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Compatibility
Optimum is client-only. It connects to any Vintage Story server running the matching game version (currently 1.22.5). The server does not need any modification. From the server's perspective, Optimum looks like a standard client.
Each Optimum release targets one Vintage Story version. Running Optimum built for 1.22.5 against a 1.22.4 or 1.23.x server will fail at the version handshake, same as vanilla. Check the release notes for the supported version.
When Vintage Story updates, Optimum's cache auto-invalidates on the next launch and re-patches against the new DLLs. However, if the new VS version changes internal APIs that Optimum patches, the patcher may fail — in that case Optimum falls back to launching vanilla with a warning.
Most client-side mods work with Optimum. Mods that add items, blocks, recipes, or UI elements through the standard modding API load without issues.
Mods that may conflict:
- Mods using Harmony to patch the same methods Optimum transplants via Cecil. The patched DLL already contains the optimization, so a Harmony patch targeting the same code path may hit unexpected IL.
- Mods that hook into entity rendering internals (custom renderers, shader injection).
- Mods that replace the frame-limiting or game-loop logic.
If a mod causes problems, disable it and test. Most issues are detectable at startup (crash or log error on method resolution).
| Mod | Status | Notes |
|---|---|---|
| OptiTime | Overlaps | Optimum is the successor. Disable OptiTime. |
| Eco Machina | Compatible | Optimum preserves IL slot layout in CalculateVisibleFaces
|
| VS Roofing | Compatible | LOD gate respects canChisel attribute |
| SmithingPlus | Compatible | Creative search cache crash is contained |
| Waypoint icon packs | Compatible | SVG reload fix prevents icon loss |
| Mods using Harmony/MonoMod | Partially incompatible | MonoMod's JIT hook layer references .NET 6 assemblies (e.g. PresentationFramework 6.0.2.0) that don't exist on the .NET 10 runtime Optimum ships. Harmony patches to gameplay code generally apply fine; the failure surfaces specifically when a MonoMod-hooked path tries to load a missing .NET 6 assembly, most visibly the WPF-based error dialog. |
Optimum does not modify save formats, world generation, or block/item data. You can open the same world folder with Optimum and vanilla interchangeably.
Other players cannot tell you're using Optimum. No protocol changes, no gameplay differences, no server-side detection. The only change is client-side: less redundant CPU/GPU work per frame.
If the patcher fails at launch, Optimum automatically falls back to launching vanilla Vintagestory.exe. Your data path, worlds, and account remain intact. Optimum stores its settings in .optimum/optimum.json — vanilla ignores this file entirely.
Optimum never modifies vanilla files. The patched DLL lives in .optimum/cache/ — a separate directory. Uninstalling Optimum or verifying game integrity leaves vanilla in the exact state it was before.