Vintage Story server requirements, explained
Vintage Story server requirements, explained
Most "Vintage Story server hosting" advice copies Minecraft conventions and gets it wrong. VS is not Minecraft. Its bottleneck on a server is different, and sizing the box by Minecraft logic leaves you with a server that has plenty of RAM and still tick-stutters whenever someone smelts in a bloomery cluster.
This post is what we have learned hosting VS worlds long term.
The actual bottleneck: single-thread CPU
Vintage Story's world tick is largely single-threaded. Block entity ticks (firepits, bloomeries, querns, generators, crocks fermenting), temperature simulation, and weather all funnel through that one thread. The size of a VS server's "tick budget" is determined by how fast one CPU core is, not how many cores you have.
This is why a VS server can feel fine with 10 players standing around chatting, and then chug the moment one player loads a chunk full of running firepits and a bloomery roast.
The hosting rule that follows: clock speed beats core count for VS, every time. A 4-core box at 5 GHz outperforms a 16-core box at 2.4 GHz for this workload.
What that means for hosting:
- Clock speed matters more than core count. A 5 GHz current-gen core beats a 2.4 GHz server-class core for this workload.
- More players means more "active block entity" zones, which compete for the same tick budget. Doubling player count is not a 2x cost. It can be 3 to 5x if your players are mid-progression and running food and metal production.
RAM use
RAM use is modest by comparison.
| Players | Working set | Recommended allocation |
|---|---|---|
| 1 to 4 | 1 to 2 GB | 3 GB |
| 5 to 10 | 2 to 3 GB | 4 GB |
| 10 to 20 | 3 to 5 GB | 6 GB |
| 20+ | 5 to 8 GB | 8 GB+ |
Mods can shift this. Major content packs (Primitive Survival, Wildcraft, Ancient Tools, etc.) add another 500 MB to 1 GB combined.
Disk and world growth
VS worlds grow steadily over time. Unlike Minecraft, VS chunks contain more block entity state per cubic meter (every firepit, every storage crate's contents, every cellar's microclimate data).
Typical world growth on a long-running 10-player server:
Plan disk accordingly.Plan disk accordingly. SSD is non-negotiable. World save performance is part of your tick budget. A slow disk means save spikes that stutter the tick.
Sizing rules of thumb
For a friend group (3 to 8 players) running base game or light modding:
- Modern high-clock CPU. Specific GHz matters more than core count.
- 4 GB RAM.
- 25 GB SSD to start, plan to grow.
For a community server (10 to 25 players), heavy mods, long-running world:
- Same: prioritize single-thread speed.
- 8 GB RAM.
- 100 GB SSD with backups.
- Plan world pruning or partitioning by year 2.
What does not help
- More cores. A 16-core server with slow cores is worse than a 4-core server with fast cores for VS.
- Huge RAM allocations. 16 GB of RAM does not make the tick faster.
- Network bandwidth (for small to mid groups). VS is not bandwidth-heavy compared to Minecraft. Your bottleneck is tick CPU, not the pipe.
Mods that change the math
A few mods deserve special mention because they move the tick budget significantly:
- Carry Capacity / Carry On equivalents: marginal cost.
- Translocator-heavy gameplay: cheap.
- Large auto-farms or windmill arrays: real cost.
- Bigger trees / dense vegetation mods: world gen cost, not tick cost.
The diagnostic question
If your VS server feels laggy, walk this tree before spending money on a bigger plan:
Knowing which one you have determines whether you upgrade the host, prune the world, or move the save to faster storage.
Bottom line
Pick a host that runs fast cores and an SSD. Do not buy 16 GB plans for VS unless you are running a massive modded community server. Most VS servers are CPU-bottlenecked long before they are RAM-bottlenecked, and most marketing pages will sell you the wrong thing.
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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