SkillLoss
Server-synced death skill loss and XP: loss % per category or skill, loss cap, catch-up XP after deaths, XP multipliers and death-cause multipliers (e.g. no loss on PvP). Supports modded skills. Admin
About this mod Author’s original text
Skill Loss
Controls how much of each skill players lose when they die, and how fast skills level up. The config is admin-only and synced from the server, so every player on the server gets the same values.
Features
- A death loss % per category (Combat, Utility, Crafting, Movement, Modded) or per skill
- Optional cap on how many levels a skill can lose in one death
- Optional catch-up XP: skills below the highest level the character ever had level up faster until they're back
- Optional XP gain multiplier
- Optional loss multiplier depending on how you died (creature, PvP, fall, drowning, environment, accident, other)
- Every feature can be set per category or per skill, chosen with one toggle per feature
- Its own section for every skill added by another mod, created automatically
- Optionally takes the loss from the skill's total XP instead of its level, so progress towards the next level isn't wiped
- Optionally scales losses by the world's Death penalty modifier
- Vanilla rules still apply: the No skill drain buff after dying and the skills reset on death world modifier work as normal
Configuration
BepInEx/config/txc.skillloss.cfg. The toggles at the top pick, for each feature, whether it's off or which sections it reads: the category sections ([3 - Categories - Combat],...) or the skill sections ([4 - Skills - Combat - Swords],...). Every category and skill section holds all the options, so the values you don't use are simply ignored.
[0 - Toggles] # Off / Category / Skill
Loss = Skill # Off = vanilla: the world's Death penalty decides (Normal 5%, Hard 7.5%...)
MaxLevelsLostCap = Off # Off = no cap
CatchUpXp = Off # Off = no catch-up bonus
XpGain = Off # Off = normal XP
DeathCauses = Off # Off / On (global, see [2 - Death Causes])
[1 - General]
LossMode = Level # Level = % of the skill level, bar reset (vanilla); TotalXp = % of all XP earned, bar kept
ApplyWorldDeathPenalty = false # true = multiply the configured Loss by the world's Death penalty (Normal x1, Hard x1.5...)
[2 - Death Causes] # loss multiplier: 1.00 = normal, 0.00 = no loss, 0.50 = half, 2.00 = double
Enemy = 1.00
PvP = 1.00
Fall = 1.00
Drowning = 1.00
Environment = 1.00 # burning, freezing, poison, smoke, water, Ashlands lava/ocean, cinder fire
Accident = 1.00 # trees, carts, boats, structures, traps, stalactites, catapults, obliterators...
Other = 1.00 # self-inflicted, edge of the world, unknown
[3 - Categories - Combat] # also Crafting, Modded, Movement, Utility
Loss = 5 # % lost on death (0-100)
MaxLevelsLost = 0 # most levels lost per death, progress bar included; 0 = no cap
CatchUpPerLevel = 0.00 # extra XP per level below the character's peak (0.10 = +10% per level)
CatchUpMax = 1.00 # upper limit of the catch-up bonus (1.00 = at most double XP)
XpGain = 1.00 # XP multiplier: 1.00 = normal, 1.50 = +50%, 0.50 = half
[4 - Skills - Combat - Swords] # same options; one section per vanilla skill
Loss = 5...
[4 - Skills - Modded - Ranching (276088460)] # added automatically for skills from other mods
Loss = 5...
When a toggle is set to Skill, a skill that has no section of its own (a modded skill that hasn't been discovered yet) uses its category section.
All XP multipliers stack by multiplying: XpGain × catch-up bonus × the world's Skill gain rate.
Vanilla throws away any XP beyond a level-up, which would swallow most of a bonus at low levels. While a multiplier above 1.00 is active, the extra XP it added is kept towards the next level instead of being thrown away (vanilla's own leftover is still discarded, so 1.10 stays +10%; at most one level-up per XP gain, as in vanilla).
The loss cap counts the progress bar too: a skill at 40 with a 90% bar and MaxLevelsLost = 1 ends at 39 with a 90% bar, even in Level mode (where vanilla would otherwise wipe the bar).
Death causes
The cause is the type of the hit that killed you. Damage over time (burning, poison) counts as Environment even when a creature or another player caused it; only direct
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: