Vintage Story Mod DB · Vintage Story mod
Multi Story
Multi Story turns a Vintage Story world into a class-based settlement game: claim your land, specialise your craft, level your role, and keep fed as your hunger ceiling grows with survival — with deep server config so you can run anything from a gentleco
Quick answer
Which Multi Story release should I use?
Multi Story 1.6.12 targets 1.21.6. 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 Multi Story 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 Multi Story 1.6.12 need?
1.6.12. 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.
We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Multi Story without breaking your instance.
Built for Multi Story 1.6.12. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.6.12. It targets 1.21.6; 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 1.6.12. It opens that exact file at the source.
About this project
What does Multi Story add?
Multi Story turns a Vintage Story world into a class-based settlement game: claim your land, specialise your craft, level your role, and keep fed as your hunger ceiling grows with survival — with deep server config so you can run anything from a gentleco-op tweak to a hard specialisation ruleset.
At a glance
- Class system with seven paths (e.g. Farmer, Builder, Engineer, Metallurgist, Blacksmith, Ceramist, Clothier), each with multiple traits that gate recipes and activities.
- Terrain claims with stakes, Claim Paper costs, free plots, farmer bonuses, optional crop rules, and optional claim expiry after inactivity.
- Per-player levels and efficiency that affect yields, crafting, and class-specific actions; death can penalise level (configurable).
- Dynamic max hunger that grows while you stay alive and resets on death, plus optional offhand hunger and nutrition tweaks.
- Home comfort from clothing/armour and from standing in a claim; values sync to the client for UI/handbook-style use.
- Recipe patching so many vanilla (and some modded) outputs require the right trait, with cross-mod hooks for mods like Electricity or better ruins etc...
- Quality of life: optional NPC trader lockout, windmill power / spacing tuning, toggle armour visibility (shows clothing; synced in multiplayer), optional login message, tooltips for comfort, and more.
Almost everything important is driven by multistory.json so server owners can tune difficulty and role strictness.
Character classes and traits
Players normally start as a Commoner. Choosing a class is done by crafting and using the matching class scroll (right-click while holding; scroll is consumed). Shifting/Ctrl + right-click is left to vanilla placement (e.g. shelves) so scrolls are not “eaten” by mistake.
Cooldown between class changes (default 24 in-game hours) is configurable. Level is per class: changing class typically resets level for the new path. Leaving the Farmer class may require refunding extra free claims with Claim Paper if those plots are still in use (see claims below).
Rough map of classes and traits (from in-game handbook text and traits):
| Class | Focus | Traits (examples) |
|---|---|---|
| Farmer | Crops, food chain, animals | Farmer, Rancher, Cook |
| Builder | Wood and stone construction | Carpenter, Mason |
| Engineer | Machines and ranged gear | Engineer, Bowyer |
| Metallurgist | Mining and ore processing | Miner, Metallurgist |
| Blacksmith | Metal refining and forging | Miner, Blacksmith |
| Ceramist | Clay, kilns, glass path | Ceramist, Glassmaker |
| Clothier | Textiles and leather | Clothier, Tanner |
Trait-gated gameplay includes (non-exhaustive): compost and farmland fertilising (Farmer), quern use in claims for flour / bonemeal (Cook / Farmer), dough crafting (Cook), beehives and related (Rancher), pulveriser and certain molds (Metallurgist), bloom iron / steel on anvil (Blacksmith), helve hammer rules in blacksmith-tagged claims, beehive kiln (Ceramist), glass in bloomeries (Glassmaker), barrel sealing for leather and hides (Tanner / Rancher where applicable), backpack crafting (Tanner), and many grid recipes patched to RequiresTrait so the handbook and crafting grid enforce specialization.
Non-farmers get reduced crop harvest and seed behaviour vs farmers (multipliers and caps are configurable).
Gold nuggets can grant bonus XP when eaten (optional, default on).
Levelling, XP, and efficiency
- Players earn XP from class-appropriate actions (harvesting, crafting trait-gated recipes, mining, animal handling, etc., depending on class).
- Per-trait XP multipliers in config let you speed up or slow individual roles.
- Level curve is configurable (level_xp_base, level_xp_increase).
- Efficiency scales with level (efficiency_base, efficiency_per_lvl) and feeds into things like harvest yields, butcher results, ore chunks, pulveriser nuggets, and other class-tuned outputs.
- On death, level can be reset, scaled down, or unchanged via dying_level_factor.
A client HUD shows level progress (registered with the game UI).
Land claim system
Claims use the Claim Stake and Claim Paper loop:
- Plot size and height define each chunk of protected volume (defaults e.g. 8×8 horizontally and 64 blocks tall — all configurable).
- Free plots per player before paper is required (default 4); Farmers get extra free claims (default +2).
- Escalating cost: optional tiers so later claims cost more paper (thresholds and costs configurable).
- Visualisation when holding the stake: colours for preview, overlap, foreign claims, etc. (hex RGBA in config).
- Optional no hostile spawns inside owned claims.
- Optional block planting crops (and related checks like berries) outside your own claims — strong incentive to claim farmland.
- Optional claim expiration after the owner is offline for X days.
- Claim management UI (not implemented yet): rename and other owner actions (with server-side validation).
Hunger, saturation, and nutrition
- Hunger scaling: while enabled, max saturation increases the longer you survive without dying, up to a configurable cap over a configurable time. Death resets that growth (fresh cap after respawn).
- Base max and bonus cap are tunable so you can keep it subtle or make long-lived characters noticeably tougher on food.
- Optional removal of the vanilla offhand hunger penalty (or reduction, depending on implementation — config says “removes 20%”).
- Optional nutrition-based hunger rate bonus: well-fed nutrition bars can lower hunger drain (threshold and per-bar strength configurable).
Comfort and clothing
- Clothing items have a new Comfort stat.
- Total comfort combines equipped gear (with condition reducing comfort when items are badly damaged) and claim “home” comfort (not implemented yet) when you stand inside your claim.
Armour visibility toggle
When enabled, a hotkey (default H, “Toggle Armor Visibility”) hides armour meshes on the head, body, and legs slots so under-layer clothing shows through — useful for fashion and roleplay.
Minor world tweaks
- Windmill: configurable power multiplier (default doubles output vs vanilla baseline) and minimum spacing between rotors to discourage spam.
- Road-like blocks: some cobble fan path blocks get movement and map colour treatment via patching.
- Optional NPC traders: can be disabled entirely so the economy is player-driven (on by default in config — tune for your server).
Configuration
All major switches live in VintagestoryData/Config/MultiStory/multistory.json (typical path after first run), including:
- Class toggle, cooldown, farmer harvest/seed rules, trader lockout, death level penalty, all XP factors, level curve, efficiency formula, gold nugget XP.
- Full claim block: sizes, free plots, paper costs, tiers, colours, hostile spawn rule, crop lockout, expiry, display range, farmer extra claims.
- Hunger scaling numbers, offhand penalty, nutrition bonus.
- Windmill factor and distance, login popup text, gear hide toggle.
Debug logging can be enabled for server operators who need trace output.
Project description from Vintage Story Mod DB.
Pick your setup
Multi Story releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.21.6
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Multi Story versions and loaders
1.6.12
multistory_1.6.12.zip
29 Mar 2026
1.5.44
multistory_1.5.44.zip
21 Mar 2026
1.4.4
multistory_1.4.4.zip
14 Mar 2026
1.3.33
multistory_1.3.33.zip
9 Mar 2026
1.2.11
multistory_1.2.11.zip
7 Mar 2026
1.1.226
multistory_1.1.226.zip
3 Mar 2026
1.1.184
multistory_1.1.184.zip
1 Mar 2026
1.1.94
multistory_1.1.94.zip
27 Feb 2026
1.0.7
multistory_1.0.7.zip
14 Feb 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.