Mods / Aldi's Classes
Author: Aldi
Side: Both
Created: Sep 29th at 8:56 AM
Last modified: 9 hours ago
Downloads: 7618
Follow Unfollow 118
Recommended download (for Vintage Story 1.21.1 and 1.21.2 - 1.21.5):
aldiclasses1.6.4.zip
1-click install
Pick your class, stand with others, rise as a whole
This mod may change drastically during development (feedback and balancing). Please consider reading the patch notes before using a new version in your current playthrough.
1.6.4
The following sounds really easy but I wasted hours on this
- Age of flax compatibility
- Threadweaver looses threadweaver trait
- Brush and hackle removed
- flax bundle drop rate increased for farmer
- new trait if you use age of flax for farmer
- still more seeds at stage 5 for everyone
- Lumberjack shirt is back baby \o/ ty @ruddi
1.6.3
- Stonepaths are about 50% more efficient for mason
- He gets 30% more rock from stone so I made the paths cost less soil and you get a bit more for your rocks (better ruins schematic is still crazy good)
- Wooden Paths stay the same for carpenter because he already gets 50% more boards
- removed smith's gloves because i made a mistake when testing them and you need code for them to work
- You can still wear them for their 1° warmth but they can't be crafted anymore
- sailwright is now a shiny trait
- art of growing compatibility
- Seed harvesting in early stages is disabled
- handbook gives a notice about art of growing
- I'm too lazy rn to make new pictures but they will follow
1.6.2
- Almost entirely a compatibility patch for wildcraft: trees and shrubs
- That was not fun at all so i hope you guys have fun with it
1.6.1
- Lots of comments in different jsons to assist in making forks and patches a bit
- Added a ReadMe with even more infos
- Balance patches
- Entropic drops 20% more rusty gears
- Mercenary has 15% more chance on almost every enemy loot
- Shadowstrider doesnt have more enemy loot anymore
- Innkeeper drops 20% more flax from enemies
- Druid is no longer proficient in using firearms
- Vanilla Patch mod now available! yey!
- The other languages (besides en and de) moved to a patch mod aswell!
>Check the mod description for every patch mod!
1.6.0
IMPORTANT
- The Forks are no longer continued because there will be a patch mod that makes my life significantly easier!
- Just download the main branch and the patch mod and you get the RP adventure you are used to. Nothing changes ingame.
Changelog:
- Many new traits added and thus new buffs
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New Class: Shadowstrider
- Fast, silent, and agile
- Can jump higher and takes reduced fall damage
- Deals low overall damage
- Skilled at looting
- Should REALLY not wear any armor (armor has almost no durability when he wears it)
- Mason is no longer a digger
- He instead gains 30% more rocks from mining
- Threadweaver now hat a 20% chance to gather double grass
- Potter and Earthshaper now receive a +20% clay bonus and +30% peat bonus
- Wildrunner can now jump two blocks high
- The general mistletoe drop rate has been halved
- Druid now has double the chance to find mistletoe
- Carpenter is no longer both Hungry and Healthy
Updated the thumbnail. Maybe now there can be peace.
1.5.4
- New item for the Blacksmith and Deepforger: Smith's gloves
- Basically heavy leather gloves that can grab hot items withough tongs
- Fixed a bug with plank variants for the fitter trait
- Recipe for "firestarters" rebalanced. Now you get A LOT more for 1 flaxfiber
- Buffed the recipe for vintage beef a bit
- Many characterclasses rebalanced a bit
- New traits to minmax the disadvantages so they don't look so generic
- That buffed many classes slightly (no one gets nerfed)
- Basically removed "ravenous"
- Mercenary is no longer slower
- New traits to minmax the disadvantages so they don't look so generic
- Wildrunner recieved a bit of a rework
- He now is more like a nimble, fragile hunter
- A bit faster
- Not as hungry anymore
- Way more fragile
- Basically: You either see your pray first or you die
- He now is more like a nimble, fragile hunter
- New Screenshots will be made as soon as it's playtested because uploading pics kinda sucks as you can only upload 12
1.5.1 and 1.5.2
- Nothing gamebreaking, just russian language fix
1.5.0
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Blacksmith and Miner combination for the main branch (because both felt kinda lame)
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There is now the "Deepforger" class.
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Combines the best aspects of both the Blacksmith and the Miner.
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Buffed the Miner trait.
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Removed the Miner trait from the Blacksmith.
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Innkeeper buffed
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Now has a -100% movement speed penalty from armor — he’s slower than the others, but he quickly reaches the frontlines, acting as a sturdy wall in plate armor
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Firewood Frame for the Lumberjack!
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A backpack only he can craft, allowing him to carry large amounts of firewood and sticks.
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Farmer recipes adjusted
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Can now craft slightly cheaper Terra Preta than others when not using high-fertility soil.
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Can produce much more Terra Preta if he obtains high-fertility soil.
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This should make finding high-fertility soil in the wild exciting again, while still keeping the Farmer the best at producing Terra Preta.
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1.4.0
- Harvesting plants in an earlier stage brings more seeds (look at screenshots and Farmer explanation)
- The Druid can craft the best healing item in an interesting way (look at screenshots)
This mod is balanced for a small, cooperative group on a small server.
Check out my patch mods for easy access to customization
- If you're looking for a mod balanced for big RP Servers : RP Patch Mod
- If you like this mod but don't like the handwright (I get it but I love him so he stays) use this patch-mod: Patch Aldi's Handwright out
- If you like this mod but rather like to spawn without clothes (for RP reasons or because the Threadweaver has more to do), use this patch-mod: Patch Aldi's clothes out
- If you want the vanilla classes to play or for transition to my classes: Patch Vanilla classes in
- If you want to unlock all classes: Patch all classes in
- If you want more languages (besides en and de) get this patch: Patch more languages in
This is a Content mod so there are no extraordinary features to be seen. Just fun, easy adaptable ideas of classes.
I made this with the gameplay style of my friends in mind so that we could have a great time. Maybe you find a liking too!
The goal of this mod is to make every class fun and viable in its own way (looking at you, vanilla Tailor). Class mods often follow familiar staples—I wanted to break free from those while still benefiting from years of established ideas.
Here you’ll find familiar classes and new ones, well-known recipes alongside a brand-new creation, and a variety of class fantasies to explore within a community-driven style of gameplay.
The balance philosophy I followed is simple:
- No class should ever feel like “the best” pick.
- No class should ever feel like “the worst” pick.
- Every class should have a meaningful role within the economy.
Listed below are several classes. Each of them is included in the mod, but depending on the fork, some may be disabled. (The Screenshots above show the actualy classes of this mod/fork)
No surprises here—he’s the best at cultivating crops. Additionally he is good at collecting wild crops and foraging.
Newly added: If you harvest crops in an earlier stage, you get more seeds. This adds another layer to farming and the risk of pushing a bigger harvest further into the future!
As an Artisan he's able to craft a lot of different colored vessels. (Basically this Simple Deco Pottery)
Much like the Potter, he provides valuable crafting recipes with little drawback.
As a Fitter he can craft pretty new variants of planks. (I have no idea who the original creator of these is and I couldn't find him/her)
A special one. He’s an enduring, animal- and nature-loving traveler who’s learned to improve backpacks, making them larger and sturdier. This gives him a unique role in the community—huge strengths balanced by equally huge weaknesses.
Includes exclusive, brand-new recipes for improving hunter’s backpacks, backpacks, and sturdy backpacks, which should be a viable bonus in early to mid game.
(They are easily revertable so these backpacks won't break advanced backpack mods that rely on the base item.)
A fusion of the classic butcher and cook. Mainly because I always thought that standalone cooks and butchers are not pickable. He’s not meant for hunting but for tending the domesticated animals on your property. If he manages to capture a few, he’s a viable—if somewhat dull—solo player. (After all, what good is all that food if there’s no one to eat it?)
All the good stuff: He can craft larger pots for more portions per meal and better fuels for the kitchen.
This guy is NOT meant to be played solo. He can master nearly every building skill you’d ever need for a base, but he has no time for anything else—no matter how often you ask. He basically posesses these traits: potter, millwright, mason, carpenter.
He's probably the perfect class for everyone who has a friend that does all the gathering and hunting.
(Even in an economy he shouldn't be too dominant because he still needs a friend who supports him with parts for his craft.)
The Druid is a skilled gatherer and is the only one with the knowledge to craft Medicine. It's a fairly complex process so have a look into the handbook! (Screenshot available)
The counterpart to the Wildrunner. An unstoppable force in close combat, but poor at ranged fighting and hunting.
(He might still be a bit overtuned in comparison, but we’ll see.)
He is my attempt to make the tailor class more appealing. The brush is intended to be a permanent source of income (with 32 uses it's relatively brittle), allowing the Threadweaver to do other things besides creating cloth.
He's the only one able to craft the brush needed. The hackle can be smithed by everyone.
- Combat Overhaul (Adds CO traits to the classes in an appropriate way. Well ranged damage gets f'd so I guess Wildrunner kinda stinks with CO.)
- XSkills (appropriate distribution of exp + or -)
- Floral Zones (Crop produce rate sould be affected by the correct multiplier. Thx MagnaFM)
- wildcraft: trees and shrubs is now compatible ( branchy leaves drop mistletoe again and stickdroprate is working again)
- art of growing (unofficial) is now compatible (basically the early stage harvest for seeds is removed)
- age of flax is now compatible! (Drop rate for stage 9 flax is sometimes doubled for the farmer with his new trait "Flax harvest". Threadweaver loses a lot in this but there's nothing I can do) Thx a lot Oppo for you cooperation!
- Apparently the unofficial Patches of Traitaquirer (main mod is still outdated) are breaking the traits window ingame. The game still works but you can't get insight on your traits. thx Psyloh :)
- There's an issue with wildcraft: trees and shrubs that bonks the whole branchy leaves droptable so they drop themselves. I'm working on a comp
Dont forget to install the dependencies on your server, too!
Disclaimer:
PLEASE always make a backup of your world before installing a new mod. Ideally, this mod should be used with a fresh world.
I am not responsible if something breaks even though I am sure it won't.
This mod disables the vanilla classes! Any mod that changes their behavior could lead to a crash! Install this Patch mod if you have any problems with vanilla classes
Want another language? Tell me or send me the translated file.
Currently avialable in (via Patch mod for Lang files!)
- en
- de
- ru (thx a lot SnaiI!)
- pt-br (thx a lot Limbobinho!)
Any bugs? Use the issue tracker or comment!
You may use this mod for forks or whatever you like. Just message me on discord, maybe your ideas have a place in here. I borrowed a lot of ideas and code so feel free to take what you need but always keep in mind that I am not the original creator of some of these features.
If any creator has a problem with me publishing this mod please get in contact with me. I'm not here to make people mad.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.6.4 | 53 | 9 hours ago | aldiclasses1.6.4.zip | 1-click install | ||
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| 1.6.3 | 1077 | 3 days ago | aldiclasses1.6.3.zip | 1-click install | ||
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| 1.6.2 | 517 | 5 days ago | aldiclasses1.6.2.zip | 1-click install | ||
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- put a hell lot of work into compatibility with wild craft: trees and shrubs | ||||||
| 1.6.1 | 1266 | Oct 28th at 7:35 PM | aldiclasses1.6.1.zip | 1-click install | ||
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| 1.6.0 | 485 | Oct 26th at 3:55 PM | aldiclasses1.6.0.zip | 1-click install | ||
IMPORTANT
Changelog:
Updated the thumbnail. Maybe now there can be peace. | ||||||
| 1.5.4 | 270 | Oct 24th at 6:30 PM | aldiclasses1.5.4.zip | 1-click install | ||
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| 1.5.3 | 455 | Oct 20th at 8:46 PM | aldiclasses1.5.3.zip | 1-click install | ||
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- Typo Firewoodframe fixed | ||||||
| 1.5.2 | 192 | Oct 19th at 5:51 PM | aldiclasses1.5.2.zip | 1-click install | ||
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- updated russian language files thx SnaiI | ||||||
| 1.5.1 | 117 | Oct 19th at 6:50 AM | aldiclasses1.5.1.zip | 1-click install | ||
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| 1.5.0 | 101 | Oct 18th at 8:37 PM | aldiclasses1.5.0.zip | 1-click install | ||
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| 1.4.0 | 428 | Oct 13th at 7:46 PM | aldiclasses1.4.0.zip | 1-click install | ||
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| 1.3.3 | 335 | Oct 11th at 6:22 PM | aldiclasses1.3.3.zip | 1-click install | ||
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- fixed a minor translation bug | ||||||
| 1.3.2 | 349 | Oct 10th at 2:52 PM | aldiclasses1.3.2.zip | 1-click install | ||
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| 1.3.1 | 468 | Oct 7th at 9:05 PM | aldiclasses1.3.1.zip | 1-click install | ||
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| 1.3.0 | 159 | Oct 7th at 12:15 PM | aldiclasses1.3.0.zip | 1-click install | ||
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This mod is now balanced to be viable for a small cooperating group
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| 1.2.2 | 58 | Oct 7th at 6:03 AM | aldiclasses1.2.2.zip | 1-click install | ||
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- hotfix | ||||||
| 1.2.1 | 68 | Oct 6th at 9:39 PM | aldiclasses1.2.1.zip | 1-click install | ||
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| 1.2.0 | 121 | Oct 6th at 3:42 PM | aldiclasses1.2.0.zip | 1-click install | ||
Please note before updating your current game:Because this mod is under constant construction in cooperation with the community it's not uncommon to see changes that would alter (positively or negatively) your current playthrough. So please be aware that minor and major things change with every patch (for balance reasons)! That said, here are the changelogs:
The next patch will focus on further class balancing. After some discussion and considering the potential use on large-scale servers, I plan to create two different versions of this mod: Small Groups and Large Groups.
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| 1.1.3 | 476 | Oct 4th at 10:16 AM | aldiclasses1.1.3.zip | 1-click install | ||
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- Handwright is a proper Handwright again, even better than before | ||||||
| 1.1.2 | 219 | Oct 3rd at 7:48 AM | aldiclasses1.1.2.zip | 1-click install | ||
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| 1.1.1 | 130 | Oct 2nd at 11:29 AM | aldiclasses1.1.1.zip | 1-click install | ||
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| 1.1.0 | 76 | Oct 1st at 11:17 PM | aldiclasses1.1.0.zip | 1-click install | ||
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| 1.0.1 | 75 | Oct 1st at 11:38 AM | aldiclasses1.0.1.zip | 1-click install | ||
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| 1.0.0 | 120 | Sep 30th at 1:32 PM | aldiclasses1.0.0.zip | 1-click install | ||
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- Release in a stable, tested Version | ||||||
GodzillaFan_13 ty, my friend took some time but it's finally finished!
DraGonKniGht20 i will have a look at it. I'm not the original creator of the repair tools (duh) and dindn't actually know they don't just work on any armor. If I can do this, I will.
Something that I just noticed; the tool kits used for armor and shield repair don't have any recipes for fixing up the armors from CO:Armory. Any chance of getting those added in as repairable gear?
love the new thumbnail, it's got alot more personality!
DJRelax Just so you know, the new update has the age of flax compatibility :)
PvtCuteMuffin that would basically be https://news.kalataka.ru/traitacquirer . I will make a compatibility patch as soon as its updated. But the functionality to do this is way out of my scope! potentiall theres this, too: https://news.kalataka.ru/multiclass but i think it doesnt add single traits but the whole classes merge.
glad to hear you like my mod! :)
Love the mod! I do play SP, is there any way that is not just unlocking all the recipes to "learn" passives from other classes?
DJRelax hm apparently (obviously) age of flax alters the vanilla flax.json. If everything is working fine you can ignore this until I made it compatible. Basically if nothing from age of flax breaks, you wont get more produce from flax crops after its mature. I need to test this though because it very well my be that the matured flax plant is now broken. I will have a look today. should be made compatible relatively easy.
edit: its not easy lol. but i'm on it
Hello!
I added a mod to the game Age of Flax and the following errors appeared in the logs:
{
"type": "item",
"code": "ageofflax:flaxbundle-unprocessed",
"quantity": {
"avg": 1
}
}
]
3.11.2025 23:44:04 [Error] Patch 1 (target: game:blocktypes/plant/crop/flax.json) in aldiclasses:patches/cropsDropRate/survival-blocktypes-plant-crop-flax.json failed because supplied path /dropsByType/*-9/2/dropModbyStat is invalid: The json path /dropsByType/*-9/2/dropModbyStat was not found. Could traverse until /dropsByType/*-9, but then '2' does not exist. Full json at this path: [
{
"type": "item",
"code": "ageofflax:flaxbundle-unprocessed",
"quantity": {
"avg": 1
}
}
]
No worries! Just wanted to make sure Mine weren't bugged or something!
Ailuna I'm sorry to say that I actually realized today that I made a mistake while testing them. Turns out its's not possible to make clothing that can withstand heat without code. In my next patch they will be removed...sorry
So am I wrong in assuming the Smith's gloves for the deepforger are supposed to allow you to hold hot objects?
Damonicus1986 please try out the new update. If you still get the error, please get in contact with me over discord. Maybe I need your modlist to find the culprit.
did you managed to sort it ?
amazing. will be looking forward to the updated one
Damonicus1986 then i have to look into those because there's an incompatibility issue here. on of those mods is patching into this file blocktypes/wood/woodtyped/log.json. (basically, one of these mods changes something with wood). The error you get is not critical, you just wont get more logs with the lumberjack. everything else should work fine. Im working on a comp patch though.
no i do not use wildcraft i use Floral zones and conquest reforged
Damonicus1986 are you by any chance using wild craft trees and shrubs?
as soon as i added this mod i am getting that error in log
31.10.2025 12:00:45 [Error] Patch 0 (target: game:blocktypes/wood/woodtyped/log.json) in game:patches/survival-blocktypes-wood-woodtyped-log.json failed because supplied path /drops/0/dropModbyStat is invalid: The json path /drops/0/dropModbyStat was not found. No such element 'drops' at the root path
ElinaTanne heyo I tested it and you should get all clothing of the class you choose, no matter what class you had before.
The lumberjack shirt looks bugged though, no idea why I didn't realize that.
Nevertheless, if you want to look at the item codes for the classes, doubleclick the mod zip and head into assets/aldiclasses/config/characterclasses.json. In here are the classes listed with their respective "gear" which shows the itemcode.
Hey I was just wondering if you have a list of the item codes for the wearable clothes. I transitioned from a vanilla class via .charsel and it didnt give me those items unfortunately and cant seem to guess at them. Looking for lumberjack specifically.
Feli_draws heyo, no worries! For the vanilla classes you can just delete survival-config-characterclasses.json in assets\aldiclasses\patches (if it makes your life easier). And while you're at it, feel free to enable or disable every class you don't want in characterclasses.json in assets\aldiclasses\config
Sure, upload it as a fork and kindly link to this page for everyone that sumbles over it :)
so I am working on hosting a server with the classes of this mod in. I've made a patch that adds the vanilla classes back in and I just wanted to ask if it is okay to upload this patch on here for easier download for the people that play on my server.
Anyways, this is a great mod and I absolutely love all of these classes!
no idea where my anwser went but i'll post it again
CherryDonut dmed you in discord :)
FijorDragonmane would be hilarious but it's not possible for me. The Handwright is just my dad basically. Always working at the house and if noone feeds him he would just starve.
Limbobinho Sure you can, just take the lang files and send them to me in discord after youre done. If you want to uphold this translation you can just send me the new lang files after i patched something.
Could I by any chance try to translate the mod? I want to use it on my Pt-BR RP server.
If i may suggest a Purely Meme Tier trait. Give Handwright the ability to craft blueprints and give em the trait "Ravenous... For Knowledge" which lets them eat lore books and scrolls, and maybe parchment, for Food. As Purely a Meme
Any chance you would be open to being commissioned for a mod like this but for the fantasy races + a few other models? I really like your balance philosophy and feel like you'd be a great help for making diverse races/classes where no one can do everything. my discord is cherrydonuts if you're interested
FijorDragonmane nice to hear honestly. I have good news I guess.
I talked to some other people who use this mod and I got some good insight on some really niche balancing issues.
I'm currently working on a patch that rebalances a few things, bring a few new traits to min max the stats a bit and kind of a rework of the Wildrunner.
I will say that in my headcanon worker classes are hungry because.. well they work all the time. The Handwright is almost a meme class and I love him as he is.
Either way I think I will release this patch today so you can have a look.
Your feedback was wild but important, so thank you for the input and especially for your way nicer 2nd post :)
Aldi I will say this first, I do apologize for referencing other mods, thats not really fair to you and this mod.
Mining Penalties - I do understand having folk being worse at mining compared to others. The combination of No Double Ore AND Mining Speed reduction is just to much, I say keep the no double ore and drop the mining speed reduction. This is mainly suggested with the idea of not being worse at community projects, like digging a canal at sea level which could go through stone.
Hunger Penalties - I would like to state ahead of time that this is Just My Opinion that happens to be shared with others. Ravenous is to severe of a trait during winter and the melee class of Mercenary is both Slower and Hungrier seems abit severe. I'd honestly say drop ravenous down to just Hungry. Even flopping 1 or 2 more classes from Hungry/Ravenous to base would be good. My personal say is give Handwright no hunger adjusts at all. Bookworm and Handiman there already cant go hunting, foraging/picking berries n fruit, and Ore Mining, give em a break on that one.
Positives - I should have added this before, but it was late when i posted my comment. I do genuinely love the roles this mod provides to my group, even if the hunger is an issue during the first year when you lack proper farming. We just happened to pick a collection of ravenous dunders with no food supply at the start. I have basically taken on the role of Housecarl for lack of a better word while our (server lore not included) Bear Obsessed Squire and Funny Kitchen Raiding Mercenary brings in Bush meat, Flax Fiber from turning the Rust Dimension Horrors "Homeless Population," and our smith miner who decided that being in meteoric iron would go hard (It so does) slams out weapons and armor for them both. Our major problem will always be food, even with the farms running and a farmer tending it, but regardless, I do Like the mod and want to see more from it.
FijorDragonmane okay that's a lot to anwser to..
First of all my classes really do follow certain body or character attributes and are built around them. You probably didn't read the class descriptions. No idea how often i mentiond this so far but the Innkeeper is supposed to be fat, of course he's slow. The Wildrunner consumes a lot of energy from his high concentration status he's trying to keep up. And so on.
So yeah I did not give them random traits. (aside from the classes that are not made by me, like squire. These I thought were established and can hold on for some time. But I get that they feel weird compared to the others.)
The mining penalties. Yes I don't want every class to be really good at mining. If everyone is good at mining, no one is. But a missing chance on double ore is completely fine even for solo. You still get your ore from the blocks. About half of the classes are viable solo if you know what you're doing. Tbh it feels like a lot of people are just not comfortable with the wording of the traits. "no chance for" sounds horrible compared to "15% less" right? I get that and maybe I will change it so people don't get frightened.
The hunger rates...honestly every time I play I don't care about them because in a group you share the work and solo you are always stuffed with berries and mushrooms. It's just my personal experience that hunger didn't really affect the game after you have a cellar. It's the second time I hear this so I will ask other players and we'll see what the broader opinion is.
Other mods. I can't control what mods you use and I won't try to counter every other small mod out there. I just add things I find neat so people don't have to add other mods with small additions. Why not install a mod that enlargens the hunger bar so you don't have to eat so often? There are not only negative examples of mod comps. Mods are here to shape the game the way anyone wants it.
No offense really but a lot of people did not have these issues you describe. You get enough loot from mining, you just don't get as much as a miner. You are slower but why do you need to run everywhere? You are bad at ranged combat? Well use a shield and melee. My way of playing this game seems fundamentally different from the way some play it and that's okay. (for me) Vintage Story is about taking your time and preperation. And that is what my classes are balanced around. (Also please read the class descriptions, they actually describe them)
TL:DR: I get what you're saying but everyone plays VS differently and my friends, me and a lot of others I talk to like it the way it is. You can't make a mod for everyone, that's why it's a mod. I'm sorry you didn't have fun with my mod though and maybe in the future my updates will cater more to you and your group but I can't promise that.
Me and my team have been playing the mod for a bit now. The Server host has actively been switching classes because the hunger and mining penalties across many of the desired classes rapidly upset em. I am playing Innkeeper, so I have a decent time with the hunger, but that is an exception that is somewhat ruined by my slow speed. Some of the excusive bonuses end up being Worse than what a different mod would provide, IE Fire Strarter's Rot Peat being worse than the Fuel Mod's Rot Peat due to the addition of Flax Fiber. Nobody in our group can justify consuming Flax Fiber for Fuel, even without the Fuel Mod. The Hunger Rate modifiers seem haphazardly appliedacross the board as well. Some make sense, others do not. Why would a wildrunner get hungrier faster than a squire for example. Not to mention how many classes just flat out cant go mining when its a core part of the loop. Looking at the squire again, why would a squire, who are supposed to be aids to knights (mild suggestion add a knight class and let the two synergize together) in castles be clostrophobic when they would be trained to maintain that castle after attacks, thus having a mining skill. Looking back at Innkeeper, why would an Innkeeper be slow when they could run around from kitchen to inn lobby with food?
My suggestion despite my criticisms? Make Neutral Traits. Positives and Negatives in one. Continuing with Innkeeper, make em faster, replace the fire starter with being able to make Better Filling Foods or Make Meals with Less Ingrediants at the cost of all those ranged negatives (Also holy fuck that is just total death of ranged combat just 30% worse ranged everything). You wanna keep the movement speed reduction? Sure, but give it something more than just being a walking tank. Wildrunner shouldnt get hungier, but you CAN make em more fragile. Hell, reduce wild runner health by 5 but they have a 50% reduced hunger rate. Light and Nimble, but horrid in melee and folds like wet tissue paper. Hunger increase of 30% turns em from Wildrunners to Kitchen Raiders cause thats where they will be 85% of the time, if not 100% of the time during winter.
TLDR: Hunger isnt a good balancer. A Wildrunner shouldnt be hungier than a squire and a squire shouldnt be worse at mining than a Wildrunner. Swap those two around at bare Minimum. Look at the balancing again from a single player perspective first instead of a multiplayer first. Imagine playing a class that is shit at mining so you are just fucked progression wise. Hunger and Mining debuffs shouldnt be the negative, cause right now the best class for a Solo Playthrough is Innkeeper and it isnt even close.
KhaosSN yeah sure, just delete "survival-config-characterclasses.json" under "aldiclasses\assets\aldiclasses\patches". That's the file that disables them. If you need this for a public server, you'd have to upload a fork of this mod. If it's just for your friends, send them the file afterwards.
Is there a way to make this not replace the vanilla classes? I love the additions but play with people who like the vanilla classes as well.
Aldi Thank you very much, it worked!
HawkC120 I guess you're talking about the combat overhaul perk? Hm well I suppose it wouldn't hurt. I will look into it.
Valiriah It will probably be easier to take your Healer files and put them into the newer version. The Druid update had a lot of files in it. What are you trying exactly? Using the healer and druid simultaneously? The xskills and CO comp will break for the healer, at least. We can probably work something out when you message me on discord.
Aldi Hello! I was wondering if there would be any conflicts if I took the files for the Druid class in the update and added them to the older version of the mod? I'd like to keep the orginal Healer class and the tweaks that I worked on with RikuKlayton for our server.
Would it be possible for Entropic to get a benefit to using range weapons? It seems a fair amount of classes that benefit a certain combat style will have a deficit to the opposite type of combat. E.g. Better at melee > Worse at Ranged.
While Entropic gets a bonus to spear attack speed, they get an over all decrease to melee damage.
Michael_MaxPower yeah sorry that happens. You should use the 1.4.0 version, .charsel to, for example the commoner. Install 1.5.1 and .charsel to another character.
Or go inside the file
aldiclasses\assets\aldiclasses\config\characterclasses.jsonset"enabled": trueat the class you're currently playing as. That reenables it and you can .charsel away.Again, I'm really sorry that happens but there's sadly no way for me to safely remove classes that don't fit anymore without ppl having this problem.
If you need help, please contact me on discord!
In version 1.5.1 seems you removed blacksmith and miner classes completely, which leads to crash, every time I trying to use charsel command. Because of this, I can't change class in singleplayer unless I create new map. All mods tested by binary search, only yours leads to crash if I try to use charsel command.
Any way to migrate blacksmith/miner class to new deepforger class?
alucard666 You can use it for 1.21.5 no problem. I'm working on a bigger patch at the moment so the only thing missing is the little 5 but I've tested it.
update plez
CassMeadowrose I'd be glad to chat with you about this in discord! If you want, send me a dm.
And yes, sadly without code I can't change all those fun things. It's really all about attributes (walkspeed, damage, drop rates..) and crafting recipes.
We've been using I think the main branch, repackaged for less severe penalties.
I think "gathers better/crafts cheaper" is generally good balance, because if that player doesn't log on, you're not screwed. You're just a bit slower at tasks, compared things like class-exclusive recipes where you're fully locked out.
For Farmer, maybe a recipe to craft rot into compost instantly, just at worse efficiency than using a barrel? It'd let you get to Terra Preta much faster, and you'd still benefit from high fertility soil for stretching your supply.
Making a Smith unique with traits and recipes is tough when there's things like XSkills. You're right, the class shouldn't make the best gear because that still makes it a must-pick. Leaning into bulk crafting / faster crafting instead of "better" crafting might be an option. The bigger your group, the more a dedicated crafter gets stuck in their workshop to keep up. Are smithing recipes a code change? What about timers? Can you make cast items cool faster, crucibles heat faster / hold temperature longer, or kilns, bloomeries, and cementation furnaces process faster when started by a Smith? Outside that I really don't know. There may simply be no good way to do it with traits alone.
MasterDeeJay Oh sorry I didn't see you edited your comment.
Unfortunately there is no known (supported?) way to switch all players at once to commoner. Especially the offline players.
I'm sorry to say that there's no fun way to switch over on an existing world. >_>
I thought of something that could work. Send me a dm over discord. You find me in the vs discord by my name.
CassMeadowrose Heyo, ty for your feedback.
First of all, which version did you use and was it main branch or RP? Because the smith is for a long time now not the only one able to make steel (at least in the main branch).
Farmer: True. Farmer is really strong from what i heard. If I change the crafting recipe so you need high fert soil to craft terra preta..would that be better in your opinion?
Smith: Balancing a smith is really hard so far. If you make him the only one to do something like the best sword or tool > he's an essential pick because it feels bad to need a smith to craft the best gear. Without code it's just not possible to "form" a proper smith from the existing attributes. So only thing that's possible would be unique crafting recipes. Any suggestions what the smith player would have wanted?
Innkeeper: Well I fused the cook and butcher because I think they're boring. I guess if you don't enjoy cooking and breeding he's boring.
Healer: Rework came with latest Version. He's now able to craft the best healing item and completely with a new, kinda lenghy, vanilla-like crafting process. My inability to make a working sickle is holding me back rn but I'm working on it.
Lumberjack: Yeah he's super strong too apparently. I try to keep that in mind when thinking about my reworks "Everyone can do it, Lumberjack can just do it faster and cheaper"
A little feedback from my group server. We have 5 active players, a Smith (me), Farmer, Miner, Lumberjack, and Healer, plus an Innkeeper who seems iffy on the game.
Aldi
Just a few players, so i need to change all players to commoner and then install the mod and do charsel again.
btw i opened the save file and i found the class part. I did not edited yet on the main save. https://ibb.co/fVpVY733 (not working that way, throws error after i edit class)
But i want to edit all offline players or later if i want to uninstall or update your mod i can edit the class to reset it.
Can you make a console command or something to reset all player classes, or make it easier to migrate on an existing server?
Thanks!
MasterDeeJay yes that happens because the vanilla classes are disabled. How many players are we talking about? You could do a .charsel for everyone and everyone changes to "commoner". Now you can install my mod and do a .charsel again.
That works because the commoner is still part of my mod.
I really like this mod!
How can i use this on existing world (vanilla class selected) on my server?
After i use /allowcharselonce playername I got a crash when i enter the .charshell. Not a valid character class code!
So I think i must clear the vanilla class code first but how? I need to do it for all the players i have.
Aldi
Tule is the plant that grows in waters, commonly with Cattails. When Tule is harvested, it drops Thatch.
A unique item drop for the recipe would be a possibility too, then the threadweaver can use that as a specilization :)
I am glad to have given input. :) Much appreciated from your side as well!
RikuKlayton in the near future I will probably create a new item that has a chance of dropping when cutting grass, which is then used by the Threadweaver. I like the idea of new items that drop with a chance..and even better if you need another tool so you won't accidentaly farm this material but have to go explicitly for that.
What's a tule?
I will ask around what others think of greenfingered. Maybe it's just unbalanced and needs change :)
ty for your feedback!
Aldi the changes we done so far where specifically for our server. We changed the flax fibers recipe from using dried grass to thatch, since we thought it was a bit too easy to gain a bunch of flax. Tule now has another use and opens up Tule farms. More usage :)
Terra Preta:
We came to the conclusion, that the Green Fingered trait is too powerful to make terra preta. For our server we want to doubled the input cost for that specific trait recipe. This being a case of too accessible and too easy to make. (Compost, Bonemeal, Saltpeter. Potentially going for High Fertility Soil).
Thank you for the help, much appreciated :D
RikuKlayton it's found in the seeds.json unter recipes/grid. Look for the output "game:soil-high-none" (thats the blockcode for Terra Preta). There you have to at a "quantity": "x" to an ingredient of your choice.
Do you think it's unbalanced? What's your suggestion?
Hello good sir Aldi. I would like to adjust a few recipies.
Where can I find the recipe for the Terra Preta? I haven't been able to locate it.
Specifically I want to increase the stack sizes used for the Green Finger variant that the Farmer can craft.
Actually I'm working on a rework of the healer at the moment so...forgive me when I leave it as it is in the meantime. But for a quick fix I updated the class description in the spoiler
I think Hedge Witch needs a little change in description because it sounds like only Healer is able to craft healing items
Novabella care to explain what you mean?
m00n never heard of that mod, where's the problem exactly? edit: okay I looked it up, let me check why it's not working. (even though the original author should look into that). editedit: there was a change in characterclass.json syntax and path for 1.21.1 so destitute needs an update, that's all
anyone know how to make this mod work with destitute?
Impatience is a pretty bad excuse ngl
Joeyfar624 heyo. hmm apparently I wasn't too knowledgeable of combar overhaul. the only compatibility code I found here and there consisted of the extra traits CO adds. Guess I should test that more indepth lol. If you want to work together, dm me on discord, I'm always open to feedback and/or cooperation :). I'd be a real nasty hypocrite if I wouldn't let others take my mod as a basis for their own, because I did the same, obviously.
tl:dr find me on the vs discord by my name and let's discuss what we both can do and learn
hey I got a question related to the Combat Overhaul ranged damage and another question after it. I know that in the Overhaul, they fully remove the damage buff and debuff for range damage when I was making my classes mod. does the Wildrunner actually get that damage buff? And if so, how did you fix that?
My other question is if we could work together on adding 3-4 more classes. I worked on my own classes mod for a while and I plan on opening up a server. the classes I was thinking about is more smiths. The ones I have in mine are Tool Smith, Gun Smith, Weapon Smith, and Armor Smith. And if not, do you mind if I could ask for permission to use your mod and edit it for my server? I will give you full credits to the things you have made. I really do think this mod for classes is going to places and I would like to help out too if you're fine with it. Thank you.
Aldi found em. Thanks!
Psyloh you're welcome! I've even uploaded a small mod to patch out handwright for the main branch mod (if you like those classes better) https://news.kalataka.ru/show/mod/32425. So ppl can use both mods on a server without handwright.
But... You changed it already O_o!
Just in time X-D I'm reseting my server in less than an hour...
Aldi's classes it is, then :-3
CassMeadowrose i can find them under the names "Simple tools, basic tools, standard tools, advanced tools". What language are you playing on? I'm using Toolsmith, simthing plus and xskills and no combat overhaul too, so these do not interfere.
I'm playing my group's Blacksmith, and I can't find the tool kits from the handbook link or from searching. What's the name of the actual item, is it "Tool Kit" or something else? We're using Toolsmith, Smithing+, and XSkills so IDK if any of those affect it or disable it. Notably, we're not using Combat Overhaul right now.
It looks like all three class mods lean on repairing gear via kits as the Blacksmith's defining feature.
Psyloh you're welcome to make your own fork for your server! I will need some more time for my plans so if you want to you can fork the mod yourself or pm me in discord so i can send you an altered version for your fork
BUT I've just planned out my concept and the steel crafting will go back to everyone for 2 of my 3 variants. And my "main" mod is one of them. It's just too important to be bound to one class in the scenario I imagined.
@Aldi Should be good!
Anyway, you made the mod as it is useful for you ^^ But for those planning on little groups fighting eachother or servers with few slots, it's clearly not an option... That's sad cause I was full on until I read the blacksmith x_x And I'm about to reset our world, tomorrow
Psyloh fair point. At the moment im working on 2 different versions of my mod. One for smaller groups (up to 5 or so) with less restricting class exclusives. One for larger groups with highly specialised class gampley with focus on cooperation.
ty for letting me know!
The fact blacksmiths are mandatory to get steel makes your mod unplayable for most people :-/
Poppin try 1.2.2 please
Aldi seems like we cant download the latest file
Aldi We are playing on a server. I was asking because the server owner is on the road. Ill be sure he updates the mod and we will reselect our classes.
Poppin fixed it. It was a misunderstanding with the charattribute "oreDropRate". He's able to mine now.
Are you playing on a server or solo? You need to reselect your class. Solo you can do this by yourself /player poppin allowcharselonce and .charsel. On a server an admin has to provide you with that command.
I'm really sorry for the inconvenience
Poppin no it's not. Iooking into it!
Hey, Wildrunner cant mine at all it seems? Is that intended?
You're the best! Thank you! ^u^
BirdieWhirly nice to hear that you like it! Understandable, so far he's the most controversial class.
doubleclick the .zip file and find your way into aldiclasses\assets\aldiclasses\config and open "characterclasses.json" (notepad++ or even notepad is fine). There you hit strg+f and type in "handwright". Make sure to delete everything in between the { } that has to do with him. Which means basically from "code:" downwards to the next }, (bracket with a comma!).
If you need assistance just dm me on discord, you can find me by "Aldi" on the official Vintage Story discord.
In the next patch I will add a simple way to set "true" to "false" in the same file.
I'm trying out this mod in my server the mod looks great! However, I'd like to disable Handwright, how would I do so? If you don't mind.
TheLegend27963 fair enough lol. I put some info in the classes spoilers:
"As a Fitter he can craft pretty new variants of planks."
"As an Artisan he's able to craft a lot of different colored vessels. (Basically this Simple Deco Pottery)"
In the next release the descriptions ingame will have a handbook entry! Ty for you feedback
Aldi the traits Fitter and Artisan dont have any links, sadly :((
Zetal I'll send you a discord pm to discuss this better :)
TheLegend27963 (legendary name) if you don't mind, when choosing a class, would you click on the handbook links of the traits? I will take note for myself to copy all that stuff in here but in the meantime you can look it up there.
Hiya! im currently using this mod in my singleplayer world and like it quite well.
however, would you please list what some of the vaguely explained traits do? for example Artisan or Fitter, i got no clue what they do 😅
Aldi I'm looking into different class mods for use with large, nation-building servers that will almost always have 40+ players online, and usually at least 5-6 different players per settlement... sometimes up to 40.
Handwright would end up being 1/3rd of the players, I think, in that case, especially since their downsides are fairly minor in the grand scheme of things. (e.g. even a solo Handwright could simply trade for what they need from other groups using their incredible skills)
"The thumbnail is AI because I couldn't wait any longer to release my mod. But my friend is already working on a proper drawing."
thank you 😊
Zetal he does get all the good crafter recipes from mason, potter, carpenter and millwright (well known ones from other mods). He suffers extrem disadvantages though. He NEEDS a friend who keeps him alive. Every other crafter can survive solo or at least participate in surviving activities. The Handwright is my take on the person who just does not want to go outside but have as much fun as possible at the base (I have a friend like this).
If you're a group of 2+ and one is the Handwright...yeah i guess you won't get much benefit from an extra potter or carpenter but that's what the other classes are there for.
That said the balance isn't finished (obviously) so it is still all subject to change, depending on what you guys (the players) say.
What exactly does Handwright get? At a glance, it seems to make the rest of the Crafter classes pointless. "No craft holds secrets from you"
Valinnar thank your for playing with my mod! I've made it a bit clearer that there are dependencies just so it won't happen to anyone else, too :)
Love idea and want to use it on my server! However, the mod doesn't seem to be downloaded whenever a player is connecting to a server with this one. I really like whenever players don't have to worry about downloading/installing mods by themselves - Aldi is that a setting or something you need to configure for that functionality? Thanks!
Edit:
Oh I missed the dependency!
Ruukuegg you were absolutely right, it didn't work. Thank you for reporting. It's my first mod and apparently you can't use two traits for one recipe so i had to implement a workaround for now. with 1.1.2 it should be working
I might be crazy or doing something wrong, but as the miner, I can't use a chisel and plain stone to make blocks. I could be doing something wrong, but not sure.
ImpureSoul3 I am actually right at the moment working on a class that has that trait (and a bit more!). Should be finished in a few hours!
The only issuse i have is that no class has the tinker trait which doesnt mix well with other mods aka firearms mod needs tinker trait, maybe add it to the smith or handwright please fix this soon we want to play with these mods together
MagnaFM sure, we can probably help eachother out. Find me in the VS discord "Aldi" :)
Looks like we're both working on class mods. Mine isn't quite working yet, though I do have JSONs that make the crops from the Floral Zones series work with the produceDropRate attribute we both use. I can send you those JSONs if you want to add compatibility with Floral Zones.