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Professions Mod FAQ

10 questions players actually ask, answered.

How do I start a profession?
Just play normally — professions level up automatically when you perform their related actions, like breaking stone for mining or catching fish for fishing. Open the professions menu to see which ones you've already begun and what each one tracks.
How do I check my profession level and progress?
Open the professions screen from your inventory or via its keybind to see every profession, its current level, and the progress bar toward the next level. Each entry also shows what actions or rewards are tied to that profession.
Why am I not gaining profession experience?
You only gain experience for actions that match a profession you have, and some actions may be capped or require the right tool or block. If nothing is moving, check the professions menu to confirm which actions actually feed that profession.
What's the fastest way to level up a profession?
Repeat the core action for that profession as efficiently as possible — for example, mining the same type of block or farming and replanting crops in bulk. Higher-tier actions and blocks generally give more experience than basic ones, so progress scales with what you're doing.
What are tool unlocks and block unlocks?
These are optional gates you can enable so certain tools or blocks only work once you've reached a required profession level. If a tool or block seems unusable, check whether a profession gate is blocking it and level that profession up.
How do I unlock a locked tool or block?
Raise the profession associated with that tool or block to the level the gate requires. Once you hit the threshold, the tool or block becomes usable without any extra crafting step.
Can I add my own professions or change the existing ones?
Yes — professions are data-driven, so you can add, remove, or edit them through data files without touching code. You can also extend them in code if you want custom behavior beyond what the data supports.
How do I configure profession rewards, like items or money?
Rewards are defined per profession in its data, and by default a profession gives experience and optionally an item reward if one is set. On Fabric you can hook in an economy mod to add money rewards instead of or alongside items.
Does this mod work with other mods and modpacks?
It's designed to be self-contained and data-driven, so it plays fine alongside most mods and can be dropped into a pack. If another mod adds new blocks or actions you want to count, you'll need to add or edit profession data to include them.
Will having many professions hurt performance?
Professions themselves are lightweight since they mostly track actions and levels rather than running constant checks. Performance impact is usually negligible, but very large custom data sets or heavy reward logic can add overhead.