Mods / Specialized Classes

Tags:
Classes Utility Other QoL Tweak
Author:
quilladile
Side:
Both
Created:
Feb 1st at 5:26 PM
Last modified:
Apr 8th at 9:29 AM
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4595
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Latest release (for Vintage Story 1.21.0-pre.1 - 1.21.6, potentially outdated):
specializedclasses_2.1.2.zip  1-click install
For testers (for Vintage Story 1.22.0-pre.1 - 1.22.0-rc.7):
specializedclasses_2.2.0-rc.1.zip  1-click install

specialized classes

specialized classes, true to its name, adds a number of specialists for players to choose from.
each class excels so strongly at their specific profession that other players will naturally seek them out.
this gives them an edge in player-driven economies and a clear role in cooperative play!

class list

Replaces an existing trait when the mod is installed
Adds onto an existing trait when the mod is installed
Adds a new standalone trait when the mod is installed

✦ Commoner: expert at being without drawbacks and fasting

Commoner

"Good enough is good enough, surprisingly."

The Commoner is an odd one out by virtue of being a generalist. Surrounded by true experts, their lack of ambition leaves them unusually efficient in comparison, getting by without needing to worry about food nearly as much as most.

Frugal: -75% hunger rate

XSkills - Modifiers: +10% stability xp, +10% pottery xp, +10% survival xp, +10% metalworking xp, +10% combat xp, +10% mining xp, +10% digging xp, +10% cooking xp, +10% husbandry xp, +10% forestry xp, +10% farming xp

The antithesis of this mod, a generalist class. Still, leaving this in is a hard requirement for class mods, because without a vanilla class to swap to people will never be able to change what class mod they use mid-playthrough. She is uninteresting by nature, but I thought I would throw her a bone and make her very low-maintenance.

✦ Archivist: expert at handling clutter and managing temporal stability

Archivist

"History is written by the victors. Yes, you see the quill in my hand, don't you? Best watch yourself, then."

Archivists are lorekeepers and archeologists. They can handle cracked vessels and clutter with utmost care, and their attunement to the past lets them ward off temporal instability with ease.

Custodian: -25% creature aggression range, -50% armor durability loss, 50% chance to save weapon durability, -25% hunger rate

➤ Combat Overhaul: -25% creature aggression range, -25% hunger rate, -50% armor durability loss, 50% chance to save weapon durability, +25% club attack speed, +25% quarterstaff attack speed, +45% firearm reload speed

Archivist: Recipes for rot from clutter, bookshelves, and banners, paper lanterns, early sieves, parchment out of lore items, the scroll case, aged wooden building blocks, aged stone building blocks.

↳ Better Ruins: Can copy blueprints using parchment and a sieve

Curator: +50% rusty gear yield, +75% chance for cracked vessels to drop whole

Clutterer: can pick up and repair clutter by right-clicking it with a chisel

Steward: 50% chance to save tool durability

Unphased: +40% temporal stability offset

Uncultured: -25% crop seed yield, -25% crop fiber yield, -25% crop produce yield, -25% fruit tree graft yield

XSkills - Modifiers: +60% stability xp, +20% pottery xp, +20% survival xp

She’s rather niche, no way around it. But a fun treat for collectors of lore and clutter. And still, the roughly double durability on everything and almost complete elimination of temporal stability as a threat grant her a number of conveniences that will hopefully make her worth playing.

✦ Blackguard: expert at combat and metalworking

Blackguard

"You need to strike the iron while it's hot? Clearly you're just not hitting it hard enough."

Blackguards are warriors and smiths. They're intimately familiar with weapons and armor, both their creation and their use. They thrive where the fight is, forging their own armaments to carry into battle.

Warlord: -25% armor speed penalty, +5 max health, +20% melee damage, +20% ranged damage, -5% walk speed

➤ Combat Overhaul: -5% walk speed, -25% aim drift, +5 max health, +20% melee damage, -25% armor hunger penalty, -25% armor manipulation penalty, -25% armor speed penalty, +25% halberd attack speed, +25% one-handed sword attack speed, +25% two-handed sword attack speed, +45% bow drawing speed

Blackguard: Recipes for broken blackguard armor and cheaper forges. Can use the brass swage block to make metal components.

Merciless: Exclusive craftable Blackguard shortsword and shield

Blacksmith: 75% chance to save hammer durability, +25% chance to save weapon durability, +100% metal breaking speed, +10% ore yield

Heatproof: Can handle hot items without tongs

Uncultured: -25% crop seed yield, -25% crop fiber yield, -25% crop produce yield, -25% fruit tree graft yield

Sheltered: -25% foraging yield, -25% wild crop yield, -10% creature harvesting yield

XSkills - Modifiers: +60% metalworking xp, +30% combat xp, +10% mining xp

Smith classes in most class mods have missed the mark for me. By folding the Blackguard’s general combat prowess in and giving meaningful quality-of-life features, like the ability to handle hot items, she becomes a proper metalworker. I never thought increased hunger rates were a meaningful drawback, as the Blackguard just offloads her drawback onto her allies early game and food becomes a complete non-issue by the late game. By limiting her ability to produce food instead of making her consume more, she grows reliant on allies to feed her without taking more than her fair share.

✦ Brickmaker: expert at digging and ceramics

Brickmaker

"What do you mean, I've only just scratched the surface? I certainly don't see a need to go any deeper."

Brickmakers are excavators and potters. They can terraform swathes of land with relative ease, claiming all of the earth's bounties. Then they shape the clay they gather into building materials and other useful ceramics.

Bruiser: +15 max health, +10% melee damage, -5% walk speed

➤ Combat Overhaul: -5% walk speed, +15 max health, +10% melee damage, +45% sling reload speed and damage, +25% club attack speed, +25% mace attack speed

Brickmaker: Recipes for raw bricks and raw shingles using ceramic molds, mortar, plaster, lime, and the soil bag. Double yield on mudbricks and daub. Can use the compounding vat to make mortar, plaster, and lime.

Improviser: Exclusive craftable sling

Delver: 75% chance to save shovel durability, +100% soil breaking speed, +100% gravel breaking speed, +100% sand breaking speed

Ceramist: +50% clay yield, +100% ceramic breaking speed

Kilnhand: +20% grass yield, +20% peat yield, +20% stick yield

Sheltered: -25% foraging yield, -25% wild crop yield, -10% creature harvesting yield

XSkills - Modifiers: +40% pottery xp, +60% digging xp

The Quarrier covers stone building materials and the Forester covers wooden ones; mostly every other category of building material is left to the Brickmaker. I did not want to make her so good at her profession that she could not engage with it anymore at all, so I tried to let her bypass clayforming only for bulk building materials like bricks and shingles.

✦ Butcher: expert at creature harvesting and cooking

Butcher

"The way to the heart is through the stomach. I don't think whoever said that is very familiar with anatomy, but it certainly feels good to keep people fed."

Butchers are cooks and... well, butchers. They know better than anyone how to make the most of a carcass. While they might prefer chopping up beasts, they're equally skilled at harvesting monsters, though they prefer to use the former in their cured meats.

Reaver: +5 max health, +20% melee damage, -20% ranged damage

➤ Combat Overhaul: +5 max health, +10% melee damage, +1 melee slashing damage tier, +40% aim drift, +25% axe attack speed, +25% one-handed sword attack speed, +25% two-handed sword attack speed

Butcher: Recipes for querns, shelves, salt, insulated crates, cured meats, vintage beef, ranching fixtures, and universal animal feeds. Can use the compounding vat to make salt.

↳ A Culinary Artillery: Recipes for meat racks are much cheaper

↳ Butchering: Recipes for butchery workstations are much cheaper

↳ Foodshelves: Recipes for cooled storage are available earlier in progression

↳ Primitive Survival: Recipes for fillet are more efficient with a cleaver, and smoked meats can be hand-cured

Preserver: +100% ice breaking speed, +100% chance for lake ice to drop whole, +10% chance to get salt when breaking any rock

Thorough: +100% increased creature harvesting yield, 75% chance to save knife durability

Rancher: -25% creature aggression range

Uncultured: -25% crop seed yield, -25% crop fiber yield, -25% crop produce yield, -25% fruit tree graft yield

Uneducated: -50% rusty gear yield

XSkills - Modifiers: +60% cooking xp, +40% husbandry xp

I struggled to set her apart from the Hunter. To make her worse at hunting in comparison while still letting her retain a bigger harvest boost for ranching I settled on a ranged weapon penalty. Likewise, the harvest speed penalty and gear penalty are in place to reign in her harvest yield boost when it comes to fighting drifters; otherwise she would outperform dedicated gear-gatherers like the Malefactor!

✦ Clockmaker: expert at engineering and dismantling

Clockmaker

"Measure twice, cut once? Just measure correctly the first time, are you stupid?"

Clockmakers are tinkerers and engineers. From intricate mechanisms to massive mechanical power systems, they're always happy to tinker.

Lancer: +20% ranged damage, +10% walk speed

➤ Combat Overhaul: +10% walk speed, -40% aim drift, +1 melee piercing damage tier, +1 ranged piercing damage tier, +25% javelin attack speed, +25% spear attack speed, +45% crossbow reload speed, +45% firearm reload speed

Clockmaker: Recipes for mechanical power components. Can repair fried base return teleporters with any jonas part, and can turn rusty gears temporal by frying a base return teleporter. Can use the tinkerer's workstation to make jonas parts and metal parts.

↳ Millwright: Recipes for reinforced windmills, brakes, and axles use any metal instead of only iron

Tinkerer: Exclusive craftable device to tame locusts

Dismantler: +50% damage to mechanicals, +100% cloth breaking speed, +100% yield from locust nests, +100% metal breaking speed, +100% yield from metal spikes

Engineer: +50% rusty gear yield, -1 temporal gear cost to repair translocators

Attuned: +50% temporal stability gain speed

Crafter: 75% chance to save chisel durability, 75% chance to save saw durability, 75% chance to save hammer durability

Uncultured: -25% crop seed yield, -25% crop fiber yield, -25% crop produce yield, -25% fruit tree graft yield

XSkills - Modifiers: +30% stability xp, +40% metalworking xp, +30% forestry xp

If I had the time and skills I would figure out how to let her command an army of locusts carrying out tasks and chores for her, but unfortunately I lack those at the moment. By letting her craft cheaper mechanical parts and even the elusive jonas-parts she can perform her niche, and then letting her sink excess jonas parts into the repair of base return teleporters to turn gears temporal she gets a nice little gameplay loop.

✦ Farmhand: expert at farming and fertilizing

Farmhand

"Yeah, I'd say I'm quite familiar with reaping what I sow. That's… kind of the whole thing I do here. Why do you ask?"

Farmhands are cultivators and masters of agriculture. To them, a single patch of wild crop can be the beginning of swathes of grain and vegetables growing from well-fertilized fields, single-handedly providing entire villages with nutrition.

Militia: +5 max health, +5% walk speed

➤ Combat Overhaul: +5% walk speed, +5 max health, +25% club attack speed, +25% javelin attack speed, +25% spear attack speed, +45% crossbow reload speed

Farmhand: Recipes for higher-tier soils, fertilizer components, and instant rot. Can use the compounding vat to make fertilizer components, and the sprouting table to make seeds.

↳ Primitive Survival: Recipes for fish baskets are cheaper, plus earthworm castings from soil and worms

Fisherman: +100% swim speed

Harvester: +50% crop produce yield, +100% crop seed yield, +100% wild crop yield, +100% chance for immature crops to drop exactly 1 seed

Tiller: +100% soil breaking speed, 75% chance to save hoe durability, +25% plant breaking speed, 75% chance to save scythe durability

Fertilizer: 25% of fertilizer is also applied to farmland's max fertility

Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed

XSkills - Modifiers: +20% digging xp, +20% husbandry xp, +60% farming xp

I don’t really know how to make farming engaging. So I hope to place fishing under her domain as something to do while waiting for crops to grow. It’s a lot of waiting and it scales infinitely and rather quickly. I particularly dislike mods that allow crop to be turned into seeds for free, especially flax grain, as this is often merely a byproduct to most fiber farmers, so I simply increased the seed drop rate and added a compost cost for turning produce into seed.

✦ Florist: expert at flowers, beekeeping and medicine

Florist

"Why can't I stop and smell the flowers, too? All my bees are doing it…"

Florists are beekeepers and herbalists. Eager to keep their allies in good health, they can gather ingredients for simple cures from grass in a pinch. Given time, they can propagate flowers to keep their bees happy, whose honey is used for quality medicine.

Wanderer: -10% melee damage, -10% ranged damage, +20% walk speed

➤ Combat Overhaul: +20% walk speed, -10% melee damage, +10% aim drift, +25% one-handed sword attack speed, +25% quarterstaff attack speed, +45% bow drawing speed

Florist: Recipes for color pigments, flowers, linen poultices, beenades, paintings, decorated planters, decorated flowerpots, wallpaper, and decorated storage vessels. Can use the compounding vat to make color pigments, and the sprouting table to make flowers and foliage.

↳ Alchemy: Recipes for potion base from horsetail and cattails, plus edible herbs at quadruple yield

↳ Expanded Beekeeping: Recipes for apiary components are much cheaper

↳ From Golden Combs: Recipes for apiary components are much cheaper, and aged langstroth hives can be assembled without tools

Herbalist: +20% chance to get horsetail when harvesting grass, +20% chance to get cattails when harvesting grass

Plucker: +50% plant breaking speed, +50% soil breaking speed, +50% wax breaking speed, 50% chance to save scythe durability, 75% chance to save knife durability

Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed

XSkills - Modifiers: +20% digging xp, +20% cooking xp, +20% forestry xp, +40% farming xp

This class would’ve been a lot simpler if skep drops weren’t hardcoded. She started out as a beekeeper, but it felt too niche and we kept expanding from beekeeping as a starting point; bees like flowers, honey can be used for healing poultices… now she’s the most colourful character in the cast!

✦ Forester: expert at woodcutting and carpentry

Forester

"I've never done anything but go against the grain. It's worked out great for me, so why should I stop now?"

Foresters are woodcutters and carpenters. They can gather lumber sustainably, getting enough saplings to always replace what they cut down. They always have enough fuel to brave the winters, and what they don't use they carve into useful materials.

Berserker: +25% melee damage, -5 max health

➤ Combat Overhaul: -5 max health, +25% melee damage, +25% axe attack speed, +25% halberd attack speed, +25% javelin attack speed

Forester: Recipes for boards, sticks, firewood, charcoal, wooden chests, palisades, and aged wooden blocks. Can use the woodcarving table to make wooden building blocks.

↳ Toolsmith: Recipes for tool handle upgrades are available earlier in progression

Collier: +100% charcoal yield, +100% peat yield

Lumberjack: +100% wood breaking speed, +100% leaves breaking speed, 75% chance to save axe durability, 75% chance to save shears durability, 75% chance to save saw durability

Nurseryworker: +300% tree seed yield

Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed

XSkills - Modifiers: +20% survival xp, +10% husbandry xp, +60% forestry xp, +10% farming xp

I don’t really know how to make a compelling woodcutter. Gathering lumber is really rather easy. I’d hoped the cheap chests and crafting convenience was a good thing for her overall! I also just made her really good at gathering fuel - everybody needs fuel.

✦ Hunter: expert at marksmanship and leatherworking

Hunter

"A little birdie told you? Uhm… no, they can't talk. Believe me, I've tried."

Hunters are skilled marksmen and leatherworkers. They take out even the most fearsome predators from a safe distance and expertly process their hides into pelts and leather alike.

Ranger: -25% creature aggression range, +50% ranged accuracy, +40% ranged damage, +10% walk speed

➤ Combat Overhaul: +10% walk speed, -25% creature aggression range, -100% aim drift, +1 ranged blunt damage tier, +1 ranged piercing damage tier, +1 ranged slashing damage tier, +25% javelin attack speed, +45% bow drawing speed, +45% crossbow reload speed, +45% firearm reload speed

Hunter: Recipes for scraped hides from pelts, or double the usual rates from soaked hides. Can use the leatherworking station for these recipes. Can use reeds as fletching for arrows and carve bone into bone arrows.

↳ Butchering: Recipes for butchering bags are much cheaper, and bone arrows can be fletched with reeds

↳ More Arrows: Recipes for specialized arrows use reeds instead of feathers

↳ Primitive Survival: Recipes for jerky are double yield and do not require salt for fish jerky

Bowyer: Exclusive craftable bows and arrows

Carver: +100% creature harvesting speed, +25% increased creature harvesting yield, 75% chance to save knife durability

Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed

◆ Butchering - Hauler: 50% less affected by carcass weight.

XSkills - Modifiers: +10% survival xp, +30% combat xp, +60% husbandry xp

Despite my disdain for combat-focused classes I tried to lean really heavily into her ranged prowess - that’s what sets a hunter apart from a butcher, of course. I’m still not really sure if the Hunter’s a better hunter than the Butcher overall, +100% animal harvesting rate is a huge boon to try to overcome.

✦ Malefactor: expert at stealth and rusty gears

Malefactor

"I've got sticky fingers? Duh, it's not like I carry soap around."

Malefactors are merchants and rogues. Often former criminals, their skills have never quite left them. Both wild beasts and monsters seem to nearly ignore them as they delve into ruins to plunder valuable rusty gears and other abandoned resources.

Rogue: -75% creature aggression range, -10% melee damage, +15% ranged damage, +10% walk speed

➤ Combat Overhaul: +10% walk speed, -75% creature aggression range, -25% aim drift, -10% melee damage, +1 ranged blunt damage tier, +25% mace attack speed, +25% one-handed sword attack speed, +45% firearm reload speed, +45% sling reload speed and damage

Malefactor: Recipes for scrap weapon kits, aged torch holders, and metal scraps from rusty gears.

Improviser: Exclusive craftable sling

Smuggler: Can access extra trader inventory

Sneak: -50% sneak speed penalty

Thief: +100% rusty gear yield, +100% cracked vessel yield

Restrained: 75% chance to save weapon durability

Uncultured: -25% crop seed yield, -25% crop fiber yield, -25% crop produce yield, -25% fruit tree graft yield

XSkills - Modifiers: +30% pottery xp, +40% survival xp, +30% combat xp

I didn’t really know what to do with her. I’m not sure any class mods do. I had a dedicated forager already in Vintner. In the end I decided to try a different take on a merchant character, an archetype I’d yet to fill - a shady trader with access to exclusive deals.

✦ Messenger: expert at movement and infrastructure

Messenger

"That arrow nearly hit me! Don't you people know anything!? You're NOT supposed to shoot the messenger!"

Messengers are pathfinders and couriers. They lay and maintain roads between points of interest, which they then travel between to run errands like delivering items and spreading notices.

Harrier: +100% creature aggression range, +20% walk speed

➤ Combat Overhaul: +20% walk speed, +100% creature aggression range, +25% one-handed sword attack speed, +25% quarterstaff attack speed, +45% crossbow reload speed

Messenger: Recipes for specialist bags and cheaper recipes for regular bags, paths and roads including the exclusive 1.5x asphalt road, and lanterns. Can use the cartographer's desk to make paths and roads, and the leatherworking station to make bags.

↳ Primitive Survival: Recipes for floating docks and rafts are much cheaper

Roadlayer: 50% chance to save shovel durability, +50% gravel breaking speed, +50% sand breaking speed, +50% snow breaking speed, +50% soil breaking speed

Swift: +50% path block speed bonus

Sheltered: -25% foraging yield, -25% wild crop yield, -10% creature harvesting yield

XSkills - Modifiers: +40% survival xp, +30% combat xp, +30% digging xp

I had yet to see any character based around infrastructure! Initially, her speed made her a bit too powerful overall and turned her more-so into an expert combatant and explorer of uncharted terrain than a roadlayer and errand runner. I’m really happy I figured out how to just make them specifically faster on roads (though they are still among the fastest off-road, as well).

✦ Quarrier: expert at clearing rocks and stonemasonry

Quarrier

"I don't understand what everybody's complaining about. Moving mountains is easy, just do it one part at a time."

Quarriers are laborers and stonemasons. They smash through rock with heavy hands, often splitting it off whole. They don't mind if they shatter ore in the process - stone is most valuable to them, as they can craft a great many building materials from it.

Laborer: -75% armor speed penalty, +5 max health, -5% walk speed

➤ Combat Overhaul: -5% walk speed, +5 max health, -75% armor hunger penalty, -75% armor manipulation penalty, -75% armor speed penalty, +25% axe attack speed, +25% club attack speed, +25% mace attack speed

Quarrier: Recipes for stone bricks, aged stone bricks, aged polished stone, cobble skulls, cracked stone blocks, and aged diamond tiles. Can use the stonecutting bench to make stone building blocks and break rock down into stone, gravel, and sand.

↳ Stone Quarry: Recipes for splitter plugs are cheaper

Ascetic: +30% temporal stability offset while underground

Stonecutter: +50% chance for rock to drop whole, +25% stone yield

Tunneler: +100% stone breaking speed, +100% ore breaking speed, 75% chance to save pickaxe durability, 75% chance to save hammer durability, 75% chance to save chisel durability

Sheltered: -25% foraging yield, -25% wild crop yield, -10% creature harvesting yield

◆ Stone Quarry - Thumper: Hammering any splitting plug advances all connected plugs in the network at the same time

XSkills - Modifiers: +20% stability xp, +20% combat xp, +60% mining xp

She loses so much value when Stone Quarry is installed, but she offers so much when it isn’t. I tried to let her stay relevant even with that mod present by making her by far the best at using it, and the convenience of the stonecutting bench ought to help as well. Master of megabuilds and underground infrastructure!

✦ Spelunker: expert at mining ore and panning

Spelunker

"Leave no stone unturned? That's what you said. Oh, you didn't mean it literally?"

Spelunkers are prospectors and cavern explorers. They're always chasing the glimmer of precious metals and can find them with ease within rock and gravel alike, pickaxe in one hand and a pan in the other.

Sapper: -25% creature aggression range, +10% melee damage

➤ Combat Overhaul: -25% creature aggression range, +10% melee damage, +25% javelin attack speed, +25% spear attack speed, +45% firearm reload speed

Spelunker: Recipes for processed minerals, cheaper bombs, and exclusive paydirt for specific panning outputs. Can use the compounding vat to make processed minerals and paydirt.

Panner: +300% panning yield, +25% gravel breaking speed, +25% sand breaking speed, 50% chance to save shovel durability

Prospector: +100% ore yield, +50% ore breaking speed, 50% chance to save pickaxe durability

Uncultured: -25% crop seed yield, -25% crop fiber yield, -25% crop produce yield, -25% fruit tree graft yield

Sheltered: -25% foraging yield, -25% wild crop yield, -10% creature harvesting yield

XSkills - Modifiers: +60% mining xp, +40% digging xp

I don’t know that I can make panning exciting, either, but with a massively increased yield it at least becomes something worth doing actively. To that end I’d hoped the paydirt system made it possible to aim for specific categories of ore drop.

✦ Tailor: expert at handling fibers and creating clothes

Tailor

"We're cut from the same cloth? Well, one of us is going to have to change."

Tailors are weavers and clothiers. Given time, they can weave usable fibers from even the crudest grass, and then refine those fibers into a wide variety of clothing both practical and pretty for themselves and others to wear.

Fencer: -40% hunger rate, +5% walk speed

➤ Combat Overhaul: +5% walk speed, -40% hunger rate, +45% bow drawing speed, +25% one-handed sword attack speed, +25% spear attack speed

Tailor: Uses a spindle to spin flax fibers and papyrus from grass, flax twine from fibers, and rope from reeds and vines.

Clothier: Exclusive craftable sewing kit and clothes

Bespoke: -80% armor durability loss

Thresher: +50% plant breaking speed, +50% cloth breaking speed, 75% chance to save scythe durability, 50% chance to save knife durability

Weaver: +10% chance to get flax fiber when harvesting grass, +10% chance to get papyrus instead when harvesting grass, +100% crop fiber yield, +50% cloth breaking speed

Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed

XSkills - Modifiers: +30% pottery xp, +30% cooking xp, +40% farming xp

I tried to give them some way to grind for fabric with a rare chance to get flax from grass-harvesting and a way to turn excess grass into even more fibers a bit less effectively. Tailor never felt particularly fun to play, to me; it’s entirely defined by its recipes, and even that mods like Combat Overhaul happily take away from them, so I attempted to make it worth playing regardless.

✦ Vintner: expert at foraging and winemaking

Vintner

"Things get better with age? Uhm, yeah. Just look at me."

Vintners are winemakers and gatherers. While they appreciate the finer things in life, they can get by just fine by taking what they need from nature, something they often find themselves doing while waiting on drinks to ferment.

Yeoman: +15% melee damage, +15% ranged damage

➤ Combat Overhaul: +15% melee damage, -30% aim drift, +25% halberd attack speed, +25% two-handed sword attack speed, +45% crossbow reload speed

Vintner: Recipes for buckets, barrels, fruitpresses, quartz clarifying, and berry bushes. Can use the sprouting table to make berry bushes and fruit tree cuttings.

↳ A Culinary Artillery: Recipes for bottle racks and glass bottles are available earlier in progression, plus cork from firewood

↳ Alchemy: Recipes for alchemy tools are more efficient

↳ Foodshelves: Recipes for liquid storage are available earlier in progression

Gatherer: +100% foraging yield

Grafter: +100% fruit tree graft yield, +100% tree seed yield

Picker: +100% leaves breaking speed, +100% plant breaking speed, 75% chance to save shears durability, 50% chance to save knife durability

Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed

XSkills - Modifiers: +50% cooking xp, +50% farming xp

End of the list, but also the one that drove me to start working on a class mod of my own in the first place; a dedicated forager capable of harvesting immense quantities of different kinds of berries to make wine. It’s what I was missing in the class mods I initially played with, and I’m really glad I made the first step.

stat clarification

temporal stability: an area has a stability rating between -100% and +100%. when it's positive, you gain stability, and when it's negative you lose stability.
a "temporal stability offset" modifies the area rating for you only; an offset of +40% could turn an unstable -30% area into a stable 10% area!
a "temporal stability gain/loss multiplier" only increases or decreases the rate at which your stability changes. it cannot invert an area's stability like the offset can.
an area is considered "underground" or "aboveground" based on how much sunlight would reach that area in daytime, and gradually transitions between the two.

crop yield: crop produce yield (farmhand) does not affect flax fiber drops or crop seed drops. those are respectively affected by crop fiber yield (tailor) and crop seed yield (farmhand).
however, all of these yields still stack multiplicatively with wild crop yield. a single patch of wild crops should give you plenty of seeds to start a field of your own!

panning yield: a panning yield of +300% means that every time you finish panning, it gives you loot as if you finished panning 4 separate times. keep in mind that panning has a ~2 in 3 chance of dropping nothing or stone, and stone drops are removed entirely, so it might not feel like a lot of loot! it's the reason i felt comfortable setting the modifier so high.

known issues

mining speeds: mining speed modifiers don't work with an empty hand and require any item to be held

thank you!

i mostly started this mod as a way to learn more about modding, i'm having fun learning as i go and building it from the ground up

feedback of any kind is very welcome, whether positive or constructive, balance-related or performance-related, or suggestions for new things entirely!
please don't be afraid to comment, either here or in the thread in the vintage story discord. thanks in advance!

thanks to Aldi for encouraging me and helping me get started;
thanks to Nybygget for keeping me motivated and helping me with ideas!
thanks to Milliath for making patches, consistent feedback, testing and suggestions in the discord thread!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.2.0-rc.1 specializedclasses
1.22.0-pre.1 - 1.22.0-rc.7
330 Apr 8th at 9:26 AM specializedclasses_2.2.0-rc.1.zip 1-click install

Most code updated to work with 1.22.0

Added a new class handbook page system that automatically displays all of their exclusive recipes, both grid recipes and those exclusive to workstations.

Travertine tiles added to stonecutting bench and assembly with clay for Quarrier

Hunter gets new recipes to use raw fat to oil hides, and hide yields have been changed to reflect the 1.22 nerf

Messenger gets recipes for the new big and small lanterns

Fixed Forester firewood recipe to accept quartered logs

Fixed Messenger being able to use meteoric iron in path recipes

Brickmaker gets recipes for oil lamps and ceramic tiles
Blackguard gets recipes for crude, normal, and large bellows

Added licorice and fennel to the various crop modifiers, and recipes for its seeds to the sprouting table.

Farmhand gets recipes for double-yield stinkbait using a mortar and pestle

Vintner now gets cuttings instead of berry bushes as well as the new types of berries and fruit trees

 

I have been unable to test most compatibility

2.1.2 specializedclasses
1.21.0-pre.1 - 1.21.6
386 Apr 7th at 2:28 PM specializedclasses_2.1.2.zip 1-click install

added compatibility with Anthro Players: https://mods.vintagestory.at/show/mod/44170

changed universal herbivore bait so it can be used in reinforced crate traps, slight tweak to reinforced crate trap recipe

Hotfix: tried again to fix the PML swimming crash, figured out how to forcefully load my harmony patch after others when they do the dumb prefix-overwrite fixes, added even more null guards

2.1.1 specializedclasses
1.21.0-pre.1 - 1.21.6
18 Apr 7th at 8:06 AM specializedclasses_2.1.1.zip 1-click install

Null-guard + explicit compatibility with Player Model Lib’s swimming speed should fix a crash when a Farmhand goes for a swim.

FoodShelves compatibility: fixed erroneous “meteorite-iron” into “meteorite” in skipvariants for existing cooling recipes as to stop console warnings.
Added new grain and flour storage recipes in earlier flour sacks and ceiling jars to the Farmhand.

2.1.0 specializedclasses
1.21.0-pre.1 - 1.21.6
95 Apr 6th at 12:03 PM specializedclasses_2.1.0.zip 1-click install

Standardized the drawbacks. I’ve tried far too long to have them be unique, and I’ve focused way too hard on having classes not expand into similar niches, which just ended up making them feel miserable to play.
There are now three main drawback traits:

Delicate: -10% ore yield, -10% ore mining speed, -10% stone mining speed, and +25% temporal stability loss rate
Uncultured: -25% crop seed yield, -25% crop fiber yield, -25% crop produce yield, and -25% fruit tree graft yield
Sheltered: -25% foraging yield, -25% wild crop yield, and -10% animal harvest yield

Since progression is focused entirely around metal, the metallurgists (blackguard and spelunker) generally have both Uncultured and Sheltered, negative traits that cause them to struggle to produce food for themselves. The other classes just have one negative trait, primarily Delicate for surface-dwellers, with some exceptions; the Butcher retains their -50% rusty gear drop rate (to rein in her creature harvesting rate).

 

Made the specialist bags line up with their intended classes. Messenger can craft all four specialist bags, Brickmaker can craft the soil bag, Archivist the scroll case, and Butcher the insulated crate.

Moved Spelunker’s old rock-processing chain over to Quarrier. Quarriers can now break rock down into stone, gravel, sand, and wavy sand, both through grid recipes and through the stonecutting bench, and can reassemble 8 stones back into a full rock block.

Expanded the compounding vat with more mortar-and-pestle processing. Spelunker can now make lime, salt, powdered borax, powdered sulfur, and an entirely new recipe for 8 saltpeter from 4 compost and 16 lime, while Butcher can make salt and Brickmaker can make lime there as well.

Added cheaper bomb recipes for Spelunker. Ore blasting bombs, stone blasting bombs, and scrap bombs now use flax fibers where twine was needed and flax twine where linen was needed.

Removed Compulsive from Spelunker, since they no longer have the old stone-to-sand processing line.

Fixed workstation recipe browsing so recipes with identical outputs but different trait requirements display separately instead of hiding one another to support new shared workstation recipes

Removed a Butchery compatibility trait that increases butchering speed for the Butcher as it was causing issues for some folks.

2.0.0 specializedclasses
1.21.0 - 1.21.6
76 Apr 5th at 6:37 AM specializedclasses_2.0.0.zip 1-click install

2.0.0!

Fix for the scrollable Traits tab overwriting the Combat Overhaul armor tab in some situations where CO loaded first - it now looks up the tab’s index instead of guessing
Some minor language tidying
Fix Vintner and Florist using ranged damage instead of steady aim in CO versions of combat traits

2.0.0-rc.2

Gave Blackguard back +5 hp as part of Warlord and +10% ore yield as part of Blacksmith trait.

 

Replaced the Farmhand’s +40% young crop seed yield with 100% chance for drops to be replaced with one seed using the rare drop system. This should prevent infinite seed-to-rot-to-compost loops when other mods modify seed drops.

 

Added a new Quarrier trait as Stone Quarry mod compatibility. Now every splitter plug in a set syncs up; when you hammer one, every other plug in the set wedges itself deeper. It made quarrying feel a lot smoother in testing. It should help the Quarrier retain its edge in stonework where this mod would otherwise render them mostly obsolete.

 

Fixed the character menu traits rendering so scrolling actually works

2.0.0-rc.1

Reworked most drawbacks to be either more severe or more strongly encourage them to seek out allies:
Archivist: Careful (-5% stone, ore, gravel, sand, and soil breaking speed)

Blackguard: Overkill (-25% creature harvesting yield, -25% crop produce yield, -25% wild crop yield, -25% foraging yield)

Brickmaker: Scourer (-25% crop seed yield, -25% young crop seed yield, -25% wild crop yield)

Butcher: Methodical (-50% creature harvesting speed, -25% rusty gear yield, -50% damage to mechanicals)

Clockmaker: Urbanite (-25% crop seed yield, -25% fruit tree graft yield, -25% tree seed yield)

Farmhand: Calloused (-20% foraging yield, -10% wood breaking speed)

Florist: Coddled (-10% ore yield, -10% ore breaking speed)

Forester: Outdoorsy (-30% temporal stability while indoors)

Hunter: Fickle (-33% ore breaking speed)

Malefactor: Guilty (-10% temporal stability offset)

Messenger: Loud (+100% creature aggression range, +10% hunger rate)

Quarrier: Careless (-25% ore yield, -25% cracked vessel yield)

Spelunker: Compulsive (-100% stone drop rate from panning, -10% stone breaking speed, -25% plant breaking speed, -25% leaf breaking speed)

Tailor: Homebound (+50% temporal stability loss speed)

Vintner: Ecologist (-25% wood breaking speed, -25% wild crop yield)

Changed combat traits to be unique per class:

Archivist reduces animal aggro range by 25%, halves armor durability loss, has a 50% chance to save weapon durability, and reduces hunger rate by 25%.

Blackguard deals 20% more melee and ranged damage, reduces armor walk-speed penalties by 25%, and moves 5% slower.

Brickmaker gains 15 max health, deals 10% more melee damage, and moves 5% slower.

Butcher deals 20% more melee damage.

Clockmaker deals 20% more ranged damage and moves 10% faster.

Farmhand gains 5 max health and moves 5% faster.

Florist moves 20% faster, but deals 10% less melee and ranged damage.

Forester deals 25% more melee damage, but loses 5 max health.

Hunter reduces animal aggro range by 25%, gains 50% ranged accuracy, deals 40% more ranged damage, and moves 10% faster.

Malefactor reduces animal aggro range by 75%, deals 15% more ranged damage, deals 10% less melee damage, and moves 10% faster.

Messenger increases animal aggro range by 100% and moves 25% faster.

Quarrier gains 5 max health, reduces armor walk-speed penalties by 75%, and moves 5% slower.

Spelunker reduces animal aggro range by 25% and deals 10% more melee damage.

Tailor reduces hunger rate by 40% and moves 5% faster.

Vintner deals 15% more melee and ranged damage.

 

With Combat Overhaul enabled:

Archivist reduces animal aggro range by 25%, halves armor durability loss, has a 50% chance to save weapon durability, reduces hunger rate by 25%, gains 25% club and quarterstaff proficiency, and gains 45% firearms proficiency.

Blackguard deals 20% more melee damage, reduces armor hunger, manipulation, and walk-speed penalties by 25%, moves 5% slower, gains 25% halberd and sword proficiency, gains 45% bow proficiency, and gets 25% steadier aim.

Brickmaker gains 15 max health, deals 10% more melee damage, moves 5% slower, gains 25% club and mace proficiency, and gains 45% sling proficiency.

Butcher deals 10% more melee damage, gains +1 slashing melee damage tier, and gains 25% axe and sword proficiency.

Clockmaker moves 10% faster, gets 40% steadier aim, gains +1 piercing melee and ranged damage tier, gains 25% javelin and spear proficiency, and gains 45% crossbow and firearms proficiency.

Farmhand gains 5 max health, moves 5% faster, gains 25% club, javelin, and spear proficiency, and gains 45% crossbow proficiency.

Florist moves 20% faster, but deals 10% less melee and ranged damage, gains 25% one-handed sword and quarterstaff proficiency, and gains 45% bow proficiency.

Forester loses 5 max health, deals 25% more melee damage, and gains 25% axe, halberd, and javelin proficiency.

Hunter reduces animal aggro range by 25%, moves 10% faster, gets perfect steady aim, gains +1 blunt, piercing, and slashing ranged damage tier, gains 25% javelin proficiency, and gains 45% bow, crossbow, and firearms proficiency.

Malefactor reduces animal aggro range by 75%, moves 10% faster, deals 10% less melee damage, gets 25% steadier aim, gains +1 blunt ranged damage tier, gains 25% mace and one-handed sword proficiency, and gains 45% firearms and sling proficiency.

Messenger increases animal aggro range by 100%, moves 25% faster, gains 25% one-handed sword and quarterstaff proficiency, and gains 45% crossbow proficiency.

Quarrier gains 5 max health, reduces armor hunger, manipulation, and walk-speed penalties by 75%, moves 5% slower, and gains 25% axe, club, and mace proficiency.

Spelunker reduces animal aggro range by 25%, deals 10% more melee damage, gains 25% javelin and spear proficiency, and gains 45% firearms proficiency.

Tailor moves 5% faster, reduces hunger rate by 40%, gains 25% one-handed sword and spear proficiency, and gains 45% bow proficiency.

Vintner deals 15% more melee and ranged damage, gains 25% halberd and two-handed sword proficiency, and gains 45% crossbow proficiency.

 

Added durability save chance stat compatible with Toolsmith and distributed throughout the classes.
Archivist has a 50% chance to save tool and weapon durability.
Blackguard has a 75% chance to save hammer durability and 25% chance to save weapon durability.
Brickmaker has a 75% chance to save shovel durability.
Butcher has a 75% chance to save knife (and cleaver) durability.
Clockmaker has a 75% chance to save chisel, saw and hammer durability.
Farmhand has a 75% chance to save hoe and scythe durability.
Florist has a 75% chance to save knife durability and a 50% chance to save scythe durability.
Forester has a 75% chance to save axe, shears, and saw durability.

Hunter has a 75% chance to save knife durability.

Malefactor has a 75% chance to save weapon durability.

Messenger has a 50% chance to save shovel durability.
Quarrier has a 75% chance to save pickaxe, hammer, and chisel durability.
Spelunker has a 50% chance to save pickaxe durability.

Tailor has a 75% chance to save scythe durability and a 50% chance to save knife durability.
Vintner has a 75% chance to save shears durability and a 50% chance to save knife durability.

 

Archivist’s chisel-clutter collection now respects Break permission, instead of just Use permission. It should no longer be usable in protected places like trader huts, the Resonance Archives or player-claimed areas.

 

Butcher now has the Rancher trait, -25% aggro range.

 

Farmhand has the Fisherman trait, which for now just gives it +100% swimming speed.
Messenger’s Swift trait now gives it +50% increased path speed bonus. Meaning a stone path will give them 1.45x speed instead of 1.30x. Their overall speed boost has been reduced to 20% from 30% though.

Malefactor’s Sneak now gives them -50% speed penalty from sneaking, letting them skulk about much faster. 

 

Made Spelunker’s panning boosts compatible with Knapster, which otherwise broke them because of Knapster overwriting all of the vanilla code.

 

Changed the grass rare-drop-chances for Tailor and Florist. Tailor now has a 10% chance for papyrus and 10% chance for flax fiber, and Florist now has a 20% chance for horsetail and 20% chance for cattails.

 

Added a new class picker inspired by PML to add a scrolling function, so that I no longer need to worry about compatibility traits flooding out of the text box and can be more verbose in my descriptions.


Recipe changes:

All: Nullified tool durability usage, in most cases.

Archivist: Removed recipe to duplicate paintings.
Added recipe to change any clutter into 4 rot.

Brickmaker: Added grid recipes for double-yield mudbricks and daub using respectively a shovel or mortar-and-pestle

Butcher: Added early recipes for husbandry tools, like troughs, henboxes and whatnot. Can now make the new Universal herbivore feed and Universal carnivore feed.

Clockmaker: Can repair fried base return teleporters with any jonas part.

Can use a base return teleporter (frying it in the process) to turn a gear into a temporal gear.

Florist: Can use pigments to create paintings and wallpapers,

can use pigments to create decorated vessels, planters, and flowerpots.

Forester: Added higher-yield recipe for firewood, 3 logs → 16 firewood (instead of 12). Can grid-craft charcoal less efficiently than pit-digging by using a lit torch and 32 firewood to obtain 8 charcoal and an extinguished torch.

Hunter: Can now use reeds for arrows as fletching instead of feathers. Compatible with Butchering bone arrows and CO: More Arrows’ bodkin, barbed, and blunt arrows. Can also carve vanilla bone arrows out of bones.


Workstation changes:

Big workstation system refactor, again. Now uses vanilla recipe registration and shows up in the handbook, and internally uses the recipe folders properly. Schema is much more akin to grid recipes.

 

Changed the Stake Anvil into the Leatherworking Station. Used by the Messenger to make the new specialist bags: currently the Soil Bag, the Messenger Bag, the Scroll Case and the Insulated Crate. Also used by the Hunter to scrape hides.
Added the Cartographer Station. Currently used by the Messenger to make path and road blocks.
Added new models for the Woodcarving Table and Stonecutting Bench.
Added the Compounding Vat, a mixing-and-grinding station used by the Florist to make pigments, the Farmhand to make fertilizers, the Spelunker to make the new paydirt, and the Brickmaker to make mortar and plaster.

Added the Sprouting Table, a greenery station that uses compost to turn things into seeds or saplings. Used by the Farmhand to make crop seeds, the Florist to make flowers and leaves, the Vintner to make berry-bushes and tree cuttings, and the Forester to make saplings out of logs.

Revamped the Swage Block. Deleted all variants. Now only the Brass variant exists, to bring it in line with the other workstations. It now uses 20:1 bits instead of ingots and they do not need to be workable anymore, neither temperature nor metal-tier wise. It can no longer craft arrowheads but it can craft ingots.

 

New items:
Specialist bags can be crafted by the Messenger:

Messenger bag: Has 10 slots and no restrictions. Greatest general bag. Requires sturdy leather and a steel plate.
Soil bag: Has 16 slots to carry soils, sands, gravels, packed and rammed earth, stone paths, clay, peat blocks, saltpeter, rot, compost, coals, hoes, and shovels.

Scroll case: Has 16 slots to carry scrolls, parchment, paper, books, quills, pigments, paintings, tapestries, signs, sieves, chisels, clutter, bookshelves and banners.

Insulated crate: Has 16 slots to carry salt and most food items. Does not currently reduce spoilage rate.

 

Paydirt:

Spelunker can now craft paydirt to aim for certain normally unavailable panning outputs at better rates; crystalline (gemstones galore), carbonaceous (coals and fuels) or metallic. When Expanded Matter is installed, the paydirts yield minerals enabled by that mod, too.

 

Asphalt roads:

Messenger can now craft asphalt roads with black coal, gravel, and sand. They give a 1.5x speed bonus. (Stone paths give 1.3x).

 

Universal carnivore feed and universal herbivore feed: 

Butchers can make this shelf-stable feed for all carnivores or all herbivores that can be cheaply crafted in bulk, with 1 of any meat or berry and 2 of any dry grass making 8.

2.0.0-rc.2 specializedclasses
1.21.0 - 1.21.6
27 Apr 3rd at 12:08 PM specializedclasses_2.0.0-rc.2.zip 1-click install

Gave Blackguard +5 hp as part of Warlord and +10% ore yield as part of Blacksmith trait.

Replaced the Farmhand’s +40% young crop seed yield with 100% chance for drops to be replaced with one seed using the rare drop system. This should prevent infinite seed-to-rot-to-compost loops when other mods modify seed drops.

Added a new Quarrier trait as Stone Quarry mod compatibility. Now every splitter plug in a set syncs up; when you hammer one, every other plug in the set wedges itself deeper. It made quarrying feel a lot smoother in testing. It should help the Quarrier retain its edge in stonework where this mod would otherwise render them mostly obsolete.

Fixed the character menu traits rendering so scrolling actually works and hopefully fixing a bug with Combat Overhaul

2.0.0-rc.1 specializedclasses
1.21.0 - 1.21.6
31 Apr 1st at 10:33 PM specializedclasses_2.0.0-rc.1.zip 1-click install

Absolutely massive update, so trying a release candidate to hopefully catch game-breaking bugs before the proper release...
Rebalances and a lot of new features, too.

Reworked most drawbacks to be either more severe or more strongly encourage them to seek out allies:

Archivist: Careful (-5% stone, ore, gravel, sand, and soil breaking speed)
Blackguard: Overkill (-25% creature harvesting yield, -25% crop produce yield, -25% wild crop yield, -25% foraging yield)
Brickmaker: Scourer (-25% crop seed yield, -25% young crop seed yield, -25% wild crop yield)
Butcher: Methodical (-50% creature harvesting speed, -25% rusty gear yield, -50% damage to mechanicals)
Clockmaker: Urbanite (-25% crop seed yield, -25% fruit tree graft yield, -25% tree seed yield)
Farmhand: Calloused (-20% foraging yield, -10% wood breaking speed)
Florist: Coddled (-10% ore yield, -10% ore breaking speed)
Forester: Outdoorsy (-30% temporal stability offset while underground)
Hunter: Fickle (-33% ore breaking speed)
Malefactor: Guilty (-10% temporal stability offset)
Messenger: Hungry (+25% hunger rate)
Quarrier: Careless (-25% ore yield, -25% cracked vessel yield)
Spelunker: Compulsive (-100% stone drop rate from panning, -10% stone breaking speed, -25% plant breaking speed, -25% leaf breaking speed)
Tailor: Homebound (+50% temporal stability loss speed)
Vintner: Ecologist (-25% wood breaking speed, -25% wild crop yield)

Changed combat traits to be unique per class:

Archivist reduces animal aggro range by 25%, halves armor durability loss, has a 50% chance to save weapon durability, and reduces hunger rate by 25%.
Blackguard deals 20% more melee and ranged damage, reduces armor walk-speed penalties by 25%, and moves 5% slower.
Brickmaker gains 15 max health, deals 10% more melee damage, and moves 5% slower.
Butcher deals 20% more melee damage.
Clockmaker deals 20% more ranged damage and moves 10% faster.
Farmhand gains 5 max health and moves 5% faster.
Florist moves 20% faster, but deals 10% less melee and ranged damage.
Forester deals 25% more melee damage, but loses 5 max health.
Hunter reduces animal aggro range by 25%, gains 50% ranged accuracy, deals 40% more ranged damage, and moves 10% faster.
Malefactor reduces animal aggro range by 75%, deals 15% more ranged damage, deals 10% less melee damage, and moves 10% faster.
Messenger increases animal aggro range by 100% and moves 20% faster.
Quarrier gains 5 max health, reduces armor walk-speed penalties by 75%, and moves 5% slower.
Spelunker reduces animal aggro range by 25% and deals 10% more melee damage.
Tailor reduces hunger rate by 40% and moves 5% faster.
Vintner deals 15% more melee and ranged damage.

Combat traits with Combat Overhaul enabled:

Archivist reduces animal aggro range by 25%, halves armor durability loss, has a 50% chance to save weapon durability, reduces hunger rate by 25%, gains 25% club and quarterstaff proficiency, and gains 45% firearms proficiency.
Blackguard deals 20% more melee damage, reduces armor hunger, manipulation, and walk-speed penalties by 25%, moves 5% slower, gains 25% halberd and sword proficiency, gains 45% bow proficiency, and gets 25% steadier aim.
Brickmaker gains 15 max health, deals 10% more melee damage, moves 5% slower, gains 25% club and mace proficiency, and gains 45% sling proficiency.
Butcher deals 10% more melee damage, gains +1 slashing melee damage tier, and gains 25% axe and sword proficiency.
Clockmaker moves 10% faster, gets 40% steadier aim, gains +1 piercing melee and ranged damage tier, gains 25% javelin and spear proficiency, and gains 45% crossbow and firearms proficiency.
Farmhand gains 5 max health, moves 5% faster, gains 25% club, javelin, and spear proficiency, and gains 45% crossbow proficiency.
Florist moves 20% faster, but deals 10% less melee and ranged damage, gains 25% one-handed sword and quarterstaff proficiency, and gains 45% bow proficiency.
Forester loses 5 max health, deals 25% more melee damage, and gains 25% axe, halberd, and javelin proficiency.
Hunter reduces animal aggro range by 25%, moves 10% faster, gets perfect steady aim, gains +1 blunt, piercing, and slashing ranged damage tier, gains 25% javelin proficiency, and gains 45% bow, crossbow, and firearms proficiency.
Malefactor reduces animal aggro range by 75%, moves 10% faster, deals 10% less melee damage, gets 25% steadier aim, gains +1 blunt ranged damage tier, gains 25% mace and one-handed sword proficiency, and gains 45% firearms and sling proficiency.
Messenger increases animal aggro range by 100%, moves 20% faster, gains 25% one-handed sword and quarterstaff proficiency, and gains 45% crossbow proficiency.
Quarrier gains 5 max health, reduces armor hunger, manipulation, and walk-speed penalties by 75%, moves 5% slower, and gains 25% axe, club, and mace proficiency.
Spelunker reduces animal aggro range by 25%, deals 10% more melee damage, gains 25% javelin and spear proficiency, and gains 45% firearms proficiency.
Tailor moves 5% faster, reduces hunger rate by 40%, gains 25% one-handed sword and spear proficiency, and gains 45% bow proficiency.
Vintner deals 15% more melee and ranged damage, gains 25% halberd and two-handed sword proficiency, and gains 45% crossbow proficiency.

Added durability save chance stat (compatible with Toolsmith) and distributed throughout the classes:

Archivist has a 50% chance to save tool and weapon durability.
Blackguard has a 75% chance to save hammer durability and 25% chance to save weapon durability.
Brickmaker has a 75% chance to save shovel durability.
Butcher has a 75% chance to save knife durability.
Clockmaker has a 75% chance to save chisel, saw and hammer durability.
Farmhand has a 75% chance to save hoe and scythe durability.
Florist has a 75% chance to save knife durability and a 50% chance to save scythe durability.
Forester has a 75% chance to save axe, shears, and saw durability.
Hunter has a 75% chance to save knife durability.
Malefactor has a 75% chance to save weapon durability.
Messenger has a 50% chance to save shovel durability.
Quarrier has a 75% chance to save pickaxe, hammer, and chisel durability.
Spelunker has a 50% chance to save shovel durability and a 50% chance to save pickaxe durability.
Tailor has a 75% chance to save scythe durability and a 50% chance to save knife durability.
Vintner has a 75% chance to save shears durability and a 50% chance to save knife durability.

Archivist’s chisel-clutter collection now respects Break permission, instead of just Use permission. It should no longer be usable in protected places like trader huts, the Resonance Archives or player-claimed areas.

Butcher now has the Rancher trait for a separate -25% aggro range.

Farmhand has the Fisherman trait, which for now just gives it +100% swimming speed.
Messenger’s Swift trait now gives it +50% increased path speed bonus. Meaning a stone path will give them 1.45x speed instead of 1.30x. Their overall speed boost has been reduced to 20% from 30% though.
Malefactor’s Sneak now gives them -50% speed penalty from sneaking, letting them skulk about much faster.

Made Spelunker’s panning boosts compatible with Knapster, which otherwise broke them because of Knapster overwriting all of the vanilla code.

Changed the grass rare-drop-chances for Tailor and Florist. Tailor now has a 10% chance for papyrus and 10% chance for flax fiber, and Florist now has a 20% chance for horsetail and 20% chance for cattail tops.

Added a new class picker inspired by PML to add a scrolling function, so that I no longer need to worry about compatibility traits flooding out of the text box and can be more verbose in my descriptions.

Recipe changes:

All: Nullified tool durability usage, in most cases.
Archivist: Removed recipe to duplicate paintings.
Added recipe to change any clutter into 4 rot.
Brickmaker: Added grid recipes for double-yield mudbricks and daub using respectively a shovel or mortar-and-pestle.
Added the exclusive craftable sling.
Butcher: Added early recipes for husbandry tools, like troughs, henboxes and whatnot. Can now make the new Universal herbivore feed and Universal carnivore feed.
Clockmaker: Can repair fried base return teleporters with any jonas part.
Can use a base return teleporter (frying it in the process) to turn rusty gears temporal.
Florist: Can use pigments to create paintings and wallpapers, can use pigments to create decorated vessels, planters, and flowerpots.
Forester: Added higher-yield recipe for firewood, 3 logs → 16 firewood (instead of 12). Can grid-craft charcoal less efficiently than pit-digging by using a lit torch and 32 firewood to obtain 8 charcoal and an extinguished torch.
Hunter: Can now use reeds for arrows as fletching instead of feathers. Compatible with Butchering bone arrows and CO: More Arrows’ bodkin, barbed, and blunt arrows. Can also carve vanilla bone arrows out of bones.

Workstation changes:

Big workstation system refactor, again. Now uses vanilla recipe registration and shows up in the handbook, and internally uses the recipe folders properly. Schema is much more akin to grid recipes.

Changed the Stake Anvil into the Leatherworking Station. Used by the Messenger to make the new specialist bags: currently the Soil Bag, the Messenger Bag, the Scroll Case and the Insulated Crate. Also used by the Hunter to scrape hides.
Added the Cartographer Station. Currently used by the Messenger to make path and road blocks.
Added new models for the Woodcarving Table and Stonecutting Bench.
Added the Compounding Vat, a mixing-and-grinding station used by the Florist to make pigments, the Farmhand to make fertilizers, the Spelunker to make the new paydirt, and the Brickmaker to make mortar and plaster.
Added the Sprouting Table, a greenery station that uses compost to turn things into seeds or saplings. Used by the Farmhand to make crop seeds, the Florist to make flowers and leaves, the Vintner to make berry-bushes and tree cuttings, and the Forester to make saplings out of logs.
Revamped the Swage Block. Deleted all variants. Now only the Brass variant exists, to bring it in line with the other workstations. It now uses 20:1 bits instead of ingots and they do not need to be workable anymore, neither temperature nor metal-tier wise. It can no longer craft arrowheads but it can craft ingots.

New items:

Specialist bags can be crafted by the Messenger:
More bags are planned, but for now the following are available:
Messenger bag: Has 10 slots and no restrictions. Greatest general bag. Requires sturdy leather and a steel plate.
Soil bag: Has 16 slots to carry soils, sands, gravels, packed and rammed earth, stone paths, clay, peat blocks, saltpeter, rot, compost, coals, hoes, and shovels.
Scroll case: Has 16 slots to carry scrolls, parchment, paper, books, quills, pigments, paintings, tapestries, signs, sieves, chisels, clutter, bookshelves and banners.
Insulated crate: Has 16 slots to carry salt and most food items. Does not currently reduce spoilage rate.

Paydirt:

Spelunker can now craft paydirt to aim for certain normally unavailable panning outputs at better rates; crystalline (gemstones galore), carbonaceous (coals and fuels) or metallic. When Expanded Matter is installed, the paydirts yield minerals enabled by that mod, too.

Asphalt roads:

Messenger can now craft asphalt roads with black coal, gravel, and sand. They give a 1.5x speed bonus. (Stone paths give 1.3x).

Universal carnivore feed and universal herbivore feed:

Butchers can make this shelf-stable feed for all carnivores or all herbivores that can be cheaply crafted in bulk, with 1 of any meat or berry and 2 of any dry grass making 8.

1.3.1 specializedclasses
1.21.0 - 1.21.6
1347 Feb 24th at 8:03 AM specializedclasses_1.3.1.zip 1-click install

hotfix for workstation crashes with Smithing Plus and other stuff that uses the recipeselector, this one was on me srry
hotfix for green pigment unavailable/crashing on trying to view handbook
hotfix for sulfur bandages from florist using up the bowl instead of honey inside it (the healing properties of pot sherds remained to be proven)

1.3.0 specializedclasses
1.21.0 - 1.21.6
110 Feb 23rd at 8:02 PM specializedclasses_1.3.0.zip 1-click install

big internal refactors, please keep your eyes peeled for bugs as always, thank u for ur patience!
i appreciate all the feedback and interaction


handbook link refining

changed the recipe trait descriptions to be more concise and link directly to whatever is craftable
unfortunately these (the stonemason in particular) are rather laggy because it’s doing a lot of individual item searches at once

blackguard: small nerf :(

blackguard hand-crafting recipes removed and replaced with new swage workstation, dupe exploit hopefully fixed, because very stupidly at some point i changed the input from a plate to an ingot but forgot to change the output to be halved
blackguard additional damage bonus has been reduced to 10% as to put them at the same level as the warrior combat role (but with all the armor perks of the bulwark damage role). the ranged damage boost was also reduced to 10%. they are still the best fighters overall, they are just now equal to Warriors in terms of damage output.
for combat overhaul, i tried to give them the ability to parry projectiles but that’s linked to a trait instead of an attribute, and i had little luck getting my mod to recognize that trait.

malefactor

added the ability to craft rusty gears into scrap at a 1:1 ratio using a mortar, and can now choose which weapon to get from a scrap kit by adding a stick. torch holder recipe made more expensive, now requires a metal part or nails-and-strips

clothier: no more thatch

removed the chance to drop thatch on grass harvest and removed recipe to turn thatch into flax fiber, because i annoyingly couldn’t remove the haybales-to-thatch-roofs or dismantle-thatch-roofs-to-thatch recipes you could get 1 flax per dry grass if you crafted it into roofs…

mortar and pestle

my first item! added a new mortar and pestle tool :) it’s a cheap craft available to everyone, but currently only used in some specialist recipes

then immediately added 11 new pigments for the florist; flowers and some organic matter can be used to make pigments, which dissolve instantly into 5l of dye of their type (strong tannin for brown pigment).

reworked brickmaker recipes: 8 clay and 1 lime makes 8 mortar, 8 sand and 1 lime makes 8 plaster.
the heat/water is abstracted conveniently so that they’re better at making these materials in bulk;

likewise spelunker’s lime crushing recipe was moved to brickmaker and uses mortar-and-pestle now
spelunker’s salt crushing recipe was moved to butcher and uses mortar-and-pestle now


farmhand’s fertilizer recipes now use the mortar-and-pestle instead of a hoe, though the soil upgrades still use a hoe.
farmhand can accelerate perishing with a bunch of new rot recipes, where 1 rot + 1 vegetable/fruit/grain/mushroom/seed will make 2 rot. this is a good way to get rid of bulk seeds and produce to craft compost from later!

workstation system
sometimes you want to get a lot of different outputs from a single ingredient. and it just feels nice to have something in-world :) ive been chipping away hard at a modular workstation system for specific classes, might release stuff related to it standalone someday. some stations require you to hold specific items to open the menu (swage, stonecutting and woodcarving) and then show you a ton of variants for that item, others just show you a list of items you can craft, usually requiring multiple ingredients.

clockmaker station: tinkerer’s station

added a new tinkerer’s station to the clockmaker, which can be used to assemble metal parts and jonas parts from lead solder and cupronickel

blackguard station: swage block

added a new swage block with 7 variants to the blackguard; they can use them to press metal into crafting components instantly that one might need in bulk;
currently plates, rods, chains, scales, lamellae, arrowheads and nails-and-strips.

it respects workable temperature and anvil tiers, meaning you need at least copper for bronze, at least bronze for iron, at least iron for meteoric iron and steel

quarrier station: stonecutting bench

added a new stonecutting bench to the quarrier, quite frankly similar to the minecraft stonecutter. it’s a clean way to craft stone building materials in bulk from pure rock at a 1:1 ratio

forester station: woodcarving table

added a new woodcarving table to the forester. it’s a clean way to craft wood (building) materials in bulk from pure logs.

messenger station: stake anvil

added a new stake anvil to the messenger, used to forge buckles and clasps as well as shaping leather
right now it’s a rather simple station that lets them make cheaper (sturdy) leather backpacks,
but in the future they’ll be able to use it to make specialist bags simlar to current mining bags!

1.2.4 specializedclasses
1.21.0 - 1.21.6
338 Feb 20th at 12:13 AM specializedclasses_1.2.4.zip 1-click install

big code additions in this version so please let me now if things are unstable/laggy or flood errors, i couldn't test as extensively as i'd liked but i wanted to get the wildcard fix out

 

trait refresh system

sometimes after a mod update, when class stats are changed the player stats don’t change until you use .charsel to become the class again. to fix that, added a new script that checks the specializedclasses mod version you last played on and refreshes your traits if the version changed.

malefactor: extra trade window system 

Can access an extra, separate trade window per trader for “illicit deals” (just regular trades a second separate time accessible only to them). Compatible with Better Ruins custom dialog trees (agriculture and luxuries).

farmhand: fertilizer permanence system

25% of a fertilizer’s value is always applied permanently to the farmland (similar to potash), which sets the natural level it’ll shift towards without intervention. you can make a bunch of 100% terra pretta this way :)

rebalancing

reigned in some negative traits;
archivist’s Careful now only gives -5% instead of -10%,
clockmaker’s Urbanite now only gives -10% instead of -20%
hunter’s Fickle now only gives -10% instead of -20%,
quarrier’s Careless now only gives -10% instead of -25%,
vintner’s Ecologist now no longer gives a wood breaking penalty

butcher’s +100% snow breaking speed was removed and messenger was given +50% snow breaking speed

quarrier’s Stonemason stone-to-ashlar recipe has become 2 stone to 1 ashlar (as opposed to 1 ashlar to 2 stone), it was a holdover from before they got entire rocks to drop

 

explosive wildcard fix
unsure how to explain this well, but i learned that essentially every possible variant of a recipe has to be loaded into memory, which is normally not a big issue but when you have multiple items with multiple options (like tools) in the same recipe it starts to increase exponentially. the worst offenders were the foodshelves compat recipes for butcher which had ~150000 variants, with stone * wood * glass * hammer * chisel * saw or something like that.

removed some recipes that used a lot of different wildcards, changed some tool recipes to only require one tool

added bricklayer compatibility

brickmaker | molder: mold recipe for ceramic tiles using a shovel mold, recipe for malachite shingles

quarrier | stonemason: recipes to use 2 clay in place of 1 mortar in small stone bricks and stone tile assembly

1.2.3 specializedclasses
1.21.0 - 1.21.6
211 Feb 17th at 11:32 PM specializedclasses_1.2.3.zip 1-click install

forester | carpenter: can make chests earlier with rope and gets double yield for the default recipe

vintner | cooper: can craft quartz into clear quartz with sand and a wooden pan;
glass for bottles and greenhouses! cheap and in bulk, without having to bother with bloomeries, felt like something they could use. i'll throw farmhand a bone soon, i promise!

added butchering compatibility: crafting recipes
butcher | chef: cheaper butchering tables, skinning hooks, and smoking racks
hunter | bowyer: cheaper butchering bag recipes

added primitive survival compatibility: crafting recipes
butcher | chef: use cleaver to fillet fish with improved yields, can hand-cure smoked meat
farmhand | fertilizer: cheaper fish basket recipe and earthworm castings craftable from earthworms + soil
hunter | bowyer: more efficient jerky recipes, including fish jerky without salt
messenger | courier: very cheap floating dock and raft recipes

added millwright compatibility: crafting recipes
clockmaker | tinkerer: reinforced windmills, brakes, and axles can now be crafted with copper, bronze, brass, meteoric iron, or steel instead of iron-only

added fromgoldencombs compatibility: crafting recipes
florist | medic: reduced-cost hive components, assemble empty frames with rope instead of glue, craft aged langstroth panels out of firewood, and assemble an aged langstroth hive without a hammer

added alchemy compatibility: crafting recipes
florist | medic: potion base from horsetail + papyrus instead of horsetail + toxic mushroom, and edible herbs at 4x yield with dry grass
vintner | cooper: can craft clear potion flasks from clear quartz at greater yield, can craft twice as many herb racks

added toolsmith compatibility: crafting recipes
forester | carpenter: upgrade crude handles to carved with an axe, and carved to professional with a saw

added stonequarry compatibility: crafting recipes
quarrier | stonemason: cheaper splitter plug crafting, 1 rod into 4 plugs

added To Rule Them All: Middle-Earth Races compatibility
any race can pick any class right now, i don't know enough about lotr to know what's it supposed to be :P

1.2.2 specializedclasses
1.21.0 - 1.21.6
159 Feb 16th at 11:27 AM specializedclasses_1.2.2.zip 1-click install

fix: tailor’s grass-to-rope recipe no longer consumes the club
thanks to MrJewsbury for making me aware!

added betterruins compatibility: crafting recipes
i’m aware there’s a config option in BR to turn blueprint duplicating recipes on for everyone, but it’s turned off by default and it feels reasonable to have this in particular as an archivist-exclusive perk

archivist | scribe: can duplicate blueprints using a sieve and 4 paper

added food shelves compatibility: crafting recipes

butcher | chef: can make fruit coolers, cooled cabinets and meat freezers earlier in progression and gets double yield from the default recipe

vintner | cooper: can make tuns, tun racks, barrel racks and bucket hooks earlier in progression and gets double yield from the default recipe

updated combat overhaul compatibility
since combat overhaul doesn’t use the vanilla ranged damage stat, if it’s installed, ranged damage is replaced with twice as much steady aim, or increased damage tier in the case of the hunter’s archer trait
likewise traits involving armor now also multiply armor hunger penalty and armor manipulation penalty

code refactor for organization and optimization
hopefully not something that will affect users, testing seemed to work fine, but if any new bugs pop up please let me know and i’ll take a crack at fixing it!

updated mod page to show up-to-date stats + compatibility info
not really a game update but wanted to mention it

1.2.1 specializedclasses
1.21.0 - 1.21.6
265 Feb 13th at 11:56 PM specializedclasses_1.2.1.zip 1-click install

thanks to Dexapnow for pointing out that vanilla traits modifying the same stat overwrite each-other,
while looking into that i figured out that the "walkspeed" stat is entirely lowercase and not "walkSpeed" (contrary to the other stats which are in camelCase) and has thus never worked since release, which is quite frankly embarassing and i'm sorry

trait fix
fixed walk speed stat not applying because of case typo
fixed multiple class traits influencing the same stats overwriting each other instead of adding up (hunter's +30% and +20% ranged accuracy now properly become +50% instead of +20%)

 

1.2.0 specializedclasses
1.21.0 - 1.21.6
45 Feb 13th at 5:42 PM specializedclasses_1.2.0.zip 1-click install

i've figured out the compatibility folder and become unstoppable, more stuff to come!
decided to bite the bullet and just go up to mod version 1.2.x, it felt weird having the updated versions not show up at the top
if it seems like i have no idea what i'm doing, that's entirely correct :)

minor tweaks
clockmaker: removed goggles from outfit, they looked awful :(

commoner: increased hunger rate buff to -75% (from -50%)

added a culinary artillery compatibility: crafting recipes
note: these and future compatibility recipes show up in extra traits that appear only when the relevant mod is enabled. the traits themselves don’t actually do anything (the base crafting trait is used) but they provide useful handbook links and information! :)
butcher | chef: can craft a meat rack out of a single hook and one board (was 4 hooks 2 boards)
vintner | cooper: can get twice as many bottle racks per craft by using a hammer in place of one board,
can get twice as many bottles per glass slab by using a hammer and saw,
can get 16 cork out of one firewood by using a cleaver

added xskills compatibility: xp multipliers per class
note: i don’t actually know if it’s fully compatible codewise! i’ve not extensively tested it. but the xp multipliers work
archivist: stability +60%, pottery +20%, survival +20%
blackguard: metalworking +60%, combat +30%, mining +10%
brickmaker: digging +60%, pottery +40%
butcher: cooking +60%, husbandry +40%
clockmaker: metalworking +40%, forestry +30%, stability +30%
farmhand: farming +60%, digging +20%, husbandry +20%
florist: farming +40%, cooking +20%, digging +20%, forestry +20%
forester: forestry +60%, survival +20%, farming +10%, husbandry +10%
hunter: husbandry +60%, combat +30%, survival +10%
malefactor: survival +40%, combat +30%, pottery +30%
messenger: survival +40%, digging +30%, combat +30%
quarrier: mining +60%, combat +20%, stability +20%
spelunker: mining +60%, digging +40%
tailor: farming +40%, cooking +30%, pottery +30%
vintner: farming +50%, cooking +50%
commoner: all skills +10%

added combat overhaul compatibility: weapon proficiencies per class
archivist | custodian: +45% crossbow reload speed, +25% club attack speed, +25% quarterstaff attack speed
blackguard | warlord: +25% two-handed sword attack speed, +25% one-handed sword attack speed, -45% armor manipulation penalty, -45% armor hunger rate penalty
brickmaker | bruiser: +25% club attack speed, +25% mace attack speed, -45% armor manipulation penalty, -45% armor hunger rate penalty
butcher | reaver: +25% two-handed sword attack speed, +25% one-handed sword attack speed, +25% mace attack speed
clockmaker | lancer: +25% spear attack speed, +25% javelin attack speed, +45% crossbow reload speed
farmhand | militia: +25% spear attack speed, +25% halberd attack speed, +25% poleaxe attack speed
florist | wanderer: +25% one-handed sword attack speed, +25% quarterstaff attack speed, +45% bow draw speed
forester | berserker: +25% axe attack speed, +25% javelin attack speed, +25% halberd attack speed
hunter | ranger: +45% bow draw speed, +45% crossbow reload speed, +25% javelin attack speed
malefactor | rogue: +45% sling reload speed and damage, +45% firearm reload speed, +25% club attack speed
messenger | harrier: +25% quarterstaff attack speed, +45% crossbow reload speed, +25% one-handed sword attack speed
quarrier | laborer: +25% mace attack speed, +25% one-handed sword attack speed, +25% axe attack speed
spelunker | sapper: +25% javelin attack speed, +25% two-handed sword attack speed, +45% firearm reload speed
tailor | fencer: +25% spear attack speed, +25% quarterstaff attack speed, +25% one-handed sword attack speed
vintner | yeoman: +25% halberd attack speed, +45% bow draw speed, +25% club attack speed

1.1.2 specializedclasses
1.22.0-pre.1 - 1.22.0-pre.2
583 Feb 12th at 6:32 PM specializedclasses_1.1.2.zip 1-click install

added a new clutterpickup block behavior, used for the archivist’s new ability; by using a crowbar on clutter (including bookshelves),
they can pick up the clutter at the cost of 10 crowbar durability. the clutter is also repaired in the process,
with the intent to let this be the archivist’s niche in an economy (hoarding and selling clutter for decoration!)

slightly increased quarrier’s ascetic temporal stability offset to +30% (from +25%)

slightly decreased archivist’s temporal stability offset to +40% (from +50%)

significantly decreased farmhand’s harvester wild crop drop bonus to +100% (from +300%), i had failed to realize it was multiplicative and you could get ~40 turnips and ~50 seeds from a single wild turnip patch of 4

added to forester’s collier: +50% increased peat yield, with the intent to further their identity as fuel-providers

1.1.1 specializedclasses
1.22.0-pre.1 - 1.22.0-pre.2
40 Feb 11th at 2:26 PM specializedclasses_1.1.1.zip 1-click install

reverted the crafting trait name change because it looked silly
updated malefactor description to remove reference to foraging

updated blackguard outfit to look more like a blacksmith
updated butcher outfit to look more like a chef
updated clockmaker outfit to add the goggles and remove teal from its color scheme
updated hunter outfit to become purple :)
updated malefactor outfit very slightly, left tailor untouched, their looks are just too iconic

 

updated blackguard recipes:
added grid-crafting for common metal parts (rods, plates, scales, chains, and nails & strips)
[a bit unsure about these ones, i want to avoid the D&D Ranger Problem where they become so good at their role they don’t actually get to do their role anymore, but it feels nice and convenient for a smith character to have, and most people use mods that refund bits, leaving smithing the better choice]

updated archivist recipes:
added aged acacia planks recipe
added missing slate to aged stone recipes

updated forester recipes:
added all aged/rotten wood recipes from the archivist,
added aged firewood recipe,
added palisade recipes

updated quarrier recipes:
added cobbleskull recipe,
added aged diamond stone recipes
added cracked rock recipes
added cracked ashlar recipes
added missing ashlar blocks with clay recipes for stairs and slabs
added missing slate to stone recipes
added travertine and suevite to ashlar recipes

1.1.0 specializedclasses 95 Feb 7th at 4:32 PM specializedclasses_1.1.0.zip 1-click install

updated all code and json patches to work for 1.22-pre1

updated recipes to use the new tag system for hide sizes and new recipe-level skip/allowed variants system

known issues in 1.22-pre1:
- handbook searches are being reworked and there’s no way to ask for exact items yet, so most of them are really chaotic right now, holding out for them to add search operators of some kind
- trying to view the scraped small hide in the handbook crashes you (even in vanilla)

updated crafting traits to use multiple names where one didn’t clearly communicate the possibilities. these will later be split into two separate traits but i enjoy having the same ratio of traits everywhere too much

updated messenger: soil/sand/gravel breaking speed multipliers increased to +50% (from +20%)
added path recipes involving shovels as a tool, both double yield vanilla recipes and unique ones for agedwood and stone paths out of respectively firewood and rammed earth only
also added cheaper lantern recipes to help them light up the roads they lay! they can use torches for small lanterns and can use metal ingots in place of plates

updated blackguard: added cheaper recipes for the forge and the new bellows,
edited the description a little

updated brickmaker: added bulk construction recipes for the new clay tiles (using a hammer mold as mold) and new clay oil lamps (using a bowl as mold)

updated hunter: added recipes to get double yield from soaked hides (pelts still give 1 scraped hide), added recipe to oil hides with raw fat by using a torch
removed +20% wood/leaves/plant mining speed

updated clockmaker: updated recipes to add the new mechanical parts and use rendered fat

updated archivist: added recipe for very rotten wood

updated malefactor: updated aged torch holder recipe to use 1 of any metal nails and strips and 1 scrap instead of 2 scrap

updated butcher: added cheaper recipes for the new stinkbait! they will take on fishing duties :)

updated spelunker: now gets +300% (so x4 total!) panning yield, but stones can never drop (i would’ve made it higher sooner but it caused a duping glitch)

1.0.1 specializedclasses 55 Feb 13th at 12:31 AM specializedclasses_1.0.1.zip 1-click install

backport to 1.21.6 from 1.22.0-pre2
changes are compared to version 1.0.0, not 1.1.2

minor tweaks to clockmaker and malefactor outfits

archivist:
new clutter collection system, by using a chisel on any reparable block (clutter, banners, bookshelves) you will receive that clutter block, repaired :)
decreased temporal stability offset to +40% (from +50%)

blackguard:
new cheaper recipe for forge,
new grid recipes to craft metal crafting components (plates, chains, scales, rods, nails-and-strips) by hand [unsure about keeping this, people who pick it because they love smithing won't get to smith anymore, but want to give it a try]
updated outfit to look more like a blacksmith

farmhand:
significantly decreased wild crop drop bonus to +100% (from +300%), [i had failed to realize it was multiplicative, you were not meant to get 40 turnips and 50 turnip seeds from a patch of 4 grown wild turnips]

forester:
added plenty of new recipes for aged and rotten blocks by adding firewood;
added recipes for palisades, craft 8 basic single palisades from 2 firewood and an axe, which are crafted into all the other parts
updated collier trait to also give +50% peat drops and allow them to be better fuel specialists

hunter:
added recipes to get double yield from soaked hides to still incentivize using limewater
removed +20% wood/leaves/plant mining speed
updated outfit to become purple :)

messenger:
added stone path recipes involving shovels as tool to get double yield from vanilla recipes, or to make stone paths straight up out rammed earth, or 2 aged wooden paths out of 1 firewood
added lantern recipes that use torches and ingots instead of candles and plates, respectively, to help them light their roads
soil/sand/gravel breaking speed multipliers increased to +50% (from +20%)

spelunker:
now gets +300% (4x total) panning yield, but -100% stone drops from panning

quarrier:
added recipes for a lot more stone building blocks; cobbleskull, cracked rock, cracked ashlar, aged diamond stone. added missing slate and suevite recipes
increased ascetic underground temporal stability offset to +30% (from +25%)

1.0.0 specializedclasses
1.21.0 - 1.21.6
384 Feb 6th at 9:30 AM specializedclassesv1.0.0.zip 1-click install

initial release!


63 Comments (oldest first | newest first) (threaded | flat)

DefactoToast, Apr 10th at 9:51 AM

quilladile ok was just wondering because the recipes still say cooper on our server.

Epiteto, Apr 8th at 12:47 PM (modified Apr 8th at 12:50 PM)

Hi! XSkills is still bugged. No other issues so far. Thanks for the update!!

quilladile , Apr 8th at 9:27 AM

Epiteto I just released a release candidate for the 1.22.0 version, SpecializedClasses 2.2.0-rc1.
Can you let me know if the XSkills bugs are fixed, and/or if you run into any other issues?
I've been unable to do much in the way of compatibility testing, myself, but I will try to do so as other mods come out.

quilladile , Apr 7th at 8:46 AM

VulpineMalware I'm happy to hear, thank you for keeping me updated!

Azavit Thanks so much for thinking with me here!
Starting in 2.1.0 I've granted Spelunkers specifically cheaper bombs of all kinds, and saltpeter-crafting from compost and lime (for blasting powder), and moved her old rock-stone-gravel-sand processing line to the Quarrier instead. I think I would prefer to slot the bombs cleanly into the Spelunker, given they require mineral gathering, as much as I love the idea of a Malefactor sneaking in and planting scrap-bombs. (Granted, their scrap recipes do already make those more accessible for them.)

I'll look into the Primitive Survival bombs for the next update.

More generally:
Recently I've sort of been looking for a home for the panning stuff, one piece of returning feedback for the Spelunker has been that they feel like it does not fit them, or is otherwise not really a fun system to engage with, even with all the buffs.
Maybe Quarrier. I might even end up sorting it under the Malefactor, it sort of fits their vibe of a scavenging sort?
I'm not sure what I would give back to the Spelunker for it, though. Maybe some CAN Jewelry compatibility stuff!
+100% ore yield is an absolutely massive boon, if a bit boring. It's hard to justify anything more powerful or useful for them, since all of progression is centered around metals.

7ThePrimagen, Apr 7th at 8:37 AM

oooo, a pretty new menu? (I think)

 

Azavit, Apr 7th at 2:59 AM

Thinking on how to tweak the Quarrier especially if Stone Quarry is installed.  Rather than a specialized tool maybe revamp or add to the bombs?

Would make sense that the Quarrier gets the cheaper stone blasting bomb while the Spelunker gets the cheaper ore bomb (and/or better versions of these bombs).  Looking at the bombs as a separate thing also made me think that maybe the Malefactor should get the scrap bombs since they mess around with scrap a lot and sneaking up and setting off a bomb near an enemy also sounds like a fun playstyle that I think only the Malefactor could really pull off well with their massive reduction to creature aggression range.

P.S. Primative Survival does have the Rock Blasting bomb which should probably get a patch to have a cheaper recipie for one of the classes.

VulpineMalware, Apr 6th at 8:24 PM

Just wanted to let you know the traits/armor menu fix for CO seems to be working fine, thank you!

quilladile , Apr 6th at 9:16 AM

Hi IssaDwarf, thank you for the Quarrier suggestion. It really is that simple, isn't it? I'm going to standardize the drawbacks soon into 3 categories (bad miner, bad farmer, bad survivalist) and Quarrier will no longer have an ore malus. I've focused for a little too long on trying to keep specialists with adjecent skillsets from intruding on each other's specific fields (quarrier vs prospector, vintner vs farmhand) but I realize now that that just makes these classes kind of miserable to play, and them already exceeding in their own fields is absolutely enough to set them apart.

Hi DefactoToast, starting in 2.0.0 I renamed the crafting traits to match the class name itself, as i felt they didn't really accurately represent their recipes and they caused a little bit of confusion for myself internally as the mod grew. The Vintner should still have cheaper boilers and condensers, they're just housed under the Vintner trait now.

DefactoToast, Apr 6th at 4:35 AM

do none of the classes have the cooper trait? for making cheaper boilers and condensers?

IssaDwarf, Apr 6th at 12:09 AM

quilladile I actually haven't checked out xSkills or Th3ssentials rp-name yet, but xSkills keeps popping up in the varrious charcater trait mods. I'm sort of envisioning something along the lines of other genres of games where players are able to create multiple characters that are seperate from each other. I hadn't thought it was possible in the voxel game genre until a modpack I played for minecraft a while ago. I just wish I could remember which one for reference. (I'm probably going to spend the rest of the week looking through old packs I might have played with now lol) I know the base code is different for minecraft and vintage story (and thankfully so), but there's enough similarity that if it can be done in one then there should be a way to get a similar effect in the better version. And yes, it's probably beyound the scope of this mod, but thought I'd toss it out there anyway.

I imagine the simliest way to do so would be to tap into the player save system used on servers and allow each individual player to name and save 5-10 unique characters that have their own class/inventory and skills/levels if implemented. Now, i say simliest as someone who dabbled in Java coding years ago and only with the basics of adding blocks/objects/biomes. But, I stand by the feeling of if it can be done in minecrcaft, then we should definitely be able to do it for vintage story.

 

As a bonus for the Quarrier, you could swap the negative from stone related to hunting and/or farm related. Careless isn't logical for someone who works carving stone into blocks with precision. But the delicate touch needed to successfully harvest a fresh kill or crops from the field is something that the hands used to working with stone may not possess. Then  even if the server has the quarry mod, they can always be the miner for the server as they'll have a better fortitude to spend more time underground than the other classes. Won't be much for hunting or farming so will need to rely on others, but that's probably a good thing. If you implement a difficulty level config then the server can decide whether it's a mildly inconvenient disadvantage to farming/hunting or if the minor is going to need to rely on fishing and gathering to sustain themselves outside of bartering. (and I played 50 hours in a single player world to verify that it is possible to subsist solely on fishing and mushroom gathering.)

Epiteto, Apr 5th at 11:46 AM

Thx! Great mod!!!

quilladile , Apr 5th at 9:13 AM

Hi IssaDwarf, thank you for all the kind words! I struggle a bit with negative traits because I wanted classes to be defined by their specialty rather than their drawbacks, but trying to figure out mod config seems like the right way to go to let people choose what's right for them. Thanks for the suggestion, that's perfect!
I'm not sure I fully understand the "character swapping" mechanic, though. I do think it's out of scope for this mod. For the time being you could use "/player <player> allowcharsel" and ".charsel" to swap between classes? But it sounds like you're looking for something that works with xSkills and Th3ssentials rp-name stuff.

cursed_infinity Thanks for the suggestion and the feedback! I agree that the Stone Quarry mod being present makes or breaks the Quarrier, and I'm not sure about an immediate fix. For the time being I've given them "splitter plug sync" where every plug in a set advances simultaneously - it should at least make them the best at gathering stone and clearing out space underground compared to others.
I've also been playing around with concepts for a custom tool for them, I'm currently playing around with the idea of one of those minecraft hammers that break a 3x3x1 area for easier mining or underground infrastructure, or a different kind of sledgehammer that destroys blocks extremely quickly but gives little to no drops, to become better at clearing out spaces.

ShotgunWaffle VulpineMalware Thank you for the bug reports! I was targeting the tab by index instead of first looking up the name, so whenever Combat Overhaul loaded first (which unfortunately seemed more likely to happen when you joined a server after it had already started?) it got overwritten by the custom scrollable traits menu. It should be fixed in the full release, but please let me know if it isn't, I've been unable to reproduce it myself so I'm uncertain if it worked.

NightViridis As touched on on the Discord I've added it back - it was an oversight indeed. They should be the single greatest general combatant in the cast, with others exceeding them only in rather specific areas.

Epiteto I'm afraid SpecializedClasses 1.1.2 for Vintage Story version 1.22.0 has been rather outdated for a while. I don't think it has XSkills compatibility yet, I suspect those are the values XSkills gives the Hunter class by default. 
With SC 2.0.0 released and hopefully free from major bugs I've started on porting it to the new VS version. I'm not sure how long it will take, as I have a lot of testing to do, but I will aim to have it out in at most a week from now.

VulpineMalware, Apr 5th at 3:04 AM

RC2 still has an issue between the CO armor tab and traits as ShotgunWaffle did.

Though it only seems to affect other players and not the host, as I'm able to access my armor tab but others who join cannot.

Epiteto, Apr 3rd at 1:38 AM

Hi! i'm playing in 1.22, i have xSkills Fork mod installed (https://mods.vintagestory.at/show/mod/44074), i have the hunter class and i'm getting -15% xp in Temporal Adaption, Farming, Digging, Metalworking. -20% xp in Mining. Husbandry give me +20% xp instead of 60% of hunter class. Survival +20%, no bonus xp for Combat. 

NightViridis, Apr 2nd at 11:56 PM

quilladile Was removing the 5 hp bonus on Blackguard during the new update intentional, or an accidental oversight when reworking the new unique combat passives? If any class should still have a bonus to HP, I feel like it should be Blackguard.

ShotgunWaffle, Apr 2nd at 11:33 PM

I'm really liking your take on classes, though my group has found a bug in the Release candidate. It seems everyone's 'armor' tab from Combat Overhaul has been covered by more traits.

cursed_infinity, Apr 2nd at 8:08 PM

I didn't realize you added X Skills compatibility to this. Although I'm looking at Quarrier and I'm still seeing the issues I mentioned to you before in The 12th Shard. Namely the ones that give the class a unique enough identity that it'd stay relevant late game. I mean, yes. Being able to craft any kind of stone block is nice. But when working with Stone Quarry, the Quarrier becomes irrelevant very quickly once everyone gets the splitter plugs. A unique type of plug or a unique pickaxe that only they can craft might be interesting.

Overall, it's a good class mod & works in servers fairly well. I just feel like classes can become irrelevant very quickly and needs more balancing, I'm just not entirely sure how at the moment.

IssaDwarf, Apr 2nd at 2:47 AM

The classes look great. I found myself trying to decide between several on which I would prefer. I think you pretty much nailed everything I was looking for in a class mod. I do feel there should be a stronger negative for the farmhand and florist such as clostrophobic. I add this as someone who those are the 2 I would most likely chose on a multiplayer server, even on a single player. But they do feel over powered as the positives are VERY positive and the negitive is eh, especially the farmhand. I like that the positives are very positive, I just feel like it should come with a trade off. For example, I'm a very good farmer, but mediocre miner at best.

 

 

Maybe have a config option to have several layers of negitves [normal, difficult, hard, extreme] across the board (I was honestly only looking at ones I would play as). That way groups could choose the difficuty level for their server as well. I know there's a lot of 'hard core' players out there; maybe some of them would like more class options while staying true to the theme... Just a thought, cuz that's definitely not me. I banish the monsters to below sea level and lore locations. :D

 

If you're looking for a real challenge to coding, I've got one for you. What I'd love to see in a class mod is the ability to bring the multiplayer experience to single player. Give players the ability to have several distinct charactors to name, save and level. I know it's theoretically possible to build the mod, I've seen it for the other block game; but I wouldn't know where to begin. I'd definitely add coding to prevent switching between characters during combat or while taking damage to prevent abuse of the system, but that's just me.

 

I've started compiling to make my first vintage story mod, but i've only ever worked with java and only dabbled at that so I understand modding to learn code, that's why I started moding in Java, except I kept my mods for friends and family. I think you're doing great, keep up the good work. 

quilladile , Apr 1st at 10:46 PM

Avalanix Of course, feel free to tweak the mod to your preferences. I'm glad you are enjoying it.

I’ve set things up so most functionality is driven by stats where possible, and traits where necessary (mainly crafting traits and very specific cases like the Malefactor’s Smuggler trait). Because of that, it should be relatively modular overall.

It should pull them across. Compatibility recipes are tied to the original crafting traits. The compat-specific traits are only visual, they exist to point players toward those recipes but don’t have any functional effect on their own.

I’ve just uploaded a release candidate for the 2.0.0 update. It’s a large one with a lot of new additions, changes and rebalancing, and crafting traits have been renamed to match their class names.

I’ll push a full release after more thorough testing and once I’ve prepared screenshots and mod page text, but any external testing in the meantime is really useful to me!

Avalanix, Mar 31st at 11:26 AM (modified Mar 31st at 11:26 AM)

Our small server group loves your mod, it really gives the classes a feel and the integration with mods is great.

First would you be offended if we tweaked your mod? - We are a small group of 5/6 for our next playthrough on 1.22 I was going to split some of the unused classes traits into the others (such as medic into hunter)

Second, (sorry I am still pretty novice at tweaking mods) would editing the traits in the json also pull across the the mod compatibility tweaks? - eg. would adding Medic to hunter also add the alchemy and golden combs mod changes?

Mantismax, Mar 26th at 11:15 PM (modified Mar 29th at 8:23 PM)

quilladile

lets invisigate.

More than happy to have you on the server

I dont get a crash log, the game just crashes out direct to desktop 

DefactoToast, Mar 25th at 3:03 AM

quilladile ty!

 

quilladile , Mar 23rd at 2:41 PM

DefactoToast Sure thing! It should be in the next update.
I've given them cheaper/earlier recipes for the apiary, brood box, empty frame and copper hive smoker with the following changes:
linen is replaced by cattails, nails-and-strips by rope, boards by firewood, and copper plates by 5 copper nuggets.

VictorPlague Not currently to my knowledge, no. I think mods like Trait Acquirer attempt to do things like this, but you'd probably still need a specific compatibility patch.

Mantismax I'm very sorry, I can't do much about this without crash logs or mod lists. The traits tab seems to work fine for me, even with numerous mods enabled.

DefactoToast, Mar 21st at 9:49 PM

is there any way you could also add compatability with expanded beekeeping for the florist?

 

VictorPlague, Mar 17th at 1:27 AM

Hi is there a way to give your character traits from other characters in a creative world?

 

Mantismax, Mar 4th at 8:22 PM

under C menu traits tab causes crash 

1.21.6 (server)

quilladile , Feb 23rd at 10:56 AM

Hi Maoman,
Thank you for the kind words!
A big motivation for making this mod was indeed to just make you, undoubtedly, the greatest at the Thing you chose, and comparatively better than all others who did not choose that Thing.

For your question, here are the relevant code snippets:

GetSunlightLevel and GetOutdoorBlend

private const int INDOOR_LIGHT_THRESHOLD = 8;
private const int OUTDOOR_LIGHT_THRESHOLD = 16;

/// <summary>
/// returns current sunlight level at entity position
/// </summary>
private static int GetSunlightLevel(Entity entity)
{
return entity.World.BlockAccessor.GetLightLevel(entity.Pos.AsBlockPos, EnumLightLevelType.OnlySunLight);
}

/// <summary>
/// converts sunlight level to an indoor/outdoor blend factor
/// </summary>
private static float GetOutdoorBlend(int sunlightLevel)
{
if (sunlightLevel <= INDOOR_LIGHT_THRESHOLD) return 0f; // fully indoor
if (sunlightLevel >= OUTDOOR_LIGHT_THRESHOLD) return 1f; // fully outdoor

// smooth blend between indoor and outdoor thresholds
return (sunlightLevel - INDOOR_LIGHT_THRESHOLD) / (float)(OUTDOOR_LIGHT_THRESHOLD - INDOOR_LIGHT_THRESHOLD);
}


Hi Authentic_Rat,

I'm sorry to hear you've been having no luck. I recommend taking a look at the wiki tutorials. The mod should be set up like this: https://wiki.vintagestory.at/Special:MyLanguage/Modding:Mod_Packaging


The mod should require a single file besides modinfo, located at "assets/<yourmoddomain>/patches/alltraits-class.json"

alltraits-class.json
[
{
"file": "game:config/characterclasses.json",
"op": "addmerge",
"path": "/-",
"value": {
"enabled": true,
"code": "gorkus",
"traits": ["bulwark", "civilian", "scout", "skirmisher", "warrior", "carpenter", "chef", "cooper", "courier", "fertilizer", "medic", "molder", "pulverizer", "scribe", "stonemason", "archer", "ascetic", "bespoke", "blacksmith", "carver", "collier", "combatant", "curator", "delver", "dismantler", "engineer", "frugal", "grafter", "harvester", "herbalist", "kilnhand", "lumberjack", "panner", "picker", "plucker", "preserver", "prospector", "roadlayer", "smuggler", "swift", "thief", "thorough", "thresher", "tiller", "tunneler", "unphased", "calloused", "careful", "careless", "coddled", "compulsive", "ecologist", "fickle", "guilty", "loud", "methodical", "outdoorsy", "overkill", "scourer", "squeamish", "urbanite"],
"gear": []
}
}
]

 

 

 

Maoman, Feb 23rd at 12:25 AM (modified Feb 23rd at 12:28 AM)

Mad props for making the class bonuses actually fucking significant enough that they make a marked change in overall gameplay. I'm so sick and tired of games giving us piddly little 2% bonuses that "oh but one day you'll look back and realize how much better you are!" No fuck you, if I pick an upgrade I want to feel it. Give me three skill points that are 33% per point, not 20 points that are 5% each. 

...anyway. Point is, thank you for implementing genuinely noticeable boosts unlike most devs/modders.

>an area is considered "underground" or "aboveground" based on access to sunlight (regardless of time of day), and gradually transitions between the two
May I ask how specifically you implemented this check? I've been wondering how I would do something similar.

Authentic_Rat, Feb 22nd at 5:20 PM

quilladile so i tried making the class using your classes as a guide, i copy and pasted the traits, modfiers, etc onto 1 class i named "Gorkus" but the game doesnt recognize the changes i did or it straight up crashes. I looked further more into it but im kicking my brains around here on how to create a custom class lol

You modders have a talent and a skill to be able to deal with this and not loose your marbles, I applaud and respect you guys more

quilladile , Feb 22nd at 10:19 AM

Hi Daegwath, I'm really happy to hear you are enjoying clockmaker so much!

Your intuition is right, the class quote is a specific reference with an intentional typo.
But it is the only one that stands out, the other quotes are rather cohesive, so I might consider changing it to something more in line with the rest soon.

I agree the tree malus and forestry bonus seem to go against one another. I mainly gave it forestry xp so that they could obtain resin more easily as they need a lot for their mechanics. But maybe it makes more sense to adjust the drawback slightly as to exclude wood from it. Perhaps a tree seed drop malus instead.

I agree also that it is a bit silly not to give clockmaker proficiency with firearms. I assigned them to skirmisher because of their vanilla spear association, so I kind of envisioned them as the spear-throwing class, and the javelin logically followed. Then the crossbow seemed fun and mechanical so I gave them this as well, and it gave them a piercing damage theme across the board. But there's very few things more mechanical than firearms. I might consider upping the amount of weapon proficiencies per class to four, because I really do not feel like they can miss any of the others they have currently.

Thank you for all the good suggestions, they are a treat!

Daegwath, Feb 21st at 1:43 PM

Hello, 


thank you for your mod, I think it's very different from other classes overhaul and really gives specific benefits without too harch or random downsides, which I find very fun to play with!
You've made clockmaker my favorite class, allow me to suggest a few things
First, the class subtext "Measure once, cut also once, no prablem." seems to have a typo (prAblem), maybe it's a reference I don't have.

The class has a malus to cutting tree but a bonus in forestry xp from xSkills. I think they indeed should be able to cut wood since machinery is wooden. Maybe the fickle trait from the hunter wouls match more here?

Finally, the CO bonus of clockmaker has a bonus in firearms reload speed, which I think is very thematic since they are the only ones able to make them without the schematics.

Thank you for your time making this cool mod

quilladile , Feb 21st at 9:59 AM

Hi Authentic_Rat, thank you for the kind words!
With how minor the drawbacks are I feel a class like this would be far too powerful to include in the base version of the mod, and i wouldn't really want to upload an alternate version for that alone.
I've made sure every stat besides the recipes is attribute-based, so it should be relatively easy to implement something like this for yourself if you are at all familiar with modding. I fear no drifters will be slain in my name today.
Here is a list of all my traits; the only ones absent are the vanilla crafting traits of tinkerer, merciless, improviser, bowyer and clothier: 

trait id list

bulwark, civilian, scout, skirmisher, warrior, carpenter, chef, cooper, courier, fertilizer, medic, molder, pulverizer, scribe, stonemason, archer, ascetic, bespoke, blacksmith, carver, collier, combatant, curator, delver, dismantler, engineer, frugal, grafter, harvester, herbalist, kilnhand, lumberjack, panner, picker, plucker, preserver, prospector, roadlayer, smuggler, swift, thief, thorough, thresher, tiller, tunneler, unphased, calloused, careful, careless, coddled, compulsive, ecologist, fickle, guilty, loud, methodical, outdoorsy, overkill, scourer, squeamish, urbanite

 

jheyem, Feb 21st at 5:40 AM

quilladile I see, thank you very much. I appreciate you for trying it out before reaching out to me. I will let you know if I ever come across any problems!

Authentic_Rat, Feb 21st at 3:40 AM

Hey quilladile, love your mod but as a joke class can you make 1 class that has all the stats from each class, ive thought about doing it myself but i feel like ill break something or it wont work. if you do actually add this i would slay hundreds of drifters in your name

 

loveingly, someone who enjoys cheese to much

quilladile , Feb 20th at 11:38 PM

Hi jheyem, I've just downloaded the mod and tried it out. It seems to work, but it doesn't really know what to do with my negative traits or their attributes, as most of them are custom.
I don't think that is a big problem, they are relatively minor in the grand scale of things, and the way I've made mine they shouldn't conflict with the positive ones.
I've not extensively tested it so you might run into problems later down the line, at a glance i think it'll be okay though!

jheyem, Feb 20th at 7:34 PM

Hello author, does this have any incompatibility with "Seraph Leveling"? I want to add this mod to my existing world as well and also wanted to know if that would cause any problems alongside having the seraph leveling mod.

quilladile , Feb 19th at 11:22 AM

Hi SnazzyKiwi, thank you for the suggestion and the encouragement!

For the Scribe (and Quarrier's Stonemason) trait, I decided to make the handbook search (when you click on the trait) itself return only granite items, as I thought it might be overwhelming to have every possible variant pop up at once. They are able to do it for any stone variant. It's been unclear for others before, so I might need to think of something new - I just wish I had more control over how they pop up in the handbook search. I don't really have the room in the traits to list every single item separately either.

You correctly interpreted the idea as being that of a mortar and pestle, which is awesome! I chose the wooden pan because it is a tool with durability, so I can keep it in the crafting grid. Otherwise, with the marble mortar I'd need to use a "returned stack" system like with the Molder recipes, where you have to replace the "tool" into the grid every time. Maybe it's time I bite the bullet and start adding my first items to the mod!
I've been kind of inconsistent in recipes about whether I just want them to use their "class tool" to introduce a durability cost or something vaguely realistic, the hoe in Farmhand's Fertilizer trait being an example of a tool that fits the class but does not fit the recipe. I've been leaning towards the latter as of recent.

I do agree about the Stonemason trait's ashlar block being too cheap. It was a hold-over from before I figured out my "rare drop block chance" code and they would have entire rocks dropping. I initially arrived at a ratio of 1:2 because a rock drops 3-4 stones and a polished rock makes 8 ashlar, but with their 50% rock chance I think 2:1 is a better stone-ashlar ratio. It'll be in the next version, thank you!

SnazzyKiwi, Feb 19th at 9:58 AM (modified Feb 19th at 10:03 AM)

And if you'd be open to suggestions, instead of using the wooden pan for the Pulverizer trait create a recipe for the Mortar clutter item. This would also be a good substitution for the hoe in all of the fertilizer component recipes.

 

Stonemason's ability to craft ashlar blocks with only one stone seems a bit OP. Maybe bumping the stone cost to 4 stone = 2 blocks 

 

Absolutely loving the mod, keep up the excellent work!

SnazzyKiwi, Feb 19th at 9:41 AM

With the Scribe trait under Archivist it says you can craft age stone varients, but it looks like you are only able to craft the granite versions of them.

quilladile , Feb 18th at 5:26 PM (modified Feb 18th at 5:39 PM)

ShikiTochi I'm really glad you're enjoying the mod!

For panning, it's actually neither, but it's a bit poorly explained so I'll try to add it to the mod description soon.
At +300% for 4x total it essentially just gives you four separate panning loot rolls.
Stone weight is set to 0 for Spelunkers (otherwise you could keep crafting more gravel/sand out of it)
So the chance of getting an item per individual roll is lower. It's why I felt comfortable making it such a large multiplier.

Though, i know that system is currently incompatible altogether with mods that completely replace the panning code and prevent all other code from running, like Knapster.

ShikiTochi, Feb 18th at 1:58 PM

I've been messing around with the mod a bit and just have to say this is probably the best set of classes ive seen that make the game feel super lively with others!

I may be stupid so please tell me if so when I ask this but the 300% yield from panning while playing the spelunker class, is that chance to get an item or a 3x item gain. 

Basically just asking if something like the copper nugget chance gets trippled or if i get 1 copper nugget will it turn into 3 cause both seem to not be very consistent.

quilladile , Feb 18th at 7:21 AM

Hi Wulf_Hymir, thanks for letting me know! I'll fix those server warnings. I assume this is a mod that adds coloured bricks. Something like Bricklayer?

As far as I know these errors shouldn't actually be crashing the server, but I'll tighten up some recipes to reduce how the console gets flooded.

The uranium steel error is from a vanilla recipe, I can't fix that one on my end, that's up to the uranium steel folks. But the errors are relatively harmless.

Do you have the crash itself, too, from the part where the server stopped?

Wulf_Hymir, Feb 18th at 2:00 AM

ayo again! we encountered a crash with the update crash log here 

 

Spoiler

18.2.2026 01:58:14 [Server Warning] Failed resolving crafting recipe ingredient with code game:blade-falx-uraniumsteel in Grid recipe

18.2.2026 01:58:14 [Server Error] Grid Recipe 'game:recipes/grid/tool/blade.json': Output Item code game:blade-falx-uraniumsteel cannot be resolved

18.2.2026 01:58:14 [Server Warning] Failed resolving crafting recipe ingredient with code game:blade-falx-ferrousuranium in Grid recipe

18.2.2026 01:58:14 [Server Error] Grid Recipe 'game:recipes/grid/tool/blade.json': Output Item code game:blade-falx-ferrousuranium cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:rawbrick-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-malachite in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-malachite cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-lavender in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-lavender cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-paleblue in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-paleblue cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palegreen in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palegreen cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-palered in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-palered cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-peach in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-peach cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-sunflower in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-sunflower cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:shingle-raw-white in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/molder.json': Output Item code game:shingle-raw-white cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalplate-blisteruraniumsteel in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/merciless.json': Output Item code game:metalplate-blisteruraniumsteel cannot be resolved

18.2.2026 01:58:15 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalplate-eldrathium in Grid recipe

18.2.2026 01:58:15 [Server Error] Grid Recipe 'specializedclasses:recipes/grid/merciless.json': Output Item code game:metalplate-eldrathium cannot be resolved

DubstepBadger, Feb 18th at 12:28 AM

quilladile Thanks! Ive had it forever. lol Its all good and yes i was trying to get hide without soaking in lime water and wasn't quite sure what to do. So thank you very much for replying and showing the recipe! 

quilladile , Feb 17th at 8:07 PM

DubstepBadger I love your username!
I'm glad you're enjoying the mod. I'm sorry to hear the recipe was unclear.
Are you maybe trying to scrape raw hides instead of oiled-and-dried pelts?
The recipe is as follows:

image

DubstepBadger, Feb 17th at 7:05 PM (modified Feb 17th at 7:17 PM)

Im loving this mod and i started as a hunter but i cant figure out the recipe for the hunters skill "can craft pelts into scraped hides with a knife and club".... what am i doing wrong? Dx

 

quilladile , Feb 17th at 6:58 PM

ScatteredA Thank you so much for the kind words!

I love the suggestion. I did consider it but I felt like animal husbandry was a little too niche to justify a standalone Rancher class.
The goal was that that duty would fall under the Butcher with its double animal loot rate and meat processing recipes.
They have an increased animal detection range, this was done to prevent them from overshadowing Hunter. 
I'm not sure how heavily that affects ranching, i'm not too familiar with its intricacies.

The malefactor has no bonus animal loot but has a whopping -75% detection range, so that they could tend animals without disturbing them much at all.
I do think it would be fun to add more ranching perks to the Butcher. I will look into what's possible after the next update.

ScatteredA, Feb 17th at 5:44 PM

This is my absolute favorite class mod so thank you so much! I'm currently building a server around it and I would love if there were a herder/husbandry class around raising animals :) I'm adding a pastoralism mod for this concept for my server and while some kind of compat there would be amazing just an animal husbandry focused class in general would be wonderful. Maybe they could increased yields for some kind of drop from the animal, or take less time to domesticate them? 

quilladile , Feb 17th at 5:27 PM

Wulf_Hymir I've made a patch for that race mod. I will try to release it as part of an update tonight.
For the time being I will just make every class available to every race, is that okay?
I'm not too familiar with lord of the rings or its lore, so if you want any class restrictions feel free to edit this .json in the spoiler block below and comment it back here. Then I'll update my mod to use that version.

lrc-raceclasspatch.json
[
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/avari-char.json",
    "path": "/avari/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/bnumenorean-char.json",
    "path": "/bnumenorean/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/easterling-char.json",
    "path": "/easterling/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/sindar-char.json",
    "path": "/sindar/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/firebeardsandbroadbeams.json",
    "path": "/firebeardsandbroadbeams/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/freepeople-char.json",
    "path": "/freepeople/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/haradrim.json",
    "path": "/haradrim/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/harfoot-char.json",
    "path": "/harfoot/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/fallohide-char.json",
    "path": "/fallohide/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/longbeard-char.json",
    "path": "/longbeard/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/noldor-char.json",
    "path": "/noldor/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/orc-char.json",
    "path": "/orc/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/stoor-char.json",
    "path": "/stoor/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/uruk-char.json",
    "path": "/uruk/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/wickeddwarf.json",
    "path": "/wickeddwarf/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  },
  {
    "op": "replace",
    "file": "lrc:config/customplayermodels/wildmen.json",
    "path": "/wildmen/AvailableClasses",
    "value": [ "commoner", "archivist", "blackguard", "brickmaker", "butcher", "clockmaker", "farmhand", "florist", "forester", "hunter", "malefactor", "messenger", "quarrier", "spelunker", "tailor", "vintner" ]
  }
]

 

Wulf_Hymir, Feb 17th at 9:43 AM

ayo! is there any chance we can get a compatability for https://mods.vintagestory.at/show/mod/41597 mod by chance?

Dragon33r, Feb 16th at 6:45 PM

Thanks for the quick reply :) Looking forward to running it in my modded server. Love your classes btw :)

quilladile , Feb 16th at 5:15 PM

Dragon33r As far as I know Butchering respects the vanilla "animalLootDropRate" stat which I use for creature harvest rate, so the Butcher's doubled harvest should definitely be giving them increased yield when skinning animals or chopping them up. 
I'm working on some compatibility recipes right now for cheaper hooks and tables for the Butcher, and cheaper butchering bags for the Hunter, so that's something to look forward to, but Butchers are already the best butchers by a large margin!

Dragon33r, Feb 16th at 4:37 PM

Does the Butcher class synergize with the Butchering mod ? 

quilladile , Feb 16th at 11:37 AM

MrJewsbury Thank you so much for letting me know! That slipped past me when I was copying it over from the vintner's fruitpress, which is meant to be consumed. I've released a fix just now :)

MrJewsbury, Feb 16th at 10:16 AM

quilladile when crafting rope using the Clothier Trait, it uses up the entire club instead of taking off part of the durability. 

quilladile , Feb 13th at 7:27 AM

LKCRahl thanks so much for the feedback!

for items with multiple variants that would kind of flood the handbook page if i included them all, i've decided to have the link on the character page show only one metal type, since the recipe for the others are the same except with different metals! if you use the handbook to navigate towards the copper lantern you'll see the courier version there too :)
i've done the same for quarrier's stonemason (shows only granite, but applicable to all stone types) and blackguard's merciless (shows only copper, but applicable to all metals). brass felt the most iconic for lanterns, so it's what i ended up going with!

image

LKCRahl, Feb 13th at 1:25 AM (modified Feb 13th at 1:37 AM)

quilladile testing the newest patch now for 1.21

 

I think what you have should be fine as it clearly marks what version each mod is for. If it ends up splitting drastically in the future you could push them as two separate versions.

 

Is it intended that the Messenger Lantern bonus only applies specifically to Brass Lanterns?

quilladile , Feb 13th at 12:39 AM

LKCRahl i've not had time to extensively test it yet so by all means let me know if you run into issues, but i think it's working now!
i'm unsure how version numbers work but i've released it as 1.0.1, since version 1.0.x was 1.21.6 and 1.1.x was 1.22.0pre, or something?
i'll keep updating what i can on the 1.21 version for the time being, i realize a whole lot more folks are using that! thanks again for showing interest :)

quilladile , Feb 12th at 8:46 PM

LKCRahl I'll work on a separate release for 1.21! i kind of lost the old files but i think it will be worth trying to get it working again
i'm happy to hear it's seeing use!

LKCRahl, Feb 12th at 7:54 PM

With all the updates coming in for 1.22, is there any intention of making it backwards compatible or a separate release for 1.21? A server I am on has decided to use it but we won't be updating to 1.22 for a while.

Maltiez, Feb 7th at 6:28 PM

Very nice mod thumbnail

quilladile , Feb 7th at 4:43 PM

heckhound thank you so much!!! i had a lot of fun doodling them, i'm glad you like it :D

heckhound, Feb 6th at 8:03 PM

I like the art of the first imge lol, cute. I might try this mod on a SP world ^^