Mods / Dreadful Delight: Homesteading

Tags: #Clothing #Food #QoL #Tweak
Author: TheRealFlynn
Side: Both
Created: Oct 1st at 3:41 PM
Last modified: Oct 16th at 8:32 PM
Downloads: 757
Follow Unfollow 54

Recommended download (for Vintage Story 1.21.1 and 1.21.2 - 1.21.5):
homesteading_0.1.3.zip  1-click install


Welcome, wanderer, to this humble plot — A mod of toil, of tweaks well-wrought. 
If it suits your fancy, or stirs your thought, A follow, a comment and/or download would mean quite a lot.

New feature as of v0.1.3, the Homesteader unique craftable: long-burning firewood!

 

Want the Long-burning firewood without the Homesteader class? I can't imagine why! Check out my stand-alone mod for this very circumstance right here!

 

- SUMMARY MOD INFO -

This mod introduces the Homesteader player class. The Homesteader is a new Clothier-based class which can be used as an alternative to the Tailor.

The Homesteader is a combat-adverse, home-based class. It can produce more crops, more charcoal, more fruit trees and more animal products.

  • As if v0.1.1, there are no changes to vanilla classes. 
  • The Homesteader is dynamically added to the array of classes, such that it should hopefully conflict less with other class-based mods.

 

- DETAILED MOD INFO -

🛠️ Flynn's Arcade Presents

Dreadful Delight – Homesteading

Background
This is my first mod, built with curiosity and respect for the many class-based mods that came before it. I learned by studying their work—reverse-engineering, testing, and adapting until something clicked. Dreadful Delight – Homesteading is the result: a new class rooted in small-server realism and community-driven gameplay.

  

Why Homesteading?

🌾 Why Homesteading?

On my private whitelist server, Dreadful Delight, the gameplay is immersive, challenging, and intentionally slow-paced. It’s designed for a tiny player count, where every role matters and survival depends on collaboration. Early on, one of the first players chose the vanilla Tailor class. And while tailored goods have their place, the demand for clothing in a low-population world just didn’t really justify the specialization.

The vanilla Tailor class is versatile and well-suited for larger servers—but in a setting like my server's, it felt too narrow compared to other vanilla classes. I wanted a clothier class that reflected the kind of player who thrives in a small, self-sufficient community. Someone whose skills touch many aspects of survival, not "just" clothing.

 

Enter The Homesteader

🧑‍🌾 Enter The Homesteader

The Homesteader presents as a viable alternative to the Tailor, offering a broader and more grounded set of traits while retaining the idea that the person who makes the fine clothes doesn't generally fight the monsters. It’s a role built for players who want to contribute meaningfully to their world, even if that means avoiding combat and embracing the grind. The class is designed to be someone who sticks around their home for many reasons, not the least of which is safety. They avoid situations where danger might lurk but by embracing the pacifistic grind.  They are able to produce more food, more charcoal, more animal products, and can build orchards faster than other vanilla classes.

 

New in v0.1.3, the Homesteader can craft their own unique item, long-burning firewood. This firewood burns at almost ten times lower temperature, but for nearly 10 times as long. This means a stack of 32 long-burning firewood will keep your firepit producing heat and light for two real-life hours, for a mere eight powdered charcoal. Useless for cooking, but delightful in homestead ambience. Thankfully, producing charcoal is a Homesteader speciality.

 

Accountability
🧩 Accountability means releasing a mod that functions as advertised.

This mod's features have entirely been confirmed to be functioning both mechanically, as well as visually.

This mod is effectively presented "as is" as I develop it for fun and to add something to the game I love to play. It is not a fully supported end-user product for Vintage Story; it's an ongoing work in progress. I actively want to solve issues if I can, but I must state that I do not accept responsibility for breaking your game save if you use my mod and it causes an issue for you. If I can fix it, I will. However, chosing to use any mod is on you, not me.

While I'm here, I'll also note that this mod is currently in development and as such, things may change. Features may be added, modified or removed. Only when it is released a full version will it be considered finished.

 

a word in your ear about trusting mods

Having gone through how to make this mod, I learned that not all mods deliver on what they say they do.So, I'll take this opportunity to implore you to verify that mods you've selected actually operate as advertised through a little creative world testing and//or zip file inspection. Or at least, have trust in your in favourite modders.

The truth is, while it was a learning process to make it look like a new class is in the game, it was relatively easy to accomplish. It took far more effort to ensure the advertised features of the Homesteader actually mechanically do what they visually state they do. To this regard, any non-vanilla trait with an effect that doesn't mimic a vanilla trait requires creative (and competent) JSON patching, or even better, some C# code. Thankfully, the code that allowed this mod to have the base Collier and Horticulturalist traits was easily found in several class-based mods (credited to MrFistycuffs in the mod where I initially found it). However, it was determined that that same super helpful code also introduced a massive wood-based exploit.

So please be careful to ensure your mods deliver the game changing effects not only visually, but mechanically. Do some testing and ask your players to provide feedback to help correct balancing and technical issues, and be grateful for the modders who diligently deliver on their promises (or at least note their mod's failings).

Also, if you've never used /time calendarspeedmul, you should check it out. Timelapses and Timefreezes? Finely tuned passage of time? Cool!

 

Acknowledgements

🧩 Dreadful Delight Server as Reference, Not Requirement

This mod was shaped by the needs of my own server—but it’s not locked to it. Dreadful Delight – Homesteading is designed to be modular, adaptable, and usable on any server where community roles matter. If you're running a server with a slower pace, deeper immersion, or just want a class that feels lived-in and lore-friendly, this mod might be a good fit.

Interested in joining Dreadful Delight? Although whitelisting is very selective, we are indeed looking for players to join our micro-community based server. Send me a message and we'll see if you're a good fit.

🧩 Credits: This mod was a direct adaptation of Magna's Classes who credits MrFistycuffs for the crop buff code and presumably other json patching that was in the file. Additionally, Microsoft Copilot AI provided image creation support, text proofreading/editing, as well as acted as a sounding board for ideas. It also helped me understand how to make the changes I wanted to implement successfully. With any AI support, it can be helpful, but you need to vet the information coming from it. They are often wrong about many things, but they still tend to 'lead' you to the right answer when solving coding issues.

 
Like to read stuff?
Heck, you read all the way down here? I'm really impressed. For your efforts, Dave will haunt your dreams until the next termporal storm hits.

A humble life they lead, bound to soil and plot.
They stitch through time while the world corrodes.
Their strength is quiet, like the wind that blows.
No tales of glory, just lives overwrought.
And still they endure, in all the roles they’ve got.

My AI-assisted poetic verse that I created about homesteaders must now surely have you hooked? So how about a roadmap?

 

Spoiler!

The Roadmap

  • trait integration with Vigor, Immersive Mining, Hydrate or Diedrate, Butchering, and other relevant mods in use on the Dreadful Delight server.
  • sister mod(s) to implement above integrations for other vanilla classes
  • food preparation / spoilage rate bonuses for Homesteaders, increased portion sizes, long spoilage times if packaged by a Homesteader.
  • functional beekeeping bonuses for Homesteaders like increased reed return on broken skeps and increased honey collection

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
0.1.3
1.21.2 - 1.21.5
231 Oct 16th at 8:32 PM homesteading_0.1.3.zip 1-click install
  • added the homesteader unique craftable, long-burning firewood
  • confirmed functionality of long-burning firewood,
  • assessed balance considerations of adjust initially set values, doubling the charcoal cost and decreasing the burn time to cap a stack at two RL hours (which seemed reasonable for the investment of 8 powdered charcoal)
0.1.2
1.21.2 - 1.21.4
65 Oct 13th at 4:53 AM homesteading_0.1.2.zip 1-click install
  • removed ToolDurabilityLoss (key confirmed not to be vanilla)
  • removed ArmorDurabilityLoss / Conservationist trait (trade off for new addition, see next)
  • added Whirlwind, +10% movement speed
  • selected a customized outfit for the Homesteader using the Surivor outfit and couple of items from the Tailor's set.
0.1.1
1.21.2 - 1.21.4
109 Oct 10th at 6:17 PM homesteading_0.1.1.zip 1-click install

<!--StartFragment -->

Changelog for Dreadful Delight Homesteading – Beta 0.1.1

  • Rewrote how the mod adds the Homesteader class to Vintage Story to reduce potential conflicts with other class-based mods.
  • This included removing the previous feature that disabled the Tailor class. A conscious decision was made to avoid interfering with vanilla classes, beyond sharing the Clothier trait.
  • Revised the traits package:
  • Removed the Arborist trait due to its exploitability (e.g., placing and re-chopping logs for infinite yield). Many class-based mods still use this exploitable logic, but it is no longer present in this one. The issue stems from the inability to patch JSON files to distinguish between chopping grown logs vs. placed logs. Fixing this would require a DLL and C# implementation, which is outside the scope of this mod.The original author obviously did what they could, but probably didn't realize it would be so easily exploitable.
  • Additionally, Arborist did not actually increase seed or stick output as previously indicated.
  • Renamed Homesteader Precision to Precise.
  • Revised its effect: Homesteader now gains a 20% butchering speed bonus (instead of a penalty).
  • Butchering yield was reduced after playtesting revealed it significantly lowered the difficulty of acquiring fat and protein early-game — an impact this mod aims to avoid.
  • Removed the Pomologist trait and merged its effect into Horticulturalist, since both relate to plant growth.
  • Increased crop yield bonus from 10% to 25% to make the effect more noticeable.
  • Determined that because crop yield bonuses are applied through JSON patching, it is impossible to only have this attribute affect player grown crops. Thus, it also confers this bonus to harvested wild crops in growth that produce items other than seeds.
  • Removed the Noisy trait and merged its effect into Vulnerable.
  • Reduced animal detection range penalty from 20% to 15%.
  • Playtested all current trait attributes.
  • The only untested key is toolDurabilityLoss, which is assumed to be a vanilla key.
  • While not used by vanilla traits, its behavior appears consistent and will be confirmed through anecdotal testing.
  • Revised wording and formatting of trait attribute descriptions for clarity and consistency.
  • Verified that all mod features are fully functional — not just compiling without errors.
  • It’s easy to represent a class with flashy new abilities, but this mod actually implements those abilities via JSON patching alone.
  • Reordered the trait list presented to users:
  • Positive traits now appear first, sorted alphabetically.
  • Negative traits follow, also sorted alphabetically.
  • Reduced overall text size of the trait package for cleaner presentation.
  • Increased mod version to Beta 0.1.1:
  • All traits are implemented as intended.
  • The mod is fully functional and playtested, even if some original design ideas were revised or removed.
  • Reworked modicon.png to be more eye-catching:
  • Inspired by a 1960s cottage-core magazine aesthetic, blended with comic book flair
  • updated modinfo.json to allow mod to be used in creative mode as well as hopefully work in previous versions (provided it actually loads)

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0.0.9
1.21.2 - 1.21.4
113 Oct 5th at 11:38 AM DD-homesteading_0.0.9_1.21.2.zip 1-click install
  • reduced modicon size to reduce mod footprint
  • updated version compatibility to 1.21.2 and then to 1.21.4
0.0.8 112 Oct 2nd at 11:32 PM DD-homesteading_0.0.8_1.21.1.zip 1-click install

corrected description of Homesteader Precision to reflect the increased 'time' for butchering, not 'speed'. no mechanical change, just a corrected description

0.0.7 56 Oct 2nd at 3:16 AM DD-homesteading_0.0.7_1.21.1.zip 1-click install

fixed the inverted value re butchering time.The increased butchering time is a trade-off for more drops. Apologies for the quick edit. Noticed it right after I uploaded it.

0.0.6 17 Oct 2nd at 2:55 AM DD-homesteading_0.0.6_1.21.1.zip 1-click install
  • added more customed traits specific to the Homesteader class
  • removed all previous vanilla traits except the Clothier trait
  • re-added the Commoner class (it was not intention to remove it)
0.0.5 28 Oct 1st at 7:32 PM DD-homesteading_0.0.5_1.21.1.zip 1-click install

added missing specific max health point penalty for the vulnerable trait (-2.5hp), minor

0.0.4 26 Oct 1st at 3:54 PM Empty DD-homesteading_0.0.4_1.21.1.zip 1-click install

14 Comments (oldest first | newest first)

💬 TheRealFlynn , Oct 17th at 4:50 PM

Aldi this pleases me to no end. I am very glad to hear it. The way it was initially coded, I don't think it would have played nice.

 

💬 Aldi, Oct 17th at 9:28 AM

Thank you very much!

I've tried it out, works perfectly fine with my mod. (why wouldn't it? :) )

💬 TheRealFlynn , Oct 14th at 1:52 AM (modified Oct 14th at 1:54 AM)

Aldi, it's a straightforward zip file with no cs or dlls so have at 'er!

The only thing I ask is not to replicate my class entirely.

I wonder, have you tried installing this along side your mod? curious if it works.

My goal is to be compatible with other class mods, including maybe some more of my own.

 

💬 Aldi, Oct 13th at 7:21 AM

I'm a big fan of combined classes myself! Endless possibilities for existing ideas. I may get some inspiration myself by looking at your work, if it's ok :)

💬 TheRealFlynn , Oct 11th at 2:54 AM

Montcalm fixed in most recently updated version. Tyvm for bringing this to my attention! 😂

💬 Montcalm, Oct 9th at 12:29 AM

game version 1.21.1 is not loading your mod version 0.0.9.

the game says it requires VS to be on 1.21.2

💬 TheRealFlynn , Oct 7th at 2:26 AM

noted compatability with recent updates. no changes to the actual mod

💬 TheRealFlynn , Oct 5th at 11:39 AM (modified Oct 5th at 11:39 AM)

small update to reflect 1.21.2 compatibility and reduced modicon to reduce mod's footprint/download size

 

💬 TheRealFlynn , Oct 5th at 7:21 AM

Hanatsuki thanks for the feedback. I don't use CO but if someone learns me how to fix it, I will!

 

glad you're enjoying it!

💬 Hanatsuki, Oct 4th at 11:56 PM

Just a heads up, the class selection traits appear to revert to vanilla when used with combat overhaul, with the CO traits re-appearing when disabling this mod. From some light testing, it seems to be purely cosmetic.

Thank you for the mod!

💬 TheRealFlynn , Oct 4th at 10:49 AM

unHallowed I am really glad to hear you're enjoying it. Seeing others using it, and hearing any feedback; it's just super positive reinforcement I can't help but welcome. I'm really glad I put the time in on it to polish it the way i've put it out there so far and look forward to improvements and possible coming up with new mod ideas.

Please feel free to share your thoughts on balance. I won't be updating to a release version until it's been thoroughly playtested. I love it when games are hard, and my driving goal is not to make anything too easy. Obviously, same goes for the negatives of the class. If they're too overbearing, I'd like to hear why you might think so.

Thank you for your comment. Means a lot.

💬 unHallowed, Oct 4th at 7:36 AM

Holy Crows - I adore this

💬 TheRealFlynn , Oct 1st at 8:08 PM (modified Oct 1st at 8:08 PM)

Ortlife goodness gracious, what a good eye you have. I appreciate that find Friend, and I have added the missing information, added a replacement screenshot and abused AI for rhymes to annoy people with.

💬 Ortlife, Oct 1st at 5:52 PM

Could you add the specific HP penalty numbers to Vulnerable's description?

 (edit comment delete)