About this mod
An extensive overhaul of Stardew Valley profession trees and skill progression systems, which seeks to replace the rather "boring" vanilla perks with more unique, interesting and impactful choices at every branch.
- Requirements
- Permissions and credits
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Translations
- Turkish
- Spanish
- Polish
- Mirrors






What this is
This mod is an extensive overhaul of the skill progression and profession tree systems. It replaces the unbalanced and gold-centric vanilla professions with more unique and impactful choices that serve as pivotal anchors to reshape gameplay experiences.
Optionally, this mod also brings classic progression tropes like Prestige Classes, Class Change Level Reset, and Limit Breaks.
This mod is inspired by such great overhaul mods as Enai Siaion's Ordinator for Skyrim and ReaperAnon's W3EE. It borrows many ideas and assets from the classic Ragnarok Online, and also includes new improved profession icons by IllogicalMoodSwing (please visit and endorse Profession Icons Redone!).
The Professions
Click on any profession below to expand for more details. Golden professions refer to Prestige Professions (read more about them in the next section). All perks are cumulative except when written

- Spoiler:Show
10%→ 20% chance for extra yield from harvested crops.Spoiler:Show
Equivalent in value to vanilla's 10% price bonus on average, while also providing value should you choose not to sell raw crops. - Spoiler:Show
10%→ 20% faster and can survive up to 5 days out-of-season.Spoiler:Show
Allows harvesting iridium-quality crops, normally only possible with Deluxe Fertilizer. Chance is equivalent to half of the chance with Deluxe Fertilizer, which means that fertilizers are by no means obsolete. Note that quality is determined only on the moment of harvest; planted crops have no quality, which means the perk will apply to crops planted before obtaining this profession. - Spoiler:ShowSpoiler:Show
The quality of the output is based on your Farming level. The lowest possible quality is 2 stages below the input quality, and the highest is 1 stage above at a flat 5% chance. For reference, the chance to match input quality at Farming level 10 is 30%. Note that the quality preservation part of the perk is tied to the Artisan player, while the production time and quality promotion perks are tied to the machine itself; i.e., only Artisans themselves can preserve the ingredient quality, and they can do so on any machine, but non-Artisan players can still benefit from faster production and small chance for quality upgrade (in that case, capped at silver), so long as they use a machine that was crafted by an Artisan player (ownership requirements can be turned off in the configs).
In order to maintain the consistency of this profession, this mod also adds two additional optional changes: first, it makes Large Eggs and Large Milk yield double amounts of regular-quality Mayo and Cheese respectively, instead of increasing each to gold-quality, and second, it adds Ostrich and Golden Mayo items, replacing the weird vanilla rules that normally apply to Ostrich and Golden eggs. Blue Mayo is not included. Both options are enabled by default.
Please be aware that Hopper behavior is improved by the core mod Lionheart. - Spoiler:Show
2×→ 3x more quickly.Spoiler:Show
Grants double mood and friendship points from petting. Newborn animals are born with a non-zero, randomized initial friendship. - Spoiler:ShowSpoiler:Show
At max friendship animals are worth 10x their base price, compared to vanilla's 1.3x without this profession. Prestige eliminates the friendship requirement. - Spoiler:Show
2x→ 3x as frequently. Deluxe Coop capacity +2.Spoiler:Show
Note that happiness, or mood, is not the same as friendship. This will not allow certain animals that already produce every day (i.e., cows and chickens) to produce more that once per day.
The bonus produce value also applies to artisan goods derived from animal products (such as cheeses, mayos and cloth), honey (bees can be animals too, via settings), and meats.
Only deluxe buildings can be considered full, and only barns and coops owned by the Producer will be considered (ownership requirements can be turned off in the configs). If SVE is installed, Premium buildings will also be considered, but they, too, must be full, and not merely have 12 animals, which would be considered full for deluxe. If this profession is prestiged, a coop, again, must be *full*, including the extra 2 animal slots.
There is no limit to the price bonus.

- Spoiler:Show
20%→ 40% chance for double yield of foraged items.Spoiler:Show
Other than the name, this profession is unchanged from vanilla. - Spoiler:Show
50%→ 100% more health and energy and also afford buffs.Spoiler:Show
All foraged items will have the same deterministic quality, providing immediate inventory convenience. However, that quality will initially start out at silver, and gradually progress to iridium as you gather and study new varieties of forage. Unlike vanilla, this perk will also apply to hoed forage (such as Winter Root, Snow Yams and Ginger), Coconuts shaken off of palm trees, and mushrooms produced by Mushroom Boxes, but only if the cave owner (i.e., the host player) has the profession.
For Bioharmonist, a buff will be chosen at random the first time a forage is consumed after obtaining the profession. From that moment onwards, that particular forage will always afford the same buff, which will be indicated in the item's tooltip. - Spoiler:ShowSpoiler:Show
Whenever you are outside there is a chance to trigger a Scavenger Hunt minigame; find the hidden buried treasure by following the purple HUD arrows, and dig it up (with a hoe) before the time limit to obtain a reward. Rewards may start out underwheming, but can be improved dramatically by building up a streak. You also gain the ability to hold a mod key (LeftShift by default) to highlight all forageable items currently on-screen, for your convenience. Moreover, you can optionally configure the tracking HUD arrows to not be active all the time, and instead appear only when holding that same mod key. - Spoiler:Show
25%→ 50% more wood.Spoiler:Show
Other than the name, this profession is unchanged from vanilla. - Spoiler:ShowSpoiler:Show
Applies to both common trees and fruit trees. Note that common trees grow randomly, and so gain 25% bonus chance to advance a stage each night. Fruit trees, on the other hand, grow on a fixed schedule, in which case the perk simply causes every 4th day to be skipped so as to preserve that predictable nature.
For Silviculturist, every fully-grown Green Rain Tree on the Farm adds a 1.5% chance to convert any rainy weather, even those caused by Rain Totems, to Green Rain, up to a maximum of 21%. - Spoiler:Show
25%→ 50% faster. Double yield from recipes that consume syrups.Spoiler:Show
New regular recipe: x25 wood, x1 copper bar.
New Heavy recipe: x18 hardwood, x1 radioactive bar.
In order to avoid redundancy with Heavy Tappers and maintain balance, this mod optionally changes Heavy Tapper to produce at the same speed as regular Tapper, but instead double the yield, which makes it more in line with the new Heavy Furnace and, honestly, just makes more sense. This is enabled by default.

- Spoiler:Show
+1→ +2 ore per ore vein.Spoiler:Show
This profession is completely unchanged from vanilla. - Spoiler:ShowSpoiler:Show
Adds 0.5% ladder chance per consecutive mine level, which resets when taking the stairs back to the surface.
For Cavewarden, any items left behind while mining have a chance to spawn back at the Mines or Skull Caverns entrance. The chance increases to near 100% below floor 100 of the Skull Caverns.
For revival, a safe room is equivalent to a treasure room. In the Skull Caverns, the chance to encounter safe rooms is also bumped up a little. - Spoiler:ShowSpoiler:Show
This is the mining-equivalent of Scavenger. All mining nodes and mineral forages off-screen will be tracked with a yellow pointer. Ladders, shafts and panning spots are tracked with a green pointer. While mining, there is a chance to trigger a Prospector Hunt minigame; break stones to trigger a pitched sound cue. Follow the higher pitched cues to find the treasure stone within the time limit and obtain a reward. Rewards may start out underwheming, but can be improved dramatically by building up a streak. For accessibility purposes, enable `UseLegacyProspectorHunt` in the config settings to replace this auditory minigame with a visual minigame of "follow-the-purple-arrow", exactly like the Scavenger Hunt.
You also gain the ability to hold a mod key (LeftShift by default) to highlight all forageable items currently on-screen, for your convenience. Moreover, you can optionally configure the tracking HUD arrows to not be active all the time, and instead appear only when holding that same mod key. - Spoiler:Show
2x→ 3x as much coal.Spoiler:Show
A new style of mining which also tries to alleviate the lack of coal from having removed the vanilla Prospector profession. - Spoiler:ShowSpoiler:Show
Further emphasizes the bomberman mining style while also trying to alleviate the lack of a Geologist profession. Though it isn't mentioned, you also gain a short burst of movement speed whenever hit by an explosion.
You also gain the ability to manually detonate bombs. Double press the mod key (default LeftShift) to engage manual detonation, and then double press again to trigger the detonation after placing your bombs on the ground.
For Pyrotechnician, chain reactions will cause every stone in range of an explosion to itself trigger a small explosion. This allows effective clearing of mine levels with one or two Cherry Bombs. "Lasting power" of coal refers to Furnaces and Heavy Furnaces, which will only consume coal every other time.
All perks also apply to Explosive Ammo. - Spoiler:ShowSpoiler:Show
The mining-equivalent of Ecologist. All gems and minerals mined from nodes will have the same deterministic quality, starting at silver and gradually increasing to iridium as you collect and study new varieties of gemstones. Note that this bonus applies only to gems and minerals that have been physically mined.
For Crystallographer, a "perfect replica" refers to quality preservation.

- Spoiler:Show
2x→ 3x more effective when fishing.Spoiler:Show
Doubles the chance to attract fish normally associated with every bait, as well as the double catch chance of Wild Bait and the bonus treasure chance of Magnet. Triple when prestiged. - Spoiler:ShowSpoiler:Show
- Unless disabled in the settings, a "MAX" icon will be shown in the Collections menu under each fish which has been caught at max size. A blue icon indicates a regular fish, while a red icon indicates a crab pot fish. Only blue-icon fish are counted for the perk.
- Legendary fish are worth 5 regular fish; i.e., 5% bonus to fish sell price. This applies to anything with the `fish_legendary` context tag, which should allow for compatibiltiy with mod-added legendary fish.
- By default, the bonus caps at 100%, but this can be configured.
- Lingering tackle effects last for 20 uses, which is half as many as a regular tackle.
- If prestiged, Legendary fish can be re-encountered, assuming all standard time and weather conditions apply, after 10 successive successful catches. Each subsequent successful catch then increases the encounter rate by 1%.
- Spoiler:Show
+2→ +4. Fish species raised to max pond capacity are reeled instantly.Spoiler:Show
Designed for players who struggle with, or just plain dislike the fishing minigame. The catching bar will decrease 5.5% slower per unique Fish Pond, with stacks with Trap Bobber; it should take 12 Fish Ponds + a Trap Bobber to make the bar completely stationary. In multiplayer, only Fish Ponds owned by the player with this profession are counted, though ownership requirements can be toggled off in the settings. Though it isn't stated, this profession also unlocks the ability to raise legendary fish in a pond at reduced max population (5). They will not reproduce, but will produce special rare items appropriate to each fish. If you also install the companion mod Aquarism you will additionally be able to raise Extended Family in the same pond as their relatives. Doing so with Angler and Ms. Angler will allow them reproduce.
For Ichthyologist profession, an instant catch also automatically catches treasure chests if applicable. This profession removes the lock on max population of legendary ponds, restoring it back to 10. - Spoiler:ShowSpoiler:Show
All trapped fish can have quality up to gold, which depends on your Fishing level. If prestiged, that quality is bumped up one stage, such that iridium is the new ceiling and silver the new floor. The Crab Pot recipe part of the perk is unchanged from vanilla. - Spoiler:Show
2x→ 3x per day. Double yield from machines which produce bait.Spoiler:Show
Each type of bait will also apply its regular fishing effects:- Wild bait: (25 + DailyLuck / 2)% chance to double the stack.
- Magnet: Repels all fish (as per its description), but attracts metal items such as resources, artifacts, treasure chests, rings and even some weapons (treasure table is similar to fishing treasure chests).
- Magic bait: Catches non-Crab Pot fish of any location or season.
- Deluxe bait: Quality is boosted by one additional stage.
All baits, with the exception of Magnet, also prevent collecting junk. - Spoiler:ShowSpoiler:Show
By default, every 100 junk items collected nets 1 point of global friendship and a 1% tax deduction the following season. What a "tax deduction" means depends on whether companion mod Serfdom is installed; if so, a tax deduction works as you would expect, reducing your overall amount due. Otherwise, a tax deduction works as a % value increase to all items shipped in the bin. If you qualify for a deduction you will receive a formal mail from the Ferngill Revenue Service on the first of the season, informing you of your currrent deduction rights.
For Oceanographer, the fish that can be caught are limited to those ordinarily caught with a crab pot. Your deep knowledge of currents and tidal patterns also allows your crab pots to catch entire schools of fish during days when the weather is rainy or stormy, or during the day of the full-moon (15th). All fish caught during these days receive a dramatic boost to quantity and a +1 boost to quality. On regular days, the chance to catch fish this way is 10%, and regular quantity and quality rules apply.

- Spoiler:Show
+10%→ +20%.Spoiler:Show
Completely unchanged from vanilla. - Spoiler:ShowSpoiler:Show
Rage: Damage +1% and Attack Speed +0.5% per stack, up to 100 stacks. Rage slowly decays after not dealing or taking damage for 20 seconds, increasing to 40 when prestiged. Wildhearts can expend 10 rage to trigger a special move during cooldown. - Spoiler:ShowSpoiler:Show
Poaching: Unless prestiged, each monster can only be poached once. Poach chance is increased by your critical strike chance and luck (not Daily Luck!), and decreased by the enemy's resistance and jitteriness (yes, that's a real stat which monsters have). Any item from the monster's available loot table can be obtained by this method.
Deadly Poison: Deals tick damage every second. On second application causes instant-death. - Spoiler:Show
35%→ 55% chance to recover spent ammo. Can fire both ammo slots at once.Spoiler:Show
Double press the mod key (default LeftShift) to cycle between equipped ammos. The extra slot can be used to easily switch to and from Explosive Ammo, or Slime; Slime can be equipped as ammo and inflicts a slow debuff to enemies. Only non-squishy and non-explosive ammos can be recovered (i.e., not fish, fruits, veggies, Slime or Explosive Ammo).
If prestiged, holding the mod key while shooting will fire both ammo slots at once. A Monster Musk can be equipped as a pseudo-ammo to the second slot in order to grant to the primary ammo the musked property.
Musked Ammo: When a musked projectile collides with a wall or enemy, it transfers the musk to that target, causing other enemies to flock to that spot for 15s. This allows players to completely evade combat. Each slotted Monster Musk lasts for 10 shots. Does not work with Explosive Ammo, but the Monster Musk will still be consumed. - Spoiler:ShowSpoiler:Show
Hip-firing: Refers to shots that are released as early as possible (before the overcharge meter appears). When any shot hits an enemy, your next hip-fired shot against a different enemy receives a 50% damage buff if it hits a target within 0.8 seconds. This rewards expert quick-shooting and quickly switching targets, as you would expect of a Desperado.
Overcharge: Continue holding the fire button past the normal charge threshold to reveal the overcharge meter. Overcharged shots gain up to 2x the original speed, damage and knockback, and can also pierce enemies.
Piercing Shot: Piercing chance depends on overcharge percentage and enemy resistance. If successful, a pierced shot then ignores that resistance and can even damage armored enemies. It then pierces the enemy and continues on to damage up to one more enemy behind it. A shot can only pierce once. Only non-squishy and non-explosive ammos can pierce (i.e., not fish, fruits, veggies, Slime or Explosive Ammo).
Rebound Shot: A prestiged hip-fired shot can bounce off of walls once, allowing you to hit those expert curve shots. - Spoiler:ShowSpoiler:Show
The most unique out of all new professions. Since we have a profession focused on Fish Ponds, it makes sense to have a combat profession focused on the most underused building in the game: the Slime Hutch. This profession seeks to provide a compelling use for Slime Hutches, both for utility/profit as well as combat effectiveness.
Slime Minions:- For every 10 Slimes raised in a Slime Hutch or outside on the Farm, a random Slime will be summoned automatically to aid the Piper in combat. Each full Hutch (at +50% capacity) will spawn 3 Slime minions. There is no cap.
- Slime minions are immune to damage from the player, but can be damaged by monsters.
- Slime minions can fight other enemies. They can even grab and tank enemy aggro.
- Slime minions ignore enemy Slimes.
- If low on health, you can heal a Slime minion by firing a piece of slime ammo at it from your slingshot.
- When a Slime minion is defeated, a new one will be summoned automatically after a 42-second cooldown (1 in-game hour). This does not affect the Slimes in your Farm (they do not disappear when a Slime minion dies).
- Slime minions inherit the same stats of the chosen raised Slime, therefore Slimes can be bred to achieve optimal combat stats (see below).
- If the profession is prestiged, certain Slime variants will gain unique special abilities:
- Green: Causes Slimed debuff. - Blue: Causes Chilled/Frozen debuff. - Red/Purple: Causes Burn debuff. - Black: ??? - White: Grants an aura that heals a low amount of health over time. - Gold: Causes nearby enemies to drop gold (100g per kill). - Prismatic: Causes nearby enemies to drop Prismatic Shards.
Hat Slime:- Interact with any raised or summoned Slime while holding a hat to turn it into a Hat Slime.
- As long as it wears a hat, the Hat Slime functions as an item mule; it will follow you around everywhere except indoors, and attempt to collect items dropped on the ground (only dropped items, not forage!).
- If a stack of the same item already exists in the player's inventory, the item will be sent to the player automatically. Otherwise, the item will be added to the Slime's own 12-slot inventory.
- The Hat Slime's inventory can be checked at any moment by simply interacting with it.
- Removing the Slime's hat will dismiss it, turning it back into a wild Slime. Any held items will be permanently lost when dismissed, so be careful to retrieve all items beforehand!
Slime Breeding:- Every Slime is assigned an IV (Individual Value) between 0 and 10 for each of Attack, Defense and Health.
- IVs grant a multiplicative bonus to the corresponding stat (x2 at 10).
- First-generation Slimes (hatched from eggs) are born with a random IV between 0 and 2.
- IVs can be increased by breeding; when a baby Slime is born, it inherits each base stat from a random parent, and IVs are picked from a normal distribution peaking at 1 value higher than the parent's. This guarantees that IVs will eventually converge to 10 after several generations.
- Baby Slime stats are inherited independently of color; any Slime color can be raised effectively to maximum stats.
- Special Gold and Prismatic Slime variants can only be obtained by breeding:
- Gold Slime variant can be bred by aiming for RGB(255, 215, 0), also known as HTML Gold. - Prismatic Slime variant can be bred at a low chance when breeding a White Slime RGB(230+, 230+, 230+).
Colored Item Drops:- If this profession is prestiged, a colored Slime Ball will always drop one random item of the same corresponding color from the game's color-based [Dyeing List](https://stardewvalleywiki.com/Dyeing). This requires that the Slime Ball's color be within a 10 chroma-value range of the dye color, which may also require some intelligent breeding.
Misc:- Increases Slime ammo damage to 20 if not prestiged, and 40 if prestiged.
Skill Progression Tropes
Profession Change Skill Reset
If enabled, the Statue of Uncertainty is replaced by the Statue of Transcendance.

Instead of changing your profession choices, the Statue of Transcendance will reset your level 10 skills back to level 0, for a price. Why would you want to do that? Because you get to keep every profession you already have (yes, including level 5), and you can then level up again to acquire a different profession. By doing this enough times, you will eventually have acquired all professions in that skill.
Note that you will inevitably need to choose each 5th-level profession twice on your way to getting both corresponding 10th-level professions. When this happens, you do NOT gain the level 5 perks twice. These perks are acquired only once, on the first time you choose that profession.
You will also find that leveling becomes progressively easier after each skill reset (or harder, if you choose to configure it that way). By default, resetting a skill will also cause you to forget all associated recipes, but that can also be turned off.
For this incredible service, the Statue will charge you 10,000g the first time, 50,000g the second, and 100,000g the third and last time, although the cost can also be configured. After performing three skill resets, you should have acquired all four level 10 professions simultaneously. As you reset and acquire new professions your progress will be reflected on the skills page menu by a colorful new star, over which you can hover to see the professions you have so far (hovering over the colorful bars will only show the most recent profession you have acquired).
Keep in mind that once a skill has been Mastered it can no longer be reset. Taking advantage of Skill Reset may be difficult, but will also speed up your experience gain for Mastery and subsequent Prestige levels.
Note also that resetting a skill temporarily prevents the player from receiving Mastery experience or entering the Mastery Cave, until it once again reaches level 10.
All custom mod skills based on SpaceCore are compatible with Skill Reset by default.
Prestige Professions
If enabled, Mastering a skill will also unlock it's progression up to level 20, allowing you to continue to develop your tool proficiency, max health and other stats. Some more perks of gaining additional levels include better odds of higher-quality crops, fishes and forage, a larger fishing bar, more berries foraged per bush, and longer-lasting Limit Breaks (read about them in the next section). More importantly, at levels 15 and 20 you will be offered the choice of a Prestige Profession.

You may choose only one Prestige Profession per skill (i.e., you cannot reset to acquire more than one) and can only choose from among those you already have the base version of; if you only have a single profession because you either did not reset the skill before mastering it, or disabled the Skill Reset feature entirely, then you will automatically receive the prestige of that single profession. If you did reset and acquired multiple base professions, then you will be able to later change your prestige choices back at the Statue of Transcendence, but only after having Mastered all 5 vanilla skills. Changing your prestige choice requires a modest fee of 20,000g (also configurable).
Note that Mastered skills no longer contribute to Mastery experience.
Custom skill mods based on SpaceCore are not compatible with the Prestige Progression, as they currently cannot be Mastered. This functionality may possibly come to SpaceCore in the future.
Limit Breaks
In addition to Prestige Progression, mastery over the Combat skill may optionally unlock a Limit Break; a powerful ability that must be charged by performing certain actions during combat. Each combat profession has its own unique Limit Break, from which you will be prompted to choose one upon claiming your Mastery. You may only choose Limit Breaks from among the professions you have already acquired. In case you are eligible for more than one, you will be able to change your selection, also at the Statue of Transcendance, for free (although a cost can be configured).
During combat you can track the current Limit charge by the HUD bar labeled "L". Once it is full, press and hold the Mod Key (default LeftShift) to activate it. Alternatively, you may configure a separate Limit Break Key to activate by a simple press.
- Spoiler:Show
Charged by taking damage or defeating enemies. Charges more quickly if enemies are defeated using a blunt weapon. - Spoiler:Show
Charged by scoring critical hits, and the charge amount is proportional to crit. power. - Spoiler:Show
Journey of the Prairie King, "IRL". Charged by hitting monsters with projectiles. Charges more quickly when low on health. - Spoiler:Show
If an enlarged Slime is defeated or the effect ends, it will burst into tiny baby Slimes. Nearby Big Slimes burst immediately when activated. Charged by being touched by Slimes, defeating Slimes and Big Slimes, or shooting Slime ammo.
Misc. Changes
In case you didn't read every single profession description above, please be aware of the following misc. changes implemented by this mod (all are configurable):
- Large dairy goods, including L. Milk and L. Eggs, are changed to double the stack of the processed Mayo or Cheese respectively, instead of increasing the quality to gold. This is implemented to prevent inconsistencies with the Artisan profession (and honestly it just makes sense). Note that this is a straight-up buff, since gold-quality normally only gives a 1.5x price bonus.
- Golden Mayo and Ostrich Mayo, known in-game as "Shiny Mayonnaise" and "Delight Mayonnaise" respectively, are added to the game where they replace the arbitrary processing rules that are otherwise used for Golden and Ostrich Eggs. This, again, is implemented for the sake of making the Artisan profession more consistent. Credit for these items goes entirely to Megan and Cas (please visit and endorse Ostrich Mayo and Golden Mayo!).
- Slime Mayo and Slime Cheese, are added as well, to add a small amount of depth to Slime Ranching playstyle enabled by Slimed Piper profession. Credit for these items goes entirely to Tarniyar, author of Garden Village.
Fish Smoker will not preserve fish quality without the Artisan profession. Again, this is needed for the consistency of Artisan.Removed by popular demand.- Heavy Tapper behavior is changed to be more in-line with the new Heavy Furnace, doubling the output stack instead of halving the production time. This is implemented to avoid redundancy with the Tapper profession.
- Common Trees age like Fruit Trees, which will similarly impact the quality of produced syrups. This is implemented to improve the long-term viability of the Tapper profession (and again, this also just makes sense, making Common Trees more analogous to Fruit Trees).
Compatibility
Custom Skill Mods
Compatible with all custom SpaceCore skills. They can be reset, but cannot be Prestiged. As far as I know, SpaceCore does not yet support Mastery of custom skills, and until it does there is nothing I can do about it. Note that Luck Skill is not a SpaceCore skill, but Luck Skill is.
Automate
This mod expects that you use Hoppers for automation instead, as they are improved by DaLionheart.That said, Automate should work fine, but certain profession perks may not apply, including Industrialist. You must attach a Hopper to your process chain if you wish to benefit from the Industrialist perk. For any other profession with perks related to a specific machine, Automating that machine will continue to apply those perks as long the machine does not require input (see FAQ below for more details). Automate is not officially supported. Please do not ask for Automate integration. If you choose to run Automate, do so with the understanding that it will retract from the intended experience.
Stardew Valley Expanded
Stardew Valley Expanded will always be fully supported, but I may not be up-to-date with its newest releases. Please report new changes to SVE that you feel should be reflected in this or any of my mods, such as legendary fish that need Aquarist support.
Other Profession / Skill / Mastery Overhauls
For any mods that affect professions, skills or Masteries, use common sense. Mods which add alternative ways to acquire multiple professions, such as All Professions, Skill Prestige and Mastery Extended, will obviously conflict with Change Profession Skill Reset, so either remove those mods or disable Skill Reset in this mod's settings. Likewise, any mod which extends or otherwise changes the level cap or level progression, such as Level Extender or Level Forever, will obviously conflict with Prestige level progression, and consequently, Prestige Professions. Either remove those mods or disable Prestige Levels in this mod's settings. For any other mod or specific combination, do not ask me about it. I do not support integration with any of these types of mods. They are not meant to work together.
The base reworked professions up to level 10 should not conflict with any of the aforementioned mods. So if you don't like this mod's progression tropes you can always disable all of the tropes and use whatever progression mods you want, keeping only the profession changes.
Obviously not compatible with Vanilla Plus Professions. Use one or the other. Not compatible with mods that change how the game awards experience, such as Share Experience.
Multiplayer
Yes, it should work in multiplayer.
Android
No, it does not work on Android.
Credits & Special Thanks
Credits to the following asset contributors:
- IllogicalMoodSwing for Profession Icons Redone
- Megan and Cas for Ostrich Mayo and Golden Mayo
- Tarniyar for Garden Village's Slime Mayo and Slime Cheese.
- silicon for golden skill icons
- KawaiiMuski for rose-golden skill icons
- Posister for alternate golden profession icons
- Gravity for sound effects and skill icons
- HimeTarts for base letters used in the title art.
- Square Enix's Final Fantasy 7 Rebirth for the "Rebirth" title text.
- Stardew Valley title font by Eliot Truelove.
- Roscid for Slime Produce
- CaranudLapin for French
- OromisElf for German.
- darthalex2014 for Russian
- Awassakura and BlackRosePetals for Chinese
- twinklesky6 and whdms2008 for Korean
- Enai Siaion for Ordinator
- ReaperAnon and Kolaris for W3EE
- Gravity for my childhood
F.A.Q.
Can I add this to an existing save?
prfs set <skill name> unmastered
prfs set <skill name> <level>
Do Ecologist and Gemologist professions count forages/gems acquired before the profession?
Do Artisan/Producer/Aquarist and similar professions based on ownership of a machine or building, apply retroactively to machines/buildings that have already been crafted/built?
Can Luremaster and Conservationist work together?
Can I obtain all prestige professions simultaneously?
Can I obtain all Limit Breaks simultaneously?
What do Legendary Fish produce in Fish Ponds? How long do they take to multiply?
The Statue of Transcendence in the Sewer doesn't work! I can't reset my skills!
once a skill has been Mastered it can no longer be reset
I didn't read the description and/or chose to ignore the warnings. How can I undo my masteries?
As with 90% of self-inflicted problems, the answer is console commands. Always check the console commands first. You can list them with `prfs help`.
To save you a few seconds, here are the console commands to undo your masteries and reset your skill levels back down to 10:
prfs set <skill name> unmastered
prfs set <skill name> <level>
Does it work with XYZ mod?
When using the Automate mod, which machines will/won't apply profession perks?
1. It chooses an output (profession perks apply here).
2. It makes you wait for the output.
3. You retrieve the output.
When automated, the Automate mod takes over step 3 on all machines, and also step 1 if and only if an input item is required. Therefore, as long as a machine does not require any input, then whether or not step 3 is automated is irrelevant. Hence, these machines always apply profession perks. This includes things like Tapper, and also the Crystalarium (after the initial gem).
When input is required, Automate bypasses the vanilla code which needs to run in step 1 for profession perks to apply. Most machines that do take an input therefore will not apply profession perks. This includes all Artisan machines.
Crab Pots are an exception. Although they may use an input (bait), their production is delayed until a specific moment in time (i.e., new day), instead of being chosen right away. In other words, the Crab Pot (and similar machines that produce per day instead of after X minutes) output is not determined in step 1, but actually during step 2. Hence, as Automate never interferes in step 2, that means professions will be applied.
Automate won't load bait into my Crab Pots since I got the Conservationist profession. What gives?
How can I make machines / dairy from different mods compatible with the Artisan / Producer profession?
Cornucopia compatibility already ships with the mod, so you can use it as an example as well. Below it is explained how to locate machine IDs in Cornucopia. Note that different mods may organize their internal files differently.
- Open the Cornucopia mod folder. You'll see a folder named "machines". Inside you will see a different file named after each machine.
- Open the machine you want, say `butterchurn.json` using any text editor. It will look something like this:
{
"Changes": [
{
"Action": "EditData",
"Target": "Data/Machines",
"Entries": {
"(BC)Cornucopia_ButterChurn": {
...
- Copy the string starting with "(BC)...". This is the qualified ID of the machine.
- A machine's qualified ID will always start with "(BC)".
- An animal produce item's qualified ID will always start with "(O)".
- Open the DaLion.Professions mod folder and navigate to `assets/data/ArtisanMachines.json`.
- Paste the ID of the machine into the list, separated by a comma. The result should look soemthing like this:
"ArtisanMachines": [
"(BC)ExampleMod.ExampleMachine",
"(BC)Cornucopia_ButterChurn"
],
Repeat for every machine that you think is relevant. For animal produce, do the same but add to "AnimalDerivedGoods.json" file instead.
As noted above, each mod may organize their files differently, so you may not find a specific file for each machine / item. Some authors may group all machines into a single `machines.json` file for example, and yet others may put everything inside CP's base `content.json` file.
DaLion Mod Series
Walk of Life - An extensive overhaul of profession trees and skill progression systems.
Aquarism - Make Fish Ponds actually useful. Created with the Aquarism profession in mind.
Serfdom - Realistic income and property taxation mechanics. Created with the Conservationist profession in mind.
Springmyst - Some actually interesting enchantments added to the game.
Mineracoustics - Overly complex overhaul of gemstone ring mechanics based on real Music Theory.
Chargeable Resource Tools - Charge the Axe and Pickaxe to break debris within an area.
(NEW) Wildcat - Weapon combo framework, slick moves & other combat tweaks to improve the feel of combat.
Source code