Description
All information on this page is for the most up to date version of the mod (Current: XPRedux-1.3). Be sure you are using the latest version of the mod and have read all information on this page before reporting any issues.
What it Does
Big Chillin XP Redux adds a new way of giving shared vanilla XP to players based on a user defined formula that fires off after a player deals damage to a mob, another player, animal, boss, or any entity that can take damage. XP is granted directly to the player's inventory after the entity dies and the formula that calculates how much XP to grant players can be customized in game via commands. It also adds floating damage numbers that pop up from the damaged entity showing how much damage was dealt with that attack in red text as well as displaying how much XP was earned when the entity dies, displayed in gold text. Some other features it adds is a way to disable living entities dropping XP orbs when they die and a way to keep player XP levels even if they die. All features of this mod can be toggled On or Off using commands that the mod adds.
How It Works
Main Feature: Custom XP System
With bcxptogglexpsys toggled On, whenever a living entity is attacked by a player that has not attacked it yet, the attacked entity has a set of new NBT tags created that are unique to the player who had just dealt damage to that entity, which are then updated every time a player attacks an entity that they have already damaged at least once before. This is done so that when an entity dies, a simple process runs that grants players XP based on how much damage each player had dealt to an entity before it dies, what level the player is, and/or how much max health the target entity has. The math used to convert damage dealt to XP is user defined via commands that allows anyone with OP to choose to what variables are used in calculating XP and how it is calculated.
Here is an example of how the XP system works with the user defined math set to "([DMG * 1) + (MHP / 3)] + (PLVL / 10)":
1. Player1 is level 10 and deals 2 damage to a zombie.
2. The zombie has new NBT tags created that save Player1's ID, level, and amount of damage they just dealt.
3. Player1 deals 2 more damage to the same zombie.
4. The zombie's NBT tags for Player1's damage are updated to add the amount of damage that Player1 had just dealt to the zombie to the total amount of damage that Player1 has dealt so far, which is 4.
5. Player2 is level 20 and deals 16 damage to the same zombie.
6. The zombie, before it dies, has new NBT tags created that save Player2's ID, level, and amount of damage they just dealt.
7. The zombie dies and because the zombie has 20 max HP, Player1 is granted 12 XP for dealing 4 damage at level 10 while Player2 is granted 25 XP for dealing 16 damage at level 20.
WARNING: Even though this mod offers fairly reasonable XP rates by default, editing the formula via the included commands does require a fair understanding of algebra. If you aren't satisfied with your XP rates but not too sure about changing the formula yourself, make a comment here and myself or another user of the mod can help you find a good formula to balance your game. I do advise reading through the Commands section on this page before changing any settings because there are a lot of commands and some have very specific required input.
Bonus Feature: Toggle Living Entities Dropping XP Orbs On Death
In order to better control XP earnings I also added a way to disable XP orbs that are dropped when an entity dies. When the command setting bcxptoggleorbs is toggled Off, any time an entity dies a hidden command runs automatically that deletes any XP orbs in a 2 block radius around the center of where the entity had just died.
Bonus Feature: Save Players' XP Level When They Die
I added a feature to keep XP levels for players when they die as well, so when you have the command setting bcxptogglesavelvl toggled On, a process runs that saves players' current XP level just before they take fatal damage and then gives their XP level back once they have respawned.
Bonus Feature: Floating Damage & XP Numbers
With bcxptoggledmgnum toggle On, whenever any player, mob, animal, whatever attacks another entity that can take damage, the amount of damage that they just dealt to that entity will appear as red numbers that gently float up and fade out from the damaged entity. Also, when bcxptogglexpnum is toggled On, whenever an entity dies, XP granted to players appears in the same manner as with the damage numbers but with golden text that appears slightly above the red damage text numbers. The XP numbers are dependent on the XP system being on and will deactivate and will not activate if the XP system is turned off.

These numbers appear for all players in the server as the number particles spawn via the server. About the only issues so far with it is that I had to set a limit to how high the displayed number can go (the reason why is addressed in the Q&A) with a cap on both XP and damage being any number higher than 100 will display as 100+ and that all players can see all damage and XP numbers which can complicate discerning who did how much damage/who earned how much XP.
Commands
(Mod Version 1.3+ Only/Requires OP to execute)
None of these commands will accept any arguments with the exceptions being bcxpinteger1, bcxpinteger2, bcxpinteger3, and bcxpsetmath. For example, trying to type in "bcxptogglexpsys on" won't work. You need to type in only the command "bcxptogglexpsys" and it will go from whichever state it is in to the other (Off to On/On to Off.) For each command, messages will be sent to chat to inform players of changes made to this mod's settings. Also, if on a single player world, you need to have cheats enabled in order to use any of these commands.
- bcxpsetmath <var> <op> <int> <op> <var> <op> <int> <op> <var> <op> <int> - DEFAULT: DMG * INT1 + MHP / INT2 + PLVL / INT3 - The most powerful command, this is used to define the formula used to calculate XP granted to players when an entity dies. This is fairly customizable with the only rules being placement of variables, operands, and integers. The formula will only successfully update upon proper input of a valid formula. The proper format for inputting a new formula is shown next to the command (order is important!), with var meaning variable, op meaning operand, and int meaning integer.
Possible variables you can put in the <var> arguments:
"MHP" (entity's max HP)
"PLVL" (player level)
"DMG" (damage the player dealt)
Possible operands you can put in the <op> arguments:
" * " (multiplication)
" / " (division)
" + " (addition)
" - " (subtraction)
Possible integers you can put in the <int> arguments:
"INT1"
"INT2"
"INT3"
For example, you could input the formula as "/bcxpsetmath DMG * INT1 - DMG / INT1 * DMG - INT1", or "/bcxpsetmath PLVL * INT3 + DMG / INT3 - MHP * INT2", its genuinely up to the user as to what variables, integers, and operands are used and what order they are in (to a point.) The math is then executed after setting the formula in a specific way, shown in this example based on the default setting: [(DMG * 1) + (MHP / 3)] + (PLVL / 10)
- bcxpinteger1 <#> <#> <#> - DEFUALT: 1 - Set the value of "INT1", a possible argument used in the <int> arguments of your custom formula. Can be a number formatted as "#####.##" but must be input in an odd specific way when using the command. For example if you want to use 10.25 as your integer, you would type in "/bcxpinteger1 10 2 5" and as you can probably tell, the first argument is the whole number, second is tenths, and third is hundredths. These are added up when read, so only use 0-9 for the arguments for tenths and hundredths to get an accurate number. Any changes made to integers will not be applied to the formula unless you run the command bcxpsetmath with your custom formula after changing the value with this command.
- bcxpinteger2 <#> <#> <#> - DEFUALT: 3 - Same use as bcxpinteger1, but used to define "INT2", a possible argument used in the <int> arguments of your custom formula. Any changes made to integers will not be applied to the formula unless you run the command bcxpsetmath with your custom formula after changing the value with this command.
- bcxpinteger3 <#> <#> <#> - DEFUALT: 10 - Same use as bcxpinteger1, but used to define "INT3", a possible argument used in the <int> arguments of your custom formula. Any changes made to integers will not be applied to the formula unless you run the command bcxpsetmath with your custom formula after changing the value with this command.
- bcxpintvalue - Used to check the values of all user defined integers.
- bcxptoggledmgnum - DEFAULT: On - Toggles floating damage numbers on or off.
- bcxptogglexpnum - DEFAULT: On - Toggles floating XP numbers on or off, but is dependent on bcxptogglexpsys being on in order to be activated.
- bcxptogglexpsys - DEFAULT: On - Toggles use of the custom XP system added by this mod. When this is off, settings that depend on the XP system will not show via bcxpchecksettings.
- bcxptoggleorbs - DEFAULT: Off - Toggles living entities dropping XP orbs when they die. Off means they won't drop orbs, On means they will.
- bcxptogglesavelvl - DEFAULT: On - Toggles whether or not a player has their XP level saved and restored upon respawn.
- bcxpchecksettings - Sends a formatted message to chat showing the current state of all applicable user define-able settings available in the mod.
Questions & Answers
Q: Why did my XP rates change after updating to the latest version of the mod?
A: I completely redefined the math behind calculating XP to a point that I couldn't be bothered with attempting to make a way to import old settings from existing worlds. To avoid the mod breaking when updated on pre existing worlds previous versions of the mod had been installed on, I added a short script to set the formula to its default settings only one time when you enter a world for the first time since the update had been installed. Unfortunately, if you liked the XP rates you had before, you will have to define them again using the command bcxpsetmath. I do apologize for the inconvenience.
Q: The Mending enchantment doesn't work with this mod, can you fix that?
A: Yes and no. Mending works by using XP orbs picked up to repair the enchanted item, however this mod's default settings disable mobs from dropping XP orbs. You can use the command bcxptoggleorbs to turn it On and entities will start dropping XP orbs again, allowing you to use the Mending enchantment. I personally recommend that you edit your formula to compensate for the increased XP earnings from the orbs to avoid earning too much XP too fast.
Q: Why do I have to define the integers instead of just typing the number I want to use in the formula?
A: This is due to how arguments are accepted via commands. Unfortunately you cannot use a period in an argument, such as in in the event you would want a decimal point in a number. I got around this by making the define integer commands that actually uses math to "make" your number by adding the first argument as a whole to the second argument, which is multiplied by 0.1, then the third argument is added to that sum with the third argument first being multiplied by 0.01. Long winded, I know, but I absolutely wanted to make sure people could use decimals and numbers less than 1.
Q: Does this mod work with *insert mod name here*?
A: I don't know. Try it out and let me know if you run into any issues I haven't already addressed.
Q: Can I use only the XP System or only the Floating Numbers?
A: Yes, as of mod version 1.2 via commands.
Q:Is there a way to change XP gain rates?
A: Yes, as of mod version 1.2 via commands
Q: Does this disable mobs/players dropping XP orbs?
A: By default, yes, but this can be turned off via commands as of mod version 1.2
Q: Does this mod make mobs/players drop more XP orbs?
A: No, it instead adds XP directly to a player's inventory in order to circumvent the need for XP orbs dropping from mobs, animals, players, etc.
Q: The numbers stop at 100, does that mean I'm not dealing more than 100 damage or getting more than 100 XP?
A: You are still doing more than 100 damage/gaining more than 100 XP even if the numbers don't go higher than 100. This is because the floating numbers cap at displaying 100+ if the true number ever equals or exceeds 101 due to current limitations in the mod. I explain more on this limitation in another Q&A topic (Q: Why do floating damage/XP numbers have a cap?).
Q: What is the highest number that can be displayed by the floating numbers?
A: As of right now it is 100+ if damage or XP is 101 or higher.
Q: Why do floating damage/XP numbers have a cap?
A: I have to make a custom image, add it as a particle texture, then add a chunk of code to display that custom image loaded as a particle texture based on how much damage/XP was actually dealt for each and every single number. I will definitely expand the caps as needed in the future when I find the time for it as the task of expanding the floating number caps is very time consuming.
Q: Is this a Forge only mod?
A: Yes, this is a Forge only mod.
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What means Verified?
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Compatibility: The mod should be compatible with the latest version of Minecraft and be clearly labeled with its supported versions.
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Functionality: The mod should work as advertised and not cause any game-breaking bugs or crashes.
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Security: The mod should not contain any malicious code or attempts to steal personal information.
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Performance: The mod should not cause a significant decrease in the game's performance, such as by causing lag or reducing frame rates.
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Originality: The mod should be original and not a copy of someone else's work.
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Up-to-date: The mod should be regularly updated to fix bugs, improve performance, and maintain compatibility with the latest version of Minecraft.
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Support: The mod should have an active developer who provides support and troubleshooting assistance to users.
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License: The mod should be released under a clear and open source license that allows others to use, modify, and redistribute the code.
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Documentation: The mod should come with clear and detailed documentation on how to install and use it.
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How to Install
Download Forge & Java
Download Forge from the offical Site or here. If you dont have Java installed then install it now from here. After Downloading Forge you can run the file with Java.
Prepare
Lounch Minecraft and select your Forge istallation as Version this will create a Folder called Mods.
Add Mods
Type Win+R and type %appdata% and open the .minecraft Folder. There will you find your Folder called Mods. Place all Mods you want to play in this Folder
Enjoy
You are now Ready. Re-start your Game and start Playing.