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What controls XP gained from upgrading blocks?

-Holo-

Refugee
So. I have been working a bit on making the firespiketrap from Valmods old mods,

<append xpath="/blocks">
<block name="steelLogSpike7"> <!-- log spike 7 Burning -->
<property name="Class" value="TrunkTip"/>
<property name="BlockTag" value="Spike"/>
<property name="CreativeMode" value="Dev"/>
<property name="Damage" value="7"/>
<property name="Damage_received" value="40"/>
<property name="DisplayType" value="blockHardened"/>
<property name="Material" value="Msteel"/>
<property name="Shape" value="New"/>
<property name="LightOpacity" value="6"/>
<property name="Path" value="solid"/>
<property name="Model" value="cone1m"/>
<property name="Texture" value="355"/>

<property name="ImposterExchange" value="imposterPyramid" param1="112"/>
<property name="ImposterDontBlock" value="true"/>
<property name="UseGlobalUV" value="Local"/>

<property name="BuffsWhenWalkedOn" value="buffBurningElement"/>

<property class="RepairItems"> <property name="ammoGasCan" value="10"/> </property>
<property name="CustomUpgradeSound" value="place_block_metal"/>
<property name="DowngradeBlock" value="steelLogSpike6"/>
<drop event="Destroy" name="resourceScrapIron" count="10,20"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="EconomicValue" value="160"/>
<property name="Group" value="Tools/Traps"/>
<property name="DescriptionKey" value="woodLogSpike1Desc"/>
<property name="FilterTags" value="fdecor,ftraps"/>
<property name="SortOrder1" value="70g0"/>
</block>


Does the trick, but it gives 3600 xp when upgrading from the steelspike!

I'm not sure if I'm blind or dumb (or both) but can't find a value to alter that amount?

 
Check out the materials.xml.

As far as multipliers...check out the first item in the items.xml.

 
I'd like to know exactly what determines the XP per piece of resource.
In the materials, I easily found the XP you get from harvesting, but don't see anything about upgrading.

I'd like to lower the XP from all upgrades by 25%

 
I think It's somehow tied to that number. I reduced it on the material I made specially for the block, and it lowered the Xp gained.

 
@FranticDan

I think you can adjust this from entityclasses.xml also, but I have never tried.
        <passive_effect name="PlayerExpGain" operation="perc_add" value="2" tags="Upgrading"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.25" tags="Quest"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.5" tags="Selling"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.05" tags="Harvesting"/>

 
Last edited by a moderator:
@FranticDan

I think you can adjust this from entityclasses.xml also, but I have never tried.
        <passive_effect name="PlayerExpGain" operation="perc_add" value="2" tags="Upgrading"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.25" tags="Quest"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.5" tags="Selling"/>
        <passive_effect name="PlayerExpGain" operation="perc_add" value="-.05" tags="Harvesting"/>
I actually figured it out a few days after I commented. You are correct, the default is 5, I changed it to 4 which is perfect for my liking.

 
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