Hi there, our server is using Flat EXP Costs ( https://modrinth.com/mod/flat-exp-costs) to fix the frustrating XP costs without touching the vanilla level curve. That mod simply changes the XP cost in anvils and enchanting tables to consume raw points instead of levels. We'd love to use your mod as well, but there's currently no way to make its XP costs align with the other system, which is why I'm requesting an extra config option that changes the output of all the "cost_function" calculations to be raw XP points instead of levels. We'd be thrilled if you made this happen!
Hi there, our server is using Flat EXP Costs (https://modrinth.com/mod/flat-exp-costs) to fix the frustrating XP costs without touching the vanilla level curve. That mod simply changes the XP cost in anvils and enchanting tables to consume raw points instead of levels.
Interesting. I already support another mod called ‘Tax free levels’, which always calculates the XP cost based on the minimum required level. I don't think it has the other mode where it treats all levels as having the same number of XP points.
We'd love to use your mod as well, but there's currently no way to make its XP costs align with the other system, which is why I'm requesting an extra config option that changes the output of all the "cost_function" calculations to be raw XP points instead of levels. That should definitely be possible.
Should I also check for whether Flat EXP costs is loaded and calculate the level cost accordingly if the `use_minimal_exp_cost` is set (like tax free levels)? Another important question is which Minecraft version you are playing on. I usually always stay on the latest version, but if you're on an older one, I might consider backporting the feature :) Thank you for the suggestion!
Just forwarding over the message to the list so that it is public, I hope that's fine for you :) ---- Heya, thank you for the quick response! We're playing on 26.1.2 (Fabric)!
I don't think it has the other mode where it treats all levels as having the same number of XP points.
This is actually not quite how the mod functions, because the cost per level is still the same (so reaching lvl 30 for a max enchanting table takes the same amount of XP as before). Instead, enchanting/anvil-ing doesn't consume x amount of levels but rather x amount of XP. We're also using Flat EXP Costs' sister mod EXP Counter (https://modrinth.com/mod/exp-counter) so you can see your total amount of XP points alongside the level counter, and I made a resource pack to change the 'experience cost: 3' text to 'XP Cost: 300 Points'; this way, anyone can see exactly how much things will cost and how much they have left to spend. Anyway, not super relevant but I felt like telling you :P
Should I also check for whether Flat EXP costs is loaded and calculate the level cost accordingly if the `use_minimal_exp_cost` is set (like tax free levels)
If I understand correctly, this would mean the result of `cost_function` would always be multiplied by the value of `use_minimal_exp_cost`, right? That'd be perfect!
That should definitely be possible.
Amazing! How soon do you think it could be available?
Heya, thank you for the quick response!
We're playing on 26.1.2 (Fabric)!
Ah, that's great! A lot of people are still on old versions like 1.21.1, so I had to ask.
I don't think it has the other mode where it treats all levels as having the same number of XP points.
This is actually not quite how the mod functions, because the cost per level is still the same (so reaching lvl 30 for a max enchanting table takes the same amount of XP as before).
Ah, I assumed it doesn't change how you earn XP, just how you spend it (so that at least for the anvil, it kind of looks like every level takes the same amount of points. I think I was just confused by the `set_level_cost` option.
Instead, enchanting/anvil-ing doesn't consume x amount of levels but rather x amount of XP.
So if a player is on a higher level, they no longer spend the same number of levels (and therefore more XP in total) than on a lower level. So it is kind of like tax free levels then, good to know. Although does look like the calculation is different based on the `use_minimal_exp_cost` value.
We're also using Flat EXP Costs' sister mod EXP Counter (https://modrinth.com/mod/exp-counter) so you can see your total amount of XP points > alongside the level counter, and I made a resource pack to change the 'experience cost: 3' text to 'XP Cost: 300 Points'; this way, anyone can see exactly how much things will cost and how much they have left to spend. Anyway, not super relevant but I felt like telling you :P
That's nice. Would be helpful for debugging too 🙃
Should I also check for whether Flat EXP costs is loaded and calculate the level cost accordingly if the `use_minimal_exp_cost` is set (like tax free levels)
If I understand correctly, this would mean the result of `cost_function` would always be multiplied by the value of `use_minimal_exp_cost`, right? That'd be perfect!
I think the way it's supposed to work is that it's multiplied by `set_level_cost` if `use_minimal_exp_cost` is `false`, and by the number of points of the minimum level you need to have otherwise. So I think the option to treat the results of cost functions as XP points instead might not actually be needed for this use case if I just add support for the mod, but I think I'll add that in anyway :)
That should definitely be possible.
Amazing! How soon do you think it could be available?
I should have some time to implement this tomorrow, so it should be done in the next few days? Can't promise anything, though.
I just published version 4.2.0 on Modrinth and CurseForge :) It includes support for Flat EXP costs as well as a new "treat_cost_as_points" option, although I would recommend to keep it *disabled* (because that way, the mod will just take the values from flat EXP costs' config). If you have any questions or issues, let me know!
19.08.2026 21:27:06 Samuel <samuel4el@gmail.com>:
Op di 4 aug 2026 om 23:53 schreef mschae <contact@mschae23.de>:
I just published version 4.2.0 on Modrinth and CurseForge :)
It includes support for Flat EXP costs as well as a new "treat_cost_as_points" option, although I would recommend to keep it *disabled* (because that way, the mod will just take the values from flat EXP costs' config).
If you have any questions or issues, let me know! Hey again, one of our players just found a bug where putting an enchanted piece of gear in the bottom grindstone slot and a book in the top one allows you to transfer the enchantment without having the required xp. Could you take a look at this?
Hmm, it shouldn't matter which slot you put the items in (except when moving enchantments, of course). Are you sure it's not possible the other way around? When the enchantment gets transferred this way, what happens? Does the player's XP just get set to zero? I'll investigate this as soon as I can, but I'm unfortunately away for a few weeks right now 😅
Did a bit more testing on a clean instance with only the Fabric API and Grind Enchantments installed, and found out that it doesn't happen with the default config, but does with my custom one. I'll attach it here so you can test it for yourself. Op wo 19 aug 2026 om 23:32 schreef mschae <contact@mschae23.de>:
19.08.2026 21:27:06 Samuel <samuel4el@gmail.com>:
Op di 4 aug 2026 om 23:53 schreef mschae <contact@mschae23.de>:
I just published version 4.2.0 on Modrinth and CurseForge :)
It includes support for Flat EXP costs as well as a new "treat_cost_as_points" option, although I would recommend to keep it *disabled* (because that way, the mod will just take the values from flat EXP costs' config).
If you have any questions or issues, let me know! Hey again, one of our players just found a bug where putting an enchanted piece of gear in the bottom grindstone slot and a book in the top one allows you to transfer the enchantment without having the required xp. Could you take a look at this?
Hmm, it shouldn't matter which slot you put the items in (except when moving enchantments, of course). Are you sure it's not possible the other way around?
When the enchantment gets transferred this way, what happens? Does the player's XP just get set to zero?
I'll investigate this as soon as I can, but I'm unfortunately away for a few weeks right now 😅
20.08.2026 13:12:50 Samuel <samuel4el@gmail.com>:
Op wo 19 aug 2026 om 23:32 schreef mschae <contact@mschae23.de>:
Hmm, it shouldn't matter which slot you put the items in (except when moving enchantments, of course). Are you sure it's not possible the other way around?
When the enchantment gets transferred this way, what happens? Does the player's XP just get set to zero?
I'll investigate this as soon as I can, but I'm unfortunately away for a few weeks right now 😅
Did a bit more testing on a clean instance with only the Fabric API and Grind Enchantments installed, and found out that it doesn't happen with the default config, but does with my custom one. I'll attach it here so you can test it for yourself.
Thanks! Having the config is really helpful. I sadly can't tell what would cause this issue at first glance (everything seems to look correct to me). It's odd that it works fine with the default config, as I don't see anything that would change the behaviour of checking whether you have enough XP. The cost function is different, of course, but that's just used for determining how much has to be paid. "consume_enchanted_item" only has an effect once you take the resulting item. And if it's reproducable in a clean instance without other mods, it couldn't be mod compatibility code either... So yeah, I wish I could debug this immediately, but as I mentioned, I can't. I hope it's alright if you have to wait a bit.
Yeah, that's fine! Take your time :) Op do 20 aug 2026 om 15:32 schreef mschae <contact@mschae23.de>:
20.08.2026 13:12:50 Samuel <samuel4el@gmail.com>:
Op wo 19 aug 2026 om 23:32 schreef mschae <contact@mschae23.de>:
Hmm, it shouldn't matter which slot you put the items in (except when moving enchantments, of course). Are you sure it's not possible the other way around?
When the enchantment gets transferred this way, what happens? Does the player's XP just get set to zero?
I'll investigate this as soon as I can, but I'm unfortunately away for a few weeks right now 😅
Did a bit more testing on a clean instance with only the Fabric API and Grind Enchantments installed, and found out that it doesn't happen with the default config, but does with my custom one. I'll attach it here so you can test it for yourself.
Thanks! Having the config is really helpful. I sadly can't tell what would cause this issue at first glance (everything seems to look correct to me).
It's odd that it works fine with the default config, as I don't see anything that would change the behaviour of checking whether you have enough XP. The cost function is different, of course, but that's just used for determining how much has to be paid. "consume_enchanted_item" only has an effect once you take the resulting item. And if it's reproducable in a clean instance without other mods, it couldn't be mod compatibility code either...
So yeah, I wish I could debug this immediately, but as I mentioned, I can't. I hope it's alright if you have to wait a bit.
participants (2)
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mschae
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Samuel