Mods / Level UP
- Tags:
- Author:
- BoboDev
- Side:
- Both
- Created:
- Apr 10th 2024 at 1:33 PM
- Last modified:
- Feb 23rd at 10:01 PM
- Downloads:
- 60750
- Follow Unfollow 773
-
Latest release (for Vintage Story 1.21.0-pre.1 - 1.21.6, outdated):
levelup_3.0.6.zip 1-click install
Level UP
Brand new levels for your character in Vintage Story, earn levels by doing actions, become stronger and efficient during the gameplay. Makes you feels progress through the gameplay.IMPORTANT
- Consider always making backup for your world ESPECIALLY IF YOU ARE UPDATING THE MOD, level up is a mod that changes a lot of stats and mechanics that might crash your world/player.
- Is not safe to remove levelup after installation, full player wipe is required
- Strongly recommended to backup your world on level up major updates
- Metabolism can lag you server, because of this reason is disabled by default. it happens because the game doesn't like you to change the player max saturation dynamically, once activated, you cannot revert without a player wipe, test it before enabling.
Features:
- Fully configurable
- GUI Level in character view
- Hardcore mode
- Commands for administration manipulation
- Class experience manipulation
- Custom classes and items from other mods (in ModConfig)
- Survival Guide, for undestanding what each level will do
- Multi Language support
- API for modders wiki
Not all item codes is added to the json configurations files, some armors/items/meats/entities/blocks can be missing, if you think something is missing from vanilla you can contact me or make a pull request in the github.
The mods simple increase your status, use a lot of shovel? then your dig speed will be increased, you love bows and only use them? become a ranged killing machine increasing accuracy/damage and increasing chance to keep arrow after hit, you prefer to be a smithing and only smiths items? well other players will love you because your craftings now will have increased damage/durability and stats.
You can view what each level will do ingame docs H
Configurations will be located in the folder ModConfig/LevelUP, if you want more informations you can see the wiki to know what each configuration does, if any update from levelup add new configuration you will need to manually added them to fix logs errors, otherwises will have the default value.
Level UP Stores datas with the player UID, changing the player name will persist all levels.
This mod changes a lot of native codes and usage of transpilers and can break easily throught updates.
Level UP is a mod that adds several types of events to player actions, don't expect the mod to be lightweight (for big servers).
The experience data is saved everytime the world is saved or the player disconnect from the server, if the server dies unexpectedly, experiences may be lost for a few minutes since the last save.
LevelUP was built to work on large dedicated servers, experiences will be saved in the "ModData" folder separately for each user within the game, you can manually edit it or do whatever you want. (Edit while server is running will be overwrited by LevelUP, close server first)
English is not my main language, if you encounter any translation problems, please let me know.
| Mod | Compatibility |
|---|---|
| Item Rarity | Not compatible with Smithing Level |
| XSkills | Not compatible with Cooking Level |
| CombatOverhaul | Not compatible with Bow Level and some custom weapons |
"My custom weapon from my mod does not work with level up!!", check your weapon json, find the "tool" section:
{
"tool": "axe"
}
If the weapon doesn't have "tool", add it to fix the problem, levelup support only: shovel,axe,spear,sword,pickaxe,hammer,knife, "but my weapon uses a custom type that levelup does not support what i need to do?" in that case is more complicated, you need to edit your mod and use the mod api to listen for levelup event (OnPlayerMeleeDoDamageStart and OnPlayerRangedDoDamageStart). full example can be found in Sword Level Source Code
"But my custom armor also don't work...", if your armor is made of: leather/chain/brigandine/plate/scale then you are lucky, open the configurations from one of the armor type and put the item id inside it, or create a patch to be persistent, if not..., well you will need to integrate a custom level in your mod, in that case the api will help you. full example can be found in Leather Armor Level Source Code
"None of my food mods work with levelup!!!!", is very simple to fix that, the good way for your mod is to create a patch, patch the assets/levelup/config/levelstats/cookingsingles.json for singular foods and assets/levelup/config/levelstats/cookingpots.json for custom pots, and the next time you generate the configurations will automatically be patched, alternatively you can manually edit ModConfig/LevelUP/config/levelstats/cooking... (This is the easist if you don't know how to patch, but is not persistent if you change the world or servers).
"I have custom classes and a lot of warning is called in my console", this is because you need to add your custom classes inside ModConfig/LevelUP/config/classexp, you can create a patch or manually edit.
Creating a patch will not automatically update the ModConfig folder (if generated), after the patch creation you must manually update ModConfig or delete the LevelUP configs and re-generate.
Vitality will overwrite the health system, you need manually change configurations in levelstats/vitality.json changing in default game configuration will have no effects, if you don't want this feature consider disabling in configuration before generating or joining in the world
Metabolism works as the same as vitality, changing base saturation ingame will have no effect you need to change in levelstats/metabolism.json
Debug logs is by default disabled, if you need to send logs you can send logs to issues, you can enable it in base.json: enableExtendedLog.
I strongly recommend to send game breaking bugs to issues, i don't receive notifications in vsmoddb
This is just an estimate of what can affect a server's performance, if you are having lag problems try disabling what consumes more cpu first.
| Level | CPU Consume |
|---|---|
| Axe | Medium |
| Bow | Medium |
| Pickaxe | Medium |
| Brigandine Armor | High |
| Chain Armor | High |
| Cooking | Depends |
| Farming | Low |
| Hammer | Low |
| Hunter | Low |
| Knife | Medium |
| Lamellar Armor | High |
| Leather Armor | High |
| Metabolism | Low |
| Panning | Low |
| Pickaxe | Medium |
| Plate Armor | High |
| Scale Armor | High |
| Shield | High |
| Shovel | Medium |
| Slingshot | High |
| Smithing | High |
| Spear | Medium |
| Sword | Medium |
| Vitality | Low |
Level UP is open source project and can easily be accessed on the github, all contents from this mod is completly free.
If you want to contribute into the project you can access the project github and make your pull request.
You are free to fork the project and make your own version of Level UP, as long the name is changed.
Inspirations:
- Valheim Level UP System
- Runescape Level UP System
- Minecraft LevelZ mod
- Project Zomboid Level UP System
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 3.0.6 | levelup | 3059 | Feb 22nd at 12:28 PM | levelup_3.0.6.zip | 1-click install | ||
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| 3.0.5 | levelup | 426 | Feb 20th at 9:31 PM | levelup_3.0.5.zip | 1-click install | ||
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| 3.0.4 | levelup | 847 | Feb 11th at 12:36 AM | levelup_3.0.4.zip | 1-click install | ||
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| 3.0.2 | levelup | 1387 | Jan 25th at 1:01 PM | levelup_3.0.2.zip | 1-click install | ||
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| 3.0.1 | levelup | 201 | Jan 24th at 10:39 PM | levelup_3.0.1.zip | 1-click install | ||
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| 3.0.0 | levelup | 123 | Jan 24th at 6:08 PM | levelup_3.0.0.zip | 1-click install | ||
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| 2.1.4 | levelup | 3873 | Nov 23rd 2025 at 12:16 AM | levelup_2.1.4.zip | 1-click install | ||
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| 2.1.3 | levelup | 93 | Nov 22nd 2025 at 9:38 PM | levelup_2.1.3.zip | 1-click install | ||
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| 2.1.2 | levelup | 57 | Nov 22nd 2025 at 8:56 PM | levelup_2.1.2.zip | 1-click install | ||
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| 2.1.1 | levelup | 84 | Nov 22nd 2025 at 6:03 PM | levelup_2.1.1.zip | 1-click install | ||
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| 2.1.0 | levelup | 351 | Nov 20th 2025 at 4:17 PM | levelup_2.1.0.zip | 1-click install | ||
| 2.0.9 | levelup | 70 | Nov 20th 2025 at 1:47 PM | levelup_2.0.9.zip | 1-click install | ||
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| 2.0.8 | levelup | 2987 | Oct 16th 2025 at 12:05 PM | levelup_2.0.8.zip | 1-click install | ||
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| 2.0.7 | levelup | 2387 | Sep 17th 2025 at 10:51 PM | levelup_2.0.7.zip | 1-click install | ||
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| 2.0.6 | levelup | 927 | Sep 12th 2025 at 12:47 PM | levelup_2.0.6_hotfix2.zip | 1-click install | ||
Hotfix
Hotfix 2
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| 2.0.5 | levelup | 1763 | Aug 23rd 2025 at 4:16 PM | levelup_2.0.5.zip | 1-click install | ||
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| 2.0.4 | levelup | 324 | Aug 12th 2025 at 6:02 PM | levelup_2.0.4.zip | 1-click install | ||
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| 2.0.3 | levelup | 4869 | Jun 24th 2025 at 4:07 PM | levelup_2.0.3.zip | 1-click install | ||
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| 2.0.2 | levelup | 116 | Jun 24th 2025 at 10:46 AM | levelup_2.0.2.zip | 1-click install | ||
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| 2.0.1 | levelup | 837 | Jun 17th 2025 at 10:43 PM | levelup_2.0.1.zip | 1-click install | ||
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| 2.0.0 | levelup | 572 | Jun 14th 2025 at 12:24 PM | levelup_2.0.0.zip | 1-click install | ||
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2.0 Release Notes
This Version Notes
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| 2.0.0-pre.6 | levelup | 566 | Jun 11th 2025 at 10:35 AM | levelup_2.0.0-pre.6.zip | 1-click install | ||
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| 2.0.0-pre.5 | levelup | 243 | Jun 10th 2025 at 1:09 PM | levelup_2.0.0-pre.5.zip | 1-click install | ||
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| 2.0.0-pre.4 | levelup | 170 | Jun 9th 2025 at 10:57 PM | levelup_2.0.0-pre.4.zip | 1-click install | ||
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| 1.3.8 | levelup | 3775 | Mar 22nd 2025 at 5:22 PM | levelup_1.3.8.zip | 1-click install | ||
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| 1.3.7 | levelup | 444 | Mar 20th 2025 at 12:29 AM | levelup_1.3.7.zip | 1-click install | ||
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| 1.3.6 | levelup | 3158 | Feb 16th 2025 at 12:03 AM | levelup_1.3.6.zip | 1-click install | ||
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| 1.3.5 | levelup | 2067 | Feb 2nd 2025 at 3:07 PM | levelup_1.3.5.zip | 1-click install | ||
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| 1.3.4 | levelup | 3728 | Nov 15th 2024 at 11:18 AM | levelup_1.3.4.zip | 1-click install | ||
Sorry... | |||||||
| 1.3.3 | levelup | 656 | Nov 10th 2024 at 6:52 PM | levelup_1.3.3.zip | 1-click install | ||
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BROKEN, exceptions causing the server stop functioning
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| 1.3.2 | levelup | 1061 | Oct 31st 2024 at 11:51 PM | levelup_1.3.2.zip | 1-click install | ||
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| 1.3.0 | levelup | 777 | Oct 26th 2024 at 9:23 PM | levelup_1.3.0.zip | 1-click install | ||
Warnings: This version is builded using vintagestory-1.20-pre.7 | |||||||
| 1.2.9 | levelup | 1633 | Sep 29th 2024 at 10:41 PM | levelup_1.2.9.zip | 1-click install | ||
Warnings: This version is builded using vintagestory-1.20-pre.4 | |||||||
| 1.2.8 | levelup | 1408 | Sep 8th 2024 at 10:49 AM | levelup_1.2.8.zip | 1-click install | ||
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| 1.2.7 | levelup | 1398 | Aug 17th 2024 at 3:59 PM | levelup_1.2.7.zip | 1-click install | ||
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| 1.2.7-pre.7 | levelup | 592 | Aug 12th 2024 at 1:14 PM | levelup_1.2.7-pre.7.zip | 1-click install | ||
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| 1.2.7-pre.6 | levelup | 329 | Aug 12th 2024 at 12:36 AM | levelup_1.2.7-pre.6.zip | 1-click install | ||
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| 1.2.6 | levelup | 445 | Aug 10th 2024 at 1:11 AM | levelup_1.2.6.zip | 1-click install | ||
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| 1.2.6-pre.2 | levelup | 302 | Aug 9th 2024 at 8:21 PM | levelup_1.2.6-pre.2.zip | 1-click install | ||
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| 1.2.5 | levelup | 1182 | Jul 19th 2024 at 10:12 PM | levelup_1.2.5.zip | 1-click install | ||
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| 1.2.3 | levelup | 853 | Jul 9th 2024 at 9:57 PM | levelup_1.2.3.zip | 1-click install | ||
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| 1.2.2 | levelup | 589 | Jul 6th 2024 at 12:51 PM | levelup_1.2.2.zip | 1-click install | ||
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| 1.2.1 | levelup | 1108 | Jun 15th 2024 at 1:32 PM | levelup_1.2.1.zip | 1-click install | ||
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| 1.2.0 | levelup | 363 | Jun 13th 2024 at 10:40 PM | levelup_1.2.0.zip | 1-click install | ||
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| 1.1.9-rc.3 | levelup | 319 | Jun 13th 2024 at 3:44 PM | levelup_1.1.9+3.zip | 1-click install | ||
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| 1.1.8-rc.2 | levelup | 1586 | May 8th 2024 at 12:03 PM | levelup_1.1.8+2.zip | 1-click install | ||
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| 1.1.8-pre.2 | levelup | 784 | Apr 28th 2024 at 11:48 AM | levelup_1.1.8-pre.2.zip | 1-click install | ||
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| 1.1.8-pre.1 | levelup | 363 | Apr 27th 2024 at 10:11 PM | levelup_1.1.8-pre.1.zip | 1-click install | ||
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| 1.1.7-rc.1 | levelup | 339 | Apr 25th 2024 at 11:05 AM | levelup_1.1.7-rc.1.zip | 1-click install | ||
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| 1.1.6 | levelup | 396 | Apr 24th 2024 at 11:37 AM | levelup_1.1.6.zip | 1-click install | ||
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| 1.1.5 | levelup | 424 | Apr 22nd 2024 at 11:20 PM | levelup_1.1.5.zip | 1-click install | ||
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| 1.1.4 | levelup | 565 | Apr 18th 2024 at 10:42 PM | levelup_1.1.4.zip | 1-click install | ||
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| 1.1.3 | levelup | 389 | Apr 17th 2024 at 11:29 PM | levelup_1.1.3.zip | 1-click install | ||
Warnings: The int64 converter has been removed, if you are updating this mod in your world before 1.1.2 versions consider joining in the world using the version 1.1.2 before updating the mod | |||||||
| 1.1.2 | levelup | 420 | Apr 15th 2024 at 11:13 AM | levelup_1.1.2.zip | 1-click install | ||
Warnings: upgrading this mod to a already created world will convert the old int32 to the new int64, but only for online players in this version. in short: your actual experience will not be lost! consider making a backup for not losing your experiences in case of bug | |||||||
| 1.1.1 | levelup | 340 | Apr 14th 2024 at 3:57 PM | levelup_1.1.1.zip | 1-click install | ||
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| 1.1.0 | levelup | 390 | Apr 13th 2024 at 1:27 PM | levelup_1.1.0.zip | 1-click install | ||
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Singleplayer fixes:
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| 1.0.9 | levelup | 358 | Apr 12th 2024 at 11:23 PM | levelup_1.0.9.zip | 1-click install | ||
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| 1.0.8 | levelup | 356 | Apr 11th 2024 at 9:30 PM | levelup_1.0.8.zip | 1-click install | ||
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| 1.0.7 | levelup | 379 | Apr 10th 2024 at 10:15 PM | levelup_1.0.7.zip | 1-click install | ||
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| 1.0.6 | levelup | 312 | Apr 10th 2024 at 9:57 PM | levelup_1.0.6.zip | 1-click install | ||
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| 1.0.5 | levelup | 319 | Apr 10th 2024 at 9:24 PM | levelup_1.0.5.zip | 1-click install | ||
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| 1.0.4 | levelup | 331 | Apr 10th 2024 at 4:18 PM | levelup_1.0.4.zip | 1-click install | ||
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(I can't code, so I have great respect for those that can)
I was wondering if there is going to be an update for this mod? As it stands when the mod is installed (solo and mp (servers)) it makes the game crashout.
i dont think im getting any armor xp and i dont know why but if i was to guess its probably from combat overhaul or combat overhaul armory
Hello I have a friend that can't level up smithing exp but everything else works fine. Everyone else on the sever is leveling it just fine and he can't even level on his own single player world while we can. I even had him use modmaker.exe option 3 to reset his game files and still nothing. Can I get pointers to know where to look next for a fix?
Hello BoboDev and thank you for the work with updates.
I cannot get Smithing to work with items that have no handle, such as the vanilla chisel/wrench, that are finished on the anvil not the crafting grid. I see they are listed in the config files but crafting them does not increase smithing level. With enableExtendedLog = true, I can see logging for the Hammer skill when the item is completed, but not Smithing.
Thank you for investigating!
BoboDev
Do you plan on adding cooking level compatibility for Expanded Foods? What I mean is applying the chance for extra servings when making dough or cooking in the oven.
Ah i thought it was becose it said so Recommended download (for Vintage Story 1.21.0-pre.1 - 1.22.0-pre.3)
But thanks for quick response
Shester the mod is not compatible with version 1.22 yet
Hey i having trubble getting this mod to work.
only mod instaled Level up
new wordl
reinstaled game
cleard appdata of vintage story data
Running on 64 bit Windows 10.0.26200.0 with 63141 MB RAM
Game Version: v1.22.0-pre.3 (Unstable)
2026-02-22 21:35:12: Critical error occurred in the following mod: levelup@3.0.6
Loaded Mods: game@1.22.0-pre.3, levelup@3.0.6, creative@1.22.0-pre.3, survival@1.22.0-pre.3
HarmonyLib.HarmonyException: Patching exception in method null
---> System.ArgumentException: Undefined target method for patch method static System.Void LevelUP.Server.OverwriteDamageInteraction::GetHeldItemInfoStart(Vintagestory.GameContent.ItemWearable __instance, Vintagestory.API.Common.ItemSlot inSlot, System.Text.StringBuilder dsc, Vintagestory.API.Common.IWorldAccessor world, System.Boolean withDebugInfo)
at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal, Boolean unpatch)
at HarmonyLib.PatchClassProcessor.Patch()
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)
at HarmonyLib.PatchClassProcessor.Patch()
at HarmonyLib.Harmony.<PatchCategory>b__15_0(Type type)
at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action)
at HarmonyLib.Harmony.PatchCategory(Assembly assembly, String category)
at HarmonyLib.Harmony.PatchCategory(String category)
at LevelUP.Server.OverwriteDamageInteraction.Patch() in /home/leans/Templates/vintage_story/level_up/LevelUP/Server/OverwriteDamageInteraction.cs:line 21
at LevelUP.Shared.Instance.PatchAll() in /home/leans/Templates/vintage_story/level_up/LevelUP/Shared/Instance.cs:line 53
at LevelUP.Client.Instance.SyncConfigurations(String json) in /home/leans/Templates/vintage_story/level_up/LevelUP/Client/Instance.cs:line 60
at LevelUP.Client.Instance.OnServerMessage(ServerMessage bruteMessage) in /home/leans/Templates/vintage_story/level_up/LevelUP/Client/Instance.cs:line 52
at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 74
at Vintagestory.Client.NoObf.NetworkChannel.OnPacket(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 29
at Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(Packet_Server packet) in VintagestoryLib\Client\API\NetworkAPI.cs:line 152
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 814
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 780
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 735
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 679
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
System.ArgumentException: Undefined target method for patch method static System.Void LevelUP.Server.OverwriteDamageInteraction::GetHeldItemInfoStart(Vintagestory.GameContent.ItemWearable __instance, Vintagestory.API.Common.ItemSlot inSlot, System.Text.StringBuilder dsc, Vintagestory.API.Common.IWorldAccessor world, System.Boolean withDebugInfo)
at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal, Boolean unpatch)
at HarmonyLib.PatchClassProcessor.Patch()
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 2026-02-22 21:32:39, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x7140
Faulting application start time: 0x1dca43a4586ee3c
Faulting application path: C:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\Games\Vintagestory\Lib\openal32.dll
Report Id: e28c3daf-fd7c-42fc-adfc-f244f4d1aaf5
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2026-02-22 21:23:19, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x7728
Faulting application start time: 0x1dca438ed7cd1ad
Faulting application path: C:\Users\chris\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\chris\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: c2704ef1-e159-46d2-a03e-a39b8e3abb4f
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2026-02-22 20:06:17, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x54c8
Faulting application start time: 0x1dca42e4672eaf9
Faulting application path: C:\Users\chris\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\chris\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: df4ff10f-0d4e-4b50-b69d-92da4bc223a2
Faulting package full name:
Faulting package-relative application ID: }
What can i do?
Spitfire421, try to disable the v3.0 of the mod and remove the ModConfig\LevelUP content and re-generate. I have fixed the unstackble problem( I just toss away or burn the old bugged items and the new items harvested from the world are fine)
Hiya, we are getting a crash error with the decimal used in the code. In French we use "," not ".", so leveling up causes a crash. I can try to fetch you the error log if needed.
Im having a bit of an issue with the metabolism level. I dont know if this is an incompatabilty with XSkills, but the satiety meter stops filling below the maximum. for example, I have 1500 base saturation, LevelUP should be increasing it to 2200, but I cant eat food to bring it up past 1500. This goes away when Metabolism levels up, and returns when I re-log. I do not have any of the satiety upgrades form Xskills but I only noticed the issue after I installed Xskills. Is anyone else having this issue?
Can confirm also for the items becoming non stackable after hiting something 😅
The mod sounds cool, but I can't add it to my modlist untill this is fixed.
The mod seems to have broken my entire single player world now. Sadly MathewH1988's fix suggestion isn't working on my end, deleted the cache twice, installed 2.0.8 to no avail. Bones aren't piling, flint, sticks, bushes, etc. aren't stacking, and it's heavily affecting storage. Anyone have suggestions on how to fix this either through mods or even debugging?
Also having issue with items losing ability to stack
Though Im still not sure how to reproduce it
Reason why they don't stack they get appointed Attributes: {"BaseGenerated": true, "BaseAttack": "0.5"} - happens to any items , grass , cobblestone , traps
Besides stacking , if the item is used as a food (grass, bread) cant be fed to animals anymore
If you need to fire a kiln (grass) or add it to the trough , also not possible
While all other items that stack fine have Attributes {}
UPD: when you hold the item (any) and start mining ,no breaking, a block (any) with it in the main hand , it gets assigned this attribute therefore the issue
Good to know I am not the only one to find sticks unstackable, and thanks for the makeshift solution of revert back MathewH1988
After much troubleshotting, with this mod activated if I gather anything while holding already one in hand, the second doesn't stack, I tried with flowers, soil, sticks, even stones, if you have 1 in hand and gather a second its not stacking somehow
Don't craft flint tools past version 3.0.0. You wont get rid off the item because poiting your cursor over it crashes game.
mod brings issues, can't alt knap and picking up 1 set of stones working with them and getting new stones disables their stacking ability. any ideas?
Yeah, l like others having issues since updating to the newest version 3.0.2 and yeah, multiple items stack in varying sizes, like soil, peat, grain. Also, when the grain stack split was unable to place it in a feed trough it would just eat instead of placing it in. Thought it may have been a conflicting mod, but i have removed all mods and deleted the cache folder and there is no difference. For now reverted back to version 2.0.8
Also I have the stacking issue, made a new world but alot of thing don't stack over 4, like flint and adesite stone, those are the first two I can see atleast
After updating the mod on an existing save some items randomly (vanilla and modded) wont properly stack anymore, creating additional stacks with only 2 or 3 items.
There is one bug/problem... whenever you look on your armor in the equipment inventory, game immidietly crash. But otherwise? Pretty sick update ^^
is leveling up armour just not working? im trying everything to level up plate gear right now and cant get it to work. i have custom armour in the server im on but im using vanilla steel. also verified in singleplayer that its just not working. am i doing something wrong? BoboDev
I've updated and it seems my knife harvest speed boost has disappeared dispite the level being saying mining speed of 130%
EDIT: Leveling up once in the relevent skill seems to solved this issue.
Has anyone tested this mod with Dynamic Traits yet?
Are you by chance planning to update this mod for future updates of vintage story
I am having a bug in 1.21.5 where every time i log into the world my hunter level resets to 1 (ive been fixing it by using the add experience console command but it happens literally every time i open the world)
I havent been getting any xp for wearing armors, ex full leather. I play in 1.21.5
Will there be "level up" stuff for temporal stability? Like improving resistance and recovery rate? XSkill has it but this mod doesn't touch it.
Hey, anyone knows how to fix the Vitality bug?, When we die , we become invincible to a degree, to only sometimes fix it we have to requipt our whole armor but for a another friend didnt work once just for the others, otherwise the HP regens full Every time, can be reproduced very easly in singleplayer and multiplayer by just dying with armor. This bug also happends when only using this mod and nothing else. Ive also tryed using the older game version 1.21.5 and it happends aswell on that so i dont think its a version issue
So I'm getting these errors ever since the update for them came out.
28.12.2025 20:06:02 [Error] [LevelUP] CONFIGURATION ERROR: enableLevelSlingshot not set
28.12.2025 20:06:02 [Error] [LevelUP] CONFIGURATION ERROR: enableLevelMetabolism not set
28.12.2025 20:06:02 [Error] [LevelUP] CONFIGURATION ERROR: enableLevelUPUIDSecurity not set
How exactly would I properly enable these without breaking anything?
Hello!, so i ran across an issue with better ruins quests not accepting tools made while this mod is installed. just tried in a new world with only this mod and seems there is an issue with the vanilla quest where it requires a tin bronze pick, the quest never resolves to give you the map and wont take the pick unless its directly taken from creative mode. Not sure if its because your mod changes tool attributes or what? Also playing on 1.21.6 with mod version 2.1.4. one other thing is client-main spams errors of 28.12.2025 18:12:30 [Error] [LevelUP] ERROR: Unable to find the value from Metabolism in hunterclass configurations, you probably miss something in the json configuration, ex message: The given key 'classMetabolismLevelMultiply' was not present in the dictionary.
Goto the HANDBOOK and search under "everything" and type in "LEVEL" All the info on what the skills do are listed :)
do we have a list of what we gain by leveling up ? this info is missing from the mod page
Quick question, would the farming level bonuses apply to modded crops? I'm playing with long-term foods, and they add a bunch of new crops. I was just curious, and if they aren't, how do I patch this mod myself to add the compatibility?
hey is it possible to change the way you add custom classes to your mod? Patching in or even adding levelup as a domain to insert jsons would be so awesome. I wanted to make a compatibility patch for my classes but i cant code so im not able to put files into the modconfig folder.
love the mod and good thing theres still default exp :)
I'm playing on a server running version 1.20.5, but when I finish forging with the helvehammer, it doesn't automatically output and the following error occurs.
Is this somehow related to the HelveHammerExtention?
Has anyone made a compatiblity patch with Combat Overhaul and Armory Overhaul? I have tried editing and doing so myself but everytime I edit anything the mod fails to load and the log simply says the Mod Info json is missing despite being perfectly intact, so im doing SOMETHING wrong but dont know what. Trying to make the armor work right but Armory Overhaul changes base game armor and changing the tool type and such does not seem to be working.
Okunek All skills give a small % buff to a couple relevant things per level. You can check the config files to see exactly what. Theres a file per skill so you can tune the rates.
The main things are damage for tools/weapons, drop chance for gathering tools, defense and penalty reductions for armor, etc, but they each have a couple other things a swell.
Is there a way to check ingame what bonuses each skill gives at which level? I'm a bit confused with the levels. All I see in game is the level of the particular skill, but not the information about it. Or am I missing something?
singleplayer. i exit by going to the pause screen (esc) and exiting from there. i HAVE customised the world, but that was via the built in customizer in the game. C:\Users\icant\AppData\Roaming\VintagestoryData\Logs\Archive\2025-12-01_15_14_38 is that the one? it is the most recent.
BoboDev Singleplayer for me and I exit using the normal escape menu save and close. I'm trying to finish drafting a paper tonight so I'll try to get the logs to you tomorrow. What's the best way to send those to you? For a previous issue in June I uploaded an error log and github restricted my account until I removed it saying it "wasn't related to software development" which is laughable, but I digress.
Hanley GamerNerd Singleplayer or multiplayer? How are you closing the game? If you close the server with /stop it should save correctly, but if you force it to close, you'll probably lose experience. I have a server running that shuts down every 24 hours, and I haven't had any issues with user experience loss so far.
If possible, please send me the logs before and after restarting your game.
everytime i restart the game, all my levels are reset back to zero, which sucks. any way to fix that/prevent it?
Yes. For example say that I have a given level of 10 in something on 2.0.4, it gets wiped to 0 when upgrading to any higher version. Which in and of itself isn't a big deal because I can use commands to fix that, however the issue is that if I then give myself enough experience to get back to level 10 and restart the game, my level is back to 0 again. Which doesn't make sense because even if I open the level.json file in the data folder it will represent the correct amount of experience, and the game will recognize the partial amount of xp between levels, but it will still say that it is level 0 and some percent of the way to level 1.
Hanley You are trying to upgrade the mod from older version to the new version and the level data is wiping?
I think I must be doing something wrong, every version above 2.0.4 has the issue of wiping levels on every load. I've tried purging old versions, the moddata, even the configs and the cache. I've tried every version from 2.0.5 to 2.1.4 and I'm getting the same problem. Is there something else I should be doing to transition from the older version without encountering this issue?
@BoBoDev Thank you for your work!
Calavette for sure, here you can add my discord at kiyorausagikiotrademarklolol
MaskedRabbit I would personally love the files for that if possible
G'day mate, ive made a patch/addon for aldi classes. just let me know if youd like the files so you can make a official patch yourself let me know.
SparrowOfRealms
" IMPORTANT
This mod drastically changes the player status and its not recoverable in normal ways, PLEASE make a backup of your world, to reset players status you will need to use specific commands, please review the Wiki-Commands to get more information to reset player status.
Consider always making backup for your world, level up is a mod that changes a lot of stats and mechanics that might crash your world/player."
no i do not think so
There is definitely something screwy with shovel speed. Dropping this mod until that is fixed. I would also prefer if it was more clear in what way the levels were buffing me
Is it safe to freely remove & add this mod to an existing world?
Blackhart Is completly normal for me, i tested with level 28, restarted the server and tested again, can you share the logs with extendedLogs?
Mindbender926 Yes. i looked into the formula and is true, it will start been negative at some point, i need to rewrite the formulas
BerndTheHardy There is something called EnumTool or ToolType in the axe json that you need to put "Axe" to be considered as any axe, you can get reference from official axe json
Hello, I am looking to add some items to the be able to recieve your levelup mechanics, but I am running into some issue.
When i try to create a war axe, it does not apply my smithing level and my axe crafting level.
Where should I add that in the files so that it will make the calculations?
I have tried to read your guthub but I could not find it.
Any help would be appreciated
So, I have a couple concerns that I wanted to throw out here - maybe I'm just crazy unlucky with my testing, but:
I noticed that Bow, Cooking, and Hammer all have features where every X levels, the bonus gained decreases by a set amount. More concerningly, there doesn't seem to be any method set in place to prevent the bonus-gained stat from going negative. This theoretically happens for hammerBaseSmithRetrieveChance and hammerBaseChanceToDouble/Triple/Quadruple at level 50, cookingIncrementChanceToIncreaseServings at level 80, and bowChanceToNotLoseArrowBaseIncreasePerLevel at level 20.
I couldn't get the final chances to print out in the debug log, but I ran an experiment to test this. At Hammer level 91, I performed 84 splits and got 2 ore bits back - if this were a 50/50 chance, that would be a 1 in 5.5E21 chance of happening.
Practically, it's unlikely to ever affect normal gameplay, but is there some form of check to ensure the bonus-gained-per-level stat never goes negative that I'm not seeing in the code?
So on my server all the players are having the same issue where the shovels are lighting fast even with flint shovels. now the first time we tried your mod everything was fine and when we wiped i wiped all the levels and cleared the cache files AND deleted the mod then ran the server without it on and put a "Fresh" downloaded version back in the server. still having the same issue and no one has shovel levels that high so it isn't that. i had 0 when we started and was lightning fast at digging. is there anything that can be done?
Kind Regards
Blackhaart
question, does this mod negatively modify accuracy for spears and bows at all?
Edit: I just checked the configs as well as playing with and without this mod, yeah, you can't set base accuracy to 70%, it makes it impossible to hit anything. I would recommend setting your stock config to be a base of 1 so that the player doesn't have to aim like they're firing their bows and spears while running around in platemail
Is there a reason the post I made this morning was deleted?
neobit there are diminishing returns. The level cap is 999, but you'd never get there.
For example, you need to cut 31 trees to go from level 20 to 21, but it requires 192 trees to go from level 40 to 41.
Bow: 0.3
Knife: 0.4
Axe: 1.3
Pickaxe: 2.0
Shovel: 2.0
Spear: 0.6
Hammer: 1.0
Sword: 2.5
Shield: 2.0
Hand: 2.0
Farming: 0.7
Cooking: 0.5
Panning: 0.5
Vitality: 1.5
LeatherArmor: 1.0
ChainArmor: 1.0
BrigandineArmor: 1.0
PlateArmor: 1.0
ScaleArmor: 1.0
Smithing: 1.5
Bow: 0.7
Knife: 1.0
Axe: 1.5
Pickaxe: 2.0
Shovel: 2.0
Spear: 0.7
Hammer: 1.5
Sword: 0.4
Shield: 0.6
Hand: 0.5
Farming: 1.2
Cooking: 1.0
Panning: 1.4
Vitality: 0.7
LeatherArmor: 1.0
ChainArmor: 1.0
BrigandineArmor: 1.0
PlateArmor: 1.0
ScaleArmor: 1.0
Smithing: 2.0
Bow: 1.8
Knife: 1.8
Axe: 1.7
Pickaxe: 1.4
Shovel: 1.6
Spear: 1.0
Hammer: 1.0
Sword: 0.6
Shield: 0.6
Hand: 0.4
Farming: 2.0
Cooking: 2.0
Panning: 2.5
Vitality: 0.3
LeatherArmor: 2.0
ChainArmor: 2.0
BrigandineArmor: 1.0
PlateArmor: 1.0
ScaleArmor: 1.0
Smithing: 2.0
Bow: 2.5
Knife: 1.5
Axe: 0.7
Pickaxe: 0.5
Shovel: 0.5
Spear: 1.8
Hammer: 0.7
Sword: 1.0
Shield: 0.9
Hand: 1.0
Farming: 0.7
Cooking: 0.6
Panning: 0.5
Vitality: 0.5
LeatherArmor: 2.0
ChainArmor: 0.4
BrigandineArmor: 1.0
PlateArmor: 1.0
ScaleArmor: 1.0
Smithing: 0.5
Bow: 0.6
Knife: 1.5
Axe: 1.0
Pickaxe: 1.0
Shovel: 1.0
Spear: 1.0
Hammer: 1.0
Sword: 1.0
Shield: 1.0
Hand: 1.5
Farming: 1.5
Cooking: 2.0
Panning: 1.8
Vitality: 0.5
LeatherArmor: 1.5
ChainArmor: 1.5
BrigandineArmor: 1.0
PlateArmor: 1.0
ScaleArmor: 1.0
Smithing: 0.7
I have couple of requests:
- show current multipliers based on class,
- fix compatibility with Gourmand window (same index I guess),
- add an option for global exp multiplier (I noticed the levels are increasing very fast),
- are higher levels requiring more EXP ? I have a feeling there is same distance between each level, but should be harder to reach higher levels,
- current effect as @itsmars suggest would also be great.
Thank you for the mod and updating it to the newest version.
Really amazing mod! only thing I'd say it would be nice to have is a perk that allowed you to gain exp and levels for all armors, like a "Armor mastery" of sorts, so no matter which armor you are wearing, you can level up it and get benefits for all types of armor (obviously it would be lower than the specifically made armor levels).
I agree with the other comments. Why not write a description of what this does?
Here's what you can expect, broken down by the total benefits per 10 level ups...
fists, swords, tools and other weapons gain 1 damage per 10 level ups. In additon,
shovel: +20% dig speed
pickaxe: +30% pick speed, 200% more ore
axe: +100% chop speed
bow: perfect accuracy at level 11. keep arrow chance caps at 75% at level 25
spear: perfect accuracy at level 11.
knife: +100% harvest speed and 80% more harvested
farming: 20% more forage (wild) / 50% more harvest (crops)
(this info might be incorrect. I just skimmed through some of the files I downloaded)
I dunno if this was fixed in newer patch, but it is beyond too easy to fast level axe by chopping old crates and well everything ruin related, like even planks. I dunno if that is a feature or a bug, but in few minutes you become Kratos level of axe handler.
@ManManGuy10 in the game you can open up the guide book and it explains everything there.
Is there somewhere that actually describes this mod? It sound very interesting, and I would love to give it a shot, but for some reason you dont have a description of what it actually does. All I can figure out from this ModDB page and the Github is that I level up. What are the benifits of leveling up? Are there specific levels for specific tasks (like xskills), or do I just get general upgrade for leveling. As someone who hasnt used Minecraft or Valheim level systems, the description of this mod is very vague.
LordDimos Dusty_Ghost Should be fixed
Eskalionz Yes, but you need to create a patch in config, for each new class added and change their level multiply, otherwises it will always be 1.0x for every level
GreatHefty ton10p Yes, you need to disable smithing level in config
xProjectKaos After downloading the mod you can view what each level will increase ingame docs "H"
Binn Currently no
Levaritie Unfurtunally no, the best way is in creative and enable Dev mode and check all codes, yes i am planning to create a new tab for showing modifiers
And for everything else, yes I'm going to take some time to look at the balance of the current settings, if you have suggestions for nerfs, I'm listening
Issue: Placing a block that updates another block causing it to break crashes the client.
Steps to replicate
>Find one of those better ruins POIs with mushrooms growing on the wall, and place a block next to it, updating the block and causing the mushroom to fall off.
>Crash
>???
>Profit?
It's funny reading the crash log as the mod panicks, “who broke it?!?! Who do I pay loot to?!?”
Edit: I don't know why that text is.. brown on brown, but there IS a crash log there, just highlight it lmao, thanks formatting
I'm also having the same issue with Armour and Shield, neither gets XP. Is this a setting I need to change?
Hello,
Everything is working with the exception of leveling up armor.... was wondering what i need to change in the config to make this work.
Edit: so it would appear a player made some plate armor and it leveled up the armor section but i thought it was supposed to level up when they are hit and it doesn't. everyone is at 0% progess and 0 xp after many fightis in caves, he even had half durability on his plate armor and it still gave him no xp.
Nevermind, it is working now. no idea what was the issue.
Panning seems to not give any items or experience.
Hey, no idea why but this mod began to throw up enormours amounts of error (100K limit reached in 14 secs) in server-main.log
New update did release for Vintage Story just recently (few hours ago) but i didnt update the game. Nor did anything "out of the ordinary" so to say, except for reaching archives and being in them for a while after the trouble began.
I did try searching for the apparent cause, except that file path doesnt exist for me /home/leans etc... Not sure about the rest as no exact file path was given and i have very hard time searching folders in Linux.
is this compatible with mods that change the classes? asking this in a kinda wierd position cause im using the GlooMe classes mod and i see an error of it wanted to lnow if anyone else had a issue like that.
edit the error is "ERROR: The class smithclass does not exist in the configurations, probably a custom class without configs"
Is there any way to remove the increase in durability when used with XSkill's quality system? Any tools I make instantly loses their durabilty up to 60%
This mod really needs some sort of detailed explanation of what it does. I can't figure out of this does the same thing as xSkills, if it works with it, or really what it does. You level up and get stronger is the only info I've been able to discern lol. I'd love some pictures showing what that looks like, I can't even find any videos about this mod
Is it possible to add restrictions so that high-quality tools can only be used after reaching the corresponding level?
For example: you wouldn't be able to use a copper axe until you reach level 10 in Axes, a bronze axe until level 20, and so on.
and i cant configer it to not alter the armor defence value at all
I think there is an old bug again.
When this is on with Gourmand, pressing on Levels tab moves you to Gourmand instead.
sadly i must stress the importance of not messing with percentile damage reductions on armors. please release a patch that makes that value not change.
after all getting values of 300%-400% damage reductions in high tier armor is just unplayable.
repairing sometimes only increases max durability in lamellar armor (tin bronze variant used)
That disconnected me from the server.
is the a detailed explanation of this anywhere?
On the instamining shovel: I feel like Smithing levels could be contributing. I love the concept of building a character class by using skills but I'm also playing with a no-map, full block gravity, harder style world so I've nerfed the configs massively to make max level 10 for everything, and disabled quite a few options. I disabled Smithing to test digging speed and my shovel seems to behave properly - at L10 it gives me a 50% speed boost.
I haven't looked extensively into the code to understand the interplay between Smithing and Shovel/Axe levels so this is a bit of a guess! I would like to add Smithing back because it's something practice would perfect (most disabled options were less "active" skills like armour usage.)
BoboDev I do have a "feature" request (many won't see it as such haha!) Because I'm a masochist the hardcore setting isn't quite hardcore enough for me :) Could you add a config option so levels can be lost? I've pulled a local copy and edited ReduceExperience() in Server\Experience.cs to simply decrement by the amount specified, bypassing all the checks, and it works perfectly. I just prefer not to add a whole forked version when that's the only tiny change. Thanks for considering!
is the "extra servings in meals" part of the cooking levels functioning right now? i have level 11 in cooking and seem to be getting the default amount of servings every meal i make. increased perish times seems to be working.
Kiroshiko Had the same problem, so we extensively edited the config files to make it a lot more gradual.
Now the ony problem is there seems to be a bug, or a conflict with another mod, or something, that is making block breaking hyper fast, and no amount of editing the configs seems to be helping.
This mod is overly OP xD
15 level of Smithing, literally smithing 4 of any tool head from 1 ingot most of the time. E = Efficiency
I kinda like this mod, its simple and doesnt cause memory issues or the like. easy to make custom settings very nice.
I guess I only have 2 issues? the poor shears are being neglected! and the other issue
Is there a way to get a list of "ores" so I dont have to manualy add every new material from Geological additions?
adding the mushrooms from mycodiversity was relativly painless but... its alot of manual labor. to the point where I am debating of removing this or not.
any mod that adds "plants" or "rock types" require alot of custom inputting, not just ores but also if one has more metals who knows how many items I have to add.
I just realized I would need to alter the cookingsingles.json as wel..
As for suggested additions, maybe having the ability to hover over a skill in the skills tab to see current modifiers and the like? that way if one plays on a server they can see if the modifiers are changed as wel as being able to see if the exp curve is different. this is just alittle quality of life thing though.
But overal I quite like this mod, good job.
Pra mim voltou a resetar
estou testando e esta funcionando !
BoboDev It Works!
Zepperz Test if the hotfix 2 fix your problem
BoboDev Logs sent, with Extendedlog set to true. I it helps.
Obrigado pra mim funcinou perfeitamente so cliquei em instalar com 1 clique em cima do que ja tinha e funcionou perfeitamente ele da erro ao entrar mais funciona
Zepperz Can you send me the logs?
BoboDev Update is still reseting levels for me. Cleared all mod data, modconfig data, and cache to no avail.
Level reset should be fixed, i apologize for the delay but I don't receive email notifications when you comment here
Bom Dia, seu Mod é incrivel mas nessa nova atualização ele não mantém os níveis ganhos e sempre reiniciado ao voltar ao jogo.
edt1: quando inicia o jogo ainda aparece na tela de carregamento erro mas ele não está mais resetando o nível adquirido.
In the Experience.cs, and LevelVitality.cs, found in the Server folder of LevelUP, if you comment out the lines between the brackets under '// Conversion to the safe UID',
AFTER using the 2.0.5 version of the mod at least once to let the 'correctDirectory' change to go through properly,
I think that works as a temp workaround, but I don't think that'll be a reasonable fix for Multiplayer servers.
I tried it myself, built a personal patch to test it, and can see that the levels i earned from my previous session are still there.
I don't know much about what makes the save path safe/unsafe so I don't think I can patch the mod myself while we wait for BoboDev to figure out a more permanent solution.
But for those who know what they're doing, I did fork the mod on GitHub to test the potential solution, I don't want to publish it or anything because BoboDev is still active and does good work, so I'll just say if you know enough to know how to find forks of GitHub repositories, you probably know enough to figure out how to get your own personal unofficial patch while we wait for a more official (and probably better) solution from this mod.
Shovel_Man BoboDev
I think more specifically, the 'Auto Conversion' code isn't actually changing the directory.
It tells me it's currently "saved on unsafe directory, and will move it from:"
[the found filepath] to [the same filepath]
which then throws this error: "Source and destination path must be different"

Causing it to skip the load event.
So either the mod's way of identifying if a directory is 'unsafe' is faulty, or the way it creates a new 'safe' directory is faulty.
Shovel_Man ghwerig84 Have you managed to find a way to fix the reset issue?
Sorry for the trouble BoboDev, you have a great mod.
But my friends and I have been suffering from the level reset the same as every one else, although I just checked
the moddata and it seems to be saving our progress in the files so it is not reseting our data like thought.
I looked around and might have found the issue in the latest changelog; "Auto conversion for older folders to new folder name saving"
I think the command to read your level when loading in was not updated to have the same name configuations as the folder saving system.
BoboDev, please fix the level reset upon rejoining. See comment by ghwerig84 for a possibly important clue.
Carefull if you using combat overhaul alongside. Some of the weapons class not corresponding the levelup classes (pike, mace, club etc.) Can be fixed by changing the class on the weapon in CO to the right one.
anyone find a fix for levels resetting yet?
Yeah, the mod is resetting levels on load, singleplayer (and judging by previous comments, multiplayer too)
It may be connected with resetting levels on reenter?
28.8.2025 10:10:32 [Error] Mod exception during event OnPlayerJoin. Will skip to next event
28.8.2025 10:10:32 [Error] Exception: Source and destination path must be different.
at System.IO.FileSystem.MoveDirectory(String sourceFullPath, String destFullPath)
at LevelUP.Server.Experience.LoadPlayer(IPlayer player) in /home/leans/Templates/vintage_story/level_up/LevelUP/Server/Experience.cs:line 61
at Vintagestory.Server.ServerEventManager.<>c__DisplayClass125_0.<TriggerPlayerJoin>b__0(PlayerDelegate dele) in VintagestoryLib\Server\ServerEventManager.cs:line 593
at Vintagestory.Server.ServerEventManager.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Server\ServerEventManager.cs:line 723
28.8.2025 10:10:32 [Error] Mod exception during event OnPlayerNowPlaying. Will skip to next event
28.8.2025 10:10:32 [Error] Exception: Source and destination path must be different.
at System.IO.FileSystem.MoveDirectory(String sourceFullPath, String destFullPath)
at LevelUP.Server.LevelVitality.LoadPlayer(IPlayer player) in /home/leans/Templates/vintage_story/level_up/LevelUP/Server/LevelVitality.cs:line 61
at LevelUP.Server.LevelVitality.PlayerJoin(IServerPlayer player) in /home/leans/Templates/vintage_story/level_up/LevelUP/Server/LevelVitality.cs:line 152
at Vintagestory.Server.ServerEventManager.<>c__DisplayClass126_0.<TriggerPlayerNowPlaying>b__0(PlayerDelegate dele) in VintagestoryLib\Server\ServerEventManager.cs:line 602
at Vintagestory.Server.ServerEventManager.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Server\ServerEventManager.cs:line 723
28.8.2025 10:10:34 [Notification] Server ticking has been suspended
Can confirm latest update reset all our levels, I had level 18 in Axe and its reset to 0. Everyone on the server is affected.
I'm having an issue where when any person on a server Reloads into the server ALL the levels reset back to 0 we didn't change any configs and just downloaded it normally.
I'm having the next issue: when I use axe to chop leaves, it levels my woodcutting skill way too fast. For a single tree I managed to chop leaves for 5 levels.
im having a issue i have just one levle in farming and im getting almost 3 stacks of berrys when i harvest a berry bush or a stack of mushrooms when i harvest mushrooms
would love to see a preview of what this mod adds before i decide to download it
so with the cooking lvl it means the xskills cooking skill wont get exp/lvl? Or you mean your lvl system for cooking wont get exp/lvl?
If so, wich one of em i will not get to work properly?
BoboDev Yes it does. Im just looking on it and other people who running a server can confirm it some ids contains "/" wich is make it imposible to create folder. On Vs discord i can send you the playerdata.json if you want to take a look. Anyway thanks for the mod its lots of fun, trying to figure it out how to add combat overhaul armours to the leveling system.
Hey i just wondered, how hard it would be to configure mod in a way so the modded items dont give exp. Im using palisade walls mod and breaking those give me hella much exp that i got 20 lvls of axe in a second. Is there a way to exlude them or i would need to add them manually to confing one by one?
Darkpaapi I didn't think the UID could start with "/", I'll treat custom characters differently in that case
DeadShotPL It depends a lot, for example users who use Item Rarity complain that the rarity has no effect, but the "smithing" level still works, in CombatOverhaul users complain that "Bow" xp does not increase, my recommendation just disable the specific level if you are using some of the incompatible mods
May I ask for more details ? not compatible here means that the specific feature is just turned off when those mods are present or it breaks the game ? if possible, can a patch that will turn off incompatible acpects be done ?
Hi. I have a bit of an issue. I running a server and one of the players uid starts with a "/" so the mod can not create a folder in ModData for saving progression for skills. Is there any workarounds? Thanks
pimblokto Can you send me the logs for crash?
I'm on 1.3.8, anything 2.0.0 and above causes game breaking crashes for me
All problems with droprate should be fixed on 2.0.4.
FemboyExtremist Can you show me the exception on the logs?
pimblokto What version are you playing? i tried to check the code on 2.0.3,2.0.2,2.0.1 but none of these versions are consistent with the log you provided me
This mod also breaks Item Rarity, so they are not compatible atm.
It makes the durability modifere not applie.
As for this mod it self, i deleted all the files i could find, and configs, and reinstalled it. And yet the drop rate for the hand and knife is wrong.
Sure you can say the knife is related to the knife drop multiplier, but the hand multiplier is also broken.
Bug?
When you load the world, first time?
The log is spammed with:
[Error] [LevelUP] The leveltype PlateArmor already exist in levelByLevelTypeEXP
And it mentions i think every type, i do find it a bit odd, so mabye its a bug?
Getting this error repeatedly and game freezes every time I do:
29.7.2025 20:42:26 [Error] At position 50805, 113, 52019 for block helvehammerbase-west a BEHelveHammer threw an error when ticked:
29.7.2025 20:42:26 [Error] Exception: Object reference not set to an instance of an object.
at LevelUP.Shared.OverwriteBlockInteraction.CheckIfFinished(BlockEntityAnvil __instance, IPlayer byPlayer) in /home/bobs/Templates/VintageStory/LevelUP/LevelUP/Shared/OverrideBlockInteraction.cs:line 432
at Vintagestory.GameContent.BlockEntityAnvil.CheckIfFinished_Patch1(BlockEntityAnvil this, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityAnvil.OnHelveHammerHit() in VSSurvivalMod\BlockEntity\BEAnvil.cs:line 460
at Vintagestory.GameContent.Mechanics.BEHelveHammer.onEvery25ms(Single dt) in VSSurvivalMod\Systems\MechanicalPower\BlockEntity\BEHelveHammer.cs:line 233
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
did some troubleshooting with this mod. Found a bug where this mod breaks the helve hammer forcing you to pick up and place down work items after they're done before it can be picked up.
The server console is saying "The class lumberjackclass does not exist in configurations, it is probably a custom class without configs" what does this mean
I have a questrion does this auto loot mod work from what i can tell i think it works.
if not i would love compatability as loot auto drop on drifters is such a great quality of life mod.
mod is question https://mods.vintagestory.at/rustdrops
Czerlak Nope dont work here. We play on a server, and i test the settings. but nope. still have the bug. Thx for the tip but it sems not working.
i think you can fix the problem with getting a stack by nerfing the "knifeBaseHarvestMultiply": 0.5, to 0.2-0.4 because the knife already gets a 0.08 incremental from every level up.
oh but also change the farming farmingBaseHarvestMultiply": 0.5, to 0.2-0.4
and for those who dont know where the mod config is its in C:\Users\your pc name\AppData\Roaming\VintagestoryData\ModConfig
Having the same problem, harvesting any berry or mushroom gives me almost a stack, i live the lvl idea, but had to remove the mod because it makes it too broken when harvesting
Warlock161 My friend and I were also having this issue on our multiplayer world. At the start, it was just me (the host) and we would just close and reopen the world to fix it. But now it is effecting him as well and it's gotten to the point where neither of us can actually harvest from animals at all. Winter has been very sucky lmao.
If anyone has a fix for this, I'd appreciate a reply.
Simori Well that certainly explains the issue i was having, just gathering mushrooms and berries going from the handful amount to a full stack of em from 1 bush.
Hi, letting you know more about the multiplication issue going around. It happens after a berry bush has been farmed (vanilla and/or modded). The more bushes you farm, the more you get from sticks, mushrooms, and even herbs from wildcraft mod (and possibly other items with this kind of drop mechanic). Oddly enough, loose flint is not touched by this issue.
This issue is temporarily solved by leaving the world, but it represent itself the moment you farm a bush.
Not sure if there is another way for the issue to happen as I could only find this. Hope it helps
For XSkills, (it could affect other things but this was the main issue i saw) it very quickly makes meals basically infinite? After i leveled it up a couple times, stews became infinite for some reason? Without xskills on it doesn't happen and without this mod on and Xskills on it also doesn't happen, and for Combat overhaul it stops you from getting certain EXP for weapon, like bows don't gain ranged XP.
Anyone getting a problem where harvesting animals comes up as blank loot? It doesn't cause the corpse to vanish either, just blank inaccesible loot. Happens with all animals mod or vanilla, i can get it to refresh by leaving then returning for a bit, but that seams to be the only fix, temp tho it may be.
still getting attrocious amounts of berries / sticks why does it even scale when farming / knife harvest is turned off ? Is it maybe a mod incompatibility of working classes? But then again vanilla classes have that issue too using wildcraft fruits and trees
Vanguard6789 Fixed on the rpgoverlay side
UnsealedWings Can you tell me what things is not compatible?
Kaschperle RomixERR Its a balance problem in assets, in the newest version should be more balanced, you should delete ModConfig/LevelUP to reset configurations
The newest update made my game crash completely whenever I started my old world or my new world with this exception:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Vintagestory.Client.NoObf.TextureAtlasManager.RegenMipMaps(Int32 atlasNumber) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 382
at Vintagestory.Client.NoObf.TextureAtlasManager.<>c__DisplayClass53_0.<runtimeUpdateTexture>b__1() in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 348
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 741
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Kept getting errors on loading about "all ready loaded" every start up.
This makes you way too over-powered after just a few minutes. Im not sure why but I gained 2 levels in about 10 seconds in any skill I started. Got to level 6 in a few minutes. Tried to find a way to reconfigure but couldn't find a button or combination of buttons in game to pull up a menu. Im a GUI dependent person.
Also, I broke a bush and got 2. I planted the bush and broke it again to get 2 again. Id get so many berries, my bags would be full in a few minutes.
Totally ruined my play experience, uninstalled and deleted files. Not sure what happened but restarted and everything was ok.
Great idea, poor default settings. Maybe some errors someplace like the loading screen pointed out. Not sure how to post those or where.
When I started a world with this mod, the shovel dug as usual. But after about 100 dug blocks, I started digging instantly, my golbal level is already about 100. How to fix this? As I understand, I need to reset all player progress and change the amount of experience gained when digging? Also cutting grass with a knife. Maybe globally reduce the multiplier of the experience gained by 100?
I have Xkills but haven't upgraded anything yet.
Rhyle same thing i also turned off anything but tools / weapons and still get absurd amounts of sticks / berys pleaxe fix that thanks.
Any hopes that this will be made compatible with combat overhaul? And made a little more compatible with XSkills?
Not sure its intentional but it seems leveling up the knife, and then cutting a berry bush or mushroom causes that harvest to drop exponentially more than it should. One berry bush got me 6 stacks of berries. Also seems to have a conflict with other mods where the skills window remains blank, and the chat log about getting skills never shows up.
I keep getting this error on my server.
15.6.2025 21:16:36 [Server Warning] [LevelUP] WARNING: Global doesn't belong to the function GetLevelByLevelTypeEXP did you forget to add it? check the Configuration.cs
massey I'll analyze the mod and see if I can create compatibility, you can disable smithing level, probably is this level creating the incompatibility with "Repair me"
I have a mod conflict I guess you would call it. The 'Repair me' mods wet stone adds to the overall durability of an item but no longer repairs it. No errors appear in the logs and the 'repair me' mod works fine without 'Level up' active.
I guess the code 'thinks' it is functioning correctly. would a fix be to add a blacklist of items that do not trigger level up? just a thought.
Awesome, that was a quick fix ! Thanks bud
ThePapit Don't worry already fixed, but the next time send me client-main and server-main
Sanetless Gleipnyr Fixed
BoboDev Hey I am having the same problem, being unable to take damage. What logs do you want specifically? Client-debug? Main?
Thanks for your time.
also unable to take damage here, so it's a common bug then
Gleipnyr Unable to take any damage? can you share me the logs with the config enableExtendedLogs true?
Hello, it appears this mod causes the following issue : Unable to take any damage from any source
I been using many mods at once, but i managed to turn them off one by one, and it appears the cause of this issue is this mod.
Is it known ? If yes, can I fix it on my end ?
Thank you, I appreciate the prompt update. I much prefer your offering of a leveling system over the other notable one.
PeachyPotato Once you open the world in 2.0 the experience from 1.0 is deleted, so that it doesn't convert every time,
unfortunately I didn't know that the automatic mod updater updates to unstable versions "-pre.4", sorry about that, if you want to back to 1.3.8 you can get player experiences in ModData/LevelUP and use commands to reset player experiences
Hanley I'm already analyzing what could be happening
Hello, I had a similar issue to PeachyPotato except the source of damage was from starvation. I opened a bug report on the issue tracker for your review.
9.6.2025 22:50:52 [Error] Exception: Object reference not set to an instance of an object.
at LevelUP.Shared.OverwriteDamageInteraction.ReceiveDamageStart(Entity __instance, DamageSource damageSource, Single& damage) in D:\Templates\LevelUP\LevelUP\Shared\OverrideDamageInteraction.cs:line 386
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch2(Entity this, DamageSource damageSource, Single damage)
at Vintagestory.GameContent.EntityBehaviorHunger.SlowTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorHunger.cs:line 368
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 932
9.6.2025 22:50:52 [Error] [LevelUP] ERROR: The class rustmageclass does not exist in the configurations, probably a custom class without configs
friend was getting hit by an enemy, gained like 20 levels of vitality, then
9.6.2025 22:50:55 [Error] More then 100000 errors detected. Shutting down now.
I was dead loading back into my server that had just updated this mod. this breaks the old to new conversion and corrupts player data.
updated to 2.0, the invencible bug is back but my vitality upped. idk what's happening, but i wans playing on the mod 1.3.8 version and game 1.20.11
For people who are having problems I am updating the mod and fixing several bugs wait for version 2.0
Mollycoddle In this case this error occurs because you cooked a food that is not in the configuration files, causing the mod to not know how much experience to give to the player, check ModConfig/LevelUP/config/levelstats/cookingpots.json
i really with this was balanced, it seems OP
The mod causes serious problems in multiplayer when players stand within the same chunk and cook glue from coal and resin in pot. The mod tries to add experience to all nearby players, which overloads the server and throws off the players from the server.
This is throwing errors with the Metal Pots mod;
28.4.2025 18:12:57 [Notification] [LevelUP] Cooking overflowed, too many players? or there is a missing recipe causing reheating bug? recipe: metalpots:metalpot-molybdochalkos-cooked, stats and experience ignored, X: 4098606, Y: 167, Z: 4097666, if recipe is missing please add in configs/levelstats/cookingpots.json or configs/levelstats/cookingsingles.json
Does this mod reduce the valilla bow's precision? Sometime after I downloaded this mod my arrows have been going everywhere, but where I'm aiming
I'm playing a LAN world with a buddy of mine, andd for some reason he gets all the cooking exp whenever I cook things, it's my firepit, fire, etc. Even meat hunted by me. But I'm getting 0 cooking levels.
Any idea on what's happening? BoboDev
I noticed that the mod has a chance to double the quantity of forged tools when the Hammer skill level is high. How can I disable this feature and restrict quantity doubling to only occur when forging iron blooms and a few specific components?
Is there a reason why Gambeson armor is the only armor without a level attribute?
How can I level up my cooking skill?
I’ve already tried cooking different things, but I can’t seem to level up.
Mollycoddle I'm running all 3 of them, and haven't noticed any issues.
Is this compatible with Combat Overhaul, XSkills and other similar mods?
Mod armors, you need their full ID and add it to one of the available jsons, exactly as ShindonMirk mentioned
For weapons, unfortunately you'll have to contact the mod developer to add the correct category for the weapon within the json, as Nightwolf mentioned, receiving experience for axes instead of pickaxes in the "Paxel" mod is due to the fact that the category within the tool's json is Axe instead of Pickaxes
Onyx35678, the settings need to be changed within VintageStoryData/ModConfig/LevelUP, if you change it within the mod it will not have any effect on worlds already generated
ShindonMirk Unfortunately I will need to manually add this compatibility since Combat Overhaul adds new types of DamageSource
Onyx35678 Are you changing the mod config files in the world/server you are in and not the config files in the main root folder, cause in the changing it in the main folder will change the default config when loading a new world with the mod
Interesting addition, but ultimately too wonky. Config files dont apply for some reason. Disabled Hammer skill yet it still worked and leveled up and duplicated item. Set Hammer exp gains to zero and still leveled up the hammer skill.
Good idea but disappointingly impossible to configure.
BoboDev Sorry, I have granted access
How do I level cooking?
BoboDev So I see where you can add modded armor to the lists, but where do I add weapons? I'm using the halberd from Combat Overhaul and I don't think it's leveling my spear skill, or any skill
Hi, would you be willing to add compatibility with the Paxel mod? I have noticed that when using a paxel for mining, it levels up the Axe skill instead of pickaxe?
@BoboDev, enabled extended log to check on the incompatibility with Combat Overhaul:
15:51:45 [Notification] [LevelUP] WARNING: Invalid damage type in OverwriteDamageInteraction, cause entity is unhandled: Vintagestory.API.Common.EntityPlayer or source entity is unhandled: CombatOverhaul.RangedSystems.ProjectileEntity
28.2.2025 15:51:45 [Notification] [LevelUP] PlayerProjectile final damage: 10,08
28.2.2025 15:51:48 [Notification] [LevelUP] Bow durability mechanic check: 0 : 95
From what I can remember, the damage type of arrows in Combat Overhaul is slashing instead of piercing for some reason, maybe that's why bows don't gain any levels in LevelUP.
Edit: yep, just checked, arrows deal slashing damage.
"name": "CombatOverhaul:Projectile",
"properties": {
"stats": {
"AdditionalDurabilityCost": 0,
"CollisionRadius": 0.05,
"PenetrationDistance": 0.1,
"DamageStatsByType": {
"*-crude": {"DamageType": "SlashingAttack", "Damage": 3.5},
"*-flint": {"DamageType": "SlashingAttack", "Damage": 4},
"*-copper": {"DamageType": "SlashingAttack", "Damage": 4.5},
"*-tinbronze": {"DamageType": "SlashingAttack", "Damage": 5},
"*-bismuthbronze": {"DamageType": "SlashingAttack", "Damage": 5},
"*-blackbronze": {"DamageType": "SlashingAttack", "Damage": 5},
"*-iron": {"DamageType": "SlashingAttack", "Damage": 5.6},
"*-gold": {"DamageType": "SlashingAttack", "Damage": 5.6},
"*-silver": {"DamageType": "SlashingAttack", "Damage": 5.6},
"*-meteoriciron": {"DamageType": "SlashingAttack", "Damage": 5.8},
"*-steel": {"DamageType": "SlashingAttack", "Damage": 6}
FallinSoldier the easiest way is to check the Armory language files, all items are listed in it. Just copy the appropriate sections into the *armoritems.json (plate into the platearmoritems.json) with the correct format ( so instead of item- it's game: ) and at the correct value at the end of each line (0.5 for chest, 0.3 for head and 0.2 for limb items).
ShindonMirk If you don't mind me asking can you show an example of what to put into armoritems.json for modded armor?
Accidentally deleted my comment...
Combat Overhaul changes a ton of stuff about bows, so you no longer gain XP in LevelUP with bows. I tried figuring out how to make them play nice, but it's beyond me.
My question is if there's a quick and dirty fix for it, like with the armor compatibility files in the mod config folder?
Also, odd thing I noticed, is when using a flint pickaxe from the mod "early tools" i still get pickaxe experience and durability improvements, but the mining speed remains the same no matter my level in pickaxe. is this an issue with the modded tool specifically or is mining speed as a whole broken?
is there any way to "transfer" the levels you are at from an existing save to another one?
has anyone else had issues with making candles and this mod causing your game to shit itself? it goes from like 25% cpu, going up around 5-10% per candle that finishes cooking? edit, the cpu usage doesnt go back down unless you restart the server/game/pc/whatever too
edit edit, it seems to be something that happens with any cooking pot recipe that was added in 1.20, cause the chromium sulfate stuff does it too
So if I were to want to add in the exoskeletons armor, all I have to do is something like "exoskeletons: exoskeleton-torso-armored"?
FallinSoldier You can add the modded armor in VintagestoryData/ModConfig/LevelUP/config/levelstats/{type}armoritems.json
Also i didn't know forlorn hope armor exists, i should add it to the default options
The forlorn hope armor doesn't seem to count at any of the armor levels, Also, I would like to know if it's possible to add modded armor into the level-up system.
I'm playing on a server with other mods i do not get xp from bow is there incompatibilty ? There is combat overhaul and other mods
Apparently its missing bow item.json from the server owner
InvalidSun Thats very strange, can you send me the full logs to me check it?
BoboDev I checked both the server config and booted up a singleplayer save, and both say "disableServerChannel" is false
BoboDev, their bows don't seem to grant any xp when using them, same seems to apply to swords
iHeroLix Whats is wrong using levelup with combat overhaul?
InvalidSun Probably you set the configuration "disableServerChannel" to true while playing singleplayer, you should reenable it
BoboDev could we expect compatability patch with combat overhaul mod?
Loving this mod, and it's done so much for me, however, now that I've moved on to the helve hammer, it is throwing an error and is not providing experience with the helvehammer
Sharkbait808 LevelUP does not change anything about changing class system, the error you provided is another mod, if you post the full log i can check what mod is causing this
Ive been getting client side crash to desktop when trying to change class
i put the error into Grok
Weird issue with the vitality config:
I set the HP per level to 1, but for some reason I gained 10 Max HP per level? lower values seem to work normally though.
BoboDev Thanks! I can't wait!
JerryTheCultist I am terrible with UI, sorry
FNX i don't have permission for the shared file
Eoin_Lynne Lumvik Sure i will make that in next update
any chance we get a exp bar to see how close we are to new levels of a skill? at least as a config option?
hi i made a translation into russian, if it's not too much trouble could you add it to your mod, thanks in advance
I would also like to have the ability to set a level cap.
Hi, could you add a configuration option to set a maximum level? For example, I wouldn’t want the maximum health to increase infinitely, or the gathering speed for anything. It would be great to have this option to create better balance.
What do you think about adding a run speed level-up? Is it possible to add a custom specialization from another mod into yours through JSON? Would that work?
FlareFluffsune I forgot to add the refresh function for the panning when calling the commands, if you use the panning after giving experience it will show up, this will be fixed in the next update
So I checked and Double checked to make sure I was using the right commands but I cannot seem to get the Panning skill to accept commands, neither the addexperience or changeexperience commands seem to work on it yet I am able to change other skills.
chris0310 You can check the commands here commands
Zanklev Update? the mod is working on latest 1.20-rc
CHR3S Sorry, english is not my main language
Josyph This crash is not related to levelup, probably the version you are playing have a crash bug or some mod is crashing the animation
would it be possible to have a list of all the command "level" like how you must type bow plus username plus amount of XP you want to add/set your talent ? cause i think i spell wrong or something but i can't get something else than the bow levels to level up via command console
Oh please update this soon, I can't live without
I see a few spelling errors which kinda confuse me when I'm looking through the logs:
.... got reseted ... -.... was reset
player breaked ... - player broke ...
BoboDev these kinds of messages, which are serverside, on the console.:
27.11.2024 20:19:17 [Notification] [LevelUP] LazyLion93 breaked: game:tallgrass-medium-free, knife exp earned: 10, actual: 19500
27.11.2024 20:19:18 [Notification] [LevelUP] LazyLion93 breaked: game:tallgrass-eaten-free, knife exp earned: 10, actual: 19510
they appear even when all the relevant entries in the config (in the ModConfig) are disabled:
"disableServerChannel": false,
"enableLevelUpChatMessages": false,
"enableLevelUpExperienceServerLog": false,
"enableExtendedLog": false
I "fixed" this by forking version 1.3.4 and swapping all instances of (Configs.enableExtendedLog) on top of the debug methods to (Configs.enableLevelUpExperienceServerLog) and adding those to some classes that were missing this near the debug methods.
I did not look deeper into the code to know for sure but i have a hunch that the check is either faulty, or not made serverside.
I seem to be getting a gamecrashing error. I'm not an expert so feel free to correct me on this assumption. Here's the log file--seems related to an axe. I recognize that in 1.20 land, everything is subject to some growing pains lol
27.11.2024 12:41:53 [Notification] [LevelUP] Axe durability mechanic check: 23 : 58
27.11.2024 12:41:53 [Notification] [LevelUP] Axe durability mechanic check: 23 : 13
27.11.2024 12:41:53 [Notification] [LevelUP] Axe durability mechanic check: 23 : 65
27.11.2024 12:41:54 [Notification] [LevelUP] Axe durability mechanic check: 23 : 82
27.11.2024 12:41:54 [Notification] [LevelUP] Axe durability mechanic check: 23 : 37
27.11.2024 12:41:55 [Notification] [LevelUP] Axe durability mechanic check: 23 : 58
27.11.2024 12:41:55 [Notification] [LevelUP] Axe durability mechanic check: 23 : 4
27.11.2024 12:42:10 [Notification] [LevelUP] Axe durability mechanic check: 23 : 88
27.11.2024 12:42:11 [Notification] [LevelUP] Axe durability mechanic check: 23 : 39
27.11.2024 12:42:11 [Notification] [LevelUP] Axe durability mechanic check: 23 : 50
27.11.2024 12:42:11 [Notification] [LevelUP] Axe durability mechanic check: 23 : 55
27.11.2024 12:42:12 [Notification] [LevelUP] Axe durability mechanic check: 23 : 22
27.11.2024 12:42:13 [Notification] [LevelUP] Axe durability mechanic check: 23 : 2
27.11.2024 12:42:14 [Notification] [LevelUP] Axe durability mechanic check: 23 : 96
27.11.2024 12:42:34 [Fatal] Game Version: v1.20.0-pre.13 (Unstable)
11/27/2024 12:42:34 PM: Critical error occurred
Loaded Mods: autopanning@1.0.1, bettercratespatch@1.0.0, buzzwords@1.7.0, DiamondTools@2.0.0, millwright@1.1.8, moreblades@1.0.1, primitivesurvival@3.7.1, sortablestorage@2.2.8, translocatorengineeringredux@1.5.4, game@1.20.0-pre.13, alchemy@1.6.39, carryon@1.8.0-pre.1, commonlib@2.5.0-rc.2, configureeverything@2.1.3, daytrader@1.0.2, levelup@1.3.4, rivers@3.2.0, creative@1.20.0-pre.13, survival@1.20.0-pre.13, stonequarry@3.4.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.ClientAnimator.calculateMatrices(Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 294
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Crash written to file at "C:\Users\Joseph\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
27.11.2024 13:03:51 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed
27.11.2024 13:03:51 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
27.11.2024 13:03:51 [Notification] Stopping single player server
LazyLion93 You are changing this configs in ModConfig folder? if yes can you send me what the experience text is spamming ?
BoboDev Could you do something about levelup spamming the logs with every xp drop? i don't have extentedlog turned on but it still does that. here's a snipped of how my config is:
emeraldtrader87 Probably yes
Origin_Alpha_43 Yes, i have changed a lot the default configurations to be more consistent with classes experience multiply
BearByte You will need to add the armor to the configuration files
Does anyone know if this mod is generally compatible with combat overhaul? Since better combat modifies both mining, chopping wood, and general melee combat I'm unsure if there'd be any major incompatiblities.
Issue Update
the issue can be fixed by deleting the levelup config files
it would seem that they werent overwritten
I noticed there were new config files within the bunch
so the idea came up to try that
now its fixed
I updated yesterday. now for odd reasons, i take no damage when i'm holding a shield
also getting way too much out of harvesting and mining
BoboDev Thank you for this great mod! Small question, I am using this mod for new Brigandine Armor -> https://mods.vintagestory.at/tailoredbrigandine
Same for the new meteoric and steal spear added via Bulleye mod :)
Will it work with this mods additional effects?
yeah, it's working! thanks dev! ^-^
Thank you, can confirm, it's working flawlessly again.
Ototinho
Annastasija
ShindonMirk
Fixed
yeah, i'm having the same bug too XD
1.3.3 makes it so you can't take any damage of any kind no matter what. XD
BoboDev CloakedEvil
Yep, it's still happening on 1.3.3, can't even kill myself with a command either. Also, it rendered the world unable to interact with (apart from doors). Chunks wouldn't load apart from the starting point and any resource harvested would disappear. Major desync. And I'm playing in singeplayer.
I rolled back to 1.3.0 and bam, everything is working again.
I'll roll back to 1.3.3 again to provide log details tomorrow.
From what I've remember it complained about the "receive damage function".
Edit: here's the error message, it just keeps repeating endlessly in the log
12.11.2024 08:35:00 [Error] Exception: Object reference not set to an instance of an object.
at LevelUP.Shared.OverwriteDamageInteraction.ReceiveDamageStart(Entity __instance, DamageSource damageSource, Single& damage) in /home/bobs/Templates/Vintage/LevelUP/LevelUP/Shared/OverrideDamageInteraction.cs:line 275
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch2(Entity this, DamageSource damageSource, Single damage)
at Vintagestory.API.Common.EntityAgent.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 386
at Vintagestory.GameContent.EntityBehaviorHunger.SlowTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorHunger.cs:line 404
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
Twist_Oli Check if the configuration you are changing is inside VintagestoryData/ModConfig/LevelUP/config/classexp/halflingclass.json, should be the only reason to not loading this class into memory
@BoboDev
I encountered a problem related to custom classes Error halflingclass does not exist in the configuration... I created a class file according to the instructions, restarted the server, but the error remained, helpwarmenCZ Sure, i will take a look in that bug
Thank you for this great mod, is there a way to fix problem with level 20 Hammer skill? i don´t get double, triple and quadruple anymore, version: 1.3.0 (tried on 2,5 stack of brass plates, and no bonus)
i have temporalily fixed it by setting it to lvl 10.
Newest update 1.3.2 is causing us to be entirely unkillable on our server, had to go back to the previous version
Is this compatible with XSkills mod? Please add info about that on page)
Horsekoch Fixed in 1.3.0
>> ..\ModConfig\LevelUP\config\levelstats\scalearmor.json
Config entries are named [plateArmor*] instead of [scaleArmor*]
server-main.log :
[Notification] [LevelUP] CONFIGURATION ERROR: scaleArmorEXPPerReceiveHit not set
(...)
[Notification] [LevelUP] CONFIGURATION ERROR: scaleArmorDamageLimit not set
Origin_Alpha_43 Understood, will be fixed in 1.3.0
v1.2.7
Origin_Alpha_43 What is the version you are using when this error happened?
finally got the error back, in time with me looking at the console
tho thats only one of two error. the second is the one that crashes us, tho we are yet to get it once more
29.9.2024 23:03:21 [Server Error] At position 27742, 160, 42838 for block helvehammerbase-east a BEHelveHammer threw an error when ticked:
29.9.2024 23:03:21 [Server Error] Exception: Object reference not set to an instance of an object.
at LevelUP.Shared.OverwriteBlockInteraction.CheckIfFinished(BlockEntityAnvil __instance, IPlayer byPlayer) in /home/bobs/Templates/LevelUP/LevelUP/Shared/OverrideBlockInteraction.cs:line 383
at Vintagestory.GameContent.BlockEntityAnvil.CheckIfFinished_Patch5(BlockEntityAnvil this, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityAnvil.onHelveHitSuccess_Patch1(BlockEntityAnvil this, EnumVoxelMaterial mat, Vec3i usableMetalVoxel, Int32 x, Int32 y, Int32 z)
at Vintagestory.GameContent.Mechanics.BEHelveHammer.onEvery25ms(Single dt) in VSSurvivalMod\Systems\MechanicalPower\BlockEntity\BEHelveHammer.cs:line 238
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
Hey ho, thanks for the great mod.
I found incompatibily between this and Trait Aquirerer mod (https://mods.vintagestory.at/show/mod/14008)
I dont know on whose side it is so posted that on both of the mods.
Your mod is stil reporting the changes of levels and possibly has the effect, but the window with current level shows same info as then trait window.
EDIT: Fixed on Trait Aquirerer side.
well, imma have to wait for the next time that one of my player crashes us up while using the helve hammer
Origin_Alpha_43 Without the logs i can't fix my friend
We've had some nasty errors on our server, crashing players (but not the server)
we are nearly certain that it's an incompatibility error with the Finition Smithing ability from Xskills
The server console was showing a Levelup error surrounding the helve hammer interaction & finish of an item
when the player using it has the Finition Ability (to randomly finish an item while hammering it)
it only occured once the player acquired the ability, so the incompatibility doesnt affect others,
untill that point and if they are in the area of the helve hammer
Xelonie Use the command /levelup changeexperience Vitality YourName 0, then rejoin the server or in singleplayer just quit and join, then after your health reset to default you can remove the mod
Is there any way to remove my stats? specially the vitality, ive used all the commands and it doesnt work (/levelup resetplayerstatus PlayerName or PlayerUID), i tried reducing the experience aswell and nothing, i removed the playerdata from the world file and it does fixes it while removing the mod, but if i add the mod again it adds the vitality stat again even after deleting the playerdata from the world file. ill have to continue without the mod, until i find a way to remove the stats.
Update: After testing more and trying to see how to fix it, i got it to work by getting an older version of the mod, specifically the 1.1.9-rc.3, maybe i went too back but is the first one i tried.
BoboDev Im pretty sure what is breaking the character tabs is when you use this mod with the 'trait acquirer mod', i have the same issue, i love the mod btw❤️
DrBubba I don't know them, in vanilla is working normally, i think some mod is breaking the character tabs, if you can test it without mod to see if this problem solves, you can also check what the specific mod is breaking it
BoboDev
Negative, sir. That was why I asked. There's no info about levels there, as you can see: https://imgur.com/a/lB1Fkoz
Spikeball No, not all armor types is present yet
DrBubba In the right side of the traits level there is a tab with the name "Levels", and in that tab you will view all your levels for example: Axe: 2, Shovel: 5, etc.
Caervec For the weapons, probably all weapons/equipments is compatible with levelup, as the levelup uses the enumerator from the equipped item json, but for the cooking and farming this needs to manually add the codes, for the jewelry i currently not working on making levels for other types of mods mechanics, maybe after the mod reach a very good stable version.
Am I correct to assume the leather armor and chain armor in the description are examples and each armor type is present?
So when I open my character page with C, I see the tab for Levels, but clicking on it just shows the same thing that the Traits tab shows (without the Traits header at the top). Is that intended? I'd expect to be able to see what my levels are and what bonuses I've earned if possible.
I am very interested in this mod! Looks like a great alternative to XSkills.
I have questions and suggestions.
Can weapon skills have weapons from other mods assigned to them in configs?
Would it be possible to add a smithing skill that gained experience from pouring molds and completing anvil recipes to gradually increase the durability of items crafted? (I realize that XSkills does this, this would be useful for people intending to use one and not both).
And finally, could I suggest compatibility with CAN Jewelry? Something like a gemcutting skill that maybe gains experience from the act of polishing gemstones, and has a small chance to improve the tier of a tier 1 or 2 gem being cut, and a small chance of duplicated product similar to other crafting skills. Compatibility with Alchemy would be good too, but there doesn't look like a good hook to use for XP gain (unless you patched it for Alchemisty which uses Lavoisier).
Juniormint You can change the configurations to match with the xskills if the problem is only huge amount of cooking stats, or you can disable the cooking in configurations too
Would love to see a compatability between this mod and Xskills. Seems when they overlap they tend to maximize outputs as in give extremely high chance for double or tripple rewards constantly.
When I am blacksmithing for some reason 1 plate typically (not always) turns into 2 and food goes from 6 servings to 14 and the shelf life is maximized to years even when unsealed on the floor in a pot.
BoboDev Could you add an Unarmed skill??
(I like to fight using my fists, doesn't really need to be optimal just for fun and "usable" with grind XD)
Is there any chance to add levels to panning?
BoboDev Don't know what i did but it works fine now
Chrizzlybear I will update the mod with your translations soon and for other mods do you make it.
SirHammy Thats very strange, can you provide me the log files to me check what is happening?
Hi, I have translated the mod into german.
de.json
BoboDev Version 1.2.3 dosent seem to work
only mod active and dosent have its Level tab in character menu, and dosent level up
ReGiiT You can achieve this by setting the minimumEXPEarned to 0 on base.json and the classVitalityLevelMultiply to 0.0 on yourclass.json
Hey! Loving the mod, is there a possibility of adding the functionality of restricting the levels, like vitality for example. to one of the custom classes set with the newest update?
MrFlame Thank you, i already uploaded the version 1.2.2 with your request if you find any problem let me know
Chrizzlybear Yes of course, in the version 1.2.2 this is already made, by default theres is english file and portuguese, if you want to contribute with your language please let me know
Great mod! Can you add a feature where you can customize the experience multiplier for each class? So that you can flexibly configure it
Hi, will it be possible to translate this mod into other languages in the future? Thanks in advance.
SoulReaperz No longer working? whats the error message
ive been trying to use the /levelup resetplayerstatus (playername)
and the command is no longer working to reset the levels of the player
version 1.2.1
Does this conflict with xskills?
Thank you!
Gabitzu Sure, i will make a configuration for that
Hello, I wonder if I can somehow disable chat messages when reaching a new level, as I find that quite distracting. Thanks!
ThiccBirb I don't know, if it is let me know to create a compatibility section
EvoDeyZ Just type in the chat /levelup resetplayerstatus EvoDeyZ, and you can now exit and remove the mod, also check if you are using the latest version of the mod, this is a feature from latests releases
Aspenizcool Yes this is a know bug, for some reason sometimes the function that handles the receive damage returns a 2125151... damage, and this causesd the huge amount of experience to vitality, i will try to fix that soon
wgreen84 I'm sorry the mod caused problems for you, for the hardcore lose experience you need to set it to 0.0 not 1, and also you can use the command /levelup resetplayerstaatus wgreen84, to reset the player status back to vanilla, in the description of the mod i mentioned: Consider always making backup for your world, level up is a mod that changes a lot of stats and mechanics that might crash your world, i will consider highlighting that]
GreenPig HerbariumBerry mod is giving any empty entity in ReceiveDamage functino i will make any treatment for that
Dreamcrusher Sorry , i commented the line that handles this configuration for testing and forgot to re-enable
Is this compatible with XSkills?
How to reset this i try ur commande
the vitality level scaring seems rather extreme, even turned down some. i died twice and have 200 health
Hi, my friend and I tried out this mod and decided against it after discovering some of the features, however we can't seem to get the stats to actually reset upon using the commands? We want to just have our character stats return to before we had the mod installed. Is there something else we must do to fix this?
Hi, after enabling Hardcore Mode and setting XP decay to 1, killing ourselves, restarting repeatedly, editing the json AGAIN to disable Vitality XP, we finally discovered how to reset our HP value. Awful mod.
my vitality leveled like crazy just by burning a little bit and dying? im level 14 already with 46 hp im using a few mods but the only one i can think where any conflict could be is the xskills mod
Hello! I have a problem, I maked a server to play with a friend, that type of server that you host and we are useing some mods and when I use the clip action this error shows up and I don't know what to do. On singleplayer everthing is ok, no error.
17.5.2024 22:57:15 [Server Error] Exception: Object reference not set to an instance of an object.
at LevelUP.Shared.OverwriteDamageInteraction.DamageItemFinish(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, Int32 amount) in /home/admin/Documents/LevelUP/LevelUP/Shared/OverrideDamageInteraction.cs:line 489
at herbarium.HerbariumBerryBush.GiveClipping(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\VSMods\Herbarium\Herbarium\src\Block\HerbariumBerryBush.cs:line 229
at herbarium.HerbariumBerryBush.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\VSMods\Herbarium\Herbarium\src\Block\HerbariumBerryBush.cs:line 199
at Vintagestory.Server.ServerSystemBlockSimulation.callOnUsingBlock(ServerPlayer player, Block block, BlockSelection blockSel, Single& secondsPassed, Boolean callStop) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 531
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 515
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 257
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
"enableLevelCooking": false,
Your cooking level is now 8
?????????? what do I edit to disable the damn thing?
Yanoee to edit the levels you can use the command in wiki commands, getting level 20 after die? probably a bug
Can you edit already existing player stats / wipe?
Why does mod store data on level vcdbs?
Also, the armor system is broken. Config settings are on default.
Start of the game I died a few times and got 20 levels in leather armor. So from now on, I don't take any damage from, hunger, hot objects, thrown objects (drifter rocks).
I highly suggest that you need to change how armor leveling works. Thank you.
LuhanEB Because theres no sling levels
GreenGecko You need to be more specific, what issue? crashing? not working? please provide me a log file and consider checking the issues section
Dhegi I believe the falx weapons is considered a sword
Why doesn't the sling get better?
Hey I wanted to report a bug with the version levelup_1.1.8-pre.2.. Our server got stuck due an issue with the saucepan of ExpandedFoods 1.6.9. could you please check and fix?
thank you very much for your amazing job
No level for Falx? *edit: Thanks! Great to know!
Michaloid Thank you for the report, it will be fixed in the next update, if you find other problem consider sending it to the issues section
I wanted to report a bug with the new update, when i guard with the shield, it doesn't block the enemy I always receive damage, even with surface drifters. It seems like the block chance doesn't work.
Poririn Thank you for the report, it will be fixed in the next update, if you find other problem consider sending it to the issues section
Hello. I am enjoying this mod.
When I tried to make an iron plate from iron ingots using helve hammer, the application crashed.
Running on 64 bit Windows 10.0.19045.0 with 32692 MB RAM
Game Version: v1.19.7 (Stable)
2024/04/21 4:52:45: Critical error occurred in the following mod: levelup@1.1.4
Loaded Mods: aculinaryartillery@1.1.4, advancedsmithing@1.3.0, autopanning@1.0.1, bettersticks@1.1.0, cellardoor@1.4.0, driftersbelongunderground@1.0.1, fernslikegrass@1.1.0, geoaddons@1.3.3, giantgouramis@1.0.2, instanddrifterdrops@1.1.0, jtom@3.10.0, justmoreruins@0.9.8, millwright@1.1.5, nailsmold@1.0.1, peacockbasses@1.1.2, preservationmod@1.0.0, qptech@1.15.1, RockBlocks@1.0.0, sticksarefirewood@1.0.0, truesunfishes@1.1.2, usefulscrap@2.0.2, Vanilla_PlusWorldGen@1.3.5, volumetricshadingreupdated@0.7.5, game@1.19.7, abcsreborn@0.2.1, additionalmolds@1.0.1, Alarm@1.2.0, ancienttools@1.5.18, animalcages@3.0.2, betterfirepit@1.1.4, betterruins@0.3.4, blocksoverlay@3.2.2, carryon@1.7.4, commonlib@2.3.2, configureeverything@1.1.0, Crateful@1.2.8, danatweaks@2.1.2, electricityunnoficial@0.1.1, expandedfoods@1.6.9, extrainfo@1.7.0, farmlanddropssoil@1.4.0, grassiergrass@1.0.0, herbarium@1.1.0, hudclock@3.4.0, levelup@1.1.4, mio@0.9.5, meteoricexpansion@1.2.5, moreanimals@1.3.3, naturalnight@2.1.0, norottinghides@1.0.0, paxel@1.4.5, pigfeed@1.0.4, pomshadercache@1.1.1, claywheel@1.1.1, prospecttogether@1.3.0, scythemold@1.0.1, sealcrockswithclay@1.0.0, stillnecessaries@1.1.2, strspawnchances@0.1.6, techmolds@1.0.0, th3dungeon@0.2.1, th3expansion@1.2.0, creative@1.19.7, survival@1.19.7, metalrecovery@0.1.19-pre.1, awearablelight@1.1.1, bugnetcompatibility@1.0.1, chrissis-es@0.1.5, onestick@1.0.1, wildcraftfruit@1.1.1, wildcraftherb@0.0.0, wildcrafttree@1.1.0, xinvtweaks@1.6.1
System.NullReferenceException: Object reference not set to an instance of an object.
at LevelUP.Shared.OverwriteBlockInteraction.CheckIfFinished(BlockEntityAnvil __instance, IPlayer byPlayer) in /home/bobs/User/Projects/LevelUP/LevelUP/Shared/OverrideBlockInteraction.cs:line 375
at Vintagestory.GameContent.BlockEntityAnvil.CheckIfFinished_Patch2(BlockEntityAnvil this, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityAnvil.onHelveHitSuccess(EnumVoxelMaterial mat, Vec3i usableMetalVoxel, Int32 x, Int32 y, Int32 z) in VSSurvivalMod\BlockEntity\BEAnvil.cs:line 544
at Vintagestory.GameContent.BlockEntityAnvil.OnHelveHammerHit() in VSSurvivalMod\BlockEntity\BEAnvil.cs:line 447
at Vintagestory.GameContent.Mechanics.BEHelveHammer.get_Angle() in VSSurvivalMod\Systems\MechanicalPower\BlockEntity\BEHelveHammer.cs:line 90
at Vintagestory.GameContent.HelveHammerRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VSSurvivalMod\BlockEntityRenderer\HelveHammerRenderer.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Michaloid
You can by enabling the hardcore mode in base.json configs and the hardcoreLosePercentage to 0.0
Playing as a hunter, the base accuracy of the bow feels like playing as a malefactor or as if I'd be wearing heavy armor.
Is that intended, or an oversight?
Edit: I looked at the config files, and it seems to be intentional, as the base accuracy multiplier is 0.7.
I personally think that the level values should be reset after dying. It would grant challenge while still improving the player. Btw, this mod rocks!
Thank you!
This mod looks very interesting! I've been thinking about something like this for about two years, and it seems like a promising addition to the game.
I’ve thought about including special abilities that unlock at certain levels in a mod like this. For instance, an archer could unlock a recipe for a new bow or gain a unique ability at level 100. Additionally, limiting these abilities could prevent players from becoming too versatile and encourage them to specialize in their playstyle. Implementing this would require a lot of new content, but it might be easier if users could customize the mod to suit their needs.
Your mod also reminds me a bit of the progression system in Valheim. Perhaps you were inspired by it, although similar systems can be found in many games.
Good luck!
Looks good I love progression mods, but I will wait for some tweaks the performance etc.
Good point, probably shoting any enemy and killing and changing the weapon you will gain the experience for that weapon and not the bow
What if you shoot entity and unequip bow before it kills it? I see that it is not handled in the code