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Vanilla Plus Professions (VPP - Profession Expansion) Chinese Translation
Changelogs
Version 1.0.7
1.0.6 introduced save loads as a talent point source. Alas, this is no longer available. RIP overachieved talent points. *leaves a bouquet of carnations in front of the tombstone*
Fixed red walls when you shoot a slingshot using a magic quiver (Unfair, I fixed it before. I swear. <.<)
Fixed issue where you could read dwarf scrolls by groups of multiple Elder Scrolls. Read your scrolls one by one, folks.
Made your farmer's X-ray eyes see the geodes clearer so you don't have to ask Superman to know what's actually next.
Added a cooldown for Triple Shot. Triple the shots, triple the cools, they say. :cat_shrug: (Your farmer will do an X emote if the cooldown isn't over yet.)
Fixed issue where you would get an extra talent point if you also get skills levelled up with vpp.recalculatepoints. You little sneaky point! Yes! You! Come back here. Now.
Fixed issue where floors with Fallout's effect would emanate ionized erroradiation. Get yourself a hazmat suit just in case!
You will no longer see a message accusing you of being cheaty when you run vpp.recalculatepoints multiple times, it'll instead adjust your points depending on the skill levels, talent points, achievements, and talents you have at that moment and will have no limits to run again and again. Apologies and no apologies.
Now vpp.recalculatepoints and vpp.removeAll post some log messages so that you know what they're actually doing.
Changed Sugar Rush's context tag edits to be more mod friendly.
Added interaction between Triple Shot and Hidden Benefits: You can triple shot with the magic quiver.
Known bug: Parrot perches will act weird while picking and putting down stacks.
Talent menu should be slightly more friendlier toward controllers.
Ice Rod's Hidden Benefit should work with regular fridges too now.
Version 1.0.6
Fixed crash when cutting stumps if Nature Secrets is enabled. (Thanks to Iro! However Lorax will curse me for this. Uh-oh.)
Fixed API-related errors with Item Extensions' latest version. Items WILL stay extended even in VPP's presence!
Fixed repeating trigger action/talent error if Professions Only is enabled.
New config option in CP part: TimeChangedUpdates: Can be turned off for performance purposes, but will be on by default. If turned on, will attempt to update data assets. If ProfessionsOnly is on, this has no effect. Changes made will require one in-game day to take effect. I'll add more info about the new stuff, just let me sleep first tonight.
Restored Admiration. I somehow got rid of the patch making it work? Like, wha??
Fixed issue where you could load slime without Slimeshot to a slingshot. ...Yuck.
Fixed issue where you could load gems without Dazzling Strike to a slingshot. Hold on.. GEMS??
Fixed issue where you could load your magic quiver to a slingshot and throw it away as a whole with Hidden Benefits. Wow, talk about anger management issues.
Reversed one of how Connoisseur filters work, which should """fix""" it for some users. If you can really count needing way more work to include vanilla NPCs but obvs not wanting to do it as a bug. Nevermind that does make it sound like a bug.
(Technical Change) Added a new CP token: ProfessionsOnly, returns the value of the config option named the same. I know, it's such a shock!
(Technical Change) Reinforced VPP against API-related errors and Harmony patches-gone-wrong kind of errors. So... could we say it reached The Perfect Harmony? *ba dum tss*
Version 1.0.5
Farmhands can now unveil the truth of the mines when changed by Upheaval / Crystal Cavern / Fallout / Room And Pillar/ Mining-Foraging profession. The illusions shall no longer cloud their vision nor touch!
Nature Secrets should now run properly (Check talent articles/GitHub docs before making another bug report on Nature Secrets and Essence Infusion, I'll add details to them.)
Made Concussive Impact slightly more "realistic" by vanilla's standards for when monsters die. Edge cases strike back!
Added integration with Warrior profession to Concussive Impact.
Fish's Wishes should now make crab pots accept bait. The fish's wishes matter more than your efficiency ideals, Luremaster!
Fixed issue where VPP would block 'interaction' methods with non-vanilla 'machinery' ( which is what broke Ars Venefici's altar. Perhaps *VPP* was jealous of your magical skills, haha!)
Fixed issue where Overcrowding's effect wouldn't show on save load.
Fixed issue where fish items would reset their context tags when you refund Sugar Rush.
Fixed issue where Vast Domain and Monster Specialist wouldn't respect disabled talents feature.
Fixed issue where Enchanting and Starburst would be activated even if you didn't enable or buy them.
Fixed issue where Hidden Benefits' features for Basilisk Paw and Frog Egg wouldn't work.
Optimized some C# code
Honestly, I've lost the track of other things I did, so some of them might not be listed here.
Alchemic Reversal / Over The Rainbow/ Survival Cooking / Take It Slow / Spring Thaw / Bookclub Bargains / Double Hook / Cold Press / Fishery Grant / Monumental Discount / In The Weeds / Legendary Variety / Trashed Treasure / Eye Spy / Everyone's Best Friend / Vast Domain / Hidden Benefits / Welcome To The Jungle / Sleep Under The Stars / Accessorise / Sugar Rush should now instantly gain or lose effect when you buy/refund or enable/disable them. (Note: I've done all I can for this without having to cause too many issues. If something still doesn't update immediately, its probably out of my reach to do.)
Talent Updating Logic has been heavily changed, but this shouldn't be visible to users outside of some performance changes and talents updating immediately. This affects Overcrowding, Sap Sipper, Accessorise, Gift of The Talented and all talents mentioned in above line as well as the VPP API.
(Technical change) Professions field in ModEntry is now public.
Version 1.0.4
Fixed issue where Disabled Talents wouldn't actually disable.
Fixed issue where the talent menu wouldn't use translated strings for disabled talents if you set your Talent Hint Level to Full or Hidden.
Put back the fr.json where it belongs within the C# component. Apologies to all French players!
Fixed issue where Bait and Switch would indeed bait you with quality produce and but do no switches. Rude.
Fixed issue where Nature Secrets would prefer to spawn banned forage from other mods instead. Bad talent, bad!
Fixed issue where Volatility checked for ore IDs instead of stone IDs, rendering the talent non-functional. It deserves its name I suppose.
Fixed issue where Consolidation could still allow Trinket Rings to be combined.
Fixed issue where Consolidation would be activated even if it wasn't acquired.
Fixed issue where Warrior profession would treat mummies like bugs. It's actually what they deserve but sadly it's something that'll cause errors.
Fixed issue where Concussive Impact would cause monsters to give no drops. No peacing out with no notice, no bad death acts with lots of ketchup. Woo!
Modified X-ray's description to be more accurate.
Reduced Upheaval's and Crystal Cavern's chance to 0.0005 from 0.03.
Mystic stones will no longer appear with Crystal Cavern.
Reduced Pyrolysis's outputs to be mostly below 5 coal (full drops will be explained on GitHub docs - tomorrow. I need sleep.).
Reduced Room And Pillar's chance to %0.08 from %15 per stone.
Reduced Volatility's chance to %0.5 per stone from %50.
Reduced Geometry's effect to %10 from %30.
Reduced Museum Piece's chance to %10.
Reduced Orchardist's chance to %5 from %15.
Reduced Accumulation's chance to %0.5 from %15.
Capped Orchardist, Harmonious Blooming, Diversification and Hydrologist to 5 of the same produce per tapper/crab pot/bee house.
Version 1.0.3
Fixed issue where Craft Supplies wouldn't work and Robin's shop wouldn't show Mining Skill buildings if you reached level 20.
Fixed issue where Dazzle would only increase normal quality gems to silver quality and go no further. Not very dazzling.
Fixed issue where Nature Secrets left its seat among Foraging Talents and set out on a new adventure to solve the mysteries of oceans.
Fixed issue where smoked fish would sell themself for short prices with Smokehouse.
Potential fix for OnDayStarted error if Wear More Rings is installed.
Trinket rings from Accessorise can no longer be combined, to workaround an issue where un-forging combined rings would make trinket rings useless.
Fixed a potential NRE with Fishing-Farming profession.
Fixed issue where Starfall dropped error fragments claiming to be from the stars.
Fixed issue where Pastoralism threw yellow hands with Looms.
Fixed issue where Welcome to The Jungle not really welcomed you anywhere.
Fixed issue where Overcrowding chose to undercrowd your coops and barns instead.
Fixed issue where Gus's prices would be affected from Haute Cuisine.
Fixed issue where vpp.recalculatepoints command would not give points correctly and vpp.removeAll wouldn't erase things correctly.
Fixed issue where Good Eats would eat Qi Seasoning's effects.
Fixed issue where Appraiser was never triggered.
Fixed issue where Fine Grind wouldn't apply at all. (Note: Watch out for future bugs from this talent.)
Version 1.0.2
Fixed issue where all artifact replacements would appear as error items with Buccaneer.
Fixed issue where with Concussive Impact and Aftershock monster would die multiple times, causing visual littering and a billion baby slimes.
Fixed issue where majority uses of PlayerHasTalent GSQ return false, rendering so many talents non-functional.
Fixed issue where Farm-Forage profession wouldn't set produce time correctly, causing produce to never come out. All previous tappers should be removed and put on again.
Fixed issue where Farm-Forage profession wouldn't allow you to tap giant crops.
Fixed issue where fruit syrups could kill elephants with one drop consumed, let alone the farmer.
Fixed Krobus-Player relationship warning (for real this time)
Fixed issue where Snail Tackle's effect wouldn't go away when unequipped or expired.
Added tags for mod authors to exclude their forage from Nature Secrets, Adventurer and Ranger.
Starfall now may spawn star fragments from Airyn's Star Fragments mod!
Added German translation, thanks to Herasson!
Some other issues
Version 1.0.1
Fixed a GSQ error about Farmer-Krobus Relationship.
Fixed issue where Trickster would never be triggered.
Fixed an issue where smoked fish would lose its flavor when re-smoked with Smokehouse talent.
Removed unnecessary leftover code.
Fixed an issue where new level popups wouldn't appear after vpp.recalculatepoints command is ran.
vpp.reset command now accepts string names for skills as input and takes any level as input.
Fixed issues where any weapon-related talents wouldn't be triggered at all.
Added damage "debris" for additional damage by Concussive Impact and Aftershock.
Fixed issue where skill bars would change icons when clicked on them.
Reduced radioactive ore spawn rate with Fallout
Reduced Prismatic Shard chance with Can It when you recycle broken CDs
Fixed issue where Resurgence would constantly keep refilling the water can.
Fixed issue where Resurgence wouldn't properly detect watering can if you wake up with it.
Fixed issue where Good Soaking wouldn't water tilled soil if it didn't have a crop planted.
Fixed issue where copper nodes would appear as error items with Room and Pillar.
Added update keys
Fixed issue where Good Eats wouldn't work due to a logic error in code.
Fixed potential NRE with Matryoshka
Fixed displaying of talent descriptions.
Fixed issue where Fit for a Czar wouldn't be loaded at all.
Fixed issue where Shared Focus would immediately disable itself.
Added new API methods to expose level experience limits and VPP's own assets, allow drawing VPP profession icons, getting next tiers of VPP professions to other mods.
Fixed Legendary Variety's actions
New config option: Stamina Cost Adjustments, which will prevent level 20 to completely remove stamina costs while using tools, but will also make non-20 levels to cost slightly more energy.
New feature: Disabled talents. Clicking again the already bought talents will disable them and give them a halo.
Modified Alchemic Reversal to be consistent with its descriptions.
Made Haute Cuisine, Roe-mance, Ironmonger, Adventurer, Insider Info and Ranger easier to activate.
Added French translation ( Thanks to Wailwolf!)
New translatable lines are marked with "//New" lines
Various other fixes
Version 1.0.0
Initial release.
40 NEW professions!
These are built to choose at level 15, there's 8 of them for each of the vanilla skills. Details are in the Profession Details Article!
10 NEW Combo Professions!
These are special professions available ONLY at level 20; they can be chosen regardless of what you chose at level 15, and they're always a crossover of two different skills.
Details:
Spoiler:
Show
Farming-Mining: This profession allows you to use the Geode Crusher to produce Gem Dusts out of minerals, which you can use in place of fertilizers (gem dusts are affected by Agronomist profession as well.) Which type of effect they give depends on their price and color. Requires achieving level 20 in Farming. Farming-Foraging: Fruit trees and giant crops are tappable. You can now tap any giant crop and fruit tree with any tapper. Every {fruit price / 20} days that the tapper isn't removed, it will yield either a custom item defined by the game data (goes only for custom giant crops and fruit tree) or a Fruit Syrup flavored with the crop or fruit of the giant crop/fruit tree. Requires achieving level 20 in Farming.
Fishing-Farming: Full fish ponds will ask for quest items, just as they did while wanting to expand the population. If you bring the item to them, they'll give double items for the rest of the week. Requires achieving level 20 in Fishing. Fishing-Mining: Gems can be used as tackles. Every vanilla gem will act like a certain vanilla tackle when placed to the fishing rod. Requires achieving level 20 in Fishing.
Foraging-Fishing: Every four days, a randomly-selected forage item will be able to summon fishing bubbles when tossed in the water. Requires achieving level 20 in Foraging. Foraging-Combat: Off-screen monsters can be tracked. Similar to the Tracker Profession in vanilla, when you choose this profession you'll be shown small and moving red arrows that points at monsters. Requires achieving level 20 in Foraging.
Mining-Combat: Gain combat buffs for every 100 stones broken that day via pickaxe or bombs. Every 100 stones you break will grant you Defense and attack buffs. It doesn't matter whether they're destroyed by hand or bombs, but it will reset the next day. Requires achieving level 20 in Mining. Mining-Foraging: Increased possibility for Mushroom level spawn. In vanilla, there are mushroom levels which spawn in the Mine, below level 80, has colorful lights on the walls and a lot of mushrooms. The chance for their appaearance is now at %15, while in vanilla this is %0.8. Requires achieving level 20 in Mining.
Combat-Farming: Slimes in the slime hutch also produce valuable items. When you leave your slimes without water, they'll produce Colored Petrified Slimes or Prismatic Slimes, which are valuable. Requires achieving level 20 in Combat. Combat-Fishing: Fish can be used as slingshot ammo. You read it right. Fish on slingshots. The damage the fish will do depends on how expensive it is. Requires achieving level 20 in Combat.
A whole new talent system!
Gain and spend points across 6 skill trees with a total of 141 talents, with each of them improving a different aspect of the game. Talent points are gained by levelling skills, completing achievements, completing Qi challenges, and achieving perfection. Once gained, any talent point can be spent in any skill tree. Talent menu can be accessed from the Skills Tab by clicking the skill labels with icons (Such as "Combat ⚔"). New feature of 1.0.1: Clicking already bought talents will disable them. (Details are in the Talent Details article!)
A toggle-able skills overlay to see your status of levels above 10!
*Color Blindness Changes*
Changes vanilla and mod's bar icons to striped versions, to help people with color blindness see them! Default false. (Thanks to Ben the Egg for the suggestion!)
*Mastery Cave Changes*
Changes Mastery Cave to be unlocked when you level up skills to levels 20 instead of 10 and block players from gaining mastery XP until you reach level 20. If false, you will get mastery XP and skill XP at the same time when you unlock the cave. Default true.
*Enable Overcrowding Edits*
Modifies all barn/coop maps to account for their new capacities when Overcrowding talent is obtained. This can be turned off for compatibility with barn/coop replacer mods. It's found in the CP part of the mod. Default true.
*Time Changed Updates*
If turned on, will attempt to update data assets. If ProfessionsOnly is on, this has no effect. Changes made will require one in-game day to take effect. Can be turned off for performance purposes. It's found in the CP part of the mod. Default true.
*Stamina Cost Adjustments*
Changes all vanilla tools (except Milk Pail, Shears and Fishing Rod) to use some energy when you reach level 20, but it will also cause the tools to cost slightly more energy than normal if you haven't reached level 20. Default true.
*Talent Hint Level*
Changes how much of the hints you will see for talents, accepts 'Partial', 'Full' or 'Hidden'. 'Full' shows everything, 'Partial' shows only as far as the talent after the latest unlocked one, 'Hidden' hides everything except those unlocked or bought. Default 'Hidden'.
*Professions Only*
Turns on and off the talent system. When turned on, talent system will be disabled and only VPP professions will be functional. Changing the value requires a restart to take effect. Default 'false'.
Thanks a lot to Airyn for his feedback, the scope creep, ideas, proofreading and everything else he contributed during the mod's development. He just deserves the biggest thanks.
Thanks to Shockah for letting me use his ideas from Talented mod, thanks to Atra for letting me use their idea to add tappable giant crops, thanks to Hime for allowing me to use her pretty syrup icons, and Wildflour for helping to make the modpage prettier!
Thanks to everyone who helped test the beta version and spotting bugs to squash, give suggestions and feedback to improve the mod!
Thanks to Wailwolf (French), Herasson (German), ParanoiaNM (Chinese), BaoBao (Vietnamese), Ner0nWinTb (Polish), Mitsuki619 (Brazilian Portuguese), hopaifu (Russian) and Gonzy42 (Spanish)! They translated this mod to other languages and make it accessible to their own people!
Overall Compatibility
Mobile: No: there IS an Android SMAPI now, but it's still very experimental so there's a high chance it's not compatible.
Multiplayer: Works well outside of some immersion issues. Not a priority.
Split-screen: Not tested, but there's some work done for it. Not a priority.
Linux/Mac: Works well on both. Let me know if you encounter issues.
Controller/Gamepad: Mostly compatible! Let me know if you encounter issues.
Existing Saves: Get ready for the immersion shatter, nothing should get corrupted or anything though. Run the "vpp.recalculatepoints" to obtain talent points from past levels, achievement and SOs as well as level adjustments.
Compatibility with Other Mods
Prestige Mods/All Professions: VPP's profession code is structured to account for other professions even if you're not supposed to get them in vanilla ways, so if you have a mod that will 'give' them to you in any way it's going to work. Profession Books andMastery Extended has built-in compatibility with VPP! (Thank you, Wren and AlanBF!)
XP Display: Not to the point either mod should cause errors, but they will clash, specifically at skills page.
SpaceCore skills: Compatible!
MARGO/Walk of Life: I'm not planning to do anything on my side for it and didn't test if it's compatible, as this is a case of "choose one". The author has officially recommended using this mod until MARGO is completely updated.
SVE: Unknown. I wont do anything if it's not.
Any other mod: It's likely the compatibility is on their side or it doesn't make sense to question whether they work together.
**If you're a mod author who's looking for compatibility or a player who wants to know all the things before throwing the mod in, it's best if you check the mod's GitHub repo for documentation.
Known issues
- If a bug is in the bugs or comments tab, we probably know about it!
Help! I want to turn off the VPP professions and only use the talent system!
This is not possible and we have no plans for it.
Help! My XP bar mod isn't showing that I can or already did level up above 10!
This is a compatibility issue on the other mod's side. The other mod should be updated to account for VPP's new levels. VPP's API exposes the data for the new levels since 1.0.1.
Help! I can't gain any talent points and I'm playing on an existing save!
VPP adds a console command named vpp.recalculatepoints This adds talent points depending on your current progress without having to start a new save. You will not gain any talent points until this command is ran to prevent its abuse.
Help! I'm level 10 in any/all skill(s) but the Mastery Cave doesn't recognize it!
VPP changes the skill level limit to 20 instead of 10, so it made sense to change Mastery Cave to be unlocked at level 20. If you don't want the Mastery Cave to be affected, turn the Mastery Cave Changes config off.
Help! I can't access to the Talent Menu!
Make sure you have installed the mod properly, that you're clicking the skill labels correctly on skills tab and that you don't have the Professions Only config turned on. If none of these don't help, submit a bug report with below instructions applied.
Help! I can't see the little plus button on Skills Tab!
The skills overlay is toggleable only when you have got at least one skill levelled above 10 (level 10 doesn't unlock it, but 11 does) to prevent unnecessary clutter on the menu. If you have any skill above level 10, try resizing your window. If that doesn't work either, submit a bug report with below instructions applied.
Help! I have got a bug that's none of the above!
Please send a SMAPI log with "harmony_summary","vpp.details" and "patch summary full KediDili.VPPData.CP" commands ran along with a description and images(if applicable) of the issue. I can't know what's going on in your game without these! Report the bugs to the bugs tab, or they'll be deleted.