Mods / A Miner's Craft
- Tags:
- Author:
- Chromarict
- Side:
- Both
- Created:
- Jun 14th 2025 at 5:44 PM
- Last modified:
- Apr 22nd at 4:53 AM
- Downloads:
- 3949
-
Latest release (for Vintage Story 1.22.0-rc.6 - 1.22.0, potentially outdated):
aminerscraft-1.3.0.zip 1-click install
Adds a miner class with unique craftables, including a flint pickaxe that can mine sedimentary rock and all types of cracked rock in the stone age.
Features
Miner Class
A custom class with a focus on mining. I know there are already a few miner class mods available, but I didn't like how any of them were balanced and I prefer not to use massive all-in-one mods when I only want a few features, so I decided to make my own.
The miner starts with the vanilla miner clothes equipped and the following traits:
- Experienced Miner: Being an experienced miner grants +25% stone mining speed, +25% ore drop rate, and +10% melee weapon damage
- Mining Equipment: Miners have the unique ability to craft makeshift pickaxes for mining sedimentary and cracked rock, small mining bags for carrying stones and ore, and miner's lamps as a dimmer alternative to lanterns.
- Nearsighted: All that time spent underground has affected your eyesight, reducing ranged damage by 15%
- Heavyhanded: Swinging a pickaxe all day makes you strong, but you handle fragile things less delicately. -10% loot from cracked vessels, -15% loot from foraging, and -20% wild crop harvesting.
- Heavyfooted: Miners aren't known for their grace or agility. Increases animal detection range by 15% and reduces walking speed by 5%.
- Hearty Appetite: Mining is hungry work, increasing your overall hunger rate by 10%
Stone Age Mining
Sedimentary rock types (claystone, sandstone, chert, shale, conglomerate, chalk, limestone, and halite) and all types of cracked rocks have been lowered from tool tier 2 to tool tier 1, allowing any stone tool with a stone mining speed value above 0 to break them.
Additionally, ores that normally require a copper pickaxe (tool tier 2) are lowered to tool tier 1 when occurring in sedimentary rock. These ores will still require their original tool tier when occurring in non-sedimentary rock, and ores that require tool tier 3 or higher will not be affected even if they do occur in sedimentary rock.
Makeshift Pickaxes
Adds makeshift flint pickaxes that can mine sedimentary rock and all types of cracked rock. These are crafted by first knapping a flint pickaxe head, then combining it with a stick and a rope.
Small Mining Bag
Miners know how to fashion a small mining bag for carrying their hard-earned stone and ore. An early game predecessor to the vanilla mining bag, the small mining bag has 6 slots for storing stone, ore, or gems, and is crafted from a flax twine, linen, and four stones.
Small mining bags may also be upgraded to normal 12-slot mining bags by reinforcing them with 2 metal plates so they don't become worthless when metal is more readily available.
Miner's Lamps
Miners spend a great deal of time underground, where light is a valuable commodity. They know how to create a simpler alternative to lanterns known as miner's lamps. These lamps act as a middleground between torches and lanterns in terms of brightness. These cannot be upgraded like lanterns, but offer a slightly dimmer alternative if beeswax is unavailable for candles.
Miner's lamps have a light level of 16 and are crafted by combining a metal plate with a lump of fat and flax fibers.
Bandages can be added to miner's lamps to diffuse their light, softening the color but lowering the light level by one. These are crafted by including two bandages in the miner's lamp recipe, or by combining a miner's lamp with two bandages in the crafting grid. Bandages can be recovered by placing a diffused miner's lamp into the crafting grid to remove them.
Miner's lamps can also be attached to boats and elk in the same way as vanilla lanterns.
Miner's Warpick
The miner's warpick is a hybrid weapon and pickaxe, offering the convenience of only requiring a single inventory slot for a weapon and tool at the cost of being somewhat worse in both roles. They can be crafted by casting a warpick head in a mold or smithing one from an ingot, and then combining it with a stick and a rope.
Compatibility
This mod relies on JSON patching to add the miner class and traits to the class and trait lists, which should be compatible with anything else that adds new classes. Obviously, this will likely conflict with any other mod that also adds a miner class, but I can always make a patch to defer to another mod's miner class and just add the crafting recipe trait to them upon request.
Flint pickaxes are also implemented by patching the vanilla game:pickaxehead and game:pickaxe items, so they should be compatible with anything else that touches pickaxes and should work out of the box with mods like Toolsmith.
Small mining bags and miner's lamps are entirely separate items/blocks in the "aminerscraft" namespace, so they shouldn't conflict with anything.
Compatibility patches and general info are listed in the spoiler below.
Toolsmith
If Toolsmith is installed, flint pickaxes can be assembled in the same was as vanilla pickaxes, and automatically support the sharpness and head durability features in Toolsmith without patching.
Changelog
v1.3.0
- Fixed missing textures caused by vanilla texture paths being changed in one of the 1.22.0-pre/rc versions
- Fixed flint pickaxe using copper pickaxe model and flint pickaxe head being invisible due to changes in 1.22.0-pre/rc versions that conflicted with how flint pickaxes were implemented
v1.2.4
- Added recipe for converting a linen sack to a small mining bag with 4 stones instead of requiring flax + linen every time for consistency with the vanilla mining bag recipe that takes 2 plates + a linen sack
- Added miner's lamps to the same trader lists as vanilla lanterns, available less often but slightly cheaper on average
v1.2.3
- Fixed the miner's warpick being considered an axe instead of a pickaxe, which resulted in it being swapped to and losing durability when breaking an axe while chopping trees
v1.2.2
- Added Toolsmith compatibility patch
- Fixed flint pickaxe head being a generic white metal pickaxe head when Toolsmith is installed
- Fixed flint pickaxe head hand transform slightly floating
- Fixed miner's warpick head hand transform being upside down and floating
- Fixed miner's warpick head molds unintentionally using the vanilla clay mold first-person hand transform as their third-person hand transform
v1.2.1
- Fixed tong transform for miner's warpick head being incorrect and causing it to float off to the side
- Fixed small mining bags being craftable by non-miners when class-exclusive recipes are enabled
- Attempted to fix flint pickaxe heads and warpick heads and molds being craftable by non-miners when class-exclusive recipes are enabled. See note below.
Note: I am aware flint pickaxe heads, warpick head molds, and warpick heads can still be crafted by non-miners when class-exclusive recipes are enabled. Unless there's some way to do it that I'm unaware of, the "requiresTrait" entry available for crafting grid recipes doesn't seem to work for knapping, clayforming, or smithing recipes. Since it doesn't cause any errors, I've added it to these recipes anyway in case a future update to the game ever adds support for class-exclusive knapping/clayforming/smithing recipes. If anyone knows of a workaround for this issue, please let me know.
v1.2.0
- Added new clay color variants of warpick tool molds added in 1.21.0
- Added remap config to convert old tool molds to new variants when updating an existing world, using the same method the vanilla game uses for upgrading to 1.21.0. See note below for details.
- Changed the miner class and traits to be defined in their own files in "aminerscraft/config/" for compatibility with the new class/trait API instead of using a JSON patch to modify "game:config/class.json/traits.json", which is no longer supported
- Removed the orientation-specific "*-north", "*-south", etc. variants of warpick tool molds for consistency with vanilla tool molds
- Fixed warpick tool mold walk sound not using the same "game:walk/stone" sound as the vanilla tool molds
Note: Due to the tool mold changes to support the new clay color-specific variants, a block remapping prompt should appear when updating the mod in an existing world. This remap uses the same conversion rules as the vanilla remap for tool molds in 1.21.0 (found in "game:/config/remaps.json"), which will remap them like so:
- East-oriented raw molds become raw red clay molds
- North-oriented raw molds become raw blue clay molds
- West-oriented raw molds become raw fire clay molds
- South-oriented raw molds become black fired ceramic molds
- East-oriented burned molds become fired gray ceramic molds
- North-oriented burned molds become blue fired ceramic molds
- West-oriented burned molds become brown fired ceramic molds
- South-oriented burned molds become tan fired ceramic molds
Unfortunately, remapping is only 1-to-1, so the orientation-specific variants that were removed can't be remapped to the exact same variant with the new setup. For example, the remapper can't convert all the old raw mold variants into new raw blue clay molds, or all the old burned mold variants into new dark brown fired clay molds.
v1.1.0
- Added the miner's warpick, a weapon that also functions as a pickaxe. Has worse durability and mining speed than picks and worse damage than falxes of the same material, but offers the convenience of only requiring a single inventory slot for mining and fighting. Will likely require further balancing to ensure it isn't too overpowered.
- Changed description of the "mining equipment" trait to a single handbook search link instead of being an ever-growing monolith of text since it was beginning to clutter the traits tab
- Fixed minor inconsistencies between the flint pickaxe item description and its crafting recipe description
Note: This should function perfectly fine on 1.21.0-pre.1 through 1.21.0-rc.1 based on my testing, but the warpick head molds will require a separate patch to support the new per-clay color molds.
v1.0.1
- Changed miner class and trait patches to use "addmerge" operation instead of just "add" for better compatibility in cases where other patches add/modify the same entries
- Fixed halite and sylvite in halite not being mineable with makeshift picks since halite is a sedimentary rock
- Fixed warnings about missing texture paths in flint pickaxe shape file caused by missing "game:" namespace, resulting in paths resolving to "obsidiancraft:path/to/texture.png"
- Fixed warnings about missing texture paths in flint pickaxe item definition caused by the base game defining a "metal" texture that was unused on flint picks, which resolved to "obsidiancraft:item/metal/ingot/obsidian.png" which doesn't exist
Known Issues
- Flint pickaxe heads and warpick heads and molds can still be crafted by non-miners when class-exclusive traits are enabled. This appears to be a vanilla limitation since the "requiresTrait" setting available in crafting grid recipes doesn't seem to work when added to knapping, clayforming, or smithing recipes.
- When Toolsmith is installed, anyone can assemble a flint pickaxe when combining a head, handle, and binding. This seems to be a limitation with Toolsmith itself since I can't find a way to prevent this behavior.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.0 | aminerscraft | 700 | Mar 29th at 2:24 AM | aminerscraft-1.3.0.zip | 1-click install | ||
|
- Fixed missing textures caused by vanilla texture paths being changed in 1.22.0-pre/rc versions
- Fixed flint pickaxe using copper pickaxe model and flint pickaxe head being invisible due to 1.22.0 adding a new pickaxe shape for iron/steel picks, which conflicted with the flint pickaxe patch
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| 1.2.4 | aminerscraft | 974 | Sep 16th 2025 at 8:08 PM | aminerscraft-1.2.4.zip | 1-click install | ||
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| 1.2.3 | aminerscraft | 145 | Sep 14th 2025 at 7:02 PM | aminerscraft-1.2.3.zip | 1-click install | ||
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| 1.2.2 | aminerscraft | 130 | Sep 13th 2025 at 5:30 PM | aminerscraft-1.2.2.zip | 1-click install | ||
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| 1.2.1 | aminerscraft | 78 | Sep 13th 2025 at 4:22 AM | aminerscraft-1.2.1.zip | 1-click install | ||
Note: I am aware flint pickaxe heads, warpick head molds, and warpick heads can still be crafted by non-miners when class-exclusive recipes are enabled. Unless there's some way to do it that I'm unaware of, the "requiresTrait" entry available for crafting grid recipes doesn't seem to work for knapping, clayforming, or smithing recipes. Since it doesn't cause any errors, I've added it to these recipes anyway in case a future update to the game ever adds support for class-exclusive knapping/clayforming/smithing recipes. If anyone knows of a workaround for this issue, please let me know. | |||||||
| 1.2.0 | aminerscraft | 334 | Sep 2nd 2025 at 11:31 PM | aminerscraft-1.2.0.zip | 1-click install | ||
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Note: Due to the variant changes with clay molds, a block remapping prompt should appear when updating the mod in an existing world to convert any existing molds to the new version. This will use the same conversion rules that the vanilla game uses for remapping clay molds in 1.21.0. See mod description changelog for more details.
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| 1.1.0 | aminerscraft | 805 | Jul 24th 2025 at 2:59 AM | aminerscraft-1.1.0.zip | 1-click install | ||
Note: This should function perfectly fine on 1.21.0-pre.1 through 1.21.0-rc.1 based on my testing, but the warpick head molds will require a separate patch to support the new per-clay color molds. | |||||||
| 1.0.1 | aminerscraft | 256 | Jul 16th 2025 at 7:40 PM | aminerscraft-1.0.1.zip | 1-click install | ||
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| 1.0.0 | aminerscraft | 527 | Jun 14th 2025 at 5:45 PM | aminerscraft-1.0.0.zip | 1-click install | ||
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Initial release | |||||||









Hi, I think that since version 1.22, you can no longer craft the flint pickaxe. Chromarict
It works fine for me in 1.22.3. Do you have any other mods that affect pickaxes? There might be a conflict with another mod I'm unware of.
Hi, I have the Ancients Tools mod which would be the first suspect, but I also have this:
I tried Ancient Tools, Armory, and PrimitiveSurvival since they all stood out as possible conflicts, but I can still craft them without issue. I even tried Rope and Spear to check if it made breaking changes to ropes, but no luck. Nothing else in that list stands out as something that might conflict just based on names and mods I recognize, unless there's something I'm overlooking. Unless they're just poorly documented, none of the mining mods you have specifically mention modifying pickaxes on their mod pages so I don't think they should conflict either.
Double check you're definitely playing as the miner class or have class-exclusive recipes disabled if you're playing a different class. If that's not the issue, check your game logs for errors mentioning the mod ID "aminerscraft" or any errors about pickaxe recipes. It's possible another mod is directly modifying the vanilla recipes for pickaxes instead of using a patch like my mod does, which may be disabling the recipe for flint picks.
If neither of those work, you'll have to try narrowing it down to a specific mod or combination of mods that cause a conflict by disabling other mods until it works so I can make a patch.
Hello, I just forgot to disable the class-exclusive recipes, what an idiot, sorry for bothering you.
No worries, I'm just glad it was an easy fix!
Chromarict Thanks for the Update man. 👍
DonaldRTS Thanks for letting me know, I'll look into fixing that.
Just wanting to let you know, when I have Toolsmith and this mod installed together the stone pickaxe head looks like a white metal pickaxe head. However, when fully crafted it looks like how it should.
KebbieKabz Sorry, I haven't had much time to work on anything recently. I haven't even downloaded the full release of 1.21.0 yet and I honestly forgot I needed to update this for the mold changes. I should be relatively free by tomorrow afternoon, so I'll probably have the update out within the next 24 hours.
Hi, any chance of this mod being updated in the near future for 1.21.0?
Chromarict yeah i agree it shouldn't be combat oriented i just suggested that because every other class has a buff for a certain weapon with combat overhaul and i tought the miner not having one would just be sad, and also a warpick is just the one thats fits best, combat overhaul armor doesn't have a piercing single handed weapon either (you could count the spear as one but its clearly intented to be used two handed), also you make genuinely good mods (especially for a class mod), also this mod is so underrated its sad
@wael6 I do like the idea of adding warpicks to the game, but I'm not sure if it's a great fit for this mod. I was trying to avoid making this class too combat oriented since the game already has the blackguard for that and I wanted to keep the miner as more of a utility profession with a focus on mining. I'm not opposed to adding them, but I wonder if it'd be better to make it a separate mod and just have a compatibility patch to buff the warpick when wielded by a miner.
Also with the compatibility patching system, it is pretty easy to make items only available when specific mods are installed, but it might be better making the warpick a standalone feature with a compatibility patch to support Combat Overhaul rather than making it entirely dependant on it so people who don't use CO can still use warpicks. Thank you for the suggestion though, I'll definitely add it to my list of things to consider/work on next time I have time to work on my mods.
could be cool if there was some sort of compatibility with combat overhaul so the miner has some proficiency buffs, sadly theres no warpick in combat overhaul : armory that you could put a proficiency buff on, tho you could either add one to the mod or make an addon to combat overhaul that adds a warpick (idk if its possible for the warpick to only show up when combat overhaul is installed too)
@Jenner_IIC During my testing I never noticed a difference in how well I could escape from hostile animals with or without the speed debuff, but I may just be biased since my unarmored survivability against animals basically boils down to "did I see the wolf before it saw me?". I do like the idea of adding the reduced armor speed penalty to compensate though. I was avoiding giving the miner too many combat buffs because I didn't want it to end up being too similar to the blackguard, but that one does make sense for an experienced miner to move faster under a heavy load.
I'm surprised by how well balanced this seems at a glance, however I would suggest one small addition to it, the movement speed penalty is a much stronger debuff than it seems since it makes it impossible to run away from any hostile animals, maybe could counter it a little bit by giving the same armour speed penalty reduction of blackguard? Rework the first trait into something more general to do with strentgh and slap it onto that one.
Still would make you a sitting duck to animals, but a very tough sitting duck especially since you can get to heavy armours much faster.