
Vintage Story Mod DB · Vintage Story mod
Expanded Resources
UPD. 14.12.25 - Barbed wire update! A new fence type made with metal wire items. Barbed wire fences apply a slight damage to animals and creatures touching them, except domesticated animals of Generation 3 or higher. Their crafting output is also pretty high,
Quick answer
Which Expanded Resources release should I use?
Expanded Resources 1.2.1 targets 1.21.5. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Expanded Resources required on the client, server, or both?
It must be installed on the client. Installation on the dedicated server is optional.
This release supports both sides, but the source does not require it on the server.
What else does Expanded Resources 1.2.1 need?
1.2.1. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Expanded Resources without breaking your instance.
Built for Expanded Resources 1.2.1. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.2.1. It targets 1.21.5; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
It must be installed on the client. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.2.1. It opens that exact file at the source.
About this project
What does Expanded Resources add?
UPD. 14.12.25 - Barbed wire update! A new fence type made with metal wire items.
Barbed wire fences apply a slight damage to animals and creatures touching them, except domesticated animals of Generation 3 or higher. Their crafting output is also pretty high, allowing you to quickly fence off large territories.
With this update I make my first foray into code modding, so that I can now add more interesting features down the line.
UPD. 26.10.25 - Bark update! A whole new production chain utilizing tree bark.
This mod adds lots of various craftable resource items to the game and integrates them into existing production chains, drawing strong inspiration from real life recipes.
Short list of new resources:
- Wood and kelp ashes
- Starch
- Soda ash
- New glue types
- Oils and rendered fats
- Soaps
- Grease
- Glass batches
- Metal wire
- ...and more!
Tree bark is now a byproduct of debarking logs. Additionally, debarking is now done using a hoe (which is similar enough in look and function to an adze, an actual tool ised in debarking irl) instead of a hammer+axe combination. This makes bark and debarked logs available as early as the Stone Age and gives some extra utility to a previously very underused tool.
Tree bark has multiple uses:
- It can be burned into wood ash, resulting in half as much ash as you would get from the whole log.
- Oak and Acacia bark can be used to make tannins the same way the logs are.
- Bark can be used to make improvised wood armor and a crude shield.
- Fibrous bark of Birch and Redwood trees can be processed into bark strands which can in turn be used to make many different items.
Bark strands are a type of fiber that can be used to make:
- Bark baskets, bark chests, bark skeps, bark basket traps, rush matting, beenades, hunter backpacks and ropes - all in a similar vein to reeds and papyrus.
- Bark cordage (a type of thread).
To compensate for reduced twine yield from raw flax fibers, you can now extract raw sinew from bushmeat, which can then be turned into sinew cordage. Sinew also now replaces bushmeat in the recurve bow recipe.
Various grains, legumes, vegetables and nuts can now be pressed in a fruit press to extract oils, with new mash types as a byproduct:
- Linseed oil made from flax grain
- Rice bran oil made from rice grain
- Peanut oil made from peanuts
- Soybean oil made from soybeans
- Sunflower oil made from sunflower seeds
- Olive oil made from olives
- Walnut oil made from walnuts
Animal fat can also be rendered into a liquid version.
Oils and fats can be used to create soaps and greases.
There are two main types of soap.
- Soft soap is made by boiling potash lye or caustic potash lye and any kind of oil in a cooking pot. Soft soap is slightly more efficient than hard soap, producing more soapy water per item, but can stack less both on ground and in the inventory, making it more difficult to transport.
- Hard soap is made by boiling soda lye or caustic soda lye and any kind of oil in a cooking pot. It's slightly less efficient but much easier to store and transport.
- Fine soap is a subtype of hard soap made using high quality oil like olive or walnut and with the addition of milk, honey or various flowers. It is more efficient than soft soap.
Soap can be dissolved in water to create soapy water, or boiled with oil again to create grease.
Grease is made by boiling soap and oil in a cooking pot. It is now used as a lubricant in machinery recipes instead of simple fat.
Additionally, you can make simple grease by boiling together some lime and any kind of oil.
There are three new types of glue.
- Animal glue is made by boiling animal bones, hides or sinew in a cooking pot.
- Casein glue is made by boiling curdled milk and either any lye or diluted borax in a cooking pot.
- Starch glue is made by boiling starch and either any lye or diluted borax in a cooking pot.
Glues are now used in machinery recipes instead of simple resin.
A new glass production pipeline.
Quartz glass has been renamed to "cloudy glass" and is not created using clear quartz anymore.
Instead, cloudy glass batches are made by mixing crushed granite, chert or sandstone sand with potash or soda ash.
Clear glass batches are made by mixing crushed quartz with either lime and potash or soda ash, or crushed galena.
Staining agents can be added to clear glass batches to influence their color:
- Adding crushed chromite produces green glass
- Adding crushed copper (new!) produces blue glass
- Adding crushed rhodochrosite (new!) produces violet glass
- Adding crushed gold (new!) produces red and pink glass
- Adding sulfur produces yellow glass
- Adding ilmenite produces brown glass
- Adding pentlandite (new!) produces smoky glass
- Glass batches can then can be smelted in a bloomery to produce corresponding glass lumps.
Glass lumps can be used directly to produce such items as leaded glass panes, or they can be smelted together on a firepit to produce a corresponding glass block.
Cloudy glass lump turn into cloudy leaded glass panes.
Clear glass lumps or clear quartz pieces turn into regular leaded glass panes.
Various kinds of metals now can be smithed into metal wire.
- Lead and zinc wired are now used to produce leaded glass panes
- Copper and bronze wires can be used to create new, more durable kinds of papermaking sieves
- Brass wire and clear glass lumps can be used to create spectacles
- Gold wire and a red glass lump can be used to create a golden necklace
- Silver wire and a blue glass lump can be used to create a silver arm chain
- Iron and Steel wire can be used to create a new fence type - barbed wire fence.
There are some future plans, but to implement most of them I must first learn to create code mods for VS:
Features I feel I'd be able to add in the next versions:
- An immersive way to debark log blocks without using the grid menu
- Bark roofing blocks (and maybe a change to sod roof blocks)
***
Features I would want to implement somewhere down the line:
- Would allow extracting essential oils from flowers and fruits.
- Would require either making a new steam boiler or otherwise adding an ability to distill solid matter using the regular boiler.
- Essential oils could be used as a scent additive to produce fine soap and maybe scented candles.
- Turpentine could be extracted from vanilla resin in the same fashion.
- Would require a new tool functionality (wall brush).
- Equipping a wall brush in your right hand and a liquid contained in your left hand would allow you to place decor blocks depending on the liquid in question.
- Vanilla slaked lime would produce whitewash.
- Turpentine, linseed oil and beeswax would be cooked into Varnish which in turn could be placed onto wooden blocks, giving them a slight tint and making them reflective.
- Soapy water and other detergents would be used to wash off decor blocks.
- Similar code could be then even used to produce custom paintings.
- A more in-depth glassmaking system with different types of glass such as lead glass, borosilicate glass, fused quartz glass etc.
- More metal wire uses, such as chain link fences or barbed wire, more jewelry and perhaps even primitive electricity.
- A late-game way of producing soda ash from seawater using Leblanc process.
Note: This is my first serious mod and with it I just wanted to add as much stuff as I could to learn the ropes. As such, it's not going to be particularly compatible with other mods - I don't play with many and generally prefer a more conservative vanilla+ setup.
This mod is also still WIP. I'm open to any suggestions, especially those related to the game balance.
Feel free to use any part of this mod in your own, but please give proper credit on the mod page and/or in the mod description.
Project description from Vintage Story Mod DB.
Pick your setup
Expanded Resources releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.21.4
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Expanded Resources versions and loaders
1.2.1
expandedresources_v1.2.1.zip
14 Dec 2025
1.2.0
expandedresources_v1.2.0.zip
14 Dec 2025
1.1.0
expandedresources_v1.1.0.zip
26 Oct 2025
1.0.1
expandedresources_v1.0.1.zip
14 Oct 2025
1.0.0
expandedresources_v1.0.0 .zip
14 Oct 2025
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.