Progression
Smooth, balanced progression across pickaxe upgrades, ranks, and token/money flow. Combinations (rank + Sell Booster + Fortune + Jackhammer + Laser + Token Finder + Token Multiplier) stay rewarding without exploding the economy. All constants and formulas are configurable in formulas.json (see Configuration); edit that file to rebalance without code changes.
Pickaxe level & XP
- Required XP (smooth power curve, no sharp jumps):
Early levels are quick (L1 ≈ 180, L10 ≈ 2.8k, L50 ≈ 22k, L100 ≈ 55k).
- Level-up token reward: linear scale from 50 at level 1 to 10,000 at level 10,000. Formula:
50 + (10000 − 50) × (level − 1) / 9999(rounded). Early levels feel rewarding; high levels scale to 10k per level-up. - Pickaxe level token bonus (on XP→token conversion): 1.0 → 1.02 (L25) → 1.05 (L50) → 1.08 (L75) → 1.12 (L100) → 1.16 (L150) → 1.20 (L200+). Small, gradual steps so rank + level feel balanced.
Upgrade multipliers (per level, linear)
All at max level (L100) below. Stacks with rank sell; Sell Booster is not 3× at max.
| Upgrade | Per level | At max (L100) | Notes |
|---|---|---|---|
| Fortune | +1% | 2.0× drops | Unchanged; clear and linear. |
| Sell Booster | +1.5% | 2.5× | Stacks with rank sell; not 3×. |
| XP Boost | +2% | 3.0× | Smooth leveling, no explosion. |
Token Finder (L1–L100)
- Chance: 2% at L1 → 5% at L100:
0.02 + level × 0.0003, cap 5%. One roll per mining batch (not per block), so Jackhammer doesn’t multiply procs. - Reward per proc: min–max tokens by level (L1: 7–13, scaling to higher at L100). See
PickaxeService.
Token Multiplier (L1–L10)
Multiplies all token gains (XP→tokens and Token Finder procs). 1.0× at L0 → 3.0× at L10. “multiplicand” per 500 XP conversion → 1× to 6× tokens per conversion at max (reduced from 51× for balance).
Jackhammer (L1–L5)
- Proc chance: 20% per primary block break (not every hit).
- Area: 3×3 (L1), 5×5 (L2), 7×7 (L3), 9×9 (L4), 11×11 (L5). Proc chance prevents token/money explosion.
Laser (L1–L100)
Proc chance: 20% per primary block break. Mines a line in 4 directions. Area/range scales with level.
Lucky Blocks
Proc chance: 3% per block break when unlocked. Mines entire vein (max 50 blocks). Tuned so vein procs don’t flood economy.
One-time upgrades (tokens)
Single purchase per player; see Pickaxe System for costs and details.
- Auto Pickup — Mined blocks go to inventory.
- Auto Sell — When inventory is full in a mine, sell automatically.
- Lucky Blocks — 3% proc chance; mines entire vein (max 50 blocks).
- Fly in Mines — Creative flight only inside mine regions.
- Explosive Touch — 2% chance on block break to also break 3×3×1 (same layer).
- Double Drop — 10% chance that a broken block gives 2× drops (stacks with Fortune).
Upgrade costs (tokens)
Cost is for the next level (level = current). Fortune, Sell Booster, Token Finder, XP Boost, Laser use quadratic formulas; Jackhammer and Token Multiplier use fixed cost arrays.
| Upgrade | Max level | Notes / formula |
|---|---|---|
| Fortune | 100 | 100 + 7L + 0.03L² |
| Sell Booster | 100 | 300 + 10L + 0.05L² |
| Token Finder | 100 | 300 + 80L + 0.8L² (see code) |
| XP Boost | 100 | 600 + 12L + 0.04L² |
| Jackhammer | 5 | 1k, 5k, 20k, 50k, 100k (fixed) |
| Laser | 100 | See PickaxeService.laserCost |
| Token Multiplier | 10 | 1k, 2k, 3.5k, 5k, 7k, 10k, 14k, 19k, 25k, 32k (fixed) |
Rank sell multipliers
Unchanged: A = 1.0, step +0.05 to Z = 2.25. Stacks with Sell Booster (e.g. Z + max Sell Booster = 2.25 × 2.5 = 5.625× on mine blocks).
Constants (PickaxeService)
JACKHAMMER_PROC_CHANCE= 0.20LUCKY_BLOCKS_PROC_CHANCE= 0.03TOKEN_FINDER_*, Token Multiplier (10 levels), cost formulas — seePickaxeService.javaand this doc.
PickaxeService and MineBlockSystem (Lucky Blocks/Jackhammer/Explosive Touch chance). Keep rank sell and mine token multipliers in mind when changing Sell Booster or Token Multiplier.