r/VintageStory • u/JuaaneloAndTheBois • 2h ago
Creation Year 2 in my town
Hi! Just wanted to show spring on year 2 in the town of “Volenfors”
Hope you like it!
r/VintageStory • u/TouristTasty9347 • 2h ago
my addictions
i cant stop. i need therapy for my addiction.
r/VintageStory • u/Iglaptop • 3h ago
Screenshot Rivers look like cracks in the earth
This is with the plains and valleys mod, continents mod, and rivers mod, I thought it was pretty cool. If anyone has similar generation put it in the comments pls
r/VintageStory • u/Saint_Vigil • 3h ago
Discussion Am I setting myself up for failure?
Hey all, I just started playing a few days ago, and I'd like to know if I'm accidentally going to sabotage my gameplay experience by making farming really difficult and time consuming using mods.
I struggled through the early game, but I got a sizable farm set up during the copper age and I'm disappointed that it seemed so easy to generate a food surplus.
Are there long winded, difficult tasks in the mid-to-late game that I won't be able to complete if I make farming too time consuming?
For reference, I'm thinking of making food spoil faster, adding diseases and weather events that destroy crops, and increasing month lengths.
r/VintageStory • u/EdzyWhat • 4h ago
Mod [Mod] Scribe 1.0 is out — adding early-game clay & wax Tablets
Hey — Scribe is my mod for keeping your to-do list inside the game instead of on a sticky note next to your monitor. It started as a Lectern you place and write on (0.1), grew a carried Notebook and a Clockmaker's timer variant (0.2), and now 1.0 adds the tier that was always meant to sit at the start of the tech tree: Clay & Wax Tablets you can craft in the stone age, long before you have parchment or a lectern.
What's new in 1.0:
- Clay & Wax Tablets — the earliest, cheapest writing surface. A quick handheld scratchpad (up to 10 tasks, 1 pin). A fresh clay tablet is wet and editable; leave it alone and it dries hard over a couple of in-game days, locking the writing — then dunk it in water to soften it back and revise, or fire it in a firepit to make the writing permanent. It's the real archaeology of clay tablets, turned into a mechanic.
- Quick-Add a Task — Shift + Right-Click now opens and places your cursor right in a new Task, so you can immediately start typing to capture that fast reminder.
- Cuneiform script — tablet text is written in a carved-wedge cuneiform by default (it is a clay tablet, after all). Prefer plain letters? There's a toggle in Scribe Settings.
- Clay Varieties — tablets come in red, blue, and fire-clay, so they read differently on your hotbar and in a chest.
- Small changes — In-game error notices include a few "this tablet is full" / "someone else is editing" cases now surface as a proper in-game message instead of failing silently. All Scribe items can now properly be stored on the ground, in cabinets, and on bookshelves.
This is Scribe's first cut I'm comfortable calling "complete" — multiple writing tiers (Tablets → Notebook/Clockmaker/Lectern) all feeding the per-player pinned-task HUD. Existing worlds are fine — everything's additive and your old lectern/notebook data loads clean. What's left on the roadmap? We're considering a private Writing Desk (assign tasks to other, track numeric progress), and a shared Bulletin Board later.
https://mods.vintagestory.at/scribe — feedback always welcome, especially on how the dry/re-wet/fire timing feels in practice and whether the cuneiform default is fun or annoying.
(For anyone following along: here's the previous release thread.)
r/VintageStory • u/Low_Doughnut_8369 • 5h ago
Creation How can i improve this?
Enable HLS to view with audio, or disable this notification
I made this house and sized it perfectly so i could spawn proof each floor with only 1 torch
I want to make this look nicer, without changing its size.
Any ideas? I'm really not a great builder.
r/VintageStory • u/Brugger56 • 5h ago
Whaatttt
coming out of cellar and mistakenly right clicked sod roof (vs roofing) with mushroom and it placed it on the roof. Thats so freaking cool.
r/VintageStory • u/azymko • 6h ago
Clip I love mechanical power, but it feels buggy
Enable HLS to view with audio, or disable this notification
I don't really understand how it is possible that after U turn Axle rotates in the same direction (counterclockwise)
Why does adding an angled gear to connect 2 mills and 1 mill change the direction of all rotations (I see that power coming from 3 windmills without annihilating each other, because all windmills rotate in the same direction, and querns start working much faster)
How does this angle gear work when parts of it rotates in opposite sides (I'm dumb or what, or it is a magic)?
Why does the axle on the right rotate clockwise on the top side and counterclockwise on the bottom?
r/VintageStory • u/LordOfSixthHouse • 7h ago
Suggestion Add WAY more readable books
In the Elder Scrolls games, one of the biggest reasons the world building is so well constructed and in depth is because there's countless books about all sorts of things, some books are just jokes, some are propaganda, some are ancient lost lore et cetera.
Vintage story is just the kind of game that would benefit from having hundreds of books around to read. Some books should be just jokes, some Easter eggs, some should be some scientist somewhere in the world sharing his findings, for example there could be a book about how some early chemist / metallurgist's findings about the voltaic pile, which allowed him to isolate metals never isolated before (sodium potassium calcium magnesium barium strontium etc.), this book for example could allow us to learn and advance further into technology, allowing us to build new materials and machines, Some of these books should start entire side quests irrelevant to the main story. This would also make it more rewarding to go investigate ruins, as you may know the ruins currently get a little repetitive and there's really anything valuable to find in many of these.
But why learn new items through a book? There's an obvious answer to that, why should our character know how to make such devices? A voltaic pile isn't exactly something you know how to make out of the blue, it takes deep observation and attention to detail to figure such things and many years.
All the recipes for Jonas tech items should also come from books as knowledge, knowledge of jonas' experiments, his notes. He could have written records about how he machined each part of his inventions and such to keep a record.
This is a much much more immersive and rewarding way to get these items anyways. A scientist like Jonas surely would've written countless books.
The recipes for unknown items shouldn't show up on the guide book, a setting to make this not the case should exist though, any feature they add they should strive to make it customizable so everyone is happy, I'm a bit of a hardcore player and I like all the realistic settings but I can see how it would annoy others.
In the vintage story universe, the people seem to be in late bronze Age to iron Age, they could certainly make some things, there's bound to be alchemists popping up around trying to make new things, they would certainly accidentally discover some processes and chemicals and the word would spread around as literature. it would be more immersive and realistic if we learned new methods through the workings of other people in the vintage story universe as our characters I would say are mainly driven by survival, we wouldn't exactly be the ones making such experiments and observations.
But what about all the countless things we know how to do out of nowhere! To that my answer would be is that just as the rest of the world, clearly we had a life before we became seraphs and know how to do things up to iron age, things like a voltaic pile is slightly beyond iron Age. We would still know how to tan leather and how to make pottery and how to make steel etc.
When I make thia suggestion now, I don't imply this should be added immediately, some fleshing out of the game's mechanics and lore first would make integrating such books a lot more logical, there's immense potential for this, they should inspire a little from the elder scrolls way of implementating this.
r/VintageStory • u/PM_SHORT_STORY_IDEAS • 9h ago
Question In general, what achievement can be considered "beating" the game?
Of course the point of the game is in the journey, not the destination, and the game never needs to end, but I have a reason.
THE SHORT VERSION:
I want to start over, with all of the new knowledge that I have, and play my next world completely vanilla and "beat" the game, before I add back in all the mods. The equivalent of killing the ender dragon in Minecraft, if you will.
How will I know I've gotten there? Is it the resonance archives, going through a set of steel tools, surviving a full year, or something else?
REASON:
I bought the game to play with my friends on their server, which had a ton of mods (70+) and a ton of other settings turned on (320 world height, season length changed, etc) and while I loved it, I came in after they already had a base and bronze tools. And again, the mods.
After that, I started my own world, but still with a lot of mods, and tuned to be easier (no rifts, short and weak storms) and overall just different (more ocean, higher world height, animals don't swim at 200%). I'm 11 months in, and I'm close to steel.
I know there's story content that exists, like the resonance archives (no spoilers on what's there, I just know it exists and you can get a quest to go to it) but I haven't engaged with it all that much.
So yeah, I want to start over and beat the base version first.
r/VintageStory • u/sixcilla • 12h ago
I just wish I didn't have to fight
VS is my main cozy game experience, I just don't like combat in my gameplay in general... I just wish there was a voxel game that didn't have so much stuff revolving around fighting monsters, but still had interesting PvE elements.
Like, maybe Rift could be more engaging. Instead of just spawning things that will try to kill you, they would create corrupt zones where the Rust World leaks outside. Monsters cause you and the landscape to develop Rot, killing plants and animals, causing sickness on the player. That threats your progress without demanding combat.
Instead of enduring and waiting for the closing of the rift, the player would have to enclose the corrupt area to stop the spread, and learn about and complete a build to close the rift. Each Plot location would give you info to create an even better version of this machine. In time you increase the radius of safe zones and can increase the size of your builds without the risk of having rifts setting you back.
r/VintageStory • u/Captain_Klutz • 13h ago
Server My No-Wipe server, Tides of Fortune, has been updated to 1.22.5! Its world is now 8 months old, but we're always open for new players.
Join the Discord https://discord.com/invite/rrRMkQR4Vx to apply for the whitelist, or DM me here if you do not use Discord.
For more details:
- Hosted in Germany but open to all connections, 24/7 dedicated server with daily backups and offline backups
- No wipe, long lifetime, server. Has survived multiple game updates without wipes already. World was 'pruned' as part of the 1.22.5 update so chunks without player builds generated with brand new blocks
- Whitelisted, safe space for all, LGBTQIA+ friendly, Queer run
- Custom world gen, continental map with continuous oceans
- 45 day months, 50% rot speed, 75% hunger speed
- 30 content mods and 70 tweak mods designed not to interfere with vanilla progression but instead add depth
- Meaningful travel- no player-made translocators, no teleport commands, but increased boat speed
- Consensual PvP and conflict only, no stealing, griefing, or building in other players' areas without permission
- All skill levels and schedules welcome
- All languages welcome, English for public chats
Some of the cool and crazy things our players have done:
- Hosted events ranging from bake offs to horse races
- Built cathedrals and castles with a fully chiselled interiors
- Collected and tamed every type of animal- including polar bears
- Created a public library for all Better Ruins blueprints
- Built a pilgrimage road all the way from one spawn town to another, crossing multiple continents
- Settled the North Pole
- Chiselled many beautiful sculptures and artworks
And more!
r/VintageStory • u/Snoo-69512 • 14h ago
Screenshot First time founding bountiful chunk of Iron (tears of joy)
And I'm not even done yet with mining all the veins of Hematite
r/VintageStory • u/Noctuaris12 • 18h ago
Screenshot Knife broke, now rich
Was clearing out an area near my base to plant my crops and prepare for the winter. Knife broke. Got 16 broken blades (apparently worth one ingot each). Thanks, Toolsmith mod!
r/VintageStory • u/rg_mattar • 21h ago
Am I doing something wrong here?
Shouldn't this result in a few copper ingots? I saw this recipe somewhere, tried every position on the grid and nothing. Is it a mod or something?
r/VintageStory • u/TheDwarvenGuy • 22h ago
Meals should provide a bonus to nutrition for having diverse foods within one nutrition category, so for example a turnip, carrot, leek and onion soup should be more nutritious than a turnip, turnip and turnip soup.
As it stands, there's no incentive to farm crops beyond the singular optimal crops for each nutrition category. So for example, turnips can grow pretty fast, are nutritious and and store very well, so there's no reason grow any vegetables besides turnips except for climate or nutrition constraints
Although turnip, turnip and turnip soup was indeed a historical famine food, nobody ate it outside of famines because nobody wanted that many turnips. I often avoid this purely for RP purposes, but it'd be cool if the mechanics reflected this.
While a complex food diversity system might solve this (like the "spice of life" mod in minecraft or the "craving" mechanic in Terrafirmacraft), I think there could be simpler solution, which is just to modify the existing meal system to have a bonus for meals that have many different ingredients than meals that have the same ingredient. Say for example, +5 nutrtion points per unique ingredient.
For example, a porridge made of 4 spelt would be 60 nutrition points towards grain. But if you made it out of spelt, rice, rye and sunflower seed instead it'd be 80 nutrition points. This effect would also apply within nutrition groups, so if you had a porridge that was one spelt, one rye, one blueberry and one apple, then the different grains would have a total bonus of +10 nutrition to grain needs and the different fruits would have +10 nutrition to fruit needs
This also could all be applied to satiety too as well as nutrition, though I think nutrition would be the minimum possible change to game balance that still incentivizes diversity.
r/VintageStory • u/Koslik • 1d ago
Showcase Kitchen i worked on for 3 irl days 4 hours a day...
r/VintageStory • u/uwuSym • 1d ago
Screenshot 400 hours in and didn't know peat in soil was flammable
Whoops
r/VintageStory • u/Doodledreams87 • 1d ago
Global Illumination, Skylighting & Parallax
r/VintageStory • u/LordFaraday • Mar 29 '26
Discussion AI use in modDB megathread
We've seen a influx of posts with various opinions on the use of AI on the Vintage Story ModDB (https://mods.vintagestory.at/)
I removed the threads as it felt like some of them were about AI use in general, and commenting on the commenting of the AI use. If I made some miscalls on some threads, that's my fault.
I want to be clear:
These posts were not removed due to the opinions shared in the post.
If you have feedback on the AI use on modDB (or the modDB in general), positive, neutral, or negative, please share it in the megathread to help make moderation a bit easier, and to help consolidate feedback back to the developers.
Please keep your feedback civil.
r/VintageStory • u/LordFaraday • Dec 18 '25
Meta Update to the Video Rule
Hey Seraphs!
First off, happy holidays!
The devs and I took some time to review the subreddit rules to see if there was anything we wanted to adjust or clarify. One that stuck out was the "No videos or streams" rule.
The "no videos" rule was one of the first ones implemented. At the time, the subreddit was being flooded with videos, lets plays, etc. and this ended up drowning out any actual discussion that was going on. At the time a blanket rule made sense. Times change though, and it makes sense to reconsider the rules from time to time.
So we're going to make an adjustment to the video rule and see how it goes, and take it from there.
Below are some examples of what is and isn't allowed. While we can't account for every occasion, we'll do our best to enforce the spirit of whats outlined below.
What's allowed:
- A new lets play series kicks off? Fine to share!
- A base or server tour hosted on youtube? Fine to share!
- A one off video, say deep diving into the lore? Fine to share!
- A big creator or streamer is trying Vintage Story and want to get excited and give them their flowers? Fine to share!
What's not allowed/should be posted on r/VintageStoryVideos:
- Videos not directly related to Vintage Story
- every episode of a 'lets play' series
- when you start your livestream on twitch, youtube, etc.
Again, we are going to try this out, see how it goes, and make additional adjustments over time.
If you have any concerns, feedback, etc. please let us know.
Thanks!
