Boosters and Buffs

Timed boosters and permanent buffs: what they multiply, what they cost, and the level at which a booster stops paying for itself.

Two systems that share one word

Two different things on this server get called a boost, and they behave differently enough that it is worth separating them before anything else.

A booster is a timed, levelled purchase. You buy one level of one booster, it runs on a wall clock, and when the clock runs out it stops. The catalogue holds 13 boosters and 11 of them are enabled. Boosters live under /boosts.

A buff is a permanent tiered purchase. You buy a tier and you keep it; nothing expires. Buffs live under /buffs (the alias /buff works too). The price of tier n is base cost x multiplier^(n-1), and both the shop card and the charge read that same formula, so the number on the card is the number you pay.

Both systems have a personal axis and a faction axis. Personal purchases leave your own wallet and follow you. Faction purchases leave the faction treasury and apply to the whole faction, so if you leave the faction you lose that half immediately while your personal rows carry on untouched.

The booster ladder shipped in update 1.5.0 and the plugin's own status line for it reads code-written, not server-verified. Every figure below is the figure the code and the catalogue file contain. None of it is a report of measured behaviour on the live server.

The ladder, and where it stops paying

Every enabled booster has 10 levels. Level n grants bonus-step x n. On the income ladder the step is 50 percent, so level 1 is +50% and level 10 is +500%.

Prices are derived rather than hand-typed. Three settings produce the whole table: an assumed baseline income of 12,000 coins per hour, a cost ratio of 0.55 and a cost curve of 1.15.

  • break-even(n) = 12,000 x bonus(n) x hours, which is the most that level can possibly return.
  • cost(n) = break-even(n) x 0.55 x 1.15^(n-1).

For the one-hour job income ladder that gives:

LevelBonusCostMost it can returnCost minus return
1+50%3,3006,000-2,700
2+100%7,59012,000-4,410
3+150%13,09318,000-4,907
4+200%20,07624,000-3,924
5+250%28,85930,000-1,141
6+300%39,82536,000+3,825
7+350%53,43242,000+11,432
8+400%70,22548,000+22,225
9+450%90,85354,000+36,853
10+500%116,09060,000+56,090

The crossover sits between level 5 and level 6. Levels 1 to 5 can pay for themselves if you actually play the hour you bought. From level 6 upward the booster costs more than it can return in the same time, and level 10 costs 193 percent of its own break-even. That is the design, not an oversight: the top of the ladder is a prestige sink, a way to burn a large balance for a visibly large number, and it is not a route to earning faster.

Read the return column as a ceiling rather than a forecast. It assumes you earn the full assumed baseline for the entire duration, with no travel, no idling and no diminishing returns, which is not what an hour of play usually looks like.

The nine things a booster can change

A booster row picks exactly one effect from a closed set of nine. Each effect has one place in the code that reads it, so a booster with no reader cannot be sold by accident.

EffectWhat it changesNotes and limits
IncomeMultiplies coin payoutsApplied to the groß, before the tax is quoted, so your faction's cut rises with the boost
Job XPMultiplies job XPCapped at x6.0 across all active boosts
CooldownsShortens job action cooldownsFloored at 0.35 of the base, so at most 65 percent off. The action bar reports the real percentage
Side talentsMultiplies secondary-trait gainApplies at the trait increment itself
Harvest yieldRaises the yield of the custom crop lineCustom crops only, not vanilla farming
Find chanceRaises reward find rolls in riftsResolved per payee, so a group split is per person
OrdersMultiplies the coin ask on a writApplied before the writ fund reserves the money
NPC outputRaises your hired workers' daily output capsKeyed on the NPC's owner
Fee discountCuts the market listing fee and forge repair feesCapped at 25 percent

The two rows that ship switched off

Two catalogue rows exist with their keys and their reasons written into the file, and both ship disabled rather than being sold in a broken state.

  • Prospector would multiply ore yield, but ore has four separate drop authorities, and a single Tunnelling Pick swing dispatches four real block-break events. A per-event multiplier would therefore be a fourfold bonus on one swing, and the dupe audit would register the result as duplication.
  • Treasure Sense would raise find chance on Ancient Ruins, but a vault opening is deterministic once its gate is satisfied, and the only ruin find-roll happens at world-generation time with no player present. There is nothing for the effect to hook into.

Which earnings the income multiplier reaches

The income multiplier lives at exactly two places in the payout code, and it is keyed on the reason a coin was paid rather than on the system that asked for it. That is why the same booster covers earnings that look unrelated to each other, and why an earning the catalogue does not name silently receives no boost at all.

EarningBoosted
Job actionsYes
Loot Hoarder coins on a mob killYes
Cartographer chunk coinsYes
Company labour while you are clocked inYes, if the operator leaves that switch on
Crop sneak-salesYes
Admin shop salesYes
NPC worker output sold on your behalfYes
Company salesYes
Writ payoutsYes, through the separate orders effect
Savings interestNever
System grants and event prizesNever
The post-vote coin dripNever

The three permanent exclusions are a deliberate safety line. A per-minute drip that pays you for being online has no player action standing behind any individual coin, so multiplying it would mint money for nothing. Interest and grants are the same argument.

Boosted coins are still taxed

The multiplier is applied to the groß figure before the tax is quoted, which means your faction's cut scales with your boost by construction rather than by a second calculation. If your faction taxes crop sales per item, that tax rises in step with your income booster.

One thing that does not scale: the faction income share paid into the treasury on job actions is computed from the unboosted figure. That is the safer outcome and it is deliberate.

Writ coins take a different route. They never pass through the tax service, so a boosted writ payout is untaxed, and the writ fund has a hard ceiling of 2,000,000 coins above which nothing is minted at all.

Stacking, caps and what happens when things end

Two boosters carrying the same effect add together additively, and then one clamp is applied to the sum. The purchase card names the relevant cap before you click, so you can see whether a second purchase would actually do anything.

LimitValueMeaning
Income capx6.0 total+500% is the ceiling of the whole system, not of one booster
XP capx6.0 totalSame shape as income
Generic capx6.0 totalApplies to the remaining effect kinds
Cooldown floor0.35A cooldown can never drop below 35 percent of its base
Fee discount cap25 percentThe booster's share of any fee reduction
Banked time8 hoursThe most time one booster can hold. The purchase refuses before charging past it

Endings and edge cases

SituationWhat happens
The boost expires while you are offlineIt is dropped when you next join. Expiry is an absolute time, so downtime is not refunded
You leave your factionYou lose the faction axis at once; your personal boosts are untouched
Your faction disbandsThe faction boost goes with it
You are clocked into a companyThe boost still applies. The coins reach the firm and you see roughly 10 percent back through the production bonus. The action bar shows the boosted figure credited to the firm
You are employed but off the clockOff-clock income is discarded, so the boost is worth nothing in that window
You dieNothing. A boost is time, not carried state
The boost expires mid-actionThe payout reads the multiplier at payout time. One read, no caching
You buy while the anti-AFK gate is holding youThe purchase succeeds. That gate refuses earning, not buying
A booster's level range is lowered below what you holdYou keep your row and it is clamped when read
A booster is removed from the catalogueYour row is kept rather than deleted, and contributes nothing while the definition is missing

What happened to the old purchases

When the ladder replaced the old flat boosts, four things were migrated and each kept its original expiry, so the first restart after the update changed nobody's numbers. The old faction income and XP buffs became level 1 of the faction income and faction XP boosters. The Cooldown Pass became level 1 of the cooldown booster, and the Trait Boost became level 1 of the side-talent booster. The old shop buttons still work: the legacy key is now a permanent alias for level 1, so a purchase made through the old surface buys exactly what it always bought.

Buffs: the permanent tier model

/buffs opens a hub of categories, and a book on the hub opens My Active Buffs, which lists everything you personally hold. Faction buffs sit in the faction shop and are paid from the treasury by a ranking member; personal buffs come out of your own wallet.

Buff definitions are fixed when the plugin starts. The ones whose numbers come from configuration receive them at boot and the resolved table is logged, which is what keeps the shop lore and the enforcement in step. Every card carries a Current: n / max line so you can see your standing without opening a second screen.

A few examples of what the ladders actually pay, with their real per-tier values:

BuffScopeTiersPer tier
Loot HoarderPersonal510 / 30 / 60 / 100 / 150 coins on a qualifying mob kill, with an action bar showing the amount
Redstone EfficiencyPersonal55 / 10 / 20 / 35 / 50 coins per minute near powered redstone
Swift TravellerPersonal5Speed I through Speed V, one distinct level per tier
ShardseekerPersonal, Exploration3, base 4,000+25 / 50 / 100 percent relative to your Rift Ore Fragment drop chance, capped at 100 percent absolute
Rift WardPersonal3Reduces rift mob damage, and only while a rift is actually active
Territory ExpanderFactionUp to 40 purchases+10 claim chunks each, priced 25,000 x 1.2 per purchase already made

Territory Expander is the shape worth understanding, because it shows what the cost multiplier does over a long ladder. Purchase 1 costs 25,000. Purchase 10 costs a little over 129,000. The bonus per purchase never changes.

Registering a buff only inserts a shop line; it wires no enforcement. That is why one legacy buff id stays deliberately unregistered: adding it would put a purchasable card in the faction shop that charges real treasury coin for a bonus no line of code reads.

The village buffs and the NPC caps

Four faction buffs and one personal buff govern how many NPCs you can run and how much they produce. All five are permanent tiers, and their costs and magnitudes are resolved from configuration at boot rather than written into the shop text by hand.

BuffScopeTiersBase costPer tier
GarrisonFaction, Combat330,000+2 guard cap slots and +4 percent guard damage
WorkforceFaction, Infrastructure325,000+2 to the shared faction worker cap
OverseerFaction, InfrastructureUnlimited by default25,000, then x1.6 per tier+20 percent to worker output budgets and daily caps
Upkeep SubsidyFaction, Economy320,000-10 percent NPC hourly upkeep
Personal NPC capPersonal75,000+2 to your own NPC cap, taking it from 6 to 20

Overseer is the odd one

Overseer has no tier ceiling in the shipped configuration, and its output stays additive: tier N gives a multiplier of 1 + N x 0.20. Its cost is 25,000 x 1.6^(N-1), so the first three tiers are 25,000, 40,000 and 64,000, and it reaches unaffordable around tier 8. A purchase that would overflow the price arithmetic refuses with a message rather than charging a clamped figure, and the tier is clamped to a sane range when read, so a corrupted stored value cannot turn into an enormous multiplier.

The ceilings the buffs cannot cross

  • 60 NPCs globally. A hard backstop for server performance, and no buff raises it.
  • 20 personal NPCs. The personal cap buff maxes out exactly there.
  • The guard cap and the worker cap are separate axes. Garrison raises guards only; Workforce raises workers only.

Where boosters meet NPCs

The NPC output booster raises daily output caps for workers you own, which stacks on top of the Overseer multiplier that raises the same caps for the whole faction. The Lumberjack's daily caps of 3,840 logs and 30,720 leaves are the numbers those multipliers act on, so it is worth knowing what your caps are before paying for more throughput.

Fees and ore drops: the two biggest multipliers

The market fee

Listing an item on the market board costs 5 percent by default. The buff ladder takes that down to as low as 1 percent. One method resolves the rate, and all three readers use it: the label on the create-listing screen, the actual charge, and company consignment. The number you are shown is the number you are charged.

Three separate discounts now compose multiplicatively on that rate: the buff ladder, the booster's fee discount (capped at 25 percent) and the Commerce skill (whose own factor is floored at a quarter of the base). Their product can approach a free listing. There is no hard floor on the composed rate, and that is on record as a known trade-off rather than something that has been quietly fixed.

The same booster discount reaches forge repair fees. The reforge path carries no fee discount at all, from neither the forge discount buff nor the skill, and that asymmetry is deliberate rather than an omission.

The two ore buffs, and what they now do

Ore Fortune and Double Drop were on sale for a long time while producing nothing on ore blocks. The ore drop authority clears the drop flag both buffs were gated on, so both were inert on every ore, by construction. Update 1.20.0 folds them into that authority instead of running a second drop path alongside it, which is the arrangement that produced an unstamped duplicate the first time it was tried.

There are two modes, and the ladder text a player is sold is generated from whichever one is active.

  • Effective level (the default). Your buff level competes with your tool's own Fortune and the Precision Pick bonus. The highest one wins and feeds a single drop roll. It is a maximum, never a sum, so a Fortune III pick with Ore Fortune II gains nothing from the buff.
  • Extra drops. The level adds that many extra copies of the resolved drop set, which is what the older ladder text promised.

The order is fixed: Fortune resolves first, then the doubling, so the two never multiply each other's variance. At level 5 of both buffs on a non-rare ore, the products are:

ModeHow the two combineVersus vanilla
Effective level (default)3.14x from Ore Fortune, times 1.50x from Double Drop4.71x
Extra dropsThe flat extra copies, times the same 1.50x9.00x

The 1.50x from Double Drop is an expected value: tier 5 is a 50 percent chance per break to duplicate the whole drop set, so half your breaks yield twice.

This is a material faucet and the figures are stated rather than buried. The faucet-to-sink ratio the economy model produces is 3.18, which means more value enters the economy than leaves it, and multipliers of this size are part of that picture.

Rare blocks are excluded. Buff bonuses are suppressed on the rare material set, so diamond, emerald and ancient debris are never multiplied by a purchased buff. Your tool's own Fortune and the Precision Pick are not suppressed there, because they are not purchasable buffs, and keeping that asymmetry intact was an explicit requirement of the fix.

Known limits and open questions

Several things about this system are unfinished or uncertain, and they are worth reading before you spend a large balance on a high level.

  • The 12,000 coins per hour baseline is a guess about how much players actually earn, and every price in the booster catalogue derives from it. If it turns out to be too low, the whole ladder is underpriced; too high and nobody buys anything. There is a calibration tool that prints the measured figure so the assumption can be replaced with a real one.
  • Whether the ladder is a net faucet or a net sink is not decided in advance. At low levels it adds more money than it removes; from level 6 it removes more than it can add. Which way the whole thing lands depends on which levels people actually buy, and the meters that measure it shipped alongside it.
  • The vote shop's job XP boost is still unpersisted. A restart deletes it after the vote tokens have genuinely been spent. This is flagged in the plugin's own notes and has not been fixed.
  • The Loot Hoarder tier lookup has an unclamped index in the mob-death handler, which is a latent crash rather than a live one. It is recorded and deliberately untouched by the release that found it.
  • None of the booster ladder has been verified on the live server. The plugin's own status for that release reads code-written, not server-verified, and the sections above follow that wording rather than improving on it.

Boosters and buffs are both readable from Bedrock. Every screen renders as a native form, and /boosts keeps a plain chat fallback that lists your active boosts with text countdowns, so nothing about either system depends on a Java-only interface.