Vintage Story Recommended
€7.14 / month
- vCPU
- 4 cores
- RAM
- 8 GB
- Storage
- 100 GB NVMe SSD
- Processor
- AMD Ryzen 9 9950X3D
- Location
- Turkey
More features
- Traffic
- Unlimited
- Operating system
- Linux/Windows
SANDBOX · PC
Vintage Story long-term behaviour comes from chunk generation, climate and season simulation, settlements, entities, and mods.
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€7.14 / month
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New terrain creates generation bursts, while developed farms and mechanical systems add persistent tick work.
The first resource profile for a controlled launch and measurement baseline.
A middle profile to assess as community and content workload grows.
A higher resource profile to compare when measured CPU, RAM or storage needs increase.
Evaluate CPU, memory, and storage options against the expected game workload.
Groups exploring in different directions generate more chunks, while a shared settlement concentrates production and storage.
Measure processor peaks and game-loop response during a busy session.
Track peak memory use together with growth headroom.
Measure storage behaviour across saves, logs, and backups.
Measure actual mod, plugin, and script workload separately from extension count.
Track world size, active regions, and persistent-data growth together.
Evaluate concurrent-player distribution, activity, and content workload together.
| Scenario | Resource effect | Check |
|---|---|---|
| Concurrent players | Groups exploring in different directions generate more chunks, while a shared settlement concentrates production and storage. | Measure a busy session |
| Game activity | New terrain creates generation bursts, while developed farms and mechanical systems add persistent tick work. | Repeat the peak scenario |
| World / save growth | The world save, player data, and exploration expand backups; prepare a restore copy before world pruning. | Track save and restore duration |
Estimate starting capacity from your player and world goals.
Estimated CPU, memory, storage, and a suitable resource profile appear here.
Content mods can add blocks, items, and world-generation data. Store the exact mod IDs and versions with each save backup.
Mod compatibility can vary by game and server-software release.
Set view distance, time speed, world generation, permissions, mod order, and the allowlist around the community experience.
After deployment, manage Vintage Story processes, version changes, and settings that require restarts in controlled maintenance windows.
Back up Vintage Story saves, configuration, and additional-content data as separate restore points before changes.
Limit file access to Vintage Story configuration, logs, and managed content directories; stop the relevant process before replacing active files.
Measure new terrain generation separately from the existing farms and mechanical systems. If you are moving a world, use a busy session in that save rather than a fresh starting map as the reference.
Decide what the group needs for exploration, then test the setting in a real session. Do not assume a high value has the same resource cost when players travel in different directions.
Keep mod identifiers and versions with the world backup. Check that the new setup has the required content and dependencies, and test a save copy when mods add blocks or change world generation.
Separate the growing world save from retained backups and required free space. Test pruning on a copy because it can affect explored areas or player work; plan capacity for the data you actually need to retain.
Include world generation, time settings, permissions, access lists and mod order. Document the last working save and recovery procedure too; a server password alone is not an operational handover.
Contact support for ordering details and special requirements.