Mods / Agi's Classes +

Tags: #Crafting #Tweak #Utility
Author: Aginoka
Side: Both
Created: Jan 23rd at 4:34 AM
Last modified: Mar 10th at 11:54 PM
Downloads: 4324
Follow Unfollow 122

Latest release (for outdated Vintage Story v1.20.4):
agiclasses_0.9.8.zip  1-click install


Agi's Classes seeks to set itself apart from similar mods by adding recipes as a driving incentive. To such an end a large sum of recipes have been added for some of the classes, with the intent of adding more as the mod develops. Additionally, a primary goal with this mod is to make classes interact with each other on a more dynamic level, wherein compinations of classes can achieve goals otherwise impossible alone.

Every class, Returning and New have been redone from the ground up, completely rebalanced and granted new boons and banes alike. As such, it should hopefully feel different than other similar mods even when you're using a class you've played a thousand times before.

Additionally, Agi's Classes seeks to add completely new classes unseen in other mods, for instance: Recreant, Defector, Olympian, Doctor, Gourmet, Cultist. And hopefully more in the future.

Agi's Classes now adds hundreds of new items/blocks, and thus surpasses being a simple class mod.

Recipes can be found in a handbook tab named Agi's Classes.

Languages:

English - Aginoka

Russian - ChimMAG

Changelogs:

0.9.7: https://pastebin.com/mZAVKKKK

 

Facades, Wallpapers & Artisanal Blocks

Artisanal blocks are special Plank variants for all wood types made with the assistance of a Woodworker. All of which, and including the vanilla planks can be made into Facades which work like Wallpaper, placable on any side of solid Blocks.

Wallpapers come in 9 Colors and 3 Shades.  Facades/Artisanal blocks have 17 versions for every wood type. All of which can be seen below. There are also some special Wallpapers via the Cultist, shown top right.

Gourmet Spices

The new spices added apply automatically to vanilla recipes, meaning they should have compatability with other sources which add to said vanilla meals.

   image

Agi's Recipe Board

Recipe Board

As of 0.9.6. many new recipes are now present in 0.9.7+. Most Recipes in the following list are comprised of Myriad Recipes, for instance the Cobblestone recipes houses every stone variant. As such, there are technically hundreds of new recipes.

Agi's Classes Custom

Cultist

 Specializing in using the resources pulled from monsters. Cultists are capable of making repairs to old world weapons looted from slain foes, powerful lanterns harnessing temporal energy, and even some strikingly cozy clothing.

Defector Reference

Defector

 Designed as a looter/Utility Class, specializing in travel and production. Defector recipes often provide cheapened methods of producing aesthetic/utility structures, such as Cobblestone or Bricks.

Defector Reference

"What is a man with honour but a prisoner to thought, I wonder, to live is to take, our flesh is grown from the flesh of another grown before us. We survive only as long as we can take from what surrounds us, so long as we tread on the lessers. The considerate, he empathetic, the weak, beyond meerly gone the lot of them, simply now the soil I use to tread, afterall, to tread on one another is what keeps us alive, it's what makes us Human."

Recreant

A Master of the early game, Recreants gain a large swath of recipes to assist in surviving the wilds, and some to assist in later game. Their speed allows them to avoid damage in combat more easily rather than simply tanking hits, leading to a run-and-gun style combat experience.

Defector Reference

Recreants were a sort of leech on populated areas, dashing in to steal something and fleeing back to secluded shacks and hideouts in the woods. Often Sickly, Recreants find great difficulty in strength based activities, thus being inept at ranged or melee combat, and languishing when burdened by armor. Regardless, their experience roughing it in the woods exceeds nearly all others, as such their capacity to construct primitive technology is incredible.

Olympian

Designed specifically to use Spearsm Olympians are a general combat type. Their high throwing damage mixed with moderate melee benefits seeks to strike a balance between running in and shooting from affar.  Though, their intensive metabolic rate may lead to early struggle in the wilds.

Olympians were showmen, but above all else they were Athletes. Training constantly to be the most fit among their peers. Their dedication to their craft is such that their body has been honed to a fine edge, fit to take on any task thrown at it. Though, it came at a cost, requiring a great input of food to keep their physique. Furthermore their life-time of training was done in scant clothing, and when forced into restrictive attire their methods of traversal falter severely.

Doctor

Doctors have little in regards to physical ability, but make up for this deficit in their crafting abilities. Doctors are capable of making myriad new Poultices and Bandages to aid in Woundcare. Though their abilities are greatly enhanced with the assistance of an Alchemist, Doctors can manage well enough alone owing to their amazing healing ability.

"The end times are no stranger to a Doctor, they see the end every day. Though their job may be to delay such fates, it is ineviitable. In the end, the job of a Doctor can never truly be complete, for one day, afterall, every patient will die."

Gourmet

The Gourmet can produce exclusive spices, which can be placed into nearly all meals, providing not only a small healing affect, but also greater nutrition than conventional Vegetables. Additionally, the primary material which makes such Spices are Flowers and Mushrooms, including Poisonous variants, which can now be safely eaten.

Reworked Classes

Hunter

Hunters have an incredible ability to deal ranged damage, have access to cheaper Arrows, and even an increased movement speed to avoid assailants. This is countered by their high food needs and reduced health. Hunters straddle the line between triving and starving early on. No longer excelling at harvesting, Hunters are specialized in securing kills to be harvested by a more experienced Butcher.

The Hunter spent their days doing as their name states, day in and day out. Trying their hardest to secure food for their Families, for their Settlements. And as is the nature of our world, quite often falling short. Most Hunters have never truly butchered their own meat, rather opting to take it home within the safety of light and walls, resting while the experienced handle the dirty work.

Malefactor

Malefactors make a great middleground between exploration and combat. Their Hunger and Health make require special care to manage, but once such struggles are overcome the Malefactor is nearly bereft of true downsides.

Clockmaker

The Clockmaker has been enhanced to have a greater utility in constructing. Now benefiting from the Carpenter Trait and enhanced gear Yields, the Clockmaker expresses great value when provided the required safety.

Mercenary

Boasting a great combat ability, the Mercenary is so effective at their killing they destroy what remains, ruining many of the potential drops he would otherwise yield. Asside from such shortcomings however, the Mercenary is second to none in combat, perhaps tied with The Olympian.

"The world runs on money, thought the masses at times foregone. For what purpose in life has the man with not but coin, and nary a skill forbye his blade. Fortruth such man more than all adorns the golden shackle. A Blade for hire, a death for coin, a man for nothing, hollow without the ruler of kings, empty without money."

Farmer

A Simple Farmer, excelling at exactly what you'd expect of them. Using their enhanced yields they can more than compensate their appetite, and with extensive history getting their hands dirty, they tend to prefer melee.

 

Lumberjack

The Lumberjack has a straightforward goal, unlike other Classes their intent is very single-tracked, Trees. As such they have greatly enhanced Tree Chopping abilities, but suffer at ranged engagements.

Blacksmith

The Blacksmith may have comparatively few benefits, yet has perhaps the strongest of all boons, a complete lack of Detriments. Blacksmiths are good at Smithing, of course, but also do generally well in all aspects.

Tailor

Tailors Have few downsides, but rather pleasant upsides, reducing the costs for fabrics a good bit.

"Tailors need more work and will be enhanced later"

Mason

Stonemasons are the best at mining and stone-work. Though years of hard work has lessened their ability to move. Though, conditioned for carrying heavy weight, they can easily move in Armor as though they had none.

"I've built a thousand walls, shaped countless stones, I've seen cities grown and I have seen them fall. The strongest wall is not the longest lasting, the greatest built neither, nor the most hidden. Indeed, the longest lasting are those built by the humble, by the grounded, by the sane and pure. But look around and tell me, how many kingdoms do you see, how many walls are left?"

Alchemist

Alchemists are amazing support, capable of crafting alchemical substances which other classes can use to construct their own exclusive recipes. Even bereft of support, their high foraging ability allows them survive well enough without assistance, though they suffer severely in self-defense.

"Oh, the world has ended has it? yet the earth remains, the ground sustains. I remain rooted within it. Roots strengthen the ground, bolster the earth. So long as we all remain, such as I, rooted deep within it's depths, no end shall find it, no force shall move it. Fortruth we are greater in purpose to the world than meer roots, we are the spine of earth, we serve to uphold it's majesty at all times, now more than ever."

Class Synergies are any interaction wherein multiple classes are required to reach a goal. As the mod develops I seek to add more and more of these to incentivise teamwork and group-play. Currently, fairly few of these exist, most notable of present combinations is Alchemists with both the Doctor and Defector.

Class Synergies Example

Alchemists can produce three Powders using plants and specific fluid mediums. These are Callahan, Heinrich and Holland Powders. These powders can be fermented in a Barrel to yield their specific Extractives. Doctors can use these extractives to make new, Tincture Bandages, which heal much more than their standard counterparts. Defectors can use it to produce Vintage Beef through Alchemic Fermentation. This diagram shows the relations of these recipes.


the basis for the mod was built upon the MoreClasses mod originally made  by Mr1k3 and would not exist without his work.

Combat Overhaul Compatibility: It seems to me that the only way to make it compatible would be to make Combat Overhaul a requirement.  I would prefer Agi's Classes to be standalone and versetile if at all possible, as such I do not plan to fix the compatability issue unfortunately.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.9.8 1375 Mar 10th at 11:54 PM Show agiclasses_0.9.8.zip 1-click install
v0.9.7 718 Feb 24th at 12:48 PM Show agiclasses_0.9.7.zip 1-click install
v0.9.6 774 Feb 6th at 7:27 AM Show agiclasses_0.9.6.zip 1-click install
v0.9.5 435 Jan 31st at 4:18 PM Show agiclasses_0.9.5.zip 1-click install
v0.9.4 207 Jan 30th at 2:48 PM Show agiclasses.zip 1-click install
v0.9.3 327 Jan 26th at 2:28 PM Show agiclasses.zip 1-click install
v0.9.1 304 Jan 24th at 8:34 AM Show agiclasses.zip 1-click install
v0.9.0 181 Jan 23rd at 4:42 AM Show agiclasses.zip 1-click install

76 Comments (oldest first | newest first)

💬 ChimMAG, 2 days ago

No mod updates for two months. But it seems like you had a lot of plans for further improvements.

The mason has a negative trait as a collier, which reduces the amount of his health. But it would be logical for it to also give some chance to collect two coals from the coal pit.

💬 OrdinaryDude, Apr 30th at 3:52 PM

Dumb question, but how can you get shivers head,teeth, tarnished flesh and sword fragments? I harvested many shivers all diffrent tiers and not a single of them had either a head or sword fragments they were always empty when harvesting. Am I doing something wrong or they like super rare? I tried to harvest a few more in creative but each time I harvested and they had nothing on them each time

💬 Cryolu, Apr 26th at 11:43 PM

Could we get a list of what the Cultist can make? I can see a couple recipes with "Cultist" in their title, but they don't have an entry for themselves on the Recipe Board.

💬 Rag_Maggot, Apr 19th at 2:52 AM

I understand not wanting to make the main mod have forced combat overhaul compatability. Though just an idea but what you could do is have alternative download for the version of the mod that has combat overhaul support and the other be stand-alone like it is right now.
Just an idea, thats it.

💬 Aginoka , Mar 18th at 8:29 AM

PainKRM The errors listed below should be ignorable for the time being, I believe they only relate to some oversights I made when texturing items which should not impede their function.

I was unable to recreate the crash upon class changing, do you happen to have any other mods on which may cause interference?

💬 Aginoka , Mar 18th at 8:27 AM

AlebenTod Of course, they are in a different place than the rest of the language files. They can be found in Agiclasses/config/handbook.

💬 Aginoka , Mar 18th at 8:25 AM

ChimMAG Well, it would definitely be better if there weren't errors, and they certainly aren't intentional. But they seem to be mostly ignorable. From what I can tell I seem to have skipped some lines of code that tell the game where textures are, and even though they display in the game it complains about it in the logs. I certainly want to get them fixed, but I am not 100% certain how to do that quite yet. I personally have a save I've played quite a long time on and I am yet to have any issues, so I'd say for now they should be safe to play around without causing any real issues other than the logs.

💬 AlebenTod, Mar 16th at 2:28 PM

Hi! Can you tell me how to translate a section of your mod into the Survival Handbook? I have not found any language files for this.

https://imgur.com/kj8T8u5

https://imgur.com/wf3dlY5

💬 PainKRM, Mar 16th at 11:39 AM

I put it in an existing world and when I try to change class it closes the game, also when running it it gives me the same errors as the comment below

💬 ChimMAG, Mar 15th at 1:36 PM

When launching the game in the client-main.log file (well, and on the screen when loading in the game itself) appear these lines:

15.3.2025 15:34:21 [Warning] Texture asset 'agiclasses:textures/item/alchemy/powders/{type}.png' not found (defined in Shape file agiclasses:item/powders).
15.3.2025 15:34:21 [Warning] Texture asset 'agiclasses:textures/item/alchemy/powders/{type}-agent.png' not found (defined in Shape file agiclasses:item/powders).
15.3.2025 15:34:21 [Warning] Texture asset 'agiclasses:textures/item/medicine/alchemic/{type}-*.png' not found (defined in Shape file agiclasses:item/medicine/alchemicbandages).
15.3.2025 15:34:21 [Warning] Texture asset 'agiclasses:textures/item/medicine/alchemic/{type}-secondary.png' not found (defined in Shape file agiclasses:item/medicine/alchemicbandages).
15.3.2025 15:34:21 [Warning] Texture asset 'agiclasses:textures/block/plant/mushroom/gills.png' not found (defined in Item agiclasses:mushroombag-greencrackedrussula-ungrown).
15.3.2025 15:34:21 [Warning] Texture asset 'agiclasses:textures/block/plant/mushroom/greencrackedrussula/greencrackedrussula.png' not found (defined in Item agiclasses:mushroombag-greencrackedrussula-ungrown).
15.3.2025 15:34:21 [Warning] Texture asset 'agiclasses:textures/item/bag/linensack/linen.png' not found (defined in Shape file agiclasses:item/food/growbag/greencrackedrussula).

15.3.2025 15:34:25 [Error] Missing mapping for texture code #null during shape tesselation of item agiclasses:pestlestick using shape agiclasses:item/intermediaries/pestlestick
15.3.2025 15:34:25 [Error] Missing mapping for texture code #null during shape tesselation of item agiclasses:pestlestick using shape agiclasses:item/intermediaries/pestlestick
15.3.2025 15:34:25 [Error] Missing mapping for texture code #null during shape tesselation of item agiclasses:pestlestick using shape agiclasses:item/intermediaries/pestlestick
15.3.2025 15:34:25 [Error] Missing mapping for texture code #null during shape tesselation of item agiclasses:pestlestick using shape agiclasses:item/intermediaries/pestlestick
15.3.2025 15:34:25 [Error] Missing mapping for texture code #null during shape tesselation of item agiclasses:pestlestick using shape agiclasses:item/intermediaries/pestlestick
15.3.2025 15:34:25 [Error] Missing mapping for texture code #null during shape tesselation of item agiclasses:pestlestick using shape agiclasses:item/intermediaries/pestlestick
15.3.2025 15:34:25 [Error] Missing mapping for texture code #hat during shape tesselation of item agiclasses:clothes-face-mask-cultist using shape agiclasses:entity/humanoid/seraph/clothing/face/mask-cultist
15.3.2025 15:34:25 [Error] Missing mapping for texture code #hat during shape tesselation of item agiclasses:clothes-face-mask-cultist using shape agiclasses:entity/humanoid/seraph/clothing/face/mask-cultist
15.3.2025 15:34:25 [Error] Missing mapping for texture code #hat during shape tesselation of item agiclasses:clothes-face-mask-cultist using shape agiclasses:entity/humanoid/seraph/clothing/face/mask-cultist
15.3.2025 15:34:25 [Error] Missing mapping for texture code #hat during shape tesselation of item agiclasses:clothes-face-mask-cultist using shape agiclasses:entity/humanoid/seraph/clothing/face/mask-cultist
15.3.2025 15:34:25 [Error] Missing mapping for texture code #material during shape tesselation of item agiclasses:manglemix using shape agiclasses:item/intermediaries/manglemix
15.3.2025 15:34:25 [Error] Missing mapping for texture code #material during shape tesselation of item agiclasses:manglemix using shape agiclasses:item/intermediaries/manglemix
15.3.2025 15:34:25 [Error] Missing mapping for texture code #material during shape tesselation of item agiclasses:manglemix using shape agiclasses:item/intermediaries/manglemix
15.3.2025 15:34:25 [Error] Missing mapping for texture code #material during shape tesselation of item agiclasses:manglemix using shape agiclasses:item/intermediaries/manglemix
15.3.2025 15:34:25 [Error] Missing mapping for texture code #material during shape tesselation of item agiclasses:manglemix using shape agiclasses:item/intermediaries/manglemix
15.3.2025 15:34:25 [Error] Missing mapping for texture code #material during shape tesselation of item agiclasses:shiverhead using shape agiclasses:item/intermediaries/shiverhead
15.3.2025 15:34:25 [Error] Missing mapping for texture code #material during shape tesselation of item agiclasses:shiverhead using shape agiclasses:item/intermediaries/shiverhead
15.3.2025 15:34:25 [Error] Missing mapping for texture code #handle during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #handle during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #handle during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #handle during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #handle during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #tainted-cooked during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #feather2 during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #feather2 during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #handle during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #tainted-cooked during shape tesselation of item agiclasses:bow-cultist-recurve using shape agiclasses:item/tool/bow/cultist-recurve
15.3.2025 15:34:25 [Error] Missing mapping for texture code #cat-mask during shape tesselation of item agiclasses:clothes-face-mask-preist using shape agiclasses:entity/humanoid/seraph/clothing/face/mask-preist

There's a lot of lines, I didn't list them all. The game loads all normal, everything seems to work, but still - all normal? Is this how it's supposed to be?

💬 Mossbornfae, Mar 13th at 6:26 PM

Aginoka

None that I know of that would make loctus or class abilities act up. we do have the tameable wolf mod, which might be adding to it? I'm not sure. I don't run the server so i don't have a full mod list, but really all I know for the big ones is this, wolf taming, betterruins and a furniture mod, sorry

💬 Aginoka , Mar 13th at 4:25 PM

Mossbornfae I am not really sure why the mod would break it, that's quite strange. I'll see what I can do to fix it before the next update, thanks for bringing it up and sorry it doesn't seem to work correctly
Would you happen to be using any other mods at the same time?

💬 Mossbornfae, Mar 13th at 5:57 AM

Hello! I'm not sure if anyone has mentioned this, but this mod seems to have broken the tuning spear for clockmakers? With the mod on, it simply doesnt work. I can craft it absolutely fine, but It will not hack loctus. With the mod off and tested in single player, I was easily able to hack a loctus. This is a little dissapointing as my friends and I love this modset, but It is really sad that it seems to negatively impact the tuning spear. Is this fixable at all?

💬 Aloy, Mar 12th at 12:17 AM

a version w/ only the new classes please?

💬 Aginoka , Mar 11th at 10:43 PM

ChimMAG I do not know if you can add languages in the Modinfo, perhaps looking at another mod might have some useful insight but I personally have no clue.

Currently I do not change Drifter drops beyond a few classes having increased rates for Rusty and Temporal Gears. I was somewhat worried about having every single enemy drop new stuff, as I didn't want it to get annoying or be intrusive. Though in the future I may add some of the new items to their drop tables. My main concern was that Drifters being the most common enemy, that if they dropped something such as Tarnished Flesh that a player could basically just eat Drifters forever, which I certainly do not want to make such a large change. Especially since, unlike other animals, they would not drop less flesh during winter. I figured granting the Bowtorn and Shiver the drops would be a good middle ground. But, if you have any thoughts I'd love to hear them.

💬 ChimMAG, Mar 11th at 6:09 AM

About the loot - does Agi's Classes affect the loot from drifters? You're definitely changing the loot from shivers and bowtorns.

 

💬 ChimMAG, Mar 11th at 3:40 AM

I have kids playing Vintage Story and they asked for a translation. In the translation there are still problems with the links to the inbuilt manual - I've left the links in English for now, but I think they need to be changed to make them refer correctly, but maybe I'll do that later.
Yes, I have a question - modinfo.json file doesn't support ‘description’ field for different language locales?

💬 Aginoka , Mar 9th at 9:39 PM

ChimMAG I appreciate it, I will work to add the translations next time I update. I also appreciate you finding some errors in the file, it's never easy proof reading myself.

So, I did notice the issue with Useful Drifter Loot since I actually played with it on as well. By my best ability to interpret, it seems like Useful Drifter Loot replaces the loot tables of the Mobs it touches, mine should only ever add to them. I am concerned about adding things, like they did, because should they ever update theirs to be more compatible, it may double up the loot drops. Additionally, if another mod adds to the tables as well, and mine already adds more drops, it might cause them to drop far too many items. For the time being I might keep it were it is, though I may change it to be more like Useful Drifter loot as well. I am currently unsure how I want to tackle that issue to be honest.

Edit: I just looked at the language files and I am massively impressed that you'd put so much effort in. I appreciate it more than I can easily express. Thank you!

💬 ChimMAG, Mar 9th at 4:39 PM

Here is a link to the Russian translation. Two files, both need to be renamed to ru.json for the corresponding folder. Compared to version 0.9.6 the language files have increased in size a lot.

https://drive.google.com/file/d/1EqFUF_eVjvWyzNVn7OnRUoy9nkhSu0jQ/view?usp=sharing

And I found another error in the language file:

"charattribute-wildCropDropRate--0.5": "-40% Wild Crop Yield",

💬 ChimMAG, Mar 7th at 9:42 AM

I found an error in the description or action:

"charattribute-animalSeekingRange-0.8": "+15% Animal Seeking Range"

Now there is a conflict of loot tables with mod "Useful Drifter Loot", because of this I had to remove that mod from the build to get what Agi's Classes added. But in general the mod is interesting, which does not change the balance of vanilla, but makes the result of killing drifters a little more interesting - they almost always have something useful, albeit insignificant. But since Agi's Classes changes the loot table anyway, can you add about the same as the "Useful Drifter Loot" mod? Something that doesn't break the game, but rewards the player a little more for killing drifters. Love the idea of dropping ⅛ of a rusty gear.

💬 rulerofdeath, Mar 6th at 10:12 AM

i can confirm combat overhaul is the cause

💬 NeonPai, Feb 26th at 8:00 PM

Aginoka Oh sick! Had no idea everyone could get the fragments, makes sense. And yeah keepin balance is good. You've done great so far! Keep it up! 💚

💬 Aginoka , Feb 26th at 3:26 PM

NeonPai I could see it, I wanted to make sure that the overall balance of the game remains roughly the same as vanilla. Since Sword Fragments drop regardless of class, anyone can earn them. So I wanted to be careful not to make hunting Shivers the outright best method for getting Scrap Metal. But I could certainly see lowering the requirement down, and quite likely will. Glad to hear you're having a good time with everything.

💬 Aginoka , Feb 26th at 3:25 PM
💬 Aginoka , Feb 26th at 3:19 PM

Sakari I'm honestly not certain how difficult it would be to make it work, seemingly it might be possible as an option in the mod itself but how that is done I have no idea. Later on, around 1.0 I plan to look into the possibility of adding compatability but it's not something I can promise. I personally do not play with it on, so I can't easily playtest it either, and I wouldn't want to shovel out a half-baked patch just to make it work.

💬 Sakari, Feb 26th at 12:25 PM

Getting a crash when selecting a class in the chariter selection screen with a long list of mods:
Possibly combat overhall x this?
Edit1: I just saw the last line of your mod description 😭
Edit2: How hard do you think it is to make a seperate mod with the compatibility? 
```
Running on 64 bit Windows 10.0.19045.0 with 64663 MB RAM
Game Version: v1.20.4 (Stable)
26/02/2025 11:16:01 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.3, advancedsmithing@1.4.0, agiclasses-v0-9@0.9.7, atwatersedge@1.5.0, bedrespawn@1.1.0, scrapblocks@1.2.4, bettertraders@0.0.9, claycasting@1.2.2, combatoverhaul@0.1.27, DrystoneParity@1.0.0, expandedmolds@1.1.2, femininity@0.1.3, forestsymphony@1.0.2, handtohand@1.0.3, harptech@0.2.3, immersivecorpsedrop@1.0.3, manualquenching@1.0.4, meltingpp@1.0.4, morenails@1.2.0, mr@0.0.1, mycodiversity@1.0.2, nailsmold@1.0.2, particlesplus@1.2.1, TA_plainsandvalleys@1.0.9, primitivesurvival@3.7.5, seasalt@1.0.0, suevitebricks@1.0.0, undertangledboughs@1.0.2, game@1.20.4, vsimgui@1.1.7, animalcages@3.0.3, apeflowerpots@1.1.0, apegrapes@1.2.6, armory@0.1.7, betterfirepit@1.1.5, betterhewnfencegates@1.1.0, betterruins@0.4.7, butchering@1.8.1, carryon@1.8.0-pre.1, chutesectionmoldmod@1.0.5, coinage@1.12.3, commonlib@2.6.1, configlib@1.5.1, cooperativecombat@1.1.1, coreofarts@0.2.3, darkerdrifterspawns@1.1.0, envelopes@1.0.0, expandedfoods@1.7.4, foodshelves@1.5.3, forlornheavyarmor@1.0.6, fromgoldencombs@1.8.11-rc.7, gourmand@1.6.5, hardcorewater@1.3.4, hodblocks@1.0.4, justanarrowheadmold@1.0.1, knifemold@1.0.1, maketea@0.3.1, maltiezfirearms@0.10.7, manualdough@1.1.2, mcrate@1.2.1, noticeboard@1.1.0, oneroof@1.8.2, petai@3.1.0, resmeltableslight@1.1.0, rivers@4.1.0, rockstratavariety@0.0.1, rpvoicechat@2.3.14, smithingplus@1.2.5, th3dungeon@0.4.1, thievery@1.0.9, unconscious@1.9.2, Verticality@0.3.1, creative@1.20.4, survival@1.20.4, artofgrowing@0.5.3, cats@3.1.0, em@3.0.1, playercorpse@1.11.0, sandwich@1.2.7, stonequarry@3.4.3, wolftaming@3.0.4, tailorsdelight@1.9.2, banners@0.1.1
System.Collections.Generic.KeyNotFoundException: The given key 'resourceful' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.GuiDialogCreateCharacter.b__23_0(String code) in VSSurvivalMod\Gui\GuiDialogCreateCharacter.cs:line 388
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.GetEnumerator()+MoveNext()
at Vintagestory.GameContent.GuiDialogCreateCharacter.changeClass(Int32 dir) in VSSurvivalMod\Gui\GuiDialogCreateCharacter.cs:line 390
at Vintagestory.GameContent.GuiDialogCreateCharacter.b__11_6(Boolean on) in VSSurvivalMod\Gui\GuiDialogCreateCharacter.cs:line 219
at Vintagestory.API.Client.GuiElementToggleButton.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementToggleButton.cs:line 195
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 559
at Vintagestory.GameContent.GuiDialogCreateCharacter.OnMouseDown(MouseEvent args) in VSSurvivalMod\Gui\GuiDialogCreateCharacter.cs:line 471
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1924
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 198
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 26/02/2025 10:21:17 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.4.0, time stamp: 0x66470000
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x00007ffe3a819d5e
Faulting process id: 0x2e8c
Faulting application start time: 0x01db883dda40a082
Faulting application path: C:\Users\User\AppData\Roaming\Vintagestory_stable\Vintagestory.exe
Faulting module path: unknown
Report Id: f2bf7a31-030c-4e86-9d50-9c382860551d
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 26/02/2025 10:01:44 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.4.0, time stamp: 0x66470000
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x00007ffe3a593633
Faulting process id: 0xa2c
Faulting application start time: 0x01db883cb3b6df2c
Faulting application path: C:\Users\User\AppData\Roaming\Vintagestory_stable\Vintagestory.exe
Faulting module path: unknown
Report Id: a495c4c9-ca30-413e-a6ea-1bc21ab1b476
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 26/02/2025 8:53:33 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.4.0, time stamp: 0x66470000
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x00007ffe235a38c7
Faulting process id: 0x6f54
Faulting application start time: 0x01db8833c9bd04ab
Faulting application path: C:\Users\User\AppData\Roaming\Vintagestory_stable\Vintagestory.exe
Faulting module path: unknown
Report Id: 0fcadc6b-07c5-4d5d-add5-00c3748076d0
Faulting package full name:
Faulting package-relative application ID: }
```

💬 NeonPai, Feb 25th at 8:39 PM

Dearest Aginoka, The occult and I come to ask that you bless us with a possible buff to the sword fragment to scrap metal conversion rate? 12 sword pieces to 1 scrap metal is a little tough to work with (just alittle, a shiver slaughter spree is always good fun for sure.) I am loving the update so much tho, it's been so fun freaking out my friends with my cultic goodies! 

💬 Aginoka , Feb 21st at 9:15 AM

ChimMAG I am definitely open to the idea, If you can get me the Lang files I would be happy to include them. I will, of course, provide you full credit for the translations.

💬 ChimMAG, Feb 20th at 7:02 AM

I have created a translation of the mod into Russian. Can you add it?

 

💬 Aginoka , Feb 11th at 5:01 PM

Marcamer See, I tried cutting leaves with Shears too and I got practically nothing from it, but that was true of both with and without the traits. Not sure why I wasn't seeing the difference. Regardless, I'll push foward with giving them the new benefits since, honestly, they're better anyway.

💬 Marcamer, Feb 11th at 2:10 PM

Aginoka I'm reporting back to notify you that it seems as the traits seem to actually work after all, but are locked behind the most stupid game design choice by the game devs. It seems they actually expect you to go stack up next to a tree until you can reach the tree's leaves blocks with shears and shear the entire tree before cutting it down. So the traits trigger only when using shears on branchy leaves. I received 10 oak seeds from only 2 small trees that way... Ain't no way I'm building towers to get to redwood leave blocks that way. The game devs should honestly remove that mechanic and make the traits trigger on cutting the tree instead since it's completely nonsensical, but yeah just wanted to inform you about this. Do with this information as you please. I just hope this doesn't mean we lose out on whatever content addition to the mod you had planned now! :D

💬 Marcamer, Feb 10th at 12:57 PM

Aginoka that sounds really good! Looking forward to the update!

💬 Aginoka , Feb 9th at 9:01 PM

Marcamer I did do testing and the logs definitely do not drop more, unfortunately. And it did ultimately become unremediable.
Funny you should mention carpentry, that was my first thought too. I have made actual hundreds of new things for the Luberjack, now the Woodworker, to make give them a place in the roster. Unfortunate as it is to loose the features, I think it will end up as a good thing in the end, since it resulted in the largest content addition I've ever done for Vintage Story. Regardless, can't exactly say when the update will come out, but know I am working hard towards it.

💬 Marcamer, Feb 9th at 2:39 PM

Aginoka I see. That's quite unfortunate, but it's fine. Thanks for investigating! I feel like the dropping more wood seems to work tho? I remember having more wood than expected in my inventory, tho I think it happened when I cut down manually placed logs instead of an actual tree... If a redesign is necessary, maybe consider changing the lumberjack into a carpenter and perhaps allow him to craft currently uncraftable items like the fancy doors and some other items?

💬 ItsAvalon, Feb 8th at 7:29 AM

If you add a shepard's nook then another worthwhile item would be a lanza. Which is a traditional pole used for hopping from tall cliffs. Called the 'shepard's leap' in the Canary Islands, you basically just hold the pole at the top and fall 20 feet, and let yourself slide down it when it impacts the ground. 

Just an idea or two towards a full shepherd class though. Things like being able to milk and shear animals on the first generation instead of the third, making a special trough that lets them gain weight quicker, and maybe to even a higher tier. Obviously the Crook could be used in melee against wolves, but an implementation to use it as an animal lead would alone make the shepherd a unique class. Misc stasts wise a lot of things could make sense, foraging, some light tailoring, low hunger, good sling skills. Hell, a spiked collar to put on animals so wolves get damaged when they attack em could be cool. The ability to sleep anywhere would be funny. Just some spitballing.

Anyways thanks for the explanations earlier, very insightful. I think you do a great job and cannot wait to see what else you do.

 

💬 Aginoka , Feb 7th at 8:21 PM

Marcamer Edit: So, I did some digging around and found some interesting and unfortunate things. The system which aids in dropping more wood is a patch, and I've made quite a few by this point which work perfectly. Oddly, the patch for wood related items seems to be completely resistant to working and I have not clue why. Also interesting, other class mods have the same base code for their version of a Lumberjack, we all referenced from the same source afterall, thing is, I suspect they also wouldn't work, the code is the exact same. I tried making like 30 amendments to it and none worked, I even modified the base-game files to make absolutely sure and it still refuses to work. Unfortunately, I am at a complete loss here and it might mean I have to remove or redesign the Lumberjack entirely since it seems the original method is no longer possible. At least not possible without extensive actual coding knowledge, which I do not have.

💬 Aginoka , Feb 7th at 8:09 PM

ItsAvalon Y'know, I thought about the movement speed for the Olympian as well, and let's be fair, someone so physically fit should be able to move in armor no problem. The issue is balance really. I feel as though giving an increased movement speed would make them basically the best class to play immediately when it's combined with the rest of their kit. Also too, if you play the Recreant and the scared little Goblin he is, you're basically invincable unless you're backed into a corner simply because they are faster than basically everything, and I think with the Olympian being so strong in both Melee and Ranged damage it might just be too much.

As for the sling, the values which control it are linked to ranged stats, and I cannot really split those apart unfortunately. As such, making them good with Slings would make them good with Bows, and also change their thrown spear stats. Weirdly though, I just tested it and the Olympian seems terrible with a sling despite having good ranged stats, I'm kind of at a loss on that one to be honest. I think they make the projectile move so fast the game can't track it right, but fixing that would make them worse with Spears so I might unfortunately leave it.

I quite like the idea for Shepard stuff, but I'm not sure making a class specifically for it would have enough going on to really make much difference, though, now that I've figured out better how to add custom models and such, I actually quite like the idea of adding a Shepard's Cane as, really, anaesthetic item if nothing else. It's definitely something I'll look into if nothing else.

Either way, I'm glad to hear you're enjoying it so much, and am lightly jelous you managed to coordinate enough people together to play a server with so many classes at once. In the mean-time, I'm off to continue my work, as there's now seemingly more than ever to do.

💬 Marcamer, Feb 7th at 12:51 PM

Aginoka thanks for looking into it! I'll also continue to keep an eye on how many trees I cut and how many seeds I get for some time and will then provide the stats.

💬 ItsAvalon, Feb 7th at 7:16 AM

Oh! Also just another idea would be giving olympians more of a reason to use a sling. Not sure how you would implement that. Could do massive headshot damage like a David and Goliath thing. Could be able to craft special ammo to do more damage. Or heck, it could be the counter to the spears and be able to be shot out super quick instead of being slow like the spears. Just a thought though, again love the mod. You're great, it's great. Good stuff. Have my babies. Sorry, I got too excited. Uhhh, bye.

💬 ItsAvalon, Feb 7th at 7:04 AM

Hey Agi! I've used this mod for probably close to 60 hours now, mostly on the Olympian, but in a server with nearly every other class. I won't bore you with details of how great it is and how much fun we're having. But I would like to drop two cents into your thoughts jar. Firstly, on the Olympian class. Being the Spear guy, super fun, I love it. Giving up any special crafting recipes to throw spears hard is actually very titillating. But there's something that bugs me. The OLYMPIAN, like, the guy who does the Olympics, doesn't have a fast run speed. I mean like, come on, marathons, dashes, triathlons. You feel me? Just this humble idiot's opinion that the peak physical performance guy with no skills might also be a good runner. This totally isn't because I wanna make it to ruins 16k blocks away faster than anyone else on the server, purely a suggestion as fitting the flavor, I promise, probably.

 

anyways, thought number two is I know that the farmer gets better animal drops, but I would really vibe with a dedicated shepherd class. Walking around with a Shepard staff wrangling sheep and what not, just sounds fun.

All in all super fun mod, love it a lot! Keep up the good work 

💬 Aginoka , Feb 6th at 4:07 PM

Marcamer Not sure I could make it a gurantee, but I'll definitely try testing it out to make sure it works and patch it up if it doesn't. Admittedly I haven't gotten around to really play testing the Lumberjack yet.

💬 Marcamer, Feb 6th at 1:23 PM

Thanks for the great mod!
I'm wondering if the squirrely trait for the lumberjack is working properly. At first it felt like it was working perfectly fine, but over time it seems like the trait is no longer working or even does the opposite of what it's supposed to. I barely get any seeds from trees and the forest is shrinking more and more. I've cut down 5 large pine trees, 1 oak tree, 4 birch trees and have not received a single seed from one of them. Is there perhaps a way to guarantee at least one seed per tree?

💬 Aginoka , Feb 6th at 10:28 AM

BadCake Honestly I didn't realize Armor reduced Aim speed for some reason, that being said the gimick with the Olympian was meant to be that they basically are "restricted" from using Armor. Unless I'm wrong they should be able to wear Gamboised Armour just fine, Doesn't even have a movement penalty. I think for now at least I like the Olympian being very bad with Armor since other Classes, namely the Stonemason like Armor quite a bit. I figure it might make tactical team-fighting more valuable. 
In Summary, it is intended that the Olympian is basically unable to use Armor, though admittingly the aim speed thing was not intended, that being said I'm not sure I could make it work both ways.

💬 BadCake, Feb 6th at 10:01 AM

For Olympian, the 125% movespeed is a little over 2x the penalty, is that intentional? also due to the massive aim speed debuff, if you put on nearly any armour it puts you to 0% charge speed and you can just flat out no longer use ranged weapons which basically stops you using Brigandine. Late game armour is usually pretty important to not die due to how much damage stuff does. It might be an idea to increase the base charge speed to 35% so you can at least wear Brigandine.

💬 Aginoka , Feb 5th at 2:21 PM

Dark_Rarity It should work with any 1.20.x version as best I know, in theory it should even work with versions older than that but i haven't tested. Generally, most of the code seems to be the same between the current version and other class mods from ages ago, I'd say there's a good chance for it to work on most versions of the game.

💬 Aginoka , Feb 5th at 2:19 PM

SylviaGrim Good catch, I accidentally set the name wrong, the trait for -15% was set to say -10%.

💬 Dark_Rarity, Feb 5th at 12:45 PM

will the latest version of the mod work for the game version 1.20.1?

💬 SylviaGrim, Feb 5th at 1:09 AM

Aginoka Understood now, thanks! Also, we were playing and noticed that the trait for stonemason says it gives a -10% penalty to movement, but his movement speed is reduced to 85%, without wearing anything that would slow down further.

💬 Aginoka , Feb 4th at 5:50 PM

SylviaGrim The Tailor cannot use recipes which are bound to another trait. The recipe for making Flax fibers is either 12x Cattails from Bushcrafter vs 6x Cattails or 16 grass for Tailor. Both the Bushcrafter trait and Tailor trait have access to Flax Fiber recipes involving the same ingredients. The Tailor's however is much, much cheaper, and allows the use of Grass, which the Bushcrafter trait does not. So the Tailor isn't actually using the Bushcrafter recipe, just a very similar, yet more powerful one. The intent was Bushcrafter would make it easier to produce small amounts of Linen, lets say for Linen Sacks, and the Tailor is better at mass production. In the Update I'm working on now I'm finding ways to enhance the Tailor, as I think they are some of the most in-need of a buff personally. And cheaper Linen seemed like a good start.
In Summary, it is intended that the Tailor can craft Flax Fibers with Cattails, but they aren't using a Bushcrafter recipe to do it.

💬 SylviaGrim, Feb 4th at 1:09 AM

Aginoka I can understand both of those additions and that is fair, but should the tailor be able to use the Bush Crafter's recipe to craft with cattails? We were testing it on a server and our tailor was crafting with cattails as a tailor class. Wasn't sure

💬 Aginoka , Feb 3rd at 2:00 PM

SylviaGrim TThe Bushcrafter trait and Tailor trait do both have the ability to craft some flax fibers and similar items a bit cheaper, though the Tailor trait should give the best ratios among them. The Drygrass to Flax Fiber recipe should require enough grass as to not be overpowered, I believe it is something like 6 for every 64 grass. I've actually been playing as the Recreant lately, and can attest it is actually strikingly difficult to harvest enough cattails to do much of anything with them in terms of converting to Flax Fibers. That being said, it is intentional, though I may do balance changes if needed.

💬 SylviaGrim, Feb 3rd at 6:36 AM

Heya, not sure if we messed somthing up bu reporting it to make sure; the Tailor class can use the Bushcrafter's trait for making flax fibers out of cattails. As well, are tailors supposed to make flax fibers from dry grass? That seems rather powerful to me, tbh.

💬 Aginoka , Jan 31st at 11:05 PM

ItsAvalon I appreciate you reporting that it worked, I always get stressed that I failed to fix something when I go to upload, good to hear.

💬 ItsAvalon, Jan 31st at 9:43 PM

Aginoka Works like a charm! Thank you a million for the quick turn around on that. You rock!

💬 Aginoka , Jan 31st at 3:38 PM

ItsAvalon The issue has been fixed, it may be necessary to reselect the class using .Charsel. For some reason, certain value changes do not appear to update on world restart, this oddity is what lead to the issue in the first place. The value should read as 20% Ranged Weapon Charge Speed in the stats menu, if it shows any lower, especially negative, you will need to reselect the Class.

💬 ItsAvalon, Jan 31st at 1:25 PM

The Olympian class has a bug for me where the spear doesn't gain accuracy. When I hold it to throw it shows the minimum accuracy square and never grow more accurate no matter how long I aim.

💬 Aginoka , Jan 31st at 12:11 PM

gnorp I do plan on investigating options to add compatability once I am content complete, though I cannot gurantee how long that will take. If I do add compatability I wouldn't just want to do a lazy conversion either, so it would take some time to redesign everything to fit, which is why it's taking me so long to get around to it.

💬 Aginoka , Jan 31st at 12:09 PM

Fuzzytos I appreciate it, it's the first mod I've made for vintage story so I'm quite glad people seem to be liking it.

💬 gnorp, Jan 31st at 3:59 AM

A shame it can't work with Combat Overhaul - I will be eagerly awaiting to see if you can find out a workaround :]

💬 Fuzzytos, Jan 31st at 2:46 AM

Aginoka You da bomb! I really appreciate the speedy turn around on that! Looks to be working great so far! Loving the mod btw one of my absolute favorites so far!

💬 Aginoka , Jan 30th at 2:31 PM

Edit: The issue has been solved, and was related to in-development features acting in unexpected ways. Features relating to the issue have been completely removed for the time-being, and thus the mod works, to my knowledge, without fault. If issues persist regardless of my efforts to remedy them, version 0.9.3 is known to work, with the exception of the issues relating to the Tailor.

There may have been a game breaking issue in the patch I attempted to release relating to other, unrelated code elements. I removed it in the mean-time until I can access the issue, which is appearing to be on my client specifically for some unknown reason, I will have 0.9.4 re-uploaded once I am confident of the issue and it's resolution.

💬 Aginoka , Jan 30th at 1:48 PM

Fuzzytos Unfortunately, I do know why, and it's simply that I made a mistake. I wanted to simplify traits a bit, and in doing so I wanted to give recipes to characters from a trait which matches the Classes name,suchh that Tailor recipes were locked to the Tailor Class and Tailor Trait, rather than the Tailor having the Clothier trait. My intend was to overhaul the Tailor next and make them a bit more viable and inline with the other classes, so while recoding it I must have overlooked them by mistake.

 Sorry for any inconvenience.

Edit: The issue has been fixed and a patch is now available.

💬 Fuzzytos, Jan 29th at 10:49 PM

Im running in to an error where the recipes for the "Tailor" trait is still showing as the "Clothier" trait. So the tailor in my server is not able to utilize the decreased crafting cost. I am running this with Primitive Survival and Better prospecting.Any ideas why the reduced cost for Linen and Flax related stuff is only applying to the "Clothier" trait and not the "Tailor" trait?

💬 SioxGWolf, Jan 28th at 11:33 PM

Aginoka I also went about the route of seeing if Combat Overhaul had any advice or if they could work on something on their end. I hope a solution is found, so the workaround isn't necessary, but hope an easy answer is found.

I also suggest making a page for this mod on the official VS discord, and reaching out to Combat Overhaul over the discord on their own discord page in the VS discord server. They have also helped people work on compatibility issues without making their mods dependant on Combat Overhaul, very recently, and are more likely to listen both on that discord, and if the request is from the mouth of the mod maker themselves.

💬 Aginoka , Jan 28th at 5:27 AM

mertagam Yeah, it really is the too much work issue, honestly. I think that this mod technically works with Combat Overhaul IF you scroll through the character select leftwards and avoid looking at the Hunter. So I don't think solving it would be "difficult," but development being as much effort as it is already, I don't want to have to develop for two versions. I'm already writing three books and managing like four mods for other games, so it's just more work than I have time for, unfortunately. 
That being said, I have noticed another class mod appears to be capable of enabling and disabling a compatibility patch for Combat Overhaul through a config, and I might look into that if the solution doesn't take too much time away.

💬 mertagam, Jan 27th at 11:04 PM

I was wondering if it would possible for you to release a seperate page for the mod that works with combat overhaul, since you said if you make it compatible with combat overhaul the mod can't be standalone, why not have 2 pages? One that works standalone and one that works alongside combat overhaul? Or am i missing something/its just too much work?

💬 Aginoka , Jan 25th at 5:50 AM

TheUSDoctor Certainly, though that's true of most games.

I hope to have the update out sometime within the next few days, between 26th and 30th or so. Hopefully the changes save you from a headache. If you do have any major hang-up trying to modify it after release I don't mind trying to give advice where I can.

💬 TheUSDoctor, Jan 25th at 5:40 AM

@Aginoka that works for me, thanks for the heads up ^^. its a shame there isn't better documentation for this game's coding lol

💬 Aginoka , Jan 25th at 5:14 AM

TheUSDoctor Unfortunately I was also unable to find information about how to make the mod as well, very little documentation actually exists for Vintage Story. I had to figure it out by referencing the original Moreclasses mod from way back, trial and erroring my way through.

In the next update I release, 0.9.2, the entire Class and Trait codebase will be entirely overhauled. I did this to make development easier which also means people can modify it more easily. If modifying my Mod would suit your needs then please go ahead, it should be much easier to interpret now. I will also add small descriptions to try and help you within the files.

If you don't want to modify mine, I can't really provide any more help unfortunately. There simply isn't much information online about this topic.

💬 TheUSDoctor, Jan 25th at 4:29 AM

Hi, I was wonder if you could make a cheat class with some of the positive traits from this mod as a seperate mod, I was trying to do it myself as a personal mod but have had no luck so far finding any information on what I should be doing, so i decided I would just ask the author of the mod im using as a base. if not thats fine, but could you possibly then direct me towards the information you used to help you make this one?

💬 Aginoka , Jan 24th at 1:10 AM

TooSmalley Certainly not how I thought that would work. Thank you for reporting it, I'll have it fixed next update.
Edit: Issue Fixed, thanks again for reporting it.

💬 TooSmalley, Jan 24th at 12:15 AM

Found a problem with the defector class. The 100% picked up cracked vessel buff means you cant open them at all. 

💬 Aginoka , Jan 23rd at 8:54 AM

BlueByte ""Translated""

Bonjour, j'ai fait ça pour des petits groupes. Les choses sont plus fortes pour de telles raisons. Bien que je travaille toujours à l'équilibrer au fur et à mesure de mon développement, certaines valeurs peuvent diminuer avec le temps.
💬 BlueByte, Jan 23rd at 8:20 AM

Bonjour, joli mod ! bien que je ne l'utilise plus... je trouve personnellement que les bonus que vous avez attribué sont beaucoup trop fort ! il faudrait une version survie, car la c'est vacance...es possible ? 

💬 Aginoka , Jan 23rd at 6:45 AM

Cain1 I'll see what I can do to fix it eventually, but I have limited knowledge of Vintage Story's error handling and I have not used Combat overhaul.

💬 Cain1, Jan 23rd at 6:32 AM

CTD on trying to select a different class when used with Combat Overhaul.

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