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What controls XP gained from upgrading blocks?

-Holo-

New member
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.

 
Thanks!

Got it down to reasonable levels my making a new material with 0.5 experience gain on.

 
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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