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Aldi's Classes

Pick your class, stand with others, rise as a whole Dependencies Expanded Matter (for some crafting recipies) Rucksack Patch (this is not a hard dependency but I REALLY want you to use this!! It adds amazing features that I want separated from the main mod

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Aldi's Classes release should I use?

Updated today
Latest stable file 2.3.0
Game version 1.22.0, 1.22.1, 1.22.2
Loader Built-in Vintage Story mod system

Aldi's Classes 2.3.0 targets 1.22.0, 1.22.1, 1.22.2. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.

Where it goes

Is Aldi's Classes required on the client, server, or both?

It must be installed on the client. Installation on the dedicated server is optional.

Client Required
Dedicated server Optional
Loader for this release Built-in Vintage Story mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This release supports both sides, but the source does not require it on the server.

What else does Aldi's Classes 2.3.0 need?

2.3.0. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Aldi's Classes without breaking your instance.

Built for Aldi's Classes 2.3.0. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 2.3.0. It targets 1.22.0, 1.22.1, 1.22.2; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    It must be installed on the client. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 2.3.0. It opens that exact file at the source.

About this project

What does Aldi's Classes add?

Pick your class, stand with others, rise as a whole

 

Dependencies

Expanded Matter (for some crafting recipies)

Rucksack Patch (this is not a hard dependency but I REALLY want you to use this!! It adds amazing features that I want separated from the main mod for logistical reasons!

Soft Dependencies

ConfigLib (change some values serverside) 

Values
  • every class can be enabled or disabled (this potentially renders some patch mods useless but what gives)
  • vanilla classes can be enabled or disabled
  • Slots for every backpacktype can be changed (to completely unreasonable values)
  • metal pots meal sizes
  • bigger crocks and stew serving pots sizes
  • deepbowl size (who asked for the abyssal bowl?)
  • heatcore warmth
  • need anything else? let me know

Pictures and more information can be found in the wiki tab!

 

Patchnotes for 1.22
Changelogs

2.3.0

- repaired the configlib file
- compat for draconis: harnisses and bags now cheaper for the saddler trait (farmer)
- compat for geology: additions. Added recipes for all the damn rocks

 

2.2.6

Another patch for some minor bugs and stuff~

  • Lang file stuff
  • stew serving pots now have another line of text that should make their purpose clear once and for all
  • added recipe for bone ash (em didn't have one lol)
  • added vanilla classes to the no negatives patch

 

2.2.5

  • added compatibility with cairn recipe from natural trails fork mod (only one for 1.22)
  • fixed the config lib patches (you probably need to delete this file so it can be initiated anew: VintagestoryData\ModConfig\aldiclasses.json)

 

2.2.4

  • fixed some lang file errors
  • added a slider in config lib for satiety of pressedmash...
  • added checks in config lib for threadweaver legacy recipes..

 

2.2.3

  • config lib support
    • lots of different values can now be easily changed serverside
      • every class can be enabled or disabled (this potentially renders some patch mods useless but what gives)
      • vanilla classes can be enabled or disabled
      • Slots for every backpacktype can be changed (to completely unreasonable values)
      • metal pots meal sizes
      • bigger crocks and stew serving pots sizes
      • deepbowl size (who asked for the abyssal bowl?)
      • heatcore warmth
      • need anything else? let me know
    • Vegan fat for everyone
      • can't make fruitpress class restricted and theres no real reason to do so
      • wanderer can make a fruitpress with beeswax
      • press every type of grain to recieve grain oil (flax and sunflower are twice as good as everything else)
        • Many of these grains dont make any sense producing oil but i know players will ask for it so here you go
      • eat the resulting mash for some extra protein (yes, protein)
    • Lang file fixes

 

2.2.2

Added

  • homesteader to "naked" patch
  • drunkard to "naked" patch
  • homesteader to "no negatives" patch
  • drunkard to "no negatives" patch
  • removed all negative combat overhaul and butchering traits when "no negatives" patch is installed

 

2.2.1 official release

Attention server owners. When updating on this version, pay attention to the threadweaver changes. The drygrass recipe is disabled now. If you have your own patches to adjust my classes, please read carefully through these patchnotes! (contact me on discord if you have questions)

 

  • fixed some lang file entries
  • removed grass recipe from threadweaver
  • changed flax stalks drop rate slightly (chance to drop none is now included)
  • added nettle bundles to large troughs as grass food
  • added nettle leaves to small and big troughs as vegetable

 

compatibility

  • expanded foods
    • hardlard for mechanical parts
    • added seasoned meats to every meat recipe

This is a big one (well at least it took a lot of time to make)!

The amazing nettle makes an entrance!

Fixes

  • Metal pots are displayed on elks again
  • Cleaned up seasoned meat patch files

Changes

  • Bedroll now let's you sleep for a bit longer
  • Kelp perish rate reduced to 1:8 (8 Kelp, 1 rot)
  • Added seasoned bushmeat as a protein ingredient in soups
  • Increased all metal cooking pots' sizes to better fit stew serving sizes
    • gold pot now holds 32 portions (1 gold pot now equals 1 ceramic stew serving pot)

Additions

  • The next tier of cooking pots: the Temporal cooking pot!
    • It holds 64 portions of food (enough for 1 metal stew serving pot)
    • It is kinda expensive (I think?) and emits ominous particles
  • The stinging nettle!! (This was so much work)
    • image
    • THANK YOU VERY MUCH MiraLeaps for the texture!
    • A new plant has been introduced to the game, the Nettle
    • It spawns in big bunches around the map, even on already existing worlds (but only in new chunks)
    • You recieve stems and leaves from them
      • Stems can either be crafted into ropes or flax fibers
      • Leaves can be used for tea (without Hydrate or Diedrate that's kinda useless though), be eaten while fresh or dried and ground to make tea later
    • These plants are finite and do not respawn. They come in a tall and a small variant.
  • Threadweaver rework!
    • You now make flax fibers from soaked nettles. Only the careful hands of the Threadweaver manage to do that.
    • ALSO (really proud of this one tbh) stage 9 flax crop now drops 1-2 leftover flax stalks. These are completely useless without a Treadweaver but he sees the potential and with the help of his brush and hackle he can extract the leftover flax fibers from them. This will make his kit useful infinitively as he just provides a bonus on already big flax harvests.

Compatibilities

  • Toolsmith
    • Dried nettle stems can be used as a slightly better binding than normal grass and slightly worse than flax twine
  • Hydrate or Diedrate
    • Nettle Tea of course replenishes thirst
    • Depending on what water you use (rain, natural or well) the nutrition value changes

 

More info

  • Ropes from Nettles
    • Cut the nettle with a knife, collect the bundles
    • knead and cut them with a stone and knife
    • let them dry
    • make rope! (this should be a really good way to easily get rope, as long as you find more nettles)
  • Flax from Nettles
    • Cut the nettle with a knife, collect the bundles
    • Soak them in a barrel in water
    • knead and cut them with a stone and knife as a Threadweaver
    • recieve flax!
  • Tea from Nettle leaves
    • Cut the nettle with a knife, collect the leaves
    • put them in a cooking pot with water (0.2l + leaf + leaf + leaf)
    • Alternatively let them dry and grind them
    • put them in a cooking pot with water (0.1l + ground leaf + ground leaf + ground leaf)

 

2.1.1

  • Fixed a bunch of text issues (than/then...)
  • Fixed patch errors when using the  "only crafts" patch (these errors were harmles but ugly)
  • Squished some minor bugs (seasoned meats being vegetables in stews lol)
  • added loot vessel drop chance for shadowstrider in Get in get out trait: 30%!
  • Butchering compatibility: made the prime meat seasonable!
    • like every other vanilla meat. Season raw, season cooked, throw raw seasoned variant into stews and soups
  • Added a comprehensive List of traits and classes unter the wiki button. These lists will always be up to date

 

2.1.0

Fix

  • fixed tasty medicine crafting (vanilla juiceportion-* bug)

 

Additions

  • raw redmeat, poulty and fish can be seasoned and used as better meat ingredients for stews and soups!
    • bushmeat still tastes the best straight from the fire ;)
    • This means the Spice Pouch is actually a very nice to have item for every cook even in late game!
  • spice pouches have 3x the durability (linen 60, leather 150)
    • Kebab seasoning now uses 3 durability (factually the same as before)
    • single meat pieces only 1 (feels fairer)
  • You can now season the raw Kebeb or cooked Kebab, doesn't matter

 

Please note that the increasing of Spice pouch durability will basically nerf the already existing spice pouches because they have the same durability as before but Kebabs take 3 times the durability. Sorry lol

 

2.0.0

It is time to release this as a full version (no particular problem was apparent, I just didn't want to remove the 1.21 version from the main page)

 

Extremely cool new additions when you install this amazing patch

  • The blacksmith gloves make their comeback!
    • Smiths can craft them. They came up with the idea after the got too annoyed with using tongs.
    • They let you hold hot items without tongs
  • A stone compressed by sheer force, defying the boundaries of time and space - the Resonant anchor!
    • Prospectors realized if they compress a whole stack of stones into one they create a volatile but useful entity
    • Restores 50% temporal stability but should be consumed fast because after 1 hour of existing it just vanished into thin air
  • A new permanent addition to the rucksack: a lunch box!
    • Everyone can smith and craft this lunch box out of the finest meteoric iron
    • Add it to the Rucksack by shift+rightclicking to permanentely add 2 cooling slots to the inventory that have a permanent 50% perish speed reduction

 

  • added logs and quarter logs to the firewoodframe (I give up, it really does make sense)

 

2.0.0-rc.7

  • fixed travertine recipes
  • compatibility stuff
    • revisited everything that has to do with combat overhaul and such
    • reshuffled the traits and damage tier bonuses
    • fixed the language bugs

 

2.0.0-rc.6

  • added new mushrooms to wetshroom recipes
  • fixed tailors delight compat patch error
  • fixed bug with deeperbowls and red clay
  • fixed puncherhead stacksize to 64
  • fixed alchemy entropic recipe (flasks are blocks not items lol)

 

2.0.0-rc.4

Some random bugs fixed

  • fixed red raw clay pottery not being able to be fired
  • fixed some server-main log warnings
  • added heatcore recipe (whupps)

 

2.0.0-rc.2

  • fixed metal pan recipe
  • added carbon fishing rod for Tinkerer Trait (Entropic)

 

2.0.0-rc.1

  • new 1.22 stuff adjusted
  • everything 1.21 got
  • actually made all the new versions of many patch mods functional for this version

 

2.0.0-pre.5

  • fixed onionpowder patch missing

 

2.0.0-pre.4

  • Embraced Quartz now fits in cabinets (thx P1nkOblivion)
  • everything else added to the 1.21.6 version

 

2.0.0-pre.3

  • fixed dried flygaric texture
  • fixed crushed item shapes
  • added all the stuff that got added to 1.21 version lately

 

2.0.0-pre.2

  • fixed new labels on stew serving pots
  • added the new tags to every recipe
  • changed fat to rendered fat in all recipes
  • added recipe for tinkerer and handwright for spurgear
  • stick is now vanilla offhand, fixed the storage flag for firewoodframe patch
  • fixed z-fighting in firewoodframe
  • added equus backpack compatibility

 

2.0.0-pre.1

Lots and lots of Adjustments for 1.22

  • fixed crash with hot hackle in metal tongs
  • added new flowers to forager backpacks
  • added earthyorange to every fired red-clay pottery
  • added travertine rock recipes for mason, handwright and earthshaper
  • added fennel and licorice comp with farmer produce drop rate and early harvest
  • added new poisonous mushrooms to dryshroom and wetshroom crafting recipes
  • added better ceramic tiles recipe for mason, handwright and earthshaper
  • added new larger windmill parts to millwright trait
  • added larger windmill sails to sailwright trait
  • fixed every error and crash I found that came with 1.22

 

Some things I tried but couldn't be added as of now

  • better fishing rod with new materials and glowing bobber
  • certain classes being better at fishing
  • certain classes being better with the new berry bushes
  • the new smithing procedure confuses me. I need to get into it first to let the classes benefit from it

 

Known issues

  • stew serving pots wont show the new labels correctly
  • I can't replicate a crash where i placed a stew serving pot on top of a cabinet and then looked at it

 

This mod is balanced for a small, cooperative group

This is a Content mod so there are no extraordinary features to be seen. Just fun, easy adaptable ideas of classes.

I made this with the gameplay style of my friends in mind so that we could have a great time. Maybe you find a liking too!

The goal of this mod is to make every class fun and viable in its own way (looking at you, vanilla Tailor). Class mods often follow familiar staples. I wanted to break free from those while still benefiting from years of established ideas.

Here you’ll find familiar classes and new ones, well-known recipes alongside a brand-new creation, and a variety of class fantasies to explore within a community-driven style of gameplay.

 

To use these classes in their fullest extent, use this other mod alongside it! I HIGHLY suggest it!

Check out my Patch Mods for easy access to customization

Most of these Patch Mods can be combined (logically, you can't disable and enable all classes i.e.)

Special Patches that add new stuff:

 

Advanced features Patch Mod - This is an amazing addition that will add new features that aren't possible with json only! Always a good option to add! The new amazing Rucksack, Resonant Anchor, Blacksmith gloves are added!

Homesteader Patch Mod - If you want to add a class that combines some existing ones but doesnt excell at anything. A true self sufficient pioneer.

Drunkard Addition - If you want to add a class that benefits from being drunk and needs SlowTox to work, add this class to the roster seemlesly

Small Creature Addition - If you have someone special to you who just wants to play with you but just isn't great at games? Get this extra class+"race"

Racial Equality Patch Mod - If you want the 5 fantasy races from racial equality with unique traits on top of the classes

Crafts only Patch Mod - You like the items I made but don't really like the classes? Use this patch! You can even use other class mods with this combination!

 

Patches that change the class roster or make small adjustments:

 

No Negative Traits Patch Mod - For solo players, even smaller groups or just people who don't like negatives

RP Patch Mod - If you're looking for a mod balanced for big RP Servers

PVP Patch Mod - If you want the classes more balanced for PVP

Vanilla Patch Mod - If you want the vanilla classes or for a smooth transition to my classes

Unlock all classes Patch Mod - If you want to use every single class from Aldi's Classes

Disable all classes Patch Mod - If you want to disable all classes (even vanilla ones) but want to keep the recipies and items. Enabling crafting recipes for everyone is recommended.

Handwright disable Patch Mod - If you want to disable this class specifically

Remove all starting clothes Patch Mod - If you want to remove all starting clothes, either for lore, RP or other reasons

 

Special collaboration mods:

 

XSkills Fork for my classes made byFatherLegDay - The lord put a lot of work into this, feel free to use it! (check the modpage for all info and requirements)

Trait aquirer Patch with my traits by Voltine - Haven't used it myself but I think it's a great addition

Class Addon mod made by Riley - Some more classes that need this mod to work so the balancing should be fine

Multiclass Reborn Class Gylphstones - Glyphstones for my (and other) classes to combine with Multiclass Reborn

Balance philosophy and Classes

The balance philosophy is simple:

  • No class should ever feel like “the best” pick.
  • No class should ever feel like “the worst” pick.
  • Every class should have a meaningful role within the economy.

Listed below are several classes. Each of them is included in the mod, but depending on the patch, some may be disabled. (The Screenshots above show the actualy classes of this Mod without patches)

Each class is designed around a specific playstyle that I envisioned. To fully realize this playstyle, the advanced features patch is necessary for certain classes.

 

A list of every available class in form of a screenshot can be found here

Miner

Go mining and stay sane, that's it!

With the new resonant anchor he can stay underground for much longer. Happy mining!

Farmer

No surprises here—he’s the best at cultivating crops. Additionally he is good at collecting wild crops and foraging. As a bonus he's good with animals.

Newly added: If you harvest crops in an earlier stage, you get more seeds. This adds another layer to farming and the risk of pushing a bigger harvest further into the future!

Now with the mechanic to harvest lake ice in winter with a saw the farmer even has something to do in winter!

Lumberjack

The ability to craft sticks is, arguably, one of the most useful skills for society as a whole. The firewoodframe is a new backpack for transporting a lot of firewood. Harvest a lot more tree seeds with shears.

Blacksmith

Fulfilling the fantasy of a truly indispensable class, he can repair armor. And produce highly efficient coke. Can craft all colored glasses.

In the RP Patch he's the only one able to craft iron doors, which makes him much more useful.

Potter

Likely already familiar as a class. In my view, it’s perfect as it is: a solid mix of useful skills and solo-play viability. The newly added larger crocks and stew serving pots are a huge addition to this class.
As an Artisan he's able to craft a lot of different colored vessels. (Basically this Simple Deco Pottery and now even this: Valkyrja's Vessels)

Mason

Through his careful strikes he collects more rocks from stone. He's a pretty familiar sight, making buldings of stone a breeze.

Carpenter

Much like the Potter, he provides valuable crafting recipes with little drawback.

As a Fitter he can craft pretty new variants of planks. (I have no idea who the original creator of these is and I couldn't find him/her)

Wanderer

A special one. He’s an enduring, animal- and nature-loving traveler who’s learned to improve backpacks, making them larger and sturdier. This gives him a unique role in the community—huge strengths balanced by equally huge weaknesses.

Includes exclusive, brand-new recipes for improving hunter’s backpacks, backpacks, and sturdy backpacks, which should be a viable bonus in early to mid game. Also he's the one to craft the mighty rucksack and vegan leather!

Innkeeper

A fusion of the classic butcher and cook. Mainly because I always thought that standalone cooks and butchers are not pickable. He’s not meant for hunting but for tending the domesticated animals on your property. If he manages to capture a few, he’s a viable—if somewhat dull—solo player. (After all, what good is all that food if there’s no one to eat it?)

All the good stuff: He can craft larger pots for more portions per meal and better fuels for the kitchen. A spice pouch for seasoning raw meats to use as better ingredients in cooking and the super cool kebab!

Handwright

This guy is NOT meant to be played solo. He can master nearly every building skill you’d ever need for a base, but he has no time for anything else—no matter how often you ask. He basically posesses these traits: potter, millwright, mason, carpenter. BUT he focuses on building crafts and thus misses some special items like deeper bowls, bigger crocks etc.

He's probably the perfect class for everyone who has a friend that does all the gathering and hunting.

Druid

The Druid is a skilled gatherer and is the only one with the knowledge to craft Medicine. It's a fairly complex process so have a look into the handbook! He can craft a forager's backpack to carry a lot more of natures gifts!

Squire

He's well rounded with little advantages and disadvantages.

Wildrunner

A reimagined version of the classic hunter. Still a skilled hunter, but now an even better ranged fighter. His strengths in ranged combat come at a cost: he struggles badly in close combat and mining. Best played as part of a community, where he can provide security and animal materials—yet still strong enough to wipe out hordes on his own.

The idea is to go out in the wild, hunt and survive, go even further out and explore the world as a skilled survivalist and hunter. Occasionally return and bless your guild with animal materials.

Mercenary

The counterpart to the Wildrunner. An unstoppable force in close combat, but poor at ranged fighting and hunting.

Entropic

He is a fusion of Clockmaker and Alchemist, a mind caught between gears inventions. With him comes a unique creation: the Embraced Quartz. No one knows how it works, nor why it works—yet he believes in his inventions so fiercely that they take on reality itself. The quartz is available in 9 different colors! These things have tremendous chiseling and decorative potential! The new metal stew serving pots are his creations aswell.

Threadweaver

He is my attempt to make the tailor class more appealing. The brush is intended to be a permanent source of income (with 32 uses it's relatively brittle), allowing the Threadweaver to do other things besides creating cloth.
He's the only one able to craft the brush needed. The hackle can be smithed by everyone.

Earthshaper

A combination of Potter and Mason because in small groups it just makes more sense.

Deepforger

This class is the combination of the classic Miner and Blacksmith. Both had similar tasks and didn't feel special enough. The Deepforger aims to be the go-to miner and the go-to Blacksmith of the group. This ensures an indistinguishable class identity.

Shadowstrider

You like traveling and scavening in ruins? Only thing he's probably missing is a role in an economy. But with his speed, he can travel the world for rare materials so..let's see.

Timberborn

The mighty Lumberjack and the crafty Carpenter combined. He may be a bit strong but let's see. He really should love the forests, as he fells the trees, plants the trees and uses the trees for his crafting. To be a bit more drawn to the forests, he is a bit sneaky and a tad worse at mining and looting vessels.

Special crafts, Compatibilities, Dependencies, Issues and disclaimer

Over 200 new crafts!

Embraced Quartz color variations

The shiny variants of the embraced quartz

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

Use the 3 cosmetic variants of every color to place the quartz in the block beneath to chisel freely around it!

Stew serving pots

>First you need to form one from any clay and give it to a Potter to finish it

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

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

The metal ones come in different colors with different themes but they all hold 64 portions of food!

Compatibility
  • Combat Overhaul (Adds CO traits to the classes in an appropriate way. This includes actual melee and ranged damage buffs and debuffs that work with CO)
  • Combat Overhaul Armory (Armor is now repairable with repair kits)
  • XSkills (appropriate distribution of exp + or -.)
  • Floral Zones (Crop produce rate sould be affected by the correct multiplier. Thx MagnaFM)
  • wildcraft: trees and shrubs is now compatible ( branchy leaves drop mistletoe again and stickdroprate is working again, also the foragers basket is disabled because this mod provides other methods)
  • art of growing (unofficial) is now compatible (basically the early stage harvest for seeds is removed)
  • age of flax is now compatible! (Drop rate for stage 9 flax is sometimes doubled for the farmer with his new trait "Flax harvest". Threadweaver loses a lot in this but there's nothing I can do) Thx a lot Oppo for you cooperation!
  • alchemy is now more than compatible! The druid now heavily profits from this mod and even the entropic has something to show..
  • monster nugget drops (well at least there are no errors in the logs anymore.)
  • Valkyrja's Vessels got added natively to this mod, you don't need to download it seperately. You can have a look at Valkyrja 's other mods!
  • To Rule Them All: Middle-Earth Races You can use these awesome races with my classes and nothing will (should?) break! Thank Shakgriig
  • Long-term food: Early harvest, crop rate adjusted to the newly added crops
Issues
  • Apparently the unofficial Patches of Traitaquirer (main mod is still outdated) are breaking the traits window ingame. The game still works but you can't get insight on your traits. thx Psyloh :)
  • Forage backpacks because Sonito allowed me to use his files natively and thus they are already in the mod!
  • Consolidated Classes. Obviously something has to break with different class mods. The Farmer won't get any bonus on harvesting crops.
When transitioning from vanilla classes or another class mod

If you transition from no class mod or any other class mod to this (or to any other class mod by that matter) your admin needs to do a /player [playername] allowcharselonce. Then the player can do a ".charsel" and the class selection screen will pop up.

Important: it's wise to switch with this method to the commoner. Than delete the old class mod, install my mod and switch to another class with the command. The reason is: Your game will crash if you are currently using a class that is not installed anymore.

Using this mod for singleplayer?

You should either disable "Class exclusive recipes" unter the Multiplayer section or use "/worldConfig classExclusiveRecipes false" if the world was already created. This way you have access to all crafting recipes.

AND / OR

Use the no negatives Patch to not lock yourself out of any options

OR

Use the crafts only Patch to still use Vanilla classes but with all my other stuff

Disclaimer stuff

PLEASE always make a backup of your world before installing a new mod.

I am not responsible if something breaks even though I am sure it won't.

This mod disables the vanilla classes! Any mod that changes their behavior could lead to a crash! Install this Patch mod if you have any problems with vanilla classes

Want another language? Tell me or send me the translated file.

Currently natively avialable in

  • en
  • de

Any bugs? Use the issue tracker or comment!

You may use this mod for forks or whatever you like. Just message me on discord, maybe your ideas have a place in here. I borrowed a lot of ideas and code so feel free to take what you need but always keep in mind that I am not the original creator of some of these features.

 

 

Stay up to date and have a look and talk about future patches in my forum post in the official vintage story discord!

Do enjoy my work? Visit my Kofi :)

Keywords: Classes, Classes mod, mod, klassen, klassenmod, class, class mod, klass, klasse, aldi, aldis classes, aldis, compatibility, compatible, customize, customizable, miner, farmer, potter, carpenter, blacksmith, lumberjack, wildrunner, mercenary, vanilla classes, vanilla plus, vanilla+, vanilla +, items, crafts, craft, backpack, chisel, chiseling, decorative, leaves, rucksack, popular, hunter, butcher, metal pots, pots, medicine, healing, Exploration mod, Adventure mod, Loot mod, Treasure mod, Exploration and discovery mod, exploration mods, building mods, adventure mods, lore mods

Project description from Vintage Story Mod DB.

Pick your setup

Aldi's Classes releases for each Vintage Story version.

Choose the version and loader you play, then open the matching release.

25 available setups

Showing the newest 12 of 25 game versions. Older files are in the list below.

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Aldi's Classes versions and loaders

96 of 96 releases match

Looking for an older file? The official Vintage Story Mod DB project page is in Resources.