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Ranks (E→S) progression

In ranks mode, every entity has a rank from E → D → C → B → A → S. How you advance through E→S depends on esMode:

  • points (default): deterministic points awarded for interactions; reach per‑step thresholds to rank up.
  • chance: probabilistic rolls on interactions; no points are tracked for E→S.

After reaching S, optional Rank‑X challenges can continue your mastery. See progression/rank-x.

What unlocks at each rank

These defaults can be changed via config; see config/configuration-reference.

  • spawnLocationRank: D (default)
  • lootIconRank: C (default)
  • advancedAttributesRank: B (default)
  • descriptionRank: B (default)
  • lootChanceRank: A (default)

When an entity’s current rank is below a threshold, the related information is hidden or obfuscated (depending on hideUndiscovered/forceObfuscation).


Points mode (esMode = "points")

Deterministic progress. Interactions add points toward the current step’s threshold. When the bar fills, you rank up and the bar resets for the next step. No overflow is carried.

Default thresholds per step (server config):

  • E→D: 50
  • D→C: 100
  • C→B: 200
  • B→A: 300
  • A→S: 400

Default base points per interaction:

  • kill: 3
  • feed: 1
  • hit: 0
  • trade: 2
  • breed: 2
  • observe (spyglass): 5
  • tame: 4
  • special_biome: 0
  • boss multiplier: 2.0 (multiplies the award when the entity is a boss)

Example

  • You are at D→C (threshold 100). You defeat a boss variant of the mob (+3 × 2.0 = +6). You then observe it with a spyglass (+5), and breed its type once (+2). Your bar advances by 13/100. On reaching 100, you rank up to C and the bar resets for C→B.

Tuning points mode

  • esMode = "points"
  • pointsEToD, pointsDToC, pointsCToB, pointsBToA, pointsAToS
  • pointsKill, pointsFeed, pointsHit, pointsTrade, pointsBreed, pointsObserve, pointsTame, pointsSpecialBiome
  • pointsBossMultiplier
# Example (server config excerpt)
esMode = "points"
pointsEToD = 50
pointsDToC = 100
pointsCToB = 200
pointsBToA = 300
pointsAToS = 400
pointsKill = 3
pointsFeed = 1
pointsTrade = 2
pointsObserve = 5
pointsTame = 4
pointsBreed = 2
pointsHit = 0
pointsBossMultiplier = 2.0

Chance mode (esMode = "chance")

Classic RNG progression. On interactions, the game rolls against configured base chances, optionally modified for bosses and by progressive difficulty. There is no E→S bar in chance mode; you simply rank up when a roll succeeds.

Default base chances per interaction:

  • rankKillChance: 0.15
  • rankFeedChance: 0.03
  • rankHitChance: 0.01
  • rankTradeChance: 0.10
  • bossRankMultiplier: 3.0 (multiplies the chance when the entity is a boss)

Progressive difficulty (optional)

If enableProgressiveRankDifficulty = true, higher ranks become harder according to multipliers:

  • D: 0.4
  • C: 0.3
  • B: 0.2
  • A: 0.1
  • S: 0.05

These multiply the base chance when attempting to go into that rank, making high ranks rarer.

# Switch to chance mode and keep progressive difficulty
esMode = "chance"
enableProgressiveRankDifficulty = true
rankKillChance = 0.15
rankFeedChance = 0.03
rankHitChance = 0.01
rankTradeChance = 0.10
bossRankMultiplier = 3.0
rankDDifficultyMultiplier = 0.4
rankCDifficultyMultiplier = 0.3
rankBDifficultyMultiplier = 0.2
rankADifficultyMultiplier = 0.1
rankSDifficultyMultiplier = 0.05

UI and global progress

  • Points mode shows a per‑entity E→S progress bar similar to the Rank‑X bar. It resets to 0 on each rank‑up.
  • Chance mode does not show an E→S bar; rank changes are communicated with toasts and UI updates.
  • The header can show a global progress bar (S‑ranks or Rank‑X), controlled by globalRankProgressBarType and enableGlobalRankProgressBarCycling.