Mods / Aldi's Classes
- Tags:
- Author:
- Aldi
- Side:
- Both
- Created:
- Sep 29th 2025 at 8:56 AM
- Last modified:
- 5 days ago
- Downloads:
- 170484
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
aldiclasses2.4.2.zip 1-click install
Pick your class, stand with others, rise as a whole
Dependencies
Expanded Matter (for some crafting recipies)
Rucksack Patch (this is not a hard dependency but I REALLY want you to use this!! It adds amazing features that I want separated from the main mod for logistical reasons!
Soft Dependencies
imm (integrated mod manager) (change some values serverside. Makes most of my patch mods obsolete [in a good way!]!)
- every class can be enabled or disabled (this potentially renders some patch mods useless but what gives)
- vanilla classes can be enabled or disabled
- Slots for every backpacktype can be changed (to completely unreasonable values)
- metal pots meal sizes
- bigger crocks and stew serving pots sizes
- deepbowl size (who asked for the abyssal bowl?)
- heatcore warmth
- remove all clothes from all classes (including patch, addition and vanilla)
- remove all negative traits from all classes (including patch, addition and vanilla)
Pictures and more information can be found in the wiki tab!
2.4.2
- added ignition bangle to the tinkerer description
- removed EF hard lard compat patches because this item no longer exists
- fixed CO compat issue with "daggers" (gave threadweaver onehandsword because there is no daggerproficiency)
- rustborn magic compat patch: changed temporal gear recipe for entropic to 8 gears to 1 temporal gear
- put a bandaid on stew serving pots when you put food from inside a barrel in it
- It is not possible without code to make it look full but it will at least now show the lable of what's inside
2.4.1
- nettle stems now have a smaller hitbox
- Wanderer got a new trait: Pacifist exorcist
- He was always unintentionally bad at looting non-mechanical lore enemies, too
- now he's back to getting almost the same loot as someone without any bonuses
- he lost "pacifist"
- buffed mercenarys "greedy" trait. now recieving 30% more loot from enemies
- fixed minor texture glitch with blacksmithgloves
- added ignition bangle for the Tinkerer
- Basically a bracelet that ignites stuff
- Needs advanced features installed
- A fun mid to endgame item that solved all your ignition issues in one go!
2.4.0
- added scythe to nettle harvesting
- same loot, better efficiency
- you can't scythe the stems so that's a safe way to do it
- all nettle parts now fit into the foragers backpack
- added nettle chest (10) and basket (4)
- slightly better than reed or papyrus (duh)
- newly added bunch of nettle leaves
- throw 32 dried leaves in the grid, recieve 1 bunch of leaves
- grind this bunch down to 1 ground leaves
- 1l water + 1 ground nettle leaves = 1l tea
- this should make managing nettle tea way easier
- nettles now leave stems behind when harvested
- these stems regrow medium nettles after 7 days
- medium nettles now regrow to tall nettles after 7 days
- remember that medium nettles drop way more leaves and tall nettles more stems
- you should really consider not sprinting through nettles
- balanced the spawning of nettles a bit now that they can regrow
- note that there are really valuable spots of nettles extremely rarely spawning with up to 64 plants in one spot
- legends say the arctic supplies contain rare nettle seeds...
2.3.4
- imm (integrated mod manager) support
- so much more to adjust!
- basically removes the need for most of the patch mods
- temporal cooking pot now can't get dirty, whatever you cook in it
- washery grade coke now also has a burn duration bonus of 160% (Expanded matter patched this in for normal coke..)
- fixed some minor gui issues with seasoned redmeat
- added recipes to salvage materials from firewoodframe, normal foragers backpack and sturdy foragers backpack
- added sewingkit to the wanderer (backpacker trait). it's 50% more expensive than the clothier one but still a sewingkit!
- all floral zones logs added to firewoodframe
2.3.3
- fixed Expanded Foods compat
- added compat for lumbersling
- Innkeeper finally found blood resistant shoes to wear
2.3.2
- fixed biomes compat (whupps)
- berry bush cuttings now fit into foragers backpacks
- dirty metal pots are able to further cook dirty stuff again
2.3.1
- changed the ageofflax compat and gave the threadweaver all his stuff back
- added biomes mod compat for nettles
- no bugs have been reportet at all
2.3.0
- repaired the configlib file
- compat for draconis: harnisses and bags now cheaper for the saddler trait (farmer)
- compat for geology: additions. Added recipes for all the damn rocks
2.2.6
Another patch for some minor bugs and stuff~
- Lang file stuff
- stew serving pots now have another line of text that should make their purpose clear once and for all
- added recipe for bone ash (em didn't have one lol)
- added vanilla classes to the no negatives patch
2.2.5
- added compatibility with cairn recipe from natural trails fork mod (only one for 1.22)
- fixed the config lib patches (you probably need to delete this file so it can be initiated anew: VintagestoryData\ModConfig\aldiclasses.json)
2.2.4
- fixed some lang file errors
- added a slider in config lib for satiety of pressedmash...
- added checks in config lib for threadweaver legacy recipes..
2.2.3
- config lib support
- lots of different values can now be easily changed serverside
- every class can be enabled or disabled (this potentially renders some patch mods useless but what gives)
- vanilla classes can be enabled or disabled
- Slots for every backpacktype can be changed (to completely unreasonable values)
- metal pots meal sizes
- bigger crocks and stew serving pots sizes
- deepbowl size (who asked for the abyssal bowl?)
- heatcore warmth
- need anything else? let me know
- Vegan fat for everyone
- can't make fruitpress class restricted and theres no real reason to do so
- wanderer can make a fruitpress with beeswax
- press every type of grain to recieve grain oil (flax and sunflower are twice as good as everything else)
- Many of these grains dont make any sense producing oil but i know players will ask for it so here you go
- eat the resulting mash for some extra protein (yes, protein)
- Lang file fixes
- lots of different values can now be easily changed serverside
2.2.2
Added
- homesteader to "naked" patch
- drunkard to "naked" patch
- homesteader to "no negatives" patch
- drunkard to "no negatives" patch
- removed all negative combat overhaul and butchering traits when "no negatives" patch is installed
2.2.1 official release
Attention server owners. When updating on this version, pay attention to the threadweaver changes. The drygrass recipe is disabled now. If you have your own patches to adjust my classes, please read carefully through these patchnotes! (contact me on discord if you have questions)
- fixed some lang file entries
- removed grass recipe from threadweaver
- changed flax stalks drop rate slightly (chance to drop none is now included)
- added nettle bundles to large troughs as grass food
- added nettle leaves to small and big troughs as vegetable
compatibility
- expanded foods
- hardlard for mechanical parts
- added seasoned meats to every meat recipe
This is a big one (well at least it took a lot of time to make)!
The amazing nettle makes an entrance!
Fixes
- Metal pots are displayed on elks again
- Cleaned up seasoned meat patch files
Changes
- Bedroll now let's you sleep for a bit longer
- Kelp perish rate reduced to 1:8 (8 Kelp, 1 rot)
- Added seasoned bushmeat as a protein ingredient in soups
- Increased all metal cooking pots' sizes to better fit stew serving sizes
- gold pot now holds 32 portions (1 gold pot now equals 1 ceramic stew serving pot)
Additions
- The next tier of cooking pots: the Temporal cooking pot!

- It holds 64 portions of food (enough for 1 metal stew serving pot)
- It is kinda expensive (I think?) and emits ominous particles
- The stinging nettle!! (This was so much work)

- THANK YOU VERY MUCH MiraLeaps for the texture!
- A new plant has been introduced to the game, the Nettle
- It spawns in big bunches around the map, even on already existing worlds (but only in new chunks)
- You recieve stems and leaves from them
- Stems can either be crafted into ropes or flax fibers
- Leaves can be used for tea (without Hydrate or Diedrate that's kinda useless though), be eaten while fresh or dried and ground to make tea later
- These plants are finite and do not respawn. They come in a tall and a small variant.
- Threadweaver rework!
- You now make flax fibers from soaked nettles. Only the careful hands of the Threadweaver manage to do that.
- ALSO (really proud of this one tbh) stage 9 flax crop now drops 1-2 leftover flax stalks. These are completely useless without a Treadweaver but he sees the potential and with the help of his brush and hackle he can extract the leftover flax fibers from them. This will make his kit useful infinitively as he just provides a bonus on already big flax harvests.
Compatibilities
- Toolsmith
- Dried nettle stems can be used as a slightly better binding than normal grass and slightly worse than flax twine
- Hydrate or Diedrate
- Nettle Tea of course replenishes thirst
- Depending on what water you use (rain, natural or well) the nutrition value changes
More info
- Ropes from Nettles
- Cut the nettle with a knife, collect the bundles
- knead and cut them with a stone and knife
- let them dry
- make rope! (this should be a really good way to easily get rope, as long as you find more nettles)
- Flax from Nettles
- Cut the nettle with a knife, collect the bundles
- Soak them in a barrel in water
- knead and cut them with a stone and knife as a Threadweaver
- recieve flax!
- Tea from Nettle leaves
- Cut the nettle with a knife, collect the leaves
- put them in a cooking pot with water (0.2l + leaf + leaf + leaf)
- Alternatively let them dry and grind them
- put them in a cooking pot with water (0.1l + ground leaf + ground leaf + ground leaf)
2.1.1
- Fixed a bunch of text issues (than/then...)
- Fixed patch errors when using the "only crafts" patch (these errors were harmles but ugly)
- Squished some minor bugs (seasoned meats being vegetables in stews lol)
- added loot vessel drop chance for shadowstrider in Get in get out trait: 30%!
- Butchering compatibility: made the prime meat seasonable!
- like every other vanilla meat. Season raw, season cooked, throw raw seasoned variant into stews and soups
- Added a comprehensive List of traits and classes unter the wiki button. These lists will always be up to date
2.1.0
Fix
- fixed tasty medicine crafting (vanilla juiceportion-* bug)
Additions
- raw redmeat, poulty and fish can be seasoned and used as better meat ingredients for stews and soups!
- bushmeat still tastes the best straight from the fire ;)
- This means the Spice Pouch is actually a very nice to have item for every cook even in late game!
- spice pouches have 3x the durability (linen 60, leather 150)
- Kebab seasoning now uses 3 durability (factually the same as before)
- single meat pieces only 1 (feels fairer)
- You can now season the raw Kebeb or cooked Kebab, doesn't matter
Please note that the increasing of Spice pouch durability will basically nerf the already existing spice pouches because they have the same durability as before but Kebabs take 3 times the durability. Sorry lol
2.0.0
It is time to release this as a full version (no particular problem was apparent, I just didn't want to remove the 1.21 version from the main page)
Extremely cool new additions when you install this amazing patch
- The blacksmith gloves make their comeback!
- Smiths can craft them. They came up with the idea after the got too annoyed with using tongs.
- They let you hold hot items without tongs
- A stone compressed by sheer force, defying the boundaries of time and space - the Resonant anchor!
- Prospectors realized if they compress a whole stack of stones into one they create a volatile but useful entity
- Restores 50% temporal stability but should be consumed fast because after 1 hour of existing it just vanished into thin air
- A new permanent addition to the rucksack: a lunch box!
- Everyone can smith and craft this lunch box out of the finest meteoric iron
- Add it to the Rucksack by shift+rightclicking to permanentely add 2 cooling slots to the inventory that have a permanent 50% perish speed reduction
- added logs and quarter logs to the firewoodframe (I give up, it really does make sense)
2.0.0-rc.7
- fixed travertine recipes
- compatibility stuff
- revisited everything that has to do with combat overhaul and such
- reshuffled the traits and damage tier bonuses
- fixed the language bugs
2.0.0-rc.6
- added new mushrooms to wetshroom recipes
- fixed tailors delight compat patch error
- fixed bug with deeperbowls and red clay
- fixed puncherhead stacksize to 64
- fixed alchemy entropic recipe (flasks are blocks not items lol)
2.0.0-rc.4
Some random bugs fixed
- fixed red raw clay pottery not being able to be fired
- fixed some server-main log warnings
- added heatcore recipe (whupps)
2.0.0-rc.2
- fixed metal pan recipe
- added carbon fishing rod for Tinkerer Trait (Entropic)
2.0.0-rc.1
- new 1.22 stuff adjusted
- everything 1.21 got
- actually made all the new versions of many patch mods functional for this version
2.0.0-pre.5
- fixed onionpowder patch missing
2.0.0-pre.4
- Embraced Quartz now fits in cabinets (thx P1nkOblivion)
- everything else added to the 1.21.6 version
2.0.0-pre.3
- fixed dried flygaric texture
- fixed crushed item shapes
- added all the stuff that got added to 1.21 version lately
2.0.0-pre.2
- fixed new labels on stew serving pots
- added the new tags to every recipe
- changed fat to rendered fat in all recipes
- added recipe for tinkerer and handwright for spurgear
- stick is now vanilla offhand, fixed the storage flag for firewoodframe patch
- fixed z-fighting in firewoodframe
- added equus backpack compatibility
2.0.0-pre.1
Lots and lots of Adjustments for 1.22
- fixed crash with hot hackle in metal tongs
- added new flowers to forager backpacks
- added earthyorange to every fired red-clay pottery
- added travertine rock recipes for mason, handwright and earthshaper
- added fennel and licorice comp with farmer produce drop rate and early harvest
- added new poisonous mushrooms to dryshroom and wetshroom crafting recipes
- added better ceramic tiles recipe for mason, handwright and earthshaper
- added new larger windmill parts to millwright trait
- added larger windmill sails to sailwright trait
- fixed every error and crash I found that came with 1.22
Some things I tried but couldn't be added as of now
- better fishing rod with new materials and glowing bobber
- certain classes being better at fishing
- certain classes being better with the new berry bushes
- the new smithing procedure confuses me. I need to get into it first to let the classes benefit from it
Known issues
- stew serving pots wont show the new labels correctly
- I can't replicate a crash where i placed a stew serving pot on top of a cabinet and then looked at it
This mod is balanced for a small, cooperative group
This is a Content mod so there are no extraordinary features to be seen. Just fun, easy adaptable ideas of classes.
I made this with the gameplay style of my friends in mind so that we could have a great time. Maybe you find a liking too!
The goal of this mod is to make every class fun and viable in its own way (looking at you, vanilla Tailor). Class mods often follow familiar staples. I wanted to break free from those while still benefiting from years of established ideas.
Here you’ll find familiar classes and new ones, well-known recipes alongside a brand-new creation, and a variety of class fantasies to explore within a community-driven style of gameplay.
To use these classes in their fullest extent, use this other mod alongside it! I HIGHLY suggest it!
Check out my Patch Mods for easy access to customization
Most of these Patch Mods can be combined (logically, you can't disable and enable all classes i.e.)
Special Patches that add new stuff:
Advanced features Patch Mod - This is an amazing addition that will add new features that aren't possible with json only! Always a good option to add! The new amazing Rucksack, Resonant Anchor, Blacksmith gloves are added!
Homesteader Patch Mod - If you want to add a class that combines some existing ones but doesnt excell at anything. A true self sufficient pioneer.
Drunkard Addition - If you want to add a class that benefits from being drunk and needs SlowTox to work, add this class to the roster seemlesly
Small Creature Addition - If you have someone special to you who just wants to play with you but just isn't great at games? Get this extra class+"race"
Racial Equality Patch Mod - If you want the 5 fantasy races from racial equality with unique traits on top of the classes
Crafts only Patch Mod - You like the items I made but don't really like the classes? Use this patch! You can even use other class mods with this combination!
Patches that change the class roster or make small adjustments:
No Negative Traits Patch Mod - For solo players, even smaller groups or just people who don't like negatives
RP Patch Mod - If you're looking for a mod balanced for big RP Servers
PVP Patch Mod - If you want the classes more balanced for PVP
Vanilla Patch Mod - If you want the vanilla classes or for a smooth transition to my classes
Unlock all classes Patch Mod - If you want to use every single class from Aldi's Classes
Disable all classes Patch Mod - If you want to disable all classes (even vanilla ones) but want to keep the recipies and items. Enabling crafting recipes for everyone is recommended.
Handwright disable Patch Mod - If you want to disable this class specifically
Remove all starting clothes Patch Mod - If you want to remove all starting clothes, either for lore, RP or other reasons
Special collaboration mods:
XSkills Patch for the XSkills fork for my classes made byFatherLegDay - The lord put a lot of work into this, feel free to use it! (check the modpage for all info and requirements)
Prosequor Patch for my classes made by FatherLegDay - A whole new way to experience vintage story classes
Trait aquirer Patch with my traits by Voltine - Haven't used it myself but I think it's a great addition
Multiclass Reborn Class Gylphstones - Glyphstones for my (and other) classes to combine with Multiclass Reborn
Balance philosophy and Classes
The balance philosophy is simple:
- No class should ever feel like “the best” pick.
- No class should ever feel like “the worst” pick.
- Every class should have a meaningful role within the economy.
Listed below are several classes. Each of them is included in the mod, but depending on the patch, some may be disabled. (The Screenshots above show the actualy classes of this Mod without patches)
Each class is designed around a specific playstyle that I envisioned. To fully realize this playstyle, the advanced features patch is necessary for certain classes.
A list of every available class in form of a screenshot can be found here
Go mining and stay sane, that's it!
With the new resonant anchor he can stay underground for much longer. Happy mining!
No surprises here—he’s the best at cultivating crops. Additionally he is good at collecting wild crops and foraging. As a bonus he's good with animals.
Newly added: If you harvest crops in an earlier stage, you get more seeds. This adds another layer to farming and the risk of pushing a bigger harvest further into the future!
Now with the mechanic to harvest lake ice in winter with a saw the farmer even has something to do in winter!
The ability to craft sticks is, arguably, one of the most useful skills for society as a whole. The firewoodframe is a new backpack for transporting a lot of firewood. Harvest a lot more tree seeds with shears.
Fulfilling the fantasy of a truly indispensable class, he can repair armor. And produce highly efficient coke. Can craft all colored glasses.
In the RP Patch he's the only one able to craft iron doors, which makes him much more useful.
Likely already familiar as a class. In my view, it’s perfect as it is: a solid mix of useful skills and solo-play viability. The newly added larger crocks and stew serving pots are a huge addition to this class.
As an Artisan he's able to craft a lot of different colored vessels. (Basically this Simple Deco Pottery and now even this: Valkyrja's Vessels)
Through his careful strikes he collects more rocks from stone. He's a pretty familiar sight, making buldings of stone a breeze.
Much like the Potter, he provides valuable crafting recipes with little drawback.
As a Fitter he can craft pretty new variants of planks. (I have no idea who the original creator of these is and I couldn't find him/her)
A special one. He’s an enduring, animal- and nature-loving traveler who’s learned to improve backpacks, making them larger and sturdier. This gives him a unique role in the community—huge strengths balanced by equally huge weaknesses.
Includes exclusive, brand-new recipes for improving hunter’s backpacks, backpacks, and sturdy backpacks, which should be a viable bonus in early to mid game. Also he's the one to craft the mighty rucksack and vegan leather!
A fusion of the classic butcher and cook. Mainly because I always thought that standalone cooks and butchers are not pickable. He’s not meant for hunting but for tending the domesticated animals on your property. If he manages to capture a few, he’s a viable—if somewhat dull—solo player. (After all, what good is all that food if there’s no one to eat it?)
All the good stuff: He can craft larger pots for more portions per meal and better fuels for the kitchen. A spice pouch for seasoning raw meats to use as better ingredients in cooking and the super cool kebab!
This guy is NOT meant to be played solo. He can master nearly every building skill you’d ever need for a base, but he has no time for anything else—no matter how often you ask. He basically posesses these traits: potter, millwright, mason, carpenter. BUT he focuses on building crafts and thus misses some special items like deeper bowls, bigger crocks etc.
He's probably the perfect class for everyone who has a friend that does all the gathering and hunting.
The Druid is a skilled gatherer and is the only one with the knowledge to craft Medicine. It's a fairly complex process so have a look into the handbook! He can craft a forager's backpack to carry a lot more of natures gifts!
He's well rounded with little advantages and disadvantages.
A reimagined version of the classic hunter. Still a skilled hunter, but now an even better ranged fighter. His strengths in ranged combat come at a cost: he struggles badly in close combat and mining. Best played as part of a community, where he can provide security and animal materials—yet still strong enough to wipe out hordes on his own.
The idea is to go out in the wild, hunt and survive, go even further out and explore the world as a skilled survivalist and hunter. Occasionally return and bless your guild with animal materials.
The counterpart to the Wildrunner. An unstoppable force in close combat, but poor at ranged fighting and hunting.
He is a fusion of Clockmaker and Alchemist, a mind caught between gears inventions. With him comes a unique creation: the Embraced Quartz. No one knows how it works, nor why it works—yet he believes in his inventions so fiercely that they take on reality itself. The quartz is available in 9 different colors! These things have tremendous chiseling and decorative potential! The new metal stew serving pots are his creations aswell.
He is my attempt to make the tailor class more appealing. The brush is intended to be a permanent source of income (with 32 uses it's relatively brittle), allowing the Threadweaver to do other things besides creating cloth.
He's the only one able to craft the brush needed. The hackle can be smithed by everyone.
A combination of Potter and Mason because in small groups it just makes more sense.
This class is the combination of the classic Miner and Blacksmith. Both had similar tasks and didn't feel special enough. The Deepforger aims to be the go-to miner and the go-to Blacksmith of the group. This ensures an indistinguishable class identity.
You like traveling and scavening in ruins? Only thing he's probably missing is a role in an economy. But with his speed, he can travel the world for rare materials so..let's see.
The mighty Lumberjack and the crafty Carpenter combined. He may be a bit strong but let's see. He really should love the forests, as he fells the trees, plants the trees and uses the trees for his crafting. To be a bit more drawn to the forests, he is a bit sneaky and a tad worse at mining and looting vessels.
Special crafts, Compatibilities, Dependencies, Issues and disclaimer














The shiny variants of the embraced quartz


You can use the different colors to you liking as a light source in your offhand or..


Use the 3 cosmetic variants of every color to place the quartz in the block beneath to chisel freely around it!
>First you need to form one from any clay and give it to a Potter to finish it


Now you can either burn it into a fired clay pot that holds 32 food portions or turn it into a metal one with the Entropic to hold 64 portions of food!


You can fill them up with cooked meals and even seal them with fat!

The metal ones come in different colors with different themes but they all hold 64 portions of food!
- Combat Overhaul (Adds CO traits to the classes in an appropriate way. This includes actual melee and ranged damage buffs and debuffs that work with CO)
- Combat Overhaul Armory (Armor is now repairable with repair kits)
- XSkills (appropriate distribution of exp + or -.)
- Floral Zones (Crop produce rate sould be affected by the correct multiplier. Thx MagnaFM)
- wildcraft: trees and shrubs is now compatible ( branchy leaves drop mistletoe again and stickdroprate is working again, also the foragers basket is disabled because this mod provides other methods)
- art of growing (unofficial) is now compatible (basically the early stage harvest for seeds is removed)
- age of flax is now compatible! (Drop rate for stage 9 flax is sometimes doubled for the farmer with his new trait "Flax harvest". Threadweaver loses a lot in this but there's nothing I can do) Thx a lot Oppo for you cooperation!
- alchemy is now more than compatible! The druid now heavily profits from this mod and even the entropic has something to show..
- monster nugget drops (well at least there are no errors in the logs anymore.)
- Valkyrja's Vessels got added natively to this mod, you don't need to download it seperately. You can have a look at Valkyrja 's other mods!
- To Rule Them All: Middle-Earth Races You can use these awesome races with my classes and nothing will (should?) break! Thank Shakgriig
- Long-term food: Early harvest, crop rate adjusted to the newly added crops
- Apparently the unofficial Patches of Traitaquirer (main mod is still outdated) are breaking the traits window ingame. The game still works but you can't get insight on your traits. thx Psyloh :)
- Forage backpacks because Sonito allowed me to use his files natively and thus they are already in the mod!
- Consolidated Classes. Obviously something has to break with different class mods. The Farmer won't get any bonus on harvesting crops.
If you transition from no class mod or any other class mod to this (or to any other class mod by that matter) your admin needs to do a /player [playername] allowcharselonce. Then the player can do a ".charsel" and the class selection screen will pop up.
Important: it's wise to switch with this method to the commoner. Than delete the old class mod, install my mod and switch to another class with the command. The reason is: Your game will crash if you are currently using a class that is not installed anymore.
You should either disable "Class exclusive recipes" unter the Multiplayer section or use "/worldConfig classExclusiveRecipes false" if the world was already created. This way you have access to all crafting recipes.
AND / OR
Use the no negatives Patch to not lock yourself out of any options
OR
Use the crafts only Patch to still use Vanilla classes but with all my other stuff
PLEASE always make a backup of your world before installing a new mod.
I am not responsible if something breaks even though I am sure it won't.
This mod disables the vanilla classes! Any mod that changes their behavior could lead to a crash! Install this Patch mod if you have any problems with vanilla classes
Want another language? Tell me or send me the translated file.
Currently natively avialable in
- en
- de
Any bugs? Use the issue tracker or comment!
You may use this mod for forks or whatever you like. Just message me on discord, maybe your ideas have a place in here. I borrowed a lot of ideas and code so feel free to take what you need but always keep in mind that I am not the original creator of some of these features.
Stay up to date and have a look and talk about future patches in my forum post in the official vintage story discord!
Please use the issue tracker link up above to make my life a bit easier!
Do enjoy my work? Visit my Kofi :)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.4.2 | aldiclasses | 1551 | 5 days ago | aldiclasses2.4.2.zip | 1-click install | ||
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| 2.4.1 | aldiclasses | 2249 | Sep 30th at 2:54 PM | aldiclasses2.4.1.zip | 1-click install | ||
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| 2.4.0 | aldiclasses | 3626 | Sep 21st at 7:21 PM | aldiclasses2.4.0.zip | 1-click install | ||
The unexpected but welcome nettle update (I guess?)
Warning! With this patch all already crafted ground nettle leaves basically get 32x as valuable as before.This isnt game breaking by any means but if by any chance someone has a huge stockpile of ground nettle leaves, this is his/her big day. Go on, make some tea | |||||||
| 2.3.4 | aldiclasses | 3255 | Sep 13th at 9:54 PM | aldiclasses2.3.4.zip | 1-click install | ||
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| 2.3.3 | aldiclasses | 4438 | Sep 4th at 8:55 PM | aldiclasses2.3.3.zip | 1-click install | ||
almost 150k yey | |||||||
| 2.3.2 | aldiclasses | 3972 | Aug 27th at 6:19 AM | aldiclasses2.3.2.zip | 1-click install | ||
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- fixed biomes compat (whupps) | |||||||
| 2.3.1 | aldiclasses | 2581 | Aug 22nd at 8:11 AM | aldiclasses2.3.1.zip | 1-click install | ||
I'm honestly a bit sorry that there's no "new" content at all but it's a really stable mod and i need to reduce the content creep. New hybrid classes will be added for 1.23 to not fuck up all the other mods balanced around my classes. Still, if you have ideas or want to produce content or patches for my classes just reach out to me on discord. Either way we are in the final steps to become the most downloaded class mod of all time which makes me honestly so damn proud. Love you all | |||||||
| 2.3.0 | aldiclasses | 7653 | Aug 3rd at 9:16 PM | aldiclasses2.3.0.zip | 1-click install | ||
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- repaired the configlib file | |||||||
| 2.2.7 | aldiclasses | 5477 | Jul 25th at 9:25 PM | aldiclasses2.2.7.zip | 1-click install | ||
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| 2.2.6 | aldiclasses | 1718 | Jul 24th at 7:15 PM | aldiclasses2.2.6.zip | 1-click install | ||
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| 2.2.5 | aldiclasses | 3258 | Jul 14th at 6:34 PM | aldiclasses2.2.5.zip | 1-click install | ||
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| 2.2.4 | aldiclasses | 2169 | Jul 11th at 7:05 AM | aldiclasses2.2.4.zip | 1-click install | ||
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| 2.2.3 | aldiclasses | 1018 | Jul 8th at 8:40 PM | aldiclasses2.2.3.zip | 1-click install | ||
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| 2.2.2 | aldiclasses | 4966 | Jun 28th at 7:38 AM | aldiclasses2.2.2.zip | 1-click install | ||
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Added
I can't help but release a patch for these minor things if there are no real bugs anymore | |||||||
| 2.2.1 | aldiclasses | 3813 | Jun 25th at 4:56 PM | aldiclasses2.2.1.zip | 1-click install | ||
No issue was reported from players so here we go!
compatibility
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| 2.2.0-rc.1 | aldiclasses | 1758 | Jun 21st at 12:02 PM | aldiclasses2.2.0-rc.1.zip | 1-click install | ||
This is a big one (well at least it took a lot of time to make)!The amazing nettle makes an entrance!Fixes
Changes
Additions
Compatibilities
More info
Extra InfoJust because I'm so proud of this update I want to adress some things. The Nettles are meant to fill a small gap and bring a bit more joy when adventuring. I personally always disliked farming vines or cattail for rope. So I added the simple way to make ropes from the nettle stems. The important part is that this can be done while on the way, no need for a barrel or whatever. On the other hand, if you're more in need of early flax twine you can hand them to the Threadweaver for extra flax. So many people had to help me with all this stuff. Making tea, adding the compat, making a nettle texture, worldgen. So many new things for me and the amazing community helped me through it. Special thanks to Miraleaps though for the amazing nettle texture! | |||||||
| 2.1.1 | aldiclasses | 13555 | May 31st at 11:01 AM | aldiclasses2.1.1.zip | 1-click install | ||
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| 2.1.0 | aldiclasses | 3319 | May 27th at 6:02 PM | aldiclasses2.1.0.zip | 1-click install | ||
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Fix
Additions
Please note that the increasing of Spice pouch durability will basically nerf the already existing spice pouches because they have the same durability as before but Kebabs take 3 times the durability. Sorry lol | |||||||
| 2.0.0 | aldiclasses | 4033 | May 22nd at 4:58 PM | aldiclasses2.0.0.zip | 1-click install | ||
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It is time to release this as a full version (no particular problem was apparent, I just didn't want to remove the 1.21 version from the main page)
Extremely cool new additions when you install this amazing patch
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| 2.0.0-rc.8 | aldiclasses | 3788 | May 17th at 7:31 AM | aldiclasses2.0.0-rc.8.zip | 1-click install | ||
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| 2.0.0-rc.7 | aldiclasses | 720 | May 16th at 10:09 PM | aldiclasses2.0.0-rc.7.zip | 1-click install | ||
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| 2.0.0-rc.6 | aldiclasses | 3755 | May 12th at 6:23 AM | aldiclasses2.0.0-rc.6.zip | 1-click install | ||
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| 2.0.0-rc.5 | aldiclasses | 2907 | May 7th at 8:01 PM | aldiclasses2.0.0-rc.5.zip | 1-click install | ||
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| 2.0.0-rc.4 | aldiclasses | 2142 | May 4th at 9:44 AM | aldiclasses2.0.0-rc.4.zip | 1-click install | ||
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Some random bugs fixed
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| 2.0.0-rc.3 | aldiclasses | 2044 | Apr 29th at 1:48 PM | aldiclasses2.0.0-rc.3.zip | 1-click install | ||
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| 2.0.0-rc.2 | aldiclasses | 926 | Apr 27th at 5:03 PM | aldiclasses2.0.0-rc.2.zip | 1-click install | ||
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| 2.0.0-rc.1 | aldiclasses | 2285 | Apr 23rd at 7:54 PM | aldiclasses2.0.0-rc.1.zip | 1-click install | ||
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| 2.0.0-pre.6 | aldiclasses | 2369 | Apr 17th at 4:07 PM | aldiclasses2.0.0-pre.6.zip | 1-click install | ||
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| 2.0.0-pre.5 | aldiclasses | 426 | Apr 4th at 7:26 PM | aldiclasses2.0.0-pre.5.zip | 1-click install | ||
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- fixed onionpowder patch missing | |||||||
| 2.0.0-pre.4 | aldiclasses | 73 | Apr 4th at 8:45 AM | aldiclasses2.0.0-pre.4.zip | 1-click install | ||
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- Embraced Quartz now fits in cabinets | |||||||
| 2.0.0-pre.3 | aldiclasses | 273 | Mar 28th at 5:56 PM | aldiclasses2.0.0-pre.3.zip | 1-click install | ||
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| 2.0.0-pre.2 | aldiclasses | 539 | Mar 11th at 4:09 PM | aldiclasses2.0.0-pre.2.zip | 1-click install | ||
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| 2.0.0-pre.1 | aldiclasses | 79 | Mar 10th at 10:14 PM | aldiclasses2.0.0-pre.1.zip | 1-click install | ||
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Lots and lots of Adjustments for 1.22
Some things I tried but couldn't be added as of now
Known issues
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| 1.14.1 | aldiclasses | 770 | May 4th at 4:32 PM | aldiclasses1.14.1.zip | 1-click install | ||
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| 1.14.0 | aldiclasses | 1665 | Apr 23rd at 7:52 PM | aldiclasses1.14.0.zip | 1-click install | ||
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Additions
Fixes
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| 1.13.4 | aldiclasses | 384 | Apr 19th at 9:02 PM | aldiclasses1.13.4.zip | 1-click install | ||
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| 1.13.3 | aldiclasses | 975 | Apr 17th at 4:02 PM | aldiclasses1.13.3.zip | 1-click install | ||
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| 1.13.2 | aldiclasses | 80 | Apr 17th at 3:37 PM | aldiclasses1.13.2.zip | 1-click install | ||
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| 1.13.1 | aldiclasses | 2229 | Apr 3rd at 5:11 PM | aldiclasses1.13.1.zip | 1-click install | ||
Additions
Compatibility
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| 1.13.0 | aldiclasses | 1956 | Mar 24th at 9:58 PM | aldiclasses1.13.0.zip | 1-click install | ||
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| 1.12.10 | aldiclasses | 202 | Mar 23rd at 6:51 PM | aldiclasses1.12.10.zip | 1-click install | ||
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- fixed a bug with puncherhead not stacking | |||||||
| 1.12.9 | aldiclasses | 0 | Mar 23rd at 6:11 PM | Release Retracted | |||
Retraction Reason:fucked up Changelog:- fixed a bug with puncherhead not stacking | |||||||
| 1.12.8 | aldiclasses | 1125 | Mar 19th at 9:05 AM | aldiclasses1.12.8.zip | 1-click install | ||
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| 1.12.7 | aldiclasses | 348 | Mar 16th at 10:49 PM | aldiclasses1.12.7.zip | 1-click install | ||
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| 1.12.6 | aldiclasses | 3177 | Mar 8th at 10:11 PM | aldiclasses1.12.6.zip | 1-click install | ||
This will probably be the last "content" update for 1.21.6. I will still do bug fixes for some time but for now it's time to dive into 1.22 | |||||||
| 1.12.5 | aldiclasses | 1749 | Mar 6th at 11:09 PM | aldiclasses1.12.5.zip | 1-click install | ||
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| 1.12.4 | aldiclasses | 700 | Mar 6th at 7:12 AM | aldiclasses1.12.4.zip | 1-click install | ||
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| 1.12.3 | aldiclasses | 502 | Mar 5th at 9:29 PM | aldiclasses1.12.3.zip | 1-click install | ||
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| 1.12.2 | aldiclasses | 1859 | Feb 28th at 6:59 PM | aldiclasses1.12.2.zip | 1-click install | ||
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- added compatibility for biggerbackpackcapacity mod
- the bigger backpacks from the wanderer are now doubled when this mod is installed
- adjusted fire clay recipes (increased from 10 to 12)
- added animal loot to innkeeper again when "butchering" is installed (+40%) | |||||||
| 1.12.1 | aldiclasses | 1398 | Feb 26th at 12:59 AM | aldiclasses1.12.1.zip | 1-click install | ||
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Fixes
Additions
Compatibility
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| 1.12.0 | aldiclasses | 1472 | Feb 19th at 3:58 PM | aldiclasses1.12.0.zip | 1-click install | ||
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- removed the collisionboxes of cosmetic embraced quartz variants (down, left and right)
- fixed the visual bugs on the embraced quartz lights
- fixed xskills deepforger combat %
- butchering colaboration patch
- adds fun traits to some classes
- Blackguard and Forlorn armors now repairable with smith repairtools
- added craftable frameless glass in full blocks in all colors for the glassblower trait
SPECIAL ANNOUNCEMENTyou need The advanced [Patch] for this item! - Introducing: The Rucksack! - Features a massive 14-slot capacity for all your loot.
- Available in over 26,000 unique variations (at least in theory!).
- Crafting: Requires the Smith trait to forge the essential components.
- Assembly: You’ll need the Backpacker trait to put it all together.
- Customization: Place it on the ground to attach a bedroll to the top and an Embraced Quartz variant to the back.
- Practicality: Simply detach the bedroll and place it on the ground for a good night’s sleep.
- Illumination: It even glows in the dark, matching the color of your chosen Quartz! | |||||||
| 1.11.0 | aldiclasses | 3561 | Feb 6th at 8:48 PM | aldiclasses1.11.0.zip | 1-click install | ||
Fixes
Additions
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| 1.10.2 | aldiclasses | 884 | Feb 3rd at 11:44 PM | aldiclasses1.10.2.zip | 1-click install | ||
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- added a few blocks to the other creative tabs again
- on large servers there are too many creative tabs so the items need to be found
- added the shape for old quartz back in
sorry | |||||||
| 1.10.1 | aldiclasses | 43 | Feb 3rd at 11:16 PM | aldiclasses1.10.1.zip | 1-click install | ||
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- remapping didnt work on servers, added "old embraced quartz" | |||||||
| 1.10.0 | aldiclasses | 415 | Feb 3rd at 9:29 PM | aldiclasses1.10.0.zip | 1-click install | ||
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| 1.9.1 | aldiclasses | 3148 | Jan 29th at 6:07 PM | aldiclasses1.9.1.zip | 1-click install | ||
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| 1.9.0 | aldiclasses | 367 | Jan 28th at 10:53 PM | aldiclasses1.9.0.zip | 1-click install | ||
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| 1.8.10 | aldiclasses | 1394 | Jan 25th at 9:26 PM | aldiclasses1.8.10.zip | 1-click install | ||
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| 1.8.9 | aldiclasses | 4177 | Jan 20th at 5:20 PM | aldiclasses1.8.9.zip | 1-click install | ||
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| 1.8.8 | aldiclasses | 974 | Jan 19th at 10:28 PM | aldiclasses1.8.8.zip | 1-click install | ||
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| 1.8.7 | aldiclasses | 1231 | Jan 17th at 11:32 PM | aldiclasses1.8.7.zip | 1-click install | ||
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- fixed bug with new fire clay recipe | |||||||
| 1.8.6 | aldiclasses | 1876 | Jan 12th at 8:53 PM | aldiclasses1.8.6.zip | 1-click install | ||
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- fixed blackbronze hammer not included in repair parts recipe | |||||||
| 1.8.5 | aldiclasses | 588 | Jan 11th at 12:05 PM | aldiclasses1.8.5.zip | 1-click install | ||
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- fixed some more recipies from millwrights | |||||||
| 1.8.4 | aldiclasses | 884 | Jan 9th at 7:28 PM | aldiclasses1.8.4.zip | 1-click install | ||
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| 1.8.3 | aldiclasses | 644 | Jan 7th at 9:43 PM | aldiclasses1.8.3.zip | 1-click install | ||
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- mountaineater got a bit better (50% double ore) | |||||||
| 1.8.2 | aldiclasses | 3065 | Jan 3rd at 11:22 PM | aldiclasses1.8.2.zip | 1-click install | ||
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| 1.8.1 | aldiclasses | 2131 | Dec 28th 2025 at 8:32 PM | aldiclasses1.8.1.zip | 1-click install | ||
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| 1.8.0 | aldiclasses | 655 | Dec 26th 2025 at 2:01 PM | aldiclasses1.8.0.zip | 1-click install | ||
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- bundled some jsons (stonepath, slabs and stairs to mason.json and handwright-mason.json) | |||||||
| 1.7.9 | aldiclasses | 526 | Dec 24th 2025 at 7:30 PM | aldiclasses1.7.9.zip | 1-click install | ||
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- Farmers are now proficient in using crossbows when using CO | |||||||
| 1.7.8 | aldiclasses | 3087 | Dec 14th 2025 at 6:42 PM | aldiclasses1.7.8.zip | 1-click install | ||
Beware before updating. Do not have anything cooking or stored in your metal pots when updating. Could get lost | |||||||
| 1.7.7 | aldiclasses | 1088 | Dec 13th 2025 at 6:11 PM | aldiclasses1.7.7.zip | 1-click install | ||
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| 1.7.6 | aldiclasses | 778 | Dec 9th 2025 at 1:47 PM | aldiclasses1.7.6.zip | 1-click install | ||
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- fixed a CO comp bug | |||||||
| 1.7.5 | aldiclasses | 4162 | Dec 1st 2025 at 6:30 PM | aldiclasses1.7.5.zip | 1-click install | ||
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- More bugs fixed
- mining lantern lost its crafting recipe
- there was a way to craft flax twine with 2 flax fibers for clothier
- this had to go because it's really unbalanced | |||||||
| 1.7.4 | aldiclasses | 287 | Nov 30th 2025 at 6:54 PM | aldiclasses1.7.4.zip | 1-click install | ||
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| 1.7.3 | aldiclasses | 1130 | Nov 28th 2025 at 4:49 PM | aldiclasses1.7.3.zip | 1-click install | ||
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- Minor textbug fixed | |||||||
| 1.7.2 | aldiclasses | 1033 | Nov 22nd 2025 at 9:29 AM | aldiclasses1.7.2.zip | 1-click install | ||
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| 1.7.1 | aldiclasses | 328 | Nov 20th 2025 at 9:17 PM | aldiclasses1.7.1.zip | 1-click install | ||
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- metal mining lanterns can now be placed on walls and ceilings - bug fix in Potter Plaster recipe - now all sandtypes can be used - added a handbook section to describe every class a bit - one sentence describing the main playstyle - a few dashes with the main traits - comp patch for vanilla variants - tasty medicine crashed the game, not anymore! | |||||||
| 1.7.0 | aldiclasses | 2532 | Nov 14th 2025 at 9:23 PM | aldiclasses1.7.0.zip | 1-click install | ||
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- mistletoe now fits in forager backpack (should have thought about this earlier) - Lupine, peanut and soybean too - branchy oak leaves drop seeds again - medicine and tasty medicine now got perish times - they are expectedly high - Firewoodframe is now correctly craftable by "woodsman" - new fusion class: Timberborn - Combined Carpenter and Lumberjack - Lumberjack himself was pretty strong to begin with so he got a bit more nerfed in comparison - fancy hat - Repair Kits can now be used by everyone but only crafted by a smith - disabled the repair tools and smith gloves completely
- fixed a few bugs | |||||||
| 1.6.6 | aldiclasses | 712 | Nov 10th 2025 at 8:49 AM | aldiclasses1.6.6.zip | 1-click install | ||
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- text bugs fixed | |||||||
| 1.6.5 | aldiclasses | 219 | Nov 9th 2025 at 9:53 PM | aldiclasses1.6.5.zip | 1-click install | ||
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- reworked the smith armor repair mechanic (because of hardcoded shenanigans) - new item: repairkit and advanced repair kit - behaves like a vanilla repair item for every armor - that's a little complicated to balance because repairing armor is hardcoded - can be crafted in bulk and is NOT a tool - has a cool pile when stacked on the ground - this is compatible with armor altering mods (enchatments) - Shields were never meant to be repaired and thus are NOT repairable anymore - there simply is no way to make this not complicated and fun rn in my opinion - combat overhaul Compatibility further patches - CO armor now repairable with repair kits - removed the wildly op parchment recipes for woodsman when toolsmith is installed - added a twice as effective recipe for the Threadweaver to craft parchment from pulp | |||||||
| 1.6.4 | aldiclasses | 720 | Nov 6th 2025 at 11:05 PM | aldiclasses1.6.4.zip | 1-click install | ||
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| 1.6.3 | aldiclasses | 1723 | Nov 3rd 2025 at 6:38 PM | aldiclasses1.6.3.zip | 1-click install | ||
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| 1.6.2 | aldiclasses | 1049 | Nov 1st 2025 at 4:05 PM | aldiclasses1.6.2.zip | 1-click install | ||
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- put a hell lot of work into compatibility with wild craft: trees and shrubs | |||||||
| 1.6.1 | aldiclasses | 1506 | Oct 28th 2025 at 7:35 PM | aldiclasses1.6.1.zip | 1-click install | ||
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| 1.6.0 | aldiclasses | 662 | Oct 26th 2025 at 3:55 PM | aldiclasses1.6.0.zip | 1-click install | ||
IMPORTANT
Changelog:
Updated the thumbnail. Maybe now there can be peace. | |||||||
| 1.5.4 | aldiclasses | 351 | Oct 24th 2025 at 6:30 PM | aldiclasses1.5.4.zip | 1-click install | ||
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| 1.5.3 | aldiclasses | 550 | Oct 20th 2025 at 8:46 PM | aldiclasses1.5.3.zip | 1-click install | ||
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- Typo Firewoodframe fixed | |||||||
| 1.5.2 | aldiclasses | 269 | Oct 19th 2025 at 5:51 PM | aldiclasses1.5.2.zip | 1-click install | ||
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- updated russian language files thx SnaiI | |||||||
| 1.5.1 | aldiclasses | 179 | Oct 19th 2025 at 6:50 AM | aldiclasses1.5.1.zip | 1-click install | ||
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| 1.5.0 | aldiclasses | 164 | Oct 18th 2025 at 8:37 PM | aldiclasses1.5.0.zip | 1-click install | ||
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| 1.4.0 | aldiclasses | 517 | Oct 13th 2025 at 7:46 PM | aldiclasses1.4.0.zip | 1-click install | ||
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| 1.3.3 | aldiclasses | 398 | Oct 11th 2025 at 6:22 PM | aldiclasses1.3.3.zip | 1-click install | ||
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- fixed a minor translation bug | |||||||
| 1.3.2 | aldiclasses | 430 | Oct 10th 2025 at 2:52 PM | aldiclasses1.3.2.zip | 1-click install | ||
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| 1.3.1 | aldiclasses | 556 | Oct 7th 2025 at 9:05 PM | aldiclasses1.3.1.zip | 1-click install | ||
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| 1.3.0 | aldiclasses | 229 | Oct 7th 2025 at 12:15 PM | aldiclasses1.3.0.zip | 1-click install | ||
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This mod is now balanced to be viable for a small cooperating group
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| 1.2.2 | aldiclasses | 153 | Oct 7th 2025 at 6:03 AM | aldiclasses1.2.2.zip | 1-click install | ||
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- hotfix | |||||||
| 1.2.1 | aldiclasses | 123 | Oct 6th 2025 at 9:39 PM | aldiclasses1.2.1.zip | 1-click install | ||
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| 1.2.0 | aldiclasses | 186 | Oct 6th 2025 at 3:42 PM | aldiclasses1.2.0.zip | 1-click install | ||
Please note before updating your current game:Because this mod is under constant construction in cooperation with the community it's not uncommon to see changes that would alter (positively or negatively) your current playthrough. So please be aware that minor and major things change with every patch (for balance reasons)! That said, here are the changelogs:
The next patch will focus on further class balancing. After some discussion and considering the potential use on large-scale servers, I plan to create two different versions of this mod: Small Groups and Large Groups.
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| 1.1.3 | aldiclasses | 551 | Oct 4th 2025 at 10:16 AM | aldiclasses1.1.3.zip | 1-click install | ||
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- Handwright is a proper Handwright again, even better than before | |||||||
| 1.1.2 | aldiclasses | 281 | Oct 3rd 2025 at 7:48 AM | aldiclasses1.1.2.zip | 1-click install | ||
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| 1.1.1 | aldiclasses | 197 | Oct 2nd 2025 at 11:29 AM | aldiclasses1.1.1.zip | 1-click install | ||
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| 1.1.0 | aldiclasses | 134 | Oct 1st 2025 at 11:17 PM | aldiclasses1.1.0.zip | 1-click install | ||
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| 1.0.1 | aldiclasses | 129 | Oct 1st 2025 at 11:38 AM | aldiclasses1.0.1.zip | 1-click install | ||
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| 1.0.0 | aldiclasses | 179 | Sep 30th 2025 at 1:32 PM | aldiclasses1.0.0.zip | 1-click install | ||
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- Release in a stable, tested Version | |||||||








Hi, just wanted to give my personal thoughts on Mercenary after playing the class for probably at least 100 hours both with and without Combat Overhaul
First and foremost, I think this class is fundamentally flawed in its design. Right now, Mercenary is the melee combat hyper-specialized class while Wildrunner is the ranged hyper-specialized one, but I think that is the wrong way to go about it. I think the dynamic should've instead been Mercenary being the definitive "combat" class, while Wildrunner should be more focused around "hunting", which I think could and should be differentiated better. Also, with this thought process, I think Squire is a chungus class that genuinely can be removed without consequence, seeing as it doesn't even have any exclusive crafts and doesn't really provide anything.
The main reasoning for my opinions is this: when I hear the word "mercenary", I think of someone who is good enough at combat to get paid for it. This does often mean they're the ones on the front lines with pikes or breaking the enemy lines with a greatsword, but is it not also likely for a mercenary to be a bowman? Why does this class randomly have a debuff tacked on that says "you're not allowed to even think about touching bows"? I'd say someone getting paid to fight, potentially in either the frontlines or the backlines should be BETTER than the average person (commoner in this case because that class is about as neutral as it gets) at shooting things with a bow. Also, as an aside, I would like to mention that any numbers mentioned are just ballpark examples meant to outline a concept, and not something I think should be static.
To that end, the thing I disagree with the most about Mercenary's design is the "Keep them near" passive. I despise EVERYTHING about this negative, both the fact it exists to begin with and how severe it is. A penalty of 80% is just way too crippling, especially when you compare it to Wildrunner's "Keep them away", which is only -50%. Mathematically speaking, this means Wildrunner sucks at melee but can still kinda do it and takes twice as many hits to kill something when compared to neutral. Meanwhile, Mercenary is functionally unable to use ranged weapons at all, requiring FIVE TIMES the ammunition to kill something compared to neutral. I do understand that melee is more reliable than ranged because it has a much more consistent uptime in damage and doesn't have to worry about running out of ammunition, but I still don't think that matters enough to warrant Wildrunner still being allowed to melee(albeit barely) while ranged Mercenary isn't even allowed to touch ranged weapons. I personally think the right direction for a ranged perk that would fit the title of "mercenary" better, would be if the class had this uncanny ability to use any bow they touch as if it was a heavy draw weight warbow. And the traits could be something like "Trained for war: +30% ranged damage, +100% accuracy while standing still", with a counterbalance negative like "Overdraw: -50% draw speed(AKA +100% slower draw time), -50% accuracy while moving, -50% walk speed while aiming" to make Mercenary potentially very good at range, but in a way that is still distinct from the hit-and-run ability of Wildrunner by forcing you to stay still and "be in formation". And for Combat Overhaul-specific changes, I think having Melee Mastery be changed to Combat Mastery and have it be +2 melee DT +2 ranged DT would make sense and be in line with this change, to reflect that a mercenary would be very good at dealing damage with a bow, and accuracy/draw/reload seems to be straightforward enough to translate into CO.
Now for the other traits, which I think are more or less within reason:
Unstoppable: +30% melee damage, +20% armor durability, -50% less armor movement speed penalty
This is fine and good. I'm not entirely sure what +20% armor durability means though. Is it you craft armor to have 20% more durability, which can then benefit other players if you gave that armor to them? or instead more like "lose 20% less durability when you are hit with armor on"?. And the last part is perfectly fine, though since this mod has CO compatibility, I think it would be nice if the movement penalty ignore also worked on whatever makes heavier armor slow your attack speed (I think it's Manipulation Speed?). I think if you're good enough at fighting to be slowed down less by armor, you're also good enough to have your swing speed slowed down less by armor as well. and I guess Innkeeper could receive the same change. Though maybe that is something that needs to be done on CO's end instead, so if that's the case please let me know.
Greedy: +30% rg, tg, and flax fiber
I can see this was buffed at some point, considering the mod's preview photos show this used to be +15%. Solid trait IMO, gives them a reason to do their job and lets Mercenary contribute to a society in the form of bankrolling trader inventories and TL repairs, as well as score a few brownie points from threadweavers i guess. Also, a mercenary presumably likes getting paid, so it makes sense too.
Hardy: +10% mining speed, +5 hp
I don't quite understand the mining speed part, but I guess it makes sense since it helps with acquiring materials to forge your armor/weapons? and +5hp is really nice for melee.
Merciless: exclusive craftables
Blackguard Shortsword unfortunately is irrelevant IMO since steel falx exists, but Blackguard Shield is the best shield in vanilla, so I guess it's alright. While we're on the topic of exclusive crafts, I would like if Mercenary had at least one utility craft? Multiple ways about it, but I think either a) let Mercenary craft Vintage Beef (consider it like preparing rations for long campaigns), b) something that empowers either armor (like a reinforcement kit for higher defense) or weapons (maybe a consumable whetstone that could either increase a weapon's damage, or let you sharpen a weapon like the vanilla grindstone for crit chance, but without consuming durability), and/or c) exclusive ranged craft Blackguard Warbow that has an accuracy bonus and deals the highest damage out of bows, but slows movement speed while held and takes much longer to draw than standard bows. Admittedly a little jealous of the classes in this mod that aren't based on a vanilla classes, and seeing them get a lot more cool/neat exclusive crafts
(Combat Overhaul) Melee Mastery: +2 melee DT, -1 ranged DT
as discussed in the Keep them near paragraph, I think +2+2 would be fine, given how that kind of rework would give Mercenary good ranged damage, but with downsides in a way that makes it want to stand your ground even while using a ranged weapon.
(Combat Overhaul) weapon class proficiency: +30% attack speed/reload speed with weapon class
This goes back to the mini-argument about how squire would be redundant with these changes. I think Mercenary having all proficiencies would be fine, but if the ranged ones were excluded to reinforce Wildrunner's speed advantage over Mercenary, that'd be entirely fair. A little weird to me that Mercenary doesn't already have Spear and Halberd proficiency, though.
(Combat Overhaul) Unnatural Reflexes: Can parry projectiles with melee weapons
Peak. It's insane how good this feels to pull off, especially against other players. Doesn't work against firearms though, which while entirely fair because ITS A GUN, feels a little inconsistent, so it'd be nice if that is intentional, then to add (excluding firearms) to the description. But the ingame damage logs tell me this might hve to do with guns interacting weirdly with block angles, so this might be something on CO's end instead.
Predatory: +30% movement speed while carrying dead animals
I don't understand why Mercenary has this, it feels like it should be on Wildrunner instead. On one hand, it does make sense for a bulky, well-built mercenary to be able to carry animals better, but also hunting is Wildrunner's job so I'm not entirely sure why Mercenary has it. Also, reading the description at face value makes it sound like I can just carry a dead chicken in my inventory and suddenly outrun Shadowstriders, which is not the case. I think what it ACTUALLY does is "ignore 30% of movement speed penalty from carrying dead animals", so it would be appreciated if the description was updated to be more accurate. And again, this feels like a Wildrunner trait.
High Consumption: +15% hunger rate
This is fair. I know a lot of people seem to hate hunger rate debuffs, but I think 15% is pretty much the sweet spot of being able to feel the debuff, but without it becoming crippling.
Loud: +20% animal detection range.
A fair debuff to further differentiate Mercenary being a fighter and Wildrunner being a hunter. Though this has anti-synergy with Predatory since you carry animals faster... but you can't hunt as easily because animals run away sooner, which makes Predatory less usable. Another reason why Predatory should be take off and put on Wildrunner, imo.
Keep them near: -80% ranged damage
see third paragraph. Should be removed. If none of those changes are applied and Keep them near isn't removed, I think it should at least be lessened to -66% (3x hits required, down from 5x), so that Mercenary can at least attempt ranged combat, even if its still bad.
(Combat Overhaul) Trembling Aim: 30% more aim drift
again, I think Mercenary should have positive ranged damage and accuracy, but at a cost of being incentivised to stand still, in order to differentiate from Wildrunner's kiting ability. so this would probably become -50% aim drift while standing still, +50% aim drift while moving.
Also, I think the set looks cool so I'm happy about it being the starting clothes, but Mercenary has nothing to do with vanilla Malefactor, so it's a little weird that that's the starting clothes for this class.
And as for Wildrunner, I think with these changes, it could use some more unique features to make it lean more into the hunter role. If it were up to me, I'd give it something along the lines of "Hunter: +20% ranged damage against Animals" (on top of Ranger), "Predatory: ignore 30% of movement penalties from carrying animals" (have I mentioned this feels like a Wildrunner trait yet?), and "(Combat Overhaul) name pending, either Heart shot or Clean kill: Torso hits against animals deal headshot damage"
And again, I would like to say this is a rough outline of what I think would make sense for a Mercenary rework that makes the class feel more like a "mercenary" than "dude who swing sword good", that the numbers are basically placeholders, and some stuff is just ideas being thrown to see what sticks. And if you've read this to the end, I appreciate your time whether you agree or disagree.
Also on an unrelated note, I would like to make a bug report about Handwright not being able to craft the Potter trait's bigger crocks and deeper bowls, and Mason's cobblestone recipes. I'm assuming this is a bug since stewpots ARE available to Handwright despite also being under Potter, and the Handwright traits says " 'Pottery', Milling, 'Masonry', Carpentry... no craft holds secrets from you". If this is intentional to give Earthshaper exclusive crafts, would it be possible to communicate that more clearly, maybe by moving the affected recipes into the Artisan trait so that it's technically not under Potter and Mason?
First of all, wow, thank you for amazing feedback and taking the time to write it down!
Maybe you're interested in my design choices and the reason I chose like I did. The squire is actually pretty popular as a class because he's so simple and you literally don't have to worry about anything besides being kinda good at everything. Many like that aspect because the crafting and especially the class restricted crafting can take a lot of time to wrap your head around.
I wanted the Wildrunner to be more like an explorer/survivor that doesn't need a base and thrives in the wild. Feeling edgy with his bow killing everything pretty easily and such. Butchering (the mod) shattered this idea because of the need for a base, the table and hooks and so on. The author couldnt find a way to implement a multiplier for a class that still want's to harvest dead animals on the ground so my Wildrunner idea went out the window and since then hes a bit left behind and clueless where he belongs.
That said..
I'm glad I've already decided basically on what you're suggestion for 1.23. The mercenary and wildrunner felt off but combat is so weird in vs and CO was always a nightmare to deal with that I kinda ignored it and I recieved very little feedback for the mercenary. My plan now is to fuse squire and mercenary to have one combat focused class. PVP Servers will hate this but with the help of imm and other config mods they can just disable him and be done with it. The Wildrunner will probably merge with the Wanderer and they will be the ultimate explorer/survivalist/hunter class. The old classes will still be available for quantity but the "main" idea will then have 2 more hybrids and 4 less single classes (at least).
Please understand that there are a lot of cool things I can't do because of needed code though. Still trying my best though.
As for the recipes: I thought I've already fixed them some time ago. I'm changing the system for 1.23 though and the Handwright will just get the traits instead of the placeholder combination trait "handwright". Annoying to maintain and confusing.
I appreciate your reply and the insight into your design process for the class, and am also very excited about how you'll change the class for 1.23. Thank you for your time!
hey im having some issues some reason the mod isen't appearing at charactor creation i have all the dependaces i got the extended matter the racial equiality but nothing this never happend before if you could give me some tips to try i would deeply appericate it
If you're using only the main mod and expanded matter, does it still happen? You're doing something wrong that's for sure but I'm not quite sure yet. You can head into the vintage story discord and ask people or me there. Sounds like we need some screenshots or logs
ok sure is there anyway i could contact you and show you what i can?
https://imgur.com/WXQFJo8
Get a whole list of these when I start server. seam to be related to this mod.
this is a typical issue of another mod removing the whole damn droptable of crops (to be precise it changes how many growth stages the crops have). Thats why my patches that increase drops for the farmer wont find their target.
So it is a compatibility issue that can either be resolved by finding out what mod is responsible for changing the crops or by ignoring it and accpeting that the farmer wont get more drops from crops.
"The handwright can craft basically anything! [specialty 1, 2, 3, 4, and so on]" Thanks man, I committed to it on my server, look inside: I find out I can't craft like 80% of things, what the hell? Please rewrite it to not lie at least in the description? If it's not everything, it needs to be WAY clearer about what it includes so people can choose.
"Oh man I keep running out of sticks, good thing my handwright can craft anything like the firewood to sticks thing!" NOPE it can't, cool...
"I need more temporal gears, good thing the handwright can craft anything like that!" NOPE
"It's taking too long to have this bow stick dry, I'll just craft up a sling to get the skins I need until then, I can craft anything after all" NOPE...
"Well at least I can make the aldi's extended backpack right?" NOPE
You can't even search the handbook for things that require a trait, to find out that way either
You've got to be a bot. There's no way a human would write this. You just made up a bunch of stuff and came here to complain about it? Really?
In case you actually mean this I kindly want to direct you to the class description above, the class description ingame, the trait "handwright" description ingame and the screenshots in the wiki tab to see the ingame values that all kinda describe exactly what this class is made for..
Hey, just wanted to let you know that Threadweavers dont have their +30% Dagger proficiency applied, most possibly due to a typo.
Instead of it showing like normal in Traits, it just states charattribute-daggersProficiency-0.3
Edit: Made a GitHub issue report aswell for this.
Thank you for your hard work!
theres definitively a typo but i cant even find actual code to support this trait anymore in CO. Ive asked alodh if this is even a thing anymore
Understood, will wait for your answer!
Thank you for the fix!
Didnt know CO doesnt have daggerproficiency anymore. 🙃
i dont know if it even had it in the first place. afaik alodh wanted to implement it but didnt in the end. well i guess 1.23 will change everything combat either way so :D
Why handwright?
Nobody starts the world with everything to just stay at home.
It's a useless class in my opinion.
You can't hunt, you can't gather....
And it doesn't even unlock all the crafting recipes it promises.
And that’s not even counting the increase in hunger when you’re crafting something and using both hands
One would think that since the guy doesn't go out or do anything, at least he wouldn't be hungry all the time, or at least it would help fix the clutter items in the ruins.
Who would want a class like that in a survival game?
I don't know why you felt the need to leave this comment but I hope it helps you that I looked at it
Handwright is very useful in multiplayer runs/servers where others might be picking up where Handwright may be slacking with food, smithing, everything but building.. which is part of the class description. In fact I see a lot of handwrights across MP servers. Either way all of the classes are well made for the roles theyre meant to play. You dont have to choose the class if it doesnt appeal to you lol. Also the debuffs really don't hamper your experience that much, weigh the cost/benefit (example, compare lower hunting/foraging gains to the tedium of later game clayforming, bonus building materials, easier bricks+everything building related...)
i would like to add some traits to these classes for our small group. How can i go about doing that?
you gotta learn how to copy paste json lines. This is really simple though so if you contact me or others in the vintage story discord you will find help
Not entirely sure where to start with this, it's a server-wide issue for players.
I'm less concerned with keeping expanded foods TBH but players love that stuff.
theres already an issue open. next update will fix it. these errors are harmless, EF apparently removed the hard lard item and my patches are missing.
Thanks for the quick response on my end however, we were not able to connect clients without an immediate crash (I am currently working to remedy an xskills related crash) Cheers and GL!
P.S. I just nuke expanded foods on the regular anymore whenever something stops working and it keeps fixxing it :/
Disregard original comment. i realized its the rutsack mod not loading, not this mod MB T-T
Can you add De Artibus Rusticis compatibility for the foraging baskets?
I've asked the creator to add the compat natively in their mod. Should be the cleaner solution
Great, thanks!
Author of De Artibus Rusticis here.
I'll make sure to add it in the next patch.
🥰
is it possible to make cut nettles short? e.g. the hitbox of something like crop seeds. it makes it difficult for short characters to harvest them without something like a mount or a wall to stand on
oh. that should be possible, yes. i will have a look
What does the druid get when added alongside alchemy?
chopped mushrooms can be used as potion basis or so, more cut herbs i believe.
Oooooh sick!
Love the mod! Does anyone know if the Wanderer's reduced loot from "animals" also means reduced loot from drifters and the like? My sample size isn't large enough but I feel like I am not getting anything from them.
Apparently this is possible. animalLootDropRate triggers on every entity that is classified as isMechanical=false. So it is entirely possible that drifters and other rust creatures that aren't mechanical are affected. This is actually really bad oof
Yeah it would be a little nice to actually get some temporal and rusty gears, but there's always the no downsides patch I guess...
yeah oof this is really bad news i gotta say. I think i need to give the wanderer a little rework now because this was not intended.
My unsolicited opinion on fixing it would be to remove the +2 hp to encourage more "pacifism" and increase harvesting time much more (like twice as long even) but allowing normal yields. This maintains the roleplay of being an animal-lover, but I suppose it's not a great fix since it lets you bypass the entire vegan leather process.
Disabling class-specific recipes and using the Entropic's temporal gear recipe lets me bypass that issue somewhat, and flax is easy enough to get while wandering, but rusty gears are much harder to obtain. Roleplay-wise it does feel like I should be able to collect more gears to trade with far-away traders, as well as have temporal gears to fix translocators, so I definitely support a rework of some sort.
i found a simple solution (for the moment). the wanderer will now get a positive multiplicator on rusty gears, flax and temporal gears from lore enemies.
for 1.23 i will probably rework him or leave him be because i want to introduce more hybrids and the wanderer will get fused with someone else to create an even more engaging class.
Im a bit confused so i guess ill just ask
How compatible is this with xSkills Fork?
Especially now that it has xSkills Gilded Fork inbuilt into it
Basically im confused what i actually need to grab for this to work in a 1.22.7 server that i run
FatherLegDay's patch seems to be kinda outdated as there were more skill tree's and skills added
And xSkills Fork page doesnt really have a list which mods have inbuilt compatibility
honestly I'm as confused as you are with xSkills versions and options these days but fatherlegday said you should use the newest fork of el_neumann and this patch https://mods.vintagestory.at/xskillsxaldisclassespatch
if you use Deep forgers glass blower trait from Aldi's Classes to use green dye from grass to make green glass to make green bottles.

Then you use the mod Tankard's and Goblets to smash them you get back Olivine from the broken bottles from the glass you turned green with grass dye from the glass blower trait.
The two mods in tandem when used like this allows your local blacksmith to commit Olivine Fraud with there ability to mix dyes into the glass.
Thats tragic but hilarious. Im not sure if i should do something against it honestly
I personally dont mind because that is glass blowers ability to use dyes and glass I just find it funny and I am curious what the Tankard dev thinks as I told them about this aswell...😅
honestly if there wasn't already this olivine fraud mod with this absolutely hilarious thumbnail i would porbably take it way more seriously haha sorry lol
It also helps Olivine is not the most necessary resource.
Only really used to upgrade Refractory Bricks but all that does is reduce what breaks down for the Cementation furnace and Beehive Kiln but you can always replace them with more bricks.
For some reason, the cleaning recipe for dirty pots isn't working, I had my temporal cooking pot used by someone for a recipe, and despite following the recipe book's recipe to clean it with a brush and diluted borax, it won't give it back clean. Is this intended or is it a bug?
Neither, nor. I've just tested it and it works fine. Are you using version 2.3.2 or higher? Because there was such a bug but i fixed it. Though this gives me an idea. I think i will have a look if the temporal pot can just stay clean. I mean it is an endgame item and kinda magical
Is the Desalinate Skill also what lets one create quicklime from cooking water? And if so, is there any way to indicate in the handbook that that skill is needed for the recipe? Because I was going crazy just not trying to figure out why it might not be working xD
i dont know that skill :D
Oh I'm an idiot, sry, that is xSkills, nvm ^^*
Would it be possible to add some kind of patch for Steep and Brew? So you could make the Nettle tea only with the kettle from that mod, instead of the cooking pot?
it is probably possible but it would also probably be better to add this in the Steep and Brew mod..
OK thx, I also asked there, bc I wasn't sure which side might be "the right one" ^^
Btw, is there actually a way one could make like 6l Nettle Tea in a cooking pot? Or is it just by design made in such high ratios / small quantities? Because for me, the most I can make in a batch is basically 1.2l, I think.
yeah it's the vanilla limitations. I hope steep and brew adds it so it can be a bit more fun to make tea. I just dont have teapots because they need code
Idk if I understand that correctly. I was more thinking about for example making the Nettle Bushes drop less leaves, so then the recipe could be 1l water + 3 Nettle Leaves (or + 6 Dried Crushed Nettle leaves) for 1l of Tea. Then you could make the 6l or at least 3l from dried ones in one go, instead of the 1.2l maximum.
Or what if you could craft a bundle of nettle leaves, so that then with the bundle you could brew more tea at once?
its not huge or a big deal but if food spoils in the stewpot the image for the pot stays filled but the food seems to disappear and it cant be cleaned but can be refilled with more food again not huge just didnt know if the visual bug had been reported or not
yeah i tried to fix this in the past but i was already so overwhelmed by how these crocks even work i just didnt know what to do.
I will probably never fix it so ...yeah sorry haha
ah it doesnt seem to cause any real issues so doesnt matter didnt know if you knew XD
Is there any way to disasemble or destroy the specialty backpacks when they are no longer useful? Like how you can disasemble reed baskets when you no longer need them to get some reeds back.
no there isn't..i can add that though
Ahoi! First off, thank you for this mod, it has been a lot of fun to play with
I've played around with a few classes, and just one suggestion-give the wanderer a recipe for making the sewing kits please, It feels really bad to have your class exclusive recipe trapped behind another class' exclusive recipe. This would also play into the wanderer play fantasy of long travels, and patching your own clothes to stay warm. Maybe for balance make it a more expensive recipe than the threadweaver's.
i like that actually. I will have a look at this possibility
Hey if you want IMM support alongside the configlib support just lmk
hey I havent had a good look at the newest mods lately so I didn't notice. Would you be willing to assist? I think it sounds great to have that but I just don't have the time I used to have atm
Absolutely, I'll gladly write the file for you! I'll message you on discord once done.
Messaged you on discord with it.
I dont see it though, did you dm me? theres no message :D
Mod coop, tagged ye there https://discord.com/channels/1414719323385368716/1546264286651752579/1546485776739475556
Is there any patch that keeps the class positive+negative traits but removes the custom recipes? :> I've been loving the balancing of these classes, but for my personal experience I'd rather not have the option to craft vanilla items cheaper..
actually there is not lol. Everyone will have their own taste with this so i suggest you make your own small custom patch! It's relatively easy if you just want the traits that can do stuff gone and not the recipes themselves. Have a look how the no negatives patch is done and basically change the numbers. just remember to start counting at 0 and not 1. If you're on single player you can actually just take the no negatives patch and change whats in the json file and use it like that
Something that might be cool: Wooden pegs in place of nails/strips for use in furniture, to be made by carpenters or woodsmen. It always bothers me that I have to waste good metal on making new cabinets and scroll holders in singleplayer - if I could just use dowels to hold my furniture together, I'd be very happy!
cool idea indeed but i will have to keep it on the shelf until vanilla vs puts tags into the nails and all the recipes. This will probably happen soon but without this i will just drown in compat patches and endless vanilla patches.
Word of warning. This mod has issues with toolsmithing/smithing plus due to its requirement for expanded matter. EM2 causes large scale desync problems with smithing up to and including deleting items so combining the two can lead to problems as well as breaking cold smithing. Only stating cause both this mod and toolsmithing are popular.
oof. the second mod that has issues with EM. sounds like i need to find a way around it soon..ty for reporting
I really hope so, I love Aldi's Classes (by far the best class mod esp when run with Specialized) but the amount of trouble EM2 causes for our server players is unfortunate. They often ask to remove it, I say I cannot because Aldi's needs it.
Is it just a few borked recipes? I would happily sell the items at spawn to give my players pulvurizing their ores again (We have buffed stack sizes so players can't make as many iron blooms at a time, etc just many complaints) Is it fine to remove EM2 or will Aldi's Classes just not post?
Really appreciate you even considering looking for a way around it. We also run Toolsmith as well.
-Smashy
It's a hard dependency so atm it won't run without EM. My concern is that it's probably not directly EMs fault because they just add a bunch of stuff without any code. I think the desync issues would need more testing in this case. In the end it's probably toolsmith that causes it (unknowingly). I cant just remove the hard dependency because it will break a lot if players dont notice it
I see! Thank you for looking into it. Our issue with Em2 is mostly just ore related anyway. When peoples ingots self delete, we just compensate them at this point hoping the honor system doesn't fail :D
Note for anyone else running into the pulverizer annoyance/wanting automated ore breakdowns/ or getting only half the iron blooms of vanilla/ bloomery issue due to EM2:
We set up a Vinconomy stall at one of our spawn cities to trade the crushed ore for nuggets, and players are quite happy about it. Fuzzy matching is a nightmare for ores as it doesn't really work in the stalls, but trading the crushed varients I only had to make 12 shops instead of however many nightmare each ore would be etc. That way you can still pulv your ores, then trade them for nuggets to fill your bloomeries to get 6 blooms per cook, and not waste 400 hammers while running toolsmith.
Thanks again Aldi!
-Smashy
Love this mod, and use it as my preferred class mod of choice. I do have a few requests if that's okay though-- is there any chance you could make it so that Nettles could be harvested with a scythe instead of being destroyed? Also, it might be cool to be able to combine a number of Nettles Leaves into a 'Bundle of Nettles Leaves' or something, that can't be eaten raw, but may be used as animal fodder, or cooked in meals for early vegetable nutrition (that doesn't involve eating 256 individual leaves)?
Thanks again for the mod!
hmm i left out the scythe intentionally because it just sounded weird that someone would go out with a scythe to harvest nettles. The bundle of nettles isnt a bad idea but changing the formula now would be a bad idea because it references many other things. I can add the scythe relatively easily i guess but I'd rather not touch the nettle leaves. I sometimes have to cut down on ideas because they would not stop making me think "aw man now that i have nettles, i need leaves. the leaves need to be edible. Also the animals would like to eat them. Can you burn them? What about making tea. Also why wouldnt you be able to shred them to pieces and make some kind of spinach..." and then i have to stop because it gets waaay too deep into the system.
tl;dr: I will add the scythe but for compatibility reasons i wont make such a big change to the nettles anymore sorry
No worries, thanks for indulging me! It's appreciated regardless.
turns out the scythe is hardcoded in some way. probably to the grass blockclass. long story short: cant add the scythe, sorry!
Worth a shot, thanks for giving it an attempt!
hey i actually got it to work! I was missing some info on the scythe but here you go, hope it's not too late haha. Feedback like this is invaluable. You're the reason the nettle is now harvestable with a scythe :)
Oh hey, just saw this now! Great to hear it, and I will be happily harvesting patches of nettles with my scythe from here on out.
My game crashes when I click leather after installing
your crash report says this "
which doesnt sound like my mod is the culprit. A skillbook-* item from the mod skillbooks isnt found. You may be missing some dependency mod. Are you missing skillbooks core?
Yeah sorry about that I just relilized rn when it crashed again. I'm sorry.
I have skillbooks core installed at the time
Hi! I cooked potash and lost two pots. I don't know how to clean them :D The game says "Can be cleaned with a brush and a little diluted borax," but I can't figure out how to use it with these items.
nvm, just found it...
I'm kinda sorry it's just a grid recipe but I can't help it. Don't forget to press H or Ctrl+H when hovering over an item with your mouse to see the handbookpage of it. You should have found it that way :)
Hey, is there a reason why Washey Grade Coke is worse than regular coke? You use 8 coke and 8 (powdered) charcoal to make to make 16 washery coke that lasts 3 seconds less than regular coke and doesn't have Coke's +160% forge duration bonus
hmm you should powder it. I've calculated it once but you basically get twice the amount of coke from it but cant use it to melt steel anymore.
The 1.22 forge bonuses shooould work but apparently not.
After actually getting to Coke, and a while of using it, I gotta say that currently pulverized washery grade coke is not worth it
while yes it "doubles", because it doesn't have the forge duration bonus that Coke has (about 3 hours per) you still have to use two to reach the duration of regular coke which in addition of the recipe requiring resin of all things which is such an annoying thing to get in large quantities (you can't farm it and most of my team has harvesting penalties) it's just better to stack up on charcoal
so pretty please, if you could fix(you said it should've worked) washery Coke not having regular coke's forge duration that would be great, or change the recipe to use something other than resin but it is a decent payment for doubling coke if it had the same forge duration, currently it just makes the recipe relatively pricey (I could've made another waterwheel with the amount I've used on washery)
the 160% were added in the last update though. I won't change the recipe but maybe with 1.23 it will get some kind of rework, no idea though as it already is kind of a niche item
ah, sorry, guess server hasn't updated the mod yet
Hey is there a reason why the Innkeeper class is barefoot? Why don't they have any shoes?
Probably because he was sick of getting blood all over them. But now that you mentioned it, he got himself some blood-resistant shoes in the next update
I've discovered what seems to be an incompatibility with the Biomes mod. Running both 2.3.1 of Aldi's Classes with (seemingly) any version of Biomes causes biomes to not actually generate. "/biomes show" just returns "chunknotgenwithbiomes". This results in no animals spawning anywhere. It ended up being a one-line fix in assets/aldiclasses/config/biomes.json (within the zip file). Just remove the line "bioriver": "both" on line 15 (and the comma on line 14) and repack the zip.
I've only tested a few minutes so far, but now biomes properly generate. Animals are spawning, and it doesn't seem to have broken the spawning of Nettles from this mod.
oh thats lame. in my testings the nettles did spawn but i didnt try to /biomes show. let me know if anything else breaks or not and i will release a patch
No worries! I'm new to trying out your mod and am loving it. Bugs are expected when mods interact with each other.
Thus far with the fix in place everything appears to be working now. Granted, I've only been playing with it in place for about half an in-game day. I'm seeing Nettles - maybe not where they should be (I don't know), but they're at least there. Most importantly, biomes are no longer broken. If you're debugging the issue on your end you'll see in the game logs that "bioriver": "both" seems to cause this error:
3622:25.8.2026 09:49:02 [Error] [biomes] Exception: Error converting value "both" to type 'System.Collections.Generic.List`1[System.String]'. Path 'BlockPatchBiomes.bioriver', line 15, position 20.
3636: at Biomes.BiomesConfig.LoadLegacyConfigs(BiomesModSystem mod, ICoreAPI api) in /home/actioninja/projects/biomes/Biomes/src/Config.cs:line 213
3637: at Biomes.BiomesConfig.LoadConfigs(BiomesModSystem mod, ICoreAPI api) in /home/actioninja/projects/biomes/Biomes/src/Config.cs:line 191
3638: at Biomes.BiomesModSystem.AssetsLoaded(ICoreAPI api) in /home/actioninja/projects/biomes/Biomes/src/BiomesModSystem.cs:line 59
3640:25.8.2026 09:49:02 [Error] Failed to run mod phase AssetsLoaded for mod Biomes.BiomesModSystem
Good luck with the patch when you get to it.
Hi! I've noticed a strange behaviour with the metal cooking pots, which I'm not sure if it's intended.
With normal cooking pots, if I cook a recipe that 'ruins' the pot, I can then immediately re-use that pot to make any other recipe that also would 'ruin' a pot.
IE: If I make one batch of candles in a ceramic pot, I can then just make a second batch of candles in that same pot, I just can't use it for meals now.
However with the upgraded metal cooking pots if I try to do the same thing, the pot immediately becomes unusable after the first batch.
It needs to be cleaned with borax, not just blocking food from being cooked in it like with the ceramic pots. It can't be used to make another set of candles or anything like that.
Is this the intended behaviour with them being 'hard to clean'?
hmm no this is not intended..maybe I missed something when making the dirty variants. The dirtypots are esentially different items. Basically pots that maybe look different and can't cook the same things. So it's possible I forgot to add actual recipes to them? I will have a look. That does not happen with the tinbronze and blackbronze pots, right? These are especially made for the dirty things.
I went ahead and tested with each variant and everything except the tinbronze and blackbronze metal pots could not be re-used to make 2 batches of candles. I tried every pot type, up to temporal.
Tinbronze and blackbronze both can handle non-food recipes without any problems repeatedly.
yeah i will have a look at it. probably an easy fix and no one has ever told me before that this doesnt work OR vanilla changes something. ty for reporting
anyone try this on 122.7 clases work fine but im missing class specific racial traits i have all the dependencies racial equalityand trait acquiers book config lib. So classes work fine just no racial traits is this an issue with 1.22.7. any help would be great
could you send me a screenshot over discord how it looks for you ingame? I can't replicate this issue with the basic mods you need for this. Some other mod seems to be interferring so we need to find out who it is
Hello!
Something for you: when I'm cooking oil for fat, I can only use one space in the pot, not four.
that's unfortunately vanilla afaik. afaik if i want to use the other slots i would just quadruple the amount of oil i need..
Where is the config settings located in the server files? i can see the config ingame under the lib, but i need to have the server offline to adjust settings
you mean the config generated by configlib? It's right next to the others in ModConfig
Would it perhaps be possible to get a compatability patch for Logging Expanded? Im noticing that the lumberjack is a bit underwhelming with that mod as he doesnt bennefit from his 10% log bonus and sticks are rather abundant there. and due to how logs are colected the uniqe backpack becomes pretty redundant. Im absolutely not expecting anything but figured theres no harm in asking as i realy enjoy it and this mod together
i've never used the mod but i've seen it and figured this day would come..could you send me some ideas on what to actually patch over discord? I can't put as much time into the mod as before so i could use some input
is the crockwrites mod required for the artisan trait on the earthshaper class? can't seem to get the fancy vessels to give me a recipe..
no additional mod is needed. are you certain you're trying to craft the raw versions? If so then there's something else missing because i've just tested it and the recipes are all there
Some of the fancy vessels need a "blueprint" item in order to be crafted and I don't see any raw varient's in the handbook for them. There are also some that just don't have a recipe at all which I find very odd.
a blueprint? sounds an aweful lot like a blueprint from better ruins?
it is yeah, and I still wasn't able to get the recipe's for the fancy pots :T there are no raw varients
it's getting really time consuming trying to keep the compatibilities up..I'm sorry at the moment i cant help you out. I'd really need more people making random patches like this.
But a quick test showed me that the raw variants are still there. with better ruins theres now just a way to craft the finished ones with a basic one. so theren another mod interferring
I just went through and updated every mod on the server (A total of 17 updates since the 12th) and the raw varients are there now, I'm not sure what was changed to let them appear but hey its working now.. thank you for being patient with it all and I do apologise for all the confusion and I really wish I knew what mod was conflicting..
as long as its fixed, im good. ty for telling me!
We're having an issue with the Earthshaper class where it causes me to crash when I choose it, log says it's not a valid character class code?
does it really crash when you choose it or when you scroll over it in the selection screen? did your admin maybe disable him with configlib? thats usually the symptom
Noticed an incompatibility with Eternal Stew; using the deeper bowls on it reverts it to a normal bowl
I think i'm aware why, iirc i read somehere in Resteraunt D'histoires that you mostly just copied and modified the vanilla bowl code, but this doesn't seem like something that will be easy to patch to make functional considering the hard-coded nature of the bowl of eternal stew
Best option might just be to make the deeper bowls unable to scoop eternal stew, i guess?
wish i could do that. thats the second issue with the deep bowl...there really wont be any other option than to disable them with certain mods installed. meh
@Aldi
Hey folks, just wanted to chime in here. This is something we'd have to fix on our side in Eternal Stew. We were not considering anything other than vanilla bowls when we moved to the custom bowl of Eternal Stew item, so it's very much our mod that is transfiguring bowls. Aldi's bowl is a very good bowl and has done nothing wrong. That said, we've had a few requests now for support for modded bowls, so it's definitely on the radar. No promises on a date but we'll take a look. Until then, don't use your fancy bowls on the stew or they will be discriminated against!
heyo pretty cool to hear that! Keep in mind that, with config lib, my deeper bowl becomes the legendary abyssal bowl with up to 64l of space
A few days ago I made the saddle for my Dragon. AAAA
haha
Can it be made possible to feed the newer edible dry mashes to animals?
probably..I'll put it on my list
weird ask but i have a stew-pot that won't empty, it just says filled with x1 'Contents', any advice?
so you can just scoop food from it endlessly?
It was a visual glitch, the pot itself was empty (rot washed out in a nearby pond) but visually appeared to be full,
ah i remember this one..afaik it's some vanilla issue and tbh making the stewpot work as intended was already way too complicated so I hope you can live with it xD
Hello, I'm not sure if this is something to request from you or from the other modders, but...
I'm an Earthshaper here, with the Mason trait, and I'm noticing that stones from the Material Needs: Geology or Geology Additions do not have any Mason-exclusive recipes, while these exist for vanilla. It's easier to explain with pictures: https://imgur.com/a/IlNaBa0
Is this something you can add as a compatibility? I'd be very happy, I love stones and this mod too!
https://imgur.com/ytQ95YW
huh I thought i've added them in the past...hmm i put it on my list
Edit: ah i see, it's the geology additions mod. I didn't know about that one...14 rock types...
I updated this recently and I noticed that there's no longer a need for any of the patches that unlock all of the classes. (as this patch apparently breaks said patches)
However, I ran into an issue where after the upgrade, the config file in the modconfig area on our server was simply blank. Just wanted to see what your suggestion was going forward on this!
Thank you for a wonderful modpack!
I've had someone else say the same thing. Looks like this is some issue that came out of nowhere. Looking into it. If you need a working file in the meantime, contact me on discord
Edit: yeah this actually breaks some patch mods...ugh. But i feel like it's fine because config lib ist just the better option overall and most serverowners know how to use it. I dont completely want to remove the patch mods because for smaller servers, or people who dont use or dont want config lib, these are still an option.
I can certinly shoot you a message on discord. Is your discord the same name?
Edit: disregard, I can read. I swear.
The recipe for the threadweaver brush require raw hide, could you please change that to pelts or add pelts as an option? I find it really annoying that I have to go hunt for a fresh fox or racoon to make a brush and process the flax stalks that have been sitting in a crate for the past 8 years in-game lol
there's a lore reason for that so I wont add that sorry :D you can make a small patch for your own game though
so how exactly do you get Master Prospector? Do classes have progression or something? Why can a deepforger make a copper pan but not anything beyond that?
what's master prospector?
in order to make the pans beyond copper, it says you need the "master prospector" trait. I'm playing as deepforger on a server and nobody can make pans beyond copper
lol where did you get this info? Is this some xskills stuff? Because I'm pretty sure it isn't from my classes
apologies, I was mistaken. This is an issue with Riley's classes which uses the Aldi's classes copper pan as a recipe base. Sorry about the confusion lol
Do... Nettles spread? Or am I seeing ghosts?
they shouldn't spread lol. theres no mechanic for that :D
The I must be crazy.
Would it be possible for farmer's better saddle and saddlebag recipes to also apply to Draconis mod?
oh uh i dont know what's the reason they dont work. Does the draconis mod use special saddles?
Yeah they do and they are quite expensive so this kinda extra recipe would be lovely.
would you be so kind to send me screenshots of the recipes in discord? so i dont have to look for them myself. I may add them
I am scratching my head on what "Battleaxes" profficeincy mean for handwright. DOes it indlude poleaxe, or just long axes?
to be honest you need to ask that the combat overhaul community. I don't use it myself and this is a CO trait. Sorry
Sorry, how do I confgure the mod to enable vanilla classes? Trying to move from vanilla classes to this mod's but the game crashes when I use .charsel. I only saw a single pair of brackets in the config file and did not see the config menu in game.
you're probably missing config lib (the mod). press ESC>mod config and enable them. Or use the vanilla patch to enable them this way.
Right, that works on a server if I'm operator, correct? Edit: I double checked and I do have both configlib and vsimgui
Got it sorted thanks, had vsimgui on client but not on the server
Two storage vessels you can make with the artisan trait require "Bone Ash", a material from Expanded Matter - but there is no recipe/way to make Bone Ash with these mods (it looks like Bricklayers dependency to get recipe?)
Not sure if this is intended, or if there is a chance of making an alternate recipe for the Cornflower and Talik vessels to sub out Bone Ash for something that does not require an additional mod to craft a single component?
I didn't know that. Let me see what I can do
edit: you're right, no one ever noticed this or had bricklayers installed. expanded matter seems to be missing a recipe here. I've added one myself now
Thank you so much!
Genuinely a lotta fun
This comment may or may not exist because i accidentally posted something intended for a different page entirely here but the point stands, fun stuff all around
❤️
Is the RP patch out of date? Installed it alongside this and the racial equity patch, yet a lot of the classes remain the same
hm what did you hope to see happen? it shouldnt be out of date. the patch should enable classes like potter, mason and such and disable the hybrids. you could use configlib to just enable what you want though
Well I wasn't seeing those classes, just the hybrids; but I'll mess around with configlib and see
Yeah, messing with the configuration did seem to work, but to use vanilla classes do I still need the patch mod? I'm running into the problem now that if I enable a vanilla class, and select it, it disconnects me from my server with the following error:
no you dont need the vanilla patch when you use config lib...did you enable them and then restart the server before choosing one? this crash happens when you currently have a class that is disabled and want to switch classes or if theres an error with a trait in an existing class if you scroll through the class selection. if you keep having issues you should dm me on discord
Yeah, I made sure to restart the server
Getting the patch oddly enough fixed it
kinda weird but my patches are up to date and widespread used so it's usually some small error and hickup with vintage story logic! have fun!
I think my class has been borked... I'm on a multiplayer server Farms and Forges and they just installed your mods!
Aldi's Classes · v2.2.5, Aldi's and Salty's [Advanced PATCH] · v2.1.1, Riley's Classes · v1.1.2
We also have the alchemy mod which allows you to drink a potion and reshape your character using .charsel
https://pastebin.com/9EKdvahL
https://pastebin.com/ZnD243Tn
do you guys have played with vanilla classes until now and now they are disabled? Because if youre a class thats no longer available and try to change class youre going to crash. You should enable the vanilla classes, transition to another class and then you can disable vanilla again. if thats not the issue..hmm
Not every player on the server is having the same problem, some were able to transition to the new classes fine... they added aldi classes vanilla patch 2.1.01 to see if it would resolve the issue, but still crashes.
Will have to wait to see if the admin of the server can enable vanilla classes so we can transition.
Thanks for your quick reply!
you didnt have any other class mod before, did you? this crash usually really just means: the class you currently have doesnt exist anymore, thus I must crash. let me know if you find out whats causing this and contact me on discord if nothing helps
I also love this mod, and the changes/tweaks/new additions it has made in the last several months. Is there any way you could make the Blacksmith gloves hold hot items in the left hand, and move them to the right once they are cooled? It is sometimes hard to tell when an item is done quenching, because when using tongs, you rotate the item from left to right when it is cool. But the Blacksmith gloves don't do that. If you cannot, that is totally fine, I just thought it was worth suggesting.
hey, that's a nice idea but sadly I don't think it's possible for me i think. I need to check what the tongs do but I don't have much hope. I haven't even had the time to play 1.22 at all so I don't even know how smithing works nowadays :|
Love the mod! So far my only issue is that I can't change the traits values, even with config lib. No config available in the modconfig folder to change those values, I like mining but the 40% to double ore and 75% mining speed feels too strong. I personally would have 20% to double ores and 30% mining speed. Atleast for single player those values feel better, I'm sure its balanced for multiplayer in mind.
tbh i think its getting way out of hand with the config lib patches. in the beginning i tried to add recipes outputs and traits and this added over 100 new options inside config lib.
There's a minor conflict with the fruit press grain oil when taking into account Expanded Foods & Toolsmith; Those mods rely on the oils produced from the grains e.g. "flax oil portion" and the generic grain oil from this mod overrides the ability to make them. I'm not sure what would be best for how to accomodate that, I leave that up to you, but for now I'll need to downgrade to before grain oil was introduced.
okay can you tell me if the vegan issues with fat and protein are over when you install EF? if so then i will just remove the recipe alltogether if installed.
Appreciated :)
If you're asking whether EF adds vegan alternatives to fat and protein, I'm not sure but I think probably not. I do know it adds more things someone can cook with the vanilla soybeans and peanuts for protein, and more oils that can be used in some (mostly vanilla mechanical) recipes as rendered fat substitutes, but things like the fruit press still need rendered fat exclusively.
sounds like if i leave the fruitpress recipe in and remove the oils when EF is installed, it should be fine. I need to check this out but sounds reasonable. (also i need to find out what EF module does that)
Expanded Foods: Core is what adds all the extra grain oils, which have that added functionality over the vanilla linseed and olive oils.
Re: vegan rendered fat, since theres still a likelyhood of recipes using them and not oil, you could possibly use an alt process like how Plant-based Fat does via a stone-crushing crafting recipe?
i saw that and found it pretty lame i must say. grid recipes are something I really try to prevent but often its not possible..aw man how annoying
As far as I could test it, it works like this: the grains that are usually not worth the oil (spelt, rice, rye, amaranth) are still working as intended. the others (like sunflower or flax) are taken by EF for their stuff. Soooo in my testing it looks acceptable tbh
So, i saw that you updated the mod but were you able to fix the issue with the oil, because the patch notes didn't mention anything.
Like the grain oil isn't usable in EF and Toolsmith. The items require flax oil, spelt oil, etc.
as mentioned in my last comment, it looked fine to me. EF has its oils and I have my oils because EF doesnt tough spelt, rice, rye and amaranth. So if you want EF oils you need to use the correct grains. Sunflower and flax, mainly. let me know though if it's different for you
Well, the problem is, that all angled gears and axles requires oils to be made but because of the grain oil, the buckets can now be empty. So you can basically make axles and angled gears without any oil.
That is a big issue for us.
you gotta send me this over discord because now im confused. the buckets can now be empty? what? why would my oils make it that you can craft axles without oil in them
Apparently the Nettles are singing ? I expect it to be typo in the description (green text) of the Bundle of nettles..
lmao
cant start a world and the crash reason is any tips on what to do?
oh that sounds like a problem with combatoverhaul as this is a compatibility trait. maybe CO changed something..need to check
I found a recipe conflict with the natural trails mod while using this on my server. The mason effecient wall recipe is the same as the cairns from the natural trails so the wall recipe is overridden.
that's a bit annoying but i will change the cairn recipe to something else i guess
Would be possible to also block the "commoner" in classes?
Also, for some reason, i was still able to choose the handwright, despite not being active in the config?
Can i send you a specific file, so you can investigate the issue?
you can do that over discord. you find me over the link above. But did you save and reload the server? And i can probably do that yeah
TURNS OUT
i effed the file and am repairing it rn
I will wait for your update.
If it still happens, i will let you know, after testing it :)
There should be more protein options for wanderer instead of just soybean. e.g., peanuts, walnuts, grain mashes. Some of them, such as the grain mashes, say "for a vegan, this snack provides a valuable source of protein." But satiety still says -56 total. If there is a way to adjust this myself, that'd be helpful as well.
i dont really know where you got the -56 but when i press 64 sunflowergrain i get 10 dry sunflower mashes. and these give plenty of protein. I fixed a small bug now but please tell me how this happens so i can fix it
Thank you for the response, but I have just now figured out that it is not the Wanderer class doing it! It's actually birth signs, and I hadn't even thought to check until now. I'm sorry for the inconvenience 😞 I had assumed it was a hidden part of the Vegan Ingenuity trait or Pacifist but I was just wrong entirely lol
no worries added the option to increase the protein value of these with config lib anyway heh
I actually hard disagree with the threadweaver rework and the lack of a option to disable it is a hard no...twine is not an essential material its used for alot of cosmetic stuff it wasnt "best class" then and it isnt now...nothing necessary all your doing by making threadweaver require this weird nettle or "improve flax gains"...is basically make them useless because you tie them down to flax farms which was the whole point to choose thread weaver to make twine OUTSIDE of flax farming its there mcguffin and anyone who complained about it is just optimizing the fun out of things...
If you tie it to flax production you have essentially made the class completely pointless for the reason to pick it...
A farmer is better then a threadweaver because they get more from crops...you just made threadweaver a weaker farmer for a class that was kind of weak already...
My oppinion is the option should be there to enable or disable it within mod settings so I dont have to go back into the files and re-enable it.
hmm i see your point. the goal was not to make him a worse farmer but to make the farmer and the rest of the village say "damn i wish we had a threadweaver to use this otherwise useless extra drop". The nettle isnt weird lol, it's a good reason to explore and have fun finding a batch of it.
what you now have what others had before was: no fun. the main criticism was that threadweavers are cutting grass all day, which sucks. Now you have no fun finding nettles in the wild but others love it.
i strongly disagree with the "optimizing fun out of things" part. i wanted to make him more fun and more useful in the late game. early game he now has a place and late game he will always have a place. Also who would call twine not an essential material? Of course it is essential and especially in early game it's really strong. Of course no one really cares about a threadweaver making twine as soon as the farmer has 100 chunks of flax farmland..but not he's still useful no matter how much the farmer harvests.
either way, i think it's way more fun than before (for everyone who loves exploring) but i can add the option to reenable the recipe if it helps you have more fun
I agree to disagree
1. The games natural progression provides many a reason to explore already and the game provides many other things ontop you can do to do that.
2. every class build has a "repetitive" gameplay loop your not getting rid of the time of that loop your just relocating it to something else.
3. It is optional in my eyes, I define something as optional when in the standard progression chain its a nice to have and not a need to have and it falls into nice to have not need to have.
In 1.21 it was required however its been downgraded optional thanks to the 1.22 update adding in rapidly flowing water and water wheels you just need to find a water current and you can bypass windmills in favor of water power for the pulverizer completely vetoing the need for twine in the games progression.
The big crutch of the argument is fabric bags and sales but you can opt to use reed baskets and skip twine bags in favor of leather especially with the backpacker trait further knocking it down if you have that.
Every other piece is conveinence pieces or cosmetics you dont need twine to make any tool, weapon, or construction in the games progression which is why it tapers off so badly its a conveinence resource not a required resource and once your well off twine tapers off fast for this reason your conveinence is no longer coming from that.
The only THING Twine is neccessary for in vanilla is repairing clothes however 90% of players dont play VS vanilla they play it modded and one of the most iconic mods most tend to apply is Butchering which lets you substitute Sinew in favor of Twine. Letting you use a hunter playstyle to stand in for twine in a twineless situation. So in Vanilla its only actual use that cant be substituted thats neccessary is clothing repair, but a simple mod can allow complete twineless reliance.
to be honest I can accept that not everyone likes what I like. That's why I'll add the option to enable the grass recipe, I don't really care. But in my vision of this mod the threadweaver does what he can do now. Sooo I hope you're happy and have fun playing either way
Does the change:
vanilla classes can be enabled or disabled
mean we no longer need your vanilla patch mod?
if you use config lib you dont, no. you can still use it and ignore the config lib file but this gives every server admin the possibility to just enable or disable classes.
Was wondering if there might be a chance for a update that adds a config for the backpack sizes for the bigger backpacks. Only because I use "Moderated Backpacks" Which makes normal backpacks just slightly larger then the Bigger backpacks the wanderer makes. I tried editing the size inside the actual mod but once I do that the mod just stops working as if its no longer installed and not seeing errors come up.
i actually have a config lib update in the making. next update will have a lot of values configurable with config lib serverside :)
Awesome! Looking forward to it!
greetings Aldi
i have some erros in my server-main.log for some patches;
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/amaranth.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-amaranth.json failed because supplied path /dropsByType/*-8/1/dropModbyStat is invalid: The json path /dropsByType/*-8/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-8' does not exist. Full json at this path: {
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/cabbage.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-cabbage.json failed because supplied path /dropsByType/*-11/1/dropModbyStat is invalid: The json path /dropsByType/*-11/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-11' does not exist. Full json at this path: {
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/carrot.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-carrot.json failed because supplied path /dropsByType/*-6/1/dropModbyStat is invalid: The json path /dropsByType/*-6/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-6' does not exist. Full json at this path: {
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/cassava.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-cassava.json failed because supplied path /dropsByType/*-8/1/dropModbyStat is invalid: The json path /dropsByType/*-8/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-8' does not exist. Full json at this path: {
6.7.2026 00:24:48 [Error] Patch 1 (target: game:blocktypes/plant/crop/flax.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-flax.json failed because supplied path /dropsByType/*-9/2/dropModbyStat is invalid: The json path /dropsByType/*-9/2/dropModbyStat was not found. Could traverse until /dropsByType/*-9, but then '2' does not exist. Full json at this path: [
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/licorice.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-licorice.json failed because supplied path /dropsByType/*-8/1/dropModbyStat is invalid: The json path /dropsByType/*-8/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-8' does not exist. Full json at this path: {
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/onion.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-onion.json failed because supplied path /dropsByType/*-6/1/dropModbyStat is invalid: The json path /dropsByType/*-6/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-6' does not exist. Full json at this path: {
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/parsnip.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-parsnip.json failed because supplied path /dropsByType/*-7/1/dropModbyStat is invalid: The json path /dropsByType/*-7/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-7' does not exist. Full json at this path: {
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/peanut.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-peanut.json failed because supplied path /dropsByType/*-8/1/dropModbyStat is invalid: The json path /dropsByType/*-8/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-8' does not exist. Full json at this path: {
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/soybean.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-soybean.json failed because supplied path /dropsByType/*-10/1/dropModbyStat is invalid: The json path /dropsByType/*-10/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-10' does not exist. Full json at this path: {
6.7.2026 00:24:48 [Error] Patch 0 (target: game:blocktypes/plant/crop/turnip.json) in aldiclasses:patches/cropsdroprate/survival-blocktypes-plant-crop-turnip.json failed because supplied path /dropsByType/*-4/1/dropModbyStat is invalid: The json path /dropsByType/*-4/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-4' does not exist. Full json at this path: {
i dont know if this is a mod conflict with following mod? but its the only other mod i have that changes the vanilla crops, but i feel perhaps the error should mention the mod if it is? but idk. Farming Revamped
as of writhing i have all the latest versions of the mods and im on 1.22.3
yeah that mod changes the droptables so my patches wont reach their target. the farmer doesnt have any bonus on crop drops. Im currently a bit short on time so i will make a notice and make a compat in the future.
Flax Stalks are slightly incompatible with Immersive Fibrecraft - in order to be used in the Drop Spindle, they would need to be able to placed in the off-hand slot, but cannot.
Edit: I misunderstood the handbook entry - there is no missing functionality here.
great! I made them this way on purpose because i dont want to interfere with existing very popular mods like this :) (even if its a biiiit less immersive)
The big stewpot has a localization problem where it shows its item ID instead (aldiclasses:[rest of the ID I forgot sorry]), specifically the earthy-orange ceramic that you get from firing a red clay stewpot (on a multiplayer server if this has any incidence)
it would be helpful in what scenario this happens because these crocks have different lang file entries for every state..filled, empty, rotten etc.
Its the filled pot, empty is fine, I havent checked rotten
okay found and fixed, ty for reporting. will be in the next release. in the meantime you can ignore it (even if it looks ugly) because no functionality is missing!
I have come accross several backapck issues:
- Sturdier Leather Backpack that is supposed to hold 9 items only holds 5.
- Sturdy Forager's Backapck that is supposed to hold 14 items, only holds 9 and is not JUST holding forraging items. The regular Forager's Backpack holds 14.
These are the only ones that I have tried so far.
that's certainly a compatibility issue because when i check the files they clearly are correct. Do you have a mod installed that messes with bagspace? I can't really imagine what causes this atm but maybe another mod actually patches my files. For the forager backpacks: they use storageflag 32, which can be used by other mods so can you tell me what fits inside of them besides foraging items?
I mean we can work around it, so it's not a big issue on our end, I just wanted you to be aware of what was happening just in case. So far I have had: rot, other bags, weapons, tools, raw meats, as well as the things that would normally go in them. The server does have Back Racks imstalled, so that may be the issue? We just had our mods re-updated so I will see if that fixed the issue. Super excited for the Temporal Cooking Pots btw.
im still collecting more things to give to salty to implement into the advanced patch and im planning on making the temporal cooking pot cook way faster (code feature). the food doesnt spoil while cooking, which is nice but it takes forever haha.
i highly RECOMEND you move the dependencies notice to the rop of the discription for those who dont care about all the extra info you give, they may be on a mass install spree.
sounds reasonable
A large number of errors appear in the server-mail.log file (which is kept even in single-player mode). I won’t list them all – there are too many – just the start of the block containing the errors.
28.6.2026 11:46:16 [Error] Patch 0 (target: game:blocktypes/plant/tallgrass.json) in aldiclasses:patches/droprates/survival-blocktypes-plant-tallgrass.json failed because supplied path /dropsByType/*/0/dropModbyStat is invalid: The json path /dropsByType/*/0/dropModbyStat was not found. Could traverse until /dropsByType, but then '*' does not exist. Full json at this path: {
"*-eaten-*": [],
"*-veryshort-*": [
{
"type": "item",
"code": "game:drygrass",
"quantity": {
"avg": 0.3,
"var": 0
},
"tool": "knife"
},
{
"type": "item",
"code": "game:drygrass",
"quantity": {
"avg": 0.4,
"var": 0
},
"tool": "scythe"
}
],
"*-short-*": [
{
"type": "item",
"code": "game:drygrass",
"quantity": {
"avg": 0.5,
"var": 0
},
...
28.6.2026 11:46:16 [Error] Patch 1 (target: game:blocktypes/plant/tallgrass.json) in aldiclasses:patches/droprates/survival-blocktypes-plant-tallgrass.json failed because supplied path /dropsByType/*/1/dropModbyStat is invalid: The json path /dropsByType/*/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*' does not exist. Full json at this path: {
"*-eaten-*": [],
"*-veryshort-*": [
{
"type": "item",
"code": "game:drygrass",
"quantity": {
"avg": 0.3,
"var": 0
},
"tool": "knife"
},
{
"type": "item",
"code": "game:drygrass",
"quantity": {
"avg": 0.4,
"var": 0
},
"tool": "scythe"
}
],
yeah you're gonna need to find out what mod causes this. theres a compatibility issue. One of your mods proabably drops the entire grass droptable and thus my patch doesnt find its target.
If you don't want to find the mod that causes this, you can ignore this error and your fellow Threadweaver won't drop more grass from grass.
If you're stuck with finding the culprit mod find me on the vs discord.
If we’re talking about a mod that completely removes the grass drop table, then it can only be the ‘Ecosystem – Flora’ mod...
you should contact me on discord because ive checked it and the ecosystem doesnt seem to be the culprit and youre the first one to report this issue so it ought to be a more niche mod combination
I had a thorough look through my mods to see which ones use ‘game:drygrass’... Lots of mods use it, but the "String Sense" mod seemed a bit suspicious. Specifically, one of its files contains the following lines:
"file": "game:blocktypes/plant/tallgrass",
"op": "replace",
"path": "/dropsByType",
"value": {
"*-eaten-*": [],
"*-veryshort-*": [
{ "type": "item", "code": "game:drygrass", "quantity": {"avg": 0.3, "var": 0}, "tool": "knife" },
{ "type": "item", "code": "game:drygrass", "quantity": {"avg": 0.4, "var": 0}, "tool": "scythe" }
],
"*-short-*": [
{ "type": "item", "code": "game:drygrass", "quantity": {"avg": 0.5, "var": 0}, "tool": "knife" },
{ "type": "item", "code": "game:drygrass", "quantity": {"avg": 0.7, "var": 0}, "tool": "scythe" },
{ "type": "item", "code": "game:thatch", "quantity": {"avg": 0.01, "var": 0}, "lastDrop": true },
{ "type": "item", "code": "game:thatch", "quantity": {"avg": 0.02, "var": 0}, "tool": "scythe" }
],
yeah that seems to be the one. dropping the whole damn drop table...
Owner sad there are no bugs so. There are no bugs!
well, there are so little bug reports nowadays for this mod that i honestly think ive done a good job haha
for some reason the kebab wont go into the firepit
I can't replicate this at all. are you using long term foods? Are you on a server and others have the same issue?
yes we have long-term foods mod or pemmician i tihnk its called
others tried and seems to also be unable to cook raw kebab
edit: i noticed long-term foods also have kebab in there but different nutrition then aldi's class
maybe there is a conflict???
you would need to report this to long term foods author. he implemented them in his mod but apparently something went wrong with the patches
wooohoo, the nettles!! Glad I could contribute :)
i hope the threadweavers appreciate the changes, too :D
ATTENZIONE
I've released the new update as a testversion. It works well, no errors and is thourougly tested. BUT I fear the nettle stuff may be unbalanced and it is my first time doing something in woldgen.
So please feel free to download it and have a look at it.
Breaking freshly planted biodiversity potatoes as a farmer gives you a seed back with a 62.5% chance to get a potato as well. I dunno if it's a problem with the class or the BD mod though. It's infinite food Dx
i need to look into the biodiversity mods..i dont have implemented any compatibility yet so the farmer should not get any bonus from these crops.
okay so basically potatoes do that.

you basically plant it, break it, get a seed potato 99% and 50% a good potato, which doesnt make much sense. needs to be reported.
half the biodiversity mods are broken from what ive seen so i need to wait with making a compatibility patch
Is the Handwright class able to make the Large Serving Pot? As a handwright, i still need a Potter to finish it.
well i missed them. next update will have it fixed. thx for reporting
There seem to be a number of Potter traits missing from handwright. It's actually a tough class. This is great stuff!
still? i thought I found them all. could you tell me which ones? :D
Is it possible to make compatibility with the Alchemy mod? So that only druids have the ability to craft.
there is a compatibility with it but i dont want to limit everyone who uses both mods with this kind of gatekeeping. it's too restrictive :D if you want this change for your own server you could make a simple patch mod
I still haven't figured out how to patch...
patching is easiest to learn by changing vanilla files to your liking and using the modmaker (modmaker.exe in your vs folder) to make a mod. It produces a patch mod where you can see the syntax and copy it for your own uses.
I don't have logs but is it known that the Timberborn (Burner) Trait isn't working? A guy on the server we play on doesn't get any double charcoal at all from digging up charcoal from the Charcoal Pit.
youre probably using xskills? are you using the newest version of it? when any of my traits are not working it always is some other mods fault. xskills for example is known to nuke other mods
Server is using xskills yeah - but everything was updated. We are kind of preparing for 1.22.3 rnw which would fix many problems
For some reasion I can edit the issues section on this page
could you elaborate over a discord dm? i cant really find whats wrong and what you can do
Congrats on the 100k downloads ya beautiful man.
🔥
Has anyone else ever had the brush recipe disappear?
hm maybe youre trying to craft the old brush. i had to make the old one obsolete when i added the 2 variants (wood and reinforced)
Hi! Love the mod.
Woud you, perhaps consider adding craftable leafs of fruit trees, especially the flowering ones, to druid crafting?
A deco version that does not yield fruit, is just an item? It would add so much to decoration possibilities.
Thank you for all your work!
will have a look at it. i dont know why i didnt think of it earlier^^ Let me see what i can do
hey ive checked it and i can't do that. the fruit trees are special and the leaves aren't available as a block i can use. It's way too complicated for me :D
hello i have a issue with the stew serving pots. no matter how i try i cant seem to fill it full, i can only fill it with one crock and when i try to put more from another corck (same stew from same day) it wont accept it. at most i can only get 12 into the stew serving pot... am i doing somthing wrong or? either way id love a solution
hmm never thought about that indepth but the issue is that you cant fill a crock with 2 identical meals with different spoil amounts. The moment you fill a meal into the pot the amount of days left are whats dictating if a meal goes in the stew serving pot.
This can't be helped. Only solution would be to use the metal cooking pots to increase the amount of food and decrease the amount of time you need to fill them into the stew serving pot.
I tried testing it again recently. I cooked the exact same stew in two separate cooking pots and also in a larger 32-serving coocking pot. All of them were cooked at the same time on the same day, using the same recipe and ingredients as well as spoil ammounts and times.
The issue is that the stew serving pot still won't fill to its maximum capacity (64 portions, im using the copper stew serving pot). i was only able to put one corck into the copper stew serving pot before it didnt let me put anymore crocks of the same stew that i made (i put them in crocks first because i can fill it from the pot i cooked the stew in)
Since everything was cooked under identical conditions, i cant think of a solution... i could make a video and send you the link of me trying so you could get a better uderstanding of the situations if you'd like
Also, thanks for the quick response. I really appreciate how fast you replied
okay i mean yeah you're right, you will never fit 64 Portions in it without being able to cook 64 portions with maaaybe 3 pots in one sitting.i think i need to lower the portions they hold to 24 and 48. this way one gold pot can fill up a whole stew pot. alternatively i could increase the metal pots portion sizes to fit 32 in gold. which is probably the better move.
The issue really is not what ingredients you used or when you cooked it. If the food thats inside a crock (the stew serving pot is a crock) isnt EXACTLY fresh for the same amount as the meal youre trying to add, it wont stack. So you can really only hold a few cooking pots with finished food in your hand and pour them in the stew pot as quickly as possible.
i think i will buff the metal pot sizes to make 2 gold pots fit into a metal stew serving pot.
edit: okay it's impossible without duping the pot with the cooked food to put more than 1 into one of these crocks.
That's on me because I'm always testing in creative and i missed that.
So here's the plan: I will increase the metal pots to reach up to 32 with the gold pot and introduce an even higher pot level that cooks 64 portions. It's gonna be expensive as hell but why not. Adds a little bit of endgame content for the innkeeper.
Ty for bringing this to my attention!
Would like to mention a couple of things I have encountered playing as a Timberborn, which I have been enjoying a lot.
Saw + 3 Logs + 2 Logs = 12 boards
Saw + 2 logs + 2 logs = 32 boards
2. The special recipe to make more beams does not work on the left column of the crafting grid. (S = Saw, L = Debarked log, X = empty)
SXX
LXX = 3 beams
LXX
XSX
XLX = 12 beams
XLX
hey ty for bringing this up. There's not too much i can do about it sadly because it's some vanilla jank. The original beam and board recipes are shapeless, which means you can put the ingredients anywhere inside the grid and it works. This causes every other recipe that uses only these ingredients (doesnt matter if it need 2 logs) to behave weirdly because as soon as it registers 1 saw+1 block instead of 1 saw+2 blocks it defaults back to the vanilla recipe.
Only way out of this without unecessarily altering vanilla files is changing the recipe to anything else besides saw+log or saw+debarked log. any ideas? can't think of anything logical to add here^^ otherwise we gotta live with the jankyness
Was it an oversight or Intentional that no class gets the ability to pick up the cracked vessels that you can trade to traders? Aldi
you know what, youre right lol. I've added a 30% chance to do so for the shadowstrider in the next update :) actually forgot to add it
Oh ok Cool! thanks for the fast response! I really dig the classes and the clothing picks for them are rad :)
Hey Aldi, do you know if you plan on making a compatability patch for Expanded Foods / A Culinary Artillery so that the seasoned meat can be used in their special recipes?
Just a thought.
i knew this would happen! i was shying away from food because of compatibility patches^^ but i guess i could do it at least for expanded foods
- EF will be split in modules so i will wait for this to happen :)
Russian translation.
I have a few questions regarding the localisation strings.
"charattribute-oreDropRate--0.15": "No chance for double ore" - It seems to me that -15% isn’t the complete absence of something.
"charattribute-treeseedDropRate-2": "Double tree seed drop rates" - Is that description definitely correct? Is it definitely double, not triple? It’s just that if it were ‘charattribute-treeseedDropRate-1’, that would be +100%, i.e. double, whereas here it’s +200%, i.e. triple.
"charattribute-forageDropRate-0.51": "+50% enhanced foraging", - 50 or 51 %!!!Why is that? Why 51?
"charattribute-lakeiceDropRate-4": "Your indomitable will to preserve your harvest lets you excel at lake-ice-cutting",
"charattribute-treeseedShearsDropRate-2": "even with shears",
"charattribute-treeseedShearsRareDropRate-15": "and from rare trees",
Are you sure these snippets of text will fit in properly? Usually, perk descriptions are complete sentences in their own right, rather than parts of other sentences.
"charattribute-rangedWeaponsDamage--0.21": "",
"charattribute-meleeWeaponsDamage--0.21": "",
a very strange option at -21% and with no description
"charattribute-animalLootDropRate--1": "-100% animal loot"
Is that right? Perhaps it would be better to write “No loot... animals”?
"charattribute-animalLootDropRate--0.8": "",
"charattribute-animalHarvestingTime-0.35": "",
There is no description here, although there are descriptions in the corresponding lines above and below.
"itemdesc-redmeat-seasoned-raw": "Adds more nutrition to cooked meals then regular meat<br><font color=\"#00cc00\"><i>Ready for cooking even more delicious meals!</i></font>",
Isn't there a mistake here in ‘then regular meat’ (shouldn't it be ‘than’)?
i think you should chat me up with this in discord. thats way too much for this comment section
Hey Aldi! Loving these classes, our server has been using them for a while now.
We added in another mod, Multiclass Reborn, and that mod has a config option to require class-specific glyphstones to allow selecting secondary classes and such. I didn't see anything in modfiles for either mod showing compatibility between them that would automatically create Glyphstones for each Class, and was curious if having something added into an existing or secondary patch would be an option to auto-create the glyphstones for each of your classes?
I may try my hand at making a patch at some point, but figured it couldn't hurt to ask my favorite Classes mod Author.
I will never not love it when players enjoy my work, thank you for playing and the kind words!
I've contacted GrimmSpector and now I know how to do it. As a server owner you can look at this dokumentation and enable "EnableGlyphstoneRecipes" and "RequireTokens" in the ModConfig folder in multiclassesreborn.json. Now you need a patch to basically add copy paste versions of the existing glyphes. Take one, rename it, rename the values and it works. You do need a bit of an understanding of vs modding though. If you want, I can help you make this patch mod if you contact me in discord
Man.... the handwright class sucks so much, I can't get anything done on the count of the fact that my basemates are doing pointless vanity projects rather than getting materials
you picked the wrong class for your groups gameplay strategy. You should probably change yours because without friends who support you, you're going to die as a handwright
I can't fire stew serving pots and I'm playing as the Earthshaper. All I see is the tooltip suggesting a skilled potter could finish it.
look it up in the handbook, theres a small grid recipe step missing. Hover over the item with the mouse and hit H to open the handbookpage directly
I tried that and didn't see any recipe provided, just the fact it could be fired into the finished product.
i cant replicate any issue with this. could you contact me over discord to show me some screenshots?
My apologies. After a recent session I realize I didn't see the additional crafting step from the unfired pot before hand. It works just fine, just user error! Cheers.
no worries, i really hate that i had to do it like this. Just because you can't make clayforming, smithing etc. class or trait based. So i have to make these weird detours.
Medicine can be crafted into tasty medicine with just an empty bucket.
vanilla has some weird bug but I was able to build around it. Next version will have it fixed. thx for reporting :)
Were the blacksmith gloves removed by the mod or by the game developers? We can't find them.
i've removed them ages ago because there are no real blacksmith gloves in vanilla and without code i can't make clothing be heat resistant.
Hey, i get an Crash when trying to read a book from Voltine Trait aquirer Patch mod, the trait is the Green Fingered trait from the Farmer, it seems it cant add the trait and crashes then, thaht is waht we think at least^^ any idea what can cause it or where changes made to the trait that could end in that way?
why the nerf to parchment from cattails for timberwright? Just becausse I have toolsmith means I no longer can produde the paper lanterns and wallpapers?... nerfing 2 of 3 the recipes I have with the class making it pretty useless. At least make the firewood frame hold wood logs please u_u...
I mean the Woodcutter job isnt even good at woodcutting as its mining speed(break speed of wood blocks) is -15% meanwhile the Innkeeper has boni shooting out of its wazoo
Paper comes form wood pulp not flax fiber even if the game wants you to believe that...
it is just too unbalanced to just make paper out of cattails combined with toolsmith. mining speed is wood cutting speed? are you certain?
As far as I could tell searching through the wiki and the discord mining spead just means block breaking speed, I used the alchemy mod for the mining potion and used it to chop wood and dig dirt faster.
Also why is my response to you above your post :-X
anyway I would love a wood pulp recipe that involes water some kind of woodscrap and a barrel and maybe a paper making frame/sieve so sift it into wet paper and then dry them to get paper. Maybe we needa full paper making mod thinkign about it.... Since "parchment" is really not paper and was traditionally made our of hides anyway.
id hate if it's like that because "miningSpeedMul" cant really be misinterpreted but apparently..well.
Responses are always above until you reload the website ;)
if you're using it on your own server or in singleplayer, you can remove the patch by going into the user/appdata/roaming/vintagestorydata/mods/assets/aldisclasses/patches and locate it there. Its what I did because I liked having the recipe and I think its a bit odd of a change
yeah you can do that. just delete the toolsmith folder under this path. tbh this was a hasty decision because it threw off the toolsmith balance tremendously. I could come up with a bit less effective version of the recipe though
Awesome mod! Love the remix of the classes. As a long time user of the Working Classes, I much prefer how you shuffled things around. Deepforger is exactly the role I always take up in our group.
appreciate it! the deepforger is exactly what i wanted all the time too :D
Can you provide a list as to what these changes were?
Please and thanks! Love the mod :)
I don't have a list because looking at the classes ingame will tell you everything. I don't really have the time to make a list but the traits were broken and now you can exactly see what the bonuses are. sorry though
hello , found out that using certain sand doesn't work for the grid recipe of mortar , for now did identify andesite and limestone , i don't know if it's a mod clonfic on my end or not , ha and it's with the earthshaper & handwright class.
oh you may have "wavy" sand on your hand! Please check if this is the case
Did some recipes get swapped or removed? I was able to make parchment before out of cattails. Recent patch it seems like that's gone now.
are you using toolsmith? because making parchment out of cattails is too strong for toolsmith so it is removed when this mod is installed. So yeah depending on the mods you use some things change. But every change is well thought out^^
If making a modpack for 1.22.2, should one use the relese version of the mod, which is listed as outdated, or the version for testers?
please use the 1.22 version "for testers". It's not really "for testers" because there are just minor bugs so far but it gets called that way automatically if i want to keep 2 versions on the main page.
hi, is there some way to make all the text in the class description boxes during selection, fit inside the windowframe? for me, it just clips through and down the window, with like 30% of the text just hanging to the bottom of the screen
oh your GUI must be really big then. For me (the screenshots above) everything fits in there.
I can't make it fit for your GUI unless i remove text. BUT you could install "player model lib". This changes the vanilla gui and provides you with a scroll bar
thx! i will try add that and see :>
Oh I thought I posted this before but I couldn't find my comment, but I feel like blacksmith is probably the weakest class. Torch Holders are neat but I usually skip them in progression, only really using one and they are not that uncommon from ruins. The deepforger is just better at what they do (without the RP patch), and has genuinely better downsides. The ranged damage penalty isn't that big of a deal since we get a bonus with melee. Deepforgers also just get everything blacksmiths do normally and more. I just wish blacksmith got a recipe that was noteworthy only to them.
Whilst the RP patch does give them the exclusive iron door recipe, solid iron doors are purchasable from traders which makes the upside less noteworthy.
TL:DR Every class can do smithing as the blacksmith gets no real bonuses for it. You're most likely better just being a potter or mason for the easier refractary bricks. The repair kits are pretty lackluster.
My suggestion would be to give blacksmiths a shatter reduction chance for quenching.
I'm just limited by vanilla methods. There is no way for me to enhance the smith with actual smithing mechanics. As i can't code, i can't do much for him. We will have to wait for the game to provide here...
And yeah the deepforger is not meant to be available if the blacksmith is there. The deepforger, as a hybrid class, is meant to squish the roster, thus removing blacksmith and miner.
either way, I can't do much for the smith as of now, we will have to wait
This gave me a thought.
Would it be feasible to literally speaking, cut down the roster in an extra patch?
The hybrid classes are great, especially on smaller servers(we are a single digit group). It seems more intuitive to me that allowing the hybrids would remove the pair they are based on in certain situations, much like in this particular case with Blacksmith and Miner. Do you think that would work well within the design of this class mod, or would that cause more issues than be helpful?
I've already thought about more hybrids and bringing down the roster to 11.
But what i've just realised is that you should not have the blacksmith if the deepforger is there. Are you guys using the RP patch? You really should ditch it with under 10 players. It's aimed at waaaay bigger groups. The main mod (without patches) is better balanced for a small group already
the server im playing on is about 30 people. I think blacksmiths and miners being seperate is fine. The problem is being a smith just doesn't get much outside of washery coke (which I personally only find useful for the fact its grindable and the ability to double how much washery I have) and repair kits (which are neat, but quite lackluster vs other's unique recipes such as cheaper fireclay bricks and the ability to make mortar easier).
yes i totally agree and i hope to see some change so i can finally make the blacksmith a proper class!
No we were using the Advanced Features Patch and the All Classes Patch, so they were all selectable. We set it that way initally to test things before before finalizing a world, and then never looked at it again.
That likely skewed the perspective and understanding of the mod, and we will just remove the unlocking of all classes.
Keep up the fantastic work man!
before you remove it remember to .charsel the players away from the classes that get removed! But yeah thank you! :)
I noticed a slight oddity when using quality soil boosters on terra preta. Natural regen will let the block hit the new fertility cap of 120%, but any fertilizer will cause it to snap back down to 100%. I imagine it's a vanilla bug that just doesn't come up since you can't get fertility that high normally, but it's still a little sad.
would be interesting if this also happens with vanilla fertilizers. The soilboosters don't do anything magically, the just work like vanilla boosters. (and these soilboosters are crazy strong). The boosters are still worthwhile i think because they increase the soil values permanentely. If you could test this with a vanilla fertilizer I'd be grateful :D. it's probably a vanilla bug though
Had an issue with the puncherhead item as it is forged as a set and expected to be used as a set in the creation of the puncher yet the item doesn't stack so once you take it out of the anvil, you might be stuck. Fixed by updating "assets\aldiclasses\itemtypes\tool\puncherhead.json" and adding the following line ( could be reduced to 4 but it missing leads to the recipe being unusable ) :
"maxstacksize": 64,
this was already fixed in the 1.21 branch but i forgot to copy the line in 1.22...sorry for these bugs. they only happen because i need to maintain 2 versions atm but ty for reporting! fixed in next version
Still getting a crash w/ the Alchemy mod when viewing one of the flasks in the handbook. Running 2.0.0-rc.5
i realized flasks are blocks, not items! fixed
I think there's a bug with firing deeper bowls.
I fired two bigger crocks and two deeper bowls as Earthshaper in the same pit kiln and only the crocks came out fired and the bowls were still raw. This happened twice in two pit kilns.
They were arranged as such (C = crock, B = bowl):
C B
C B
I tried recreating this in creative with different combinations and when a deeper bowl is the first item that is checked*, I cannot create a pit kiln with the message: "This is not a fireable block or item."
*e.g. only deeper bowls, or bowls on the left and crocks on the right.
All tests were done on 1.22.2 with red clay. For the creative test I reduced my mods to only:
Aldi's Classes (2.0.0-rc.5)
Aldi's Classes advanced features (2.0.0)
Attribute Rendering Library (3.1.3)
ImGui (1.2.5)
Expanded Matter (3.5.3)
Also: Thank you for this amazing mod! <3
ah there was a bug. I hope it was only from red clay bowls? because they actually didn't work properly. Made a mistake when copy pasting because the new earthyorange color dropped for 1.22. fixed in next patch :)
Thank you! I only noticed it with red clay bowls, but didn't check every item/shape combination.
The Fool´s Conecap mushroom doesnt have a recipe to be washed and turned into mushroom powder.
ty, fixed in next update. the sickener and laughing jim were missing in the recipe too
By any chance would aldis classes affect Glacier ice as we have glacier ice that generated and cant be cut, and glacier ice that can only be crafted from aldis lake ice or spawned in, Mod was added a week after server gen roughly
no my mod only patches lake ice to drop raw ice which can be crafted into glacier ice. I don't touch glacier ice at all
alright thank you, ill try to find why the glacier ice is under a diff ID in terrain gen.
Added this to my server, and one of my players took Shadowstrider and seems to be completely immune to fall damage. He ended up jumping off the tallest cliff around, falling 85 blocks, and took no damage. Seems extremely overtuned or outright broken. Also, could you add some clarity to their Nudist trait? We can't seem to find any effect other than extra move speed penalties.
i was waiting for someone to complain about the description of the nudist trait haha. yeah it will make you lose extreme amounts of durability when hit when wearing armor and movement penalty is multiplied. So armor will break extremly fast and you can't really move with heavy armor.
hm yeah the balancing of the ability to jump down from everywhere is done by the game being really inconsistent with fall damage. you CAN survive that jump but you can also just die from it. I don't think it's broken because in the end it just saves time and is a lot of fun.
Is fall damage still that busted? It's been feeling pretty consistent on my knees but maybe I'm just unlucky hahaha. And hey, if it's RNG and he might just... die one of these times, I think that's fine with me. Thanks for the nudist info!
well tbh let me know if he ever died from it. maybe they fixed it for 1.22 but I didn't see anything about it!
I did just wanna report from some experience in multiplayer that the Threadweaver's grass to flax ability seems waaaay too powerful. In about an hour they were pretty trivially able to mass produce linen equivalent to our entire farm production to that point. If I could suggest, a good way to balance it I feel would be to add an intermediate item that needs barrel soaking or some processing like that to throttle their ability to do it very quickly. Grass I think is too easy a resource for any sane amount to pose an obstacle.
so far people said it is really strong in early game but get's increasingly more irrelevant in late game as the farm grows. It's not a bad idea to let it soak a bit...you do need copper already to make it so why not...will think about it!
Hey! I love the mod, just wanted to drop here that I have been getting this error on load:
8.5.2026 12:32:48 [Error] Patch 0 in aldiclasses: patches/compatibility/tailors delight/sails-recipe.json: File tailorsdelight: recipes/grid/sails.json not found
I suppose there's some minor incompatibility with tailor's delight? Something about sails? Shouldn't really affect me if I don't play as a tailor in my singleplayer world, right?
tailors delight mod probably changed some path or name, no biggie. Won't affect your gameplay, it's just some sails recipe. will fix
Hey, quick question. Previously on 1.21 I was able to adjust the json file to add/remove traits from classes. In 1.22 those changes do not take effect in multiplayer, but work fine in singleplayer. Any idea what the cause of this might be?
you changed the characterclasses.json file and clients got the changes? i can imagine something within the game changed because I didn't. Sounds like some serverside and clientside stuff. Honestly, I'm not great at this so you may ask in the mod-general channel in the vs discord. maybe someone knows
Hello, I might've passed over it, but is it possible through a command to change class once a character has been created?
wasn't sure where it was either but there it is:

It's the /player [playername] allowcharselonce and then the player has to type .charsel thingy
fixed it. forgot to remove the leftover file after alchemy mod changed the paths
Hi! I have some mapping issues. Could you take a look? Thank you
https://iimg.su/i/Ihbin6
https://iimg.su/i/gFJcSn
what mod are you using that adds dark aged and light aged wood to the game? This mod probably adds the dark aged and light aged variant to vanilla wood and leaves and my files grab from these vanilla files
Hello, great mod, I'm enjoying it a lot. One question, I am using the Entropic class, and when I try to craft any of the Metallic Stew pots (the 64 portions ones) I need the unfired clay pot for the crafting, and only a "Potter" can craft it (I can only craft the "raw" one). Is it supposed to be a "multi-class" (need two people) item?
yes because of base game restrictions it's a bit complicated but the stew serving pot itself is basically a potter exclusive craft. the entropic can just enhance them even further
I see. Thanks.
idea for deepforger, the ability to craft a clay bucket you can dip (same key combination as quenching in a barrel) an item into the clay to coat it in clay
if you have ideas for the mod it would be better to head into the discord thread linked above! Can't really discuss ideas here
Is there a reason why the handwright can't make wallpaper? It's a building block that's really nice to have, that they don't have access to.
hey, there is no reason, it just wasnt given to him. I need to copy paste every recipe for him and the wallpapers dindt come included. I will think about it
hello hello my dear are you aware of these? i on't think it's an issue rn but i was checking my log to see if i could figure out why i crashed and noticed it, but to be clear i do not think it contributed to my crash. at least not terribly so lol
3.5.2026 23:00:23 [Warning] Smithing recipe with output aldiclasses:hackle-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output aldiclasses:puncherhead-bismuthbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output aldiclasses:puncherhead-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output aldiclasses:puncherhead-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output aldiclasses:puncherhead-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
hello! ty for bringing this to my attention, fixed it for the future :)
how do you make the heatcores? theres no recipe
ty, fixed it (forgot to copy paste the file)
Cool mod! I've been playing as a timberborn and my only critique is that you should be able to carry all wood products, especially logs, with the timberborn backpack.
It's kind of useless only being able to hold firewood and sticks. May as well use regular backpacks.
the intention was to carry it with you when you go out to collect firewood (directly turning logs into firewood before you head home) not logs. And for that use it is better than normal backpacks. i get your point though, may think about it
says I need dependency em v*. Don't know what that means.
em is expanded matter but like 10cm above you see a big red warning

+respect
any way you could make it so you can season raw meat with the seasoning pouches? seasoning cooked meat feels.... lacluster.
heyo, the seasoning is not meant to be used as a marinade. I imagined it like a pouch with tasty salt and stuff in it that you sprinkle over your finished food like you grind fresh pepper over your finished steak. That's why it's used afterwards
only problem is you cant even get it until you have linnen or leather, and by then your making meals.
yes that's true but the intention for the kebab (and mushroom kebab) is to be a better food source for long journeys and food scraps.
My main issue is that food mods are basically used by everyone and i will get myself into compatibility hell really fast. As soon as i decide to ditch 1.21 though i will have a look at it because tags will make stuff like this easier.
good news I'm currently working on adding seasoned redmeat, poulty and fish as better stew and soup ingredients
youre in luck, ive just added this feature after i made myself comfortable with the food system!
Deathfox in my testing it works, could you reach out over discord so we can check this?
timberborn cant craft the cheeper beams unsure if this has been reported yet
Works nice, thanks!
Zyredis hi, yes this is known and will be fixed in the next release for 1.22.
Hey, i got an issue with the prospektor trait, the recipe for creating the chopper prospekting pan shares its recipe with the chopper roof top and cant be crafted by me.
rjc523 no you need the potter trait to finish the raw product in the crafting grid.
GasStationWizard you need to put the clay item in the crafting grid with some clay (hover over it with the mouse and press H to open the handbook site). This requires the Potter trait.
I will make the description more clear. And yes it's unnecessarily complicated but the game is the limiting factor because I can't make clayforming recipes trait locked.
I have a few questions regarding the "Earthshaper" class. I am having issues getting the "unfired" red clay stew serving pot, right now I only have the raw clay stew serving pot as that is the only recipe I can see and craft. With the raw version I have I cannot use it in the pit kiln as you normally would. Also I cannot see the recipes to craft the deeper bowls or the bigger crocks. Am I just misunderstanding something or are these things that need to be unlocked? I have been making everything by just forming it with clay, maybe that is the issue. If someone could help clarify I would greatly appreciate it.
Love the mod, cant imagine playing without it.
can you finish the stew sercing pot without a potter?
I appreciate the clarification, awesome mod, my group has been loving using it. I really like the variation and synergy you can get from the mod working in a group.
EnderVaedorn the newest version of the main mod is compatible with all versions of the patch mods, yes. you can just use the old ones. But if you want to use the patches you still NEED the patch. This merge only contains the patch mods files in the compatibility folder. This means the files are only loaded when the patch mod (modid) is loaded.
tl;dr. you still need the patch mod if you want the functionality of it
Aldi
For 1.13.4 you merged some patches into the main mod, does that make having them installed as speerate mods unnecessary but harmless, or would that present any issues? Havent removed them but wanted to confirm before I do pull them if it is needed.
Appreciate you, and this mod!
Hello. I run a dedicated server for VS and am testing 1.22.0-rc.10.
When starting the server, the Aldi's Classes mod spawns these warnings on the server console. Apparently, smithing items now need a unique code. https://imgur.com/a/SgXuxxG
MiraLeaps that's amazing! Sonito is a good friend and I'm glad his work lives on while he's busy working. Go on, take what you need! If you have questions about anything just dm me in discord
Hey, Aldi, I recently got permission from Sonito to continue his Sonito's dynamic traits mod and I wanted to make it 'out the box' compatible with your mod here because I adore it, but I wanted to ask if that is okay with you (people would need to have this mod installed with it for things to work) because it would be using your mod's names and titles and what-not (the original version reads traits and sets them up in a config that people can adjust, this is just 'canonizing them' into the code so when people are using your mod with that mod...boom, it works togther completely no configuring needed).
Love this mod, thank you for it regardless :)
Therrun so you crafted them normally and tried to put bigger raw [...] inside the pit? Are you using the 1.22 version? I cant replicate this problem..you could send me a dm in discord, its probably just some weird issue. And no they dont need a beehive kiln

Ok maybe I'm just missing something but how do you fire the bigger crocks? I have 4 made and I put them in my fire kiln and I try and fill it with dry grass and its telling me its not a fireable item. Can they only be fired in a Beehive kiln? Loving the mod by the way.
WireGuidedFemBoi i must admit though that decisions like these were made in the distant class mod past and i took them in. This may be object to change but i found no big issue with it. It's more about having fun cooperating than 100% realism.
What makes it a tinkerer recipe? I don't think I've ever made a windmill without at least one angled gear going from the windshaft to the wallower. Else there'd be too much torque and it'd be overdriven.

Not that I mind it taking a village to make a windmill. Entire families used to maintain these things.
WireGuidedFemBoi thats because its not a millwright but a tinkerer recipe. yeah kinda all over the place sometimes but it is considered more mechanicel and less millwrighty.
SirBlack there was a time when I revisited all my classes because of feedback like this but as of now there are hundreds (thousands?) of players who would disagree with you on this. Every calss had significant changes in the past 7 months and I'm in constant discussion with a big community about changes and stuff. I havent heard a lot about the missing fun of playing mercenary so you may have a point but the only class to make it lass of a pain is threadweaver? I think there are lots of classes that have way too little disadvantages tbh but they are just there to push you into a certain direction and not directly punish you. PVP is another story but theres no way to make balanced pvp classes that feeld unique in this game ;)
thepods1 have you installed expanded matter on your server? It's a dependency and thus necessary but servers wont tell you that.
SamFire7645 tbh it's on my list but it's a daunting task
Is it intentional that the Timberwright trait does not get access to crafting the more efficient Angled Gears specifically?
the mercanary class is way too over tuned for melee not to mention it doesn't have anything good for it unless you are a black guard main and highlyu punishes the malefactor mains who just want to be fast and be decent at both melee and ranged not to mention in a pvp situation if the enemy has a musket and you have no cover you are boned and it leaves you vulnerable to ranged attack i get it this is made for those who want to suffer but not everyone is like that and there needs to be something that feel balanced in the very least the only class that is balanced to make it less of a pain is the threadweaver which is an improvement to the tailor
Aldi i added the mod to a save me an some friend play one, but when i try to change my class i dont see them
Would be wonderful to have a config for this. Changing stuffs from default values, like class traits.
thepods1 not sure what you mean. you can change a class as often as you want by doing a .charsel when your admin gave you permission. But there is not vanilla item or item in my mod that allows the player to change a class.
i was just woundering if i add this to my server can you change classes at all?
OmegaE01 thats because the carpenter usually has this trait. if you're not playing with the RP patch or something, the timberborn (lumberjack & carpenter hybrid) and handwright actually have fitting recipes from millwright. This comp should be working fine and is in there for a long time now! :)
Hi, sorry to bother you, but is there any possibility for a compatibility patch for Millwright? We're using Aldi's Classes, but Millwright adds its own "Millwright" trait and so none of the modded classes have this trait.
Oremir short answer: yes, works fine. the buther trait actually changes to fleisher when you install butchering. a few special compatibility patches went into this collaboration!
Does the Innkeeper (and specifically the Butchery perk) work or have any compatibillity with the Butchering mod, considering it changes the methods of butchery. Or do they conflict?
Whiskey_ hey no prob, a patch is always ok. Look at the other patches i made and copy from them i suggest. If you need small scale support for the details in the end, feel free to dm me on discord :) im interested in hearing what jobs they want to do
I wanted to make a patch for a server of mine that runs this mod to include a sort of custom class using the existing trait list that you have made, and I wanted to ask permission to do that, as well as maybe if I do get permission a push in the right direction on how to do that. Of course if I need to make my own mod I bet I could figure it out but I love how your traits and classes look and feel to use. I'm asking cause I have no clue if I'm just allowed to do that out the gate. The main reason is the server I run only has a few people and the jobs that they want to do don't have good classes to do said jobs.
EnderVaedorn I haven't heard anything bug related and i haven't used it myself. There shouldn't be any problem because all traits from the rustbound class are uniquely named afaik.
my pleasure :)
Have you encountered any known issues with Rustbound Magic with its Rustmage Class enabled?
Looking for a replacer for AllClasses/XSkills/XLib since the OG mods for the latter two seem to be inactive for updates and there is a form for this mod and enabling XSkills and such.
Any info is appreciated, and thank you for the work you do!
But 1.21.6 expended matter
Sodamkho a server doesnt tell you that dependencies are missing so please check if you have expanded matter installed (like the description says)
is there an other mod that i need to download cause when i do charsel the classses doesnt appear
Sodamkho click this button?
how to install it on version 1.22.0
A3ther I recently fixed the traits and forgot to update the language file. The functionality of these traits is there, they are just not "translated". 1.13.1 fixes this
Why is my class picker showing the trait as this? I have CO installed.
AmbiguousWeather I just hope you ask nicely xD A few big servers use my mod already and are extremly happy with it. There are a few new class mods out there that have amazing modders behind them but the established ones were neglected for a long time and the community really needed something fresh. I was so frustrated with all the bugs that I decided to make my own class mod lol. Don't worry, a quality product finds its way to the consumers!
No luck as of yet in convincing various servers to swap to your mod, but know that I love you and your balancing decisions more than I can put into words.
If you're one of those server folks seeing me saying this? No you dont. :)
ThreeHeadedDingo it's referencing to the trait potter. Just hit crtl+h on the item or search it in the handbook to see the grid crafting recipe. you should be able to attach the little feet with clay. Sadly i cant do this any other way because if i want to have a recipe trait locked, it needs to be in the grid
As an Earthshaper, when I finish clayforming a stew serving pot, it says it needs a finishing touch from a potter. But an Earthshaper has the Potter trait. Or do I have to literally be a Potter class to finish it?
This is with the 1.22 prerelease and prerelease version of the class mod.
try out the new Kebab and spice pouch for the Innkeeper! :)
GrimoireODS I've seen your post in the discord but tbh its not a realy compatibility issue at this point, it's just soy beans not dropping 30% more for the farmer. Wildcraft has so many stuff patched, it's a nightmare to keep every little compatibility alive. If you're fine with the farmer skill not working on soybeans, youre good.
How make this compatible with wildcraft fruits and nuts plz fix :C
Aldi That's so completely fair I haven't the first clue where to begin with that either lol, the fact you've done so much already makes you a wizard✨ as far as I'm concerned!
Vinni_Pukh hey thank you for the kind words! honestly, its a great idea but probably A LOT of coding work which i cant even do...someone could probably do that but I'm really sorry to say that i can't!
Love this mod, a lot of work went into the balance and design and it shows, really fantastic! :)
I have a silly suggestion, but because you have made little patches and stuff before I'll just throw it out there. It'd be amazing to make a silly version of this called "Aldi's Hats" or something like that, riffing off of the "It's a small town so we have to wear a lot of hats" kind of mentality. For people on small servers with just 2-3 players, or people who are playing single player and would love to play this. :) Something like, each class has it's own hat, or an amulet, or something like that. Everyone starts out as a commoner, but then you wear the class gear and essentially class changes you and gives you those traits, and then you can take it off and put on something else as you need.
Could even be a full set of clothing that gives set bonuses or something that total up to the whole class, there's a lot of ways it could be implemented. But it'd be fun (and totally overpowered lmao) to be able to switch between the different classes as you need. For me on my server where I'm the Innkeeper, Farmer, Threadweaver and Earthshaper at any given time lmao 😅
Just silly musings but none of it matters because I really love your work and hope you keep at it :D
Flashtoo what color would it have? really bright green i suppose..i will put it on my list and have a look at it. the reason i chose the materials i did is because i wanted as many different colors as possible without them being redundant. so maybe it wont look too differently from olivine and thus be kinda redundant. but i see you point in that it actually glows irl
Maybe make the uranium glow a different shade of green? Either a more yellowish green, between olivine and sulfur (matching the uranium stone's graphic in game) or give uranium the color currently assigned to olivine (matching real uranium glass) and give olivine the more yellowish tone, whichever seems better. Like I don't know what RGB values you used exactly but like if olivine right now were #00DE00 and sulfur were #DEDE00 then a new color around #6FDD00. Maybe make it brighter too, for further distinction. It's radioactive after all, it'd track with the relevant tropes lol
On that note I wonder if there's any rock in the game that would make sense for emitting a cyan light, since you mention wanting as many colors as possible.
this was some time ago but ive found out that uranium doesnt have the same kind of stone like the others. so it's not a natural fit sadly. haven't thought about the lights since then tbh :D
Playing an Entropic, really enjoying the Embraced crystal lights - such convenient smokeless lighting for cave exploration, and I was lucky enough to find a large sulfur deposit right by my home location! Please for the love of god add uranium to the list of rocks that can be Embraced and lit up, the color of uranium glass. It would just make sense.
Flammaline what version are you playing on exactly? With experience you mean xskills i guess? that wont change with updating my mod so no worries here. some classes had some changes to them so you may experience a slightly different class when you update.
tbh with a few updates i changed some things but i always tried to not ruin everything.
Hello ! Thank you so much for your mod and your work. :D
I have a question.
How can we lose our experience, our skills, etc.?
Have a good day !
Foxgod440 sounds like youre missing a dependency and the game cant download it for some reason. are you sure its because of my mod? I've just realised that expanded matter doesnt have a 1.22 version but i never got that error youre describing. dm me on discord for a more fluid conversation to find this problem
trying to get this to work on my server this is the mods i have with it
and if i try to join my server i get ModDB error bad Request
WeatherAlchemy you probably missed a comma somewhere..dm me on discord and i can help you fix this
hello, I was using this mod with a friend and wanted to try adding a (custom) class to this mod. I have it formatted and added it to the \VintagestoryData\Mods\aldiclasses1.12.6.zip\assets\aldiclasses\config\characterclasses.json class, but it seems to have broken something as it reset to the base 6 classes. I'm not sure if there is a better way to add a class that would use your mod as a basis?
It was really only going to be for personal use, if that is at all relevant.
Thank you in advance for any help.
Tinhead2 no you cannot add 2 different fluids in one grid recipe. tried it already :(. I'm sorry to say that i dont think that i will change them^^ but use the pigments for leather for the amazing rucksack maybe?
Probably a hard ask but it bothers me that the decorated vessels and such cannot be created with the artisan trait until you have access to a pulverizer. Decorated pottery is one of humanity's oldest inventions! Why do we need machinery to do it here? I was musing on maybe some alternate involving bowls of dye to make it instead, but I'm not actually sure if it's possible to combine multiple bowls full of different liquids in the grid... 🤔
(yes progression I know but I want to annoy my friends by obsessively hunting down pigment sources to make pretty things in the eras when I should be helping to find food)
Skabbit ty, try the new version :). if there are more items that are now offhand that weren't offhand in 1.21, let me know
V2 pre-1 i cannot move items (specifically sticks) to my offhand, this prevents gettings worms for fishing using the grundle.
Deion hah beat you to it. newest release has it fixed :)
I noticed the handbook entry for "Aldi's Classes: Harvesting seeds" lists cassava as another one of its names, manioc. I think it should be changed back to cassava for consistency and to avoid confusion since I don't think there are other handbook entries that refer to it as manioc.
RebelSkull dm me in discord. you find me on the official vintage story discord under the name "Aldi"
Aldi I tried clicking the forum link and it didn't take me anywhere. I don't know what's going on lately lol
oldcake ty that was..left in there for some reason. fixed it. It wont have an effect on gameplay, it's just the name displayed
I noticed that the code displayed in line 286 of the lang file is: //"block-stewpotmetalfull-copper": "Copper stewpot filled with contents", can this work like this?
RebelSkull better dm me on the vs discord. sounds like a mix up of mods. this mod and racial equality alone are not compatible, you should install the patch mod for that, too. The vanilla classes are disabled by default if you install this mod. chat me on discord and this should be fixed pretty easily
I just have a question. Started a new server. Got this mod and Racial Equality. I don't know how or even where to disable vanilla classes. This keeps crashing
Any points in the right directions would be appreciated
Aldi
from what i got on the discord it would be from
Racial Classes Overhaul
Viralblade haha okay that explains a lot. What mod is "raceclasses:"?
Aldi so figured that out it was my error i had the json 1.22 installed instead of the 1.21....
but i have this one popping up
[Error] Patch 20 (target: aldiclasses:config/characterclasses.json) in raceclasses:patches/disable_aldi_classes.json failed because supplied path /20/enabled is invalid: The json path /20/enabled was not found. No such element '20' at the root path
patch 21, 22, 23, 24, 25, 26 ,27,28, 29, 30
Viralblade Im pretty sure thats not from my mod. Did you add any mod that kinda enhances farming? you can send me your mod list on discord and we can have a look. But preeeetty sure its someone elses' mod
Aldi
i am having a problem with someone joining local
would this be part of your mod ?
this is part of the crash error we are getting when they try to join my local game
Disclaimer for Patch 1.12.1: If you have any brushes on the ground, pick them up before you update. They will look a bit silly
Aldi I get it about the handbook, yea making a bunch of screen shots for each recipe sounds like a nightmare, especially when thinking about updates. Thank you for the help, looks like I'm doing some handbook reading tonight!
Shoelace yeah that's the problem with the handbook. It's always looking for everything with what you wrote in it. Which means if you try to filter out stuff it sometimes just won't work. I guess if someone is willing to take screenshots I will gladly add them but I really don't want to do this..I kinda don't like updating screenshots and the like haha
Aldi I saw that and think it's really helpful and neat, but when I look at the Carpenter's millwright trait i simply don't understand what recipes apply
Shoelace if you install the mod and click through the classes you can click the handbook links. I tried to put as many recipes as i can into these. I don't have another full list of it because it's impossible to list everything without getting mad^^. I hope this is okay for you
Aldi Hello! Is there a way I can see the crafting recipies for each class? I'm trying to decide what to pick but it's hard when I can't see all the possibilities! Thanks for making the mod, super fun
LionFireGaming i do get your points and i also get that he's kind of a meme class. But I actually may revisit his crafting recipes because of all the new stuff i added. Funny thing is: the patch to patch only him out exists only because many thought he's op :)
LionFireGaming Couldn't you just use one of the dozen or more other classes instead? why does Aldi need to rework it when you can simply not use it?
Though I must say, it seems like a slightly selfish class at the moment. You stay home and have access to many cheaper crafting recipes, but you must rely on others to go out of their way to bring more food an supplies. All in all, the Handwright doesn't seem to contribut much to the group save for base decoration. For example, the Timberborn has better crafting recipes for some mechanical parts, but he can also contribute more planks, sticks, and charcoal to the rest of the team. Or the Threadweaver can make cheaper sails, but can also supply the team with the incredible resource that is flax. The Handwright simply takes and takes, making the same things for slighty cheaper costs. The Handwright almost works as a crafting station that consumes food. Hopefully in the future the Handwright can give a little more back in a team setting, as otherwise, it hurts the experience of other players.
Aldi
Thank you for your response, and I understand. I was looking at the base stats and didn't see the actual reasoning behind it. It does seem like an interesting class, and the unique side of being a jack of all trades, but having to rely on teamwork is a very unique way to play the game. While I do wish that materials were a little easier to get as this class, I understand why it is made the way it is. Again, thank you for your response.
LionFireGaming tbh it's a class that's basically my dad in his garden. Working but no time to get the materials himself. It's not recommended to be palyed solo at all. He is not combat focused, he's strong from all his work in the garden! But yeah i don't want him to collect food an completely depend on others to survive but resin is vanilla part of the foragedroprate stat so it's basically collateral damage.
Only chose the handwright if you have friends that supply you and you're someone who never wants to leave the base^^
Aldi
I do apologise, but I don't quite understand the Handwright. It's supposed to be a class centered around building, but you gain more bonuses for combat, and are punished for seeking resources to build with. I could understand the lack of double ore and reduced animal drops, but having an 80% chance to simply not get resin when harvesting it seems a tad excessive. Could we see a possible rework for Handwright in the future? Or is it inteded to be a more combat centered class with some bonuses to building?
Also the mods that adds the classes is rustmage from rustbound magic and mage fromars primordia
Aldi I am using the patch mod i found out it was because I was using both the rp patch the race patch and the allclasses patch
Drunkard class does not work even with the patch
Thanks for the reply, best of luck with the updates 👍
Arahas its on my list but i dont know when i will be able to do this. But it is on my list :)
Cosmic5654 are you using the Aldi's Classes races patch for racial equality or just racial equality? because you should use my races patch for this. And of course other class mods classes wont show up under different races. I would have to patch them in correctly. But you shouldnt really use multiple class mods, this will break a lot of stuff in the traits
Not sure if you are aware but there is something wrong with the compatibility with racial equality where the all classes unlocked patch doesnt work and some of the classes are still not available, other classes added by other mods are also not under anything but the sereph
Would it be possible to kindly add relevant trait bonuses like Mason etc. to the rocks from Material Needs: Geology?
Would be nice to craft dry stone etc. cheaper with the new stone types.
Been enjoying the class mod, thanks for the continued updates!
Aldi Ahhhhhhhhh got it, thank you and sorry for botheringggg
0LEANDER your server admin did that when the world was created. There's an option to do this. You can undo this change by using
heyo, wanted to ask a quick question. i'm in a server with a couple friends and i personally play the druid class. something that i noticed in my own time playing is that the crafting recipies that are supposed to be locked (I.E. firewood frame, bedroll, gold plated pot) behind certain traits arent locked so anyone can make them. im not sure if that's intentional or if we missed a config setting or maybe a mod conflict. I wanted to ask here to maybe get some others insight on that.
CrimzonEmpire Im sorry Im not entirly sure what you mean. The handwright has the potter, carpenter and mason trait and lacks traits like the artisan and fitter.
Reblanced potter and handwright to = 12
along with its other recipies being exactly the same as other traits. and the refractory bricks
being just 2 for the same price, as not having the trait..
so UH doesn't that make handwright kinda useless then... The entire point was it was a dump building class.
so it's not exactly unique in terms of having a better production ratio
KuroOhana wow thats actually a big compliment thank you! It feels like my mod is out for only a couple weeks and it's become so important to a lot of players
I am sorry for your plight with wildcraft. I turned it off so I can use your mod over the wildcraft one!
Maestro_ thats actually not a bad idea but I didn't make them! These plank variation are circling around in class mods since forever and the original maker of these isn't even known anymore i think..I will put it on my list and have a shot at it
Thank you for the answer! I have no darn idea then! I wonder if another mod our server has tried to expand on yours or something. I'll let the admins know and thank you so much for getting back to me!
The herringbone plank blocks are beautiful! Please add stone versions too!
BigFloppa so far no one complained it isn't lol. Not sure how big the expanded foods pots are but the one from the innkeeper are probably bigger in the end. Maybe one or the other is going to be useless but I dont know for sure. i dont play with expanded foods^^
Gingertea all these ideas are cool and ive done a few of these compatibility traits. BUT honestly i can't do anything about this if the authors of these mods don't implement multipliers. It's easy to add better recipes or so to mods like alchemy. But if the mod implements features and the trait want to connect to these features, the author of the mod has to implement something like footprintsize as a multiplier for me to grab. 2 Mods have already done this, Slowtox and Butchering. Slowtox has a new class now and butchering adds a trait here and there.
tl;dr the original authors need to implement stuff and sometimes its not possible from what i heard :)
have you ever thought of making custom traits that affect non vanilla stats ? Like a compatibility layer for other mods to use as a library to make their own custom classes.
ex:
This suggestion is made on several popular recently updated mod pages such as consolidated classes, gloomeclasses, All Classes, Aldi's Classes, racial classes overhaul, dynamic traits
Disclaimer, I'm no modder and can't imagine the amount of work this suggestion represents. The usefullness of such a centralized library would be great though.
Is this compatible with Culinary Artillery or Expanded Foods? One of them adds larger cooking pots which seem to also be a thing in this mod. Thanks :P
Frost_Skyder im royally confused. These type of planks never existed in my mod. I even checked the 1.0.0 version lol. At this point I can only advise you to destroy them and use existing ones becaue i have no idea where they come from^^
Update, but it appears they are still missing even with all the newest versions and patches.
Yes, we are running 1.10.2 it seems on our server. I'll try to update to the latest version you've made and see if that changes anything!
KuroOhana these wildcraft mods give me a headache every time..I will see what I can do. In the meantime you can ignore that error, if possible.
Frost_Skyder are you on the newest version of my mod? Or at least above 1.8.7
I'm so sorry! I didn't know you responded. "aldiclasses:block-thinplanks-darkaged-ud" is one of the blocks that seems to be missing textures. Another is "aldiclasses:block-thinplanks-lightaged-ud". 8 in total appear to be missing.
I managed to find the mod that was causing the issue
https://mods.vintagestory.at/wildcraftfruit
KuroOhana some other mod patches the sunflowers. if you can ignore the error, you just don't get more crop yield with the farmer from sunflowers. If you want to get rid of this error, you need to find the mod and tell me so i can find a way out of this.
TiredRabbit some mod you're using has to change the droptables of these enemies 100%. Even a mod that makes them drop the loot instead of harvesting is doing that.
Hello, i keep getting an error about drifter and shiver enemy loot even though i dont have and mods that edit those enemies. I only get the error after installing your mod.
Hi Aldi, I am trying to add your mod to my game but this error keeps coming up for multiple items. I added the dependencie but still get this error any thoughts? Error is in the link
https://imgur.com/a/IFzc3Bz
Thank you kindly
the_Wiking it's actually something the game does, not my mod but here you go: if you create a new map theres a toggle unter multiplayer for this. If you're already plaing just use this /worldConfig classExclusiveRecipes false
Hi there, it might sound dumb but could you tell me where exactly can i find the option to allow crafting without required traits?
potatess haha funny that you mentioned xskills because that's the second big mod that just nukes half of every mods functionalities. And the xskills CO comp is probably not as functioning as you think. these damage tiers from CO were added fairly recently and xskills is kinda abandoned for some time now.
I hate that it's like that but I'm always trying to keep up, ye.
Melee damage buffs work just fine, anyways thank you for the mod it is really good. Profficiency aim drift and draw speed are still great for any bow player :) If you want to mess with CO compatibility at some point maybe you can find something in xskills, they got it to work somehow. Also, wildrunners 'dexterous' 1.5 block jump height makes it actually harder to go up steeper slopes. Much love.
The 1.22 update adds so much content that I need to revisit many of my mods' files. This is why it will take some time for me to release a 1.22 version. As soon as a stable 1.22 build is out, however, this mod will be updated very quickly.
potatess yeah let's just say combat overhaul is not meant to be played with classes that are not specifically created with CO in mind. It's a mess to get good information on how it works and how i can make classes work with it. the dark blue traits basically is the only thing that works with CO. It is NOT possible to increase ranged damage in any way when CO is used. What the dark blue traits do it increasy the default damage tier of the class, which means you deal more damage IF your weapon isnt already above the enemy you're hitting.
tl;dr: to be honest, my class mod currently is the only one i know of that even remotely works with CO regarding damage balance. But generally CO is coded in a way that ignores all damage bonuses (apparently melee still works but no one can tell me). So sadly I can't do anything against it.
Love the mod but I am experiencing a major bug for ranged damage for combat overhaul, the damage buffs and debuffs don't work at all wildrunner should deal +50% damage and have +2 penetration on ranged attacks but only the penetration applies, in testing no ranged damage buff or debuff had any effect on any class, I had an issue with ranged penetration as well but I'm not sure, bodkin arrows (piercing ranged damage) seem not to be affected by penetration bonus, blunt arrows or bullets (blunt ranged damage) seem to not work as well, but the slashing ranged damage is correctly buffed by 2 tiers. Is it possible to fix the ranged damage?
On the side note, melee penetration debuffs from 'ranged mastery' don't seem to be in effect either.
I am also playing with your rp patch.
1.11.0 is a big one. please read the changelog up above so you don't miss stuff!
Aldi
My apologies, the issue was on my end — my browser wasn't displaying the preview correctly...
(ノ_<。)
Aenotic to be honest, i have so many ideas to work on i always forget to update certain small changes on this page. because working on the mod is fun, making screenshots is not^^ but i will do it eventually. ty for noticing this small stuff
Aldi Alright, thanks for the clarification! The way it's phrased right now is definitely a bit confusing.
Aenotic hm yeah i should rewrite this description. the handwright is all about materials that he needs for his work at the base. the "artistic" crafts from the potter like deeper bowls, bigger crocks and so belong to the potter trait. But after all the new stuff I added i will have to revisit this balancing again someday for sure.
Aldi is the Handwright supposed to have access to the pottery things like deeper bowls and stewpots? The description made it seem like it would but I noticed that it doesn't have that ability in game.
AlebenTod i dont get whats missing? could you tell me a bit more about what you mean?^^
https://imgbox.com/FeThbDeA
Hey, bring back the old preview, it was cooler! =)
P1nkOblivion if you tell me which of your modd patches the drifter loottable i can fix that yeah. but its not my mod it's my mod and another mod patching the same file
This log spam has been pretty persistant over the last few updates, hoping for a fix


https://ibb.co/wZwwkX85
sorry everyone, the 1.10.0 update had a remap of the embraced quartz block which didnt seem to work on servers. So i had to hotfix this but forgot the shape so i had to hotfix it again.
my bad
@everyone please note that I've added gifs to the page for a bit more information on the stew serving pots and embraced quartz variants
ijoAwen the best place would actually be in discord. you find me over the vs discord. send me a dm there so we can talk about it
Oh wow yeah i totally was confused because of the name. Stewpot made me thing of the "eternal stew" mod so was tryna figure out how that works. I would honestly just call it "large crock" or "serving pot" for that kind of meaning.
Additionally, is there a place i can respectfully put a suggestion/request. I feel odd just putting it in the comments and i am sure i likely missed a super obvious place labeled for it. Sorry if i did. The suggestion is as follows, Compataibility for the earthshaper to craft the Valkyrja's vessel designs. They are gorgious and I love playing the earthshaper. id really love to be able to make them with the class since it already centers around crafting the other uncraftable ceramic artworks.
Lemuel i couldnt come up with a name for a pot thats only for serving food, not for cooking. But the stewpot came closest by being this big pot in the kitchen where everyone just scoops up a bowl and moves on. ty :)
Aldi Thanks for clarifying, yeah I think the name is a little misleading. Loving the mod though thanks for all the hard work!
Lemuel ah maybe the name could be a bit misleading but its not for cooking! thats what the metal pots are for. it's a really large crock. You can store 32portions of food in it. I will make some videos for my stuff soon but as of now, the green text in the item description is the important part
How exactly do you use the stew pot? When I put it into a firepit it has no inventory like a normal cooking pot so I can't put ingredients in it to make mass meals.
PandaPants200 update is out and it fixed the issue, added cool new stuff, too!
Aldi Our server is a long way off from elk taming. I look forward to new updates though anyway.
PandaPants200 ah yes ive already fixed this but havent released an update yet because im working on something big...you could install tailorsdelight as a workaround but i tihnk i will update my mod tomorrow either way :)
I am getting the following errors when loading worlds with mod version 1.8.10.
"Failed resolving crafting recipe ingredient with code tailorsdelight:twine-brown in Grid recipe
27.1.2026 17:41:45 [Error] Grid Recipe with output Item code game:hoovedwearables-middleback-saddle1 contains an ingredient that cannot be resolved: Item code tailorsdelight:twine-brown
27.1.2026 17:41:45 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:twine-brown in Grid recipe
27.1.2026 17:41:45 [Error] Grid Recipe with output Item code game:hoovedwearables-lowerbackside-saddlebags1 contains an ingredient that cannot be resolved: Item code tailorsdelight:twine-brown
27.1.2026 17:41:45 [Warning] Failed resolving crafting recipe ingredient with code tailorsdelight:twine-brown in Grid recipe
27.1.2026 17:41:45 [Error] Grid Recipe with output Item code game:hoovedwearables-lowerbackside-saddlebags2 contains an ingredient that cannot be resolved: Item code tailorsdelight:twine-brown"
I then can't see the new cheaper recipes for saddles and saddlebags once I load.
DeterminedBun the handwright is not supposed to be a sailwright, no. reason is, he's working on his garden and home. a boat is a distraction from the REAL work
Trying to make sails as a Handwright but it doesnt let me use the Sailwright recipes, isnt Handwright suppose to have those recipes too??
Thanks for letting me know, will keep an eye out for any updates. Keep up the good work.
Tyceus the metalpan has almost the same items but a much higher ore drop chance. So you should really only use it if youre after the rare materials. For necklaces and such youd be better off using the normal pan because, in relation, the drop rates for everything that's not ore is higher.
For the copper pan, does it remove the chance for cosmetics to drop? I've been using it for a while and gotten none from an entire stack, and one of my favorite things from bony soil is the cosmetics, so just wanted to check or hear if a pan specifically for cosmetics exist
Arahas the idea for this combination of mods came from AineArashi. And all the json work was done by them, too. I haven't tested it for a long time so I probably need to do that.
Can't seem to get the traits to show up when combining this with the classn't patch.
Am using Sonitos dynamic traits which the classn't patch mentions by name.
Tried also with Player model lib and no dice. Fresh world.
Any idea if it's some change to the main branch that have caused temp compat issues?
Thanks, will likely use the main mod for now if no fix as it does seem good
i was disabling all my mods to make a test world and reintroduce them slowly, when down at the bottom of the list i find... zippy's crop tweaks 🤣
these classes are more important to me, so unfortunately it has to go
Whitaker wild farmin is possible. its not really possible to find out what mod it is other than halfing the mod list and trying again, over and over. But it's probably wild farming.
i'm also having the same crop issue, but i'm not using any wildcraft mod and i removed from golden combs in case that was the problem, but it persists
i don't know what other mods might edit those files
wild farming, maybe? or primitive survival?
MayoFarmer Fruit and Nuts is indeed in my mod list, you found one. So is Tree and Shrubs as well.
Sorry for the late response, most of my friends have taken a break from VS and well, it is no fun solo to me.
1.8.8 adds a new variant of the brush and hackle. Your old brushes and hackles will be useless and broken because of VS file structure. Please be aware of this. I'm releasing a fix for this in the next few hours, just hold on.
1.8.9 fixes the issue
Aldi
Just wanted to report that upgrading to 1.8.8 did turn our old hackles to an error block with code of something along the lines of aldiclasses-hackle. Might want to make it convert to new ones, so those convert to copper ones if that is possible.
Server is heavily modded so I am not sure it's fully related to the mod itself or something else, but it did happen and seemed like isolated issue, so I am reporting it!
gNecrOz do you use Wildcraft - Fruit and Nuts by chance? That's the only other mod in my list that causes that patch issue during world gen. I went through it and Thanos'd it one set of mods at a time, and I'm betting pretty highly on Wildcraft - Fruits and Nuts being the cause since it disables and replaces vanilla crops with its own ones.
EDIT - Aldi can confirm, Wildcraft - Fruits and Nuts basically does what your mod does already in the "assets > wildcraftfruit > patches > seed_stuff.json" and changes vanilla stuff for every single seed, doing a /replace for the entire dropsByType
Hmmm. Okay that's weird cause when I disabled it on my modded setup, the patch 0 errors went away during world gen. Only thing I can think of is we have two separate mods causing the same patch issue lol
MayoFarmer well if I had that mod installed, I would agree with you, but I do not.
Aldi The JSON patch issue that gNecrOz has is almost certainly caused by From Golden Combs, in their "assets > game > patches > croppatch.json" file. It touches all of the same vanilla crops and is the only major "crop patch" mod I've seen that's in my personal list that you don't have listed for compatibility yet, and I'm getting the same isseu as gNecr0z is in my personal list.
Darl3mGh0ul yeah i've got a lot of feedback that 3 block jumpheight just feels wrong and is more annoying than fun. I forgot to change the picture in the moddb, too. But I'm surprised because this should have no effect on your character without a class change. I was counting on that but sorry for the inconvenience. The Shadowstriders jumpheight should and will be 2 blocks from now on.
RosyFallow Ive never tested it this far tbh. are they? i mean they are not meant to get dirty and it's honestly just a waste but yeah they should be usable for dirty stuff afterwards
Are dirty cooking pots completely unusable not even for non-food cooking?
Understandable, thanks anyways :)
Druppel tbh I haven't had the patience to go through all the recipies and put them all in a really long trait text with working handbook links. So I'm really sorry there is no comprehensive list so far. I still have it on my todo list and I will eventually do it.
I have a question about the Carpenter's trait "Millwright" what exactly does it do? There is no way to find out through the HUD (well, despite going though every recipe I guess). Is there somewhere I can find out the exact mechanisms of this trait?
PaperMachette are you on the official vintage story discord? there you can find me
Aldi
I'd be happy to send you a some screenshots, I just don't know what discord to use. I'm also trying out the vanilla patch to see if it fixes anything. I don't use any other class mods, or the racial equality mod, or really any mods that look like they should be conflicting.
EDIT: Adding in the vanilla patch didn't fix it.
Frost_Skyder could you name a few so i can look precisely for them?
PaperMachette sounds like a mod interference or something other went completely wrong. You can send me a screenshot over discord because your problem certainly is unusual.
I'm not seeing any text in the traits tab, but I think the traits might still be working right idk.
There seem to be missing textures for some of the thin planks in this mod. Is there a way to manually get them back?
Steele_Rex yes the compatibility is working afaik. Which basically means stick, seed and mistletoe droprate works as intended with the classes and all the WC stuff is also where it should be. And yeah you dont get any on mobile, i realized that too
@Aldi I suppose as long as it has compatibility with wilscraft seeds and such, I don't mind so much, I was simply really thrown off at first.
(Edit: wow pings dont work on mobile??)
Steele_Rex yes it does, kinda forgot about it. Yeah i disabled it in a compatibility patch because it's throwing off the balance of the Firewoodframe and Foragers Baskets from this mod. It's weirdly in between and does too much tbh. So for balancing reasons it's disabled. If you want to enable it for your game, change enabled: false to true in assets\aldiclasses\patches\compatibility\wildcrafttree\foragerbasket-disabled.json
Does this mod disable Wild Craft's foraging basket? I'm trying to get to the bottom of shuffling my mods around and losing access to the WC version of the foraging basket and I can only imagine it's Aldi's Classes disabling it for the replacement.
Aldi Seems to be working fine! Thanks a lot for the fix! Will keep you posted but seems all good for now.
bumblebink yeah someone reported this to me already, it's a visual text bug that's already fixed in the upcomming patch. No worries, the blue text tells the truth. And yeah i cant change that trait text...slashing damage is just a good allround damage. dont worry about it. you deal more or less damage.
Nyaaa_Natchi sounds more like something is missing. can you dm me on discord so we find out wheres the problem?
I know it says best used on a new world but I wanted to get rid of working classes since its out of date, is there a way to get the new classes?
Downloaded Patch Vanillia In but nothing happened.
Thank You
Something seems a little broken with the CO (blue) perks. "ranged attacks dealing slashing damage" ?
and on deepforger (notice that it's "skilled at melee combat" but says ranged attacks dealing slashing)
Swiftthistle will have a look at it, ty
Edit Swiftthistle I can't replicate this crash. I need you to send me more info. preferably over discord. Maybe other mod is at fault or a certain item inside the bag is causing this.
Bug: When attempting to pick up a Forager's Pack that's been placed on the floor with items inside of it (via right click), the game crashes.
BigTone Hey just wanted to let you know the CO comp should now be actually working. What I found out was that in actuality, this is now the only class mod I know of that works with CO. Feel free to let me know if you find any bugs in this comp patch :)
AmbrosianGal monsternuggetdrops errors should be fixed. its a pain to test the drops and all but with so many new drops per mob you will probably not really notice any modifiers.
BigTone okay so i deepdived a bit into CO and maltiez told me that neither meleedamage bonus, nor ranged damage bonus actually work that well with CO.
Basically I need to make a compatibility patch to disable every melee- and ranged damage bonus and give them a hidden stat from CO.
No idea when I will be able to make this sadly, because im kinda busy atm. That said hes still one of the best ranged weapon users for CO rn because of SteadyAim. (only farmer has it too). SO you should be able to have fun with him!
Hi, just wanted to ask. In the compatability section of the modpage it mentions that "Well ranged damage gets f'd so I guess Wildrunner kinda stinks with CO" Is this still true?
I noticed that in the comments you mentioned adding traits as a kind of rework of sorts for the Wildrunner. Is this part of the page regarding Wildrunner and CO still valid? If that is the case, then how so? I don't know much about how you, CO or vanilla VS handles traits and their IDs/Names. I would like to run as a Wildrunner in my pal's server but if it isn't amazing or is underwhelming compared to other combat classes in comparison because certain parts aren't working as intended with a -80% melee damage bonus in relation to CO that would be a shame.
Mod's still good though, I like the different greatly rewarding and punishing traits.
Sir_Real thats nice to hear! And yes, the innkeeper is meant to be a bit slower than the rest but faster than everyone else in heavy plate armor. (because hes already really fat and a few metal plates make him only a bit more heavy)
Very nice! I plan to use this or the RP patch for my own server coming this spring. How does the heavy trait on the Innkeeper work in practice though? Does the -100% armor movement speed penalty mean that they recieve no debuffs at all for wearing heavy armor?
SerenePeace oh i forgot to mention this in the patchnotes, right. Yeah we discussed this over discord. I couldn't replicate this but I added a "fix" either way. In all my testings it worked fine.
R0D96 Could you dm me on discord? I haven't seen a crash because of the deepbowls yet so no idea where to start. What exactly did you do?
hey can I possibly get some insight on this bug?
Aldi Hiya, was the bug that QueenandCountry brought up fixed? I was about to update to the latest version but I didn't see anything about it in the patch notes. Thanks!
AmbrosianGal okay i need to make a comp patch than. Will take some time though
Aldi Yeah, it's been spitting out errors for the Drifter Bowtorn and Shiver and I saw the comment below about loot tables and figured that the nugget drops changing the table is messing something up
AmbrosianGal hmm what exactly do you want to see done? loot multipliers working or something else?
Any chance for a compatability patch with Monster Nugget Drops?
DefactoToast you can find me on the vs discord by my name. And yeah that was my 2nd guess with expanded matter but your description wasnt actually leading there.
Aldi figured it out, didnt have expanded matter installed. how do i contact you on discord? we are still having an issue where the classes have multiple instances in the character selection screen.
DefactoToast Strange behavior. I have no idea how this could happen because the all classes unlocked patch just alters some values so there shouldnt even be a compatibility issue with other mods. Could you send me a list of your mods in discord? maybe something went horribly wrong?
our server has this mod and the all classes patch but its missing a bunch of classes. what could cause this?
Vastart thats exactly how i imagined him! :D i didnt get too much feedback from player from him tbh and i was actually playing with the thought to reduce it to two blocks. it feels clunky with the momentum kinda dieing and when inside houses its kinda annoying. Do you, as a shadowstrider player, think it should be reduced?
Aldi sent, good luck :B
I think the Shadowstrider is just the one guy who comes back to the group like once a year to go like "look at all this cool and rare stuff i found, anyone wanna trade?" and then runs back off into the wildreness again, maybe good for the type of person who isnt too good with people? (like me lol) but still wants to help others / interact with others once in a while?
Anyways, i find them quite cool! Just the big jump height takes a bit getting used to :)
Very cool classes! Thank you!
bwalk dude I can't help you at all if you won't share more details. Message me on discord so you can give me some more details.
QueenandCountry Sounds reasonable easy to fix. If you want, you can pm me on discord or invite me to your discord. This way I can usually get more direct player feedback, which I can always use.
gNecrOz and there I thought I got all crop altering mods to work in comp but here you go. Could you send me a list of your mods in discord? Some mod is changing the loot tables of crops and thus my mod cant put in the patches for more crop drop rate anymore. this happend with wildcraft, age of flax and art of growing, too.
wowEEE this is big one, putting it in a spoiler haha
01:33:10 [Error] Patch 0 (target: game:blocktypes/plant/crop/peanut.json) in aldiclasses:patches/cropsDropRate/survival-blocktypes-plant-crop-peanut.json failed because supplied path /dropsByType/*-8/1/dropModbyStat is invalid: The json path /dropsByType/*-8/1/dropModbyStat was not found. Could traverse until /dropsByType/*-8, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "game:legume-peanut",
"quantity": {
"avg": 4,
"var": 0.5
}
}
]
01:33:10 [Error] Patch 1 (target: game:blocktypes/plant/crop/peanut.json) in aldiclasses:patches/cropsDropRate/survival-blocktypes-plant-crop-peanut.json failed because supplied path /dropsByType/*-9/1/dropModbyStat is invalid: The json path /dropsByType/*-9/1/dropModbyStat was not found. Could traverse until /dropsByType/*-9, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "game:legume-peanut",
"quantity": {
"avg": 10,
"var": 2
}
}
]
01:33:10 [Error] Patch 0 (target: game:blocktypes/plant/crop/soybean.json) in aldiclasses:patches/cropsDropRate/survival-blocktypes-plant-crop-soybean.json failed because supplied path /dropsByType/*-10/1/dropModbyStat is invalid: The json path /dropsByType/*-10/1/dropModbyStat was not found. Could traverse until /dropsByType/*-10, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "game:legume-soybean",
"quantity": {
"avg": 2,
"var": 0.5
}
}
]
01:33:10 [Error] Patch 1 (target: game:blocktypes/plant/crop/soybean.json) in aldiclasses:patches/cropsDropRate/survival-blocktypes-plant-crop-soybean.json failed because supplied path /dropsByType/*-11/1/dropModbyStat is invalid: The json path /dropsByType/*-11/1/dropModbyStat was not found. Could traverse until /dropsByType/*-11, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "game:legume-soybean",
"quantity": {
"avg": 6,
"var": 1
}
}
]
01:33:10 [Error] Patch 0 (target: game:blocktypes/plant/crop/pineapple.json) in aldiclasses:patches/cropsDropRate/survival-blocktypes-plant-crop-pineapple.json failed because supplied path /dropsByType/*-16/1/dropModbyStat is invalid: The json path /dropsByType/*-16/1/dropModbyStat was not found. Could traverse until /dropsByType/*-16, but then '1' does not exist. Full json at this path: [
{
"type": "block",
"code": "game:pineapple",
"quantity": {
"avg": 1,
"var": 0
}
}
]
01:33:10 [Error] Patch 0 (target: game:blocktypes/plant/crop/sunflower.json) in aldiclasses:patches/cropsDropRate/survival-blocktypes-plant-crop-sunflower.json failed because supplied path /dropsByType/*-12/1/dropModbyStat is invalid: The json path /dropsByType/*-12/1/dropModbyStat was not found. Could traverse until /dropsByType/*-12, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "game:grain-sunflower",
"quantity": {
"avg": 13,
"var": 2
}
}
]
01:33:10 [Error] Patch 1 (target: game:blocktypes/plant/crop/flax.json) in aldiclasses:patches/cropsDropRate/survival-blocktypes-plant-crop-flax.json failed because supplied path /dropsByType/*-9/2/dropModbyStat is invalid: The json path /dropsByType/*-9/2/dropModbyStat was not found. Could traverse until /dropsByType/*-9, but then '2' does not exist. Full json at this path: [
{
"type": "item",
"code": "game:grain-flax",
"quantity": {
"avg": 6,
"var": 1
}
},
{
"type": "item",
"code": "game:flaxfibers",
"quantity": {
"avg": 8,
"var": 1
},
"dropModbyStat": "produceDropRate"
}
]
I do have a "few" mods running on this server, I will be going in to see if it broke anything but this was in the consol, only caught it becuase it was a WALL of red.
Hello Aldi,
I am a member of the staff team for Vintage Rift and some of our players are experiencing a bug relating to this mod's compatibility with XSkills.
In XSkills, the 'Gourmet' perk in the 'Cooking' skill tree guarantees that every meal will have a 'Quality' rating but recently, players have been reporting that even with this perk, meals are sometimes missing a 'Quality' rating and will generate as default meals.
I forwarded this description of the issue to our developers/coders and they determined the apparent cause:
'Aldi's Classes 1.7.8 metal cooking pots are missing the "XskillsOwnable" behavior. When meals are cooked in Aldi's metal pots, there's no owner tracked, XSkills' GetOwnerFromInventory() returns null, The ApplyAbilities() method never gets called'
I see that you have been patching a number of other bugs recently - thank you for your efforts.
i updated it and still got nothing
i forgot to mention: if your problem was trait related, you need to get a .charsel from a gm (in single player thats you, on a server its an admin). And then chose your class again to accept the trait changes.
i updated it and still nothing
im not useing any mod that alter mineing
Sorry everyone for the frequent updates but these are annoying bugs so i have to fix them quite fast. Hopefully it's getting more stable with every update though
Zaelesh I need to test this a bit more indepth because I could have sworn the damage actually made a difference but suddenly it doesn't. I can't fix the skinning issue because it's hardcoded (and i can't code) that harvesting time for animals and enemies is the same multiplier. So i need to change the trait to not be that tedious.
bwalk which version are you playing on? this is some ancient bug I had somewhere in the beginning. Are you using any mods that enhance, alter, change the mining experience?
xjr I've took the time now to test it and yes, it does! Actually everytime you think it should work in the process, it does. You will not notice 10% as much as in vanilla though because the butchering process provides resources in 2 different steps of the way.
Do you know if the Resourceful trait would work when using the Butchering mod?
wildrunner cant mine at all
I think you need to take another look at the damage calculation for the animal lover trait. I got the update and immediately noticed no difference with damage. So i tested it in creative with no other mods, i kill a boar in 6 hits with a spear as a wanderer and commoner.
Also, why are you unable to fix the skinning issue? Everything takes a huge amount of time to skin, not just animals. This whole trait is really faulty which sucks cuz i want to play as wanderer for the backpack space
ORION_666 Please contact me in discord about this so we can have an indepth analysis!
Affter some research, i made a specific craft to cook prime meat into fat and it cause the issue, this craft is from the butchering mod, and it can be coded like a residu/glue type of craft, i'll try with other crafts from the expended foods mod as well.
ORION_666 I wasn't able to reproduce this. I just cooked the max amount of hefty meat stew in every pot and emptied it all into crocks. The pots worked like intended. The Json code is precise and can't really be misinterpreted to do what happens to you. Could you please tell me what exactly you were cooking? If this really is a bug I need to fix it asap
Aldi, Thank you for the quick answer, i cooked in 3 different steel pots, big batches of stew and they becames dirty, i didn't put any glue or leatherworking liquids in it, it might be a bug as well!
I'll try to investigate with lesser pots next time ;)
ORION_666 Oh no! Have you used the precious metal pot for glue? If so than there's no way back. Vanilla doesn't let you clean dirtied pots (and I can't also). If you cooked something regular and it got dirty there's some serious bug somewhere for me to find. Only the tin-bronze and black-bronze pots are meant to cook glue and every other metal pot should only be used for food.
Hello all! Quick Question, I took the Inn-Keeper class and started to craft the metal cooking pots, after some intense cooking i noticed The cooking pot is now dirty / covered in grime, is there a way to clean it? i'm not able to find any recipe/documentation online about it, thank you and have a nice day!
Zaelesh oh the harvesting time is unfortunate. I never realised that because I always install a mod to make them drop loot instantly. This shouldn't happen though. I'm not entirely sure about the harvesting time, that's somewhere in the code and I can't look there. But the drop rates are different for every single droppable item even. Animals depend on "animalLootDropRate" and Drifters have severel drops like "temporalGearDropRate" or "flaxEnemyDropRate". Could you test this a bit more indepth? Maybe some other mod is interferring.
I haven't played with the buther mod myself very much but if you harvest (the act of shift-rightclicking an entity with a knife) something it should apply. But it is still possible that the drop rates are overwritten and the butcher mod completely takes over. You probably need to see it for yourself because rn I don't have too much time to test it sorry.
Your quick response and update is much appreciated. I don't mean to be a bother, but drifters are taking longer to skin now. Can you address that? And might aswell make sure their loot droprates aren't lowered as if they were animals too.
And do you know if the butchering mod is effected by the animal lovers trait?
Zaelesh I've tested it and it was more like a 3 to 5 ratio (3 spears without animallover and 5 with it) instead of 0 damage. That's because it's actually not possible to do 0 damage, it just nears the 0 more and more. Either way I made it a lot worse and now its almost 3 to 8 ratio. ty for reporting
Could you double check and see if the Animal Lover trait on the Wanderer is working right? It says -100% less dmg, which first of all doesn't even make sense because that makes it seem like i'd be unable to damage animals at all. But i don't even notice a damage difference.
wonderful! Glad I was convincing enough!
Nixavros Okay that conviced me! I will include crossbows and put it in the next udpate :)
Aldi Hi! I think that's a fair reasoning for you, but farmers are traditionally levy soldiers, and exempting proper melee weapons, as farmer is a ranged class, I feel like crossbow still preserves the feel of not so trained, as bows are an experts weapon, and required alot of training. Crossbows traditionally where a weapon that where used and easier to teach to such levies, once they where introduced. Crossbows did require good arm strength to pull and I feel that aligns with the strong shoulders trait! and yeah, I read the other classes afterwards and realize I was misremembering, my mistake.
Nixavros tbh actually half of the classes only have 2 weapon profs. Though I'm not too picky with them because I myself don't play with combat overhaul. But I would still need a good explanation why the farmer should be good in using crossbows! He's not a tinkerer and is only good with firearms because its an easy powerful way to kill enemies even from far distances. Any lore explanation you can give me that sounds believable?
I kind of wish farmer had crossbow prof with combat expanded. Slings only do so much, and guns are incredibly expensive to operate. crossbows would be a good middle-ground, I think, as they maintain the "lower" expertise of the farmer with weapons, and most other classes have 3 weapon profs, while farmer only has two.
Siveen only thing i can do is put the files i made that balance the classes for levelup in the mod folder for anyone (who knows what they are doing) to take them and put them in the right direction. But thats kinda weird. np im sad too that i cant do that
I see, fair enough. I wonder if there's a mod that allows auto distribution of configs, I guess I'll go looking. Cheers for your time mate.
Siveen i got a bit into it and learned that it's not possible without c# to make my classes compatible with levelup (at least for servers to automatically distribute to clients). You will always recieve the 1.0 amount of everything but the fact that you need to edit the modconfig folder is beyond json files.
Meowsers i will have to look into this because im pretty certain xskills breaks a lot of stuff. But if the burner skills isnt working i dont see a reason why every other trait that increases drop chance should be working.
I'm on the Vintage Rift server, which uses a variety of mods notably including XSkills (Which has its own Charcoal related skill), and it seems that the Burner trait that Timberborns get does not seem to actually apply? I mention XSkills specifically as I know it sometimes has conflicts, and one of its skills has a similar charcoal drop rate increasing property.
The most brainpower required would probably be for balance consideration. For the time being we are running our server with a default x1 exp multiplier for all categories - I am hoping to change that, but the free time I have already goes into... Well, playing Vintage Story.
I'll probably sit down and think about it properly during christmas, I can get back to you then.
Siveen Level up was pretty much broken until 3 weeks ago or so so i didn't bother. What exactly needs to be done to make it compatible? Surely its not a patch mod but rather just some comp jsons. I wouldnt mind you giving me the files. Dm me in discord if youd like.
Edit: I read through it and it's quite a lot of json copy paste work but some thinking is needed. Looks simple enough though
I'm not seeing a patch mod for Level UP here. It's simple enough to set up that I'm doing it rn but idk how I would integrate it as a patch (and to be honest I don't think I can be bothered to learn how to do so this year). I could pass you the files that will be patched if you are interested?
HollyCat is the redwood you speak of from vanilla or a mod? Im not sure rn.
arz So even my classes arent showing up? Are you certain youre putting it in the right direction because this sounds weird. The languague pack is pretty outdated atm because the 2 contributors havent uploaded for a long time but this shouldnt cause the mod to now work. Chat me in discord to find the issue
Hey Mate
When I put your mod in the mod folder with the language patch pack, it doesn't work and the default classes are still active. Do I need to do anything else for the mod to work?
The Timberborns can't use redwood quarter logs for the better firewood recipe. Is that something you could add?
1.7.8 changes a lot about the metal cooking pots. Please do not have anything cooking or stored in them when updating my mod. They will keep their funktionality but look different and some values have changed.
it seems to edit, but not save
odd
Aldi done :P
KingShmandrew No idea why you could do that. Would you be so kind and edit the dropdown with something reasonable so i can see that?
Aldi sorry for the late reply. I meant the "partially not compatible" dropdown
KingShmandrew what dropdowns exactly? I'm not sure i get what you mean. Could you be more specific please? Sounds troublesome but weird.
Deeox2 I'm not sure what's the problem there tbh. You're crafting Rock/Dirt/Rock which is vanilla and gives 1 slab. but you need 2Rock/Dirt/2Rock for the mason recipe?
If I'm just stupid and don't get the problem, please send me a message in discord so we can find the problem. (edit:nevermind my poor eysight)
@Aldi Oh, of course. My knowledge of modding for Vintage Story is pretty limited, so I'm not all too familiar with ingredient patterns.
That being said, I'm really not sure what I'm doing wrong in such a case. I seem to have everything set up correctly in this screenshot I took on the private server I play on. We updated to 1.7.6 today, even.
Deeox2 hey as far as I tested it, it's all working fine. The reason the syntax is different is because vanilla files just do it differently. It doesn't matter if you use / or , for ingredientpatterns. Digging pretty deep huh?
@aldi just wanted to let you know i am able to edit the words in the dropdowns for some reason. might be a permissions issue (on this post)
Hi! I'm not quite sure that any of the stone path recipes for the Mason trait are working correctly.
I took a look at stonepath-mason.json , and I noticed the comma was instead a "/t" but taking a look at the other jsons I don't see that. I believe that this is happening because the vanilla recipe is superceding the mod recipe, but I didn't test particularly thoroughly.
Just thought I'd mention!
EDIT: I took a moment to edit the recipe (flipped it upside down) and test it and it definitely seems that because the shape is the same, the vanilla recipe is superceding the modded one.
Aldi It would mean a lot - My friends and i play on 30-day months so waiting 48 hours of real gameplay time (because i'm the host) makes that recipe an actual godsend when the bi-monthly Flax harvest finally ripens.
Edit: Just checked the most recent changelog, thank you so much!
Splintey hm suppose i could do that. It's really busted though, especially when the threadweaver is in the team. But I guess the vanilla tailer could desperately need this lol.
Loving the mod, but haven't updated to the latest release after reading the patch notes - Any way i could convince you to re-add the flax twine recipe and instead default it to off in the config so that those of us who liked having that recipe can continue to use it?
Aldi Totally fine! I was just very confused when one of my players said they didnt have an axe buff on Timberborn and then the Shadowstrider had like 3 weapon proficencies. Love the mod and it makes playing with a small group so much nicer!!
Rykonos ah annoying copy paste oversight! ty for noticing, next update will have it fixed :)
Hey! Just wanted to let you know I noticed a problem in the compatibility patch for combat overhaul. The Shadowstrider was getting the proficeincies from the Timberborn. It looks like they are both set as the same path. Both had 18 and it was making Shadowstrider get all the TImberborn bonuses and Timberborn wasnt getting any of them. I know it's probably minor but I just wanted to let you know!!
Aldi It doesn't surprise me. Traitacquirer has always been a buggy mess. I just enjoyed using it when it worked.
I'll scrap that from my friend server for now, as I prefer a working server over a crashing one..
Thank you for your insight, I enjoy your mod!
Archbishop traitaquirer and traitaquirer (unofficial) are just prone to crashing. Problem is i wanted to make a compatibility patch for traitaquirer but the mod looks abandoned. I need to look into this to make it compatible. My guess is that it crashes because traitaquirer tries to somehow know every trait, which it obviously doesnt, when a class mod is installed. I dont think installing vanilla classes changes this but you can try.
sadly this will take me some time.
Aldi That would do it. It's Trait Acquirer. Would installing your patch to re-add in the vanilla classes fix this? I'm assuming that your base-mod, by removing the vanilla classes (bar commoner) might have something to do with those traits?
Archbishop it's possible. The reason your client crashes when switching to the traits tab is because a trait that wants to be displayed isnt defined. This usually happens with when you for example choose a class and then install a patch mod that disables this class. So you can play with this class no problem but "showing" the traits leads to a crash.
In the end, everything related to traits can do this. Traitaquirer maybe? Please feel free to message me on the vs discord directly or under my "aldi's classes" post in the "mods" channel so we can find the culprit. I don't think it's a baseline bug of my mod.
Not 100% sure that this mod is causing it, but every time I click on the traits tab after hitting c, the game crashes. Doesn't matter which class it is. Don't have any other class mods installed.
Am I the only one that has this?
sorry for the small bug fixing updates but im ill and can't stay long at the pc.
Aldi Thank you so much! We wanted to use this class mod, but found that issue and we were like "uhhhh.... no" lol Great mod, great support!
CutestWonderBoy That actually was the first bug in every sense of the word. fixed now.
Noraboo Deleted it in an instant because it's some leftover from the base mod. Threadweaver wasnt balanced with this recipe in mind. So far noone complained because people probably liked it but it's heavily unbalanced
will release an update today eveneing.
Also noticed today the Mining Lantern doesn't seem to have a recipe in the handbook anymore, not sure if that's intentional? Simpe Mining Lantern is the same as always.
Hey so we added this class mod and the rp patch since we plan to have a larger server, but noticed that after adding your mods in theres a clothier specific crafting recipe for flax twine using only two flax fibers, is there a possible way to disable this recipe as we are striving for a more resource intensive server and this recipe goes against the plans we have. No sure if theres a patch that can be made, or simply a way for us to disable it on our end.
Slickdoom he does? There's sadly no way for this to be possible with jsons in a content mod. So no I can't do that.
Hey there! Would it be possible to have Threadweaver use poultices faster? similar to how tailor does. Thanks!
MrWolfytc hey thank for reporting. fixed it with 1.7.4. Incompatibilities like this will happen a lot with any mod that touches storage flages from items where I do it too.
hey bro, this mod is keeping me from putting stick in my offhand using the mod Manual Tool Crafting by SaltyWater. Any chance for a patch?
CutestWonderBoy You're right, i've missed that. Next patch has it in. Will probably release today sometime
It seems like the Timberborn should be able to make Wallpapers but it is trait locked behind Carpenter
Introdile thank you for noticing! I accidentaly left in a testing stat lol. It's fixed now in 1.7.2
I think the Age of Flax compatibility trait for Farmer broke, because it's lacking text and I just got 30 flax bundles from a single wild flax crop lol
Got it!
LilMissHiveMind find me on the official vintage story discord! :)
Aldi Oh, I'd love to! I completely understand trying to seperate from vanilla classes and respect the vision! Overall, Vintage Story has a lot of downtime, so high action combat classes never felt too great to me, but I love the stability that blackguard adds, even if requiring you to thrive a bit. I'll see if I can't get a dm your way though to float some ideas, at the least!
EDIT: Where is the discord? I can't seem to find it!
SpacedInvader Oh right, those exist! I will add a disclaimer to them that they can't be used for crafting. Only eating.
LilMissHiveMind That's mainly because I had this mod in mind without any vanilla class. So I scattered the important traits around my own takes of the classes. The mercenary for example was actually a better blackguard with the hunger drain, too. As was the Wildrunner. But people didn't like the hunger balancing so I had to adjust it a bit. If you want to, send me a dm in discord and we can discuss a potential class! :)
Hi! Love the mod, but was a bit saddened by the fact there isn't a blackguard/miner or blackguard/deepforger class comboed! Do you have any plans to add something of the sorts? A class with some of Blackguard's chonkier armor stats and new crafting recipes but in exchange for more hunger drain? The hunger drain was always my favorite part - balancing spending more resources and increasing food difficulty to decrease enemy difficulty/threat was always exciting to me!
Aldi it was cause the druid was using the deeper bowls from my earthshaper class, it wasn't counting as the right recipe for the medicine.
It's a fun practice in technical writing, which absolutely takes a lot of time so you convey things right. No rush (from me) on getting it fixed, I appreciate it getting added this quickly regardless!
BigTeddyK1969 Yeah it wouldn't make much sense if you could only use one type of sand! I hope i can get the next patch ready by tomorrow night. I'm in the process of adding info for every class in the handbook and that..just eats time.
Sweet! Plaster is going to be the core component for our townhall and I was dreading the in-game day long sprint tj get Limestone let alone the rest of the grinding and cooking process, this'll make it much faster!
BigTeddyK1969 You're right, for some reason the potter recipe for plaster had "hardcoded" basalt sand. Now every sand can be used.
SpacedInvader Did you update the mod and then had the problems? I can't replicate this behavior on my side with my newest Version. Did you maybe install any other new mods?
Hey there! Is it intended that the Potter trait recipie for Plaster only uses Basalt sand? It cycles between the Basalt recipie requiring the Potter trait and a mixed sand recipie needing the Handwright trait. I've tried with Andesite and Periodite sand and neither work in my brief testing.
IndomSnowman I can't replicate this problem on my end. Could another mod interfere? Maybe a mod that has a medicine item, too? Which Version of my mod are you on? If it persists you can dm me on discord or use my mods' page under "mods" in the vs discord
CTD after pressing "h" on the medicine (druid exclusive item) with lag included as it tries to pull up the recipe
Not sure if I've done something wrong but here's the log i could reproduce:
Willownezz oh? no it won't. I was just expecting the game to crash but if it works it's all good.
I was able to .charsel my lumberjack after updating to 1.7.0, will this cause any problems?
Patchnotes partly as a comment this time because it's important:
Eupaf17Ternine I wish sometimes the patchnotes were read by a lot more people. You are right, the repair tools don't work anymore since a certain update of the game. It's hardcoded to consume anything so you can't use a tool.
In Version 1.6.5 I actually disabled the repair tools and created the repait kit instead. It should be a much more viable method for repairing.
Yeah the medicine is really good but it's a lenghty process to craft so I wanted it to be worth it. Sounds like I succeeded in making medicine a fun gameplay mechanic :)
Ngl, blacksmith's tools are useless and a waste of resources.
Point in question: we made advanced tools, spent 2 steel ingots, and decided to check it on half-broken tin bronze lamellar body armor. It wasted FULL epic-quality (around 245 durability) advanced tool item and didn't even restorn it fully. Add on top the fact that only blacksmith can craft it, which makes sense and I like, but also only blacksmith can use it, which is completely nonsensical. Idk if it can repair tool, thanks for it being fully used on some low-durability armor, but even so it's nothing but trash. Considering mod author mentioned that threadweaver can produce and sell brushes to people, idk why there needs to be a limitation for tools usage.
Also, tasty medicine is OP, but I like it as I play druid
BadLuckPoppy ngl I didn't make this recipe and I haven't played vs since I started making my mod. I've just tested it for a bit and could find out the following:
hope this helps
I noticed that you fixed cokefurnacemaster for Deepforger but from what I can see in game it only allows you to craft Washery Grade Coke. But looking at its stats I have no idea what is the purpose of crafting the other coke variant. Is there something I'm not seeing about that or is it just an useless item.
AineArashi If you need assistance with the patch, just dm me. I'm always happy to help
Aldi incredibly valid lol, it did seem like it would be a hassle. I'll put the upload all together when I get back from work, thanks xD
SioxGWolf I will look into it and try to make a balanced desicion. Who would you see as the tool crafter? My guess would be smith/deepforger because obvious reasons but I could see the entropic with tinkerer, too. Dm me in discord or look for my mod in the mods channel if you want to have a discussion!
AineArashi thank you for asking but no worries, go ahead! Now that you wrote it out, "All Classes Patch" reads extremly misleading. I will have to change that a bit. Sointo actually thought about making a special comp for my mod because we are good friends now but I said it's too much work if noone uses it lol. Just remember linking my main mod and you're good :)
Do I have your blessing to upload an incredibly stupid version of the All Classes patch?
TL;DR I wanted a version that disables every class, and essentially use your class mod as a trait library for custom Dynamic Traits that I've set up for my group's server, since I learned I can shanghai the traits of other mods for point-buy use. Mostly, this is for the crafting traits, as everything else I need can be handled by base/other libraries, and my group is already accustomed to this mod's classes.
I understand that this is quite literally just replacing every instance of true with false in the characterclasses.json and pressing upload, but I feel weeeeird uploading even stuff like that to a public space w/o asking.
Aldi Yeah, that seems honestly cool, not sure how it could affect durability or honing, but certainly cheaper handle, and the sort, maybe a faster way to get a grindstone, cheaper and faster made whetstones that circumvent having to knap each one. Doubt anything metal works could work so not sure anything for the smith/miner beyond the usual.
SioxGWolf heyo. The only thing really possible (and failrly easy) would be to make cheaper versions of grid crafting recipes for a certain class. Everything else is out of scope because it would require code. If you're interested in that
Any potential compatibility with Toolsmith? Just curious, cause it be cool to see something extra for the dedicated tool crafter to use. Not sure how hard that be.
DraGonKniGht20 I'm currently working on it but I realized I have to rework the repair tool mechanism. Some Update hardcoded repairing in a way that makes the tools really wasteful. Will release soon.
Ozyzzyl It sounds kinda negative but I take it as a positive, thank you!
Gustof I've just tried it out, I can find it in the handbook no problem. When you search for temporal gear and click on it, does it now show up? You can dm me in discord with a screenshot if it persits because I really don't know why it should be missing for you
Hi, sorry to ask but I have looked everywhere and cant seem to find an answer. I know entropic can make a light source through Embraced Quartz but I cant seem too find out how to use the other Entropy ability on how too make temporal gears. Is it a hidden recipe out in the world or something else? I found nothing in the guide or online
Friend of mine wanted to try this mod out. It's fine and functional. It's really easy to swap the traits around on the classes, so that's good.
Aldi You rock! Yea it seems that the tool kits get used in crafting grid recipes, plus Armory adds its own versions of the armors to work with the layered armor slots you can have. (Wearing chain or leather on inner slots under outer layers such as plate curiass.
GodzillaFan_13 ty, my friend took some time but it's finally finished!
DraGonKniGht20 i will have a look at it. I'm not the original creator of the repair tools (duh) and dindn't actually know they don't just work on any armor. If I can do this, I will.
Something that I just noticed; the tool kits used for armor and shield repair don't have any recipes for fixing up the armors from CO:Armory. Any chance of getting those added in as repairable gear?
love the new thumbnail, it's got alot more personality!
DJRelax Just so you know, the new update has the age of flax compatibility :)
PvtCuteMuffin that would basically be https://mods.vintagestory.at/traitacquirer . I will make a compatibility patch as soon as its updated. But the functionality to do this is way out of my scope! potentiall theres this, too: https://mods.vintagestory.at/multiclass but i think it doesnt add single traits but the whole classes merge.
glad to hear you like my mod! :)
Love the mod! I do play SP, is there any way that is not just unlocking all the recipes to "learn" passives from other classes?
DJRelax hm apparently (obviously) age of flax alters the vanilla flax.json. If everything is working fine you can ignore this until I made it compatible. Basically if nothing from age of flax breaks, you wont get more produce from flax crops after its mature. I need to test this though because it very well my be that the matured flax plant is now broken. I will have a look today. should be made compatible relatively easy.
edit: its not easy lol. but i'm on it
Hello!
I added a mod to the game Age of Flax and the following errors appeared in the logs:
{
"type": "item",
"code": "ageofflax:flaxbundle-unprocessed",
"quantity": {
"avg": 1
}
}
]
3.11.2025 23:44:04 [Error] Patch 1 (target: game:blocktypes/plant/crop/flax.json) in aldiclasses:patches/cropsDropRate/survival-blocktypes-plant-crop-flax.json failed because supplied path /dropsByType/*-9/2/dropModbyStat is invalid: The json path /dropsByType/*-9/2/dropModbyStat was not found. Could traverse until /dropsByType/*-9, but then '2' does not exist. Full json at this path: [
{
"type": "item",
"code": "ageofflax:flaxbundle-unprocessed",
"quantity": {
"avg": 1
}
}
]
No worries! Just wanted to make sure Mine weren't bugged or something!
Ailuna I'm sorry to say that I actually realized today that I made a mistake while testing them. Turns out its's not possible to make clothing that can withstand heat without code. In my next patch they will be removed...sorry
So am I wrong in assuming the Smith's gloves for the deepforger are supposed to allow you to hold hot objects?
Damonicus1986 please try out the new update. If you still get the error, please get in contact with me over discord. Maybe I need your modlist to find the culprit.
did you managed to sort it ?
amazing. will be looking forward to the updated one
Damonicus1986 then i have to look into those because there's an incompatibility issue here. on of those mods is patching into this file blocktypes/wood/woodtyped/log.json. (basically, one of these mods changes something with wood). The error you get is not critical, you just wont get more logs with the lumberjack. everything else should work fine. Im working on a comp patch though.
no i do not use wildcraft i use Floral zones and conquest reforged
Damonicus1986 are you by any chance using wild craft trees and shrubs?
as soon as i added this mod i am getting that error in log
31.10.2025 12:00:45 [Error] Patch 0 (target: game:blocktypes/wood/woodtyped/log.json) in game:patches/survival-blocktypes-wood-woodtyped-log.json failed because supplied path /drops/0/dropModbyStat is invalid: The json path /drops/0/dropModbyStat was not found. No such element 'drops' at the root path
ElinaTanne heyo I tested it and you should get all clothing of the class you choose, no matter what class you had before.
The lumberjack shirt looks bugged though, no idea why I didn't realize that.
Nevertheless, if you want to look at the item codes for the classes, doubleclick the mod zip and head into assets/aldiclasses/config/characterclasses.json. In here are the classes listed with their respective "gear" which shows the itemcode.
Hey I was just wondering if you have a list of the item codes for the wearable clothes. I transitioned from a vanilla class via .charsel and it didnt give me those items unfortunately and cant seem to guess at them. Looking for lumberjack specifically.
Feli_draws heyo, no worries! For the vanilla classes you can just delete survival-config-characterclasses.json in assets\aldiclasses\patches (if it makes your life easier). And while you're at it, feel free to enable or disable every class you don't want in characterclasses.json in assets\aldiclasses\config
Sure, upload it as a fork and kindly link to this page for everyone that sumbles over it :)
so I am working on hosting a server with the classes of this mod in. I've made a patch that adds the vanilla classes back in and I just wanted to ask if it is okay to upload this patch on here for easier download for the people that play on my server.
Anyways, this is a great mod and I absolutely love all of these classes!
no idea where my anwser went but i'll post it again
CherryDonut dmed you in discord :)
FijorDragonmane would be hilarious but it's not possible for me. The Handwright is just my dad basically. Always working at the house and if noone feeds him he would just starve.
Limbobinho Sure you can, just take the lang files and send them to me in discord after youre done. If you want to uphold this translation you can just send me the new lang files after i patched something.
Could I by any chance try to translate the mod? I want to use it on my Pt-BR RP server.
If i may suggest a Purely Meme Tier trait. Give Handwright the ability to craft blueprints and give em the trait "Ravenous... For Knowledge" which lets them eat lore books and scrolls, and maybe parchment, for Food. As Purely a Meme
Any chance you would be open to being commissioned for a mod like this but for the fantasy races + a few other models? I really like your balance philosophy and feel like you'd be a great help for making diverse races/classes where no one can do everything. my discord is cherrydonuts if you're interested
FijorDragonmane nice to hear honestly. I have good news I guess.
I talked to some other people who use this mod and I got some good insight on some really niche balancing issues.
I'm currently working on a patch that rebalances a few things, bring a few new traits to min max the stats a bit and kind of a rework of the Wildrunner.
I will say that in my headcanon worker classes are hungry because.. well they work all the time. The Handwright is almost a meme class and I love him as he is.
Either way I think I will release this patch today so you can have a look.
Your feedback was wild but important, so thank you for the input and especially for your way nicer 2nd post :)
Aldi I will say this first, I do apologize for referencing other mods, thats not really fair to you and this mod.
Mining Penalties - I do understand having folk being worse at mining compared to others. The combination of No Double Ore AND Mining Speed reduction is just to much, I say keep the no double ore and drop the mining speed reduction. This is mainly suggested with the idea of not being worse at community projects, like digging a canal at sea level which could go through stone.
Hunger Penalties - I would like to state ahead of time that this is Just My Opinion that happens to be shared with others. Ravenous is to severe of a trait during winter and the melee class of Mercenary is both Slower and Hungrier seems abit severe. I'd honestly say drop ravenous down to just Hungry. Even flopping 1 or 2 more classes from Hungry/Ravenous to base would be good. My personal say is give Handwright no hunger adjusts at all. Bookworm and Handiman there already cant go hunting, foraging/picking berries n fruit, and Ore Mining, give em a break on that one.
Positives - I should have added this before, but it was late when i posted my comment. I do genuinely love the roles this mod provides to my group, even if the hunger is an issue during the first year when you lack proper farming. We just happened to pick a collection of ravenous dunders with no food supply at the start. I have basically taken on the role of Housecarl for lack of a better word while our (server lore not included) Bear Obsessed Squire and Funny Kitchen Raiding Mercenary brings in Bush meat, Flax Fiber from turning the Rust Dimension Horrors "Homeless Population," and our smith miner who decided that being in meteoric iron would go hard (It so does) slams out weapons and armor for them both. Our major problem will always be food, even with the farms running and a farmer tending it, but regardless, I do Like the mod and want to see more from it.
FijorDragonmane okay that's a lot to anwser to..
First of all my classes really do follow certain body or character attributes and are built around them. You probably didn't read the class descriptions. No idea how often i mentiond this so far but the Innkeeper is supposed to be fat, of course he's slow. The Wildrunner consumes a lot of energy from his high concentration status he's trying to keep up. And so on.
So yeah I did not give them random traits. (aside from the classes that are not made by me, like squire. These I thought were established and can hold on for some time. But I get that they feel weird compared to the others.)
The mining penalties. Yes I don't want every class to be really good at mining. If everyone is good at mining, no one is. But a missing chance on double ore is completely fine even for solo. You still get your ore from the blocks. About half of the classes are viable solo if you know what you're doing. Tbh it feels like a lot of people are just not comfortable with the wording of the traits. "no chance for" sounds horrible compared to "15% less" right? I get that and maybe I will change it so people don't get frightened.
The hunger rates...honestly every time I play I don't care about them because in a group you share the work and solo you are always stuffed with berries and mushrooms. It's just my personal experience that hunger didn't really affect the game after you have a cellar. It's the second time I hear this so I will ask other players and we'll see what the broader opinion is.
Other mods. I can't control what mods you use and I won't try to counter every other small mod out there. I just add things I find neat so people don't have to add other mods with small additions. Why not install a mod that enlargens the hunger bar so you don't have to eat so often? There are not only negative examples of mod comps. Mods are here to shape the game the way anyone wants it.
No offense really but a lot of people did not have these issues you describe. You get enough loot from mining, you just don't get as much as a miner. You are slower but why do you need to run everywhere? You are bad at ranged combat? Well use a shield and melee. My way of playing this game seems fundamentally different from the way some play it and that's okay. (for me) Vintage Story is about taking your time and preperation. And that is what my classes are balanced around. (Also please read the class descriptions, they actually describe them)
TL:DR: I get what you're saying but everyone plays VS differently and my friends, me and a lot of others I talk to like it the way it is. You can't make a mod for everyone, that's why it's a mod. I'm sorry you didn't have fun with my mod though and maybe in the future my updates will cater more to you and your group but I can't promise that.
Me and my team have been playing the mod for a bit now. The Server host has actively been switching classes because the hunger and mining penalties across many of the desired classes rapidly upset em. I am playing Innkeeper, so I have a decent time with the hunger, but that is an exception that is somewhat ruined by my slow speed. Some of the excusive bonuses end up being Worse than what a different mod would provide, IE Fire Strarter's Rot Peat being worse than the Fuel Mod's Rot Peat due to the addition of Flax Fiber. Nobody in our group can justify consuming Flax Fiber for Fuel, even without the Fuel Mod. The Hunger Rate modifiers seem haphazardly appliedacross the board as well. Some make sense, others do not. Why would a wildrunner get hungrier faster than a squire for example. Not to mention how many classes just flat out cant go mining when its a core part of the loop. Looking at the squire again, why would a squire, who are supposed to be aids to knights (mild suggestion add a knight class and let the two synergize together) in castles be clostrophobic when they would be trained to maintain that castle after attacks, thus having a mining skill. Looking back at Innkeeper, why would an Innkeeper be slow when they could run around from kitchen to inn lobby with food?
My suggestion despite my criticisms? Make Neutral Traits. Positives and Negatives in one. Continuing with Innkeeper, make em faster, replace the fire starter with being able to make Better Filling Foods or Make Meals with Less Ingrediants at the cost of all those ranged negatives (Also holy fuck that is just total death of ranged combat just 30% worse ranged everything). You wanna keep the movement speed reduction? Sure, but give it something more than just being a walking tank. Wildrunner shouldnt get hungier, but you CAN make em more fragile. Hell, reduce wild runner health by 5 but they have a 50% reduced hunger rate. Light and Nimble, but horrid in melee and folds like wet tissue paper. Hunger increase of 30% turns em from Wildrunners to Kitchen Raiders cause thats where they will be 85% of the time, if not 100% of the time during winter.
TLDR: Hunger isnt a good balancer. A Wildrunner shouldnt be hungier than a squire and a squire shouldnt be worse at mining than a Wildrunner. Swap those two around at bare Minimum. Look at the balancing again from a single player perspective first instead of a multiplayer first. Imagine playing a class that is shit at mining so you are just fucked progression wise. Hunger and Mining debuffs shouldnt be the negative, cause right now the best class for a Solo Playthrough is Innkeeper and it isnt even close.
KhaosSN yeah sure, just delete "survival-config-characterclasses.json" under "aldiclasses\assets\aldiclasses\patches". That's the file that disables them. If you need this for a public server, you'd have to upload a fork of this mod. If it's just for your friends, send them the file afterwards.
Is there a way to make this not replace the vanilla classes? I love the additions but play with people who like the vanilla classes as well.
Aldi Thank you very much, it worked!
HawkC120 I guess you're talking about the combat overhaul perk? Hm well I suppose it wouldn't hurt. I will look into it.
Valiriah It will probably be easier to take your Healer files and put them into the newer version. The Druid update had a lot of files in it. What are you trying exactly? Using the healer and druid simultaneously? The xskills and CO comp will break for the healer, at least. We can probably work something out when you message me on discord.
Aldi Hello! I was wondering if there would be any conflicts if I took the files for the Druid class in the update and added them to the older version of the mod? I'd like to keep the orginal Healer class and the tweaks that I worked on with RikuKlayton for our server.
Would it be possible for Entropic to get a benefit to using range weapons? It seems a fair amount of classes that benefit a certain combat style will have a deficit to the opposite type of combat. E.g. Better at melee > Worse at Ranged.
While Entropic gets a bonus to spear attack speed, they get an over all decrease to melee damage.
Michael_MaxPower yeah sorry that happens. You should use the 1.4.0 version, .charsel to, for example the commoner. Install 1.5.1 and .charsel to another character.
Or go inside the file
aldiclasses\assets\aldiclasses\config\characterclasses.jsonset"enabled": trueat the class you're currently playing as. That reenables it and you can .charsel away.Again, I'm really sorry that happens but there's sadly no way for me to safely remove classes that don't fit anymore without ppl having this problem.
If you need help, please contact me on discord!
In version 1.5.1 seems you removed blacksmith and miner classes completely, which leads to crash, every time I trying to use charsel command. Because of this, I can't change class in singleplayer unless I create new map. All mods tested by binary search, only yours leads to crash if I try to use charsel command.
Any way to migrate blacksmith/miner class to new deepforger class?
alucard666 You can use it for 1.21.5 no problem. I'm working on a bigger patch at the moment so the only thing missing is the little 5 but I've tested it.
update plez
CassMeadowrose I'd be glad to chat with you about this in discord! If you want, send me a dm.
And yes, sadly without code I can't change all those fun things. It's really all about attributes (walkspeed, damage, drop rates..) and crafting recipes.
We've been using I think the main branch, repackaged for less severe penalties.
I think "gathers better/crafts cheaper" is generally good balance, because if that player doesn't log on, you're not screwed. You're just a bit slower at tasks, compared things like class-exclusive recipes where you're fully locked out.
For Farmer, maybe a recipe to craft rot into compost instantly, just at worse efficiency than using a barrel? It'd let you get to Terra Preta much faster, and you'd still benefit from high fertility soil for stretching your supply.
Making a Smith unique with traits and recipes is tough when there's things like XSkills. You're right, the class shouldn't make the best gear because that still makes it a must-pick. Leaning into bulk crafting / faster crafting instead of "better" crafting might be an option. The bigger your group, the more a dedicated crafter gets stuck in their workshop to keep up. Are smithing recipes a code change? What about timers? Can you make cast items cool faster, crucibles heat faster / hold temperature longer, or kilns, bloomeries, and cementation furnaces process faster when started by a Smith? Outside that I really don't know. There may simply be no good way to do it with traits alone.
MasterDeeJay Oh sorry I didn't see you edited your comment.
Unfortunately there is no known (supported?) way to switch all players at once to commoner. Especially the offline players.
I'm sorry to say that there's no fun way to switch over on an existing world. >_>
I thought of something that could work. Send me a dm over discord. You find me in the vs discord by my name.
CassMeadowrose Heyo, ty for your feedback.
First of all, which version did you use and was it main branch or RP? Because the smith is for a long time now not the only one able to make steel (at least in the main branch).
Farmer: True. Farmer is really strong from what i heard. If I change the crafting recipe so you need high fert soil to craft terra preta..would that be better in your opinion?
Smith: Balancing a smith is really hard so far. If you make him the only one to do something like the best sword or tool > he's an essential pick because it feels bad to need a smith to craft the best gear. Without code it's just not possible to "form" a proper smith from the existing attributes. So only thing that's possible would be unique crafting recipes. Any suggestions what the smith player would have wanted?
Innkeeper: Well I fused the cook and butcher because I think they're boring. I guess if you don't enjoy cooking and breeding he's boring.
Healer: Rework came with latest Version. He's now able to craft the best healing item and completely with a new, kinda lenghy, vanilla-like crafting process. My inability to make a working sickle is holding me back rn but I'm working on it.
Lumberjack: Yeah he's super strong too apparently. I try to keep that in mind when thinking about my reworks "Everyone can do it, Lumberjack can just do it faster and cheaper"
A little feedback from my group server. We have 5 active players, a Smith (me), Farmer, Miner, Lumberjack, and Healer, plus an Innkeeper who seems iffy on the game.
Aldi
Just a few players, so i need to change all players to commoner and then install the mod and do charsel again.
btw i opened the save file and i found the class part. I did not edited yet on the main save. https://ibb.co/fVpVY733 (not working that way, throws error after i edit class)
But i want to edit all offline players or later if i want to uninstall or update your mod i can edit the class to reset it.
Can you make a console command or something to reset all player classes, or make it easier to migrate on an existing server?
Thanks!
MasterDeeJay yes that happens because the vanilla classes are disabled. How many players are we talking about? You could do a .charsel for everyone and everyone changes to "commoner". Now you can install my mod and do a .charsel again.
That works because the commoner is still part of my mod.
I really like this mod!
How can i use this on existing world (vanilla class selected) on my server?
After i use /allowcharselonce playername I got a crash when i enter the .charshell. Not a valid character class code!
So I think i must clear the vanilla class code first but how? I need to do it for all the players i have.
Aldi
Tule is the plant that grows in waters, commonly with Cattails. When Tule is harvested, it drops Thatch.
A unique item drop for the recipe would be a possibility too, then the threadweaver can use that as a specilization :)
I am glad to have given input. :) Much appreciated from your side as well!
RikuKlayton in the near future I will probably create a new item that has a chance of dropping when cutting grass, which is then used by the Threadweaver. I like the idea of new items that drop with a chance..and even better if you need another tool so you won't accidentaly farm this material but have to go explicitly for that.
What's a tule?
I will ask around what others think of greenfingered. Maybe it's just unbalanced and needs change :)
ty for your feedback!
Aldi the changes we done so far where specifically for our server. We changed the flax fibers recipe from using dried grass to thatch, since we thought it was a bit too easy to gain a bunch of flax. Tule now has another use and opens up Tule farms. More usage :)
Terra Preta:
We came to the conclusion, that the Green Fingered trait is too powerful to make terra preta. For our server we want to doubled the input cost for that specific trait recipe. This being a case of too accessible and too easy to make. (Compost, Bonemeal, Saltpeter. Potentially going for High Fertility Soil).
Thank you for the help, much appreciated :D
RikuKlayton it's found in the seeds.json unter recipes/grid. Look for the output "game:soil-high-none" (thats the blockcode for Terra Preta). There you have to at a "quantity": "x" to an ingredient of your choice.
Do you think it's unbalanced? What's your suggestion?
Hello good sir Aldi. I would like to adjust a few recipies.
Where can I find the recipe for the Terra Preta? I haven't been able to locate it.
Specifically I want to increase the stack sizes used for the Green Finger variant that the Farmer can craft.
Actually I'm working on a rework of the healer at the moment so...forgive me when I leave it as it is in the meantime. But for a quick fix I updated the class description in the spoiler
I think Hedge Witch needs a little change in description because it sounds like only Healer is able to craft healing items
Novabella care to explain what you mean?
m00n never heard of that mod, where's the problem exactly? edit: okay I looked it up, let me check why it's not working. (even though the original author should look into that). editedit: there was a change in characterclass.json syntax and path for 1.21.1 so destitute needs an update, that's all
anyone know how to make this mod work with destitute?
Impatience is a pretty bad excuse ngl
Joeyfar624 heyo. hmm apparently I wasn't too knowledgeable of combar overhaul. the only compatibility code I found here and there consisted of the extra traits CO adds. Guess I should test that more indepth lol. If you want to work together, dm me on discord, I'm always open to feedback and/or cooperation :). I'd be a real nasty hypocrite if I wouldn't let others take my mod as a basis for their own, because I did the same, obviously.
tl:dr find me on the vs discord by my name and let's discuss what we both can do and learn
hey I got a question related to the Combat Overhaul ranged damage and another question after it. I know that in the Overhaul, they fully remove the damage buff and debuff for range damage when I was making my classes mod. does the Wildrunner actually get that damage buff? And if so, how did you fix that?
My other question is if we could work together on adding 3-4 more classes. I worked on my own classes mod for a while and I plan on opening up a server. the classes I was thinking about is more smiths. The ones I have in mine are Tool Smith, Gun Smith, Weapon Smith, and Armor Smith. And if not, do you mind if I could ask for permission to use your mod and edit it for my server? I will give you full credits to the things you have made. I really do think this mod for classes is going to places and I would like to help out too if you're fine with it. Thank you.
Aldi found em. Thanks!
Psyloh you're welcome! I've even uploaded a small mod to patch out handwright for the main branch mod (if you like those classes better) https://mods.vintagestory.at/show/mod/32425. So ppl can use both mods on a server without handwright.
But... You changed it already O_o!
Just in time X-D I'm reseting my server in less than an hour...
Aldi's classes it is, then :-3
CassMeadowrose i can find them under the names "Simple tools, basic tools, standard tools, advanced tools". What language are you playing on? I'm using Toolsmith, simthing plus and xskills and no combat overhaul too, so these do not interfere.
I'm playing my group's Blacksmith, and I can't find the tool kits from the handbook link or from searching. What's the name of the actual item, is it "Tool Kit" or something else? We're using Toolsmith, Smithing+, and XSkills so IDK if any of those affect it or disable it. Notably, we're not using Combat Overhaul right now.
It looks like all three class mods lean on repairing gear via kits as the Blacksmith's defining feature.
Psyloh you're welcome to make your own fork for your server! I will need some more time for my plans so if you want to you can fork the mod yourself or pm me in discord so i can send you an altered version for your fork
BUT I've just planned out my concept and the steel crafting will go back to everyone for 2 of my 3 variants. And my "main" mod is one of them. It's just too important to be bound to one class in the scenario I imagined.
@Aldi Should be good!
Anyway, you made the mod as it is useful for you ^^ But for those planning on little groups fighting eachother or servers with few slots, it's clearly not an option... That's sad cause I was full on until I read the blacksmith x_x And I'm about to reset our world, tomorrow
Psyloh fair point. At the moment im working on 2 different versions of my mod. One for smaller groups (up to 5 or so) with less restricting class exclusives. One for larger groups with highly specialised class gampley with focus on cooperation.
ty for letting me know!
The fact blacksmiths are mandatory to get steel makes your mod unplayable for most people :-/
Poppin try 1.2.2 please
Aldi seems like we cant download the latest file
Aldi We are playing on a server. I was asking because the server owner is on the road. Ill be sure he updates the mod and we will reselect our classes.
Poppin fixed it. It was a misunderstanding with the charattribute "oreDropRate". He's able to mine now.
Are you playing on a server or solo? You need to reselect your class. Solo you can do this by yourself /player poppin allowcharselonce and .charsel. On a server an admin has to provide you with that command.
I'm really sorry for the inconvenience
Poppin no it's not. Iooking into it!
Hey, Wildrunner cant mine at all it seems? Is that intended?
You're the best! Thank you! ^u^
BirdieWhirly nice to hear that you like it! Understandable, so far he's the most controversial class.
doubleclick the .zip file and find your way into aldiclasses\assets\aldiclasses\config and open "characterclasses.json" (notepad++ or even notepad is fine). There you hit strg+f and type in "handwright". Make sure to delete everything in between the { } that has to do with him. Which means basically from "code:" downwards to the next }, (bracket with a comma!).
If you need assistance just dm me on discord, you can find me by "Aldi" on the official Vintage Story discord.
In the next patch I will add a simple way to set "true" to "false" in the same file.
I'm trying out this mod in my server the mod looks great! However, I'd like to disable Handwright, how would I do so? If you don't mind.
TheLegend27963 fair enough lol. I put some info in the classes spoilers:
"As a Fitter he can craft pretty new variants of planks."
"As an Artisan he's able to craft a lot of different colored vessels. (Basically this Simple Deco Pottery)"
In the next release the descriptions ingame will have a handbook entry! Ty for you feedback
Aldi the traits Fitter and Artisan dont have any links, sadly :((
Zetal I'll send you a discord pm to discuss this better :)
TheLegend27963 (legendary name) if you don't mind, when choosing a class, would you click on the handbook links of the traits? I will take note for myself to copy all that stuff in here but in the meantime you can look it up there.
Hiya! im currently using this mod in my singleplayer world and like it quite well.
however, would you please list what some of the vaguely explained traits do? for example Artisan or Fitter, i got no clue what they do 😅
Aldi I'm looking into different class mods for use with large, nation-building servers that will almost always have 40+ players online, and usually at least 5-6 different players per settlement... sometimes up to 40.
Handwright would end up being 1/3rd of the players, I think, in that case, especially since their downsides are fairly minor in the grand scheme of things. (e.g. even a solo Handwright could simply trade for what they need from other groups using their incredible skills)
Zetal he does get all the good crafter recipes from mason, potter, carpenter and millwright (well known ones from other mods). He suffers extrem disadvantages though. He NEEDS a friend who keeps him alive. Every other crafter can survive solo or at least participate in surviving activities. The Handwright is my take on the person who just does not want to go outside but have as much fun as possible at the base (I have a friend like this).
If you're a group of 2+ and one is the Handwright...yeah i guess you won't get much benefit from an extra potter or carpenter but that's what the other classes are there for.
That said the balance isn't finished (obviously) so it is still all subject to change, depending on what you guys (the players) say.
What exactly does Handwright get? At a glance, it seems to make the rest of the Crafter classes pointless. "No craft holds secrets from you"
Valinnar thank your for playing with my mod! I've made it a bit clearer that there are dependencies just so it won't happen to anyone else, too :)
Love idea and want to use it on my server! However, the mod doesn't seem to be downloaded whenever a player is connecting to a server with this one. I really like whenever players don't have to worry about downloading/installing mods by themselves - Aldi is that a setting or something you need to configure for that functionality? Thanks!
Edit:
Oh I missed the dependency!
Ruukuegg you were absolutely right, it didn't work. Thank you for reporting. It's my first mod and apparently you can't use two traits for one recipe so i had to implement a workaround for now. with 1.1.2 it should be working
I might be crazy or doing something wrong, but as the miner, I can't use a chisel and plain stone to make blocks. I could be doing something wrong, but not sure.
ImpureSoul3 I am actually right at the moment working on a class that has that trait (and a bit more!). Should be finished in a few hours!
The only issuse i have is that no class has the tinker trait which doesnt mix well with other mods aka firearms mod needs tinker trait, maybe add it to the smith or handwright please fix this soon we want to play with these mods together
MagnaFM sure, we can probably help eachother out. Find me in the VS discord "Aldi" :)
Looks like we're both working on class mods. Mine isn't quite working yet, though I do have JSONs that make the crops from the Floral Zones series work with the produceDropRate attribute we both use. I can send you those JSONs if you want to add compatibility with Floral Zones.