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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 1.22.2 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. If the new VS version changes an internal API, the patcher reports the failure, restores built-in vanilla mods, and exits before the game starts.
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.
Optimum never starts Vintagestory.exe after a patch failure. The launcher invalidates incomplete cache data, restores built-in vanilla mods, records Launch aborted in Logs/optimum-launcher.log, and returns a nonzero exit code. Launch Vintagestory.exe yourself when you need an independent vanilla run.
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.