Mods / Prosequor - Skills, Levels, Trees and Stats
- Tags:
- Author:
- Hyomoto
- Side:
- Both
- Created:
- Sep 11th at 11:57 PM
- Last modified:
- 5 days ago
- Downloads:
- 3280
-
For testers (for Vintage Story 1.22.3 - 1.22.7):
prosequor-v1.0.1-rc.7.zip 1-click install
Prosequor adds skills, attributes, and features to the things you already do in Vintage Story. It is built to feel like a natural extension of the vanilla game: you farm, forge, explore, hunt, and build as usual, only now your character also develops from that work. It is designed for long-running multiplayer worlds but works in singleplayer too.
What changes when I play?
You have skills which gain experience from myriad activities, and provide passive benefits as they grow. These levels feed into your player level which grants you skill points that let you buy new abilities from their trees. These include improvements to familiar work, while others open up new features like tracking an animal, crafting quality, or improved tool use. Your character also has five base attributes that largely take the place of vanilla's trait buffs and debuffs, they provide passive effects and develop depending on how you level your skills.
Prosequor is not a mod about becoming a demigod, it's about making labor distinctions by providing a satisfying progression path to differentiate yourself from other characters. Power does extend past vanilla, but you won't be running 200 km/h or duplicating magical artifacts. It is firmly rooted in the vanilla experience.
What's included?
- 21 skills: Eight specializations (Digging, Farming, Forestry, Husbandry, Hunting, Metalworking, Mining, and Tailoring), eight smaller skill trees (Clayforming, Construction, Cooking, Fishing, Medicine, Panning, Riding, and Seamanship), and five passive skills (Adaptation, Athletics, Forager, Sneaking, and Swimming).
- Five attributes: Strength affects melee, breaking blocks, and carrying space; Perception affects ranged weapons and low-light vision; Constitution affects hunger and weather tolerance; Inconspicuity affects how animals notice you; Resilience affects health and falls.
- Crafting quality: Supported crafts can receive a quality grade and useful properties, such as warmer clothing, more durable tools, or stronger spirits. Skill and unlocks influence the results. Item tooltips show these qualities alongside practical stats.
- Animals that react to you: Wildlife builds alert from your presence and movement. Animals you care for can grow friendlier and become less fearful and may even favor a particular player.
- A clearer character and item interface: Skill trees, attribute growth, level-up notices, and redesigned tooltips make progression and crafted items easier to inspect.
How does progression work?
Doing things gains xp which causes your skills to level, when your skills level up you gain player XP. Player levels grant skill points, and sustained work in a skill can grant additional points. Specialization skills can reach level 100; minor and passive skills can reach level 50.
Skill levels also contribute toward attributes. At certain player levels, the attribute with the most accumulated growth gains a point. You can see that growth in the character screen, so your stats reflect what you have spent time doing.
Playing together
Prosequor keeps track of who created, grew, or prepared things, including items that can be stacked together when their credit matches. Shared work can credit contributors for XP: tending crops and animals, using kilns, and other activities do not depend only on who makes the final click. XP from some work that finishes while you are away is awarded when you return, so you are not penalized for logging out.
The progression pace is aimed at servers where people play together over time and develop different strengths. You can play alone with all the same skills and systems. It is not expected that a player will ever 'max out' a character, and by default it isn't even possible.
The XP Bucket System
Each skill fills a 'bucket' whenever it gains XP, when the bucket gets full a penalty is applied to XP gain and it starts over again. If you keep grinding out a skill, this value will eventually just reach zero. To recover from this, you simply need to take time doing something else. This is tied to the in-game clock, so sleeping will refresh your buckets. On a server, however, logging off, roleplaying or just doing other tasks is the intended solution.
While this may seem like it's designed to prevent you from levelling up, the design is intended to prevent players from feeling grinding is necessary. The goal of Prosequor is not to be your primary task, I do not want to incentivize performing activities solely for the sake of gaining XP. I want you to play Vintage Story and enjoy watching your skills and attributes grow over time, so that when your server has been going for a few weeks you still have goals to work towards and the other players naturally grow in different ways. This also helps, somewhat, to bridge the gap between someone who is always on vice someone who may have more limited time. The first person is always going to advance more quickly, Prosequor is not designed to stop grinding, but if you want to maximize mining you will need to do more than wear out your pickaxe.
Modding and Prosequor
Compatibility was a primary concern, but it touches many vanilla interactions to award XP and apply skills. It's impossible to know how it will interact with other mods, so Prosequor is tested specifically against vanilla. It can, in some cases, work with other mods depending on how vanilla-aligned they are (for example, using vanilla-styled item codes), but more complex mods are unlikely to just work out of the box. To that end I have tried to make it very easy for modders and the full spec can be seen here
Collections
A lot of what Prosequor does relies on collections. These are just groups of items codes it matches against to figure out if rules should apply (see below). For content mods, if your items aren't automatically registered to a collection, a simple VS patch to add them to relevant collections is usually all that's needed. collections.json contains them all, and of course mods are free to make their own collections.
Writing rules
Prosequor uses rules that listen for game events, match the relevant item, block, or action, and change the result. Skill effects, unlocks, and attribute effects use this system. Many are defined in JSON, so other mods can patch or extend them without changing Prosequor's code.
Removing Prosequor
Most changes can be rolled back, with a few caveats:
- Class traits are converted to character attributes. After removal, reselect your class to restore your vanilla traits.
- Empty any inventory slots granted by Strength before removal; items left there will be lost.
- Changes such as health or satiety may persist until vanilla recalculates them.
So About the Name
Proh-seh-kwor. As in pro sequor. We don't know how the Romans would have said it, but they aren't around to ask. It is a Latin root behind words such as pursue and prosecute and combines my two favorite things: naming my mod something people hate, and not calling it Hyomoto's Vintage Story RPG Levelling System.
Compatibility
I wrote a companion mod, Prosequor+, which provides some baseline compatibility with a handful of popular mods.
It does not add new skills or skill trees — that would be up to the authors if they want to — but it hooks their behaviors into Prosequor's existing pipeline.
Fully Compatible - Built-in support or no patching needed
- Immersive Mining by SaltyWater and GamingToast
- Barbershop Plus by Me
- Diverse Diets by Tentharchitect
- Real Grapes by xXx_Ape_xXx
- Knapster by Apache
- PlayerModelLib by VSCustodian, Maltiez and Caliber
- Esoteric by Stoon
- Rift Traveler by T0xx
Incompatible - Mods with known issues that can't be resolved
- Traits Acquirer — unable to determine a fix; possible UI crashes and skills-menu corruption (critical), replacement of Prosequor's traits screen (annoying).
Known Issues - Minor issues with workarounds
- Floral Zones (various) — many plants trigger skills and earn xp, but some do not. Partial compatibility.
- Gourmand — nutrition bar has no icon. Otherwise should be fully compatible.
- Eco Machina — experimental tree growth can skip XP hooks. Leaving it off is fully compatible.
- Falling Trees — bypasses several Prosequor felling hooks; partially compatible.
- Toolsmith — needs investigation, but it is likely tools will skip some or all XP/quality paths.
- SmithingPlusPlus — bit smithing, bit recovery (turn off in config), other conflicts under investigation; both target forging at the anvil.
- Hydrate or Diedrate — draws a satiety overlay, but is disjoint with satiety values that aren't multiples of 100. Visual bug, but annoying.
- Seraph Levelling — replaces Prosequor's traits screen; otherwise should be compatible.
AI Disclosure
While I hope this is not the part that turns you away, AI tools were heavily used. I know that this is important for many people, and so I am disclosing it. I have spent months on this project, and without AI it would not be as polished, tested, performant or complete. AI was used extensively throughout development, including writing code, design mockups and generating test cases.
No AI-generated artwork or audio was used; everything was either authored by me or sourced and credited.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.1-rc.7 | prosequor | 395 | 5 days ago | prosequor-v1.0.1-rc.7.zip | 1-click install | ||
|
Added | |||||||
| 1.0.1-rc.6 | prosequor | 186 | Oct 8th at 12:51 AM | prosequor-v1.0.1-rc.6.zip | 1-click install | ||
|
Adds | |||||||
| 1.0.1-rc.5 | prosequor | 0 | Oct 7th at 11:07 PM | Release Retracted | |||
Retraction Reason:missing patch Changelog:Adds | |||||||
| 1.0.1-rc.3 | prosequor | 477 | Oct 3rd at 3:28 AM | prosequor-v1.0.1-rc.3.zip | 1-click install | ||
|
Added | |||||||
| 1.0.1-rc.2 | prosequor | 334 | Sep 29th at 3:40 PM | prosequor-v1.0.1-rc.2.zip | 1-click install | ||
|
Added | |||||||
| 1.0.1-rc.1 | prosequor | 340 | Sep 27th at 4:38 PM | prosequor-v1.0.1-rc.1.zip | 1-click install | ||
|
Added Changed Removed Fixed | |||||||
| 1.0.0-rc.18 | prosequor | 178 | Sep 25th at 7:35 PM | prosequor-v1.0.0-rc.18.zip | 1-click install | ||
|
Added | |||||||
| 1.0.0-rc.17 | prosequor | 129 | Sep 23rd at 10:35 PM | prosequor-v1.0.0-rc.17.zip | 1-click install | ||
|
Changes | |||||||
| 1.0.0-rc.16 | prosequor | 46 | Sep 23rd at 5:26 PM | prosequor-v1.0.0-rc.16.zip | 1-click install | ||
|
Fixes | |||||||
| 1.0.0-rc.15 | prosequor | 181 | Sep 20th at 5:24 PM | prosequor-v1.0.0-rc.15.zip | 1-click install | ||
|
Fixed | |||||||
| 1.0.0-rc.14 | prosequor | 96 | Sep 19th at 2:50 PM | prosequor-v1.0.0-rc.14.zip | 1-click install | ||
|
Added | |||||||
| 1.0.0-rc.13 | prosequor | 50 | Sep 19th at 2:05 AM | prosequor-v1.0.0-rc.13.zip | 1-click install | ||
|
Added: | |||||||
| 1.0.0-rc.12 | prosequor | 85 | Sep 18th at 12:22 PM | prosequor-v1.0.0-rc.12.zip | 1-click install | ||
|
Fixed: | |||||||
| 1.0.0-rc.11 | prosequor | 121 | Sep 15th at 11:31 PM | prosequor-v1.0.0-rc.11.zip | 1-click install | ||
|
Fixes | |||||||
| 1.0.0-rc.10 | prosequor | 135 | Sep 15th at 11:37 AM | prosequor-v1.0.0-rc.10.zip | 1-click install | ||
|
Fixed | |||||||
| 1.0.0-rc.9 | prosequor | 59 | Sep 15th at 12:35 AM | prosequor-v1.0.0-rc.9.zip | 1-click install | ||
|
adjusted | |||||||
| 1.0.0-rc.8 | prosequor | 91 | Sep 14th at 1:11 AM | prosequor-v1.0.0-rc.8.zip | 1-click install | ||
|
Changes | |||||||
| 1.0.0-rc.7 | prosequor | 99 | Sep 13th at 5:18 PM | prosequor-v1.0.0-rc.7.zip | 1-click install | ||
|
fix for C menu GUI crashes related to nutrition bars | |||||||
| 1.0.0-rc.6 | prosequor | 49 | Sep 13th at 4:22 PM | prosequor-v1.0.0-rc.6.zip | 1-click install | ||
|
more bug fixes, xp sources | |||||||
| 1.0.0-rc.5 | prosequor | 36 | Sep 13th at 3:49 AM | prosequor-v1.0.0-rc.5.zip | 1-click install | ||
|
more bug fixes | |||||||
| 1.0.0-rc.4 | prosequor | 54 | Sep 12th at 3:53 PM | prosequor-v1.0.0-rc.4.zip | 1-click install | ||
|
iplayer inventory crash | |||||||
| 1.0.0-rc.3 | prosequor | 47 | Sep 12th at 2:14 PM | prosequor-v1.0.0-rc.3.zip | 1-click install | ||
|
passive skills, xp fixes | |||||||
| 1.0.0-rc.2 | prosequor | 46 | Sep 12th at 2:23 AM | prosequor-v1.0.0-rc.2.zip | 1-click install | ||
|
fixed: Inventory crash | |||||||
| 1.0.0-rc.1 | prosequor | 46 | Sep 12th at 2:11 AM | prosequor-v1.0.0-rc.1.zip | 1-click install | ||
|
Initial test release. | |||||||








I noticed that the mining skill that increases stone yields seems to be applying to at least some stone based building blocks, including ones I have placed. I was able to duplicate a piece of conglomerate cobblestone by placing and mining it, and sometimes getting two. I can't say for 100% certain this mod is the source, but I don't think I have anything else loaded that should change block yields like that.
With the death of the Xskills fork, i'm looking for something just as powerful, and I wonder if this mod will be that. I like what I see so far but I play mostly solo, I need to find a way to increase the amount of XP I gained, and make it a bit easier to unlock everything with no limits for the single player mode.
If you have IMM you can pretty easily adjust XP gain and change the skill point earn rate to unlock more skills. There are still some limitations but that would clear up most of them.
I have too many tabs and scrolling it is a pain, does anyone know a solution?
Hey, is it possible to unlock traits with this mod? for example if i chose commoner class, and then crafted enough clothing items, will I unlock clothier trait? it would be awesome since I'm playing singleplayer and I'd love to be able to craft everything by myself, but just unlocking it via game config feels cheaty and less rewarding
It is possible to have skills unlock traits, but there aren't any in the mod as configured.
I have to say I am very excited about this mod! Especially after the recent fall of a different skills mod. I just got so used to playing with something like that.
I'm unsure how I feel about the stats being there, it feels a bit useless right now - given the fact that the traits would work without there being a reason for the positives / negatives, I haven't played much with the mod to know if for example there is a way to increase the base stats which would remove the negative trait... Also, it would be helpful to know how much is the reduction / increase to mining speed / health etc., same way it is in the base game.
This is a common refrain so I'm going to rework the menu to show the exact stats. It was intentional not to, I wanted a bit more RP-y approach but a normal numbers mod is actually easier to maintain so I will concede this point to popular opinion.
As for the stats, vanilla only gives so much to work with and so the stats tried to pick up for the traits but the traits are "kind of insane" in that they don't make much sense to translate TO the stats. However, the reason was because I had seen people say they wished their were attributes that could develop and it is my hope that if Prosequor is popular people will feel comfortable using it as a type of Vanilla+ backbone in which case someone might do something more interesting with the attributes. That said, the 14+ effects are unique to each attribute and are more significant, night vision, extra inventory slots, critical hits, etc... so there is something at the high end beyond what traits provided.
hello again, thank you for responding to the scroll crafting bug.
another thing, is there a way to see your raw stats again? prosequor changes the stats screen and hides things like hunger rate, wet effects, etc.
a toggle, or another way to see it, would be nice, unless you know a mod that helps with that?
Did I add this? Now I feel like I'm having a fever dream, I was working on an alternate tab where you could just see the original stats but I think maybe I never finished it...? You can try going into the mod options and see if there is a toggle for it, but I think maybe I started work on it but never finished it. If that's the case then right now, no. That information is hidden and I'm working to put it back.
i got 2 small problem
1: is there a way to see the procentage stats somewhere like how high my hunger rate is or how fast i am in %
2: is there is a small incompatibility whit item rarity mod Imange of the bug because idk how to imbet a imange here
I will look into both, but the missing info was intentional. I am, however, working on a way to put it back. For some reason I thought I already did, but now that it's been mentioned twice I'm guessing maybe I never finished that work.
I think I'm having a similar issue as Verlia, it seems to just be a mod conflict related to how drops are calculated? I think if you have any other mods that do modify drops (drop multipliers, monsters drop loot on death, etc) it makes it more unstable. I'm not sure if its a guaranteed crash, but that's how it seems.
Running on 64 bit Windows 10.0.19045.0 with 65448 MB RAM
Game Version: v1.22.7 (Stable)
10/10/2026 12:38:48 PM: Critical error occurred
Loaded Mods: bola@2.0.0, boricalchemy@3.1.2, catchledge@0.7.1, containersbundle@1.4.0, crawlanddive@0.2.5, diversediets@1.0.4, bovinae@0.3.6, caninae@1.1.10, capreolinae@2.0.19, casuariidae@1.1.13, cervinae@0.1.15, chelonioidea@1.0.9, dinornithidae@1.0.25, elephantidae@1.0.21, felinae@0.2.15, iniidae@0.1.8, machairodontinae@1.1.13, manidae@1.0.23, meiolaniidae@0.1.12, moschidae@1.0.0, pantherinae@1.2.18, rhinocerotidae@1.0.28, sirenia@1.0.33, spheniscidae@1.0.18, thylacinidae@0.1.7, viverridae@1.0.10, vombatidae@0.4.7, monsternuggetdrops@1.4.1, irongears@1.1.3, toolbelt@0.3.6, vaultandroll@0.1.2, game@1.22.7, wilderlandscavessystem@3.0.0-dev.5, aculinaryartillery@2.0.0-dev.26, advancedgeology@2.0.8, advancedtoolparts@1.4.43, attributerenderinglibrary@3.2.0, butchering@1.14.3, climbmountain@0.2.4, configkit@1.4.2, feverstonewilds@3.0.0-rc.8, foodshelves@3.1.1, herbarium@1.4.4, hexsmech@0.2.39, immersivewoodworking@1.3.13, krpgenchantment@1.5.4, manifold@0.6.1, moregrassfromknives@1.0.2, morefluxesreupload@0.4.0, increasedrockdrops@1.0.3, ndlcoralgrowth@2.3.1, prosequor@1.0.1-rc.6, ramgarbagecollector@1.1.0, creative@1.22.7, survival@1.22.7, wilderlandsworldseederutility@1.0.3, lowlightspawns@1.2.1, butcheringfotsacompatability@1.0.9, craftsmanship@1.7.0, driftersdontspawninrooms@2.3.0, duskridgesettlerscore@0.8.1, esoterica@2.2.0, expandedfoods@2.0.0-dev.15, expandedmoldsbalanced@2.0.0, hexsmechboriccompat@0.2.0, seraphleveling@1.22.0, storagetweaks@1.4.2, wildcraftfruit@1.5.0, wildcraftgrain@1.1.0, wildcrafttree@1.3.4, wrustbound@4.0.7, zrustdrops@2.1.1, wilderlandsdrops@3.0.0
Involved Harmony IDs: prosequor
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch1(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1787
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 810
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 601
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 243
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1062
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 10/10/2026 12:01:00 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000
Faulting module name: KERNELBASE.dll, version: 10.0.19041.6280, time stamp: 0x56511854
Exception code: 0xc0000005
Fault offset: 0x0000000000025369
Faulting process ID: 0x501c
Faulting application start time: 0x01dd585298212cba
Faulting application path: C:\Users\still\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report ID: df633794-8873-4c21-b867-39164655aa1f
Faulting package full name:
Faulting package-relative application ID: }
It may be a conflict that Prosequor is being blamed for, so I will be pushing a 'fix' for this, but the fix is really just to not have Prosequor aborb the blame so an incompatibility or bug is easier to figure out. That means this probably won't fix the crash you are seeing, but it may improve the report so it's clear what's causing it. Unlike ARL I don't believe in writing "it's not my fault" in the log and calling it a day, but unfortunately I can't quite provide a fix or confirm incompatibility without a more accurate crash log (yours is fine, the new version will just prevent Prosequor from claiming all the credit for the crash so it can be seen which mods were involved when it happens).
hey, love the mod!
one little exploit i found is crafting a rolled into unrolled scroll (and vice versa) from the Armor of the Ancient Forest mod grants Tailoring XP, looking to be equivalent to crafting actual armor.
this can be infinitely repeated, hope this helps.
I also fully agree with the Hunting XP being a bit undertuned.
Reproduced and fixed, hunting is getting some tweaks you can read below.
Ive noticed no XP gain on building drystone blocks(peridotite and granite tested)
aswell as finished wattle/daub blocks drop double sometimes I would assume its considered stone for rock hoarder under mining
Will check, thank you. XP rules are undergoing a large under-the-hood update right now, so it's a great time to point out quirks and flaws.
Not sure if others have been encountering this, but it seems like Hunting XP is especially scarce. On a multiplayer server, one of the players that's been primarily Hunting has earned about 3 levels in the time that others have earned ~12 in another profession (e.g. Forestry, Mining). I've manually raised their hunting level via console command for now, but I figure it's worth reporting this imbalance to you. Increasing the XP rewards by 3 or 4 times might solve it. I don't think it's a case of bucket limitations, as they tend to shift between jobs about as often as the rest of us.
This is valuable feedback, but a version is also helpful as hunting xp has been adjusted recently. Something that is clear is that sources and frequency are important. Mining can be got by mindlessly hitting a wall with a pickaxe, hunting needs you to trap animals or kill them. The more recent changes basically say killing animals for dinner give hunting xp, rather than trying to figure out just how hunted the animal was but that assumes meat is on the menu, though arguably that is what hunting is about. So that's the other flaw, how much does vs incentivize a behavior? Where it's weak I've tried to buff it, why hunt instead of forage, for example needs hunting to provide perks that make it a playstyle so you have reason to hunt. Prosequor tries not to invent these things and be vanilla coded, but I am wondering how much players would appreciate larger tweaks.
So yeah, super open to these discussions and want to have them, but version is important since rates and sources are being tweaked.
I suppose an incentive for hunting is fats and hides as well. so maybe skinning an animal could provide a portion of XP?
Butchering does belong to hunting right now and I gave this some thought. The buckets are a very, very useful tuning feature because they mean I can be more generous with XP since an exploit is reduced to 'fill the bucket faster'. Part of the issue is that the hunter should get some XP they don't need as much of I realize: arrows and bows. Bows already pay nothing, that's a separate issue and a complex one, but arrows you CAN grind out arrows but you shouldn't have to. As I've said, I don't want anyone to have to do something purely for XP, so that brings us to butchering and animals. I want to incentivize hunting, but there is a flaw here: it's very hard to tell what kind of an animal you just killed. Was it a "hunt" or a trapped animal you bred for food? Well, I can't solve that. But I can let buckets have their way.
So arrows pay a bit more because you probably don't need to continuously craft them, and hunting will pay quite a bit more since killing an animal is the core of hunting, with butchering being a supplementary XP path. We'll have to see how these numbers feel but given the sporadic nature of hunting they should feel a bit better. They aren't 4x higher, but with some other XP fixes under the hood should let them be a bit more generous. What I will fix is that with butchering installed you still get your hunting XP which would mean that yes, skinning would also pay whereas right now it's generic.
i now understand what you mean by how to pay out. regarding on animal kills, animals have a generational tag where all wild animals are 0, maybe you could use that as the differentiator? i think entities also have an origins tag: worldgen, playerplaced, and reproduction. playerplaced are animals from hunting and reproduction implies tamed animals
I will look into that, right now it relies on generations, but to be fair that just means any generation higher than 0 so I might be overthinking it.
i realize i said playerplaced are animals from hunting when i meant to say trapping
Today's patch has no new features but fixes some fairly dumb mistakes. It shouldn't be noticeable unless you were affected by odd xp behavior, as it's all related to how rules are defined and called, but it was a pretty big blunder that likely contained other bugs. I am cautiously optimistic Prosequor will be able to move out of release candidate status if nothing else like this shows up, so thank you to everyone who has tried it and reported errors.
Hello again, found out a new bug, when using prosequor and instant pick up mod by saltywater (idk if is the mod can be just prosequor), the trait seasoned logger from the forestry tree sometimes pickup items duplicate like crude door when they open and close and they break, or tool racks, the way i duplicate the bug is by activating instant pickup and then clicking untill it breakes a placed crude door then placing it again, over and over after a while i ended with 2 crude doors i tested it with all mods disable exept the 2 above and prosequor plus on a crative world and gave myself forestry xp to get the trait seasoned logger and maxed it out.
edit: i tested without instant pickup it is the trait.
This was a dumb one, the rule was written to just fire on wood drops period so it wasn't just doors. I have added a "felled" tag to the rule so it only works on logs broken by logging.
i found 2 bugs while playing after randomly getting some levels in mining while meandering:
Bug 1: Firepit pays crafting XP for the whole stack on every smelt. each time a firepit finishes one item XP is paid for the entire output stack and for everything still in the input slot not for the one item just processed
Bug 2: Anvil smithing XP vocel position is never reset. XP is paid for correct voxels stored per anvil and per recipe but bit positions is never cleared when a work item is finished meaning other stuff isn't paid like repeating the same recipe is 0 xp and switching recipes doesn't pay for previously matching vocels
The anvil bug is/was known and I thought I pushed a fix for that already, the firepit I did not, and I think I might know what would cause it.
TryStampAndPay on the output slot stack, the input slot stack, and every slot from index 3 up
EmitCrafted then uses MealsProduced(stack) which for anything that isn't a meal vessel is stack.StackSize
Wow, talk about a small error turning out to be a massive one. How I missed this I don't know, but this bug exposes a flaw that stretches out across the entire crafting ruleset. I'm surprised MORE bugs haven't been reported. Thank you for noticing, I originally thought it was a copy paste error in the rule, turns out it was a copy paste error in the call sites propagating into nonsensical recipe definitions. The irony is the reported bug was actually the correct behavior: that is what the rule defined, however everything around it turned out to be messed up.
No worries, I started investigating after processing like 18 copper bars into tools and only had 6 XP
Love the mod so far! We've been experiencing crashing when using butchering foxes from the butchering mod. Hope this helps.
You might be on an older version of P+, the crash is from calling and outdated method that was removed in Prosequor rc18. My first recommendation would be to update P+ and see if that fixes it.
I love the custom stat UI, can we get current HP/Sat in there as well?
The reason it doesn't do a X/Y is because I the bars already have the current answer, so I only showed the max value. However, the X/Y format actually won't fit without making the font smaller. I think you can mouse over it and get the full answer. I remember *starting* some behavior for that, but if it's not currently in I must not have finished it. Anyways, it is possible but there are some other things that have to be changed to make that work and I'll have to think about it.
Investing in this mod
how is the hunting xp granted for harvesting/skinning? does it work for modded creatures? becuase the xp granted seems very inconsistent for me
If you have butchering installed, I might need to update the P+ patch, but for vanilla it's based on the animal drops, so the more an animal drops the more xp it gives. To answer the modded question: in order to give xp the animal must: use the vanilla butchering behavior, and drop fat and/or meat. It should work for modded creatures, but if they are using custom code it may not.
understood. I was thinking the xp was comming from the action of harvesting itself and confused why it often didn't grant xp
I made a small mod that fixes the compatibility problem with Hydrate or Diedrate. Check it out: https://mods.vintagestory.at/hodprocompat
hello ! I love this mod ! great job ! When a french translation ? 😇
Hey Hyo, there's some crashes that happen with this mod when drifters/creatures have more than 3-4 things harvested from them. Any mods that add in extra things such as Rustbound magic, FS Wilds or other additional things that drop from drifters cause the crash saying something about
Involved Harmony IDs: prosequorand drifter loot/harvesting or inventory synchronization.Running on 64 bit Windows 10.0.26200.0 with 65292 MB RAM Game Version: v1.22.7 (Stable) 10/1/2026 10:22:22 PM: Critical error occurred Loaded Mods: walkingstick@3.0.10, animationpackalpha@1.0.1, artofadornments@1.1.2, bola@1.4.2, chiseltools@1.17.8, crawlanddive@0.2.5, deartibusrusticis@0.9.3, eternalstew@2.1.0, facore@1.1.0, gondolacablecar@0.4.43, integratedmodmanager@1.1.3, jsonpatcheslib@1.5.9, lakulsenhancedvanillatrees@1.1.1, manualdishes@0.1.2, molds@0.3.7, morebuckets@1.3.2, overhaullib@2.0.10, primitivesurvival@5.1.4, scrollbarcreativeinventorytabs@2.0.5, scrolled@1.2.1, spinningwheel@1.2.14, stonemallet@1.0.4, game@1.22.7, vsimgui@1.2.7, arthursjournal@2.0.5, waterwheelnormalwater@1.0.1, zipline@1.0.8, antiquecylinders@0.2.1, aculinaryartillery@2.0.0-dev.26, animalcages@5.0.1, apebeams@1.3.1, arrowbarrels@1.5.1, attributerenderinglibrary@3.2.0, betterruins@0.6.4, bloodtrail@1.2.9, boatautopilot@1.6.4, bradycrudebuilding@1.5.4, butteflydisplay@1.2.1, canjewelry@0.7.10, carried@2.1.0, carryonlib@1.0.0-pre.8, cartwrightscaravan@1.9.1, configlib@1.13.2, crlib@1.1.5, cropforecaster@2.1.0, dairyplus@2.0.0, dishware@2.0.0, downed@2.7.4, effectlib@1.1.1, fantasystructures@0.2.0-dev.25, feverstonewilds@3.0.0-rc.7, flowerbeds@1.0.2, foodshelves@3.1.1, fromgoldencombs@2.1.0, gliderrevampdrathon@1.1.1, immersivemodularbackpacks@1.7.10, immersivewoodworking@1.3.6, ithaniacannedgoods@2.0.7, jaunt@3.3.1, kevinsfurniture@1.9.0, metalpots@1.8.2, musicbalancer@1.0.4, ndlmushroomgrowth@2.4.4, paleowilds@1.0.0-rc.1, panningmachine@1.1.4, pencil@2.2.0, petai@5.1.2, pewter@1.5.0, pigroast@1.1.1, placeitanywhere@0.7.9, playercorpseforked@1.15.2, playermodellib@1.23.8, claywheel@2.0.1, progressionframework@1.1.0, prosequor@1.0.1-rc.2, purposefulstorage@2.1.1, raincurtains@1.2.2, rivers@5.0.3, rpvoicechat@2.6.5, rustboundmagic@4.0.7, saltandsands@1.3.0, sharedutilities@1.0.0-rc.2, shipwright@1.4.1, smithingplusplus@1.10.6, steepandbrew@0.7.1, substrate@2.0.0, vintagecanvas@1.3.2, creative@1.22.7, vsinstrumentsredux@2.1.0, vsquest@3.1.0, vsroofing@2.0.4, survival@1.22.7, vsvillage@6.0.5, watersheds@7.0.4, weaponpackalphareb@2.0.2, woodenfortifications@2.1.0, alchemy@2.2.0-rc.12, animalicaabilities@0.3.2, bounties@1.0.7, canjewelryadornments@1.0.1, carryon@2.0.0-pre.8, cats@5.0.2, crbutterfly@2.1.2, crfish@1.1.8, doormaster@0.1.82, draconis@1.6.1, duskridgesettlerscore@0.8.2-rc.3, expandedfoods@2.0.0-dev.15, fagothic@2.1.0, fagreenwich@2.1.0, fseraph@0.4.10, feralkinship@0.5.1, flowerseeds@1.1.2, luciosprospecting@1.0.0-rc.2, noticeboard@3.0.3, orrukin@1.2.2, pacupronickel@1.0.0, peppermod@0.4.1, prosequorplus@1.0.4, raiders@0.3.0, seafarer@0.5.15, seraphleveling@1.22.0, threnkal@0.0.8, traitrestrictions@1.0.0, universaldisplaylib@1.1.3, vsvillageaged@0.0.8, w4rd0sfurniture@1.3.1, waterwheelriver@1.2.1, wolftaming@5.0.1, antiqueharmony@1.22.0, efchefstricks@1.0.0-dev.5, efmealsmodule@1.0.0-dev.8, lupines@0.2.18, threnkaltrait@0.0.5, windowdisplaypatches@1.0.5, windowdisplay@1.0.4, femalelupines@1.0.1 Involved Harmony IDs: prosequor System.Exception: Client received server InventoryUpdate for harvestableContents-1092255, slot 4 but max is 3. For harvestableContents at at Vintagestory.Common.InventoryNetworkUtil.UpdateFromPacket_Patch4(InventoryNetworkUtil this, IWorldAccessor resolver, Packet_InventoryUpdate packet) at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleInventoryUpdate(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 376 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 10/1/2026 6:40:52 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000 Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad Exception code: 0x40000015 Fault offset: 0x00000000000df046 Faulting process id: 0xe98c Faulting application start time: 0x1dd5160faca2483 Faulting application path: C:\Users\Poiso\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\Users\Poiso\AppData\Roaming\Vintagestory\Lib\openal32.dll Report Id: 3f95ac51-2ac7-4b47-b6a7-39b89b185849 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 9/30/2026 11:53:18 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x00007ffeb10e98f9 Faulting process id: 0xb5a0 Faulting application start time: 0x1dd515d077157bc Faulting application path: C:\Users\Poiso\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: unknown Report Id: af694099-949c-47ab-8422-6e16d5687598 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 9/30/2026 11:25:19 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x00007fff28fbd412 Faulting process id: 0xbea8 Faulting application start time: 0x1dd515ca3a65cbf Faulting application path: C:\Users\Poiso\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: unknown Report Id: 18c0c1bd-c59b-4642-9175-0fd1b3ccb5c6 Faulting package full name: Faulting package-relative application ID: }Running on 64 bit Windows 10.0.26200.0 with 65292 MB RAM Game Version: v1.22.7 (Stable) 10/1/2026 10:22:22 PM: Critical error occurred Loaded Mods: walkingstick@3.0.10, animationpackalpha@1.0.1, artofadornments@1.1.2, bola@1.4.2, chiseltools@1.17.8, crawlanddive@0.2.5, deartibusrusticis@0.9.3, eternalstew@2.1.0, facore@1.1.0, gondolacablecar@0.4.43, integratedmodmanager@1.1.3, jsonpatcheslib@1.5.9, lakulsenhancedvanillatrees@1.1.1, manualdishes@0.1.2, molds@0.3.7, morebuckets@1.3.2, overhaullib@2.0.10, primitivesurvival@5.1.4, scrollbarcreativeinventorytabs@2.0.5, scrolled@1.2.1, spinningwheel@1.2.14, stonemallet@1.0.4, game@1.22.7, vsimgui@1.2.7, arthursjournal@2.0.5, waterwheelnormalwater@1.0.1, zipline@1.0.8, antiquecylinders@0.2.1, aculinaryartillery@2.0.0-dev.26, animalcages@5.0.1, apebeams@1.3.1, arrowbarrels@1.5.1, attributerenderinglibrary@3.2.0, betterruins@0.6.4, bloodtrail@1.2.9, boatautopilot@1.6.4, bradycrudebuilding@1.5.4, butteflydisplay@1.2.1, canjewelry@0.7.10, carried@2.1.0, carryonlib@1.0.0-pre.8, cartwrightscaravan@1.9.1, configlib@1.13.2, crlib@1.1.5, cropforecaster@2.1.0, dairyplus@2.0.0, dishware@2.0.0, downed@2.7.4, effectlib@1.1.1, fantasystructures@0.2.0-dev.25, feverstonewilds@3.0.0-rc.7, flowerbeds@1.0.2, foodshelves@3.1.1, fromgoldencombs@2.1.0, gliderrevampdrathon@1.1.1, immersivemodularbackpacks@1.7.10, immersivewoodworking@1.3.6, ithaniacannedgoods@2.0.7, jaunt@3.3.1, kevinsfurniture@1.9.0, metalpots@1.8.2, musicbalancer@1.0.4, ndlmushroomgrowth@2.4.4, paleowilds@1.0.0-rc.1, panningmachine@1.1.4, pencil@2.2.0, petai@5.1.2, pewter@1.5.0, pigroast@1.1.1, placeitanywhere@0.7.9, playercorpseforked@1.15.2, playermodellib@1.23.8, claywheel@2.0.1, progressionframework@1.1.0, prosequor@1.0.1-rc.2, purposefulstorage@2.1.1, raincurtains@1.2.2, rivers@5.0.3, rpvoicechat@2.6.5, rustboundmagic@4.0.7, saltandsands@1.3.0, sharedutilities@1.0.0-rc.2, shipwright@1.4.1, smithingplusplus@1.10.6, steepandbrew@0.7.1, substrate@2.0.0, vintagecanvas@1.3.2, creative@1.22.7, vsinstrumentsredux@2.1.0, vsquest@3.1.0, vsroofing@2.0.4, survival@1.22.7, vsvillage@6.0.5, watersheds@7.0.4, weaponpackalphareb@2.0.2, woodenfortifications@2.1.0, alchemy@2.2.0-rc.12, animalicaabilities@0.3.2, bounties@1.0.7, canjewelryadornments@1.0.1, carryon@2.0.0-pre.8, cats@5.0.2, crbutterfly@2.1.2, crfish@1.1.8, doormaster@0.1.82, draconis@1.6.1, duskridgesettlerscore@0.8.2-rc.3, expandedfoods@2.0.0-dev.15, fagothic@2.1.0, fagreenwich@2.1.0, fseraph@0.4.10, feralkinship@0.5.1, flowerseeds@1.1.2, luciosprospecting@1.0.0-rc.2, noticeboard@3.0.3, orrukin@1.2.2, pacupronickel@1.0.0, peppermod@0.4.1, prosequorplus@1.0.4, raiders@0.3.0, seafarer@0.5.15, seraphleveling@1.22.0, threnkal@0.0.8, traitrestrictions@1.0.0, universaldisplaylib@1.1.3, vsvillageaged@0.0.8, w4rd0sfurniture@1.3.1, waterwheelriver@1.2.1, wolftaming@5.0.1, antiqueharmony@1.22.0, efchefstricks@1.0.0-dev.5, efmealsmodule@1.0.0-dev.8, lupines@0.2.18, threnkaltrait@0.0.5, windowdisplaypatches@1.0.5, windowdisplay@1.0.4, femalelupines@1.0.1 Involved Harmony IDs: prosequor System.Exception: Client received server InventoryUpdate for harvestableContents-1092255, slot 4 but max is 3. For harvestableContents at at Vintagestory.Common.InventoryNetworkUtil.UpdateFromPacket_Patch4(InventoryNetworkUtil this, IWorldAccessor resolver, Packet_InventoryUpdate packet) at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleInventoryUpdate(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 376 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 10/1/2026 6:40:52 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000 Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad Exception code: 0x40000015 Fault offset: 0x00000000000df046 Faulting process id: 0xe98c Faulting application start time: 0x1dd5160faca2483 Faulting application path: C:\Users\Poiso\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\Users\Poiso\AppData\Roaming\Vintagestory\Lib\openal32.dll Report Id: 3f95ac51-2ac7-4b47-b6a7-39b89b185849 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 9/30/2026 11:53:18 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x00007ffeb10e98f9 Faulting process id: 0xb5a0 Faulting application start time: 0x1dd515d077157bc Faulting application path: C:\Users\Poiso\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: unknown Report Id: af694099-949c-47ab-8422-6e16d5687598 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 9/30/2026 11:25:19 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.7.0, time stamp: 0x693c0000 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x00007fff28fbd412 Faulting process id: 0xbea8 Faulting application start time: 0x1dd515ca3a65cbf Faulting application path: C:\Users\Poiso\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: unknown Report Id: 18c0c1bd-c59b-4642-9175-0fd1b3ccb5c6 Faulting package full name: Faulting package-relative application ID: }Having issues reproducing this, but I am working on it. Local tests don't crash, so I'm going to move onto network tests but won't be able to until later. The problem is that Prosequor itself shouldn't be able to trigger the conditions causing the error, but I'm trying to figure out if it's a negative interaction with another mod, like Prosequor does something it also does and then the two conflict. Which is harder. I have to first rule out that Prosequor can produce this behavior on its own, then figure out which mod might, and then why the conflict, and then what I can do about it. It's complex, and taking a while.
Right, so I have tried but I cannot replicate this issue. I tried rustbound magic and confliglib, but I can't trigger the crash. I'm going to try to reproduce your mod load and see if I can get it to trigger that way, and fingers crossed it will, but obviously that's a much more annoying process but I will try to run this all the way to ground. But I will need the actual save and reproduction steps if this doesn't work.
Heya Hyo! I'll try to poke at it when I get some time, too see if I can narrow it down as well.
Hey! Just installed this mod as well~ >,<
Any chance we could have Alchemy compat at some point? :>
I would never say never but in this case compat likely means skill trees and Prosequor targets vanilla. Now, whether I or someone else might make a skill tree for it I can only say I don't have any plans because I already wrote 21 of them and still have one more to do, but some people have already written mods that use Prosequor so never say never!
Rift Traveler is also now Fullly Compatible as well. Thanks for the development of Prosequor. :)
https://mods.vintagestory.at/rifttraveler
Awesome, glad to see it!
After some testing i stumbled upon problems with progression. Some skills are either impossible to level up, or time required for it is reaching infinity with every xp point.
For example: Mining. I could get 2 levels of mining after breaking a few stacks of stone. Then i reached 11.9/28 XP and no matter what i do and how many steel pickaxes i break i could not get even 0.1xp. It's not like it's exponentially harder with each level, it's just outright impossible. Same with Digging, 3lvl, 22.9/35, not a single xp point since no matter what i do.
Seems like all the major Specializations have a hard wall you hit pretty much at the start of progression.
My question, is it balanced to be slow to take literal years and maybe decades of continuous activities (mind you some skills require like level 10-20-30, which i couldn't get in my testing in any way), or is something is just broken?
I apparently removed the bucket description. Anyways, you are not crazy. The system is slightly complex but also fairly simple, you have xp buckets for all your skills. The more you fill them they reduce xp gain until it's basically zero. They empty out when you aren't, but not immediately. It is literally an anti-grind mechanism, because remember, it was written for servers. The size of your buckets gets larger as you improve the skill because they take more xp to level, and the specialization trait doubles it.
So your observation is correct, but it's a bit like a leash where the harder you try the tighter it pulls, but the less you struggle the less it pulls. Adjusting xp gain rates may make this worse, as the bucket sizes are fixed. You gain xp faster, but also fill the buckets faster. Ultimately it is about taking a break, and for single-player, going to bed is the easiest solution. For servers logging out or just pursuing a different skill for a while is.
Thanks for the clarification. After additional testing with time-skipping i was indeed able to lvl up more. Is there a config to change the size of said "buckets"?
Right now, no. And some things I'm hesitant to change. I figure if Prosequor becomes popular someone will just make a mod for whatever they don't like about it. Maybe it's an odd thing to struggle against, but I really do envision leveling as something that happens, not something you do. Its balanced around reaching level 30 in a skill with somewhat focused play, about two or three hours, over a week.
I vibe hard with that ! Cool MOD ! 💯
Is there a switch so the skill buckets can be disabled for single player? Without the switch it sounds like a huge no-no for me because it breaks the key feature of the game, which is: I set my own goals. It feels like I would have to play against the mod instead of having fun with it.
I play mostly single player and the balance for non existing players that play less is not a consideration. When I decide that I want to do a big mining trip before I work on something else, it feels bad that a system can straight up lock the skill progression and force me to either skip a day, do something else or accept that the time I spend mining won't improve my skills. The last option actually makes it the worst, because at this point I might just uninstall the mod and play without it. I usually just spend days doing the same thing because it's easier to focus on one thing than juggle activities. So I might have a pottery day, a mining day, a hunting day, a woodcutting day. Stopping any of those activities because the skill system wants me to, not because I have any actual reason to do so, just wastes my time. Usually I will probably waste it on travel to a different activity, end up doing both things far worse and have to grind longer because of the inefficiency. If I need specific stones for the walls, which are located far from my base, it makes more sense to get a lot of them at once than to run multiple times. In a game that features so many mechanics, forcing me to go out of the mines and do something else is unnecessarily limiting. When I play alone I still have to do everything myself and it shouldn't matter if I want to do it 10 hours straight or in short bursts. I might not have anything else planned, or I might be on a tight schedule trying to finalize something before day X. Perhaps I just don't feel like doing something else at this time. Skipping a day might not be an option, because it might move me out of the specific season (or into the winter for example). Additionally while you might think that stopping what you're doing to do something else is a good thing, it's not for everyone. Some people struggle with time management and this just makes it even harder for them because they have to split their focus. I don't necessarily want to run for the whole day back to the base from some expedition, because the system locked my skill progression and apparently I should do just some tools and not all of them and then come back to the mine later to gather more ore and do the rest. Hopefully I wouldn't fill the whole Metalworking bucket somewhere in the middle of mining my ores though... That sounds frustrating to say the least.
It depends. Like, sleeping is a pretty easy solution and your buckets get larger as you gain skills. Taking the specialization perk also doubles the bucket size. So it isn't entirely arbitrary, it is part of the progression. If there ends up being a great demand for it, perhaps I'll be more swayed but the other view is perfectly legitimate too: I had a vision for my work. And that was if you want to grind skills, you'll have to engage with the buckets.
So saying you should turn it off because single player is missing it's point, it isn't a multi-player fairness mechanic, though it does help with that. It's not even an anti-leveling mechanic, it's an anti-grind mechanic. I do not want the player to feel compelled to engage in an activity purely for the sake of gaining xp. This is one of those things I feel like someone will mod out if there's really a demand for it, but it isn't a punishment nor is it designed as one. It's part of the leveling mechanics.
To address one concern, each skill has its own bucket. Mining and metalworking are separate buckets. And is exactly the design, spend some time forging and voila, your mining bucket has refreshed.
I understand. It's your mod as well, so do as you please, but I think you're missing my point. While there are players who will try to grind purely for the sake of gaining xp, there are certainly also players that don't. They grind because they have a goal, like I said, you have to go far away to get a lot of stone for your construction project (it could be anything else, but I think this is very reasonable example). It makes no sense to go back before you mine all, because the travel alone takes forever and it would only make your grind longer (and waste food, water etc). So when your goal is not the skill but the activity itself, the skill system that locks up and tells you "well, if you want more stone, I guess you won't level up, so say goodbuy to the next 2 hours of skill gain or go back to the base and do something else, it's good for you". Your skill system shouldn't determine what you do. You could argue that you could build a base closer to that deposit, or that you could build an outpost where you could set up some other activity to "wait out the bucket". Both of those things are reasonable, but the former determines where you should or shouldn't live in order to get better skill gains (which are not a primary goal of this game, as you already noticed) and the later forces you to build stuff that wouldn't be necessary or you don't really want to do build and then switch focus from your current goal for a sidequest you don't need or want. If player gets his level ups locked, even though they have a completely different purpose than grinding a skill, it feels rather bad. I also feel that even if someone wants to grind skills in his single player game, they should be able to do so. I wouldn't necessarily understand the reason for it, because the number of activities you have to engage with when you play alone is so big that you don't really have time to grind the specific skill to level XY, unless you don't mind starving to death. The fact that you think that buckets are big enough and get bigger when you level the skill is not really important. In my mind it would still be "is it worth to do this if I'll have to stop it mid way or should I do something else instead?". In a game that big, it can easily push me over the edge of a decision paralysis :D
Anyways, it's your project. You can do whatever you want with it. I wish you all the best and will keep an eye on it, maybe you'll add a switch in the future after all. I'm just looking for something that is less op than xskills.
The system can't really distinguish between grinding because you want a castle and grinding because you want to progress, and I understand that. It may catch some honest seraphs just out here living their lives, and I get that. What I disagree with is that it stops you from doing the thing you wanted to do: If you went mining because you need stone for a castle, you can still mine all the stone you need for the castle and enjoy the perks of your skills. What the system eventually stops doing is giving you character progression and those aren't quite the same thing. If every minute of activity must always translate into progression, then XP itself becomes something the player can optimize, and we're back to the problem the buckets exist to prevent.
If I give you a bar to fill, you will fill it. I know that, leveling is fun and has rewards. But progression can be detrimental to play in many ways, which is why the buckets exist. There are tasks that can be idled. Panning, fishing, riding, farming, and there are plenty of effort-based sources of XP. Thus, the optimal way to level up is to sit on a boat with a fishing rod. Whether you believe you will do that or not, it does create a system that incentivizes doing *nothing* to progress. So okay, I can get rid of all of those sources of XP. Now the player only gains XP when they do a thing, but is *that* fair? Sometimes you don't catch a fish, but you spent time doing it. Sometimes you are just sitting on a mount, should I penalize the player for not holding W? Sometimes you get interrupted while panning, should you only get paid when you find something? I want to reward the player for playing, but I also want to do it while limiting certain harmful incentives. That's outside of balance concerns. I could have also pursued a well-rested xp bonus like xskills has, but ironically in this case it would still ask you to take a break to get it and it doesn't actually discourage grinding sending us right back to the buckets.
Now the obvious answer is just let me turn it off and I'll accept the consequences, but as I've said elsewhere I don't like that because I feel a good mod should be opinionated. Mods are by their very nature about changing the game and modding a mod is perhaps the truest expression. But I designed the mod around the buckets, and if I just let them be on or off then I do have to consider both groups of players: does this make sense for people who are playing without buckets? Because if I give the option, then I am saying okay, this is a version that I produced and it carries my approval. Please don't feel like I'm just brushing off your complaint, I'm open to change but removal carries a lot of weight. If someone else wants to patch them out, that's not going to offend me, but for me that decision implies that I endorse it as an option when the truth is I don't.
Isn't there a xp bucket system ? one where you need to lvl up a pool of differents skills to reduce the diminishing returns on your highest skills, like you cannot just grind mindlessly one skill to 100 and keep the rest at 0, if you want to grind higher you need to diversify your progression to others skills...
Or at least it used to be, I'm almost certain I saw it in the description in the past, but it seems it was removed...
Removed or not, if you are on a old enough version of the Mod, I'm almost positive that's why you can't grind higher
Edit : I did find a comment from the 20th Sep below mentioning an xp bug and confirming that it's not the bucket system's fault so... anything's still possible...
When I rewrote the description apparently I accidentally removed that bit. The buckets were simplified a little but it is still a mechanic. The first version was a dual bucket system, but it did reveal to be just too much in testing. So now it's a single bucket per skill.
I have pushed an update for some minor compatibility and changes to the digging tree. It's not a vital update and contains no bug fixes, so unless one of these two specific things is affecting you it's mundane changes.
Do the known issues for SmithingPlusPlus include XP not being gained for crafting tools on the anvil? It seems the only thing I gain XP for is casting ingots in molds.
It is not a known issue, I will investigate.
Thanks for checking in to it.
The primary consequence of this for our server is that our metal workers cannot bit smith until level 40, and with nothing but casting ingots contributing to XP, that process is taking a long time.
Is it possible to give players particular perks through commands or configs? I know that we could increase the XP gain to something high, have the metalworkers cast their ingots until they get to level 40, but personally we would rather just give them the perk instead of that.
For now I have this, https://github.com/Hyomoto/prosequor/blob/main/docs/commands.md
You can give people xp and whatnot. I'll look into a fix today, but it wouldn't be on Prosequor, it would be on P+ since I do not (generally) provide specific mod compatibility on the base mod.
This looks perfect, thank you.
Testing with smithingplusplus I gain xp fine on forging, I did disable smithwithbits and recoverbitsonsplit (as mentioned in the compat notes) in the config, but I couldn't find a conflict. I tried on both singleplayer and on a dedicated server and in both cases I gain xp by smithing (and other tasks) so I couldn't reproduce it, I definitely can't rule out conflicts but it doesn't seem to be SPP based on those tests. There may actually *be* a bug in the smithing xp, which I'll have to look into, but it wouldn't cause you not to earn any, just earn less than expected.
Ah that is frustrating, I'll have to dig into our mod pack and see if I can find some conflict.
Just so I'm perfectly clear, is it true that at the moment bit smithing doesn't work at all with your mod? As in you cannot bit smith, even if you have the perk, if you use Smithing Plus Plus? I want to be certain by what your meaning is by disabling both in the config.
If I find some other mod that appears to be causing problems I'll make another post. Otherwise I hope to see your continued development on the mod!
Thanks for the prompt responses as well
Okay after some testing you appear to be correct.
I do gain XP on smithing tools, its just a miniscule amount. I dont believe it was working earlier so im not sure what changed to be honest, but If its intended then so be it and you have good conifg options so we can change it to our liking. I appear to gain around 1 to 2 XP per smithed tool at my current level of 15 Metalworking, where I gain about 4 XP per cast ingot. It's possible I am hitting my XP bucket limit, but that amount appears quite small per crafted tool. This is with smithwithbits and recoverbitsonsplit enabled by the way, if thats the issue then I will go ahead and disable that, although the bits is a key reason why we use SmithingPlusPlus in the first place. Thanks!
This is more what I was talking about, the gain might be slightly less than expected but it's a design problem. Either smithing always provides a flat amount, or it doesn't. This sounds really stupid maybe, but it's the type of details I agonize over. Basically I want to reward complexity, which is why it under pays right now. And trying to couple that with material used is where the trouble lies. But yes, I think it is too low and thank you for reporting it.
A couple small things I've noticed--panning experience can still be gained despite the process getting interrupted, so it's possible to farm experience(albeit slowly) without actually needing to pan multiple blocks. Likewise, fishing experience is gained while the line is cast, regardless of whether or not the hook is actually in the water.
Neither one is what I would consider a serious issue, since both methods are somewhat tedious and the player will miss out on goodies by using those methods. However, it doesn't seem like intended behavior either, so I thought I'd mention it.
In these cases it is intentional, you also gain xp just for sitting on a boat or mount. The intention is to not to force the player to be penalized for being on an animal or boat and not making it move. You do get more xp for catching fish, breaking mounts or active riding. It's not possible to just sit there and max level though, as eventually your gains will diminish to nothing. If the gain seems unusually high I'll revisit it but once you get a few levels deep the idle xp gain will take a whole lot of time. I may revisit panning though, as it should pay on completion which is supposed to be worth more and thus incentivize actually panning.
Yup, just checked. There is no pay on completion and that is unintentional.
Amazing UPDATES!!! volume slider hell yeah, now I will not get jumpscared lol
The default audio was also reduced, so hopefully it works out of the box but the config is there if it's still too loud or just not wanted at all.
28.9.2026 14:27:56 [Error] The dialog GuiDialogBlockEntityRecipeSelector requested focus, but was not added yet. Missing call to api.Gui.RegisterDialog()
This was in reference to looking at sessile oak logs
maybe a conflict with immersive woodworking or floral zones? no other information in logs unfortunately
I will check, I do touch this method for crafting, so it's very possible a conflict. I'll look at my end and see if there's something I can do but if it's a conflict it might be hard to narrow down. P+ includes floral zones support so I will double check my patch there as well.
does this have any compat with specialized classes?
Will it work? Yes. But without a config file, it they will have 10s for all their attributes.
At initial glance I noticed fruit trees(wild or planted by me) do not provide exp for anything when harvesting the fruit
I was also wondering if this works for the Atlatl mod? (arrow breakchance and other arrow related skills)
They should, for trees you should get xp on growth and harvest. I will double check. As for compatibility, I haven't tried it with that mod so the general answer is they shouldn't conflict but may not be complimentary either (meaning they both have their own ways of preventing arrows from breaking).
Today's update is extremely large and hopefully has been adequately tested for regressions and stupid mistakes but alas, I am human. Still, three new trees (hunting, medicine, construction), some tooltip updates, attribute icons and display updated, and the very largest part: a lot of things that were hardcoded are no longer hardcoded so for enterprising modders you can add your own attributes, lock skill trees to classes and other nonsense. I don't do that here, but it's possible now.
Oh and configuration stuff was added, common request, probably the only thing anyone cares about 🤣
Any way this would be compatible with confiblib and autoconfig ? I kind of wish I could tweak the exp rates.
Great news! I'm doing final cleanup and testing on a large update and it will include xp rate tweaks. So yes! But it will use IMM or raw config file editing, which means it might still work with configlib but I didn't test it that way.
When I was doing some testing earlier, specifically with digging the pre-reqs for most of the tree are locked behind the lvl 30 profession even when the skill is lvl 10, was this intended to work in this way?
Yes. And also no. Mostly no though. Specializations are supposed to be level 30, but I'm fairly sure I didn't actually intend to block the whole tree with it.
Another bug fix update, turns out stinkbait is exactly the kind of error that prompts me to push a fix. I'm using this to push some outstanding and requested features, the missing planted by tooltip is back, audio adjustments are in and translation updates.
I couldn't find a config file to adjust, but...a config file would be really nice, at least for the mod's sound cues. The level-up sound cue is especially jarring since it's quite loud and doesn't fit at all with the rest of Vintage Story's general sounds(I actually jumped in my seat a bit when I got a level-up notification). Likewise, the sound cues for clicking through the skill windows are a little loud and seem out of place compared to other game sounds, though not nearly to the same extent as the level-up sound.
Aside from the sound issues, it's been a nice little mod so far.
Thank you, and good news, there will be some audio adjustments in the next patch. The default volume of these effects will be reduce by default, and if you have IMM you can even tweak the volume (0 would turn them off).
Good to hear. Also I've noticed that the player's movement speed, hunger rate, and healing effectiveness is no longer displayed anywhere, in addition to status added by other mods such as the cooling factor from Hydrate of Diedrate. While it's not the biggest issue, those stats are nice to know, especially if you're trying to figure out which sets of armor or clothing to wear.
The missing info should be in the traits screen, though it's not listed as "140% movement speed". The cooling factor I'll have to investigate a bit more, though the mod does expose the cooling that vanilla already has and doesn't use. If that's what HoD uses, then you might have it already,

I've done more poking around, and unfortunately there still seems to be a decent bit of information missing. Hydrate or Diedrate's cooling factors and thirst rate aren't listed anywhere, though clothing items still list their heating/cooling stats correctly in their information panel, and as for whether or not it utilizes the vanilla system I'm not sure. There is also no way to tell if the player is slightly damp, soaking wet, or completely dry. Other stats such as healing effectiveness, movement speed, hunger rate, and movement speed are nowhere to be found.
While all of those are minor stats, it is still useful to be able to check the exact numbers from time to time, especially if you're trying to make sure that certain skills and whatnot are working as they should or otherwise have a need to crunch numbers for some reason(such as multiple conditions/items affecting the same stat). The traits tab description provide a nice immersive overview of some of your character's general status, but they really don't say much about what's actually going on under the hood, so to speak. As I said before, the lack of such information isn't the most pressing issue either, but it would be nice to have a tab for that information sometime in the future(maybe a config option?).
That being said, it's been a pretty fun, solid mod so far. I like the idea of the "catch up" mechanic for multiplayer too, since I play more often than my friend typically, and skill gap was one problem we had when playing with XSkills.
I'm thinking about this, my goal isn't to stomp on vanilla, but I'm more concerned about compatibility. Basically I don't have a clean way to migrate such things. I can make a new tab and just not touch the stats screen so any mod using it will still have its info dropped there, or write up a proper way to declare these things so that a mod can just be latched there to provide the numbers you want. One is the easy route the other is the hard one, and while the easy one does maintain max compatibility but it feels like giving up. So in short, I am noodling a solution, but I haven't found one that I feel works yet.
As for config, I'm also sensitive to this because I feel like if my approach is just to let people turn off the things they don't like then I'm not doing my job designing systems players want to engage with. So yeah, it's a rough decision because I have a reason for wanting it this way (not encouraging players to minmax) but there are literal degrades (am I wet?) At the end of the day I'll probably go with the second option, a proper api, and allow a config for using raw numbers for the data hounds. But that's the much larger, harder option so it may take a bit to come to fruition. I'll see about some kind of stopgap in the meantime.
No worries! 😁 For myself, I'm not looking to turn parts of the system on and off, just a way to look at the raw stat numbers to get a better idea of what's going on, so that I know if I'm actually getting a benefit from a perk or if I'm doing something detrimental enough to actually override the benefit. It can get especially tough if you have multiple mods affecting the same stat, such as Expanded Stomach and Prosequor; both affect the movement speed, and the benefit you get from Prosequor's perks can potentially be outweighed by the drawbacks of ES(as a side note, both mods appear to be completely compatible with each other).
The reason I mentioned potentially making such a stat screen a config option though, is that it's also pretty nice to have the option of disabling the raw numbers and figuring things out through intuition. For a more complex modlist, one might want the exact numbers, but for a more relaxed playthrough a player might choose to turn the numbers off for a more immersive experience.
In any case, I hope that all made sense. Whatever you decide, it's a great mod, and I'm interested in seeing where it goes.
I agree with LadyWYT here.
With a more complicated mod setup, not being able to see the numbers can potentially cause a problem with understanding how things are actually interacting. (Just as an example a Blackguard player might not realize holding a torch in their off hand constantly makes them hungry faster, if the message "You get hungry slightly more quickly" is always there. )
There can also be problem of readability. A dynamically sized list is good for a list of "active effects." like: "Hungry: -5% movement speed", "Ranged Potion: +25% accuracy".
But can be more confusing for reading the complete current state of things.
Hi, have you installed the translation for the new version of the mod?Он мой пулл-реквест принял, но пока не выкатывал. В багфиксах нету локализации.
В принципе ничего не мешает скачать вот этот файл и закинуть его в prosequor-v1.0.0-rc.17.zip/assets/prosequor/lang и локализация появится.
А, ты тоже перевод мода делал что-ли?
У меня-то есть локализация на ру )
Я просто 22 числа делал локал на русский и скидывал ему.
Думал поучаствовать в жизни мода))
Агась, делал, примерно в то же время)
21 числа вон ниже в комментах кидал ему тоже файл, и 22 сделал пуллреквест на гите под новую версию с учетом его новых правок. Хотя надо глянуть, может он еще что там прикрутил, может у меня уже неактуально (опять)
Забавно получилось)
It is in, the fixes had to be done on a separate branch against an older commit and that's pretty much the only reason why: it wasn't in the older version and I forgot to add it. But it will be in the next version.
I apologize for the wait, and appreciate you two taking the time to help with the translations.
I'm running into an issue making stinkbait. If we use a player-grown fennel that has the farmer's tag, it doesn't work. Wild fennel with no farmer tag works. Is anyone else running into that?
The meat doesn't seem to matter though.
The crafting doesn't work or the stinkbait doesn't work?
I was able to replicate it and will be pushing out a fix for it.
hello, found a compatibility issue, when using with the mod immersive fibercraft, using the item wooden drop spindle normally you put the fibers on the off hand and hold right click the spindle item twice then sneak right click to remove the twine, but when prosequor is enable sneak right shift dont remove the twine and cant get twine.
I will look into it, Prosequor doesn't patch any mods though, so I'm tempted to say this sounds like a P+ issue.
I investigated this, but I'm not seeing it replicated on my side. I was able to craft and remove the fibers off the drop spindle.
Hyomoto, can u say how I can patch mod with custom classes? They use defualt sets for general stats
Sure, but it requires a bit of explanation as it works by converting traits into attributes. Currently there is no way to simply set class attributes, instead each trait is given attribute values. By default the class values are all 10s, and then increased or decreased depending on that the traits are and removed from the class as defined in trait-attributes.json. To make a class use this, you would have to add a patch to specify those traits. There is a retainTrait option which can basically let you 'do both' as it were, grant stats and not lose the trait, which is used for some of the vanilla class traits that grant recipes or other behaviors. The patch itself is pretty simple:
```
[
{
"op": "addmerge",
"path": "",
"file": "prosequor:config/prosequor/trait-attributes",
"side": "Universal",
"dependsOn": [
{ "modid": "prosequor" },
{ "modid": "classesplus" }
],
"value": [
{ "code": "ranger", "attributes": { "perception": 1, "constitution": 1 } },
{ "code": "woodsman", "attributes": { "strength": 1 }, "retainTrait": true },
{ "code": "tracker", "attributes": {} }
]
}
]
```
For exact details on what the values are, check trait attributes on the repo.
Thanks you! Now I see how it works
can we get compatibility with multitools?
Prosequor targets vanilla, so not here, but perhaps in P+. That said you have revealed a bug I didn't realize existed, as normally you could do this just by patching collections, but it seems my tool collections are still hardcoded. Add that to the todo list.
Ugh. I just cannot get my head straight today. Immediately after push I realized there was a check I didn't do: planted by doesn't show up in the info tooltip. It's a simple fix, but rather than push a new release purely to fix that I will ask for your patience as it will be fixed with the next update which will, hopefully, be a content update and not a bug fix release. It shouldn't affect xp gain, it's just a really, really stupid oversight.
As a peek as to what's cooking, four new skill trees: medicine, engineering, construction and hunting. I appreciate everyone who has the patience to test things and report issues.
I'm working on a larger update. In the meantime rc16 fixes a flaw affecting crops specifically, but is a wider bug generally. Prosequor wasn't saving it's values on block entities properly, which affects any placeable block, but aggresively affects farming as loss of credit there means you don't get paid farming xp. This does unfortunately mean that the only fix is to replant crops, as the bug is data is not being saved and as such there's no way to recover it. I apologize for such an idiotic bug, I have tests to check for these things but even those were turning up green because the flaw wasn't on loading a chunk, it was happening on server shutdown. So thank you to RianAshes for reporting it, it turned out to be a pretty far reaching bug.
There may still be some residual BEs with this issue, but farming was the big one because it has an xp path, so more fixes may come though I won't push an update for these alone unless they are game breaking.
It's my job. I'm 10 years-experiences qa. So.. It's just another bug, nothing new. I'm glad I can help in some way.
@Hyomoto Seems ProsequorPlus needs update too. Server logs full of this errors, new chunks (with berry bushes, i guess), not generated. Before rc16 everytihng was just fine.
Wow, well, I'm stupid. I didn't push a P+ update thinking oh, I didn't change anything🤦♂️. That said, my automated test suite caught some other regressions. So I have a larger Prosequor fix to push, which should hopefully wipe out any remaining pedigree issues, and it will come with a P+ update as well.
I appreciate your patience, and expertise in breaking things. I was hoping Prosequor was close to general release quality, but with bugs like these it ain't.
I have a new bug for you.
After server reboot plants forget who planted them.
Unloading chunk not triggers this behavior. Logs are clear, so it's another silent bug. This makes farming almost useless skill, because collecting crops planted by me grans foraging exp.
Well shoot, I was waiting on finishing some work on larger update, but I will push a fix for this ASAP.
Hi, is it possible to get in touch with you somewhere other than through the comments under the mod?
I'm in the vintage story discord, you can ping me there.
I sent you a private message; please read it if you have the chance.
:-)
I don't suppose there's a way to turn off the level up noise?
I'm enjoying the overall feel of things as a potential alternative to Xskills, but I'm getting jump-scared everytime I level up.
Other than swapping out the files, no. I reduced the volume on them for the next version, but VS doesn't have an interface volume sound channel and that would be the proper solution. That said, are you using speakers or headphones? The point of the RC is feedback like this and I'm looking for ways to address it, but I do feel as a designer if the solution is "eat around the parts you don't like," then I kind of failed. So I'm hoping to have it but also not scare the crap out of you when you level up.
I'm using headphones; I think if it's dialed down some in the next version that should work out just fine.
I implemented a faux volume for these effects, so they are half as loud by default. It will also have imm support for tweaking this value, though I suspect it should be much less jarring by default.
Maybe I'm a bit dull, but where is the config file? I'm wanting to turn up some of the gains, as i'm using it in the middle of an ongoing singleplayer world.
Surprise! There isn't one. So nope, not you at all.
When it leaves testing I will likely put in a universal Xp option, but for now you can either write Xp contributions (basically a mod to change things) or modify the skills themselves. Apologies for the inconvenience.
You can use commands to perhaps accomplish some of this as well? https://github.com/Hyomoto/prosequor/blob/main/docs/commands.md
Not the same of course, but easier than the other two.
Hi, it's me again. I'm bring some new bug for you, and it's serve.
Disconnect when somebody trying to use Butcher Workstation. Seems something wrong with xp awards. Prosequor - 1.0.0-rc.15, on 1.0.0-rc.12 everything was fine.
This is a dumb oversight related to crop XP if you can believe it: crops pay XP now based on some math. And Prosequor Plus didn't know that, which broke all Xp patches in there. That is severe.
I'm uploading a fix, but you'll need to update P+ to get it.
Thx, waiting for upload.
Also - i have strange behavior with gui - sometime info about tier, damage and durability just disapper from item tooltip. I still can't find a reason, and logs are silent, but it's look like this.
Only full game reload can fix this behavior. Sometimes.
If you can enable some more logs, or tell me how to find anything usable for you to locate a problem - I'll do my best.
It is live now. I will have to look into this, because honestly I had no idea this was even possible. Part of me wants to blame a conflict but I can't imagine one that would preserve some changes and discard the rest. So yeah, right now there are no logs or anything that would report this unless it was a vanilla engine error of some kind. I'm going to just have to investigate and see what I can turn up.
Here is a modlist. It's pretty big, but if your eye catch something - let me know, I'll try to remove it and check without it.
AdjacentIgnition1.1.0.zip
advancedchestsforked_v1.0.3_vs1.22.zip
advancedgeology_1.1.1.zip
adventurers-walking-stick-net10_3.0.10.zip
alchemy_2.2.0-rc.11.zip
AncientArmory1.2.3.zip
AsyncHandbookFilter.zip
AttributeRenderingLibrary-v3.2.0.zip
autodoor-reopened-1.0.5.zip
'Auto Map Markers 5.0.3 - Vintage Story 1.22.zip'
axleinblocks_1.22.6.zip
beamtweaksmod_2.1.1.zip
BetterCrates_v1.10.0.zip
BetterRuinsv0.6.3.zip
BetterTradersv0.2.1.zip
biodiversity_bdcrop_1.1.1.zip
biodiversity_bdflower_0.1.0.zip
biodiversity_bdherb_0.1.0.zip
biodiversity_bdorchard_1.0.6.zip
biodiversity_bdshrub_0.2.0.zip
biodiversity_bdtree_1.0.4.zip
biodiversity_core_1.1.4.zip
BloodTrail-v1.2.7.zip
'BotaniaStory v0.4.2.zip'
breakdown-big-hide.zip
butchering_1.14.3.zip
buzzwords_1.8.2.zip
CarryOn-1.22.0_v1.14.3.zip
CatchLedge_0.7.1.zip
cellardoor1.5.3.zip
chiseledgroundplacement_0.2.2.zip
ChiselTools1.17.7.zip
ClimbMountain_0.2.4.zip
cob_tradercamps_1.1.8.zip
CommonLibForked_VS1.22.0_net10_v2.8.1.zip
configlib_1.13.2.zip
cooperativecombatrework-1.22.zip
deciduoustrees_1.8.2.zip
desirepaths_0.5.1.zip
downed_2.7.4.zip
effectlib_1.0.1.zip
electricalprogressivebasics_3.3.1.zip
electricalprogressivecore_3.3.0.zip
electricalprogressiveequipment_3.2.3.zip
electricalprogressiveindustry_0.7.0.zip
electricalprogressiveqol_3.3.1.zip
electricalprogressivetransport_2.0.0.zip
'ExpandedFoods 2.0.0-dev.14.zip'
'ExpandedFoods_ChefsTricks 1.0.0-dev.4.zip'
'ExpandedFoods_MealsModule 1.0.0-dev.8.zip'
extraruins_v1.0.4.zip
'FACore 1.0.2.zip'
fastcraftinggrid-1.0.4.zip
fastermining.zip
fastplace_1.3.2.zip
FendragonBlacksmithGloves-v.0.0.6.zip
feverstone-butchering-bag-fix_v1.0.0.zip
feverstonewilds-butchering-compat_v2.9.0.zip
FeverstoneWilds-v3.0.0-rc.5-ALPHA-1.22.7.zip
FillMyBloomery-1.0.3.zip
Fireflies-2.0.zip
foodshelves_3.0.5.zip
Footprints-v1.2.9.zip
'Forest Regeneration-0.7.6.zip'
FuelBriquettes-1.0.2.zip
fullsailboatrefund_v1.0.0.zip
geodesandgemstonesfork-1.0.0.zip
'GeologyAdditions 1.4.8.zip'
gourmand_1.9.2.zip
GrapplingHook-1.2.zip
grindablebonearrows-1.0.1.zip
grindingwheelrework_1.1.11.zip
gui_3.1.0.zip
handbookcrashguard_1.0.5.zip
handytweaks_1.3.0_VS1.22.zip
HeatRetentionContinued-1.0.3.zip
herbarium_1.4.4.zip
HudClock_4.4.1_VS1.22.3.zip
IceCellar_1.3.0.zip
ImmersiveMining_0.3.0.zip
immersivemodularbackpacks_1.7.10.zip
immersivewoodworking_1.2.0.zip
ItemClumps_0.2.1.zip
itempickupnotifier_2.3.0.zip
jsonpatcheslib_1.5.9.zip
keepcraftinggrid-1.0.0.zip
leaflitter_1.2.6.zip
Long-term_food_v0.7.3.zip
mealrecipefix_2.0.3.zip
medievalarchitecture_1.1.1.zip
meteoricsteel-1.0.15-VS.1.22+.zip
millwright_1.3.4.zip
millwrightvawtaddon_1.0.3.zip
ModularButcheringBag_1.0.2.zip
Mycodiversity_1.0.8.zip
ndltreehollows_2.1.4.zip
NoDrifterThrowMain.zip
NoticeBoard_2.1.1.zip
overhaulliblegacycompat_1.2.14.zip
OversizedHorrors_1.1.0.zip
packrat_1.2.2.zip
pinmatrix_1.7.1.zip
placeitanywhere_0.7.9.zip
playerstatushud-v1.0.1-moddb.zip
primitivesurvival_5.1.3.zip
prosequorplus-v1.0.1.zip
prosequor-v1.0.0-rc.15.zip
ProspectTogether-2.2.1.zip
purposefulstorage_2.1.1.zip
qualityores-1.0.0.zip
QuicklimeInKilnFixed.zip
realisticwater_0.3.2.zip
Re-SmeltablesLightFix-v0.1.2.zip
riftworks_1.1.21.zip
ropebridgescontinued_1.2.1.zip
RuModTranslation_2.0.4.zip
runicmagic_0.47.4.zip
'Russification 1.22.9.zip'
rustboundmagic_4.0.6.zip
scribe_1.4.2.zip
seasonalflowers_1.1.2.zip
smeltableflinttoolheads-1.0.0.zip
SoilAmendments_1.0.0.zip
SoundsOfNature-0.8.1.zip
spinningwheel_1.2.14.zip
statushudcont_4.4.0.zip
StoneQuarryForked.zip
storagetweaks_1.3.4.zip
storylocationsreset_1.0.2.zip
substrate_2.0.0.zip
tailors_delight-2.2.2.zip
th3dungeon_v1.0.2.zip
thecritterpackcoral_1.4.4.zip
TheMadTeslaImprovedMetallurgy_VS1.22.0_1.1.8.zip
ToolBelt_0.3.5.zip
trapdoorladders-v1.0.1.zip
unchisel_1.2.1.zip
universaldisplaylib_1.1.3.zip
visible-ores-and-minerals-v1.4.1.zip
vsecomachina_0.6.1.zip
vsimgui_1.2.7.zip
vsroofing_2.0.2.zip
Wayfinder-1.3.1.zip
WeaponPackAlphaRebalanced.zip
wildcraftfruit_1.5.0.zip
wildcrafttree_1.3.4.zip
I have a possible fix, but I'm going to hold off on pushing it a little longer to do some extra testing. I don't think your mods are conflicting, I'm pretty sure it's a combination of localization failures and some fiddliness in the rendering pipeline.
It’s funny that you mentioned localization... I've just finished localisation for your mod. No AI was harmed, pure handmade content. If you can add this to mod - i'll be very grateful. I don't see where to attach file right here, so here is link to sharetext.io:
ru.json
I'll happily apply it but it's going to be out of date. I managed to scrounge up with a few extra skill trees which will ship with the next update. So just saying I hope you have the update XD!
Created a pull-request on git with updated localisation file.
I love the gui improvements and works really good with "Eternals:ConfiGUI" (my favorite gui mod) and will be using this on my world from now on will see if I like it but still amazing work with the icons and overall great fucking mod! I used to use xskills a lot lol
I'm surprised it works, but I'll do some testing. If I can support it (or don't even need to) I'll happily list it as compatible.
I’ve noticed a few issues with the item previews when hovering over certain items. I’m not sure if it’s related to the Conquest texture pack, but yeah, these are just a few things I’ve discovered so far but overall so far LOVE IT
I am investigating some GUI stuff which might be related, but if you have a specific problem please do share: a screenshot can be worth a hell of a lot when finding bugs!
Bro hahahha I just got jumpscared because of the level up sound lol and the level up reminded me a lot of skyrim
Skyrim? Never heard of her.
lol
Today's update is a bit of a large one. First, it's a retooling of some underlying XP behaviors and XP curves were restored to an earlier version. Bad news, it's nearly 1 million XP to 50. Good news, skill trees can pay more. Rates were tweaked for digging, farming and cooking. Ore should give XP properly now. The bucket system was simplified slightly. Second major change was to reduce I/O on the network and disk caused by levelling. Should have no noticeable effect on gameplay, but as with any change of this nature I'm prepared to be surprised.
For those concerned, this shouldn't affect saves: your progress to next level may have shifted but you won't actually gain or lose any xp. Also, I'm hoping the RC period will be coming to an end as fewer issues are reported and balance issues unaddressed. So if you got em, let me know!
Are there any console/admin commands for this mod, similar to how xSkills has commands like /level to manually change skill levels? I've had to use those every now and then as a multiplayer admin, so those would be useful when I migrate my multiplayer group from xSkills to this mod.
Btw as someone who usually ends up as the dedicated builder quarrying his own stone while someone else is the miner, I appreciate that you've (presumably) added an XP reward for mining rocks. It means I'll gain mining XP and get the perks for quarrying while doing something I was already going to do, rather than try to find and mine unneeded ore (e.g. lead or quartz) to farm it in an artificial and frustrating way with xSkills. Thank you for that!
A list of all commands are located here: https://github.com/Hyomoto/prosequor/blob/main/docs/commands.md
Note they were written for development purposes, so they include things that aren't expressly xp related. I will clean these up a bit as the mod approaches full release status though.
As for Xp gains, the goal is to feel like a natural extension of the behavior, not encourage you to play in weird ways to level up which is the example you gave: you have to go mine ore you don't want just to get a skill you do. So yes, all mining gives mining xp, and if you see missing xp gains, please report them as it's likely a mistake.
Hello! I might have found a bug or two. (I have other stuff to say, but I'll make that a separate post.)
I will run local tests for 1, it's certainly *supposed* to and the XP rule clearly lists it,
So it suggests that either that ore isn't in the ore collection, or something else is going on but I will investigate.
As for the C menu, when you have a skill point to spend you have a little indicator next to your hotbar. If you press "C" it takes you to either the skill screen, or the last skill you levelled up. It then suppresses this behavior until you either gain another skill point or log back in (or load your save). It's meant to be a convenience thing since when you level up it's likely you'll want to spend your perk, and it's likely the perk you want is in the thing your were levelling. That's the thought behind the design anyways.
Found another bug after reaching level 2 on digging i dont get any xp anymore for the digging profession, i didnt noticed untill i digged an entire hill and didnt get any xp. also after i level up the messege dont have any space between words so its say something like levelupincreased.
edit: did some more testing seems to be when my character reach level 2 the xp stop increasing (turned off all mods exept prosequor).
edit 2: ok, did some more testing it seems to be a daily cap or something 24h (in game) after i stop gaining xp i started gaining again.
it is, the bucket system is explained a bit more above. To add a small detail, your buckets do get larger over time because how much XP you need to level up grows. However, the intention is that players won't feel compelled to repeat tasks *to* earn XP because they can't. It's a hard design to get right, but I don't want to incentivize doing activities purely for the sake of earning XP. If it feels off let me know, but I tuned it around somewhat natural play.
ohh ok gotcha, a little icon of a lock on the bar or so when you cant get xp would be great if possible, just to get a little info about the activity in progress, like you say seems hard to balance but im fine with it either way, thank you for the clarification i didnt fully understand the bucket system.
There seems to be an issue with prosequor and knapster, using autofill to clayform doesnt award any clayforming xp.
Thank you, I'll look into it. I have a hunch I know why, so I don't think it will be a huge problem to fix.
EDIT: It looks like clayforming and smithing were both missing XP but it's exactly what I thought it would be. I have added a patch for Knapster.
Added support for playermodellib, attributes and traits should assign properly. The screen isn't as pretty, but life be like that sometimes.
So I was looking into this mod on a fresh single player save to potentially add to our server in the future but I'm having a bit of an issue. When player model lib is installed, none of the classes get the new ui for the class options in character creation and all classes get all 10s for their attributes. I narrowed it down to player model lib by clearing out my mods and modsbyserver folders then gradually adding things back. As soon as player model lib (along with json patches and overhaul lib) are added, it breaks. I removed everything but those 3, prosequor, and prosequor+ and same issue. Removed player model lib but left the rest and it worked again. I'm not sure if I'm doing something wrong because I don't see anyone else mentioning this.
No you did not do anything wrong. I very, very recently realized this was the case (sort of) because I also made Barbershop+ and recently added PML support to it. Because that meant having it installed, I realized that these stats don't show up (though I thought they would still apply normally). So I have 'add PML support' on my bingo card, but haven't done it yet. I will prioritize it now that I know other people might be waiting on it.
Thank you for this! You're mod looks really fun and I look forward to getting the chance to try it out. :)
Hi. I found a bug on dedicated server.
If a chunk containing a sealed barrel is unloaded, the barrel's contents will be deleted upon reloading the chunk.
Here is logs:
18.9.2026 07:51:31.248 [VerboseDebug] Failed loading a blockentity in a chunk. Will discard it. Sorry. Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockEntityBarrel.FindMatchingRecipe_Patch1(BlockEntityBarrel this, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityBarrel.Inventory_SlotModified_Patch1(BlockEntityBarrel this, Int32 slotId)
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot_Patch1(InventoryBase this, ItemSlot slot, ItemStack extractedStack)
at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 484
at Prosequor.Ability.BarrelMutateProcessPatches.StampLiquidMaker(BlockEntityBarrel barrel, String uid)
at Prosequor.Ability.BarrelMutateProcessPatches.LockSealer(BlockEntityBarrel barrel, String uid)
at Prosequor.Ability.BarrelMutateProcessPatches.BarrelLegacySealerMigratePatch.Postfix(BlockEntityBarrel __instance, ITreeAttribute tree)
at Vintagestory.Server.ServerChunk.AfterDeserialization(IWorldAccessor worldAccessorForResolve) in VintagestoryLib\Server\Models\ServerChunk.cs:line 417
upd.
The bug can be reproduced even if only the Prosequor mod is installed, so it is not a compatibility issue.
That is quite serious, and unexpected. Can you elaborate what was in the barrel or did this happen regardless of the contents? I'm wondering if it might be recipe specific.
I was able to replicate it and put in a fix. Testing both leather and liquid recipes, both persisted after travelling far away and coming back. Thank you for the report.
Hi there! Loving this so far. Quick question - how do we level up Attributes? And as we installed this on a not-fresh server, are there commands for re-triggering the distribution after install or for respec? Also, We are using Aldi's - are these traits now folded in? We'd like to take advantage of this to also use Yang's Character Creator, so if we can get all of these working together that would be incredible! <3 Love this! - Belisarius Claude and C & C
Attributes level up with you, the first one is at level 5. The attribute depends on which skills you have levelled, and you can see which one will be next on your character screen. Behind the stats (strength, constitution, etc...) you will see vertical lines. The one that is farhest right is the one you will level next. As for Aldi's, Prosequor contains a compatibility feature for class mods, but I would prefer the mod authors create them because otherwise I have to be opinionated about their work. They would just need to provide their own aldis-trait-attributes.json to define their traits as attributes, and then Prosequor does the rest. If Aldi's uses vanilla traits, however, then it will already work to some extent which answers your final question: Prosequor already triggers attribute distribution based on class so if you have all 10s, it just means Aldi's doesn't have a Prosequor definitions (which makes sense).
As for Yang's, I need to do more investigation, but allowing it to trigger attribute and skill changes might be feasible.
Incredible! Thank you so much. <3
I did just find a new problem:
The skills menu shows me only my gourmand menu, and doesn't pop up for me - then I crashed due to Trait acquirer. :x
Edit:
I believe this is a way the trait acquirer modded classes is coded to bring in "all traits from all classes" and the way it interacts with this mod, not persay this mod-
Edit Edit:
That hasn't been updated in almost a year- uhhhhh. Hmm...
I will look into it. I don't intend Prosequor to work with everything, but it shouldn't crash. With Gourmand my last test was green, so context would help: what do you expect to see and what are you actually seeing? As written it sounds like the skills menu is replaced by Gourmand?
As for traits acquirer, I don't actually touch traits and it's supposed to maintain full compatibility with vanilla trait behaviors. This sounds like a GUI crash in the same vein as Gourmand which I'll look for a fix to.
So- I have done some testing.
The problem is trait acquirer modded classes.
I replaced it with old trait acquirer, and it stopped being an issue.
HOWEVER.
New problem.
I break a skep for honey and the game crashes but doesn't give me a log, and the logs show me nothing.
I have deleted all the trait acquirers, and the only newest mod is prose-
I did update to your version rc.10
I have tried with each trait acquirer, no trait acquirers and still crashes, no clue why.
I can't play with my bees now though :c
So far I love your mod btw. This thing is cool as hell lol.
It'll be better without crashes so thank you for taking the time to help make it better.
Gurl, listen-- On behalf of all the modders- THANK YOU. I play with 200+ mods, mostly QOL, so, I have figured out a system to determine what 'breaks' things, basically it is usally the latest mods installed.
I can tell you what I was doing, and how, but you make this stuff great.
So, unexpectedly, traits acquirer didn't crash but it does rewrite the traits screen. I have to mark it hard incompatible because it's method of replacing the traits screen is hostile. It doesn't just change the contents of it, it throws away the old tab and replaces it with it's own so there's literally nothing I can do on my end to share space with it. It decided it doesn't just own the traits tab, but that no one else is allowed to touch it. Interestingly while investigating seraph levelling I see they might have come to the same conclusion, so I don't think it's just me either.
Skep fix is in. Bees should be happy now.
Happy bees??
Oh happy days!
Well, the trait acquirer stuff is discontinued, from every angle, so it is fine.
I am a little sad though, because I really just want to have my furtive high enough that I can stand inside enemy mobs again and them NOT see me.
I was able to replicate the bug, it was fairly obvious. It's not cattails or regen or anything else, being awarded Xp at *all* is causing you to recover health through a goofy and complex chain of failures. The bug was probably always there, but I think the recent tick migration caused it to fire more frequently as an old security check made it's way into the new path. As for the bug itself, it was a flaw in how health preservation applies when your constitution rises.
For technically minded folk, gaining Xp was triggering a security check that ensures the player is loaded before awarding Xp, which was causing their stats to be flagged as dirty and needing to be reapplied, which was causing max health to be reevaluated, which was triggering a flawed health capture that was supposed to make sure your health ratio remains the same on level up, but was based on vanilla's base value rather than the pre/post, which caused you to gain health. Basically as the ratio improved, the same flawed check would cause health gain.
Thanks you for so fast response on bug report. The issue is solved. Your mod looks greate in general and I hope you will pay some attention for combat skills in future. Have easy develop!
I've founded a strange issue. During playing with this mod regeneration rate is innormously increased. I thought that my armor became "unpiercable" first, but than I've got a punch by high tier mob and health bar was restored more than half within less one second.
And I would be satisfied to make any level up sounds not so loud an atractable cause I made my pents brown when I heard it first time while was digging in cave, I can manualy fix it by replacing but better would be having some config.
VS doesn't have a GUI effects channel, but I could drop the dB for headphone users. I feel the only proper solution is a volume slider though.
This is a cool mod, i wanted something like this for a while, so far i tested it in a couple of worlds and like 340+ mods installed and found a couple of bugs so far, life regenerate very quick after i cut cattails and cattails roots (idk if its just cattails or other things too) i turned off all mods in order to test if it was the mod or a conflict, also there is a display bug when using hydrate or diedrate on the satiety bar, it apprears like is rendering 2 diffrent bars or something, i use linux not windows so idk if its related, appreaciate the time or info about it.
First bug was real, second one is a bug in HoD that Prosequor happens to trip. HoD draws a second bar over the first one, but it relies on satiety always being a multiple of 100 so its bar will align with vanilla (and maybe other mods if they use 100 as the interval?). Because in Prosequor it can be any value, the calculation reveals what was always true: two bars. So the bug is real, and it's even caused by Prosequor, but the fix would have to go in HoD because it's a bug in how they calculate the pips on the second bar they draw over the vanilla one.
Thank you for the response, ill check it out later today.
Just a heads up: I think Smithing Plus has compatibility issues, the base ability that SP allows (to smith using bits) is overwritten by the skill req, and I don't seem to get any metalworking exp from working on an anvil, though perhaps that part may be Wulks Smithing Addons, as I'm using the log T0 anvil from that mod currently.
Actually I forgot to wire up smithing xp for anvils, crucibles and molds. The bit smithing is a case of having to disable it in smithing plus though, and refund will overlap with mine so keep that if you want extra generous refunds I guess. Thank you for the report.
out of curiosity, is there going to be an auxilary mod to add compatibility with the various magic mods?
If Prosequor is popular, mod authors may choose to support it. For now, I do not have any plans for new skill trees, and its too new to expect other creators are.
Hey!
I make Injury Expanded
I'd love to look at adding a "Doctor" tree that helps with Treatment chance, Recovery Speed, Discounted recipes, etc.
Haven't had a chance to look yet, but do you have any more documentation on adding our own trees?
I also make Logging Expanded, which will impact the Forestry profession I am sure, would love to add a compat there as well.
I love the enthusiasm, and right now the modding docs are in progress. I had a nice primer written but I wanted to focus on seeing if people even wanted it first. That said there are a few things, reference.md lists the entire JSON schema which coupled with examples I suspect you could write a tree, Prosequor+ demonstrates some simple tricks for compatibility. The C# surface is actually pretty minimal, but that's the part I'm still writing up. If you want to start sooner than later, I am in the VS modding Discord and you can send me a message. I can pass along some of the draft doc and answer questions.
Thanks for the reply
It'll be a bit before I'd look at it, as I am still sorting out some of the core mechanics of both my mods. But once I do I'll send you a message and we can work it out!
Thanks for your time!
Would really like to have an ability to see vanilla stats like walk speed and hunger rate in character menu. If you are going to look into that, i'd also like to ask for compatibility with Stats Breakdown by TealSeer.
What does full Immersive Mining compatability mean? Upgrading "Expert" perks in digging or mining with 100 levels should increase mining speed by 50%, but I didn't notice any changes with immersive mining installed.
In metalworking tree Hammer Care localization says it depends on mining level.
I can run the numbers again, but Immersive Mining uses the default mining-speed from vanilla and that's what I patch so the changes that Prosequor makes should get factored into how IM uses it. However, IM *doesn't* increase animation speed, it increases block damage. So you would do 50% more *damage* to a block which means if a block would take 2 hits, and +50% doesn't get it below that, it still takes 2 hits. I can't be sure that's what you've experienced but I have had that experience with IM.
Still, the fully compatible means that IM uses vanilla behaviors and because of that naturally doesn't conflict with Prosequor.
As for the other part, this information would live in traits but I will have to consider how I can meet your desires/expectations against my design philosophy. You've probably noticed traits (or maybe you haven't, that tab was basically unused) aren't a precise accounting, and instead just give you a general overview. For now you have inspired me to add a screenshot though.
I added the missing info to traits, some of it was there, but this is a compromise. However, I did go through and add better information to the skill trees so it's a bit easier to see your current bonus.
Would the standard skills apply automatically to Toolsmith tools via the toolheads, or would that require behavioural hooks for compatibility?
Fantastic question, I will put it up for investigation but it depends on how toolsmith does it's work and I'm going to guess "it will require behavioural hooks for compatibility." Like, if toolsmith respects the normal durability path and then augments it, it might just pick up my modifications. But if it coopts that pipeline, then it will probably ignore them.
Appreciate the quick response, one more question on the topic of compatibility:
Given the behaviour of class traits being converted to character attributes, I assume the mod wouldn't play nicely with something like Seraph Levelling (https://mods.vintagestory.at/show/mod/38354), wherein traits are dynamically updated over the course of play? Unless those incremental %s would eventually turn into an attribute increase, but I feel that's an unlikely scenario based on the description.
So, I don't actually do anything with the traits. Prosequor IS very compatibility minded. What happens is that for a class I have a table that turns traits into attributes to calculate base stats, and then removes them from the class. So the traits still exist, and they'll even display properly in the traits screen. So while I strip them off the classes, they can be added back safely as far as I know and shouldn't interfere with anything in the mod.
As a design discussion, and probably the point of seraph levelling, I hate the static nature of the traits, it's annoying to pick a class and be pidgeonholed into the same bonuses and penalties for the next 5 to 400 hours. So I get rid of them because they are an obstancle to interesting progression (the penalties and bonuses they represent are encoded in the attribute scores), not because I don't want the player to have them.
Interesting, tried loading up my existing world and this error got spammed until crash, didn't even manage to make it past the loading screen.
Thank you for the report, do you have any chunk mods or maybe like a spawn protection mod? I have a potential fix, but since I can't replicate your error locally I don't want to push a new build. You can try a 'bleeding edge build' if you want, I'm in the VS modding Discord but otherwise I can't say for sure what caused it so I can't say for sure the fix will work.
I don't believe I have any spawn protection mods (at least none that affect the player, only some that affect light levels enemies can spawn at), but I do play with Farseer, and mods that affect terrain gen like TerraPrety if that's what you're referring to by chunk mods?
Edit: Upon another attempt to load said world everything worked as intended, I'm rather confused as to what caused the inital problem, but it seems to have resolved itself?
No, it's a real problem and you have sent me on a substantial rewrite of 'what it means for a player to join the server'. I'm shocked this never came up in testing even once. But I am confident I understand what has caused it, and have a solution that should prevent not just this error, but errors like these. That said, I'm glad you get to play!
I see a distinct lack of a "builder" profession, specially with mods like CollapseStory, building becomes a skill and there could be some fun stuff there.
You bet! Out of the box, Prosequor targets vanilla and in vanilla 'building' is largely a product of other skills: mining, digging, chopping trees. This is why there's no combat tree either (crafting and attributes kind of cover all these bases). I tried to avoid inventing new mechanics (even though a few crept in, quality and friendliness). My sincere hope is if you write a cool mod and want to have levels and skill unlocks, that this can help you make it and feel like a natural part of the experience.
im really looking forward to using that in my next server
sadly i have xskills now and removing that mod in a world is a new hassle i wouldnt dare to do lol
Ditto.
Xskills seems abit like an unorganized mess, so I'm looking forward to givin' this a swap to when I get the chance. c:
I hope it lives up to those expectations!
Madalovin Actually, that sounds pretty hurtful, especially considering how much effort I put into the mod.
Sorry, I didn't mean that as an insult to you or th' work you've put into XSkills. I appreciate how much work goes into a mod that big.
By "unorganized" I mostly meant that I've personally found it a bit difficult to figure out how t' configure all the different systems. That's on me and how I interact with it, not me saying the work itself is careless or anything like that.
A good replacement for my mod, this mod is worthy :)
Praise I didn't expect, but I am absolutely humbled by it!
Just a mild suggestion-- May want to add compatability with Gourmand, just incase you deal with HP numbers AT ALL. After installing this, and opening the character menu, the game crahsed, VIA Gourmand as the error mod.
This and Pro--+ Were the only new mods to my list, so I presume they had something to do with it-
Stupid oversight on my side, it wasn't Gourmand specifically, it's a mistake on the C menu when someone else would edit the nutrition block .. that Gourmand does. So any mod that does that would have the same crash. This is a sort of soft incompatibility, but I've put in a patch so it will do the best it can (for the time being) and not crash. Otherwise there were no other obvious conflicts, Gourmand's health bonus will stack with the Constitution bonus.

Bless you sweet child, now I can probably try your mod properly <3