About this wiki
This is a reference for Vintage Story crafting recipes, drop rates, generated structures, decor, books, and where things naturally spawn in the world. Unlike a hand-edited wiki, every page here is generated straight from the game's own data files, so it stays in sync with whatever version of the game (and mods) it was built against — but it also means it only knows what's actually in those files, nothing more.
How to use it
- Items & Blocks — look up any item or block to see what recipes produce it, what it's used
in, what drops it (or what it drops), and (for things like ore or wild crops) where it naturally
occurs. Random-stack placeholders (the
stackrandomizer-*items world generation rolls into chests) list everything they can turn into, and each of those items links back. - Recipes — browse by category (grid crafting, smithing, cooking, etc.), or jump to one from an item's page.
- Creatures — per-creature drop tables, plus health, size, and the conditions needed for them to spawn at all.
- Structures — world-generated buildings and ruins, with their spawn conditions explained in plain language, and the schematics each one can place.
- Schematics — the pre-built block layouts structures are made from: size, which structures use them, every block they contain, and a 3D preview you can rotate and zoom (a button opens the full viewer).
- Deposits — every ore/gem/rock deposit: which rock hosts it, and roughly how deep.
- Crops — wild crops, flowers, mushrooms, and the climate each needs.
- Trees — tree/shrub species and fruit tree varieties, by climate band.
- Paintings / Clothing — purely decorative content, including flavor text where the game has any, and which structures you can find paintings in.
- Tapestries — every real possible tapestry a generated structure could show, one row per (structure, possible tapestry), decoded directly from the structure's own schematic data.
- Books & Lore — the full readable text of every in-game book and journal.
- Mods — which mods (beyond vanilla) this build includes.
- Help Guides — the game's own in-game handbook articles.
- Trades — every wandering trader's buy/sell listings, in one sortable table.
- Classes — starting character classes, their fixed traits, and starting gear.
- Tools — small interactive tools: a 3D schematic viewer (open any of the game's own schematics, or upload yours, and download them), a WayPoint route planner, a game-calendar converter, an alloy ratio calculator, and a seed climate lookup (temperature and rainfall for a world seed, and which wild plants fit); a few more are planned and described on that page.
- Sources — exactly which raw game files feed each page above, and how, for anyone curious past "trust me."
- Research — investigation notes for features being considered or only partly built (each section says which). It's there so the thinking behind a future feature isn't lost.
Every table has a search box, and most have a filter dropdown too — both are saved in the page URL,
so you can bookmark or share a filtered view. Click a code like tallgrass-* or a creature tag
almost anywhere and it'll jump you straight to a pre-filtered list.
A few things worth knowing
- Spawn/climate numbers are the rule the game checks, not a promise. A creature or deposit listed as needing, say, a temperature between 5–20°C and "near the surface" depth is describing the condition the game tests per chunk or per attempt — not a guarantee you'll find one in any specific spot that meets those numbers, and not a claim it's impossible slightly outside them.
- No icons. This wiki is text-only. It isn't an oversight — the data this site is built from genuinely doesn't include item/block artwork (that's a separate, access-gated download), and Vintage Story generates its inventory icons from full 3D models at render time rather than using flat image files, so there's no icon asset to simply copy over.
- Not everything in the game has a page here. Pages are built from recipes, drop tables, and (separately) a few registries — like paintings, decor, ore, and wild crops — that have neither. A small number of other items that the game itself marks as "not for the in-game handbook" may still be missing. If something's absent, that's more likely than not the reason.
- Tapestry outcomes are possibilities, not promises. Roughly 60% of the time a given placement doesn't spawn at all, and of the ones that do, roughly 75% turn out "rotten" (no name, no lore, no drop). So for any one row on the Tapestries page, expect it to actually show up, intact and readable, only a fraction of the time.
- The 3D schematic views are simplified. Every block is a colour picked from its name, not its
texture, and chiseled blocks are drawn as whole cubes rather than their real carved shape. Blocks
the game uses only as worldgen markers (
meta-filler) start hidden. A village is shown as its separate buildings, not assembled, because the game places those by rules that aren't in its data. - The seed climate lookup is approximate. It reproduces the game's climate generator but not a final map-warping step, so a given spot can be off by up to roughly 900 blocks, and it only takes numeric seeds.
- Mods with their own compiled code (shown as such on the Mods page) can add behavior this wiki simply can't see, since it only reads JSON data, not code.
This page is deliberately short. For exactly how the data is extracted, the project's README.md
in its source repository has the full technical writeup.