For a 2026 Vintage Story server, start with Auto Map Markers, ProspectTogether, BetterRuins, Primitive Survival, QP’s Chisel Tools, Vinconomy, Player Corpse and VSEssentials, then add Carry On if you can confirm a build for your exact game version. The current server guides and mod lists center on the 1.22 version family, but the lists are secondary sources and mod compatibility changes quickly. Check every mod’s current entry on the official Mod DB before installing it, and keep the server, client and mod versions aligned.
This guide covers what each recommended mod changes, which ones belong on the server or on players’ computers, and how to install them on a dedicated server without turning a version mismatch or configuration error into lost worlds.
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What makes a good Vintage Story server mod in 2026?
A useful server mod should solve a recurring problem without undermining the style of your world. The strongest choices in current community lists fall into four groups:
- Quality of life: carrying items, automatic map information and easier administration.
- Exploration: more ruins and better handling of prospecting data.
- Progression: expanded fishing, trapping, crops or other early-game systems.
- Multiplayer infrastructure: trading, teleportation, corpse recovery and shared building workflows.
Do not treat a list recommendation as proof of compatibility. The guides behind these picks were not checked mod-by-mod against the current Mod DB records, and one of them specifically warns that Better Crops 0.9.2 is for 1.21 only and should not be updated. That warning is a practical rule for every mod: read the supported game version, required libraries, release type and installation notes before copying a file to a live world.
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Recommended mods at a glance
| Mod | Best for | What it changes | Important compatibility note |
|---|---|---|---|
| Carry On | Moving and carrying objects | Quality-of-life carry capacity | Some guides call it Carry Capacity. A maintained fork’s stable recommendation is 1.14.x; 2.0 pre-releases require CarryOnLib. Confirm the exact current Mod DB name and a build for your server. |
| Auto Map Markers | Exploration and resource tracking | Automatically marks ore and berry bushes on the map | Verify whether the release is server-side, client-side or both for your game build. |
| ProspectTogether | Group mining | Records prospecting readings on the map and shares them with a group | All participating clients need the compatible release when the mod includes a client component. |
| BetterRuins | Exploration | Adds surface and underground ruins | World-generation changes should be installed before exploring a new area; back up an existing world first. |
| Primitive Survival | Early-game depth | Expands fishing, trapping and related survival systems | Check for conflicts with other progression or recipe mods. |
| QP’s Chisel Tools | Builders and server teams | Pantograph and Portfolio tools copy, paste and save designs across worlds and servers | Confirm both the server and client components, permissions and supported game version. |
| Vinconomy | Player economies | Adds player-run markets, stalls and trade passes | Decide who may create stalls and how you will moderate prices before enabling it. |
| Player Corpse | Death recovery | Provides a corpse-based way to recover a player’s inventory | Test death, recovery and server restart behavior on a copy of the world. |
| VSEssentials | Administration | Common dedicated-server admin and teleport commands | Give commands only to trusted roles and check command names after updates. |
Best mods by play style
For a small cooperative survival server
Start with Auto Map Markers and ProspectTogether. They reduce the bookkeeping that becomes tedious when several people explore different regions, while leaving combat, crafting and survival largely intact. Add Player Corpse if losing an inventory to a long expedition would create avoidable frustration. VSEssentials is useful for an administrator who needs teleport or moderation commands, but keep those permissions separate from ordinary player roles.
For exploration-focused worlds
BetterRuins is the most consequential choice because it changes the supply of surface and underground ruins. Install it before players have generated the regions you want affected. Pair it with Auto Map Markers if your group wants discoveries recorded automatically. ProspectTogether is a natural third choice for mining parties because readings can be retained on the map and shared within a group.
For builders
QP’s Chisel Tools combines the Pantograph and Portfolio tools. The stated use is to copy, paste and save building designs across worlds and servers. Before giving it to everyone, test how saved designs are stored, which blocks are permitted and whether the server requires a matching client file. A separate backup is essential before bulk pasting a design into a valuable area.
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For a harder or broader early game
Primitive Survival is a substantial early-game overhaul rather than a small convenience tweak. Its focus includes fishing, trapping and related systems, so it is better suited to a fresh world or a server whose players agree to a changed progression curve. Avoid adding it to an established world without checking recipe, entity and save compatibility.
For trading communities
Vinconomy introduces player-run markets with stalls and trade passes. Establish rules for stall ownership, abandoned stalls, moderator intervention and any in-game currency before opening the market. The technical installation is only half the work; an unmanaged economy can become a social and administrative problem.
Carry On: useful, but verify the name and release
Carry On is recommended for moving objects and improving carry capacity. One guide describes it as a maintained fork of the older CarryCapacity mod, while another lists the project as “Carry Capacity.” That naming difference matters when you search the Mod DB: select the exact project whose files and dependencies match your server.
The same guidance recommends a stable 1.14.x release for servers and warns that 2.0 pre-releases need an additional library named CarryOnLib. Those numbers do not establish compatibility with a 1.22 server. Treat them as release notes from the cited guide, not as permission to install an old file on a current world. If no 1.22-compatible build is available, leave the mod out rather than forcing it.
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Which mods must players install?
Vintage Story mods can have server, client or dual components. A server-side mod can run centrally, while a client-side mod must be installed separately by each player. Some features, such as map displays, saved building interfaces or shared prospecting information, may require both sides even when the server also loads a copy.
Use the mod’s Mod DB page and read its installation section for the exact requirement. Do not assume that a zip that loads successfully on the server makes the feature available to clients. Tell players the required game version, mod version, dependency list and whether the file belongs in their local Mods folder. Keep a copy of the approved files so every player installs the same release.
Before you install: compatibility and backup checklist
- Confirm the server’s Vintage Story version. The current guides discussed here use the 1.22 family.
- Confirm every player’s client version. Hosting guides give a concrete example of a 1.22.2 server refusing 1.22.1 clients; exact matching is therefore the safe policy.
- Check each mod’s current Mod DB entry, release channel and dependencies.
- Identify whether the mod changes world generation, recipes, entities, commands or only the user interface.
- Back up the world, server configuration and existing Mods directory while the server is stopped.
- Test the complete set on a copy of the world before applying it to a public or long-running server.
- Record the installed versions in a simple text file so a replacement administrator can reproduce the setup.
How to set up a Vintage Story dedicated server
1. Use the version-appropriate .NET runtime
The dedicated server ships with Vintage Story. The executable is placed in the game’s application folder, while server data is kept in a separate data folder. On Linux, install the runtime yourself unless you are using the Flatpak build, which bundles it.
| Vintage Story version | Runtime requirement | Where this applies |
|---|---|---|
| 1.22.0 and newer | .NET 10 | Linux installations that do not bundle the runtime |
| 1.21.0 through 1.21.6 | .NET 8 | Linux installations that do not bundle the runtime |
| 1.20.x through 1.18.8 | .NET 7 | Linux installations that do not bundle the runtime |
An older multiplayer setup page still lists .NET 7 without mapping it to newer game releases. Use the version-specific mapping above for a current installation and regard generic older instructions as outdated when they conflict.
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2. Launch the server on Linux
From the directory containing the server files, use the managed assembly command:
dotnet VintagestoryServer.dll
If DOTNET_ROOT is set correctly, the native launcher can also be used:
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./VintagestoryServer
Run the process inside a service manager or terminal multiplexer for a persistent server, and make sure the account running it can read the application files and write to the data directory.
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The Vintage Story Wiki gives a rough baseline of 1 GB of RAM plus 300 MB per player and four recommended CPU threads. This is a floor, not a promise of smooth performance. World generation, view distance, concurrent exploration and heavier mod combinations can require more memory and processing capacity. Watch the server’s memory use and tick behavior while a few players explore simultaneously, then increase resources before the machine begins swapping or timing out.
4. Open the network port
The default server port is 42420; a different value can be supplied with --port. Forward TCP port 42420 to the server for remote players. Since version 1.20, the wiki also says to forward UDP on that port. Apply both rules in the router and host firewall, then use the same custom port everywhere if you changed it.
On Linux, configure the firewall with the tool used by your distribution, such as firewalld, iptables or ufw. A port-forwarding rule alone is not enough if the operating-system firewall still drops the connection.
5. Start once and edit the configuration
On Linux, the configuration file is ./data/serverconfig.json inside the server directory. Start the server once so it creates its data structure, stop it cleanly, and then edit the JSON with a text editor. The server reads configuration changes after a relaunch.
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6. Check whitelist behavior
One hosting guide says the whitelist is enabled by default, but that behavior should be confirmed in your own configuration rather than assumed. If friends receive an access denial while the server is otherwise reachable, inspect the whitelist setting and player entries before changing network rules.
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Installing mods on the dedicated server
1. Prepare an offline maintenance window
Stop the server and make a dated backup of the world, serverconfig.json and current mod files. Copy the backup somewhere outside the server directory so a failed update cannot overwrite it.
2. Download only matching releases
For each selected project, use the official Mod DB listing and select a file that names your Vintage Story version. Read the dependency section. Carry On’s possible CarryOnLib requirement is an example of why a single zip may not be enough. Do not install a 1.21-only file such as the Better Crops 0.9.2 release on a 1.22 server merely because its filename appears compatible.
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3. Configure the Mods path
The server’s ModPaths key determines where it searches for mods. On Linux, retain the first "Mods" entry because the base game files load from it, then add your own mods directory after that entry. A typical arrangement is the built-in Mods path followed by a separate directory you control for approved server mods.
Place mod zip files in the configured custom path while the server is offline. Keeping downloaded files in a separate directory makes it easier to audit, remove or roll back one mod without disturbing the base installation.
4. Install client files where required
Tell every player which files must be copied into the local Vintage Story Mods folder. Server-only administration tools do not necessarily belong on clients, while map, building and interface features may. If the Mod DB page calls for a client copy, all players should use the same compatible release before joining.
5. Relaunch and read the log
Start the server and watch the startup log for missing dependencies, duplicate registrations, JSON errors or a rejected mod version. Join with one administrator account first. Test the mod’s core feature, then connect a second player before announcing the server open.
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BetterRuins changes the ruins players encounter, so the timing of installation affects the result. New structures may appear only in terrain generated after installation; already explored areas may not be retroactively rebuilt. Make a backup and test on a copied world before deciding whether to add it to an established map.
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The same caution applies to any future mod that changes terrain, deposits, crops, entities or world-generation tables. Removing such a mod later can leave blocks, items or references that the base game no longer understands. Keep the original mod files with the world backup if you may need to restore the save.
Administration and moderation choices
VSEssentials
VSEssentials is described as a standard dedicated-server install for administrator and teleport commands. Use it to reduce routine recovery work, but restrict command access to trusted roles. Document which commands your moderators can use, and retest them after a Vintage Story or VSEssentials update.
Player Corpse
Player Corpse provides a tangible recovery point for a player’s inventory after death. Test the full lifecycle: die, locate the corpse, retrieve the items, reconnect after a server restart and verify what happens if the corpse is left behind. Publish those rules so players know whether recovery is guaranteed, time-limited or subject to administrator intervention.
Vinconomy
Markets and trade passes need social rules as much as technical configuration. Decide whether administrators can remove inactive stalls, how disputes are handled and whether trade passes are transferable. Keep a backup before changing the economy’s configuration or replacing the mod.
Common installation failures and fixes
The server starts, but a player cannot join
- Compare the client and server game versions exactly; 1.22.1 and 1.22.2 should not be treated as interchangeable.
- Check whether the player is missing a required client-side mod or library.
- Confirm that the player is connecting to the forwarded port and that both TCP and UDP rules exist for versions from 1.20 onward.
- Review the server log for a rejected mod, authentication error or whitelist entry.
The server refuses to load a mod
- Read the mod’s supported-version field and remove releases marked for an older game branch.
- Install every dependency, such as CarryOnLib when using a compatible Carry On 2.0 pre-release.
- Check that the zip is in a directory listed by
ModPaths, not only in an unrelated download folder. - Remove the newest addition, restore the backup and add mods one at a time to identify a conflict.
A configuration change has no effect
Stop the server before editing ./data/serverconfig.json, or run /autosavenow followed by /stop and then relaunch. The server does not apply a changed configuration simply because the file was saved on disk.
Players report lag after adding several mods
Compare performance with the same world and player count before and after each addition. The wiki’s 1 GB plus 300 MB-per-player estimate is only a baseline; increase RAM and CPU capacity for heavier worlds, reduce simultaneous world-generation work and remove mods whose value does not justify their load.
A practical 2026 installation order
- Install the correct server runtime and launch an unmodded 1.22 server.
- Verify local and remote connections on port 42420, including TCP and UDP forwarding.
- Back up the clean world and configuration.
- Add VSEssentials for administration, then test permissions and commands.
- Add Player Corpse and test death recovery.
- Add Auto Map Markers and ProspectTogether, confirming which files clients need.
- Add BetterRuins before generating the regions where you want new structures.
- Add Primitive Survival only after agreeing on its progression changes.
- Add QP’s Chisel Tools or Vinconomy after testing permissions, saved data and moderation procedures.
- Consider Carry On last, and only after confirming the exact project name, supported game version and any required CarryOnLib dependency.
This order isolates administrative, recovery, exploration and progression changes, making it easier to identify a failure and roll back without discarding the entire mod set.
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A community Docker image named ralnoc/vintagestory is available for administrators who prefer containerized deployment. It is not an official Vintage Story image. The documented mapping exposes port 42420 on both TCP and UDP. Before using it for a persistent world, verify volume mappings, file ownership, backup behavior, runtime version and how the container receives updates. A container does not remove the need to match client versions or to keep a recoverable copy of the world.
Final recommendation
For most cooperative 1.22 servers, install a small, testable core: VSEssentials for administration, Player Corpse for recovery, Auto Map Markers and ProspectTogether for shared exploration, and BetterRuins for a world designed around discovery. Add QP’s Chisel Tools for a building community, Primitive Survival for a deliberately expanded early game, and Vinconomy when you are ready to moderate a player market. Treat Carry On as optional until its current Mod DB release and dependency chain are confirmed. Every mod should be tested on a backup with matching client files before it reaches the live server.
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