Power tools leveling up too quickly
It just levels up so quickly. Any advise reasonable leveling up settings for it? Is it possible?

It appears if I have "powerToolsMultiplier": true or false, it still goes up quickly anyway.

I'm guessing that without the multiplier it goes up quick, but with the multiplier it goes up quicker?

I suppose the chainsaw hits the tree 10 times for every hatchet hit so no matter what, without a multiplier it will still go up fast.

Does the PowerToolPerHit allow negative numbers?

"PowerToolPerHit": {
"M": -0.5,
"WC": -0.5
},

Anyone find a good solution to this or have advice?

I have powertools currently disabled, but I'd love to use them - but normalized.
The only thing i could think of doing is what you already mentioned,
"PowerToolPerHit": {
"M": -0.5,
"WC": -0.5

You might have some success with it, If you think that players are accumulating too much resource you could always reduce the stack size of those resources which would slow them down a little, but if a player wants to spend time gathering that wont matter much to them.
5b7d22c4ef71f.jpg pookins
The only thing i could think of doing is what you already mentioned,
"PowerToolPerHit": {
"M": -0.5,
"WC": -0.5
Unfortunately, it doesn't appear negative numbers have any effect. I tried up to -25 and it still leveled up quickly.

The stacks unfortunately wouldn't work for my setup. Thanks for the suggestion though.

hey. I post it as an answer around a year ago on one topic here but I think it would be worth checking by plugin author and maybe implementing.

So the problem is that xp is counted per hit so if you use jackhammer or chainsaw you get stupid amounts of exp. I made a custom quick fix for that checking what tool is being used and in method levelHandler I'm multiplying the amount of exp by 0.2. It makes these tools giving around the same amount of exp as normal tools do.

I'm posting code fragment from levelHandler method with my addition. @nivex consider implementing it in any way, maybe with config options regarding the multiplier and even activating this part.Β 

Others if want, can use this code for them own. But be aware, its a custom code fragment and you use it at your own risk :D First and last line of the fragment are exactly the same as in the plugin so just find them and paste this code in their place. Minimum programming knowledge might be required.

var activeItem = player.GetActiveItem();
if(activeItem != null)
{
    if(skill == Skills.MINING && Equals(activeItem.info.shortname, "jackhammer"))
    {
        pointsToGet = (int)(pointsToGet * 0.2);
    }
    else if(skill == Skills.WOODCUTTING && Equals(activeItem.info.shortname, "chainsaw"))
    {
        pointsToGet = (int)(pointsToGet * 0.2);
    }
}
var xpMultiplier = Convert.ToInt64(playerPrefs.PlayerInfo[player.userID].XPM);

Β 

SzaKaaL

hey. I post it as an answer around a year ago on one topic here but I think it would be worth checking by plugin author and maybe implementing.

So the problem is that xp is counted per hit so if you use jackhammer or chainsaw you get stupid amounts of exp. I made a custom quick fix for that checking what tool is being used and in method levelHandler I'm multiplying the amount of exp by 0.2. It makes these tools giving around the same amount of exp as normal tools do.

I'm posting code fragment from levelHandler method with my addition. @nivex consider implementing it in any way, maybe with config options regarding the multiplier and even activating this part.Β 

Others if want, can use this code for them own. But be aware, its a custom code fragment and you use it at your own risk :D First and last line of the fragment are exactly the same as in the plugin so just find them and paste this code in their place. Minimum programming knowledge might be required.

var activeItem = player.GetActiveItem();
if(activeItem != null)
{
    if(skill == Skills.MINING && Equals(activeItem.info.shortname, "jackhammer"))
    {
        pointsToGet = (int)(pointsToGet * 0.2);
    }
    else if(skill == Skills.WOODCUTTING && Equals(activeItem.info.shortname, "chainsaw"))
    {
        pointsToGet = (int)(pointsToGet * 0.2);
    }
}
var xpMultiplier = Convert.ToInt64(playerPrefs.PlayerInfo[player.userID].XPM);

Β 

This would be awesome if Nivex implements this! I've looked at the .cs, though am unable to locate the first line you specified. Are you able to post a copy of your CS? πŸ˜€ My Players have been complaining about not being able to use Jackhammers / Chainsaws to gain XP (disabled intentionally) for months.

kD57VdUrVWEhPjh.jpg BOOBLEJ

This would be awesome if Nivex implements this! I've looked at the .cs, though am unable to locate the first line you specified. Are you able to post a copy of your CS? πŸ˜€ My Players have been complaining about not being able to use Jackhammers / Chainsaws to gain XP (disabled intentionally) for months.

I can give you the .cs file no problem, DM me as I'm not sure if I'm supposed to post it here :P

Hail to NivexΒ 

What I did on my server was reduce xp per hit to 1. It takes forever to level up, even with power tools, especially considering there are 200 levels. However, I don't wipe my zlevels so my players have been working on them for many wipes, many of them just now getting into the 20s. The only one I have to wipe regularly is Crafting.Β 

Are the XPperHit options able to process fractions? If so, I could set the powered tools to 0.5 (or lower) and 1 for hand tools. That might make up for it, assuming the plugin tracks the fractions in the background. If the plugin's background math is rounding, then it doesn't matter in the long run.Β 

Same here. Power tools level up XP way too fast. It would be great if we could put fractions in there but when I do I get errors.

well no one really got back to me
i submitted an update for what i have
so maybe it'll be enough now

nivex

well no one really got back to me
i submitted an update for what i have
so maybe it'll be enough now

Power tools work normally now? I didn't test it yet

yes they work much betterΒ