
Vintage Story Mod DB · Vintage Story mod
PhysicsLib - Solid boats and entities
After many moons of coding to determine how on earth player motion is controlled by vintage story, i present to you PhysicsLib - Solid Entities. On its own, solid entities only makes the vanilla sailboat walkable, but it opens the door for any modder to patch
Quick answer
Which PhysicsLib - Solid boats and entities release should I use?
PhysicsLib - Solid boats and entities 1.3.0 targets 1.22.1, 1.22.2, 1.22.3. 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 PhysicsLib - Solid boats and entities 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 PhysicsLib - Solid boats and entities 1.3.0 need?
1.3.0. 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 PhysicsLib - Solid boats and entities without breaking your instance.
Built for PhysicsLib - Solid boats and entities 1.3.0. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.3.0. It targets 1.22.1, 1.22.2, 1.22.3; 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 1.3.0. It opens that exact file at the source.
About this project
What does PhysicsLib - Solid boats and entities add?
After many moons of coding to determine how on earth player motion is controlled by vintage story, i present to you PhysicsLib - Solid Entities.
On its own, solid entities only makes the vanilla sailboat walkable, but it opens the door for any modder to patch existing entities or implement their own with solid collisions!
Mods Currently leveraging PhysicsLib:
VS Airships
Shipwrights
How does it work?
Physics lib is simple, it implements 1 entity behaviour which can be patched onto existing entities, or leveraged directly within mods - behaviour code: "dynamic-physics".
With this one entity behaviour attached, every cube in the shape file of the model will be used to build up a dynamic collision box for the shape of the entity, and then caches it to be reused for every instance of that model.
In order to prevent EVERY cube being used, wildcard selection can be used against the cubes of the model.
(For Modders/Asset creators) How to set it up for your own entities, or patch existing ones:
- Remove the ellipsoidalrepulseagents from the entity(if present, otherwise your fancy new solid entities will be pushed away from your own hitbox)
- Add the physicslib behaviour with code "dynamic-physics" to both the client and server behaviours of the entity.
- Optionally, supply a "selectors": [] object with a list of selectors for the list of cubes in the model youd like included in collision.
Example Patch for the vanilla sailboat, the first 2 sections remove ellipsoidrepulseagents behaviour, the next 2 add the behaviour to client and server:
[
{
"file": "game:entities/nonliving/boat-sailed",
"op": "remove",
"path": "/server/behaviors/0"
},
{
"file": "game:entities/nonliving/boat-sailed",
"op": "remove",
"path": "/client/behaviors/0"
},
{
"file": "game:entities/nonliving/boat-sailed",
"op": "addmerge",
"path": "/server/behaviors",
"value": [
{
"code": "dynamic-physics",
"selectors": [
"ORIGIN/ORIGIN-Section1/*",
"ORIGIN/ORIGIN-Section2/*",
"ORIGIN/ORIGIN-Prow/*",
"ORIGIN/ORIGIN-Prow2/GunwhaleS4/*",
"ORIGIN/ORIGIN-Prow2/GunwhaleN4/*",
"ORIGIN/ORIGIN-Prow2/ProwFloorS6/*",
"ORIGIN/ORIGIN-Prow2/ProwFloorN5/*"
]
}
]
},
{
"file": "game:entities/nonliving/boat-sailed",
"op": "addmerge",
"path": "/client/behaviors",
"value": [
{
"code": "dynamic-physics",
"selectors": [
"ORIGIN/ORIGIN-Section1/*",
"ORIGIN/ORIGIN-Section2/*",
"ORIGIN/ORIGIN-Prow/*",
"ORIGIN/ORIGIN-Prow2/GunwhaleS4/*",
"ORIGIN/ORIGIN-Prow2/GunwhaleN4/*",
"ORIGIN/ORIGIN-Prow2/ProwFloorS6/*",
"ORIGIN/ORIGIN-Prow2/ProwFloorN5/*"
]
}
]
}
]Project description from Vintage Story Mod DB.
Pick your setup
PhysicsLib - Solid boats and entities releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.3
1 loader build1.22.2
1 loader build1.22.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
PhysicsLib - Solid boats and entities versions and loaders
1.3.0
physicslib_1.3.0.zip
30 Jun 2026
1.2.0
physicslib_1.2.0.zip
18 Jun 2026
1.1.0
physicslib_1.1.0.zip
18 Jun 2026
1.0.0
physicslib_1.0.0.zip
6 Jun 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.