/subscribers.
There is no dimension (e.g. nether) system and adding one seems a herculean task unlikely to ever happen. Genuine distinct biomes of some form seem on the roadmap but far away.
Networking serialization is really easy!
No point and click GUI designer is rough.
The api-provided multiblock system is limited to 5x5x5 and pollutes the item ID space. It's true that people have worked on making core mods for multiblocks (in vintage engineering) and electricity (vintage engineering + electrical progressive + older ones) and they have come very far in only a couple of years. But this game still seems very far away from something with equivalent feature parity to minecraft's modular machinery, with recipes and multiblock templates of arbitrary size and shape that don't cause endless problems on loading/unloading chunk boundaries, can be generated using ingame tools and share optimisation benefits.
I see no straightforward ways to change world gen algorithms significantly (biomes, terrain shapes, cave generation, rather than just adding structures or replacing blocks) and I am reluctant to try patching with harmony to make it work.
Regarding the vintage story roadmap, I can see modpacks, improved performance, animals and more methods of low-tech crafting are on the horizon. I can see some of this making it easier for me to make my dream mods. I can also see that the low-tech theme of this game is a central aspect, and I feel that my wanting to turn it into a tech progression modpack is unaligned and only tangentially possible in the game's vision - what draws me in the most is the hugely modding-positive culture.
Did I miss something? Did I get something wrong? What do you think about the future of large scale tech modpacks in vintage story?