Mods / Salty's Eden Instinct
Author: SaltyWater
Side: Both
Created: Feb 5th at 10:46 PM
Last modified: Sep 24th at 7:42 PM
Downloads: 3544
Follow Unfollow 188
Latest release (for Vintage Story 1.21.0 and 1.21.1, potentially outdated):
EdenInstinct_1.0.1.zip
1-click install
Pet the floppa to buy me a coffee!
"Fear not, brethren! The Gods have granted strength to our foes in the last reckoning, but behold, I bring salvation!"
-Water, Salty.
This mod is designed to give us a slight advantage in hunting and combat, exploration and scavenging, depending on your class, aiming to encourage cooperativity while delving into the mystery of our player characters in this world.
Read the information below to learn more.
Archangel Mode
If you're on single player and want none of the shenanigans of abilities per class, use the command .archangel mode true. This will make Eden Sense activate all the below abilities at the same time! No matter your current class. (Even commoner)
"Stay still, focus your senses, and you shall see through the veil of reality to witness creation in its purest form": (sneak and hold N)
When Eden Instinct is enabled, Your Seraph will start to glow:

10% of your temporal stability will be consumed and you'll gain a 5 seconds special ability according to your current class!
Once the ability fades out, you'll need to wait 30 seconds to use again, a sound clue will play when the ability is ready.
Hunters:
Hunters special ability is to see entities "auras", this mean every entity near the player emits a particle trail that are color coded based on the entity.
Seraphs, hostile animals and non-hostile animals, monsters and npcs. Every entity out of the vanilla scope will emit white particles. (this means modded entities)

Specially helpful if you're hunting at nightime, particles will update to a darker variation if entity is wounded. (not monsters tho).
Malefactors:
Masters of foraging and scavenging, malefactors can see every type of mushrooms, bushes and loot vessels.

Clockmakers:
The only class that doesn't use temporal stability to activate Eden Instinct. Clockmakers, in fact, refill temporal stability. The only draw back of this ability is a longer cooldown of 120 secs

BlackGuards:
BlackGuards have the best supernatural ability, healt regeneration. But by far the longest cooldown.
You'll need to use it wisely, on top of the temporal stability draw, a 4 minutes cooldown will be applied.
You'll gain 5 hp.

Watch out in combat, you can move but still need to be sneaking to trigger Eden Instinct so get to a safer place first, regenerate yourself and then go berserk!
Tailors:
Tailors can see any type of wild crops and can be very good at spotting flax, for that they'll color code the particles to differentiate flax from the other ones.

Pay close attention to brown particles! It means theres flax on that spot!
Take a breath
Once this pop ups stop holding the key. Or wait until the cooldown finishes.
Tips:
If you're a hunter, before throwing a spear at an animal, activate Eden Sense first. Then throw it and watch as the wounded creature vainly flees to tall bushes, leaving behind a trail of aura for you to follow.
If you're a malefactor, approach a ruin and activate Eden Sense, wait a few seconds and pay close attention, if you see any brown particles that means a loot vessel is on that spot!!
Thanks Dana for helping me with the code snippet for the particles and listening my humblings.
Roadmap:
Sound clue when cooldown resets
particles glowing
temporal stability usage
Classes specialities:
Commoners: No effect.
Hunters - color coding animals and enemies.
Malefactors - Berry bushes, mushrooms, vessels produces particles.
ClockMakers - Refills temporal stability.
BlackGuards - Refills health.
Tailors- Wild crops! Specially flax.
Another side abilites like:
Speed boost on usage.
Seraph glowing on usage (i'm gonna have to take a look at that variable for respawn)
System to change or implement custom classes.
Malefactors can trigger particles on bony soil.
Consumes more Temporal Stability if player keeps holding the key.
check out my other mods here:
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.1 | edeninstinct | 1160 | Aug 29th at 10:08 PM | EdenInstinct_1.0.1.zip | 1-click install | ||
|
Removed embedded dlls | |||||||
| 1.0.0 | edeninstinct | 1831 | Feb 25th at 10:09 PM | EdenInstinct_1.0.0.zip | 1-click install | ||
|
Added new abilities for every class but commoner. Added archangel mode, that triggers all abilities at the same time. better particles positioning. glowing particles. player glowing. | |||||||
| 0.1.0 | edeninstinct | 553 | Feb 5th at 11:02 PM | EdenInstinct_0.1.0.zip | 1-click install | ||
|
first | |||||||

"💬 SaltyWater , Aug 29th at 10:16 PM
Dagurmawth
nope, so far it only supports vanilla classes, other classes can crash the game!"
soo do you think you'll ever coop with all classes mod or other ones as there are tens of thousands of people using those mods and would love to have these abilities on their servers without players crashing the game...
I dont mind helping with this if that is something your willing to do.
fyi typo in mod description
under
"BlackGuards:"
"BlackGuards have the best supernatural ability, healt health regeneration."
♡
Mynxae Im having the same issue, ever find a fix?
As a blackguard player, a tiny pittance of health on such a massive cooldown is just insulting.
What happens if you don't run with Temporal Stability on? Would these still work? And in that same vein, would it be possible for the clockmakers to get a different ability depending on if it is on or not?
Heya, I'm having issues getting this mod to work. I'm using sneak and N, didn't work. Tried changing the hotkey to specifically CTRL+N and that didn't work either. 😞
I'm a Hunter, so base class, have plenty of temporal stability as well when I'm trying. Unsure why it isn't working. I have sneak and sprint swapped (previous other block game player), but have the toggle selected so that all keybinds should still work fine, could that be it?
Any thoughts on adding compatibility with the rustbound mod and its rustmage class?
Dagurmawth
nope, so far it only supports vanilla classes, other classes can crash the game!
For folks that use alternate classes, is there a way to assign these abilities to other (or multiple) classes?
To be precise this mod has an embedded version of the Harmony DLL that ends up being loaded instead of the one shipped with game, which results in exceptions if another mod is using features from the newer version of Harmony (like HoD is)
Running into a compatibility error with Hydrate or Diedrate. It's messing with the aquifer data and causing HoD to throw errors.
Works in 1.20.12, REMEMBER TO CHANGE KEYBIND AS ITS USING A KEY THAT VANILLA IS USING
Hi! We love your mods!
But we have a problem with Eden Instinct - one our player have profession "Miner", when he try use skill Eden Instinct he's game client is crashing, but server work fine.
23.05.2025 12:10:07: Critical error occurred in the following mod: edeninstinct@1.0.0
Loaded Mods: aged@1.1.1, allclasses@1.3.4, arrowheadsrecoveryfork@1.1.0, barkbeetle@1.0.3, bartender@1.1.2, BetterGrass@0.0.3, betterloot@1.1.4, scrapblocks@1.2.6, bettertraders@0.0.10, bigcooking@0.1.1, blackguardadditions@1.1.7, bola@1.2.0, booktrader@1.0.3, bulkmolds@1.0.7, bushmeatrecipe@1.0.3, buzzybees@1.0.5, chargedjump@1.0.4, chickenfeed@1.1.8, chiseltools@1.14.17, clicktopick@2.0.0, clickuptorches@1.1.1, crackedrockweak@1.0.1, decor@1.3.0, diversediets@1.0.0, dodgemaster@1.1.3, hqzlights@1.1.1, driedpeat@1.1.0, edeninstinct@1.0.0, fancysky@1.1.6, fieldsandplateaus@1.0.8, firestarters@1.4.3, floralzonescaperegion@1.0.22, floralzonescaribbeanregion@1.0.17, floralzonescentralaustralianregion@1.0.14, floralzonescosmopolitanregion@1.0.4, floralzoneseastasiaticregion@1.0.12, floralzonesmediterraneanregion@1.0.13, floralzonesneozeylandicregion@1.0.13, forestsymphony@1.0.2, bovinae@0.2.4, caninae@1.0.32, capreolinae@1.2.9, casuariidae@1.1.4, cervinae@0.1.6, chelonioidea@1.0.2, dinornithidae@1.0.17, elephantidae@1.0.13, felinae@0.2.10, iniidae@0.1.3, machairodontinae@1.0.25, manidae@1.0.16, meiolaniidae@0.1.6, pantherinae@1.1.27, rhinocerotidae@1.0.20, sirenia@1.0.22, spheniscidae@1.0.11, thylacinidae@0.1.3, viverridae@1.0.4, vombatidae@0.4.2, geoaddons@1.4.1, gildedsteel@1.1.1, handtohand@1.0.3, immersivecorpsedrop@1.0.3, immersiveorecrush@2.2.1, improvedsheep@1.0.1, lanternsarelighters@1.0.0, litbrig@0.7.6, abelisauridae@1.0.7, ankylosauria@1.0.16, carcharodontosauridae@1.0.3, ceratopsidae@1.1.5, dromaeosauridae@1.0.13, hadrosauroidea@1.0.9, macronaria@1.0.18, mosasauridae@1.0.12, pachycephalosauria@1.0.6, spinosauridae@1.0.19, stegosauria@1.0.0, tyrannosauridae@1.3.11, manualdough@1.1.3, manualquenching@1.0.4, manualscraping@1.2.1, manualshingle@1.0.1, manualtoolcrafting@1.3.5, morefuel@1.0.7, moremolds@1.4.25, overhaullib@0.2.8, plainsandvalleys@1.0.11, platemeupchef@0.1.2, plumpkins@1.0.5, powerfulauratrees@0.1.1, primitivesurvival@3.7.7, rcapacitiveglider@0.0.1, rpermskin@0.0.3, rseeds@0.0.3, rstick@0.0.1, recyclablebags@1.0.0, repairablelocust@1.4.1, richeezestryoutmod@1.1.1, rlmoonsun@0.1.3, royalscurtains@0.0.1, scrollrackable@1.3.1, fseasonedfirewood@1.2.0, shivertweaks@6.0.0, spyglass@0.5.2, stoneharvesting@1.0.5, swifttime@1.0.4, terraprety@6.0.2, theresinsauce@0.1.2, viewdistancetoggler@1.0.1, game@1.20.10, vsimgui@1.1.8, alchemy@1.6.50, animalcages@3.2.2, apeflowerpots@1.2.5, betterentityinteraction@1.0.4, betterfpcamera@1.3.0, betterpoultice2@1.0.8, betterruins@0.4.12, bowinlefthand@1.0.0, bullseyecontinued@3.0.0-pre.9, butchering@1.8.2, carryon@1.8.0, cartwrightscaravan@1.5.0, commonlib@2.6.1, configlib@1.5.3, cooperativecombatrework@1.0.0, coreofarts@0.2.3, CraftableCartography_fork@0.1.7, danatweaks@3.4.1, decayingcreatures@0.1.5, driedpeatraddon@0.0.2, emotemenupatched@1.0.6, fasthoneysqueeze@1.0.0, foodshelves@2.1.1, fromgoldencombs@1.8.12, gourmand@1.7.0, hardcorewater@1.3.5, hayhive@1.0.0, herbarium@1.4.0, HoDnokeg@2.0.19, immersivelighting@1.0.1, immersivewoodchopping@0.8.1, immersivewoodsawing@0.2.8, infinitumpickupmod@1.2.1, insanitylib@1.0.1, maltiezfirearms@0.14.2, oneroof@1.10.0, petai@3.4.3, pewter@1.2.3, pyrogenesis@1.0.3, reedbuff@1.0.0, scarecrow@1.6.5, simplefootstepsredux@1.0.2, smithingplus@1.6.0-rc.2, somethinginthewater@1.2.6, squeezehoneycombintobarrel@1.0.0, stirlingmotor@1.0.1, storageprops@1.0.0, tabletopgames@2.10.4, tanningredux@1.0.1, th3dungeon@0.4.2, thievery@1.1.6, toolsanimations@1.0.2, toolsmith@1.1.8, creative@1.20.10, vsquest@2.0.0, survival@1.20.10, vsvillage@2.0.0, warmarmor@1.2.1, wildfarmingrevival@1.3.6, wildgrass@1.3.2, windchimes@1.0.0, woodenfortifications@2.0.6, xblood@1.6.5, xlib@0.8.16, apanserbjornstory@0.9.6, artofcooking@0.2.4, artofgrowing@1.1.2, bookbinders@1.3.1, brainfreeze@1.2.1, brittlemaltiezfirearms@1.0.0, butcheringexpandedcompatibility@1.0.0, cats@3.2.0, chickenpet@1.1.1, drkslights@3.0.2, drkssling@1.1.5, em@3.2.1, extrafirearms@0.1.8, gourmandbalance@1.0.2, harepet@1.2.2, immersiveinventoryspoilage@1.2.1, pabrass@1.0.2, paelectrum@1.0.1, pagoldsilver@1.0.2, playercorpse@1.11.1, stonepiles@1.1.5, tameablelocusts@1.0.1, vsrecipes@1.4.0, wearandtear@1.5.2, wmeatspoilage@1.0.0-dev.1, wolftaming@3.0.6, xskills@0.8.19, aogbreedingaddon@1.1.0, artsxskills@1.1.0, tailorsdelight@1.9.7, xskillsnewclassesexp@0.1.0
System.Collections.Generic.KeyNotFoundException: The given key 'miner' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at EdenInstinct.Client.CheckKeyHold(Single dt)
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
Hi!
Love this concept. It doesn't seem to be working for me at all though... is it because I have the temporal stability turned off? Does not having a sanity meter prevent it from working altogether, perhaps?
Edit: It's working. 'sneak' for me is control, which I've changed from shift. controle wasn't working, I tried using shift, also wasn't working. In the end, for whatever reason, I need to press shift + control together. So, shift-control-N triggers instinct.
Thoughts of compatibility with working classes?
is this compatible with current saves?
as it doesnt seem to be working for me
ok fixed it, was a conflict with an already existing vanilla keybind using ctrl + N
Love the mod idea, a few notes
Malefactors can see mushrooms, which are a wild crop no?, what does bush mean? berries? another wild crop then. Vessels, cool. this is nice for exploring. is Flax a wild crop?
Tailors can see all wild crops, and easily find flax. cool, good early game i guess. are Mushies and berry bushes wild crops?
There doesn't seem to be enough distintion between the two. both are wild crop finders. I feel like these two could be combined into one, and a new ability added.
The Malefactor has Forager, and is better suited for this. as well as Pilferer.
But the Tailor doesn't fit their Eden Instinct. Yes, they have Clotheir and Mender, and yes, that meands the need more cloth, i.e., flax, but the actual foraging for that resource could be left to the Malefactor.
I get that in a Singleplayer game this Instinct fits this class, but in Multiplayer, both players perks kinda overlap themes.
I would love to see Xskills integration version of this mod, where a player has to earn XP to gain an Instinct, can only have one, and must unlearn it to transfer Instincts. Rather than being class based. If you
Possibly different version of each ability, like seeing surface ores, maybe high jump or something,
On a side note, I made a mod that adds Eden Instinct info to the class selection screen. I know you dont like GUIs but Im not sure this counts. If you want to integrate my mod into yours, please feel free and let me know so I can delete it. - I needed new players on my server to know which class links to which Instinct without me telling them directly every new player.
Why no love for the commoner? even just like a movespeed buff for a short time. for quickly escaping sticky situations
Would it be possible to add the ability to see surface nuggets?
Silhouette Not yet I think 😆
ElusiveEnigma Hey! Thanks for using my mods! <3
commoner has no special ability.
If archangel mode is set to false you wont be able to trigger eden sense in the commoner class.
SaltyWater
If I am a commoner, does Eden Sense do anything for me when archangel mode is set to false? Thanks, Salty. Love your mods. I think our server has at least half of them.
Can I just follow a mod author? lol
LunaGore Only vanilla classes. If theyr name is changed, it will crash.
Looks like it doesn't work with Remanents mod due to the name changes:
Running on 64 bit Windows 10.0.26100.0 with 32675 MB RAM
Game Version: v1.20.4 (Stable)
2/27/2025 12:24:45 PM: Critical error occurred in the following mod: edeninstinct@1.0.0
Loaded Mods: aculinaryartillery@1.2.4, advancedsmithing@1.4.0, aged@1.0.6, antlershorns@1.0.1, atwatersedge@1.5.0, axleinblocks@1.20.1-rc.3, backpackpackStandardcontinuedSturdy@1.1.1, barkbeetle@1.0.3, betterarrows@1.0.0, bf@0.0.2, irregularguybetterjam@1.0.0, betterloot@1.1.1, bettersticks@1.2.0, bettertraders@0.0.9, BiggerCrates@1.0.0, bowtornbalance@1.0.0, bradycrackedrock@1.0.0, bradyladder@1.0.0, brickmold@1.2.0, brownblackbronze@1.0.3, bulkmolds@1.0.7, buriedhostility@1.0.3, canoemod@1.0.2, cervinae@0.1.1, chiseltools@1.14.12, clickuptorches@1.1.1, combatoverhaul@0.1.29, complexgridrecipes@1.0.0, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.1, elkcrocks@1.0.1, cutthefat@1.0.1, decor@1.2.1, drtagxeary@0.0.4, doublebackpackcapacity@0.0.1, DrystoneParity@1.0.0, easyelk@1.0.0, edeninstinct@1.0.0, eftraders@1.0.3, TA_fieldsandplateaus@1.0.6, flourbags@1.1.0, forestsymphony@1.0.2, bovinae@0.1.3, caninae@1.0.29, capreolinae@1.2.4, casuariidae@1.0.21, dinornithidae@1.0.13, elephantidae@1.0.7, manidae@1.0.12, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.7, viveriidae@1.0.1, vombatidae@0.2.0, free_stone_drops_when_broken@1.0.1, geoaddons@1.4.0, goblinears@2.1.1, grasstoropes@1.1.4, hangingoillamps@1.0.3, hotspringheal@1.0.1, istchests@0.0.4, immersivecorpsedrop@1.0.3, increasedstoragecapacity@0.0.3, itscalledasconce@1.0.0, jewelrysilver@1.0.5, juicyores@1.0.0, knifecrossguards@1.0.0, largercrock@1.0.2, lettherebelight@0.0.1, litbrig@0.7.3, logicalclothingwarmth@1.1.0, manualquenching@1.0.4, meiolaniidae@0.1.2, meltingpp@1.0.4, millwright@1.1.8, molds@0.1.7, more-chute-rotations@0.0.2, moreicons@1.1.0, morecalcinedflint@1.0.0, moremeadoptions@1.1.2, nobearjetpacks@1.0.2, nomoredrifterthrowingredux@1.0.5, unnotoolochre@1.0.0, unochre@1.3.0, oils@1.2.3, particlesplus@1.2.1, TA_plainsandvalleys@1.0.9, primitivesurvival@3.7.5, prospecttogether@2.0.2, reasonablearrowbreakchance@1.0.0, relativearmourdurability@1.0.1, RelightTorches@1.0.0, 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betterfirepit@1.1.5, betterhewnfencegates@1.1.0, BetterProspecting@1.5.0, betterruins@0.4.7, blastfurnace@1.0.0, helblockpick@2.5.0, bloodystory@0.0.14, bradycrudebuilding@1.2.0, butchering@1.8.1, carryon@1.8.0-pre.1, chestorganizer@1.1.1, chickenfeed@1.1.4, chickenSit@2.0.1, chimneyflues@1.1.1, TrapdoorLadder@1.0.0, clothshelf@1.0.1, commonlib@2.6.1, compatlib@1.0.1, composter@1.2.0, compostgrass@1.3.2, configlib@1.5.1, configureeverything@2.1.3, connectedstairs@1.0.0, consistentclayforming@1.0.1, coreofarts@0.2.3, cuniculture@1.0.3, danatweaks@3.4.0, desertificationsurfacevariation@1.0.0, doubleslabs@0.1.3, evenjugincrements@1.0.0, expandedfoods@1.7.4, expandedskins@1.0.1, extrainfo@1.9.6, extremefirestarters@0.4.0, fancyclouds2d@1.1.0, fieldsofsalt@1.2.3, findmybind@1.0.1, fixcratemod@0.1.0, foodshelves@1.5.3, fromgoldencombs@1.8.11-rc.7, gourmand@1.6.5, grasstoflax@1.0.1, greenbegone@1.0.0, greenhousebuff@1.2.0, hangingbaskets@1.1.0, hardcorewater@1.3.4, hodblocks@1.0.4, improvedhandbookrecipes@1.1.2, kevinsfurniture@1.6.3, keybind-conflict-resolver@1.0.1, knapster@2.14.1, labeledtrunk@1.0.5, lessverbosetooltips@0.0.2, lootablebloomery@1.0.0, maketea@0.3.1, maltiezfirearms@0.10.7, medievalexpansionwaterwheelstonksminuscows@1.0.1, metalunittooltip@1.0.0, meteoricexpansion-reborn@1.3.0, minimalcompass@1.1.3, mobsradar@2.1.6, moreanimals@1.4.1, morepiles@2.1.0, nooceantranslocators@1.0.1, norottinghides@1.0.0, noscreenshotmessagemod@0.1.1, oneroof@1.8.2, OreDenseRebalanse@0.0.3, passthruchutes@1.0.2, petai@3.1.0, pewter@1.2.0, pigfeed@1.0.5, claywheel@1.1.2, quadfirewood@1.0.0, radialgear@1.0.0, removeprimitivesurvivalstairs@1.0.0, rpgoverlay@1.0.0, scarecrow@1.6.5, shipshieldslots@1.0.0, simplefootstepsredux@1.0.1, simpletailoring@1.1.6, slapalabelonit@1.0.0, slvmegapatch@1.4.0, smithingplus@1.2.5, sprucedup@1.0.3, stablesurface@0.0.2, statushudcont@3.2.6, stepupcontinued@0.0.1, stickymousebuttons@1.1.0, stillnecessaries@1.2.2, stonebakeoven@1.1.6, th3dungeon@0.4.1, th3restock@1.1.2, trailmodcupdate@1.2.1, tuningcylindertrading@1.0.0, usefulstuff17@1.4.0, vsatlas_resized@1.0.9, creative@1.20.4, survival@1.20.4, warmarmor@1.2.1, mapwaypointcolors@1.1.2, webstotwine@1.20.1, wildfarmingrevival@1.3.6, wildgrass@1.1.3, woodenfortifications@2.0.5, worldmapmaster@1.0.4-pre.1, wrenchroof@1.2.0, xlib@0.8.14, xorberax-bloodmod@0.3.4, agrianimaltrading@1.1.0, artofgrowing@0.5.3, autoconfiglib@2.0.6, bedsofsaltyfreshwater@1.0.0, bbb@1.0.1, betterstepping@1.0.0, butcheringcompatpatch@1.0.4, cavebeacons@1.0.9, tradercamps@1.1.5, epxandedbloodbread@1.0.0, em@3.0.1, extraoverlays@1.5.0, hanginghasketspatch@1.0.0, immersiveinventoryspoilage@1.2.1, instantfirepits@5.0.0, itemrarity@1.1.4, pabrass@1.0.0, paelectrum@1.0.0, pagoldsilver@1.0.0, pomnotes@0.7.3, roofrecycling@1.0.2, sausages@0.0.8, simplewinddirection@1.0.2, stonequarry@3.4.3, tavernadditions@1.1.0, thriftysmithing@1.2.0, wattleworldrevised@1.2.0, wmeatspoilage@1.0.0-dev.1, wethology@1.0.0-dev.7, wrustbound@1.0.0-dev.15, wtweaks@1.0.0-dev.6, wolftaming@3.0.4, xinvtweaks@1.6.13, xskills@0.8.15, yeet@4.0.1, artsxskills@1.1.0
System.Collections.Generic.KeyNotFoundException: The given key 'woodsman' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at EdenInstinct.Client.CheckKeyHold(Single dt)
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
ThatLamer Always thought that commoner was just meant to be npcs in a rpg world 🤣.
Anyways i'm going to implement some config files to change and add abilities soon!
Commoner not getting anything is kind of a bummer. Commoner exists as a well rounded character. No bonuses, but no downsides. This mod strictly adds bonuses to every class, where the drawback is just to balance how powerful the bonus is.
What about similar penalties to blackguard? 4+ minute cooldown, good chunk of stability loss, but it restores 250-500 satiation? Not enough that you can just persist forever without food in a high stability area, but enough to kick away starvation for a bit longer before being able to reach food.
Hm, I like the idea (although simple blood trails would've been enough for me) but I can't seem to make much use out of it. The particles are kinda hard to make out and the effect is so quickly over that when you hit an animal, you won't see the trail anymore and have to wait for the cooldown to be over, at which point the animal is likely long gone and the particles also already vanishing.
I'll try again tomorrow. :/
I've been thinking a bit more about this and I have a few humble suggestions regarding class specialties:
Commoners: No effect.
Hunters - color coding natural animals (but NOT drifters/enemies)
Malefactors - locate cracked vessels and wild crops
ClockMakers - locate meteoric iron (would mesh well with Meteoric Iron Overhaul)
BlackGuards - color coding drifters/enemies (but NOT wild animals)(maybe make drifters et al glow so they can be seen in the dark?)
Tailors- locate bony soil
This would preserve the whole "second sight" theme of the mod while giving abilities that (mostly) mesh with the existing character class advantages.
I love this mod; it's such a great idea!
I agree with your roadmap idea to have it deplete temporal stability while active. You could turn sneak-N into a toggle (ability on/off, with appropriate warmup/cooldown delays) plus maybe have it automatically turn off if either your stability or health drops below, say, 75%. This would imply that the ability can only be invoked when you are calm and centered and takes effort to maintain.
Any chance you could make it not spawn particles from butterflies? Or make that a toggle or something? x)
SaltyWater I suggest this as a potential setting for those who see using mods like that as a bit too much of an advantage!
Suggestions:
Hunters: Red for hostile (bear, wolf), yellow for neutral (sheep), and blue or green for fleeing (rabbit, goat). Or maybe separate by hide size?
Tailors: Mature crops, like Flax? Maybe a higher defense?
ClockMakers: Maybe showing things to assist in finding ruins?
Tigerfang Prob not, I already use Dana's mod that does this perfectly! Visible Terra Preta
Malefactor's should potentially show high fert soil?
Reminds me of some vampire show or game I saw but I can't remember it well
GryphonT Hey! Nop, so far it only shows particles for every class, the classes side abilities are only on roadmap. But yes commoner will have no special side effect.
Hey there! For clarification, if you're a commoner, does this mod just adds nothing for you, or adds no ADDITIONAL benefit beyond the base stuff?
wojtek16 Thanks!! ^^
It's definitely achievable, the game does have cloud cycles, I used it for my firestarters mod! But a mod just for that would feel kinda off idk, I'll see if I figure out something :p
Dirty_Wizard I'm planning to add special individual abilities for classes!! It's on roadmap, I'm open to suggestions! ^^
Vogi Glad you liked it! ^^
XurxoMF I loved it! Thanks for the suggestion!! Will see if it's achievable
Tetsune Happy hunting! 😆
Reverhaus Thanks, Already on roadmap
Interesting mod, but it could be better if particles glows!
I love this so much!!! It reminds me of the "focus" in Medieval Dynasty, and that's sooo valuable to hunting! Def using in my casual playthroughs.
This looks cool!!! If you don't mind, here is a suggestion. Tweak the particles a bit to make them a bit more transparent. To compensate, you can increase the amount and thickness of the "soul". Why? To make it look more like something in the video.
That "smoke" effect looks cool as fuck. I think it would fit this mod perfectly. A single particle intense red column it's a bit extreme xD
Damn that's cool :D
What a great idea, have you considered making a skill tree of abilities like this one, or tying the abilities to special late game craftable equipment items? You could make a similar one for detecting hints of certain ores, one for detecting residual energy from broken translocators, etc
Do you think you might be able to do a seperate mod with the shadow thing happening, just that? I feel like that would be a cool realizm enhancement to the game such as the sun going behind a cloud and it gets dark like in the first gif! Looks sick, as always beautiful work <3
Paradoxical Gifs are still converting :c
Wouldn't it have been better to show off how the mod functions, like you tracking things, or evading things, etc? The 13s clip essentially shows nothing and leaves players completely clueless.