Mods / GlooMeClasses

Tags: #Crafting #Other #QoL #Tweak #Utility
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Latest release (for Vintage Story 1.21.0 - 1.21.1, potentially outdated):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.

We are actively looking for more mod developers to join our team!
C# experience isn't required, but that's where we need 90% of the help. Despite this fact, modelers, json writers, and artists are welcome to join if you think you can assist with things that are on the roadmap.
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. 

 

Roadmap
Here you can find a full comprehensive list of everything that has been done, everything that will be done, and everything that is in progress:
GlooMeClasses Roadmap
Traits FAQ
- Foraging: Mushrooms, Berries, and fruits.
- Wild crop drop: Only wild crops. Does not affect cultivated ones.
Features
- Metal pots with different serving sizes (For all cooking recipes, including ones that dirty the pots)
- 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
Riddle
Known Issues
- Malefactor needs a rework. They're completely overshadowed by the other classes. Ideas welcome, the ability to craft a rondel dagger and more slings are the only ideas at the moment.
- Gasifier doesn't have any fuel rendered inside when it's being filled with fuel or said fuel is burning
Credits
- JonR for his invaluable work on the mod. He is an amazing person, this mod would not have been made without him.
- 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.

Troubleshooting

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!

[Discord] Discord

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!

 Patreon

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.10 gloomeclasses
1.21.0 - 1.21.1
7718 Sep 25th at 5:27 AM gloomeclasses_1.0.10.zip 1-click install

Version 1.0.10

  • Reworked the Dragonskin trait a little to clean up the messy patching and making it not require the behavior to be first.
1.0.9 gloomeclasses
1.21.0 - 1.21.1
1705 Sep 20th at 10:35 AM gloomeclasses_1.0.9.zip 1-click install
  • Added missing recipes for some special trait recipes to also account for using the Redwood Corner Section logs
  • Fixed torches or anything with a light value in the backpack inventory causing any backpack to give off light
  • Fixed various patches that were missed on the first go-around to update to Vintage 1.21
  • Updated the CO patch to point to the new location of the classes (technically this was also in the last version, but not mentioned)
1.0.8 gloomeclasses 125 Sep 20th at 3:43 AM gloomeclasses_1.0.8.zip 1-click install

- 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

Version 1.0.7

Updated to Vintage 21!

  • Reorganized the classes files and traits to account for the changes in Vintage 21
  • Fixed the Metal Cooking Pots on an Elk not showing up or crashing
  • Reworked all the recipes and drops to account for the clay updates
1.0.6 gloomeclasses 2646 Aug 13th at 1:35 AM gloomeclasses_1.0.6.zip 1-click install

V1.0.6 (Fixes courtesy of nanotect)
- Refurbished crock fix

Refurbished crock mealBlockCode and emptiedBlockCode now properly resolve (you can actually use them now)

Cleaned up unnecessary ByType for class and entityClass

- Created poidummy blockentity for translocator when missing

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

V1.0.5
- Added ukrainian translation, courtesy of DeanBro
- Fixed owl treasure chest crafting recipe conflict with wooden paths. (Thank you Mathic for reporting this via the issue tracker)

1.0.4 gloomeclasses 757 Jul 19th at 2:01 PM gloomeclasses_1.0.4.zip 1-click install

V1.0.4
- Excluded fixed static translocators from the crystal skull's search, to hopefully fix the issue in multiplayer where it only searches for fixed translocators instead of broken. 

Also, please welcome nanotect to the team! 

1.0.3 gloomeclasses 689 Jul 12th at 2:40 AM gloomeclasses_1.0.3.zip 1-click install

Fix: hummingbird mask crash
Fix: toolkit ground transforms

1.0.2 gloomeclasses 451 Jul 6th at 11:12 PM gloomeclasses_1.0.2.zip 1-click install

V1.0.2
Changed: Prima materia recipe now requires a chisel, so kanahaku's not only spear expansion's temporal dust recipe can still be used without a recipe conflict
Changed: Armor kit ground stored transforms so it's no longer floating

1.0.1 gloomeclasses 173 Jul 6th at 1:46 AM gloomeclasses_1.0.1.zip 1-click install

V1.0.1
Fix: Toolkits crashing things in the handbook
Fix: Toolkits not having recipes
Fix: Temporal stability should work now
New: Commoner class added
New: Combat Overhaul compatability

 

(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

V1.0.0, first release


127 Comments (oldest first | newest first)

💬 GlooMeGlo , 1 day ago

Mr_J_Soda ask the xskills dev this, we can't really do anything on our end

 

💬 Mr_J_Soda, 1 day ago

Would it be possible to get the advanced bloomeries to act with Xskills?

💬 GlooMeGlo , 4 days ago (modified 2 days ago)

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. 

💬 paulogabbi, Nov 19th at 10:12 PM

sadly by the looks this mod is abandoned, shame it is so hard to find any class mods this days

💬 Toonish, Nov 17th at 12:23 PM

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 :)

💬 veinxxx, Nov 1st at 11:33 PM

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. 

💬 TheGuiltyPillow, Oct 30th at 2:45 AM

For the Homesteader class, the Battleaxes proficiency, does that cover weapons under the "Proficieny: Axes"? Or do I need to mod in specific weapons?

💬 Oweyan, Oct 21st at 9:59 AM

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.

💬 GlooMeGlo , Oct 16th at 1:32 AM

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.

💬 Bmxbike08, Oct 6th at 5:40 PM

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.

💬 Gumbyohson, Oct 6th at 1:28 AM

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

💬 TeenyTinyWyvern, Oct 5th at 9:20 PM

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.

💬 Willcario, Oct 5th at 8:31 AM

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!

💬 Frolix, Oct 4th at 5:26 PM

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.

💬 Moose_, Oct 2nd at 10:31 PM

Is there a way to create a class which sees the world as 0% instability, but all the time, and not taking damage?

💬 BearBerryCloth, Oct 2nd at 4:58 PM

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?

💬 ZakT, Sep 29th at 3:25 PM (modified Sep 29th at 5:26 PM)

Double Edit: found it, issue reported on the tracker. The issue tracker should REALLY be linked somewhere on this page, though.

💬 Gumbyohson, Sep 29th at 2:32 PM (modified Oct 6th at 1:30 AM)

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.

💬 Diarko, Sep 28th at 8:01 PM (modified Sep 28th at 8:11 PM)

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. 

💬 Redpaws, Sep 28th at 1:37 PM

Bug: Bow drawing speed values are inverted. Hunter takes ages to draw the string, while Miner shoots arrows like a machinegun.

💬 Diarko, Sep 28th at 6:25 AM

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 

💬 El_Neuman, Sep 27th at 3:23 PM

Hey, you've forgot about translation :D

 
 

 

 

💬 MrFlux, Sep 26th at 12:19 PM (modified Sep 26th at 12:20 PM)

hay i just found out you mod is incompatible with the bricklayer mod since it makes the storage vessale require some assembly

💬 mayonnaise, Sep 26th at 9:47 AM

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

💬 El_Neuman, Sep 25th at 2:14 PM

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.

 
 

 

 

💬 Yian0nuki, Sep 25th at 6:37 AM

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~

💬 TopOnPC, Sep 25th at 5:38 AM

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

💬 Parf, Sep 24th at 4:36 AM

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.

💬 BAirborne, Sep 22nd at 8:20 PM

Thanks for the update! I can confirm it works on our end.

💬 MarcusDavidian, Sep 22nd at 12:04 AM

GlooMeGlo Alright, That makes more sense to me now. Thank you for the info and your response.

 

 

💬 SpicyHott, Sep 21st at 5:22 AM

ShadyZer0 This mod is compatible with overhaul.

💬 ShadyZer0, Sep 20th at 5:24 PM

Is this mod Compatible with Overhaul Combat?

 

💬 GlooMeGlo , Sep 20th at 1:44 PM

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. 

💬 El_Neuman, Sep 20th at 12:56 PM

God bless you man, that's on of my favorite mods, i really love it!

💬 DejFidOFF, Sep 20th at 11:20 AM

hmmm

💬 MrHooligan, Sep 20th at 12:00 AM (modified Sep 20th at 12:26 AM)

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!!!

💬 SpicyHott, Sep 19th at 8:22 PM

Furhammer I've been having the same issues too with boards but I didn't know this extended to saws as well

💬 BAirborne, Sep 19th at 6:46 AM

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?

💬 PerkCuss, Sep 18th at 7:21 AM

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? 

💬 DudewithPizza, Sep 17th at 5:20 AM (modified Sep 17th at 8:38 AM)

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.

💬 MarcusDavidian, Sep 17th at 2:08 AM

For the mason class what is the point for the ingot molds for the advanced bloomeries when they still make iron blooms?

💬 Furhammer, Sep 16th at 4:52 PM

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.

💬 Tyrnn, Sep 16th at 1:00 AM

The1NonlyLark I'm getting that error too in the logs, but I am unsure if I can fix it.

💬 YahWeh, Sep 15th at 10:14 PM

RenayEdor You are a Saint. Thank you so much

💬 The1NonlyLark, Sep 15th at 11:25 AM

In the Json, stainless steel does not work because it is set as:
-stainlesssteel 

 

and it is looking for

-stainlessteel

💬 YahWeh, Sep 14th at 4:37 AM

It would seem that the stainless steel filepath, the whole resource filepath actually, is missing, any ideas?

💬 Syfe, Sep 12th at 6:30 PM

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.

💬 RenayEdor, Sep 11th at 7:00 PM

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




💬 Magmabit16, Sep 11th at 4:52 PM

Syfe have you uploaded the unoffiicial fix?

💬 GlooMeGlo , Sep 10th at 2:32 AM

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.

💬 GlooMeGlo , Sep 10th at 2:19 AM

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.

💬 Syfe, Sep 10th at 2:10 AM

I may be a lil dumb, apologies

💬 GhostPower, Sep 9th at 10:07 AM

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

💬 GlooMeGlo , Sep 8th at 10:48 PM

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.

💬 Syfe, Sep 8th at 1:28 AM

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 in lumberjack.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 gets null → 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 like woodenpath-oak-ns.

 

I have a patch mod set up for personal use for my friend and I but an official fix would be wonderful.

💬 Prospero, Sep 7th at 6:34 AM

Any plans for compatibility with the Butchery mod?

💬 Dagurmawth, Sep 6th at 11:02 PM

Any ETA on 1.21 compatibility?  My server players are asking me every day when the classes are coming out.

💬 Dragonchampion, Sep 4th at 4:01 AM (modified Sep 4th at 4:01 AM)

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.

💬 17_, Aug 30th at 5:16 PM

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.

💬 TrippyTheO, Aug 29th at 12:18 AM

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. 

💬 GlooMeGlo , Aug 28th at 2:12 AM

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.

💬 Dagurmawth, Aug 26th at 10:32 PM

I really hope to see this updated soon.

💬 Dragonchampion, Aug 26th at 5:10 AM (modified Aug 26th at 5:10 AM)

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?

💬 GlooMeGlo , Aug 26th at 2:54 AM

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. 

💬 Halithor, Aug 25th at 11:12 PM

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:

  • Darkvision Talent: This would be the defining talent for the class. Turn the sneakiness of this class up to max, allowing them to move around at night and in caves without a light source that other players could see. This talent alone would make the class very distinct feeling from the others, because it removes a need that every other class requires.
  • Special recipe to craft temporal gears out of rusty gears and bonuses to stability gained from temporal gear sacrifice. ALTERNATIVE: sacrifice rusty gears for stability.
  • Make Furitive apply to temporal creatures (drifters, etc) in addition to wild animals.
  • Buff the numbers in Pilferer - more rewards for finding features underground.
  • Add a negative trait for gathering normal materials, to offset all the new bonuses.

 

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!

💬 GlooMeGlo , Aug 21st at 12:27 AM

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. 

💬 Mirvra, Aug 20th at 9:53 PM

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?

💬 Zugestelt, Aug 20th at 9:23 AM

Snajper312 thx but not working, tried from 1 to 50 Liter but nothing :/

💬 Snajper312, Aug 20th at 9:17 AM

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.. 

 

💬 Zugestelt, Aug 20th at 7:51 AM

Hi, I just got a dirty cast iron cooking pot. What’s the best way to clean it? I couldn’t find anything helpful.

💬 Zackreaver, Aug 20th at 1:18 AM (modified Aug 20th at 4:13 AM)

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.

💬 GlooMeGlo , Aug 19th at 9:40 PM

El_Neuman Thank you! Will put it in with the next update, along with bugfixes and features

💬 El_Neuman, Aug 19th at 2:40 PM (modified Aug 19th at 2:41 PM)
💬 GlooMeGlo , Aug 19th at 1:05 AM

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

💬 GlooMeGlo , Aug 19th at 1:02 AM

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

💬 El_Neuman, Aug 18th at 4:51 PM

A lot of work))

gloomeclasses/lang/ru.json
{
"item-forlorn-meteoriciron": "Эсток из метеорного железа",
"item-stainless-steel-mix": "Смесь нержавеющей стали",
"item-miningbagsturdyreinforced": "Рюкзак искателя",
"item-merchantsbackpack": "Рюкзак торговца",
"item-primamateria": "Прима Материя",
"item-forlornblade-meteoriciron": "Клинок эстока из метеорного железа",
"item-tools-basic": "Базовый комплект брони",
"item-tools-simple": "Простой комплект брони",
"item-tools-standard": "Стандартный комплект брони",
"item-tools-advanced": "Продвинутый комплект брони",
"item-toolkit-basic": "Базовый комплект инструментов",
"item-toolkit-simple": "Простой комплект инструментов",
"item-toolkit-standard": "Стандартный комплект инструментов",
"item-toolkit-advanced": "Продвинутый комплект инструментов",
"item-basicbooster": "Базовый улучшитель почвы",
"item-qualitybooster": "Качественный улучшитель почвы",
"item-rosin": "Канифоль",
"item-cloth-forlorn": "Темпоральная ткань",
"item-gem-temporal": "Темпоральный самоцвет",
"item-forlornhilt": "Рукоять потерянной надежды",
"item-gear-grimy": "Грязная шестерня",
"item-gear-steel": "Восстановленная стальная шестерня",
"item-gear-preptempgear": "Подготовленная темпоральная шестерня",
"item-nitraterichsoil": "Почва, богатая нитратами",
"item-calciumrichsoil": "Почва, богатая кальцием",
"item-solutionportion-weaktemporal": "Слабый темпоральный раствор",
"item-solutionportion-strongtemporal": "Сильный темпоральный раствор",
"item-solutionportion-nitraterich": "Раствор, богатый нитратами",
"item-solutionportion-potassiumnitrate": "Раствор нитрата калия",
"incontainer-item-solutionportion-weaktemporal": "Слабый темпоральный раствор",
"incontainer-item-solutionportion-strongtemporal": "Сильный темпоральный раствор",
"incontainer-item-solutionportion-nitraterich": "Раствор, богатый нитратами",
"incontainer-item-solutionportion-potassiumnitrate": "Раствор нитрата калия",
"itemdesc-primamateria": "<font color=\"#99c9f9\"><i>Шестерня была лишь сосудом. Это истина, которую она содержала.</i></font><br>",
"itemdesc-tools-basic": "<font color=\"#ff0000\">Слишком слаба для ремонта латной брони</font>",
"itemdesc-basicbooster": "Постоянно увеличивает все максимальные значения питательных веществ в почве на 20%",
"itemdesc-qualitybooster": "Постоянно увеличивает все максимальные значения питательных веществ в почве на 40%",
"itemdesc-gear-grimy": "<font color=\"#99c9f9\"><i>Ржавчина и грязь облезают с поверхности, частично отделяясь от металла.</i></font>",
"itemdesc-gear-steel": "<font color=\"#99c9f9\"><i>Восстановленная стальная шестерня, очищена от ржавчины и грязи.</i></font>",
"itemdesc-gear-preptempgear": "<font color=\"#99c9f9\"><i>Стальная шестерня, покрытая Примой Материей. Готова к финальному этапу.</i></font>",
"itemdesc-toolkit-basic": "<font color=\"#99c9f9\"><i>Полностью восстанавливает инструменты, снижая их макс. здоровье на 20% за ремонт</i></font>",
"itemdesc-toolkit-simple": "<font color=\"#99c9f9\"><i>Полностью восстанавливает инструменты, снижая их макс. здоровье на 15% за ремонт</i></font>",
"itemdesc-toolkit-standard": "<font color=\"#99c9f9\"><i>Полностью восстанавливает инструменты, снижая их макс. здоровье на 10% за ремонт</i></font>",
"itemdesc-toolkit-advanced": "<font color=\"#99c9f9\"><i>Полностью восстанавливает инструменты, снижая их макс. здоровье на 5% за ремонт</i></font>",
"itemdesc-rosin": "<font color=\"#99c9f9\"><i>При использовании увеличивает срок хранения обновлённого горшка на 50% по сравнению с базовой герметичностью</i></font>",
 
"block-metalpan-copper": "Медная промывочная чаша",
"block-metalmininglantern-*": "Шахтёрский фонарь",
"block-primitivemininglantern-*": "Простой шахтёрский фонарь",
"block-metalpot-copper-empty": "Пустой медный котёл",
"block-metalpot-tinbronze-empty": "Пустой оловянно-бронзовый котёл",
"block-metalpot-bismuthbronze-empty": "Пустой висмут-бронзовый котёл",
"block-metalpot-blackbronze-empty": "Пустой чёрно-бронзовый котёл",
"block-metalpot-iron-empty": "Пустой железный котёл",
"block-metalpot-meteoriciron-empty": "Пустой котёл из метеорного железа",
"block-metalpot-gold-empty": "Пустой золотой котёл",
"block-metalpot-silver-empty": "Пустой серебряный котёл",
"block-metalpot-electrum-empty": "Пустой электрумовый котёл",
"block-metalpot-steel-empty": "Пустой стальной котёл",
"block-metalpot-stainlesssteel-empty": "Пустой котёл из нержавеющей стали",
"block-metalpot-copper-cooked": "Медный котёл с едой",
"block-metalpot-tinbronze-cooked": "Оловянно-бронзовый котёл с едой",
"block-metalpot-bismuthbronze-cooked": "Висмут-бронзовый котёл с едой",
"block-metalpot-blackbronze-cooked": "Чёрно-бронзовый котёл с едой",
"block-metalpot-iron-cooked": "Железный котёл с едой",
"block-metalpot-meteoriciron-cooked": "Котёл из метеорного железа с едой",
"block-metalpot-gold-cooked": "Золотой котёл с едой",
"block-metalpot-silver-cooked": "Серебряный котёл с едой",
"block-metalpot-electrum-cooked": "Электрумовый котёл с едой",
"block-metalpot-steel-cooked": "Стальной котёл с едой",
"block-metalpot-stainlesssteel-cooked": "Котёл из нержавеющей стали с едой",
"block-metalpotdirty-copper-empty": "Грязный медный котёл",
"block-metalpotdirty-tinbronze-empty": "Грязный оловянно-бронзовый котёл",
"block-metalpotdirty-bismuthbronze-empty": "Грязный висмут-бронзовый котёл",
"block-metalpotdirty-blackbronze-empty": "Грязный чёрно-бронзовый котёл",
"block-metalpotdirty-iron-empty": "Грязный железный котёл",
"block-metalpotdirty-meteoriciron-empty": "Грязный котёл из метеорного железа",
"block-metalpotdirty-gold-empty": "Грязный золотой котёл",
"block-metalpotdirty-silver-empty": "Грязный серебряный котёл",
"block-metalpotdirty-electrum-empty": "Грязный электрумовый котёл",
"block-metalpotdirty-steel-empty": "Грязный стальной котёл",
"block-metalpotdirty-stainlesssteel-empty": "Грязный котёл из нержавеющей стали",
"block-bloomerybaseadvanced-north": "Улучшенное основание домницы",
"block-bloomerychimneyadvanced": "Улучшенная дымовая труба домницы",
"block-metalbarrel-stainlesssteel": "Металлическая бочка с покрытием из нержавеющей стали",
"block-metalbarrel-tin": "Металлическая бочка с оловянным покрытием",
"block-gassifier-closed-north": "Газификатор",
"block-gassifier-open-north": "Газификатор",
"block-gassifier-lit-north": "Газификатор (Горит)",
"game:blockhelp-gassifier-opendoor": "Открыть дверь",
"game:blockhelp-gassifier-closedoor": "Закрыть дверь",
"game:blockhelp-gassifier-refuel": "Добавить топливо",
"game:blockhelp-gassifier-ignite": "Поджечь газификатор",
"blockdesc-metalpan-copper": "Настоящая промывочная чаша искателя, может находить минералы и повышает шанс найти самородки",
"blockdesc-metalpot-copper-empty": "<font color=\"#99c9f9\"><i>Вмещает 7 порций</i></font>",
"blockdesc-metalpot-tinbronze-empty": "<font color=\"#99c9f9\"><i>Вмещает 8 порций</i></font>",
"blockdesc-metalpot-bismuthbronze-empty": "<font color=\"#99c9f9\"><i>Вмещает 8 порций</i></font>",
"blockdesc-metalpot-blackbronze-empty": "<font color=\"#99c9f9\"><i>Вмещает 9 порций</i></font>",
"blockdesc-metalpot-iron-empty": "<font color=\"#99c9f9\"><i>Вмещает 10 порций</i></font>",
"blockdesc-metalpot-meteoriciron-empty": "<font color=\"#99c9f9\"><i>Вмещает 11 порций</i></font>",
"blockdesc-metalpot-gold-empty": "<font color=\"#99c9f9\"><i>Вмещает 12 порций</i></font>",
"blockdesc-metalpot-silver-empty": "<font color=\"#99c9f9\"><i>Вмещает 12 порций</i></font>",
"blockdesc-metalpot-electrum-empty": "<font color=\"#99c9f9\"><i>Вмещает 12 порций</i></font>",
"blockdesc-metalpot-steel-empty": "<font color=\"#99c9f9\"><i>Вмещает 13 порций</i></font>",
"blockdesc-metalpot-stainlesssteel-empty": "<font color=\"#99c9f9\"><i>Вмещает 14 порций</i></font>",
"blockdesc-metalpotdirty-copper-empty": "<font color=\"#99c9f9\"><i>Вмещает 7 порций</i></font>",
"blockdesc-metalpotdirty-tinbronze-empty": "<font color=\"#99c9f9\"><i>Вмещает 8 порций</i></font>",
"blockdesc-metalpotdirty-bismuthbronze-empty": "<font color=\"#99c9f9\"><i>Вмещает 8 порций</i></font>",
"blockdesc-metalpotdirty-blackbronze-empty": "<font color=\"#99c9f9\"><i>Вмещает 9 порций</i></font>",
"blockdesc-metalpotdirty-iron-empty": "<font color=\"#99c9f9\"><i>Вмещает 10 порций</i></font>",
"blockdesc-metalpotdirty-meteoriciron-empty": "<font color=\"#99c9f9\"><i>Вмещает 11 порций</i></font>",
"blockdesc-metalpotdirty-gold-empty": "<font color=\"#99c9f9\"><i>Вмещает 12 порций</i></font>",
"blockdesc-metalpotdirty-silver-empty": "<font color=\"#99c9f9\"><i>Вмещает 12 порций</i></font>",
"blockdesc-metalpotdirty-electrum-empty": "<font color=\"#99c9f9\"><i>Вмещает 12 порций</i></font>",
"blockdesc-metalpotdirty-steel-empty": "<font color=\"#99c9f9\"><i>Вмещает 13 порций</i></font>",
"blockdesc-metalpotdirty-stainlesssteel-empty": "<font color=\"#99c9f9\"><i>Вмещает 14 порций</i></font>",
"blockdesc-metalbarrel-stainlesssteel": "<font color=\"#99c9f9\"><i>Вмещает 60 литров</i></font>",
"blockdesc-metalbarrel-tin": "<font color=\"#99c9f9\"><i>Вмещает 60 литров</i></font>",
 
"block-rawdecovessel-harvest": "Необожжённый сосуд (Урожай)",
"block-rawdecovessel-honeydew": "Необожжённый сосуд (Медовая роса)",
"block-rawdecovessel-beehive": "Необожжённый сосуд (Улей)",
"block-rawdecovessel-chthonic": "Необожжённый сосуд (Хтонический)",
"block-rawdecovessel-loam": "Необожжённый сосуд (Суглинок)",
"block-rawdecovessel-copper": "Необожжённый сосуд (Медь)",
"block-rawdecovessel-ashforest": "Необожжённый сосуд (Пепельный лес)",
"block-rawdecovessel-rime": "Необожжённый сосуд (Иней)",
"block-rawdecovessel-earthen": "Необожжённый сосуд (Глиняный)",
"block-rawdecovessel-undergrowth": "Необожжённый сосуд (Подлесок)",
"block-rawdecovessel-seasalt": "Необожжённый сосуд (Морская соль)",
"block-rawdecovessel-cowrie": "Необожжённый сосуд (Коври раковина)",
"block-rawdecovessel-springflowers": "Необожжённый сосуд (Весенние цветы)",
"block-rawdecovessel-rutile": "Необожжённый сосуд (Рутил)",
"block-rawdecovessel-rain": "Необожжённый сосуд (Дождь)",
"block-rawdecovessel-volcanic": "Необожжённый сосуд (Вулканический)",
"block-rawdecovessel-oxblood": "Необожжённый сосуд (Бычья кровь)",
"block-rawdecovessel-caveaurora": "Необожжённый сосуд (Пещерное сияние)",
"block-rawdecovessel-cloisonne": "Необожжённый сосуд (Клуазоне)",
"block-rawdecovessel-collonade": "Необожжённый сосуд (Колоннада)",
"block-rawdecovessel-cornflower": "Необожжённый сосуд (Василёк)",
"block-rawdecovessel-rattlesnake": "Необожжённый сосуд (Гремучая змея)",
"block-rawdecovessel-talik": "Необожжённый сосуд (Талик)",
"block-rawdecovessel-waves": "Необожжённый сосуд (Волны)",
"block-rawdecovessel-wintersea": "Необожжённый сосуд (Зимнее море)",
 
"block-rawdecoplanter-ochre": "Необожжённый горшок (Охра)",
"block-rawdecoplanter-cthonic": "Необожжённый горшок (Хтонический)",
"block-rawdecoplanter-loam": "Необожжённый горшок (Суглинок)",
"block-rawdecoplanter-copper": "Необожжённый горшок (Медь)",
"block-rawdecoplanter-ashforest": "Необожжённый горшок (Пепельный лес)",
"block-rawdecoplanter-rime": "Необожжённый горшок (Иней)",
"block-rawdecoplanter-earthern": "Необожжённый горшок (Глиняный)",
"block-rawdecoplanter-undergrowth": "Необожжённый горшок (Подлесок)",
"block-rawdecoplanter-seasalt": "Необожжённый горшок (Морская соль)",
"block-rawdecoplanter-tenmoku": "Необожжённый горшок (Тэнмоку)",
"block-rawdecoplanter-amber": "Необожжённый горшок (Янтарь)",
 
"block-rawdecoflowerpot-ochre": "Необожжённый цветочный горшок (Охра)",
"block-rawdecoflowerpot-boneash": "Необожжённый цветочный горшок (Костяная зола)",
"block-rawdecoflowerpot-copper": "Необожжённый цветочный горшок (Медь)",
"block-rawdecoflowerpot-celadon": "Необожжённый цветочный горшок (Селадон)",
"block-rawdecoflowerpot-earthern": "Необожжённый цветочный горшок (Глиняный)",
"block-rawdecoflowerpot-moss": "Необожжённый цветочный горшок (Мох)",
"block-rawdecoflowerpot-seasalt": "Необожжённый цветочный горшок (Морская соль)",
"block-rawdecoflowerpot-tenmoku": "Необожжённый цветочный горшок (Тэнмоку)",
"block-rawdecoflowerpot-amber": "Необожжённый цветочный горшок (Янтарь)",
"block-rawdecoflowerpot-rutile": "Необожжённый цветочный горшок (Рутил)",
 
"block-refurbishedcrock-east": "Обновлённый горшок",
"blockdesc-refurbishedcrock-east": "<font color=\"#99c9f9\"><i>Вмещает 6 порций</i></font>",
 
"game:item-creature-locust-corrupt-sawblade-hacked": "Взломанный саранчовый пильный диск",
"game:block-anvilpart-base-steel": "Основание наковальни (Сталь)",
"game:block-anvilpart-top-steel": "Верх наковальни (Сталь)",
 
"game:divinationlongresult": "Слабые отголоски колеблются на краю твоего зрения. Транслокатор шевелится где-то далеко.",
"game:divinationmidresult": "Сквозь завесу начинает проявляться форма. Транслокатор пробуждается, но расстояние скрывает его.",
"game:divinationcloseresult": "Туман рассеивается с намерением. Транслокатор пульсирует неподалёку.",
"game:divinationnearresult": "Глубокий резонанс гудит в подсознании. Транслокатор почти в пределах досягаемости.",
"game:divinationnoresult": "Ты проникаешь за грань, но там царит полная тишина. Ни один транслокатор не откликается.",
"game:divinationnocharge": "Череп бездействует. Иссякнув временной энергии, он не даёт взгляда за грань.",
"game:fullSkullCharge": "Этот череп искрится мощной временной энергией!",
"game:midSkullCharge": "Похоже, в этом черепе ещё немало временной энергии, но его свет временами меркнет.",
"game:lowSkullCharge": "Этот череп тусклый и угасающий, его свет пульсирует.",
"game:minimalSkullCharge": "Череп тусклый, лишь едва заметное мерцание осталось.",
"game:noSkullCharge": "Обычный череп без признаков энергии, кроме кристаллической структуры.",
 
"game:craftinginfo-temptransmutation-title": "Алхимик: Временная трансмутация",
"game:craftinginfo-temptransmutation-text": "<strong>Временная трансмутация</strong><br><font color=\"#FF2400\"><i>Для выполнения всех этапов необходим класс Алхимик</i></font><br><br>Временная трансмутация — это довольно долгий процесс, который стоит начинать только после получения стабильного производства стали. Когда оно налажено, изготовьте хотя бы одну <a href=\"handbook://block-gloomeclasses:metalbarrel-stainlesssteel\">Металлическую бочку с покрытием из нержавеющей стали</a>. Дополнительные бочки помогут, но не обязательны. Ниже перечислены материалы, которые лучше подготовить заранее.<br><br><br><strong>Шаг 1</strong> — Получив <a href=\"handbook://item-gear-rusty\">Ржавые шестерни</a>, поместите одну в бочку из нержавеющей стали, залитую 1 литром <a href=\"handbook://item-acid-full-sulfuric\">Серной кислоты</a>, и оставьте на 2 дня. Через 2 дня вы получите <a href=\"handbook://item-gloomeclasses:gear-grimy\">Грязную шестерню</a>.<br><br><strong>Шаг 2</strong> — Поместите <a href=\"handbook://item-gloomeclasses:gear-grimy\">Грязную шестерню</a> в бочку с 1 литром <a href=\"handbook://item-dilutedboraxportion\">Разбавленного буры</a> на 1 день. В результате получится <a href=\"handbook://item-gloomeclasses:gear-steel\">Восстановленная стальная шестерня</a>.<br><br><strong>Шаг 3</strong> — Используйте молот с временной шестернёй в крафте, чтобы получить 4 <a href=\"handbook://item-gloomeclasses:primamateria\">Прима Материи</a>. Поместите 4 штуки в бочку с 10 литрами <a href=\"handbook://item-waterportion\">Воды</a>. Через 19 часов получится 10 литров <a href=\"handbook://item-gloomeclasses:solutionportion-weaktemporal\">Слабого временного раствора</a>.<br><br><strong>Шаг 4</strong> — Имея <a href=\"handbook://item-gloomeclasses:solutionportion-weaktemporal\">Слабый временной раствор</a> и <a href=\"handbook://item-gloomeclasses:gear-steel\">Восстановленные стальные шестерни</a>, объедините 5 шестерней и 10 литров раствора в бочке. Закройте её, и через 1 день вы получите 5 <a href=\"handbook://item-gloomeclasses:gear-preptempgear\">Подготовленных временных шестерней</a>.<br><br><strong>Шаг 5</strong> — Разбейте ещё 2 шестерни, получите 8 Прима Материи. Поместите их в бочку с 10 литрами слабого временного раствора на 19 часов. В результате получите 10 литров <a href=\"handbook://item-gloomeclasses:solution-strongtemporal\">Сильного временного раствора</a>.<br><br><strong>Шаг 6</strong> — Заключительный шаг. Поместите 10 литров <a href=\"handbook://item-gloomeclasses:solution-strongtemporal\">Сильного временного раствора</a> и 5 <a href=\"handbook://item-gloomeclasses:gear-preptempgear\">Подготовленных временных шестерней</a> в бочку из нержавеющей стали и оставьте на 3 дня. Через 3 дня вы превратите 4 <a href=\"handbook://item-gear-temporal\">Временные шестерни</a> в 5!",
 
"game:craftinginfo-calciumnitrate-title": "Алхимик: Переработка кальций-нитрата",
"game:craftinginfo-calciumnitrate-text": "<strong>Переработка кальций-нитрата</strong><br><font color=\"#FF2400\"><i>Для выполнения всех этапов необходим класс Алхимик</i></font><br><br>Процесс переработки кальций-нитрата длительный, начинать его стоит при наличии стабильного источника негашёной извести и компоста. Изготовьте хотя бы одну <a href=\"handbook://block-gloomeclasses:metalbarrel-tin\">Металлическую бочку с оловянным покрытием</a>. Больше — лучше, но не обязательно. Подготовьте заранее указанные ниже материалы.<br><br><strong>Шаг 1</strong> — Получив <a href=\"handbook://item-quicklime\">Негашёную известь</a>, создайте <a href=\"handbook://item-gloomeclasses:calciumrichsoil\">Почву, богатую кальцием</a>. Закройте её в <a href=\"handbook://block-gloomeclasses:metalbarrel-tin\">оловянной бочке</a> на 7 дней. Затем получится <a href=\"handbook://item-gloomeclasses:nitraterichsoil\">Почва, богатая нитратами</a>.<br><br><strong>Шаг 2</strong> — Поместите 10 единиц нитратной почвы в бочку с 10 литрами воды на 1 час. Вы получите 10 литров <a href=\"handbook://item-gloomeclasses:solutionportion-nitraterich\">Раствора, богатого нитратами</a> и 1 <a href=\"handbook://block-soil-compost-none\">Плодородную почву</a>.<br><br><strong>Шаг 3</strong> — Возьмите <a href=\"handbook://item-powder-charcoal\">Древесный уголь в порошке</a> — по 1 на каждые 2 литра раствора. Это даст вам 2 литра <a href=\"handbook://item-gloomeclasses:solutionportion-potassiumnitrate\">Раствора калийной селитры</a>. ВНИМАНИЕ: если вы добавите недостаточно угля, остаток нитратного раствора будет утерян.<br><br><strong>Шаг 4</strong> — Поместите <a href=\"handbook://item-gloomeclasses:solutionportion-potassiumnitrate\">Раствор калийной селитры</a> в оловянную бочку на <a href=\"handbook://block-gloomeclasses:gassifier-closed-north\">Газификатор</a>. Зажгите его любым топливом, дождитесь испарения воды — останется селитра.",
 
"game:craftinginfo-stainlessfoundry-title": "GlooMeClasses: Нержавеющая сталь",
"game:craftinginfo-stainlessfoundry-text": "<strong>Создание нержавеющей стали</strong><br><font color=\"#FF2400\"><i>Для выполнения разных этапов требуются классы Кузнец и Каменщик</i></font><br><br>Процесс изготовления нержавейки прост, хотя и дорогой. Следовать инструкциям несложно.<br><br><strong>Шаг 1</strong> — Попросите каменщика изготовить <a href=\"handbook://block-gloomeclasses:bloomerybaseadvanced-north\">Продвинутую основную домну</a> и <a href=\"handbook://block-gloomeclasses:bloomerychimneyadvanced\">Продвинутый дымоход домны</a>.<br><br><strong>Шаг 2</strong> — Будучи кузнецом или с его помощью, изготовьте <a href=\"handbook://block-gloomeclasses:stainless-steel-mix\">Смесь для нержавеющей стали</a>.<br><br><strong>Шаг 3</strong> — Установите домну, загрузите в неё до 160 смеси (8 слитков) и до 8 топлива. Зажгите и дождитесь переплавки — получите слитки нержавеющей стали.",
 
"game:craftinginfo-crystalskull-title": "Мистик: Кристаллический череп",
"game:craftinginfo-crystalskull-text": "<strong>Использование кристаллического черепа</strong><br><font color=\"#FF2400\"><i>Для всех этапов необходим класс Мистик</i></font><br><br>Кристаллический череп — простой способ поиска сломанных транслокаторов (не работает с починенными).<br><br><strong>Шаг 1: Зарядка</strong> — У черепа мягкий предел в 20 зарядов и жёсткий в 29. 1 временная шестерня даёт 10 зарядов. 2 шестерни — 20 зарядов. Можно использовать Прима Материю (2.5 заряда) или временной самоцвет (15 зарядов). Держите материал в левой руке, череп — в правой, зажмите ПКМ до завершения зарядки.<br><br><strong>Шаг 2: Использование</strong> — Убедитесь, что в левой руке нет расходников. Зажмите ПКМ с черепом в правой руке на 2 секунды. Проверяйте сообщения в чате:<br><br><strong>Череп бездействует...</strong> — нет зарядов.<br><strong>Ты проникаешь за грань...</strong> — нет транслокаторов.<br><strong>Слабые отголоски...</strong> — дальний радиус, 60–80 блоков.<br><strong>Сквозь завесу...</strong> — средний радиус, 30–60 блоков.<br><strong>Туман рассеивается...</strong> — ближний радиус, 15–30 блоков.<br><strong>Глубокий резонанс...</strong> — рядом, 0–15 блоков."
 
}
💬 El_Neuman, Aug 18th at 4:49 PM (modified Aug 18th at 4:50 PM)

One of the best mods ever! Thank you guys)

And here's russian translation file)

game/lang/ru.json
{
 
"characterclass-alchemist": "Алхимик",
"characterclass-artisan": "Ремесленник",
"characterclass-chef": "Повар",
"characterclass-homesteader": "Поселенец",
"characterclass-lumberjack": "Лесоруб",
"characterclass-mason": "Каменщик",
"characterclass-merchant": "Торговец",
"characterclass-miner": "Шахтёр",
"characterclass-mystic": "Мистик",
"characterclass-oathkeeper": "Хранитель Клятвы",
"characterclass-smith": "Кузнец",
 
"characterdesc-alchemist": "Под ржавчиной, гнилью и зловонной плотью скрыт потенциал. Сырой, изменчивый и ждущий, когда его очистят.

Алхимики — блестящие учёные, расцветающие в лабораторной среде. Однако уединённая жизнь, полная исследований, не оставила им навыков боя.",
"characterdesc-artisan": "Мир может разрушиться, но твоё творение устоит. Красота — вот твой вызов хаосу.

Ремесленники — одарённые творцы. Даже когда надежда угасает, они продолжают создавать шедевры. Но, обладая добрым сердцем, они не могут поднимать руку на животных.",
"characterdesc-chef": "Ты видел, что делает с людьми голод. Пустые глаза, дрожащие руки, молчание у холодного очага. Поэтому ты держишь котёл полным, а огонь — горящим. Ведь знаешь: тёплая еда может быть последним, что удерживает человека от гибели.

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.",
"characterdesc-oathkeeper": "Учёный, рыцарь, фанатик — титулы, что ты носил как доспехи. Ты вошёл в Гниль, с позвякивающими амулетами и пылающей верой, в поисках сияния Первоматерии.

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.",
"characterdesc-homesteader": "Пока другие искали ответы под землёй, ты сажал их рядами; позволяя сезонам решать, что достойно остаться.

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.",
"characterdesc-lumberjack": "Деревья там скрипят на безмолвном языке. Ты никогда не отвечал — только резал точно, создавая структуру из их молчания.

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.",
"characterdesc-mason": "Мы строили стены, чтобы не впустить холод. Мы укладывали кирпичи, чтобы укрыться от бури. Глина, известь, зола и время. Вот всё, что нужно, чтобы не впустить тьму.

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.",
"characterdesc-merchant": "Мир изменился, но люди — нет. Они променяли золото на шестерёнки, но ты всё ещё знаешь, как играть по их правилам.

Торговцы — мастера купли-продажи и торга. Они умеют находить ценности, но не любят сражения и убийства.",
"characterdesc-miner": "Извилистые коридоры и гул шахты стали тебе вторым домом. Камень — второй кожей. Ты идёшь туда, где другие боятся сделать шаг.

Шахтёры чинят инструменты на месте и находят руду, что ускользает от глаз других. Подземелья — их стихия, а поверхность — незнакома.",
"characterdesc-mystic": "Ты остался верен вере, когда другие её отвергли. Они не верили, что ты слышишь тиканье шестерёнок под землёй. Но ты докажешь им, что были неправы.

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.",
"characterdesc-smith": "Медь или свинец, висмут или цинк — ты не знал металла, что не мог бы укротить. Ты слышишь его пение в каждом ударе молота. Чувствуешь, как он расцветает в огне кузни.

Кузнецы — мастера, способные выковать всё, что им нужно. Закалённые и грубые, они не боятся ожогов. Но из-за этого теряют в ловкости и скрытности.",
 
 
 
//"characterdesc-tailor": "Добавьте ролевой стиль класса здесь

Добавьте описание класса здесь!",
 
 
"trait-temporaltransmutation": "• Временная Трансмутация ",
"trait-scrounger": "• Нахлебник ",
//Fleetfooted is defined in Vanilla's Lang
"trait-fasting": "• Постящийся ",
//Weak is defined in Vanilla's Lang
"trait-erroneousaim": "• Ошибочная Меткость ",
"trait-artisan": "• Ремесленник ",
"trait-frugalforming": "• Экономное Формование ",
"trait-scavenger": "• Падальщик ",
"trait-squeamish": "• Брезгливый ",
//Merciless
//Soldier
//Hardy are all defined in Vanilla Lang
"trait-rockhound": "• Камнелюб ",
//Ravenous
//Nearsighted are in Vanilla Land
"trait-heavyfooted": "• Тяжелоногий ",
//Heavyhanded is in Vanilla's Lang!
"trait-culinary": "• Кулинар ",
"trait-shelflifesavant": "• Знаток Срока Годности ",
"trait-greenshadow": "• Зелёная Тень ",
"trait-butcher": "• Мясник ",
"trait-sluggish": "• Медлительный ",
"trait-crafty": "• Хитрый ",
"trait-locustlover": "• Любитель Саранчи ",
"trait-technical": "• Технарь ",
"trait-masquemonger": "• Торговец Масками ",
"trait-stickyfingers": "• Липкие Пальцы ",
"trait-dread": "• Ужас ",
"trait-dreadslayer": "• Убийца Ужаса ",
"trait-fanatic": "• Фанатик ",
"trait-glutton": "• Обжора ",
"trait-servosympathy": "• Серво-Симпатия ",
"trait-careless": "• Беспечный ",
"trait-pioneer": "• Первопроходец ",
"trait-claustrophobic": "• Клаустрофоб ",
"trait-farmer": "• Фермер ",
"trait-petraphobia": "• Петрафобия ",
//Bowyer is defined in Vanilla's Lang
"trait-sharpeye": "• Острый Глаз ",
"trait-sneaky": "• Незаметный ",
//Resourceful
//Farsighted are defined in Vanilla's Lang
"trait-carpenter": "• Плотник ",
"trait-forester": "• Лесник ",
"trait-rugged": "• Закалённый ",
"trait-defender": "• Защитник ",
"trait-mason": "• Каменщик ",
"trait-packmule": "• Вьючный Осёл ",
"trait-specialstock": "• Особый Генотип ",
"trait-silvertongue": "• Золотой Язык ",
"trait-prospector": "• Старатель ",
"trait-shelteredstone": "• Защищён Камнем ",
"trait-agoraphobia": "• Агорафобия ",
"trait-miner": "• Шахтёр ",
"trait-mystic": "• Мистик ",
"trait-clairvoyance": "• Ясновидение ",
"trait-shrewd": "• Проницательный ",
"trait-rustbane": "• Антиржавчина ",
"trait-bellshocked": "• Потрясён Колоколом ",
"trait-smith": "• Кузнец ",
"trait-dragonskin": "• Драконья Кожа ",
"trait-recycler": "• Переработчик ",
"trait-burner": "• Сжигатель ",
 
//Clothier
"trait-tallowtanner": "• Жировой кожевник ",
"trait-unlikelyharvest": "• Необычный урожай ",
"trait-fibrousfolly": "• Волокнистая глупость ",
"trait-zealot": "• Фанатик ",
 
"traitname-temporaltransmutation": "Темпоральная трансмутация",
"traitname-scrounger": "Сборщик хлама",
"traitname-fasting": "Постящийся",
"traitname-masquemonger": "Коллекционер масок",
"traitname-erroneousaim": "Неточный прицел",
"traitname-artisan": "Ремесленник",
"traitname-frugalforming": "Бережливое формование",
"traitname-scavenger": "Падальщик",
"traitname-squeamish": "Брезгливый",
"traitname-rockhound": "Горняк",
"traitname-heavyfooted": "Тяжёлый шаг",
"traitname-culinary": "Кулинар",
"traitname-shelflifesavant": "Гений сроков хранения",
"traitname-greenshadow": "Зелёная тень",
"traitname-butcher": "Мясник",
"traitname-sluggish": "Медлительный",
"traitname-tinkerer": "Механик",
"traitname-locustlover": "Любитель саранчи",
"traitname-technical": "Технарь",
"traitname-stickyfingers": "Липкие пальцы",
"traitname-dread": "Ужас",
"traitname-dreadslayer": "Истребитель ужаса",
"traitname-fanatic": "Фанатик",
"traitname-glutton": "Обжора",
"traitname-servosympathy": "Серво-симпатия",
"traitname-careless": "Небрежный",
"traitname-pioneer": "Пионер",
"traitname-claustrophobic": "Клаустрофоб",
"traitname-farmer": "Фермер",
"traitname-petraphobia": "Камнефоб",
"traitname-sharpeye": "Острый глаз",
"traitname-sneaky": "Скрытный",
"traitname-carpenter": "Плотник",
"traitname-forester": "Лесник",
"traitname-rugged": "Выносливый",
"traitname-defender": "Защитник",
"traitname-mason": "Каменщик",
"traitname-packmule": "Вьючное животное",
"traitname-specialstock": "Особый ассортимент",
"traitname-silvertongue": "Краснобай",
"traitname-prospector": "Геолог",
"traitname-shelteredstone": "Под защитой камня",
"traitname-agoraphobia": "Агорафобия",
"traitname-miner": "Шахтёр",
"traitname-mystic": "Мистик",
"traitname-clairvoyance": "Ясновидец",
"traitname-shrewd": "Проницательный",
"traitname-rustbane": "Ржавоотталкивающий",
"traitname-bellshocked": "Оглушённый звоном",
"traitname-smith": "Кузнец",
"traitname-dragonskin": "Драконья кожа",
"traitname-recycler": "Переработчик",
"traitname-burner": "Палильщик",
"traitname-tallowtanner": "Жировой кожевник",
"traitname-unlikelyharvest": "Необычный урожай",
"traitname-fibrousfolly": "Волокнистая глупость",
"traitname-zealot": "Фанатик",
 
"traitdesc-temporaltransmutation": "Имеет возможность создавать темпоральные шестерёнки, селитру и почву высокой плодородности через эксклюзивные рецепты в бочке. Также может создавать праматерию",
"traitdesc-artisan": "Может изготавливать эксклюзивные обои, покрывать глазурью глиняные сосуды, цветочные горшки, сажальницы, имеет более дешёвые рецепты для глины, а также может создавать обновлённые горшки",
"traitdesc-bowyer": "Может изготавливать эксклюзивные луки и стрелы, а также колчан",
"traitdesc-culinary": "Может изготавливать эксклюзивную винтажную говядину и металлические кастрюли",
"traitdesc-shelflifesavant": "Может изготавливать канифоль, которая удваивает срок хранения еды в обновлённых горшках",
"traitdesc-tinkerer": "Может изготавливать эксклюзивное устройство для приручения саранчи, металлические детали, улучшенные рецепты для жёлобов, винтов Архимеда, бункеров, осей и угловых шестерёнок",
"traitdesc-locustlover": "+50% к здоровью взломанной саранчи и возможность лечить её с помощью металлических деталей",
"traitdesc-pioneer": "Может создавать эксклюзивные почвенные ускорители, семена и улучшенный рецепт для терра преты",
"traitdesc-carpenter": "Может создавать эксклюзивные колёса для повозок, бумажные фонари, выдержанные дрова, состаренные брёвна, сундуки с сокровищами, и улучшенные рецепты для палок, дров и досок",
"traitdesc-packmule": "Может создавать торговый ранец",
"traitdesc-specialstock": "Имеет доступ к эксклюзивному ассортименту у каждого торговца",
"traitdesc-silvertongue": "Сниженные цены у всех торговцев",
"traitdesc-masquemonger": "Каждая маска хранит историю… какие-то весёлые, какие-то грустные. Все они достойны того, чтобы их носили. (может создавать все маски в игре)",
"traitdesc-prospector": "Может создавать рюкзак геолога, наборы инструментов, шахтёрские фонари, медные лотки, а также имеет более дешёвые рецепты для взрывчатки и бомб",
 
"traitdesc-shelteredstone": "Отсутствует потеря временной стабильности под землёй, независимо от глубины.",
"traitdesc-mystic": "Эксклюзивное изготовление хрустального черепа, возможность создавать праматерию, и более дешёвые рецепты для пергамента и льняной массы",
"traitdesc-clairvoyance": "Возможность использовать хрустальный череп для поиска сломанных статичных транспортеров",
"traitdesc-smith": "Эксклюзивное изготовление наборов брони, металлических бочек для алхимика, смеси нержавеющей стали для усовершенствованной домницы",
"traitdesc-recycler": "Может перерабатывать ржавые шестерёнки, металлический лом и металлические детали с получением соответствующих металлов",
"traitdesc-tallowtanner": "Может перерабатывать неиспользованные шкуры в обработанные шкуры",
"traitdesc-zealot": "Эксклюзивное изготовление временной ткани, эстока «Последняя надежда» и более дешёвый рецепт праматерии",
 
"charattribute-flaxFiberChance-0.1": "+10% шанс получить льняное волокно из травы",
"charattribute-flaxDropRate-0.2": "+20% больше льняного волокна с посевов льна",
"charattribute-charcoalDropRate-0.35": "+35% увеличение производства древесного угля",
"charattribute-logDropRate-0.15": "+15% шанс получить дополнительное бревно",
"charattribute-saplingDropRate-3": "Тройной шанс выпадения семян",
"charattribute-stickDropRate-0.5": "+50% шанс получить двойные палки из веток",
"charattribute-cropDropRate-0.3": "+30% дополнительных урожаев при сборе",
"charattribute-wildCropDropRate-0.2": "+20% шанс выпадения диких культур",
"charattribute-wildCropDropRate-0.25": "+25% шанс выпадения диких культур",
"charattribute-wildCropDropRate-0.5": "+50% шанс выпадения диких культур",
"charattribute-wildCropDropRate--0.15": "-15% шанс выпадения диких культур",
"charattribute-forageDropRate-0.2": "+20% добычи при сборе припасов",
"charattribute-forageDropRate-0.25": "+25% добычи при сборе припасов",
"charattribute-forageDropRate-0.3": "+30% добычи при сборе припасов",
"charattribute-forageDropRate-0.35": "+30% добычи при сборе припасов",
"charattribute-forageDropRate-0.5": "+50% добычи при сборе припасов",
"charattribute-forageDropRate--0.15": "-15% добычи при сборе припасов",
"charattribute-animalLootDropRate-0.25": "+25% добычи с животных",
"charattribute-animalLootDropRate-0.5": "+50% добычи с животных",
"charattribute-animalLootDropRate--0.25": "-25% добычи с животных",
"charattribute-animalHarvestingTime--0.5": "+50% скорость сбора с животных",
"charattribute-animalHarvestingTime--0.75": "+75% скорость сбора с животных",
"charattribute-animalHarvestingTime-0.1": "-10% скорость сбора с животных",
"charattribute-animalHarvestingTime-0.15": "-15% скорость сбора с животных",
"charattribute-animalSeekingRange--0.25": "-25% радиус обнаружения животных",
"charattribute-animalSeekingRange--0.3": "-30% радиус обнаружения животных",
"charattribute-animalSeekingRange--0.6": "-60% радиус обнаружения животных",
"charattribute-animalSeekingRange-0.2": "+20% радиус обнаружения животных",
"charattribute-oreDropRate-0.25": "+25% шанс получить двойную руду",
"charattribute-oreDropRate-0.5": "+50% шанс получить двойную руду",
"charattribute-oreDropRate--0.25": "-25% выпадения руды",
"charattribute-miningSpeedMul-1": "Удвоенная скорость добычи",
"charattribute-miningSpeedMul-0.5": "+50% скорость добычи",
"charattribute-miningSpeedMul--0.25": "-25% скорость добычи",
"charattribute-hungerrate--0.2": "-20% скорость голода",
"charattribute-hungerrate-0.2": "+20% скорость голода",
"charattribute-maxhealthExtraPoints-2": "+2 очка здоровья",
"charattribute-maxhealthExtraPoints-5": "+5 очков здоровья",
"charattribute-maxhealthExtraPoints--5": "-5 очков здоровья",
"charattribute-walkspeed-0.15": "+15% скорость ходьбы",
"charattribute-armorWalkSpeedAffectedness--0.15": "штраф к скорости ходьбы в броне уменьшен на 15%",
"charattribute-armorWalkSpeedAffectedness--0.2": "штраф к скорости ходьбы в броне уменьшен на 20%",
"charattribute-armorWalkSpeedAffectedness-0.05": "штраф к скорости ходьбы в броне увеличен на 5%",
"charattribute-meleeWeaponsDamage-0.1": "+10% урон в ближнем бою",
"charattribute-meleeWeaponsDamage-0.3": "+30% урон в ближнем бою",
"charattribute-meleeWeaponsDamage-0.2": "+20% урон в ближнем бою",
"charattribute-meleeWeaponsDamage--0.2": "-20% урон в ближнем бою",
"charattribute-rangedWeaponsDamage-0.7": "+70% урон дальним боем",
"charattribute-rangedWeaponsDamage--0.2": "-20% урон дальним боем",
"charattribute-rangedWeaponsDamage--0.35": "-35% урон дальним боем",
"charattribute-bowDrawingStrength-0.5": "+50% скорость полёта стрелы",
"charattribute-bowDrawingStrength--0.2": "-20% скорость полёта стрелы",
"charattribute-bowDrawingStrength--0.35": "-35% скорость полёта стрелы",
"charattribute-rangedWeaponsAcc--0.1": "-10% точность дальнего боя",
"charattribute-rangedWeaponsAcc--0.2": "-20% точность дальнего боя",
"charattribute-rangedWeaponsSpeed--0.25": "+25% скорость натяжения лука",
"charattribute-rangedWeaponsSpeed-0.15": "-15% скорость натяжения лука",
"charattribute-rangedWeaponsSpeed-0.3": "-30% скорость натяжения лука",
"charattribute-armorDurabilityLoss--0.2": "+20% прочность брони",
"charattribute-armorDurabilityLoss--0.25": "+25% прочность брони",
"charattribute-armorDurabilityLoss-0.25": "-25% прочность брони",
"charattribute-mechanicalsDamage-0.25": "+25% урон по механическим существам",
"charattribute-mechanicalsDamage--0.25": "-25% урон по механическим существам",
"charattribute-mechanicalsDamage--0.2": "-20% урон по механическим существам",
"charattribute-rustedDamage-0.15": "+15% урон по ржавым существам",
"charattribute-rustedDamage-0.35": "+35% урон по ржавым существам",
"charattribute-rustedDamage--0.1": "-10% урон по ржавым существам",
"charattribute-damageFromMechanicals--0.05": "-5% урон от механических врагов",
"charattribute-fireDamage--0.5": "-50% урон от огня",
"charattribute-rustyGearDropRate-1": "+100% выпадения ржавых шестерёнок",
"charattribute-vesselContentsDropRate-0.35": "Сосуды сбрасывают +35% содержимого",
 
"charattribute-clayformingPoints-5": "+5 вокселей за каждую единицу глины при формовании",
"charattribute-caveStabilityLoss-0.1": "+10% ускоренной потери временной стабильности в пещерах",
"charattribute-surfaceStabilityLoss--0.008": "Постепенная потеря временной стабильности при нахождении вне помещений или вне комнаты"
}
💬 Zackreaver, Aug 18th at 2:25 AM

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.

💬 GlooMeGlo , Aug 16th at 11:45 PM

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.

💬 Valkyrja, Aug 16th at 12:02 AM

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!

💬 weronil, Aug 15th at 2:56 PM

Is the torch glowing inside the inventory basket a special feature?

💬 RenayEdor, Aug 15th at 5:59 AM

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!

💬 GlooMeGlo , Aug 15th at 1:27 AM

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.

💬 RenayEdor, Aug 14th at 4:38 PM

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

💬 EveeDaPhantasm, Aug 13th at 6:41 AM (modified Aug 13th at 6:41 AM)

mmm sawblade locust :3

💬 GlooMeGlo , Aug 6th at 11:56 PM

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. 

💬 Mantissa, Aug 6th at 11:27 AM (modified Aug 6th at 11:29 AM)

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.

💬 GalloViking, Aug 5th at 7:45 AM

I wish I could help with Malefactor but outside of tweaking JSONs I don't know much about modding this game, sorry!

💬 GlooMeGlo , Aug 5th at 12:40 AM (modified Aug 5th at 12:43 AM)

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.

💬 GalloViking, Aug 4th at 1:12 PM

Hello! What does the "drop rate" of Malefactor affect? Every drop in the game?

💬 SioxGWolf, Aug 3rd at 6:31 PM

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.

 

💬 GlooMeGlo , Jul 24th at 2:12 AM

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

💬 Cervus, Jul 20th at 4:49 AM

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.

💬 GlooMeGlo , Jul 20th at 1:36 AM

Iberian_Wolf please join the discord and go to the class mod channel so we can narrow that down further.

💬 Iberian_Wolf, Jul 20th at 12:33 AM

@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.

💬 GlooMeGlo , Jul 19th at 5:15 PM

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

💬 DeanBro, Jul 19th at 2:52 PM

GlooMeGlo Hi, I made a translation for this mod

💬 GlooMeGlo , Jul 18th at 8:34 PM

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.

💬 Iberian_Wolf, Jul 18th at 6:31 PM

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?

💬 GlooMeGlo , Jul 16th at 11:10 AM

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

💬 Marlim, Jul 15th at 11:18 PM

Is this unfeasible for a large server?

💬 GlooMeGlo , Jul 15th at 10:34 PM

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. 

💬 Eagally, Jul 15th at 2:03 AM

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?

💬 Javes, Jul 13th at 7:21 PM

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.

💬 Marlim, Jul 13th at 12:04 AM

Your initiative is really cool.
But I have a question: what happens to the players if I remove the mod from the server?

💬 GlooMeGlo , Jul 12th at 3:52 AM

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. 

💬 Marlim, Jul 12th at 3:19 AM

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?

💬 GlooMeGlo , Jul 12th at 2:50 AM

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

💬 Marlim, Jul 12th at 1:33 AM

Ok, It would be great if it was possible to change some features, like the hunter's 70% bonus

💬 GlooMeGlo , Jul 12th at 1:25 AM

Marlim we plan on making a config, yes

💬 Marlim, Jul 10th at 9:09 PM

Is it possible to configure this mod through a modconfig?

GlooMeGlo

💬 Hewholurks, Jul 6th at 10:20 PM

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.

💬 Mathic, Jul 6th at 11:24 AM

GlooMeGlo JonR Amazing! Thanks for updating :)

💬 GlooMeGlo , Jul 6th at 2:18 AM

Mathic Zsolt_HUN please check changelog :D

💬 GlooMeGlo , Jul 6th at 2:16 AM

Hewholurks you can just do the eye, whitelist stuff is just to access the rest of the server and play on our rp server

💬 Hewholurks, Jul 6th at 2:05 AM

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.

💬 GlooMeGlo , Jul 6th at 1:21 AM

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. 

💬 Hewholurks, Jul 6th at 1:09 AM

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?

💬 GlooMeGlo , Jul 6th at 1:03 AM

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. 

💬 Hewholurks, Jul 6th at 12:59 AM

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?

💬 GlooMeGlo , Jul 6th at 12:56 AM

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. 

💬 GlooMeGlo , Jul 6th at 12:35 AM

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.

💬 Clyax, Jul 6th at 12:16 AM

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.

💬 Mathic, Jul 5th at 11:33 PM

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?

💬 GlooMeGlo , Jul 5th at 11:46 AM

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

💬 Zsolt_HUN, Jul 5th at 10:26 AM

is there an idea to make it compatible with combat overhaul?

 

💬 WolfWarrior, Jul 5th at 9:02 AM

🎊🎊yipee!

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