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Worked Scenarios
These examples show how to use beta.9's settings. They are illustrative choices, not recommended values for every pack. Edit the matching entry in your generated file rather than appending a second entry with the same ID. Commands require operator permission level 2.
- Install the intended mods, datapacks and recipe changes in a test installation. Use matching Essence Ascendance versions on client and server.
- Create a fresh world and allow generation to complete.
- Open the Archive for item yields, equipment values and gameplay instructions. Review the Nexus for generated Skills and Bonuses.
- Test common early materials, expensive recipe chains and the equipment players will actually use. The generator does not know your quests or farm rates.
- Tune the four human configuration files, rebuild and retest.
- Package the reviewed settings. Normally let the destination server generate its own saved balance; do not include your test world, player data or personal logs.
Use /essence debug balance summary and /essence debug balance validate to check that valid balance is installed. A pre-generated profile is an advanced option for an intentionally fixed pack; it will prevent automatic first-run recalculation when copied into another installation.
Edit these existing sections in config/essence_ascendance.toml:
[power]
overall = 1.1
[progression]
cost_pressure = 0.9
[attunement]
pace = 1.25This requests more automatic added power, cheaper generated investments and faster seal progress. It does not promise exactly 10% more damage or change item yields.
Existing Skill/Bonus endpoint settings remain explicit choices. If you want them to follow the new automatic power settings, remove the corresponding overrides before rebuilding; see returning to automatic defaults.
Find Breath Hold in config/essence_ascendance/bonus_settings.toml. For example:
[[bonus]]
id = "essence_ascendance:breath_hold"
min_tier = "essence_ascendance:awakened"
max_tier = "essence_ascendance:ascendant"
bonus_at_max = 30.0
minimum_bonus_at_lowest = 5.0This requests at least five extra seconds at the first active tier and exactly thirty at completion. The mod fills in the intervening progression. Transcendent retains the completed benefit; it does not add another step.
Keep all four controls in the entry. A lower maximum or shorter interval must still leave room for useful improvements. Rebuild, then inspect the Bonus tooltip and reports/bonus_tracks.csv. An impossible request produces an error instead of quietly changing your chosen endpoints.
In config/essence_ascendance/skill_settings.toml, find the Skill's existing [[skill]] entry. Change tier to move its first unlock. To request three ranks, set ranks = 3; the generated stat blocks beneath that Skill supply its first and final effects.
Each [[skill.stat]] belongs to the preceding Skill. Change only the effect you intend, and retain its exact path. A Percent field uses percentage points, a Chance/Fraction field uses fractions such as 0.1 for 10%, and a Ticks field uses twenty ticks per second.
For an illustration of the file structure, this sets Kindling to one rank with equal first/final values:
[[skill]]
id = "essence_ascendance:kindling"
tier = "essence_ascendance:dormant"
ranks = 1
[[skill.stat]]
path = "kindling/burningDamageAmplificationPercent"
at_first_rank = 5.0
at_max_rank = 5.0
[[skill.stat]]
path = "kindling/burningDamagePercentPerSecond"
at_first_rank = 5.0
at_max_rank = 5.0These are example values, not a universal generated default. One-rank effects need equal endpoints. On/off Skills must remain one rank; additional ranks need meaningful improvements. Tier changes must also respect prerequisite ordering.
After rebuilding, check the Skill in the Archive/Nexus and its rows in reports/skill_rank_parameters.csv. Effect edits do not automatically reprice an unchanged rank count. Changing rank count generates a new cost progression.
Start with its entry in skill_settings.toml, then check the Archive for prerequisite Skills, rank-specific tier requirements, milestones and mutually exclusive choices. A low base unlock does not remove the other requirements.
If needed, inspect the installed Skill with /essence debug balance skill fatigue_flight 1, using the appropriate Skill ID and rank. Player-specific diagnostic commands are listed on the diagnostics page. Granting a rank for testing does not remove prerequisites or prove that players can afford it normally.
/essence debug balance item "minecraft:iron_ingot"
/essence admin balance exportUse the item's real full ID in quotes. Find it in reports/valuation.csv. Compare the estimated material value with the actual Essence payout, and check output counts and reversible crafting forms. The cheapest recognized recipe can limit a payout even when another recipe is much more expensive.
The generator does not price the difficulty of your quests or automation. Use balance_overrides.toml for a specific supported correction rather than making every investment cheaper to compensate for one item. Advanced overrides explains the available controls and their limits.
Ordinary recipes, common tags and exposed stats can work without a dedicated adapter. Hidden spells, upgrade systems, quest gates and machine running costs may not be represented. Test the actual items that matter to your pack, then correct supported measurements or set Skill/Bonus values to suit your design.
You do not need a bespoke integration to move a Skill or buff a Bonus. Changing a measurement does not implement another mod's hidden mechanic.
Keep a complete world/configuration/version backup. Try the update and rebuild in a copy, compare the Archive and reports, and test existing players before scheduling a live maintenance window.
This applies to supported balance edits within the current format. It does not provide migration from earlier beta worlds or item identifiers. Restoring a saved balance file alone does not reverse purchases, inventory changes or world activity; see updating and recovery.
Home · Configuration · Rebuilding · Issues
Beta.9 · Minecraft 1.21.1 · Fabric / NeoForge. Pack makers: tune the settings and rebuild. Players: use the Ascendance Archive for gameplay and current server values. Version and upgrade guidance.
- How pack balance works
- Apply changes and rebuild
- Skill, Bonus and global settings
- Overrides and customization
- Item valuation and economy
- Progression and power
- Integrations and compatibility
- Worked scenarios