Mods / The Working Classes

Category: #Crafting #Other
Author: Vivi_IX
Side: Both
Created: Dec 22nd 2024 at 3:04 AM
Last modified: 8 hours ago
Downloads: 205
Follow Unfollow 9

Latest file for v1.20.0:
theworkingclasses_1.0.0.zip 1-click install


Welcome, to the rise of the working classes!

This mod adds a number of new classes to the game, and makes some minor changes to some of the default classes. 

It is intended to support profession based gameplay on a multiplayer server, but equally provides new class options to single players looking to take a run at the game in a new way. 

By making each class better at fulfilling certain roles within the crafting system, this mod gives players a reason to interact and encourages an economy to develop.  It is intended for use either with an economy mod such as Vinconomy to allow offline trading. When used on a multiplayer server, I also recommend using this alongside a mod that reduces the efficiency of core item production to give more reason to interact with others, however this is enitrely optional. When used in single player, I recommend playing with no additional "anti-efficiency" mod as you can only have one main class, and one extra class. 

New classes

  • Blacksmith
  • Farmer
  • Lumberjack
  • Miner
  • Cook
  • Squire
  • Alchemist
  • Potter
  • Carpenter
  • Healer

In the handbook there is a new section "Class Guiders" - the gives information about how each class plays and how to access the full potential of each class, as well as information about secondary professions if you want to use them, how they work, how to access them and how to change them. To access a secondary profession, you will need assistance from the server admin. In a single player game, that is you but on a multiplayer server you can only access these if the admins allow it. 

Handbook Support

Within the handbook is a class guide. The class guide is there to help you get the most out of your class, providing information on what custom recipes your class has access to

New Mechanics

Alchemical Transmutation

The alchemist is able to create a philosophers stone, and practice traditional alchemy, the quest to refine mundane base metals into precious counterparts.

Creation of Decorated Pottery

After creating a raw storage vessel/planter/flower pot, you can use metal oxides and a glaze to decorate it before you fire it, turning it into a raw version of any of the decorated pottery in the game (not including storage vessels added with 1.20) and fire them into the regular versions. 

Washery Grade Coke

You can turn your coke into washery grade coke, allowing you to make your coal supplies go further. You can't run on it forever as it still requires fresh coal to make, but you can get an efficiency boost from using it. 

  • A stack of 16 brown coal turns into 32 brown coal equivalent of crushed washery coke. 
  • A stack of 16 black coal turns into 48 brown coal equivalent of crushed washery coke. 

Don't forget to crush the washery coke, or you will find no benefit from brown coal (but no loss) and a much reduced benefit from black coal. 

Cooking fuel

Cooks can create a more efficient cooking fuel from peat, that burns a lot longer, reducing the need to manage the fire pit as much, and making the peat supplies go further. 

Improved crocks 

Through "creative" application of temporal technology, (stubborness, temporal gears, multiple crocks and a hammer) cooks can create crocks that are bigger on the inside. Store up to 8 servings in an improved crock. 

Secondary classes

Trait Aquirer is a dependency for this mod, and each of the new classes has a Professional traits book. Use of the class traits book for a given class adds the traits from that class associated with recipe unlocks. It does not add the physical traits (so you can't stack physical bonuses) and it doesn't add the negative traits, just the recipe unlocks.

Using a book for a second additional class gives you the recipes from the new book, and removes the recipes from the first "additional profession" book you read. Class traits are unaffected by trait removal, you will always have the bonuses and penalties of your class chosen at character creation. 

Notes:

Trait aquirer has its own trait books for the vanilla classes. If you do not want these books to show up in dungeon loot/traders, you will need to turn them off in the trait aquirer config. To do this, change the "classManuals" setting in the traitaquirer.json file in your ModConfig folder from True to False. This will stop the Trait Aquirer books from appearing in the game. 

The squire class is all about physical traits, and has no access to additional recipes. As a result, you can use the "Squire" profession book to clear any of your current extra traits. 

 

Dependencies

The mod requires the following mods to work: 

  • Expanded Matter
  • Trait Aquirer

Compatability

Other class based mods

This mod should be broadly compatable with other class based mods out there. It patches new classes in to the system, so there should be no issues there. That said, any classes which change either the Blackguard class or Tailor class may not be compatable with this mod. Both of these classes have been amended to only have 2 negative traits, and in the case of Tailor, so additional useful traits. If you have another mod that edits these classes, you will likely get one version of them dictated by load order. 

That said, this is broadly incompatable with any version of the original More Classes/Division of Labour as they add mostly the same classes. 

Alchemy

This mod is compatable with and designed to be played alongside the Alchemy mod. The alchemist class from this mod will make being an Alchemist as per the mod easier. That said, this mod works just fine with or without Alchemy, and the class should still stand up with its own identity. There are no compatability issues with the Alchemy mod. 

Millwright

This mod includes a compatability patch for Millwright. If you are using Millwright your Millwrights (Carpenters), Technical (Clockmaker) and Sailwright (Tailor) classes will have improved recipes for some Millwright items. (Not as much for the Carpenter as the other two) as the buff to vanilla rotor recipe is already a boost. 

Roadmap

  • Healing teas to be added to improve the class fantasy of the healer class
  • Additional transmutation recipes
  • Additional classes: Inventor/Scholar/Rancher
  • Adding the storage vessels added in 1.20 to the decorated pottery creation system. (This will not be done till 1.21 to allow some time for the new content to exist only as dungeon/trader loot, and remain special for this update.)

Credits:

  • Mt1k3 for creating the original MoreClasses mod.
  • ironphildo69 for Division of Labour.
  • Ket for multiple fixes done to Division of Labour and info about how it worked.
  • MrFlame from the More Fuel mod, and knowledge of how to add in a "peat like" fuel.
  • Arkhael from Trait Acquirer - no specific help, however the Trait Aquirer mod is written well, so as to make integrating with it quick, easy and pain free.
  • Straudberyl from the server I play on for their texture work on numerous parts of the mod.
  • Briarpatchpumpkin for textures work.
  • Azure and Shadow on the server for sounding boarding the new smithing fuel yields, game balance and end game discussions
  • Penned for going through and making sure all the classes had proper outfits of their own

Numerous others on the VS Discord server mod dev section for suggestions and advice, everyone I have spoken to there has been awesome. 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.0 47 8 hours ago Show theworkingclasses_1.0.0.zip Install now
v0.1.0 98 5 days ago Show theworkingclasses_0.1.0.zip Install now

2 Comments (oldest first | newest first)

💬 Vivi_IXAuthor, 3 hours ago

Ourcasula

it should work fine - the recipe changes for tailor here are done by adding in new recipes with the "clothier" trait that the vanilla game uses, and tailors delight does the same. Our server uses both these mods together. The only change we make to the tailor class directly is to remove one of the debuffs, and add an extra buff for making sails. The tailor seemed a bit hard done to with the ability to make and repair clothes, and 3 disadvantages for their trouble. You shouldn't lose anything. 

The closest to a clash is actually with the healer class. Tailor's delight has a recipe to use sheers on a piece of linen to get twine, with sheers above the linen, I have a similar recipe for the healer to get a better return on cutting linen into bandages. The way this ends up working out is because their recipe is shaped, if you use their recipe, you get their output. If you put the linen elsewhere in the grid, you get the non shaped result from this mod. You get the one you want depending on your class, and where you put the linen. 

💬 Ourcasula, 5 hours ago

How does this mod function with Tailor's Delight? So far as I understand, the Tailor's Delight mod doesn't change the tailor class at all and just adds new recipes, so it ought to work, but I'm not sure.

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