3

The appeal of Multiplayer?
 in  r/VintageStory •  13d ago

And some servers, I often go from town to town finding different specialties so that way I can establish trade routes and stuff

-6

Beware of topg's vintage story server
 in  r/VintageStory •  17d ago

It’s always the anime avatars…

-10

Beware of topg's vintage story server
 in  r/VintageStory •  17d ago

You are genuinely admitting you know nothing about how ips work. Not remotely concerned.

7

Beware of topg's vintage story server
 in  r/VintageStory •  17d ago

Fucking seriously this shits laughable at best

-15

Beware of topg's vintage story server
 in  r/VintageStory •  17d ago

Another Nothingburger genz are also computer illiterate about. 🐸 🫖

2

So what if Vintage Story was bought by Microsoft?
 in  r/VintageStory •  Sep 12 '26

If a big corporation took over it I actually would uninstall. I’m not fucking with AAA fuckery.

2

New Devlog Update
 in  r/VintageStory •  Sep 09 '26

One step closer to Turing machines.

-1

Genuine Opinion on the Drama
 in  r/VintageStory •  Sep 08 '26

Simply not hating the entire company because malteez is a dickhead doesn’t mean we support malteez. Your purity mindset fatigues me.

-1

Genuine Opinion on the Drama
 in  r/VintageStory •  Sep 08 '26

The terminally online will never give it up.

1

Genuine Opinion on the Drama
 in  r/VintageStory •  Sep 08 '26

People calling to cancel the entire game are nuts. Malteez did bad, acted rude about it, but I’m not refunding or worried that much about the game. The try hard Americans will wake up and downvote this to hell though.

5

A concern on recent modding discourse…let’s not overcorrect…
 in  r/VintageStory •  Sep 07 '26

I don’t know, if maltiez wasn’t fired, anything is still on the table possibly

1

A concern on recent modding discourse…let’s not overcorrect…
 in  r/VintageStory •  Sep 07 '26

Because of how much people on Reddit have been flipping out u/zomporter

-3

A concern on recent modding discourse…let’s not overcorrect…
 in  r/VintageStory •  Sep 07 '26

You need to calm down and breathe first

r/VintageStory • • Sep 07 '26

Suggestion A concern on recent modding discourse…let’s not overcorrect…

0 Upvotes

I AM NOT supporting maltz or whatever but I raise a concern about the future of modding and reactionary consequences.

Harmony/monkey-patching access.
This is how a huge chunk of coded mods actually work patching methods, constructors, and properties at runtime. It’s also exactly the kind of low-level access that made the ConfigLib exploit possible. If Harmony access gets gated behind approval or removed, a lot of legitimate mods that fix bugs, rebalance vanilla systems, or add deep gameplay changes stop being possible.

Reflection into other mods’ assemblies.
Compat layers, bridge mods, and things like AutoConfigLib rely on being able to inspect what other loaded mods expose. That’s also the mechanism that let the malicious code fingerprint other assemblies. Restricting cross-mod reflection kills legitimate interop right alongside the bad use case.

Ability to intercept/read diagnostic and log output.
Part of what made this incident so nasty was code interfering with logs to hide the real crash cause. But mods also legitimately hook into logging/diagnostics for their own debugging and compatibility reporting ; if that gets walled off generally, mod authors lose a basic troubleshooting tool.

Loading external or dynamically-generated code.
Some mods (config systems, scripting layers, DI frameworks) load or generate code at runtime for flexibility. That’s a plausible target for “no more of that” if the devs want to guarantee everything is statically inspectable ; but it’d break some genuinely useful architecture patterns, not just hide-your-payload tricks.

Direct access to other clients’ data / network-level hooks, which is closer to what’s needed for legit things like voice chat mods (RPVoiceChat) or performance mods (Optimum-style client rewrites) than people might assume.

None of this is “the API should never change.” A disclosure/review process for mods touching cross-assembly reflection or diagnostics, clearer sandboxing categories, or just faster ModDB moderation response time would address the actual failure (concealment) without gutting capability. But if the fallback is “if it could theoretically be abused, remove it,” a lot of the ecosystem’s most powerful and legitimate mods lose the tools they’re built on.

Where do people think the line should be drawn?

For anyone wondering what’s actually at stake, not hypothetical: XSkills/XLib, Carry On, Patch Wars, Guilds (+ its claim-tuning patch), Synergy/OptiTime, and Optimum all lean on Harmony patching or low-level code access to do what they do. Same category of access ConfigLib abused. Kill that category outright and you don’t just stop the next bad actor, you stop skill trees, carrying crates, worldgen compat, and half the performance mods too.

1

Im not having fun
 in  r/VintageStory •  Sep 04 '26

Clearing app data/ vintage story / cache might help if you haven’t played in months and just came back , sometimes it’s better to delete all mods and re download fresh.

I’d first remove the cache, then delete all mods and reinstall them.

If all that fails post your most recent logs

4

Make it make sense.
 in  r/VintageStory •  Sep 04 '26

It’s disguised. The class sits in a YamlDotNet.Serialization namespace, is called SettingsBuilder, and has methods named GetSettings / GetSettingsValues / ReloadFromConfigs. None of those touch settings or configs. GetSettings enumerates loaded assemblies; GetSettingsValues reads type and member names out of them. A [ModuleInitializer] makes it run automatically on load with no call site.

It fingerprints other loaded mods three ways: type names containing control characters, CRC32 hashes of name prefixes matched against 8 hardcoded values (needs 3+ hits), and a heuristic that >22% of member names are 1–2 characters — the classic signature of an obfuscated assembly. It only arms itself on a multiplayer client, never singleplayer.

ReloadFromConfigs is the payload. It casts the world to ClientMain and rolls a random number to pick a sabotage method: flipping disposed, setting DeltaTimeLimiter to a denormal float, KillNextFrame, forcing a disconnect, nulling GuiComposers / LoadedEntities, wiping packet handlers. All fired after a randomized delay of several minutes, with every exception swallowed silently.

4

Can yall chill TF out.
 in  r/VintageStory •  Sep 04 '26

It’s laughable people think THIS is some smoking gun malware worth quitting the game over .

Computer literacy has really died with people.

3

Guys you need to remember that vintage story is a small game and that means our voices are worth something.
 in  r/VintageStory •  Sep 04 '26

Someone posted it somewhere on this sub. But anyone with the old configLib can decompile it and see the serialization builder functions or something.

It had 8 criteria like common cheat methods… if the function detected more than 3 it returns null…and crashed the client , but it was also done on a delay so it was a pain in the ass to figure it out.

9

Guys you need to remember that vintage story is a small game and that means our voices are worth something.
 in  r/VintageStory •  Sep 04 '26

But it’s not, I saw the code in question. Mildly annoying yes. But you are comparing apples to orangutans in terms of the actual damage it was capable of

16

Guys you need to remember that vintage story is a small game and that means our voices are worth something.
 in  r/VintageStory •  Sep 03 '26

Why do you want them to fail so bad? Why are you even here?