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Vintage Story – Modified
TL;DR: Mods help, fundamental issues remain.

While my Impression post went up on Monday, I actually wrote it few weeks ago. In that time since, I have downloaded the following mods for Vintage Story:
- Primative Survival
- Better Ruins
- A Culinary Artillery / Expanded Foods
- HUD Clock
- XSkills
- Carry On
- Animal Cages
- Prospect Together
As you may imagine from the titles, the mods add a lot of interesting elements to the game. Or at least would, if I was not still gated behind a Copper Saw. But let’s start at the beginning.
Once I had all the mods installed, I decided to go ahead and start a new game. I left most of the settings as the default, although I did increase the chances of surface copper, and also disabled class-specific recipe locks. Upon zone-in, I found a temporally-stable area, built a dirt house, found some clay, and basically got myself back where I was in my prior save within about 2 hours. While sifting some Bony Dirt, I actually got a Copper Hammer Head, which boosted me significantly into the Copper Age… sorta. I still needed to collect copper for a Pickaxe and then some for a Prospecting Pick, which you use as a method to determine what ore is nearby.
I then proceeded to spend literal hours of my limited gaming free time wandering around the map, prospecting stone to determine where copper might be. Now, you can find surface copper nuggets and then mark that area on your map due to the likelihood of there being copper deposits below there. However, that doesn’t necessarily mean you will find any before your Copper Pickaxe loses all its durability just smacking regular stone. No way of repairing tools, by the way.
Fast-forward some more hours, and I actually found a cave that had real copper nodes clearly visible in the walls. Yay! I collected those went back to base and… just stopped playing. I had enough for a Copper Anvil, which is necessary to create the Copper Saw, but I realized (via Wiki) that you need a Bronze Anvil to craft Iron Tools, and that making Bronze is a better use of your copper than making an anvil. After a few attempts at getting some Tin to make Bronze, I gave up. Arguably, I should have just made the goddamn Copper Anvil and then Saw and then seen what was what.
Fundamentally though, I just wasn’t having fun.

What about the mods though? Well, Primitive Survival adds a lot of food options, including the ability to chop meat into jerky, which helps with preserving food in the early-game. There is also some enhanced fishing capabilities that doesn’t rely on literal fish mobs spawning. The extra food stuff from the other mods didn’t really come into play because I didn’t enter the Wood Board Age. Or maybe I was just too dumb to understand the trick behind easier recipes or whatever.
Out of all of them, XSkills had the most promise. Basically, the mod adds character progression to the game, which is absolutely something I feel Vintage Story lacks. The default XP rate is abysmal, but you can boost it via editing some files. One of the skills grants a chance of collecting Resin from chopping trees, which is essentially all I ever really wanted from the game. There seemed to be some neat stuff in there, amongst the more generic +5% X and similar, but I didn’t earn enough XP to reach anything of particular note. I definitely recommend it though.
Weirdly enough, I do sorta still have a vague desire to play Vintage Story. I’m not quite sure if its the equivalent to Stockholm Syndrome, wherein you spend so much time understanding the intricacies of a game that leaving it makes you yearn for it more, or what. It is fun exploring the map and potentially discovering something amazing right around the next bend. The problem is that everything circles back around to an incredibly dull, “realistic” mining simulation and arbitrary gatekeeping. Fighting feels bad, the lack of armor options feels bad, it feels bad when your map doesn’t spawn any goddamn Horsetail which is the only early-game source of healing items.
It is entirely possible the game is simply not built for someone like me. And I guess that is OK. I’m not even sure what changes they could make in future updates to make it more palatable. Maybe a more cohesive early-game where you can make leather without needing Wood Boards, or perhaps more armor options with just Hides? Maybe not needing to already have copper to mine copper?
We shall see.
Impressions: Vintage Story
Vintage Story is a ponderous, “realistic” survival crafting sandbox in the style of Minecraft. Pretty much the exact style of Minecraft, in fact, although it supposedly has a different codebase that allows it to do some interesting things. How interesting those things are will greatly depend on how slow and methodical you like your gaming.

As with most survival games, you start out with just the clothes on your back. From there, you collect flint or some other hard rock to make tools. In Vintage Story though, you literally make the tools: you place the flint down on the ground, and use another piece of flint to “knapp” (e.g. chip) the other piece according to a voxel pattern. Combine the knife head (etc) with a stick in your Minecraft menu and voila, a flint knife. This will allow you to collect things like reeds to be turned into baskets or dry grass to help start a fire. You can’t just punch everything to get the proper resources here.
At this point, Vintage Story doubles-down on the intentionality. Flint tools are fine, but you really need clay to get to the next stage of development. Search far and wide for clay deposits, dig up a bunch, and then place some on the ground. You now have the option to create various clay vessels, like bowls, cooking pots, storage vessels, jugs, and so on. Crucially, you will also need tool molds, such as for a pickaxe and hammer. All of these things have to be sculpted, voxel-by-voxel, which is equal parts tedious and zen. Once completed, congratulations… you have still have raw, wet clay. Now you need to dig a hole, fill with dry grass, sticks, and firewood, light it on fire, and then wait 24ish hours for the pieces to harden. Oh, and make sure it’s covered from the rain and also away from flammable material.

Next comes copper. While traveling the overworld, you may come across a few pieces of copper nuggets on the surface. You can collect these – and mark your map since there is ore underground there – but will likely have to pan sand/gravel for additional nuggets. Once you have ~40 copper nuggets, you can begin the smelting process. Which requires charcoal, because firewood cannot hit the necessary temperature. Making charcoal involves digging holes, filling it to the brim with firewood, building a fire on top of that, lighting it, and then covering the whole thing up. A day later, you have charcoal. Go back and heat up the nuggets in a (fired) clay crucible, and using some wooden tongs – can’t have molten copper in your bare hands, of course – pour the copper into the (fired) clay tool molds… and wait. Once it cools, you have a copper pickaxe.
And now, finally, you can dig rocks!
I typed all that out because that is the type of game Vintage Story is. Mostly. Cooked food spoils at a reduced rate inside a clay Storage Vessel, and at an even further reduced rate in a cellar, and at an even more reduced rate if the food itself is stored in a clay Crock Pot sealed with animal fat. Neat. Meanwhile, you can construct your house and cellar by punching dirt blocks and placing them ala vanilla Minecraft. Making flint knives and other tools is a cool process, but the blade and handle are just magically connected somehow. I bring this up because the process of making a bow meanwhile requires twine, made of flax fiber, collected from flax (or looted from Drifters). Getting the first “tier” of armor above basically nothing requires Resin, which only comes from Pine trees at world creation, and only at an extremely limited chance. Like… why? We can hold molten copper in wooden tongs but can’t get some pine resin from pine trees?

This sort of strained duality extends elsewhere. Wolves and bears are dangerous and will kill you in 1-2 hits. You can avoid them though by using a nerdpole, e.g. quickly placing blocks underneath yourself while jumping. Ore deposits are “realistic” in that they follow veins in specific sort of shapes. Getting to them can be sped up by either digging straight down and nerdpoling your way out, or creating an infinite waterfall via bucket and swimming straight up like in Minecraft. Crops take ages to grow – sometimes more than 1-2 in-game months – but animals generally spawn everywhere. Pemmican doesn’t exist, and not every animal has fat. And so on.
Those design choices are one thing, but the one that’s a bit more unforgivable (IMO) is the back-loading of content. The “real” game doesn’t really start until you can make wooden boards, which requires a copper saw, which requires a copper anvil, which requires enough copper nuggets gained from mining with the copper pickaxe. How do you get copper nuggets to make a copper pickaxe you ask? Panning sand, basically. Anyway, wood boards give you a ton of building and storage options, but the big ones are buckets and barrels, which then allow you to process things into leather, pickle food, and basically… everything. I understand that perhaps the intention was a sort of “congratulations on surviving until the Copper Age!” but that doesn’t mean the early game should be less interesting.

Vintage Story also suffers in the “now what” department. Surviving the first winter with limited resources is a massive struggle. After that? Farms will provide all your caloric needs rather easily. You can eventually craft some windmills and other mechanical tools to automate some tasks too. There are caves to explore and Drifters to fight and teleporter devices that can send you to far distance places. But… that’s it. I’m not saying other survival games do not have a similar endgame issue – there’s no “point” to 7 Days to Die or ARK – but the crucial difference is that playing these other games is, well, fun. They have good moment-to-moment gameplay, they have character progression mechanics that make you want to reach the next level, and so on.
That sort of thing is missing here. Once I finally got my Copper pickaxe and then realized how difficult it was going to be to find copper nodes, I was basically done. Plus, you know, if you lose your Copper Pickaxe somewhere (either by dying in a deep hole or via durability) you have to literally start all over.
Having said all that, Vintage Story is definitely a novel approach to the more traditional survival crafting genre. It is not in early access, still gets beefy updates, and was built from the ground up for mods. Indeed, there are supposedly a lot of mods out there that tackle many of the fundamental issues that I have brought up. I may end up rolling a new world with some of these mods installed and see if that smooths out the experience and make it more interesting.
Which, for the record, it was for a time. Just not enough. For now.