{"id":156268,"date":"2026-06-09T15:27:35","date_gmt":"2026-06-09T12:27:35","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/tier-tower\/"},"modified":"2026-06-09T15:27:35","modified_gmt":"2026-06-09T12:27:35","slug":"tier-tower","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/tier-tower\/","title":{"rendered":"Tier Tower"},"content":{"rendered":"<p><!--DO NOT EDIT MANUALLY: synced from gh readme--><br \/>\n<!--suppress HtmlDeprecatedTag, XmlDeprecatedElement, HtmlDeprecatedAttribute --><\/p>\n<p align=\"center\">\n<img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/6KkN9umD\/images\/b87781a78d889924e7ac9912b0f0c577542a785e.png\" width=\"512\" alt=\"Tier Tower Logo\"\/>\n<\/p>\n<p align=\"center\">\nA data-driven cosmetic leveling system.\n<\/p>\n<p>&#8212;<\/p>\n<p>Tier Tower adds chat badge and nameplate cosmetics that players can unlock by sacrificing items.<br \/>\nSeveral new decorative blocks are also added.<\/p>\n<p>&#8211; Drop items into a Vortex to sacrifice them and gain eminence. (EMI integration shows valid items.)<br \/>\n&#8211; Jump down into a Vortex to sacrifice your current eminence to prestige, speeding up future leveling.<br \/>\n&#8211; The Vortex is uncraftable by default since servers may want to restrict it to certain areas.<br \/>\n&#8211; The Obelisk display&#8217;s offset can be set by using an Obelisk item on the top, bottom, or sides of the front face of the block.<\/p>\n<p>&#8212;<\/p>\n<p>![Slimeist with an echo nameplate](https:\/\/cdn.modrinth.com\/data\/6KkN9umD\/images\/64c40ba48340fcfceb2e98aa8b761c616ea0989b.png)<\/p>\n<p>&#8212;<\/p>\n<p>## Datapack Format<\/p>\n<p>### Overview<\/p>\n<p>Tier Tower is based around sequences of tiers, with progression based on custom mathematical formulae.<\/p>\n<p>The sequence `tier_tower:main` is special, as players will start at tier 0 of this sequence.<br \/>\nOther sequences can be created and assigned to players using commands or through sequence progression.<\/p>\n<p>#### Prestige System<\/p>\n<p>Players acquire prestige points per-sequence, according to the `prestige_value_function` defined in the sequence JSON.<br \/>\nWhen a player prestiges, their prestige points increase by this amount.<br \/>\nThe prestige multiplier is then recalculated using the `prestige_multiplier_function`, which affects future leveling costs.<\/p>\n<p>### Sequence Format<\/p>\n<p>&#8220;`json5<br \/>\n\/\/ data\/tier_tower\/tier_tower\/sequence\/main.json<br \/>\n{<br \/>\n  \/\/ if the first tier doesn&#8217;t specify a base leveling cost, this value is used instead<br \/>\n  &#8220;default_base_leveling_cost&#8221;: 1,<\/p>\n<p>  \/*<br \/>\n  The prestige value function determines the incremental prestige points gained when prestiging.<br \/>\n  Available variables:<br \/>\n  &#8211; points: the total points in the current sequence<br \/>\n  &#8211; tier: the (0-based) index of the current tier<br \/>\n  &#8211; level: the (0-based) index of the current level within the current tier<br \/>\n  &#8211; level_points: the number of points within the current level<br \/>\n  *\/<br \/>\n  &#8220;prestige_value_function&#8221;: &#8220;(points &#8211; 5000.0)&#8221;,<\/p>\n<p>  \/*<br \/>\n  The prestige multiplier function determines the maximum multiplier applied during leveling.<br \/>\n  The actual multiplier for each item will be a random value between 1.0 and this value.<br \/>\n  Available variables:<br \/>\n  &#8211; prestige_points: the total accumulated prestige points in the current sequence<br \/>\n  *\/<br \/>\n  &#8220;prestige_multiplier_function&#8221;: &#8220;min(8.0, (1.0 + (prestige_points \/ 5000.0)))&#8221;,<\/p>\n<p>  \/\/ the tiers that must be progressed through, in order<br \/>\n  &#8220;tiers&#8221;: [<br \/>\n    &#8220;minecraft:copper&#8221;,<br \/>\n    \/* &#8230; *\/<br \/>\n    &#8220;minecraft:netherite&#8221;<br \/>\n  ],<\/p>\n<p>  \/\/ optional next sequence to switch to after completing this one<br \/>\n  &#8220;next_sequence&#8221;: &#8220;tier_tower:example&#8221;<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>### Tier Format<\/p>\n<p>&#8220;`json5<br \/>\n\/\/ data\/minecraft\/tier_tower\/tier\/netherite.json<br \/>\n{<br \/>\n  \/\/ the number of levels in this tier that must be completed to reach the next tier<br \/>\n  &#8220;level_count&#8221;: 10,<\/p>\n<p>  \/*<br \/>\n  The leveling cost for level index 0 in this tier.<br \/>\n  Available variables:<br \/>\n  &#8211; 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<br \/>\n  *\/<br \/>\n  &#8220;base_leveling_cost&#8221;: &#8220;(prev * 0.75)&#8221;,<\/p>\n<p>  \/*<br \/>\n  The leveling cost for the remaining levels in this tier.<br \/>\n  Available variables:<br \/>\n  &#8211; levels: the value of `level_count`, provided for convenience<br \/>\n  &#8211; base: the computed value of `base_leveling_cost`<br \/>\n  &#8211; prev: the leveling cost of the previous level in this tier<br \/>\n  &#8211; level: the index of the level for which the cost is being computed<br \/>\n  *\/<br \/>\n  &#8220;leveling_cost_function&#8221;: &#8220;((((5.0 * level) + 610.0) * 32.0) + base)&#8221;,<\/p>\n<p>  \/\/ optional: eminence points will be lost over time while in this tier (useful for making an &#8216;infinite&#8217; highest tier)<br \/>\n  &#8220;erosion_rate&#8221;: {<br \/>\n    \/\/ the number eminence points lost per interval<br \/>\n    &#8220;loss&#8221;: 1,<br \/>\n    \/\/ the number of ticks between each erosion event<br \/>\n    &#8220;interval&#8221;: 20,<br \/>\n  },<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>### Expression Language<\/p>\n<p>Formulae can be written with standard mathematical operators (`+`, `-`, `*`, `\/`, `^`), parentheses for grouping, and the following functions:<br \/>\n&#8211; `min(a, b, &#8230;)`: returns the minimum of the arguments<br \/>\n&#8211; `max(a, b, &#8230;)`: returns the maximum of the arguments<br \/>\n&#8211; `sqrt(x)`: returns the square root of `x`<br \/>\n&#8211; `log(x)`: returns the natural logarithm of `x`<br \/>\n&#8211; `exp(x)`: returns e raised to the power of `x`<br \/>\n&#8211; `e()`: returns the value of e (2.71828&#8230;)<br \/>\n&#8211; `pow(x, y)`: returns `x` raised to the power of `y`<br \/>\n&#8211; `abs(x)`: returns the absolute value of `x`<br \/>\n&#8211; `floor(x)`: returns the largest integer less than or equal to `x`<br \/>\n&#8211; `ceil(x)`: returns the smallest integer greater than or equal to `x`<br \/>\n&#8211; `round(x)`: returns the nearest integer to `x`<br \/>\n&#8211; `pi()`: returns the value of \u03c0 (3.14159&#8230;)<br \/>\n&#8211; `sin(x)`, `cos(x)`, `tan(x)`: trigonometric functions (x in radians)<\/p>\n<p>&#8212;<\/p>\n<p>## Resourcepack Format<\/p>\n<p>In addition to the datapack entry, several textures must be provided.<br \/>\nWe will use the tier `minecraft:copper` for example paths.<\/p>\n<p>### Badge Texture<br \/>\n`assets\/minecraft\/textures\/tier_tower\/badge\/copper.png` provides the chat badge.<br \/>\n&#8220;`json5<br \/>\n\/\/ assets\/minecraft\/textures\/tier_tower\/badge\/copper.png.mcmeta<br \/>\n{<br \/>\n  &#8220;tier_tower:chat_badge&#8221;: {<br \/>\n    \/\/ the color used for level numbering on the badge<br \/>\n    &#8220;text_color&#8221;: {<br \/>\n      &#8220;r&#8221;: 236,<br \/>\n      &#8220;g&#8221;: 221,<br \/>\n      &#8220;b&#8221;: 255<br \/>\n    }<br \/>\n  }<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>### Frame Texture<br \/>\n`assets\/minecraft\/textures\/tier_tower\/frame\/copper.png` provides the nameplate frame.<br \/>\nIt is made up of three 16&#215;16 sections, that are aligned horizontally to the left side, center, and right side of the nameplate respectively.<\/p>\n<p>### Obelisk Texture<br \/>\n`assets\/minecraft\/textures\/tier_tower\/obelisk\/copper.png` provides the outline texture for the Obelisk.<\/p>\n<p>### Tower Texture<br \/>\n`assets\/minecraft\/textures\/tier_tower\/tower\/copper.png` provides the tower slice texture used in the Obelisk progress display.<\/p>\n<p>&#8212;<\/p>\n<p>## License<br \/>\nTier Tower is licensed under the LGPL-3.0 license. See [LICENSE.LESSER](LICENSE.LESSER) for more details.<\/p>\n<p>A modified version of the Kiwi Soda font was used in the icon.<\/p>\n<p>Sections of Create&#8217;s creative tab and virtual fluid code were used under the MIT license.<\/p>\n<p>### Credits<br \/>\n&#8211; Code by Slimeist<br \/>\n&#8211; Textures and design by<br \/>\n  &#8211; Charon<br \/>\n  &#8211; Luna<br \/>\n  &#8211; pinkmachine<br \/>\n  &#8211; Vivian<\/p>\n","protected":false},"excerpt":{"rendered":"<p>An esoteric and data-driven cosmetic leveling system.<\/p>\n","protected":false},"featured_media":156269,"template":"","meta":{"_minecraft_slug":"tier-tower","_minecraft_project_id":"6KkN9umD","_minecraft_author":"SlimeistDev","_minecraft_license":"LGPL-3.0-or-later","_minecraft_downloads":1899,"_minecraft_follows":4,"_minecraft_client_side":"required","_minecraft_server_side":"required","_minecraft_storage_type":"zip","_minecraft_archive_name":"tier-tower.zip","_minecraft_size_bytes":8949943,"_minecraft_version_count":4,"_minecraft_updated_at":"2026-05-16T02:29:17.043719Z","_minecraft_date_created":"2026-01-10T02:15:11.078231Z","_minecraft_date_modified":"2026-02-07T16:07:32.618454Z","_minecraft_project_url":"https:\/\/modrinth.com\/mod\/tier-tower","_minecraft_icon_attachment_id":156269,"_minecraft_imported_at":"2026-06-09T12:27:35+00:00","_minecraft_import_hash":"8e226d60fb898ea065a85756ad2c2c97","_minecraft_versions":"","_minecraft_links":"","_minecraft_gallery":"","_minecraft_api_metadata":""},"mod_category":[156,844,97],"mod_loader":[99],"minecraft_version":[36],"class_list":["post-156268","mod","type-mod","status-publish","has-post-thumbnail","hentry","mod_category-decoration","mod_category-economy","mod_category-fabric","mod_loader-fabric","minecraft_version-1-20-1"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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