
VargheimProfessions
Professions, tier gates for modded items, tier materials, portals per player, the Professions window, synergy and server-set settings for the Vargheim server. Required to join.
⚔️ Vargheim Season 2 — pre-registration open
Vargheim is a Ghost Pack community server with a hand-built ruleset: pick three professions and the whole modded economy runs through them; ships over portals; seasons that change what grows and what sails; zone scaling and a season gate so everyone starts the same day. Season 2 is in closed testing now and opens soon. Spots are limited — join the Discord to pre-register. The mod list, sync code and start date go out there first.
VargheimProfessions
The core of Vargheim Season 2: pick three professions, and the modded economy routes through them. Required to join the server; does nothing on servers that don't run it. The perks themselves live in VargheimProfessionPack.
What it does
- Professions: each character picks 3 of 11: Blacksmithing (armor), Weaponsmithing, Building, Cooking, Exploration, Farming, Mystic Crafting, Lumberjacking, Mining, Ranching, Sailing. Other skills still level, but stop at a cap (20; Sailing 10). Admins may hold every profession.
- Professions window: a Professions button on the inventory screen (or your own hotkey, or
/professions). Shows your levels, every perk ladder, and lets you choose or drop a profession (one drop per week). - Tier gates: vanilla items and pieces stay open to everyone. Items and build pieces added by other mods are crafted, upgraded or built only by the matching profession, at 25 / 35 / 45 / 55 / 65 / 75 by biome tier. Wearing, using and repairing stay open, so gear can be traded.
vpgatesin the console writes the full list. - Weaponsmithing skill (new), and Jewelcrafting shown as Mystic Crafting.
- Portals per player: each character may own 2 portals at once (one at home, one out in the world). Past that the game refuses to place another until you take one down. Ships carry the rest. (
[Portals], admins exempt.) - Tier materials on building: modded build pieces that cost 10+ materials need the matching tier material too: wood pieces from the Lumberjack, stone and metal pieces from the Miner; modded ships need Lumberjack timber and Rancher hide (
[Supply] Pieces). - Recycle N Reclaim only works within 3,500 m of the world centre.
- Config lock: the server's values for mods without server sync (and for the profession mods) are used while you're connected.
Install
- Comes with the Vargheim Season 2 profile (Gale Sync code (handed out in the Discord)); players need it to join.
- Server and clients run the same version — the server checks the protocol on join and tells you if you're behind.
- Admin commands:
/professions,vp_reload(re-reads every Vargheim config and re-applies tuning),vpgates.
Config
BepInEx/config/digi.vargheim.professions.cfg — [Professions], [Tier Gates], [Supply], [Synergy], [Magic], [Creatures], [Portals], [World], [Lock]. Values are server-set and locked while you're connected.
Changelog
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0.9.9 — gates: modded build pieces are recognised from a shipped list of vanilla pieces (mods that load their pieces early, such as Balrond Constructions, Glass and Therzie stations, were treated as vanilla and left ungated);
[Build Menu]rules for tags, names and tabs, pieces sorted by material tier, gated pieces beyond your next tier hidden until you level. 0.9.8:vpcatalogconsole command (every piece and recipe with tab, tags, cost and gate). 0.9.5: gated recipes and pieces are discovered again and show greyed with the gate text (the gate had answered the game's discovery check, so they never appeared). 0.9.4/0.9.3: crafting-panel timing log, supply-chain re-check at most every 5 minutes (slow inventory and chest opening). 0.9.1: skill snapshots (vp_skills). Protocol 0.7.0 unchanged. -
0.9.2 — robustness release (protocol 0.7.0 unchanged): patches apply one at a time, so a game update that renames one member turns one feature off with a log line instead of disabling the mod; clients and servers compare protocol major.minor only; a refused player now sees why on the connect screen; vanilla skills are adopted as professions only from an explicit list (Fishing, Cooking, Farming); config-lock values that cannot be set are logged once and left alone; Recycle N Reclaim / WAP hooks say so when they find nothing; one-shot warnings replace empty catch blocks across the addons.
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0.9.0 — "Mystic Crafting" is now the Alchemist. Crafting stations above the workbench are builder-placed (
[Tier Gates] Overrides,OpenStations = false). Custom pieces may host recipes (Alembic). Config lock covers the new Alchemy and Wild sections. -
0.8.0 — skill balance for the 14-day season:
[Skills] DeathSkillLossMultiplier(default 0.5 — half the world's death penalty, every skill); Weaponsmithing experience reworked (ExperienceFactor15,FirstCraftBonus75 the first time you make each item,TierScaleso higher-tier materials pay more). Protocol 0.7.0 unchanged. -
0.7.5 — icon and README (no code change; protocol 0.7.0).
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0.7.4 — creature damage rules parsed at world load and logged.
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0.7.3 —
[Creatures] Damageapplied per hit on the attacking creature (dolphin / sharks tuned separately). -
0.7.2 — Professions window in the Vargheim HUD palette.
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0.7.1 —
[Creatures] Damageper-creature attack multipliers; fishing Minigame settings locked. -
0.7.0: Portals per player (
[Portals] MaxPerPlayer, default 2: one hub, one travel; admins exempt). Tier materials on build pieces and ships: modded build pieces costing 10+ materials need the tier material of the dominant material (wood: Lumberjack; stone/metal: Miner), modded ships need Lumberjack timber and Rancher hide; destroying a piece does not refund them. Server and clients must both be on 0.7.0. -
0.6.1: tier materials are not returned by recycling (and Recycle N Reclaim no longer refuses ammo stacks over them). Works with 0.6.0 servers/clients; everyone should update.
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0.6.0: Angler profession (the game's Fishing skill): bait, lures and modded rods are the Angler's. Seven tiers: Meadows gear now gates at level 10, Black Forest 25 (was both 25). Tier materials (
[Supply]): every tier of modded gear needs a material only the matching supply profession (Miner, Lumberjack, Rancher, Farmer, Angler) can make from that biome's resources; replaces the old Flux/Timber/Hide/Produce chains. Server and clients must both be on 0.6.0. -
0.5.16:
[World] VegetationDensity— extra world-generation density multipliers by prefab name (defaultshrimp:0.5halves the RtD shrimp pots); the log lists what matched. Works with 0.5.15 servers/clients, but everyone should update so new land generates the same. -
0.5.15: When a character goes through the Vargheim Gate (0.2.0+) its chosen professions and drop cooldown are cleared on the server. Server and clients must both be on 0.5.15.
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0.5.14: Fertilizer (made by Ranchers) needed to plant modded crops; crops can only be planted in their seasons (Seasons mod, Grow Lamp ignores it); tamed creature stars capped by bosses defeated; skill experience slows at higher levels; food overrides for items without their own config. Server and clients must both be on 0.5.14.
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0.5.13: [Magic] Overrides accept * patterns (e.g. Blighted*_Blight:0.75) and scale armor values for armor pieces. Server and clients must both be on 0.5.13.
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0.5.12: [World] GemFormationDensity (default 0.25): fewer Jewelcrafting gemstone formations in newly generated areas, applied on every machine that generates terrain. Server and clients must both be on 0.5.12.
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0.5.11: lighter creature check (cached per creature). Protocol stays 0.5.10.
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0.5.10: [Creatures] Aggressive: creatures with no attack of their own (default RtDOcean crab) chase players within range and pinch (slash damage, +25% per star). Server and clients must both be on 0.5.10.
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0.5.9: supply-chain amounts grow with the gear tier ([Synergy] ExtraPerTier, default +1 per tier: e.g. Tanned Hide 1 at Swamp up to 5 at Ashlands; Seasoned Timber 2 at Mountains up to 5). Server and clients must both be on 0.5.9.
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0.5.8: supply chains re-apply after the server's settings arrive (can't be switched off locally) and survive Therzie recipe sync; intermediates only on gear of their own tier or higher (Flux/Hide/Produce from tier 35, Seasoned Timber from 45); Shipyard ships refund what was actually paid; non-teleportable gear can't be recycled; Weaponsmithing XP for upgrades; WAP season-key guard covers every key patch. Server and clients must both be on 0.5.8.
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0.5.6: fix: when World Advancement Progression is installed, the season key is now set when the server starts (WAP threw an error and blocked it until the next in-game day). Server-side fix; 0.5.5 clients can still join.
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0.5.5: fix: Tempering Flux, Seasoned Timber, Tanned Hide and Farm Produce count as known to everyone, so recipes that need them stay in the crafting list (Valheim hid them until the material had been held once). Server and clients must both be on 0.5.5.
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0.5.4: Loot-only modded gear (BlightedWorldHeart) now needs Tempering Flux per upgrade level (setting [Synergy] FluxOnLootUpgrades); it still can't be crafted. Server and clients must both be on 0.5.4.
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0.5.3: fix: supply-chain materials are only added to recipes that are craftable on their own; loot-only gear with upgrade-only recipes (BlightedWorldHeart) is left alone. New
[Tier Gates] RemovedRecipes(default PotionLumberjack_TW, PotionMiner_TW, PotionOx_TW): switches those recipes off for everyone, since Wizardry 1.2.3 makes "Disabled" potions craftable without a station. Server and clients must both be on 0.5.3. -
0.5.2: fix: the supply-chain pass now also runs when the item database loads (dedicated servers load it after the scene). Server and clients must both be on 0.5.2.
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0.5.1: fix: supply-chain materials were not added to recipes (item lookup). Server and clients must both be on 0.5.1.
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0.5.0: Synergy. Supply chains: upgrading modded weapons/armor needs Tempering Flux (Mining), modded bows/crossbows need Seasoned Timber (Lumberjacking), modded armor needs Tanned Hide (Ranching), modded dishes need Farm Produce (Farming) - settings in [Synergy]. Forge crew: smith + weaponsmith near each other pay 20% less material for modded gear. Shipyard: lumberjack + builder + sailor together pay 25% less for a ship. Who does what: the Professions window shows who holds each profession, gated recipes say who to ask,
/prof wholists everyone,/prof need <profession>shouts and pings the map. Server and clients must both be on 0.5.0. -
0.4.6: Weapon damage tuning for any weapon:
[Magic] Overrides = Prefab:multiplier, ...(the magic multiplier stays the default for staffs). Original damage is kept, so changes apply live. New admin commandvp_reload: re-reads every Vargheim config file on the server, re-applies damage tuning and resends the locked settings to every connected player; no restart. Compatible with 0.4.5 clients. -
0.4.5: Simple Bait (Meadows: 5 Neck Tail + 4 Honey, hooks Perch) and Forest Bait (Black Forest: 5 Greydwarf Eye + 4 Thistle, hooks Pike), 20 per craft at a workbench. Magic weapon damage x0.8 (setting [Magic] DamageMultiplier). Server and clients must both be on 0.4.5.
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0.4.4: Professions window keeps its background after a scene change (logout, death screen) and draws above the inventory. Client-only; works with a 0.4.3 server.
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0.4.3: Gear made with ore, metal or other materials that cannot pass a portal can no longer be recycled (setting BlockNonTeleportable). Closes the portal-metal loophole.
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0.4.2: Admins can choose all 11 professions (the window had stopped them at 6).
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0.4.1: Wizardry table items (including scrolls) are Mystic Crafting; Professions window buttons fit their text; a single-player test mode for the admins (off by default).
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0.4.0: Weaponsmithing, Mystic Crafting name, Foraging removed, admins unlimited, tier gates, Professions window, reclaim distance limit, API for the profession mods.
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0.3.1: Skill detection works with skills added by other mods.
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0.3.0: Config lock for mods without server sync.
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0.2.0 and earlier: Professions.
Part of the Vargheim mod set by Ghost Pack. Source and runbook: https://github.com/dig1talwolve3/vargheim-mods · Questions and bug reports: the Ghost Pack Discord, #s2-bug-reports.