Vintage Story mods, server-side, client-side, and why the distinction matters
Vintage Story mods, server-side, client-side, and why the distinction matters
VS mods come in three flavors. Knowing which is which prevents the most common "I added a mod and now no one can connect" scenario.
The three flavors, visualized
Every mod's page on the VS mod database lists its type. Read it before installing.
The three flavors, as a diagram
Why this matters
If you install a Universal mod only on the server, no client can join. The server says "you need MyContentMod 1.4 to join" and rejects connections.
If you install a Universal mod only on the client, the client crashes on join (looking for blocks the server doesn't have).
If you install a Client-only mod on the server, it loads but does nothing. Not harmful but pointless.
If you install a Server-only mod on a client, it usually fails to load with no real consequence.
The dangerous case is the first two: mismatched mod installations.
The basic rule for server admins
For your community:
- Maintain a single canonical mod list.
- Mark each entry: Universal, Server, or Client.
- Share the list with players.
- For Universal mods, players install the exact same version. For Server, only you. For Client, players choose.
A simple shared document or Discord pinned post is fine. Keep it updated.
"Where does this mod go?" decision flow
Examples by category
Universal mods (server + all clients):
- Primitive Survival (adds content)
- Wildcraft (mobs and plants)
- Ancient Tools (items and recipes)
- Carry Capacity (changes carry rules)
- Better Trees (visual but client must know)
- More Ruins
Server-only mods:
- AutoMapMarkers (admin tool)
- BackupMod (server-side backup automation)
- Anti-griefing claim mods
- Some admin-command extension mods
Client-only mods:
- Pickup Notifier (UI)
- Quality Bar (UI)
- Better Game Animations (visual)
- Sound packs
- Minimap mods
(Mod authors sometimes change classification across versions. Always check the current mod page.)
Version pinning
VS mods declare which game version they support. When VS updates, mods often break. Until the mod author updates, that mod is unusable on the new version.
For server admins, the safest pattern:
- Lock the server to a specific game version.
- Coordinate game-version updates with mod-version updates.
- Don't auto-update VS clients during a season.
Players who auto-update VS will find themselves unable to join. Communicate this.
Distributing mods to your players
For universal mods, you have three approaches:
Manual. Players download each mod themselves, drop it in their Mods/ folder.
Server-pushed. Since VS 1.16, when a client connects to a server with required mods, the client is prompted to download them automatically and stores them in a per-server ModsByServer/ subfolder. No config key is required; this is on by default. The player still has to accept the download.
Modpack manager. Tools exist (similar to Minecraft modpack managers) that can sync a player's Mods/ folder against a published list. Useful for large communities.
For 4 to 8 players, manual or server-pushed are both fine. Bigger communities benefit from automation.
Common mistakes
Installing a Universal mod on only the server.
Players bounce with "missing required mod" errors. Fix: distribute to all players.
Installing different versions of the same Universal mod.
Even slightly different versions can fail. Pin the exact version in your mod list.
Forgetting to update the server's mod after updating a client's.
The reverse failure mode. Server hasn't been touched in two weeks; players have updated mods. Connection fails.
Mixing mods from different VS versions.
A mod built for VS 1.18 may not work on 1.19. Check compatibility.
Adding a Universal mod mid-season without testing.
Some Universal mods add new world gen. Adding them mid-season may cause biome seams or missing content in already-explored areas. Test first.
A mod-list template
A pattern that works for small groups:
# MyServer mod list (2026-05-17)
## Universal (everyone must install)
- Primitive Survival 3.4.5
- Wildcraft 1.7.0
- Ancient Tools 1.5.18
- Carry Capacity 0.6.16
## Server-only (only the host runs these)
- BackupMod 2.0.1
- AdminTools 1.3.0
## Client-only (optional, your choice)
- Pickup Notifier 1.0.7
- Quality Bar 1.2.1
- Minimap (any)
Pin this in your Discord. Update with dates. New members see exactly what to install.
When mods conflict
Sometimes two Universal mods don't get along. Symptoms:
- Server starts but logs warnings.
- Server crashes during world load.
- Specific blocks render incorrectly.
- Recipes that should work don't.
Diagnosis: remove half the mods, test, then half of those, etc. (binary search the culprit.) Usually a few suspect mods are obvious from log messages.
Some known conflict patterns:
- Multiple mods that override the same vanilla recipe.
- Two world-gen mods that don't coordinate biome placement.
- An older mod and a newer one that both expect to be the "carry capacity" handler.
The mod author's mod page often lists known incompatibilities. Read it.
A note on mod licenses
Most VS mods are open or permissively licensed. A few have restrictions. If you redistribute mod files to your players (rather than each player downloading themselves), check the mod's license.
For most casual servers this isn't an issue. For large public communities, be aware.
Conclusion
The Universal / Server / Client distinction is the single most important VS modding concept. Maintain a canonical mod list. Distribute Universal mods to everyone. Pin versions. Don't auto-update during a season. Do these and your VS modded server runs smoothly. Skip them and you'll spend nights chasing "why can't I connect" tickets.
Hosting your game server with AndroHost means we handle most of what's in this post for you automatically: tier sizing, SRV records, off-site backups, DDoS protection.
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