Redpaws Posted March 12, 2025 Report Posted March 12, 2025 Is there a way to remove XP loss on death for Survival? expLossOnDeath is already set to 0.0, but it still makes me lose ~60% of the current survival XP on death. It'd be nice to be able to disable it, or at least change the lost amount a flat, constant amount rather than a %. To me, it's not really 'fun' to lose 20-25 real hours of progress in an instant just because I died while very close to leveling. Doesn't matter what I set the value to, it seems like Survival (and only Survival) has a baseline of ~60% of current XP being lost on death, and then whatever the expLossOnDeath does. With 0.5, I'd lose ~80% of Survival and exactly 50% for everything else. With 1.1, I'd lose 1~% of the current level requirement for every other skill, and 60% + 1% of the current level requirement. Is Survival XP loss just bugged or something?
Xandu Posted March 13, 2025 Author Report Posted March 13, 2025 9 hours ago, Redpaws said: Is there a way to remove XP loss on death for Survival? expLossOnDeath is already set to 0.0, but it still makes me lose ~60% of the current survival XP on death. It'd be nice to be able to disable it, or at least change the lost amount a flat, constant amount rather than a %. To me, it's not really 'fun' to lose 20-25 real hours of progress in an instant just because I died while very close to leveling. Doesn't matter what I set the value to, it seems like Survival (and only Survival) has a baseline of ~60% of current XP being lost on death, and then whatever the expLossOnDeath does. With 0.5, I'd lose ~80% of Survival and exactly 50% for everything else. With 1.1, I'd lose 1~% of the current level requirement for every other skill, and 60% + 1% of the current level requirement. Is Survival XP loss just bugged or something? There is an extra setting for the survival skill in the survival.json config file.
Redpaws Posted March 13, 2025 Report Posted March 13, 2025 Oh, so there is! Missed that extra line completely. Thank you! Tried out various numbers. Having it above 1.0 doesn't seem to work and just leads to a 100% XP loss rather than a loss based on a % of the requirement to the next level, but lowering the value does work to make you lose less (or more) % of your current XP. Is there a way to make it flat XP loss though? Like making it so you always lose exactly 5 or 10 XP, or whatever other value. Feels like the penalty gets too harsh when you're very close to leveling Survival, and non-existent if you very recently leveled it.
Xandu Posted March 13, 2025 Author Report Posted March 13, 2025 1 hour ago, Redpaws said: Oh, so there is! Missed that extra line completely. Thank you! Tried out various numbers. Having it above 1.0 doesn't seem to work and just leads to a 100% XP loss rather than a loss based on a % of the requirement to the next level, but lowering the value does work to make you lose less (or more) % of your current XP. Is there a way to make it flat XP loss though? Like making it so you always lose exactly 5 or 10 XP, or whatever other value. Feels like the penalty gets too harsh when you're very close to leveling Survival, and non-existent if you very recently leveled it. Having it above 1.0 only works for the other setting, not for this one. I may add a maximum exp loss value in the next update.
Ackzel Posted March 18, 2025 Report Posted March 18, 2025 On 3/15/2020 at 6:46 AM, Xandu said: Bright Harvest Could someone explain what "Bright Harvest" Does? I've tried using a Scythe and im always able to harvest a 3x3 area with it, with or without bright harvest. I searched previous comments and the mod maker said that they are hard coded to harvest 3x3, but then what does Bright Harvest do? Thanks.
Xandu Posted March 18, 2025 Author Report Posted March 18, 2025 4 minutes ago, Ackzel said: Could someone explain what "Bright Harvest" Does? I've tried using a Scythe and im always able to harvest a 3x3 area with it, with or without bright harvest. I searched previous comments and the mod maker said that they are hard coded to harvest 3x3, but then what does Bright Harvest do? Thanks. It harvest in a 3 by 3 area. But in the base game it only harvests up to 5 blocks. 1
Ackzel Posted March 18, 2025 Report Posted March 18, 2025 7 minutes ago, Xandu said: It harvest in a 3 by 3 area. But in the base game it only harvests up to 5 blocks. should've tested with it a bit more, thanks for the fast reply.
Xcross15 Posted March 20, 2025 Report Posted March 20, 2025 where do I find the config files for the mod, I looked through the mod config and do not see an XLeveling file in the mod configs? Do I need to load a world file for it to appear?
Xandu Posted March 20, 2025 Author Report Posted March 20, 2025 1 hour ago, Xcross15 said: where do I find the config files for the mod, I looked through the mod config and do not see an XLeveling file in the mod configs? Do I need to load a world file for it to appear? The mod uses a XLeveling directory inside of the ModConfig directory. You might need to join a singleplayer world for it to be created since mods are only loaded when you have started a world.
Salamandra Posted March 22, 2025 Report Posted March 22, 2025 I didnt see anywhere in this topic, or in the comments on the mod page, but a quick question I have about the gemstone miner attribute is whether or not leveling it up increases the droprate of diamonds from suevite rock? I'm looking for a more gameplay oriented way to get more diamonds without downloading another mod, or just changing the droprate in the stone config game files myself, because that doesnt click well with the idea of earned progression to me...
Xandu Posted March 22, 2025 Author Report Posted March 22, 2025 4 hours ago, Salamandra said: I didnt see anywhere in this topic, or in the comments on the mod page, but a quick question I have about the gemstone miner attribute is whether or not leveling it up increases the droprate of diamonds from suevite rock? I'm looking for a more gameplay oriented way to get more diamonds without downloading another mod, or just changing the droprate in the stone config game files myself, because that doesnt click well with the idea of earned progression to me... The abilities increase the drops depending on the type of the block. To get more drops from suevite rock you need the "Stone Breaker" ability.
Arythazin Posted March 24, 2025 Report Posted March 24, 2025 Is there another way to quench apart from getting a watering can and spraying something you've laid on the floor? Some things can't be laid on the floor, for example an axe head, and I'm not sure how else I would be able to apply quenching towards making my axes.
Xandu Posted March 24, 2025 Author Report Posted March 24, 2025 8 minutes ago, Arythazin said: Is there another way to quench apart from getting a watering can and spraying something you've laid on the floor? Some things can't be laid on the floor, for example an axe head, and I'm not sure how else I would be able to apply quenching towards making my axes. Throw the item into water. 1
Korbut Posted March 30, 2025 Report Posted March 30, 2025 (edited) Thank you for the mod. It adds a nice variety to the game and can be easily customized to your needs. I have a question about the "trackExpGain" parameter in "xleveling" config. I have deployed a dedicated server where we play with friends, but there is no experience gain displayed in the chat. Although the setting is set to "true". I remember that I had a similar problem in the singleplayer, but the problem resolved itself there, at some point after several hours of playing - gaining experience began to be displayed in the chat. This does not happen on a dedicated server. Maybe I'm missing some settings in the server itself? Edit: somehow, the problem resolved itself again, after a few days of playing on the server, a chat channel with notifications about the experience appeared by itself. Edited April 3, 2025 by Korbut
Redpaws Posted April 1, 2025 Report Posted April 1, 2025 (edited) What, exactly, counts as a temporal unstable area? Does standing in a rift count as an unstable area? Does a temporal storm mean the whole world is considered unstable for the duration? The server I'm on set up shop in an unstable area but used a mod to stabilize it (but gear still spins), and I don't even know what that means for the temporal perks. Edit: After testing, temporal unstable kicks in from instability from depth, and from naturally unstable surface areas. What surprised me was that it is a gradual change, so you got to be pretty deep to get the full benefit. Even moving up/down a few blocks is enough to see a difference in damage. Standing in a rift does nothing, but temporal storms has the bonus maxed out for the duration. (Just in case anyone else wondered!) Also found out from testing that knives scale with Husbandry for the Tool Master skill, even though it isn't listed. The more you know! Edited April 3, 2025 by Redpaws
Dailan Posted April 4, 2025 Report Posted April 4, 2025 (edited) I wonder, I have been trying to add a xp modifier for a custom class that I created, I made the json fire to parce the jsons in the skills/ folder, but its not showing when I run the game, this is the representation { "file": "xskills:skills/farming", "op": "add", "path": "classexpmult/myclass", "value": 0.1 } I tested different ways, so far these are the ones I have tried: - full file correct path instead of short one - used addeach - used path as "classexmult" and my class in value, as if the classexpmult was an array instead of a dictionary -doublecheck modinfo game runs and log doesn't show any errors, any ideas why the extra % its now showing on the skills window Update: disregard, I figured it out. Edited April 6, 2025 by Dailan
Xandu Posted April 7, 2025 Author Report Posted April 7, 2025 On 3/30/2025 at 3:46 PM, Korbut said: Thank you for the mod. It adds a nice variety to the game and can be easily customized to your needs. I have a question about the "trackExpGain" parameter in "xleveling" config. I have deployed a dedicated server where we play with friends, but there is no experience gain displayed in the chat. Although the setting is set to "true". I remember that I had a similar problem in the singleplayer, but the problem resolved itself there, at some point after several hours of playing - gaining experience began to be displayed in the chat. This does not happen on a dedicated server. Maybe I'm missing some settings in the server itself? Edit: somehow, the problem resolved itself again, after a few days of playing on the server, a chat channel with notifications about the experience appeared by itself. Hi. If someone else has the same issue: 1. You have to activate this configuration for the client as well. 2. Make sure you are in the chat group "Xlib". You can manually join it with "/group join Xlib" if you are not in the group for any reason. On 4/1/2025 at 11:54 PM, Redpaws said: What, exactly, counts as a temporal unstable area? Does standing in a rift count as an unstable area? Does a temporal storm mean the whole world is considered unstable for the duration? The server I'm on set up shop in an unstable area but used a mod to stabilize it (but gear still spins), and I don't even know what that means for the temporal perks. Edit: After testing, temporal unstable kicks in from instability from depth, and from naturally unstable surface areas. What surprised me was that it is a gradual change, so you got to be pretty deep to get the full benefit. Even moving up/down a few blocks is enough to see a difference in damage. Standing in a rift does nothing, but temporal storms has the bonus maxed out for the duration. (Just in case anyone else wondered!) Also found out from testing that knives scale with Husbandry for the Tool Master skill, even though it isn't listed. The more you know! Yeah rifts work a little bit different than other temporal unstable areas. I think knives were added after I wrote the tooltip. Also rolling pins benefit from your cooking skill. On 4/4/2025 at 9:09 PM, Dailan said: I wonder, I have been trying to add a xp modifier for a custom class that I created, I made the json fire to parce the jsons in the skills/ folder, but its not showing when I run the game, this is the representation { "file": "xskills:skills/farming", "op": "add", "path": "classexpmult/myclass", "value": 0.1 } I tested different ways, so far these are the ones I have tried: - full file correct path instead of short one - used addeach - used path as "classexmult" and my class in value, as if the classexpmult was an array instead of a dictionary -doublecheck modinfo game runs and log doesn't show any errors, any ideas why the extra % its now showing on the skills window Update: disregard, I figured it out. Hi. Make sure to add xskills to the dependencies in your modinfo. This seems to help in some cases. Also look at the config files for the skills. If your class is already in these files it will overwrite your patch.
Ultrcombraun_ Posted April 8, 2025 Report Posted April 8, 2025 I haven't been able to find any resources on the method to "disassemble locusts" from the metallurgy skill. Why not add it to the description?
Xandu Posted April 8, 2025 Author Report Posted April 8, 2025 7 hours ago, Ultrcombraun_ said: I haven't been able to find any resources on the method to "disassemble locusts" from the metallurgy skill. Why not add it to the description? Like other mobs, the dead locust has a tooltip that explains how to do this.
Ian41221 Posted April 15, 2025 Report Posted April 15, 2025 How exactly does the Blacksmith skill work? Not sure if this has been asked before but what is the quality actually based on?
Strompey Posted April 18, 2025 Report Posted April 18, 2025 Is there any way to turn off the Xlib chat? It spams the chat a lot and keeps on forcing the chat window to the bottom whenever something gets xp.
Xandu Posted April 22, 2025 Author Report Posted April 22, 2025 On 4/16/2025 at 12:30 AM, Ian41221 said: How exactly does the Blacksmith skill work? Not sure if this has been asked before but what is the quality actually based on? When you forge more items you will get better at it. On 4/18/2025 at 11:45 PM, Strompey said: Is there any way to turn off the Xlib chat? It spams the chat a lot and keeps on forcing the chat window to the bottom whenever something gets xp. You can disable the experience tracking in the configuration file, which should be "false" by default. You can also leave the channel like every other channel: "/group leave [group]"
Roan_Thorne Posted April 25, 2025 Report Posted April 25, 2025 I just unlocked Desalinate and after making a couple of batches of salt and lime I noticed I did not get any cooking XP from doing so. Is this intended?
GriffinTheGiant Posted April 27, 2025 Report Posted April 27, 2025 I have a question about the survival perk "Well Rested". I started hoarding XP books with the intention of consuming all books after sleeping, assuming the Well Rested buff would apply to the overall XP gained from reading the book. However it seems the buff does not apply and you will only gain the amount stated on the book, even with the buff. Is this a bug? Or something that will be adjusted in the future? Apologies if this has been addressed in a prior reply. Look forward to seeing it's future development, as there are all always many avenues to expand and improve. Thanks
Nocktowl Posted May 9, 2025 Report Posted May 9, 2025 On 4/8/2025 at 4:06 AM, Xandu said: Like other mobs, the dead locust has a tooltip that explains how to do this. I seem to have a mod that is overwriting the tooltip on dead locusts. Some external documentation on how to disassemble them would be very nice to have.
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