Mods / The Remnants Reborn

Tags:
Other Tweak
Authors:
Tyeia, MrFistycuffs
Side:
Both
Created:
Dec 9th 2025 at 3:36 AM
Last modified:
Jul 25th at 5:04 AM
Downloads:
6862
Latest release (for Vintage Story 1.22.0 - 1.22.4, potentially outdated):
theremnantsreborn_1.3.1.zip  1-click install

This is an updated rerelease of MrFistyCuffs original mod

This also includes the patch made by LastXsile

 

The Remnants 


Dragged by force through a boiling seam,
Their screams were lost in portal's gleam.
Behind they left, the Rot consumed,
Ahead, unknown, the past entombed.
 
The eldritch maw, a binding snare,
No choice, no mercy lingered there.
Through twisting void, their bodies cast,
No longer chained by time held fast.
 
Their paths now scattered in era new,
With lands untouched and nature grew.
Yet deep in ground, the Rot yet wait,
An ancient curse, a lingering fate.

 

Includes Five Brand New and Five Reimagined Classes


  • Made with multiplayer in mind to help fill the gaps left by the base game class system, but still kept single player balancing in mind for some unique playing experience.
  • Each class has been given a more focused role within a community, as well as unique crafts to given to each of them.
  • Designed with compatibility in mind, this mod is fairly lightweight, and should be compatible with most content mods, as long as there is no conflicts with a listed recipe or rebalance for the base game classes.
  • Note: When you start a new world to select a class, your starting gear will populate in your hotbar. As you scroll through the classes, it will fill up your hotbar but don't worry! When you select the class you want to start with it will only give you the appropriate items. 
 

New Classes 

 

The Serf

A farming & husbandry focused class, the Serf is imagined as those who feed and provide for the masses of the settlement they serve, with great bonuses to harvesting both produce and animals.

   

Starting Gear: Copper Scythe

The Hedge Knight

A defensive combat focused class, the Hedge Knight is imagined as those who desire to protect those around them, holding off the hordes of enemies as their allies continue their work or escape.

*Includes a buff to the Forlorn Hope Estoc, to make its durability comparable to the blackguard shortsword.

Starting Gear: Wicker Shield, Scrap Mace

The Wanderer

An exploration focused class, the Wanderer is imagined as those who want to live and explore the far reaches of the wilderness, staying away from civilization for extended periods of time.

  

*The Lantern accepts a variety of Jonas parts and scrap lantern to be crafted.

Starting Gear: Scrap Spear, Poultices

The Ironmonger

A mining & industry focused class, the Ironmonger is imagined as those who delve deep in caverns to harvest the riches they find, often being the most important member of a mining expedition.

  

*Makeshift bomb is made with any clay, blasting powder, and a crucible.

Starting Gear: Ore Blasting Bombs

The Yeoman

A ranged combat focused class, the Yeoman is imagined as those with expertise in using bows, providing invaluable ranged coverage of their allies or long range defense of their settlement.

  

*Includes a rebalance of the bows, the longbow has been buffed and is class specific, with the recurve being allowed for all classes.

Starting Gear: Crude Bow, Crude Arrows


Reimagined Classes

 

The Malefactor

A pure loot gathering focused class; the Malefactor is imagined as those who are solely designated for gathering materials and supplies from the wilds & ruins and bringing it home.

  

*Wicker pack can also be made with papyrus.

Starting Gear: Copper Knife

The Woodsman

A forestry & foraging focused class; the Woodsman, (formerly the Hunter), is imagined as being those whose domain is focused on the wilderness surrounding any burgeoning settlement.

  

Starting Gear: Sling

The Gearsmith

A Technical & crafting focused class; The Gearsmith, (formerly the Clockmaker), is imagined as those whose knowledge of mechanicals makes them highly valuable in processing scraps & maintaining systems.

  

*Rusty gear craft will accept any hammer and chisel.

Starting Gear: Scrap Bomb, Scrap Weapon Kit

The Guildsman

A general utility & crafting focused class; the Guildsman, (formerly the Tailor), is imagined as those who prefer tasks behind the safety of walls, perfect for those who want to leave the dangerous tasks in the wilds to others.

Starting Gear: Rusty Gears

The Blackguard

A high damage combat focused class, the Blackguard is imagined as those whose primary desire is slaying all manner of dangers, both natural & otherworldly.

Starting Gear: Scrap Blade, Bandages

 

Roadmap & Future Additions

Unless anyone wanting to develop more additions to this mod comes forward, this mod will serve to just maintain the 1.20 state of The Remnants, while maintaining compatability with game changes

 


Compatibility

Combat Overhaul

Added compatibility with Combat Overhaul, all weapon proficiencies should apply properly with the appropriate weapons. Written with Armory and the other Combat Overhaul additions in mind.

Ensure that “Modify Vanilla Classes” setting to true! It is on by default, and setting it off can cause crashing.

Traits are separated along the lines of three types of classes,

 

Combat Focused 

Hedge Knight

Yeoman

Blackguard

 

Middling at Combat

Ironmonger

Wanderer

Woodsman

 

Not Combat Focused

Serf

Guildsman

Gearsmith

Malefactor

 

 

 

 

 

 

 

 

 

 

 

Logging Expanded

The Woodsman's extra logs and sticks apply to Logging Expanded Trunks. When you fell a tree, you will roll for each. When you successfully get more logs, you will multiply the total amount of logs in the trunk by 1.1 (rounded up). When you successfully get more sticks, you will multiply the total amount by 1.5 (rounded up).

You might be asking "Hey, it says its supposed to double logs/sticks!" I decided to make the drops multiply by the chance instead here because it multiplies the total amount of logs/sticks, where if we multiply by 1+the chance of it happening we will get a value a lot closer to vanilla behavior.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.3.1 theremnantsreborn
1.22.0 - 1.22.4
380 Jul 25th at 5:04 AM theremnantsreborn_1.3.1.zip 1-click install

Simplified drop doubling and added support for Logging Expanded

1.3.0 theremnantsreborn
1.22.0-pre.1 - 1.22.3
391 Jul 11th at 5:47 AM theremnantsreborn_1.3.0.zip 1-click install

C# code is here!

  • All of the "x% for double y" traits are now handled via the C# code.
    • Got tired of the "cross my fingers and hope" method of JSON patching and wanted to visually be able to see it work properly in the debugger
    • This also makes log duping illegal, and you will no longer be able to do it.
1.2.3 theremnantsreborn
1.22.0 - 1.22.2
906 May 23rd at 7:06 AM theremnantsreborn-1.2.3.zip 1-click install

Should have fixed the bulk of the resource increasing traits not working.

May end up trying to convert that logic into C# code in the future, to know it 100% works without needing to guess.

1.2.2 theremnantsreborn
1.22.0 - 1.22.2
150 May 19th at 5:12 PM theremnantsreborn-1.2.2.zip 1-click install

Added CO Fork compat because Maltiez isn't planning to update for 1.22

Added XSkills Fork compat

1.2.1 theremnantsreborn
1.22.0 - 1.22.2
0 May 19th at 5:05 PM Release Retracted

Retraction Reason:

New files didn't get added properly

Changelog:

Added CO Fork compat because Maltiez isn't planning to update for 1.22

Added XSkills Fork compat

1.2.0 theremnantsreborn
1.22.0 - 1.22.2
43 May 19th at 4:51 AM theremnantsreborn-1.2.0.zip 1-click install

Add compat for Forlorn Additions

Shuffled around trader locations for trait acquirer books for new classes

Fix estoc recipe for future 1.23 support

1.1.2 theremnantsreborn 712 Apr 22nd at 2:14 AM theremnantsreborn-1.1.2.zip 1-click install

Version bump to 1.1.2

1.1.1 theremnantsreborn 3093 Dec 26th 2025 at 4:18 AM theremnantsreborn-1.1.1.zip 1-click install

Forgot to include lang file in last update

1.1.0 theremnantsreborn 89 Dec 25th 2025 at 10:40 PM theremnantsreborn-1.1.0.zip 1-click install

Add Trait Acquirer Books for the new classes. Note, the woodsman and malefactor are swapped, since I could not change the name/description of the malefactor book without making trait acquirer a dependency. This will only affect any mods that attempt to change these.

1.0.9 theremnantsreborn 63 Dec 25th 2025 at 7:21 PM theremnantsreborn-1.0.9.zip 1-click install

Fixed compatability with Smithing Plus

1.0.8 theremnantsreborn
1.21.5 - 1.21.6-rc.1
889 Dec 10th 2025 at 7:19 AM theremnantsreborn-1.0.8.zip 1-click install

Change traits to being in config/traits.json instead of a patch

1.0.7 theremnantsreborn
1.21.5 - 1.21.6-rc.1
146 Dec 9th 2025 at 4:01 AM theremnantsreborn.zip 1-click install
  • Update entire mod to use new v1.21 way of modifying classes and traits to eliminate warnings and errors

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

CipherPilgrim, Aug 7th at 4:03 PM

Do the gear smith's bow shy penalties apply to firearms or only bows? CO enabled. I ask because they say ranged damage and I know that's a base modifier. Thanks. 

Tyeia , 4 days ago
@CipherPilgrim: Do the gear smith's bow shy penalties apply to firearms or only bows? CO enabled. I ask because they say ranged damage and I know that's a base modifier. Thanks.

Firearms appear to use a different value called BulletDamageStrength vs rangedWeaponsDamage, but I could be wrong. 

Tyeia , Jul 11th at 5:50 AM

Curious on some user input:

I want to add berry bush cutting duping to the Serf, but i feel like tree seeds, fruit tree cuttings, and berry bush cuttings all on one class might be a little too strong.

Should I move tree seeds to the Woodsman? Should another class get double berry bush cuttings instead? Should I just leave berry bushes alone?

Tyeia , Jul 11th at 5:48 AM

Log duping is fixed now that I've converted the mod into a code mod. Someone yell at me if i broke it too badly.

AlleyBalley, Jul 7th at 1:30 AM

Would love the ability to toggle whether the reimagined classes were added or replaced or disabled. Really the only thing I could hope for

Caotin [currently restricted], Jul 2nd at 7:46 AM (modified Jul 2nd at 9:11 AM)

EDIT: Okay nvm. Ignore me. I read the other comments.

A crash happens when I open character traits menu. This happens consistently.

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32502 MB RAM
Game Version: v1.22.3 (Stable)
7/2/2026 2:20:59 AM: Critical error occurred
Loaded Mods: antiquecylinders@0.1.1, bola@1.4.1, catchledge@0.7.1, chiseltools@1.17.3, chonkyvessels@1.5.6, crawlanddive@0.2.5, creaturefootsteps@1.3.0, darcesdriftersredone@1.3.0, darkvision@1.3.5, eternalstew@1.4.2, firelogs@1.0.1, fadynasties@1.2.9, fagreenwich@1.4.5, fahussar@1.1.6, fajousting@1.0.5, falandsknecht@1.2.5, fatemplar@1.4.6, favarangian@1.1.0, faviking@1.1.6, fragilecharcoal@0.0.1, grindingwheelrework@1.1.2, immersivequicklime@0.1.7, dolabra@2.0.0, jsonpatcheslib@1.5.3, jumpheight@1.4.0, monsternuggetdrops@1.4.1, nolifestea@1.2.2, overhaulliblegacycompat@1.2.0, primitivesurvival@5.0.6, p1explosives@1.0.0, stonequarryrepckfipil@3.6.3, game@1.22.3, vsimgui@1.2.7, zoombuttonreborn@2.0.2, antiqueharmony@1.17.1, aculinaryartillery@2.0.0-dev.21, animationslib@0.0.2, anvilperformanceoptimization@1.0.0, attributerenderinglibrary@3.1.5, egocaribautomapmarkers@5.0.3, batchmolds@1.0.3, bedspawnv2@1.7.1, bellowsinfo@1.0.0, betterruins@0.6.3, butchering@1.13.5, carryon@1.14.2, carryonlib@1.0.0-pre.5, claypress@1.1.0, clothierheirloomsmod@1.1.0, configlib@1.12.0, conicalhotgear@1.0.1, coolergreens@1.0.0, cooperativecombatrework@1.1.0, easyprospect@1.3.1, extrainfo@2.2.1, farseer@1.4.0, firearmsfork@1.10.0, foodshelves@3.0.4, fromgoldencombs@2.0.8, genelib@3.1.1, handbookdeclutterer@2.0.1, hanfu@1.1.1, huntingknife@2.0.0, immersivewoodworking@1.0.0, improvedhandbookrecipesfork@1222.0.2, jaunt@3.0.0-rc.3, kilnspreading@1.0.2, knapster@4.0.0, kscartographytable@2.0.4, metalpots@1.8.0, nomusicinterruptionmod@1.0.0, optitime@1.5.14, playercorpseforkedazu@1.14.0, portcullis@1223.0.1, restfulsit@1.2.0, rivers@5.0.2, shipwright@1.4.0, slowtox@5.0.0, smithingplus@1.9.0-rc.1, statushudcont@4.3.1, stepupcontinued@0.0.2, stonebakeoven@1.3.5, th3dungeon@1.0.1, theremnantsreborn@1.2.3, toolsmith@1.2.17, vsairshipmod@1.1.4, creative@1.22.3, vsroofing@1.6.2, survival@1.22.3, watersheds@6.4.3, windchimes@1.5.2, woodenfortifications@2.0.11, xlibfork@1.0.21, clicktoggle@1.1.3, combatoverhaulfork@0.18.1, crossbowsfork@1.10.0, equus@1.4.0, expandedfoods@2.0.0-dev.12, fueledwearablelightsfork@1.2.3, medievalarchitecture@1.1.1, quiversfork@0.9.28, shearlib@1.3.0, tailorsdelight@2.2.2, toolsmithdolabracompat@0.1.4, vibrantshaders@1.0.1, waterwheelriver@1.2.1, xinvtweaksfork@1.9.1, xskillsfork@1.0.72, zrustdrops@2.1.0, armoryfork@1.11.0, combatreanimatedfork@1.0.1, dressmakers@1.8.0, efmealsmodule@1.0.0-dev.5, honseofholding@1.2.0, wool@1.9.3, xskillsgilded@1.3.36, zzcoarmorpenaltypatch@1.0.11
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CharacterSystem.getClassTraitText() in VSSurvivalMod\Systems\Character\Character.cs:line 153
at Vintagestory.GameContent.CharacterSystem.composeTraitsTab(GuiComposer compo) in VSSurvivalMod\Systems\Character\Character.cs:line 141
at Vintagestory.Client.NoObf.GuiDialogCharacter.ComposeGuis() in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 133
at Vintagestory.Client.NoObf.GuiDialogCharacter.OnTabClicked(Int32 tabindex) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 156
at Vintagestory.API.Client.GuiElementHorizontalTabs.SetValue(Int32 selectedIndex, Boolean callhandler) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 409
at Vintagestory.API.Client.GuiElementHorizontalTabs.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementHorizontalTabs.cs:line 392
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 713
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 470
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiDialogCharacter.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogCharacter.cs:line 163
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 401
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 2004
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1974
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 343
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 936
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 207
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
sodier247, Jun 27th at 12:37 PM

Hey there is an exploit where wood logs dupe into twice the amount everytime it is broken no matter if it is from an actual tree or placed by a player or not. Latest version of the mod on a 1.22.2 Server

Tyeia , Jul 2nd at 4:55 PM
@sodier247: Hey there is an exploit where wood logs dupe into twice the amount everytime it is broken no matter if it is from an actual tree or placed by a player or not. Latest version of the mod on a 1.22.2 Server

Safe to assume the players affected are woodsmen? I tried to fix the fact that logs were not being duplicated at all (one of the woodsman traits is to have a like 30% chance to dupe logs), but that is an unforeseen consequence. I will look into how to differentiate grown logs from placed logs.

Tyeia , Jul 7th at 3:55 PM
@sodier247: From my experience on an MP server, it happens on Woodsman, Wanderer and Serf. So it's likely that every class is affected by the dupe problem.

Long story short, I really just need to move the "x% chance to dupe" perks into Harmony Patches instead of using JSON patches, because 1. I have no visible way to know the dupe perks are working aside from just trying it. and 2. Then I can have more verbose control over how it works.

Shadoekoo, May 30th at 5:19 AM

Is this compatible with the 1.22 forks of Maltiez's mods like combat overhaul and crossbows?

Tyeia , May 30th at 4:17 PM (modified May 30th at 4:17 PM)
@Shadoekoo: Is this compatible with the 1.22 forks of Maltiez's mods like combat overhaul and crossbows?

As of 1.2.2 and newer, yes, it should.

Shadoekoo, May 30th at 11:35 PM
@Tyeia: As of 1.2.2 and newer, yes, it should.

Sorry, I should've just read. Thanks though. 

Clear0Skies, May 25th at 4:46 AM

Odd issue, so I have multi-class mod, but when we do a charsel for folks, it crashes to desktop. So it could be one or the other having issues with calling the mod (most likely the multi).
One thing I want to know is the reason the Hunter class more or less got the nerf it did as it lost most of its animal hunting benefits.

Tyeia , May 26th at 2:50 AM
@Clear0Skies: Odd issue, so I have multi-class mod, but when we do a charsel for folks, it crashes to desktop. So it could be one or the other having issues with calling the mod (most likely the multi).One thing I want to know is the reason the Hunter class more or les

This mod is 100% JSON patching, so it wouldn't cause a CTD. Likely the other mod.

 

iirc Hunter was almost too good for vanilla. Sure, some of the other classes were good, but Hunter could singlehandedly feed an entire settlement just by running around shooting stuff with a bow(speaking from experience, one of my friends literally did this). This mod's response is to split the Hunter into Yeoman and Woodsman. Yeoman gets all the archery, Woodsman gets the animal gathering bonuses plus bonuses to foraging and woodcutting. If you are playing on a server and struggle with the "ranged guy hunts the animals, but doesnt have the bonus to get extra loot" problem, i recommend the butchering mod. Yeoman just has to bring the bodies home for someone with animal loot perks to cut up.

HalfThere, May 19th at 12:45 PM

Hi, I'm in a country that Imgur has blocked so I cannot see any information about the classes. Would it be possible to get a written version of the classes, both new and old?

Shugs, May 23rd at 9:37 AM
@HalfThere: Hi, I'm in a country that Imgur has blocked so I cannot see any information about the classes. Would it be possible to get a written version of the classes, both new and old?

Same mate, a slight work around in general for me is popping the link in a discord chat with a friend and the picture will come up as normal in discord.

it's a bit annoying to keep doing but it's better than nothing. 

DanceOfBlood, May 19th at 8:13 AM

Hey there. I just like to let you know I really appreciate you maintaining this mod.

Probably the only class mod I use.

Tyeia , May 18th at 4:06 PM

Was looking into some of the traits, and I don't think the "more drops from x" traits for each class are working properly across the board, just due to assumptions made in the original mod that were incorrect. (fruittree-cutting doesn't have an attribute for adjusting droprate of cuttings, etc) Will look into it.

Nephelangelo, May 10th at 1:55 AM

Please, sir, I want some more. 🥣

Levion, May 6th at 7:20 PM

This mod is spitting out a handful of errors to the Server-Main.log on opening a world

[Error] Patch 0 in theremnants:patches/compatibility/traitacquirer/trait-manual-patch.json: File traitacquirer:itemtypes/utility/trait-manual.json not found
goes from 0 to 18, all the same. Nothing major- just the mod complaining that I don't have trait aquirer I'm pretty sure.

Tyeia , Apr 22nd at 1:52 AM

Nephelangelo I'd have to build out a config file and change this from a content mod to a code mod for that, im pretty sure. No plans to do that yet.

Nephelangelo, Apr 20th at 5:42 AM

Ahoy there! Thank you for continuing this mod! Is there any chance we can disable starting gear?

Tyeia , Apr 13th at 2:01 AM

Austin_Legend So long as the All Classes mod doesn't explicitly remove all other classes, it should work alongside it.

Austin_Legend, Apr 10th at 10:11 AM

I take it not compatible with the All Classes mod?

Tyeia , Mar 23rd at 1:39 AM

GoldKght unless they touched how defining classes works, it should still be compatible. I will release a version to bump compatability when 1.22 fully releases.

GoldKght, Mar 17th at 11:41 PM

Please update for for 1.22 rc 2

orbatos, Jan 3rd at 3:30 PM

Tyeia , Thanks! will be running this on a new server.

Tyeia , Dec 25th 2025 at 7:21 PM

FatherSarge fixed in 1.0.9

FatherSarge, Dec 16th 2025 at 9:19 PM

You've got a small issue with the smithingplus compat patch. It just leaves 2 estoc sword/blade recipes, one of which (the one being disabled here) is not usable anyways.

 

 

Error
16.12.2025 14:05:25 [Error] Patch 1 (target: smithingplus:recipes/grid/forlornestoc.json) in theremnants:patches/compatibility/smithingplus/estoc.json failed, following Exception was thrown:
16.12.2025 14:05:25 [Error] Exception: Accessed JArray values with invalid key value: "enable". Int32 array index expected.
at Newtonsoft.Json.Linq.JArray.get_Item(Object key)
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddInsertPrepend(IValueOperation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch_Patch0(ModJsonPatchLoader this, Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount)
icesharkk, Dec 10th 2025 at 10:02 AM

its wonderful that you picked up this mod since it is my favorite class mod. the others trim the downsides and while it's nice to be strong, the downsides are what make you need each other more.

one thing i've been wondering for a while though it the term "battle axe" applies to which weapons in combat overhaul? pole axe? long axe? if anyone knows and we could get that listed under the CO compatability section that would be amazing.

marcyrott, Dec 10th 2025 at 7:56 AM

i see, fair!

Tyeia , Dec 10th 2025 at 7:48 AM

marcyrott no, the malefactor gets a backpack. The sling recipe is moved to the Woodsman.

marcyrott, Dec 10th 2025 at 7:31 AM

the malefactor can still craft slings, right? 🧐

Tyeia , Dec 9th 2025 at 7:15 PM

I wouldn't think so. All the classes have the same codes.

icesharkk, Dec 9th 2025 at 10:59 AM (modified Dec 9th 2025 at 11:04 AM)

if i switch my server over to this active fork from the original should i expect any issues for existing players?