
Mods / Level UP
Author: BoboDev
Side: Both
Created: Apr 10th 2024 at 1:33 PM
Last modified: 2 days ago
Downloads: 23945
Follow Unfollow 352
Latest file for
Various v1.20.x:
levelup_1.3.8.zip
1-click install
Level UP
Add a new mechanic to vintage story, a new level system to make your character stronger and efficient during the gameplay, making your feels you are progressing through the gameplay.
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.
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.
Features:
- Fully configurable
- GUI Level in character view
- Hardcore mode
- Commands for administration manipulation
- Classes and custom classes for manipulating the experience gain for each level type
- Survival Guide, for undestanding what each level will do
- Multi Language support
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.
Observations
This mod needs to be in both sides the client and server for working propertly, you can still build this only in server side, but some things will not work for example the mining speed mechanics will not work because the mining speed is handled by the client, also the level viewer will not be available for the clients.
To change the configurations go to the vintage story data, for windows in appdata for linux in .config for server is the path you set in serverconfig.json, find 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 player UID, changing the player name will persist all levels.
Considerations
This mod changes a lot of native codes and can break easily throught updates.
Level UP doesn't register tickrates for the main game, so level up cannot be the cause for lower tickrate on servers.
Memory usage in the server can be slightly bigger because of static configurations and events on the server side, imperceptible for servers using more than 1gb ram
This mod might break other levels mods or be breaked.
All the mod calculations and patches is thinking in the server performance, feel free to suggest improviments if you find something getting slow.
Balancing was not very well thought out, you will probably find some things unusual or very strong, with everything you can make your changes in the configurations folder
Important Configurations
Vitality will overwrite the health system, you need to change in configuration the base health system in levelstats/vitality.json
changing in default game configuration will have no effects
Debug logs is by default disabled, if you need to send logs you can send logs in issues case of errors and bugs, you can enable it in base.json: enableExtendedLog
, this also can cause some cpu performances problems in low end cpus.
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
- Minecraft LevelZ mod
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.3.8 | 495 | 2 days ago | Show | levelup_1.3.8.zip | Install now | |
v1.3.7 | 329 | 5 days ago | Show | levelup_1.3.7.zip | Install now | |
v1.3.6 | 2949 | Feb 16th at 12:03 AM | Show | levelup_1.3.6.zip | Install now | |
v1.3.5 | 1747 | Feb 2nd at 3:07 PM | Show | levelup_1.3.5.zip | Install now | |
v1.3.4 | 3466 | Nov 15th 2024 at 11:18 AM | Show | levelup_1.3.4.zip | Install now | |
v1.3.3 | 451 | Nov 10th 2024 at 6:52 PM | Show | levelup_1.3.3.zip | Install now | |
v1.3.2 | 871 | Oct 31st 2024 at 11:51 PM | Show | levelup_1.3.2.zip | Install now | |
v1.3.0 | 598 | Oct 26th 2024 at 9:23 PM | Show | levelup_1.3.0.zip | Install now | |
v1.2.9 | 1436 | Sep 29th 2024 at 10:41 PM | Show | levelup_1.2.9.zip | Install now | |
v1.2.8 | 1224 | Sep 8th 2024 at 10:49 AM | Show | levelup_1.2.8.zip | Install now | |
v1.2.7 | 1190 | Aug 17th 2024 at 3:59 PM | Show | levelup_1.2.7.zip | Install now | |
v1.2.7-pre.7 | 392 | Aug 12th 2024 at 1:14 PM | Show | levelup_1.2.7-pre.7.zip | Install now | |
v1.2.7-pre.6 | 126 | Aug 12th 2024 at 12:36 AM | Show | levelup_1.2.7-pre.6.zip | Install now | |
v1.2.6 | 276 | Aug 10th 2024 at 1:11 AM | Show | levelup_1.2.6.zip | Install now | |
v1.2.6-pre.2 | 117 | Aug 9th 2024 at 8:21 PM | Show | levelup_1.2.6-pre.2.zip | Install now | |
v1.2.5 | 991 | Jul 19th 2024 at 10:12 PM | Show | levelup_1.2.5.zip | Install now | |
v1.2.3 | 671 | Jul 9th 2024 at 9:57 PM | Show | levelup_1.2.3.zip | Install now | |
v1.2.2 | 394 | Jul 6th 2024 at 12:51 PM | Show | levelup_1.2.2.zip | Install now | |
v1.2.1 | 928 | Jun 15th 2024 at 1:32 PM | Show | levelup_1.2.1.zip | Install now | |
v1.2.0 | 191 | Jun 13th 2024 at 10:40 PM | Show | levelup_1.2.0.zip | Install now | |
v1.1.9-rc.3 | 137 | Jun 13th 2024 at 3:44 PM | Show | levelup_1.1.9+3.zip | Install now | |
v1.1.8-rc.2 | 1397 | May 8th 2024 at 12:03 PM | Show | levelup_1.1.8+2.zip | Install now | |
v1.1.8-pre.2 | 578 | Apr 28th 2024 at 11:48 AM | Show | levelup_1.1.8-pre.2.zip | Install now | |
v1.1.8-pre.1 | 177 | Apr 27th 2024 at 10:11 PM | Show | levelup_1.1.8-pre.1.zip | Install now | |
v1.1.7-rc.1 | 160 | Apr 25th 2024 at 11:05 AM | Show | levelup_1.1.7-rc.1.zip | Install now | |
v1.1.6 | 220 | Apr 24th 2024 at 11:37 AM | Show | levelup_1.1.6.zip | Install now | |
v1.1.5 | 233 | Apr 22nd 2024 at 11:20 PM | Show | levelup_1.1.5.zip | Install now | |
v1.1.4 | 374 | Apr 18th 2024 at 10:42 PM | Show | levelup_1.1.4.zip | Install now | |
v1.1.3 | 178 | Apr 17th 2024 at 11:29 PM | Show | levelup_1.1.3.zip | Install now | |
v1.1.2 | 232 | Apr 15th 2024 at 11:13 AM | Show | levelup_1.1.2.zip | Install now | |
v1.1.1 | 179 | Apr 14th 2024 at 3:57 PM | Show | levelup_1.1.1.zip | Install now | |
v1.1.0 | 202 | Apr 13th 2024 at 1:27 PM | Show | levelup_1.1.0.zip | Install now | |
v1.0.9 | 175 | Apr 12th 2024 at 11:23 PM | Show | levelup_1.0.9.zip | Install now | |
v1.0.8 | 182 | Apr 11th 2024 at 9:30 PM | Show | levelup_1.0.8.zip | Install now | |
v1.0.7 | 193 | Apr 10th 2024 at 10:15 PM | Show | levelup_1.0.7.zip | Install now | |
v1.0.6 | 124 | Apr 10th 2024 at 9:57 PM | Show | levelup_1.0.6.zip | Install now | |
v1.0.5 | 132 | Apr 10th 2024 at 9:24 PM | Show | levelup_1.0.5.zip | Install now | |
v1.0.4 | 138 | Apr 10th 2024 at 4:18 PM | Show | levelup_1.0.4.zip | Install now |
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, help
warmenCZ 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: 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