
An esoteric and data-driven cosmetic leveling system.
A data-driven cosmetic leveling system.
Tier Tower adds chat badge and nameplate cosmetics that players can unlock by sacrificing items.
Several new decorative blocks are also added.

Tier Tower is based around sequences of tiers, with progression based on custom mathematical formulae.
The sequence tier_tower:main is special, as players will start at tier 0 of this sequence.
Other sequences can be created and assigned to players using commands or through sequence progression.
Players acquire prestige points per-sequence, according to the prestige_value_function defined in the sequence JSON.
When a player prestiges, their prestige points increase by this amount.
The prestige multiplier is then recalculated using the prestige_multiplier_function, which affects future leveling costs.
// data/tier_tower/tier_tower/sequence/main.json
{
// if the first tier doesn't specify a base leveling cost, this value is used instead
"default_base_leveling_cost": 1,
/*
The prestige value function determines the incremental prestige points gained when prestiging.
Available variables:
- points: the total points in the current sequence
- tier: the (0-based) index of the current tier
- level: the (0-based) index of the current level within the current tier
- level_points: the number of points within the current level
*/
"prestige_value_function": "(points - 5000.0)",
/*
The prestige multiplier function determines the maximum multiplier applied during leveling.
The actual multiplier for each item will be a random value between 1.0 and this value.
Available variables:
- prestige_points: the total accumulated prestige points in the current sequence
*/
"prestige_multiplier_function": "min(8.0, (1.0 + (prestige_points / 5000.0)))",
// the tiers that must be progressed through, in order
"tiers": [
"minecraft:copper",
/* ... */
"minecraft:netherite"
],
// optional next sequence to switch to after completing this one
"next_sequence": "tier_tower:example"
}
// data/minecraft/tier_tower/tier/netherite.json
{
// the number of levels in this tier that must be completed to reach the next tier
"level_count": 10,
/*
The leveling cost for level index 0 in this tier.
Available variables:
- prev: the hypothetical leveling cost of the one beyond the highest level in the previous tier, or `default_base_leveling_cost` if this is the first tier
*/
"base_leveling_cost": "(prev * 0.75)",
/*
The leveling cost for the remaining levels in this tier.
Available variables:
- levels: the value of `level_count`, provided for convenience
- base: the computed value of `base_leveling_cost`
- prev: the leveling cost of the previous level in this tier
- level: the index of the level for which the cost is being computed
*/
"leveling_cost_function": "((((5.0 * level) + 610.0) * 32.0) + base)",
// optional: eminence points will be lost over time while in this tier (useful for making an 'infinite' highest tier)
"erosion_rate": {
// the number eminence points lost per interval
"loss": 1,
// the number of ticks between each erosion event
"interval": 20,
},
}
Formulae can be written with standard mathematical operators (+, -, *, /, ^), parentheses for grouping, and the following functions:
min(a, b, ...): returns the minimum of the argumentsmax(a, b, ...): returns the maximum of the argumentssqrt(x): returns the square root of xlog(x): returns the natural logarithm of xexp(x): returns e raised to the power of xe(): returns the value of e (2.71828...)pow(x, y): returns x raised to the power of yabs(x): returns the absolute value of xfloor(x): returns the largest integer less than or equal to xceil(x): returns the smallest integer greater than or equal to xround(x): returns the nearest integer to xpi(): returns the value of π (3.14159...)sin(x), cos(x), tan(x): trigonometric functions (x in radians)In addition to the datapack entry, several textures must be provided.
We will use the tier minecraft:copper for example paths.
assets/minecraft/textures/tier_tower/badge/copper.png provides the chat badge.
// assets/minecraft/textures/tier_tower/badge/copper.png.mcmeta
{
"tier_tower:chat_badge": {
// the color used for level numbering on the badge
"text_color": {
"r": 236,
"g": 221,
"b": 255
}
}
}
assets/minecraft/textures/tier_tower/frame/copper.png provides the nameplate frame.
It is made up of three 16x16 sections, that are aligned horizontally to the left side, center, and right side of the nameplate respectively.
assets/minecraft/textures/tier_tower/obelisk/copper.png provides the outline texture for the Obelisk.
assets/minecraft/textures/tier_tower/tower/copper.png provides the tower slice texture used in the Obelisk progress display.
Tier Tower is licensed under the LGPL-3.0 license. See LICENSE.LESSER for more details.
A modified version of the Kiwi Soda font was used in the icon.
Sections of Create's creative tab and virtual fluid code were used under the MIT license.