Mods / GlooMeClasses
Authors: GlooMeGlo, JonR, nadyamcg
Side: Both
Created: Jun 19th at 2:58 AM
Last modified: Sep 25th at 5:27 AM
Downloads: 17477
Follow Unfollow 237
Latest release (for Vintage Story 1.21.0 - 1.21.1, potentially outdated):
gloomeclasses_1.0.10.zip
1-click install
GlooMeClasses
A standalone class mod focused on making each class desireable in their own right, with unique appeals for each.
Have you ever used a class mod, only to see that a few classes are objectively better than others, while the other classes got neglected? This is the very problem that sparked this mod's creation. I haven't seen a single class mod that doesn't half-ass (Intentionally or unintentionally) some classes.
There are plenty that have wonderful concepts, and beautifully crafted mechanics, but the developers don't know how to balance classes properly. This mod aims to change that. I want people to have a class they can actually have fun with outside of just the name behind it.
The classes in this mod all interact with one another, and will interact with each other more and more as future updates come along.
There are in game handbook guides for the crystal skull, alchemist's temporal transmutation, alchemist's calcium nitrate refining, and stainless steel creation.
GlooMeGlo is currently working 6 days a week, with 10-12 hour days each. Jon and Nanotect have other stuff going on as well, though they help where they can.
There are plenty more features planned, bugs to be squashed, and balancing changes to be made. If you'd like to join us, please add gloomeglo on discord.
GlooMeClasses Roadmap
- Wild crop drop: Only wild crops. Does not affect cultivated ones.
- Armor kits to repair armor
- Tool kits to repair tools, reducing the total hp of the tool by 10% for each repair. This way blacksmith is still ideal for repairing tools (if you have smithingplus installed.) or making new ones, while giving the option to repair tools while out and about.
- Unique backpacks for the Merchant and Miner that offer more storage space than vanilla, and a passive light.
- Fertilizers for the homesteader
- Stainless steel for the alchemist and chef, with more uses to come later
- more damage buffs and debuffs towards mechanicals
- Temporal stability related buffs and debuffs
- Craftable and fireable designer vessels, planters, and flowerpots
- several hidden vanilla items are now craftable
- Crystal skull can be used to find broken translocators
- Damage buffs and debuffs towards rusted creatures
- Craftable forlorn hope estoc for the Oathkeeper, with more content on the way for him
- Clockmaker is able to heal hacked locusts with various metal parts
- New rework related to the riddle below

- Gasifier doesn't have any fuel rendered inside when it's being filled with fuel or said fuel is burning
- Trazh, my girlfriend for her amazing work on the mod thumbnail. Her linktree is here if you're ever interested in commissioning her.
- Kanahaku's temporal dust model and recipe, though we changed it to be more lore friendly for this mod.
- LazyLion93's smithing recipe for the forlorn hope estoc.
- l33tmaan and Pursec for their permission to use their frying pan model for the Peddler's Pack.
- Gizmagus for the base mod, though it is now abandoned.
- misterandydandy for permission to use his code to have our peddler's pack and prospector's pack have a passive light level when worn.
- SpearAndFang for his help with various .jsons, for the base of the troubleshooting steps, and for permission to use his living dead sounds as a base for the crystal skull.
- Kappir for his permission to use his standalone pottery mod for this class mod.
- CaptainOats for his assistance in getting the peddler's pack working properly.
- DespondantNova on discord/twitch, for the wonderful work on the riddle image.
- nanotect for joining the team, and helping out with bug fixes and new content!
- DeanBro for the ukrainian translation
DO NOT SEND CRASHLOGS/BUG REPORTS IN THE COMMENTS. USE THE ISSUE TRACKER AND TROUBLESHOOTING STEPS PROVIDED.
Any crashlogs/bug reports will be counted as blatant ignorance and spam, and will be deleted.
The information below can help you troubleshoot issues with mods. Most of it is not specific to this mod.
IMPORTANT
1. Make sure that your game version matches the mod version!
The "Files" tab above has different versions available for download.
Note: Ensure that you are using the latest mod version for your game version.
2. Tidy up your mods!
a. From the in game Mod Manager, click "Open Mods Folder". Exit the game.
b. Ensure there's only one copy of each mod in the mods folder - delete all others.
c. Go up one folder level and go into the "Cache" folder. Delete everything inside that folder.
d. Start the game, go back into the Mod Manager, and click the "Reload mods" button. Make sure that the mods are enabled.
Note: I never recommend disabling mods via the in-game Mod Manager - Open the Mods Folder and remove the disabled mod(s) completely from that folder.
Note 2: Don't unzip any mods. Just drop them in your mods folder zipped.
3. Increase your texture atlas sizes!
If your game's texture atlases are too small all kinds of problems can crop up, from things in game having wrong textures to invisible blocks to the game crashing.
Pick ONE method below:
METHOD 1: Have the person that is experiencing the problem run these two commands in game (and then restart their game):
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
METHOD 2: Have the person that is experiencing the problem edit their %AppData%/Roaming/VintagestoryData/clientsettings.json file and change these two settings to something like:
"maxTextureAtlasWidth" : 8192,
"maxTextureAtlasHeight" : 8192,
4. Test removal of mods one by one
This is for those with extensive modlists and troubleshooting which mod(s) are at fault. Sometimes it may be multiple conflicting mods.
a: Remove any new mod(s) you added recently. One of these might be causing the issue.
b: Downgrade game version and see if the issue persists, as an update might've broken some mods. See step 1.
c: Remove a mod from the mods folder, delete the cache, restart the game, test. Repeat until issue is gone.
d: Once the mod has been removed that was causing the issue, verify that it was indeed that mod, by reinstalling it to see if the issue comes back.
e: Reinstall the mod(s) that were at fault, then test other mods in the same fashion. Repeat until issue is gone.
f: Once issue is gone and secondary problematic mod has been found, you now have identified the two (or more) mods that conflict with one another.
Congratulations! You have now found the mods that conflict with each other. Report this to the corresponding mod developers. They will appreciate this, as they no longer have to guess and sift through your massive modlist to find out what the issue is.
OPTIONAL
On rare occasions, the game has become corrupted and needs to be reinstalled. Simply re-run the installer and reinstall it. Only takes a minute.
Please ask before forking the mod, I don't usually mind so long as you ask me beforehand, and the changes you plan to make are large enough to warrant a fork. If the changes are too small to warrant one, simply make a patch mod or help me develop the mod further! You can reach me on discord, it's the same username as here.
Want to suggest class ideas? You can join my Discord! You can either join just to help out with the classes, or play on our rp server!
Enjoying my mods? You can support me on Ko-fi. Any help is appreciated!
Ko-fi
Enjoying my mods? You can support me on Patreon. Any help is appreciated!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.10 | gloomeclasses | 7718 | Sep 25th at 5:27 AM | gloomeclasses_1.0.10.zip | 1-click install | ||
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Version 1.0.10
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| 1.0.9 | gloomeclasses | 1705 | Sep 20th at 10:35 AM | gloomeclasses_1.0.9.zip | 1-click install | ||
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| 1.0.8 | gloomeclasses | 125 | Sep 20th at 3:43 AM | gloomeclasses_1.0.8.zip | 1-click install | ||
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- Removed lumberjack's wooden path recipe, as vanilla has completely reworked wooden paths, and there's already a vanilla recipe for it now. This seems to have stopped all the handbook crashes for boards and saws everyone was talking about. | |||||||
| 1.0.7 | gloomeclasses | 2132 | Sep 7th at 5:56 AM | gloomeclasses_1.0.7.zip | 1-click install | ||
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Version 1.0.7 Updated to Vintage 21!
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| 1.0.6 | gloomeclasses | 2646 | Aug 13th at 1:35 AM | gloomeclasses_1.0.6.zip | 1-click install | ||
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V1.0.6 (Fixes courtesy of nanotect) Refurbished crock Cleaned up unnecessary
Postfix to random block tick to add POI dummy blockentity if static translocator has no blockentity yet (translocators in older chunks can be located now) - Dirty cooking pot crafting amount fix Dirty cooking pots now allow crafting non-food item amounts equal to their max serving size | |||||||
| 1.0.5 | gloomeclasses | 961 | Aug 1st at 11:48 PM | gloomeclasses_1.0.5.zip | 1-click install | ||
| 1.0.4 | gloomeclasses | 757 | Jul 19th at 2:01 PM | gloomeclasses_1.0.4.zip | 1-click install | ||
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V1.0.4 | |||||||
| 1.0.3 | gloomeclasses | 689 | Jul 12th at 2:40 AM | gloomeclasses_1.0.3.zip | 1-click install | ||
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Fix: hummingbird mask crash | |||||||
| 1.0.2 | gloomeclasses | 451 | Jul 6th at 11:12 PM | gloomeclasses_1.0.2.zip | 1-click install | ||
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V1.0.2 | |||||||
| 1.0.1 | gloomeclasses | 173 | Jul 6th at 1:46 AM | gloomeclasses_1.0.1.zip | 1-click install | ||
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V1.0.1
(thank you JonR, the best lizard boio) | |||||||
| 1.0.0 | gloomeclasses | 120 | Jul 5th at 2:28 AM | gloomeclasses_1.0.0.zip | 1-click install | ||
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V1.0.0, first release | |||||||
Mr_J_Soda ask the xskills dev this, we can't really do anything on our end
Would it be possible to get the advanced bloomeries to act with Xskills?
paulogabbi this mod is not abandoned lol. If you join the discord you'd see that I've been trying to get developers to help me with bugs and new updates for a long time. Before you say something is abandoned, please actually explore all avenues before speaking. I have finally found a wonderful person who will be joining the team, and they're working on several major and minor bug fixes.
sadly by the looks this mod is abandoned, shame it is so hard to find any class mods this days
GlooMeGlo hey i just noticed that the meteoric iron cooking pot isnt craftable as for some reason the iron cooking pot uses either an iron plate or a meteoric iron plate and there is no recipie for the meteoric one :)
GlooMeGlo can you please make the advanced bloomerys just drop the entire item on use? It is already a huge barrier to entry to make them with tier 3 bricks and it feels like absolute trash when u use them just to have 4 of the ingot molds disappear after 1 use. sure it would cut down on fireclay cost but 4 ingot molds to run it 1x is a large investment, i get its for stainless steel production primarily but it would be nice if it was just a straight upgrade from the regular bloomery aswell.
For the Homesteader class, the Battleaxes proficiency, does that cover weapons under the "Proficieny: Axes"? Or do I need to mod in specific weapons?
Would it be possible to to add a bonus to the mason for raw daub? Maybe something like they get 8 pieces but it cost double the mats of the base recipe? Overall I really like this class mod. I think the balance is well done on most of them.
Hello everyone. I have recently purged several messages because quite frankly, it appears that some people are unable to read. Many of you were respecful, and I apologise for deleting your messages. But please read the warning I posted about posting bug reports/crashlogs here. One of you was extremely disrespectful, and I don't feel bad in the slightest for deleting your comment. Use the proper channels, be respectful, don't act like an entitled brat, and we will try to work on it when we are able to. I have asked for help, and have recieved next to none. Those who offer help are extremely busy themselves. I'm still stuck working 60+ hours a week, monday-saturday. I only have one day off a week and I spend that time doing important chores around the house, and trying to relax. Sometimes I don't have a day off at all, and I work 7 days a week. I have tried to give all of you the respect you deserve, please show the same respect to my team and myself. I will not tolerate it.
In other news, we're reorganizing our bug report system. Please join the Discord for the class mod in order to report bugs. Current bugs in the issue tracker will be transferred over to the discord. Bugs in the comments below will be blatantly ignored until they are posted in the proper channels, as the very fact that they were posted here is a sign of the same ignorance towards us.
Be respectful, stay safe, and if you know anyone who has enough free time/programming knowledge to help, send them our way please.
Is there any chance hunter and chef could have the animal harvest bonus swapped? I know its a relatively minor change but especially when using the Butchering mod it makes the chef feel less useful when the hunter does all the skinning and butchery just because they have the higher bonus.
TeenyTinyWyvern
Hardened clay blocks are named "{type} ceramic" in the game where type can be "blue, brown, fire, and red":
https://wiki.vintagestory.at/Ceramic_Blocks#Hardened_Clay
Will there ever be any update for the Mason class that changes the "Hardened Clay Blocks"? Unless I'm missing something, they don't seem to exist.
My own suggestion would be to allow them to craft a more effiecient cobblestone instead.
GlooMeGlo
I honestly really like the idea of the Miner class, but I feel like the idea of the Agorophobic trait is way too annoying to play around (always losing stability+never regenerating it on the surface).
I feel like a better and less restrictive implementation would be to maybe just make it so the trait increases temporal stability loss by 1.5x - 2x whenever the player would normally lose stability on the surface (being in unstable regions or in a temporal storm).
Or maybe change the amount of damage the player deals and receives based on how high or below they are from sea level? Just random ideas. Let me know what you think!
Hello, I just wanted to check, I think Hunter has a small bug. On the server I am currently on, they are suppose to have 25% more draw speed, but for some reason it counts as -25% (Negative) draw speed, meaning they shoot slower as a hunter.
Is there a way to create a class which sees the world as 0% instability, but all the time, and not taking damage?
I love this class mod so much! I made the simple miners lantern but it doesn't show in my off-hand to others for some reason, do you know how this might happen?
Double Edit: found it, issue reported on the tracker. The issue tracker should REALLY be linked somewhere on this page, though.
GlooMeGlo, sorry to be a bother, but can you explain how "Sheltered by stone" works in the mod? I am interested in it but cannot see how you actually implement it. Besides the trait and localisation files I cannot see anything else using that attribute.
Edit: contacted GlooMeGlo and went over this.
Can you can make the metal bits work with smithing plus? This mod seems to make me not able to use them at all. also even if I wanted to repair my tools exclusively through this mod, for some reason the miner class has the repair tools kit? doesnt make a whole lot of sense.
Bug: Bow drawing speed values are inverted. Hunter takes ages to draw the string, while Miner shoots arrows like a machinegun.
Any chance you can add compatibility with Rustbound magic, specifically adding some CO traits to the Rust mage class? Regardless great work, this is what I was looking for
Hey, you've forgot about translation :D
hay i just found out you mod is incompatible with the bricklayer mod since it makes the storage vessale require some assembly
i think Malefactor should, in general, be faster and more agile, while being a bit more fragile than the other combat focused classes. also possibly bonuses to in-the-field animal butchery or other tasks that a Malefactor would be doing while patrolling the wilds. additionally, maybe reduced hunger? what about increased proficiency with primitive flint/stone weapons? those are my thoughts as a Malefactor player
Here’s the fully updated and 100% complete translation of your wonderful mod!
The only thing I didn’t understand while translating is: which wheels exactly does the blacksmith make? Even with the game set to English, it became clear that there are no wheels you can actually craft in the game—only decorative “junk” items exist.
malfactor ideas: maybe they get more loot in ruins when breaking pots (if possible), more range damage with rocks with the sling, and be able to use flint knives as throwables with the sling :>
Also I love this mod so heckin much~
Is there a way to disable the metal cooking pots from this mod, as I already have a server running with metal cooking pots from this mod https://news.kalataka.ru/metalpots
Y'know what's funny? The most popular classes on my server are still Mason and Smith respectively. Old habits die hard, I guess, or I vastly underestimate how many players enjoy smithing and rocks.
Thanks for the update! I can confirm it works on our end.
GlooMeGlo Alright, That makes more sense to me now. Thank you for the info and your response.
ShadyZer0 This mod is compatible with overhaul.
Is this mod Compatible with Overhaul Combat?
PerkCuss fixed
BAirborne should be fixed
SpicyHott Furhammer boards and saws are fixed
MrHooligan definitely not intended, but if you go through the proper troubleshooting steps, and issue tracker, we will see to it.
MarcusDavidian The advanced bloomery is primarily used to make stainless steel, but the ingot molds are because you can put iron, steel, stainless steel, meteoric iron, etc. into the bloomery and it comes out as an ingot. This doesn't make sense to me without ingot molds. There's pretty much no reason to waste t3 refractory bricks on making iron blooms, but we can just remove that recipe from the advanced bloomery if you really want.
God bless you man, that's on of my favorite mods, i really love it!
hmmm
While using the Miner class, I've noticed that the only way to regain sanity while "indoors" is to either stand in a doorway or decend downstairs to a cellar or another enclosed room. Is this intentional?
Also, we are using the 1.20.12 verison of the mod
Regardless, my friends and I LOVE this mod on our server. Thank you so much for making this mod!!!
Furhammer I've been having the same issues too with boards but I didn't know this extended to saws as well
Hi, Would you be able to make a new release with the updated combat overhaul patch file that uses the correct character classes config file path?
Putting a torch into your basket makes you get ambient lighting around you. This is on a brand new isntallation with no mods in a quick creative world turned gm1 with reed basket and a simple torch in said inventory. Is this intended?
Anyone else lose the breath meter when this mod is installed? Specifically it seems characters lose the oxygen attribute?
Edit: Ah, it seems to be some sort of mod conflict between this mod and CarryOn, never mind then.
For the mason class what is the point for the ingot molds for the advanced bloomeries when they still make iron blooms?
Not sure what is causing it but for some reason this mod is the direct issue when opening the guidebook and clicking on a saw or board it crashes the game.
The1NonlyLark I'm getting that error too in the logs, but I am unsure if I can fix it.
RenayEdor You are a Saint. Thank you so much
In the Json, stainless steel does not work because it is set as:
-stainlesssteel
and it is looking for
-stainlessteel
It would seem that the stainless steel filepath, the whole resource filepath actually, is missing, any ideas?
GlooMeGlo I'm honestly not surprised, I'm just glad the bandaid worked for the time being
Magmabot16 No, I haven't. I didn't think it would be necessary after giving my bug report.
So. I know you want crash logs and all, but I just did some rocket surgery and excized the line of code that lets the lumberjack craft wooden paths and...
No more crashes... I have, ZERO FUCKING CLUE about modding, I just know how to open files and edit them... I don't think I can release the modified files because of copy-write... but anyone to play with this class mod, all you have to do is cut out the recipe that lets lumberjacks craft wooden paths.
Pros of this solution: No more crashes when looking at boards
Cons of this solution: No more wooden paths
IMO, an okay solution until the problem can be adressed
Syfe have you uploaded the unoffiicial fix?
Syfe Also, GPT is wrong as it usually is. * IS a correct wildcard for vintage story, it just doesn't know what it's talking about. It's probably crashing due to the json changes we're making in the mod, or the vanilla changes that have happened as of late.
Syfe GhostPower ya'll are good, just wanted to let you know it's there. There's several bugs that need fixing what with the 1.21 update anyway.
I may be a lil dumb, apologies
You know Gloo, I remember reading that and thinking, "There's no way I'll make this mistake. I doubt I'll even have an issue" and then totally goofed it up. I have no one to blame but my own ignorance
Syfe GhostPower Wonderful bug reports. However. Please read the gigantic bold, highlighted red text at the bottom of the mod page. Use the issue tracker.
seems to be an issue when you try to hit H on boards. worked with GPT (yeah i know...) to get a rough bandaid in place and here is the summary of the issue so you can look into a fix:
Opening the Handbook on any plank/board item causes a NullReferenceException crash. Crash trace points to
GridRecipe.GenerateOutputStack, meaning a recipe is producing a null output when the Handbook tries to simulate it. Root cause is inlumberjack.json:"output": { "type": "block", "code": "game:woodenpath-*-ns" }
The
*is not a valid wildcard in outputs, so the recipe sometimes resolves to a non-existent block (e.g.,woodenpath-aged-ns). Handbook getsnull→ crash.Resolution / Workaround
Replace the
*wildcard with a proper variant substitution variable tied to the plank ingredient:"ingredients": { "P": { "type": "item", "code": "game:plank-*", "allowedVariants": [...], "name": "wood" }},"output": { "type": "block", "code": "game:woodenpath-{wood}-ns" }
Alternatively, remove unsupported variants (e.g.,
aged,ebony, etc.) that don’t have matching woodenpath blocks, or default the output to a safe species likewoodenpath-oak-ns.I have a patch mod set up for personal use for my friend and I but an official fix would be wonderful.
Any plans for compatibility with the Butchery mod?
Any ETA on 1.21 compatibility? My server players are asking me every day when the classes are coming out.
The Smith should have the metal pots, so he can craft them for the chef. The chef should not be doing smithing.
Also, yes, SmithingPlus has a "Smith" trait that gives +20% durability to all crafted tools and armors.
Would be nice for a class like alchemist to have a % chance to find horsetail while harvesting grass, similarly malefactor or miner could have a tiny chance of finding gems or ores when mining regular stone (perhaps with drops depending on the stone type)? Just some loose ideas.
Super excited for you guys to update eventually! Just wanted to drop in a good word or two. I only used the mod for two days before updating my game. The range of playstyles that these classes bring to the table seem like a very beneficial upset. I'm still new to the game but mostly played as the Mystic. The reduced animal detection range was good for a newbie like me, and the ability to make paper easier was going to be an amazing boon because I am using a mod that disables the map until you physically BUILD a map out of paper. Thanks for the work you guys are putting into this. Im looking forward to trying out the miner, sounds like a good challenge.
Dagurmawth We're working on a massive update for 1.21. It will include a base update, some lang fixes, some lang updates, bug fixes, and a whole mod file structure reorganizing. It might take a bit, as literally everyone on the team is busy with irl and works on it when they can. We have gotten some new helpers but they're still learning how to help. We always need more assistance. If you know anyone, definitely send them our way.
Dragonchampion I didn't even know smithing plus had traits, and I use the mod lol. We can work on adding compat down the line. We're mainly focused on knocking out a ton of bugs and restructuring files so we can more easily make new features.
I really hope to see this updated soon.
Heya GlooMeGlo! Love the mod, but I had to edit it to add in the SmithingPlus traits to the classes. Do you have any info on an official patch or plans to add compatability with it in the future?
Halithor Great ideas! Let me go through them in order
- Great idea, will seek to implement
- No, the alchemist has a process for doing this. And, it doesn't fit the "rogue/survivor/criminal" aesthetic
- Furitive already applies to those creatures. It applies to every entity's detection range.
- Pilferer can certainly be buffed
- Not liking this one, as the lore states that they are often sent out into the dangerous outdoors to gather materials, because they're a survivalist. It wouldn't make sense from a lore perspective. I'll figure out some different debuffs.
I love this mod. It makes character selection feel so impactful and makes it hard whenver I join a server with this mod.
I wanted to share some thoughts I had for the Malefactor. I want this class to have a distinct gameplay, focused on exploring caves and maybe settlements in a sneaky way (as opposed to the miner, who shows up with tools and force). Keep the current talents and make these changes:
Anyone picking Malefactor should be diving into caves from day one, exploring the depths hoping to find gears and rare loot to trade. They can also sneak around at night, since they won't have a light source giving them away. The gear bonuses give them a way to stay underground for a long time like the miner. New negatives for traditional resource gathering make it so they don't just fall into being a weird commoner role. Let me know what you think!
Zackreaver man. You are spot on with a lot of things. You named a lot of stuff that's on the roadmap already lol. Artisan was planned to have a chance to get double clay from a clay block, and a chance to get clay from digging. Smith is planned to get a whole slew of exclusive smithing recipes, so people HAVE to come to him for weapons that are exclusive, and cool. The oathkeeper will be able to socket temporal gems onto certain weapons to increase the damage. Please just check the roadmap before posting next, as you might name stuff that's already there lol. And, I can give smith a nerfed version of rockhound.
Zugestelt There is no way to clean them currently, I'm trying to find the time to make a simple json barrel recipe like what Snajper312 was saying, but I keep getting swamped with work every time I try.
Mirvra The CO traits were done by JonR so I wouldn't know too much. I don't know c# or even how he made the traits compatible, so I have no clue. I just do json, and even then I suck sometimes.
Zackreaver I personally modified the smithing class in my game to give it a nerfed version of rockhound (smith player wanted 1% double ore chance... Then I lowered mining speed buff to 30%) instead of the burner trait. Lumberjack is already kinda super focused on trees and charcoal, so there wasn't that much reason for why the smith should also be running around with such a big buff to charcoal production.
If you're using the SmithingPlus mod as well then you can patch in the smith trait they have, which makes the smith class a must have for any serious long term smithing stuff. I would try to patchmerge the SmithingPlus modifiers to Gloom's smith trait if I knew how to, if only to avoid bloating the trait list, but I got enough of a headache looking at code... I really wish this coding language was easier to tell where it was referencing.
I also think there might've been a mistake in the combat overhaul compatibility patch from Gloom's side? Or is the smith supposed to be getting four weapon proficiencies? Same as the combat classes? Mace and onehanded swords from one patch, plus spear and crossbow from a different patch? I disabled the spear and crossbow one myself, though I did notice that the tailor doesn't seem to have any proficiencies?
Snajper312 thx but not working, tried from 1 to 50 Liter but nothing :/
Zugestelt You can put it into barell with water and seal it for hour.. Or at least it worked for me but I have multiple mods on server so it may be from another one..
Hi, I just got a dirty cast iron cooking pot. What’s the best way to clean it? I couldn’t find anything helpful.
GlooMeGlo I totally get that, and it's something that really works in a large community setting when you have systems of barter.
Though my feedback was mostly pointing out how some of the perks can lead to stagnancy in the vintage story gameplay.
One of the main things I love about the mod, is that it fixes the tailor from being a boring "walking recipe book" into a class people can actually enjoy by giving them a unique activity they can do (farming large fields of grass for the much needed flax)
Another thing I noticed is that just about every single class (except commoner, smith, and artisan) have some form of bonus trait towards gathering. Giving them an activity that encourages them to go out and explore or resource collect. While there are specialized gathering roles (miner, lumberjack, homesteader, hunter) they don't hold exclusive rights to those gathering bonuses, which means other classes can at least do something on a daily basis and feel like they are getting more than they would otherwise if they were a different class.
Even the combat focused classes like blackguard and oathkeeper have a resource collection bonus, which I don't think is bad at all because most of vintage story gameplay is actually just collecting resources!
And while some of the gathering bonuses are just foraging, that still gives those players something to do outside of their recipes.
It's the main feedback I wanted to point out with smith (and could also rope artisan into this in some sense) in a community server the smith would just be asked to craft their unique recipes, but wouldn't be needed for smithing or any resource collection (especially since they have a negative to foraging and vessel breaking).
In fact, if I wanted to be a smith on a large community server, I wouldn't pick smith, I would instead pick mason. Since mason gets the discounted fire and refractory bricks which is needed for iron and steel. Even if smith can make discounted repair kits for people, the mason would be the one doing all the heavy lifting regarding smithing. And they even get an ore resource collection bonus with it, so if they don't have a miner on the server or they want to collect ores on their own, they have their own minor bonus to help in that regard.
And this isn't necessarily feedback to nerf mason, even though they could probably live with another negative trait. It's just that gathering traits provide players with a sense of dedicated focus that makes them want to go do something outside of towns.
Which just leaves the smith and their 50% fire resistance, and increased charcoal production. Both of which don't really do anything to help in the smithing department.
While the hammer durability reduction would put it more in line with the artisan, the artisan kind of suffers from the same problem. The artisan uses less clay when making clay molds and can make clay cheaper, but doesn't actually do anything with collecting clay. And while the class has no negatives to collecting clay, they are in the same boat that their class is almost a walking recipe book.
I just personally feel that it makes the mod alot more enjoyable if you give smith and artisan the tailor treatment. The way you reworked tailor is great! It makes the original "walking recipe book" a class that you would want to play for reasons beyond making unique and interesting clothing. Even if people aren't asking tailors for specific recipes, the tailor could bounce between making a large flax plantation and harvesting large amounts of grass using a scythe. I feel all the "recipe book" classes should work like that in some way.
Best way to think of it is, look at all the classes in a vacuum where nobody has any unique recipes (Or on servers with class specific recipes disabled). What would each class have going for it if nobody has unique crafts? In a sense, tailor would still pump out tons of flax, mason's would be the middle between blackguard and miner when it comes to combat and resource collection, lumberjacks would still collect lots of logs and chef's would be melee hunters who aren't afraid of caves. Artisans and smiths would be in a wierd state and that's kind of what I'm pointing out.
If every class had a reason to be selected outside of their unique recipes, I feel it would really boost the mod's overall enjoyment. Hell if every class had a unique gathering trait like the tailors (flax from grass) trait, then it would explode the interest in the class regardless of whether their recipes are useful or not. Like if the artisan had a 5% chance to get clay from dirt when they use a shovel.
Also while I realize this was primarily on purpose, given how much of a game changer every class has in their changes to make their roles more unique and interesting, I feel like the commoner actually could use some traits themselves. I know they are the original (no upsides but no downsides) default class. But with the mod making so many sweeping changes to the other classes there is effectively 0 reason to play commoner. In fact certain classes (like mason) are basically better commoners because of how irrelevant their negatives are.
Even if commoner just got a jack of all trades treatment like a 10% across the board gathering bonus, or something that makes them feel encouraged to try a little bit of everything but not be as good as the specialized roles would make the class more appealing. Because right now, the commoner doesn't need any negative traits, since it's number 1 negative trait is that it's not the other classes.
Either way, great work on the mod. Just wanted to let you know the parts your mod changes that I personally find the most enjoyable.
Also sorry for the big wall of text, it's just how I like to express feedback in detail.
Also while I'm sort of fresh to the modding scene of vintage story, I could try helping out with development for things in your roadmap. I used to develop mod for other games and I feel inspired to get back into the thick of it again.
El_Neuman Thank you! Will put it in with the next update, along with bugfixes and features
GlooMeGlo Here it is)
Zackreaver I appreciate your input. The entire point of the mod is to have every class interact with each other, and force each other to interact in ways other mods don't. I plan to make special smithing recipes for him down the line, and I like the hammer durability loss idea. Perhaps he gets more hits out of 1 hp on a hammer than other classes. I don't know what the vanilla default is off the top of my head, but we can say something like this:
Vanilla allows 4 hits/voxels moved to 1 hammer hp. Smith gets 6 hits/voxels moved to 1 hammer hp
El_Neuman would you mind sending me a link to those in google drive? just makes it easier to drag and drop rather than copy that entire thing
A lot of work))
One of the best mods ever! Thank you guys)
And here's russian translation file)
Алхимики — блестящие учёные, расцветающие в лабораторной среде. Однако уединённая жизнь, полная исследований, не оставила им навыков боя.",
Ремесленники — одарённые творцы. Даже когда надежда угасает, они продолжают создавать шедевры. Но, обладая добрым сердцем, они не могут поднимать руку на животных.",
Повара умны и находчивы. Через них живут старинные рецепты и традиции. Но их бережные руки не приспособлены к стрельбе, а тяжёлая броня замедляет их ловкие движения.",
Хранители Клятвы дали обет Ордену Последней Надежды, стремясь постичь миры и силы вне нашего. Их вера глубока — и в машину, и в магию. Но это делает их менее склонными вредить любимым механизмам.",
Поселенцы — мастера сбора урожая, умеющие чередовать культуры и превращать бесплодную почву в плодородную. Также они искусны в разделке скота. Но им тяжело даются минералы под землёй и узкие шахтные тоннели вызывают отвращение.",
Лесорубы — искусные плотники и дендрологи с уникальными знаниями. Однако их умения не распространяются на другие области, из-за чего они теряют руду и наносят меньше урона механизмам.",
Каменщики — умелые мастера по камню, глине и связующим материалам. Постоянный труд с тяжёлым камнем наделил их невероятной выносливостью и силой. Зато скрытность — не их конёк.",
Торговцы — мастера купли-продажи и торга. Они умеют находить ценности, но не любят сражения и убийства.",
Шахтёры чинят инструменты на месте и находят руду, что ускользает от глаз других. Подземелья — их стихия, а поверхность — незнакома.",
Мистики изначально избегали Prima Materia, но теперь научились её использовать. С этими знаниями они исследуют мир и помогают другим. Однако, их слабость — механизмы и незнание руд.",
Кузнецы — мастера, способные выковать всё, что им нужно. Закалённые и грубые, они не боятся ожогов. Но из-за этого теряют в ловкости и скрытности.",
Добавьте описание класса здесь!",
Hello, love the mod, huge fan of the variety of gameplay it adds.
Though here is my personal opinion and feedback on the smith class.
I feel like it's a little bit boring atm.
It's got a malice to foraging and cracked vessels, but has no positive for any other resource collection.
When the class isn't making armor kits of stainless steel mix, it's basically just a commoner with nothing special
I don't even feel like I'm the smith, since nothing I do actually makes me any special compared to anyone else using the anvil.
Ultimately if you aren't making armor kits or stainless steel mix you are just a worse mason or lumberjack.
Because the mason has absolutely no resource collection malices but has a miniature ore collection buff.
While the smith has a foraging penalty but nothing to help with getting ores.
And it's like a worse lumberjack at making charcoal, since it can't make cheaper firewood.
And both of those classes have the defender trait, so combat wise all 3 are the same, with the smith having less health.
Basically, while having access to the unique crafting recipes is nice and granting the ability to make stainless steel is cool for the lategame. The class lacks that everyday role that they can do to fulfill a need.
Even something small like reduced hammer durability loss or rockhound from mason would be nice. The mason gets rockhound without any resource penalties, the smith just gets heavy handed and no bonus to collecting anything.
It makes me feel like if I'm collecting any valueable resource, i'm wasting the potential instead of getting someone specialized to do it.
I did try making iron oxide for bombs. But even then it's a huge flax sink unless you have a miner to make them with the cheaper recipe. And even then it's the same issue with armor kits and stainless steel, it makes the whole class just feel like a walking blueprint.
That's my two cents on it. I feel like it getting rockhound or a hammer durability reduction would be fine.
RenayEdor No problem! Let me know if you have any other questions.
weronil That's a known bug, please check the roadmap
Valkyrja Thank you so much for that addon! That was actually on our to do list for future ideas, as I want solo players to be able to enjoy the mod as well, outside of a multiplayer setting. In regards to the malefactor, we actually plan to create backpacks/storage packs unique to each class, so that was something I had planned. As far as the other perk ideas, I'd love all of those ideas to be implemented. I don't know c#, and the two that do and are helping me, aren't free enough to help me get stuff done as quick as I'd like. If you ever wish to help, I'd love to have you on the team. Especially considering how you already knocked one of the future plans off of our to do list lmfao.
For Malefactor, I had a few thoughts? They're supposed to be sneaky scavengers/oppourtunists is the vibe I get.
Maybe 'pity' from traders that gets them the -1/+1 buy/sell costs like merchant has?
Or something that gives them a speed bost after they take damage.
Or a unique backpack for 'loot' items? (stuff that isn't tools/tools/armor/clothing)
No idea how feasable it'd be, but adding a particle effect to cracked vessels / busted chests to make them easier to see/find? (Vulture eyes lmao)
Also, I made a quick and dirty addon for Trait Acquirer for this mod for all my fellow solo players!
Is the torch glowing inside the inventory basket a special feature?
dang, that's rough to hear. I agree xSkills is on the unballanced side, I just haven't used any others and if you and someone else have already tried and said it's undoable, then I might just save myself the headache XD Thanks for the info though!
RenayEdor Unfortunately Xskills is broken in both balancing and quite literally. There's a LOT of stuff that is either non functional, or hard coded to where you can't disable or change it. The mod keeps getting "updated" but a good chunk of the skill trees don't even work. I've tried balancing it for my server, which is why I know this. My friend also tried as well, only to confirm what I just said. I've been wanting to make a better leveling mod for a while, but I'd need a LOT more help to pull that off.
In reference to the reference names, go to gloomeclasses/assets/game/config/characterclasses.json and you'll see all the names.
I'm trying to add xSkills stats to your classes, but i'm not sure if it's an issue on this end where I'm not using the right reference names, or if it's an xSkills issue where it doesn't recognize the class, any advice would be helped! Love your classes <3
mmm sawblade locust :3
The_Librarian I'm well aware that tweaks are in order. If you look at the roadmap, you'd see that malefactor and mystic have a major rework planned (god knows when I'll get the help to actually do anything). I've been working 6 days a week, 10-12 hour days each, so I can't really do anything. I barely have time to do anything before sleeping and going back to work in the morning lol. I've been repeatedly asking for help, yet nobody has responded, save for nanotect and jon, who are both busy as well. This version of the mod is still technically in the test phase, as a lot of the core features aren't implemented yet. And I need help, to implement those features. I don't know c#, but I know json. And 90% of the core features require c#, which I don't have the time to learn, otherwise I would. As much as I hate to say this, don't expect much from this mod right now. Until someone decides to be a saint and help out, this mod is pretty much going to stagnate for a few months.
Looking at the classes, all of them seem more and less balanced except Mystic which is like... what? Less hunger, better foraging and even better stealth than the Malefactor for the low low price of doing less damage against mechanicals (which are already rare outside of THAT area) and reduced ore drops, which is the more balanced of the two debuffs applied to it, but it still does not feel enough. Imo Mystic could really use another negative trait that is actually impactful, or a reduction to its positive traits.
Outside of that, I find the idea of this mod and your vision lovely. Hope things get better for you soon.
I wish I could help with Malefactor but outside of tweaking JSONs I don't know much about modding this game, sorry!
Crowflake the malefactor is the same exact class as vanilla as of right now. I need more developers to help me actually work on changing it, but nobody seems to be able, interested, or free enough to actually help. The drops should be everything vessels drop.
SioxGWolf I'd love to look into it if I had the free time, energy, or help. Seeing as I don't have nearly any of these lately, it's going to be a very, very long time until something is done with that. But, I will put it on the roadmap to look into it.
Hello! What does the "drop rate" of Malefactor affect? Every drop in the game?
Any chance there could be any compatibility or crossover mod with Rustbound Magic? I would love to see your take on their class, or would you leave it untouched as is.
Cervus I have no idea, just test it and see. And you're good, if you look on the roadmap we plan to make a trait acquirer addon specifically with solo play in mind
Does setting /worldConfig classExclusiveRecipes to false unlock the new recipes added by this mod for all classes, the way it does for vanilla classes? I realize how "missing the point" that question is, for a mod all about making classes unique and worth playing. But I'd love to selfishly enjoy ALL the new features added by this in solo play.
Iberian_Wolf please join the discord and go to the class mod channel so we can narrow that down further.
@GlooMeGlo I tried going through all my mods and found it was this one that causes torches to give off light when they are in an inventory slot with any type of backpack. It sounds like this is not the intended way the mod is sapost to work so im not sure whats happening.
DeanBro Thank you! I'll add it to the next release, we're still working on some bug fixes that you can see on the roadmap
GlooMeGlo Hi, I made a translation for this mod
Iberian_Wolf
- We will add a toggle button to turn the prospector's pack and peddler's pack lights on/off.
if you mean anything else giving light, that's base game or a mod you're using.
Hi I saw that you said you where working on a mod config im new to this game so Im not shure how it works but when you make it can you give the option to disable torches giveing off light when in a backpack?
Marlim Nah, I did it on my own server that's linked above. You just have to @everyone every day with a reminder to have them request to change their class before the class change happens, or they might suffer a data wipe. If this happens, they'll be able to play the game just fine, so they'll have their inventory and clothes. So, you have them put everything away, wipe their data, have them relog, and tp them back to their home. Super simple. I have a team of admins that have helped me do this, but since I made sure to keep reminding people, we have only had maybe 5 player data wipes, and they only lost their nutrition. There's a mod called admingroupoverride that allows you to reinvite them to their groups they were in beforehand
Is this unfeasible for a large server?
Javes Thank you! It seems like my intentions have paid off :D. Malefactor has a big rework coming as soon as I can get a moment of free time away from work that is. Or if someone wants to join the team that'd help things go smoother.
Eagally Marlim You can add and remove any class mod with minimal effect on players, but only if you follow through with ONE CRUCIAL STEP. Have everyone set themselves to commoner BEFORE adding/removing a class mod. Otherwise, if they're a medic from allclasses, which doesn't exist (yet) in gloomeclasses, and you swap the mods, they'll crash every time they try to open the traits tab in their character menu, or try to change their character. This will then require a wipe of their playerdata. So, change your class to commoner, or if the mod you're changing to doesn't have commoner, change it to something that shares the same exact class ID. As for adding it to a server that has only been using vanilla classes up until this point, you'd be perfectly fine. Otherwise, do what I just said.
Is it safe to add this to a server, and just let everyone use the command to change their class? or does it need to be at world creation?
This is the first mod that truly makes me feel like im just on the cusp of a proper dwarvish run. The miner class looks amazing, and its the first ive ever seen that flips the script on stability, letting you live underground. Its really such a shame theres so little life down there. Im sorely missing underground biomes and just stuff to DO down there besides mining endlessly hoping to stumble upon a ruin or two. And it sucks that theres no underground fauna, just endless drifters.
Your initiative is really cool.
But I have a question: what happens to the players if I remove the mod from the server?
Marlim I didn't make the mod with the intention of using it on my server. That was just a side bonus. I made this mod for the reasons stated on the mod page. I was tired of seeing half assed class mods, and wanted to fix that problem. And still want to. There are no secret dependencies unlike allclasses, and it's completely standalone. Certain compatibility patches will be made, but there won't be anything that forces you to download other mods.
I completely understand, and thank you for taking the time to clarify.
I know you made this mod with the intention of using it on your server, but I also really liked this mod. Would it be a problem if I put it on my server? Would it be a hassle?
Trust me, I get it. I wanna make everything configurable. But, as far as that bonus goes, I tested it with every arrow and bow type in base game. When killing a bear with copper arrowheads, it took 16 to kill the bear in vanilla. With the 70% bonus it lessened it to 14. that number may seem large, but you have to realize that it's 70% of 1.02 something hp worth of damage, added onto it. So that makes it around 1.72 damage per arrow instead of the default. Which in practice, isn't a lot.
Anyway, a config is planned. It just might take a bit, since right now we're focused on bug fixes, and taking a break from the mod. We worked a lot over the past few months on pushing this mod out the door, and we also have some irl stuff to take care of. The mod page also has a section asking for more devs to help us, so it's not just us two
Marlim
Ok, It would be great if it was possible to change some features, like the hunter's 70% bonus
Marlim we plan on making a config, yes
Is it possible to configure this mod through a modconfig?
GlooMeGlo
GlooMeGlo Sorry it took me so long to get my post up in the Discord. Its been a bit hectic the last day or so. Also I hope it was okay to post it as a google doc link.
GlooMeGlo JonR Amazing! Thanks for updating :)
Mathic Zsolt_HUN please check changelog :D
Hewholurks you can just do the eye, whitelist stuff is just to access the rest of the server and play on our rp server
GlooMeGlo I joined the Discord server as my name on here. Do I need to do the whitelist request or can I just do the eye role? Also it is always nice to be able to craft everything without having too change the world setting to remove class specific recipes. It just feels more satisfying to find the book or buy it in game to get the ability to craft the recipes.
Hewholurks it would be far easier to join the discord. And yeah, we based this mod off of the unbalanced ar-classes mod and another even worsely balanced mod that I shan't name here to avoid stirring drama. Regarding trait acquireer, you'll be able to get books that you can use to gain recipes/traits from other classes so you can eventually craft everything in singleplayer if you so desire.
GlooMeGlo That is good to know. Also would it be easier for you if I did it all in a comment here or joined the Discord? Also yeah this and The Working Classes share a few class names and touch on the base classes in different ways.
Oh side question because I think I saw it mentioned on the roadmap but Trait Acquirer is something that is planned to have intergration isn't it? So that you can grab a subclass? That way you get the physical traits/crafting traits of your primary class, and the crafting traits of your secondary class?
Hewholurks classes like the future rotwalker class are going to be standalone. This mod is supposed to be vanilla esque, just giving more use to already popular classes, without taking things wildly out of proportion like a necromancer class would. As far as making something compatible, if it has the same class names it's definitely not. And instead of having to pick and choose which mod, you can simply ask/provide ideas from said mod and we can implement it here.
Okay I know this might be a bit of an ask. But how compatible is this and the Working Classes? I ask because there is some things I really like from this but also some things I really like from The Working Classes. Tho I saw mention of the necromancer on your drifter's claws mod. Is it going to be added to this or a stand alone?
Clyax join the discord and send suggestions like that in the class mod section. Clockmaker won't be able to make temporal gears, as that's something alchemist does. There are plans to make locusts better, but if you solve the riddle posted in the features tab, you'll find another secret something for clockmaker.
Mathic keep an eye on the mod page for the next couple hours, jon and I are gonna upload a fix for some toolkit crashes, and add the commoners back. Likely going to add CO compat too.
I like the Alchemist. This game needs more of turning outdoor things into useful things.
I find the Clockmaker's advantages still underwhelming. The Locust isn't that powerful, even with the health bonus, and the other advantages aren't powerful enough to justify the downsides. A way to fix this could be to increase drop rates of temporal gears from Hacked Locusts attacking creatures, or give the Clockmaker a way to craft Temporal Gears.
I was hoping to keep a "Commoner" class in that doesn't have any traits so that people can choose a class later. Is it possible to keep Commoner as an option?
Zsolt_HUN
Yes, it's planned to add compatibility for the CO traits. But as it is now, it's compatible, just without the traits
is there an idea to make it compatible with combat overhaul?
🎊🎊yipee!