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Progression pacing calibration

This is a reproducible simulation of the shipped curves and explicitly assumed activity rates. It is not telemetry or a controlled gameplay measurement.

Model and limits

The five shipped player scenarios assign a focused-hours-per-week budget and an assumed eligible award-unit rate for each skill. The planner now derives XP/hour as assumed award units/hour × configured XP per award unit. Each skill uses one representative activity/material as a transparent proxy; it is not a claim that players perform only that action. Actions that return stack quantities (such as furnace extraction) count configured XP units, while Agility counts one 100-block travel award unit. Rates are editable assumptions, not observed action speeds.

The simulation applies configured skill curves and weekly focused hours. Since rates are unmeasured assumptions, milestone times include a sensitivity band that tests all assumed skill and General XP rates at ±25%; this is a stress test, not a statistical confidence interval or a measured speed range. The shipped skill daily cap and shared repeated-action cooldown are both disabled (0); the 100 XP per-award ceiling is above the representative sources. General XP is separate, bounded by the shipped 100-per-day combined cap, and affects Global Rank only through the configured 100 General XP per point. The model does not simulate per-day login streaks, activity-specific unlock timing, deaths, modifier keys, or actual play-session overlap.

Open and Progressive have identical skill awards and curves; their difference is access. Progressive keeps common starter sources available and gates selected ores, woods, stations, and dimensions as listed in its manifest. This model uses only a level-zero representative source for each skill, so it estimates steady state after a player has an eligible path; it cannot price the delay, detours, or equipment access introduced by gates. Long-form changes only Mining and Woodcutting curves.

Assumed award-unit rates

Rates below are the scenario's baseline XP/hour divided by the representative configured award. Use the preset files as the source of truth for award values. The planner recomputes XP/hour from this award-unit rate when imported activity XP changes.

Skill Representative configured source Meaning of one award unit
Agility foot-travel 100-block foot-travel award
Combat mob-kill successful configured award
Cooking furnace-smelt configured XP unit for a furnace-smelt output
Crafting crafting-table successful configured award
Farming mature-crop-harvest / WHEAT successful configured award
Fishing fish-caught successful configured award
Herblore potion-brew / POTION successful configured award
Mining block-break successful configured award
Smithing smithing-table-upgrade successful configured award
Woodcutting log-break / OAK_LOG successful configured award

Action values, throughput, and access checks

Activity Configured XP/action or outcome Pacing interpretation and eligibility
Mining Ordinary stone 1; ores vary from coal/copper 6 through diamond/emerald 12 and ancient debris 16. One successful block break is one award. Material value differs; pickaxe tier and enchantments change natural break throughput. Progressive gates selected rare ores at Mining 3–15; starter stone/iron path remains.
Woodcutting Common oak 5; mangrove 6; cherry/poplar 7; pale oak and nether stems 8. One successful log/stem break is one award. Long-form changes the curve, not these rates. Bamboo is absent from all shipped activity lists and its intent is undocumented; left unchanged pending renewable-farm throughput checks.
Farming Mature listed crop 5; breeding 4; honey 3; taming 2 once per entity. Harvest eligibility checks crop maturity; animal taming is one-time. Mushroom/shrub awards suppress recently placed blocks; mature crops are a distinct listener path. Renewable Bamboo, sugar cane, and cactus have no Farming mapping.
Combat Configured mob kill 5 per direct eligible kill. No per-entity health/difficulty value; player direct damage required by default, indirect denied, spawner/trial spawner sources reduced to 10%.
Fishing Fish catch 6; configured treasure catch 12. One successful catch event, with no fixed cooldown. Rod enchants and server conditions change natural catch throughput; there is no measured catch-rate telemetry.
Other representative sources Crafting 1/craft action; potion brew 5/output; smithing table upgrade 10; furnace-smelt XP varies by source, extraction scales with item count; foot travel 2 per 100 blocks. Source cooldowns, output quantities, travel distances, recipe/station ownership and unlock rules make event-rate assumptions source-specific. The profile proxy is not a complete multi-activity mix.

Netherite/diamond/iron tool multipliers are optional values applied to award amount, before skill/General XP separation and the service's per-award/daily caps. The bonus is now disabled for new installs; where enabled, only the matching family gets the bonus. No raw break-speed scaling is used. Modifier keys are a separate optional award multiplier; shipped templates are empty. General XP defaults include 5/hour for recent active time, daily join/streak rewards, and capped merchant trades; these contribute only to Global Rank and remain separate from skill XP.

Newcomer

A few relaxed sessions, spread across several eligible survival skills.

Scenario budget: 4 hours/week; assumed General XP: 35 XP/week.

Milestone cells show focused skill hours from level 0 as a low–high sensitivity band (all assumed rates at +25% to all at −25%), for Open/Progressive and Long-form respectively. These are scenario bounds, not empirical ranges. Divide by that skill's focused hours/week for steady schedule weeks. — means the profile assigns zero hours/rate.

Skill Award units/hour Focused h/week XP/hour Open / Progressive: L10 / 25 / 50 / 75 / 99 (h) Long-form: L10 / 25 / 50 / 75 / 99 (h)
Agility 45 0.4 90 0.6–1 / 2.1–3.4 / 6.1–10.2 / 12.2–20.3 / 19.9–33.1 0.6–1 / 2.1–3.4 / 6.1–10.2 / 12.2–20.3 / 19.9–33.1
Combat 20 0.4 100 0.7–1.1 / 2.7–4.6 / 9.1–15.2 / 19.1–31.9 / 32.2–53.6 0.7–1.1 / 2.7–4.6 / 9.1–15.2 / 19.1–31.9 / 32.2–53.6
Cooking 37.5 0.4 75 0.7–1.1 / 2.3–3.8 / 6.6–10.9 / 12.8–21.3 / 20.7–34.4 0.7–1.1 / 2.3–3.8 / 6.6–10.9 / 12.8–21.3 / 20.7–34.4
Crafting 70 0.4 70 0.7–1.1 / 2–3.4 / 5.3–8.8 / 9.8–16.4 / 15.3–25.5 0.7–1.1 / 2–3.4 / 5.3–8.8 / 9.8–16.4 / 15.3–25.5
Farming 15 0.4 75 0.7–1.2 / 2.4–4 / 7–11.6 / 13.7–22.8 / 22.3–37.1 0.7–1.2 / 2.4–4 / 7–11.6 / 13.7–22.8 / 22.3–37.1
Fishing 13.3 0.4 80 0.6–1.1 / 2.2–3.7 / 6.5–10.9 / 12.9–21.4 / 20.9–34.8 0.6–1.1 / 2.2–3.7 / 6.5–10.9 / 12.9–21.4 / 20.9–34.8
Herblore 11 0.4 55 0.8–1.4 / 2.4–4 / 5.9–9.9 / 10.6–17.7 / 16.3–27.1 0.8–1.4 / 2.4–4 / 5.9–9.9 / 10.6–17.7 / 16.3–27.1
Mining 100 0.4 100 0.6–1 / 2.3–3.9 / 7.4–12.3 / 15.2–25.4 / 25.3–42.2 0.6–1.1 / 2.6–4.4 / 8.7–14.5 / 18.1–30.2 / 30.4–50.7
Smithing 6.5 0.4 65 0.7–1.2 / 2.1–3.5 / 5.4–8.9 / 9.8–16.3 / 15.1–25.2 0.7–1.2 / 2.1–3.5 / 5.4–8.9 / 9.8–16.3 / 15.1–25.2
Woodcutting 18 0.4 90 0.6–1 / 2.1–3.4 / 6.1–10.2 / 12.2–20.3 / 19.9–33.1 0.6–1 / 2.3–3.9 / 7.1–11.9 / 14.5–24.1 / 23.9–39.8

Regular player

A balanced 10-hour weekly schedule. The current assumed activity mix is a planning target; it is not measured player data.

Scenario budget: 10 hours/week; assumed General XP: 100 XP/week.

Milestone cells show focused skill hours from level 0 as a low–high sensitivity band (all assumed rates at +25% to all at −25%), for Open/Progressive and Long-form respectively. These are scenario bounds, not empirical ranges. Divide by that skill's focused hours/week for steady schedule weeks. — means the profile assigns zero hours/rate.

Skill Award units/hour Focused h/week XP/hour Open / Progressive: L10 / 25 / 50 / 75 / 99 (h) Long-form: L10 / 25 / 50 / 75 / 99 (h)
Agility 75 1 150 0.4–0.6 / 1.2–2.1 / 3.7–6.1 / 7.3–12.2 / 11.9–19.9 0.4–0.6 / 1.2–2.1 / 3.7–6.1 / 7.3–12.2 / 11.9–19.9
Combat 36 1.5 180 0.4–0.6 / 1.5–2.5 / 5.1–8.5 / 10.6–17.7 / 17.9–29.8 0.4–0.6 / 1.5–2.5 / 5.1–8.5 / 10.6–17.7 / 17.9–29.8
Cooking 65 1 130 0.4–0.7 / 1.3–2.2 / 3.8–6.3 / 7.4–12.3 / 11.9–19.9 0.4–0.7 / 1.3–2.2 / 3.8–6.3 / 7.4–12.3 / 11.9–19.9
Crafting 120 0.8 120 0.4–0.6 / 1.2–2 / 3.1–5.2 / 5.7–9.5 / 8.9–14.9 0.4–0.6 / 1.2–2 / 3.1–5.2 / 5.7–9.5 / 8.9–14.9
Farming 28 1 140 0.4–0.6 / 1.3–2.1 / 3.7–6.2 / 7.3–12.2 / 11.9–19.9 0.4–0.6 / 1.3–2.1 / 3.7–6.2 / 7.3–12.2 / 11.9–19.9
Fishing 23.3 1 140 0.4–0.6 / 1.3–2.1 / 3.7–6.2 / 7.3–12.2 / 11.9–19.9 0.4–0.6 / 1.3–2.1 / 3.7–6.2 / 7.3–12.2 / 11.9–19.9
Herblore 20 0.8 100 0.4–0.7 / 1.3–2.2 / 3.3–5.4 / 5.8–9.7 / 8.9–14.9 0.4–0.7 / 1.3–2.2 / 3.3–5.4 / 5.8–9.7 / 8.9–14.9
Mining 170 1.2 170 0.4–0.6 / 1.4–2.3 / 4.4–7.3 / 9–14.9 / 14.9–24.8 0.4–0.6 / 1.6–2.6 / 5.1–8.5 / 10.7–17.8 / 17.9–29.8
Smithing 11 0.8 110 0.4–0.7 / 1.2–2.1 / 3.2–5.3 / 5.8–9.6 / 8.9–14.9 0.4–0.7 / 1.2–2.1 / 3.2–5.3 / 5.8–9.6 / 8.9–14.9
Woodcutting 30 1 150 0.4–0.6 / 1.2–2.1 / 3.7–6.1 / 7.3–12.2 / 11.9–19.9 0.4–0.6 / 1.4–2.3 / 4.3–7.1 / 8.7–14.5 / 14.3–23.9

Focused grinder

Longer sessions focused on a few skills, rather than evenly spread play.

Scenario budget: 24 hours/week; assumed General XP: 180 XP/week.

Milestone cells show focused skill hours from level 0 as a low–high sensitivity band (all assumed rates at +25% to all at −25%), for Open/Progressive and Long-form respectively. These are scenario bounds, not empirical ranges. Divide by that skill's focused hours/week for steady schedule weeks. — means the profile assigns zero hours/rate.

Skill Award units/hour Focused h/week XP/hour Open / Progressive: L10 / 25 / 50 / 75 / 99 (h) Long-form: L10 / 25 / 50 / 75 / 99 (h)
Agility 130 4 260 0.2–0.3 / 0.7–1.2 / 2.1–3.5 / 4.2–7 / 6.9–11.5 0.2–0.3 / 0.7–1.2 / 2.1–3.5 / 4.2–7 / 6.9–11.5
Combat 66 7 330 0.2–0.3 / 0.8–1.4 / 2.8–4.6 / 5.8–9.7 / 9.8–16.3 0.2–0.3 / 0.8–1.4 / 2.8–4.6 / 5.8–9.7 / 9.8–16.3
Cooking 90 1 180 0.3–0.5 / 1–1.6 / 2.7–4.5 / 5.3–8.9 / 8.6–14.3 0.3–0.5 / 1–1.6 / 2.7–4.5 / 5.3–8.9 / 8.6–14.3
Crafting 170 1 170 0.3–0.5 / 0.8–1.4 / 2.2–3.6 / 4–6.7 / 6.3–10.5 0.3–0.5 / 0.8–1.4 / 2.2–3.6 / 4–6.7 / 6.3–10.5
Farming 42 1 210 0.2–0.4 / 0.9–1.4 / 2.5–4.1 / 4.9–8.2 / 7.9–13.2 0.2–0.4 / 0.9–1.4 / 2.5–4.1 / 4.9–8.2 / 7.9–13.2
Fishing 33.3 1 200 0.3–0.4 / 0.9–1.5 / 2.6–4.3 / 5.1–8.6 / 8.3–13.9 0.3–0.4 / 0.9–1.5 / 2.6–4.3 / 5.1–8.6 / 8.3–13.9
Herblore 30 1 150 0.3–0.5 / 0.9–1.5 / 2.2–3.6 / 3.9–6.5 / 6–9.9 0.3–0.5 / 0.9–1.5 / 2.2–3.6 / 3.9–6.5 / 6–9.9
Mining 300 6 300 0.2–0.3 / 0.8–1.3 / 2.5–4.1 / 5.1–8.5 / 8.4–14.1 0.2–0.4 / 0.9–1.5 / 2.9–4.8 / 6–10.1 / 10.1–16.9
Smithing 17 1 170 0.3–0.4 / 0.8–1.3 / 2–3.4 / 3.7–6.2 / 5.8–9.6 0.3–0.4 / 0.8–1.3 / 2–3.4 / 3.7–6.2 / 5.8–9.6
Woodcutting 52 1 260 0.2–0.3 / 0.7–1.2 / 2.1–3.5 / 4.2–7 / 6.9–11.5 0.2–0.4 / 0.8–1.3 / 2.5–4.1 / 5–8.3 / 8.3–13.8

40 hours a week

A high-play-time what-if scenario, with 40 assumed focused skill hours.

Scenario budget: 40 hours/week; assumed General XP: 280 XP/week.

Milestone cells show focused skill hours from level 0 as a low–high sensitivity band (all assumed rates at +25% to all at −25%), for Open/Progressive and Long-form respectively. These are scenario bounds, not empirical ranges. Divide by that skill's focused hours/week for steady schedule weeks. — means the profile assigns zero hours/rate.

Skill Award units/hour Focused h/week XP/hour Open / Progressive: L10 / 25 / 50 / 75 / 99 (h) Long-form: L10 / 25 / 50 / 75 / 99 (h)
Agility 110 4 220 0.2–0.4 / 0.8–1.4 / 2.5–4.2 / 5–8.3 / 8.1–13.5 0.2–0.4 / 0.8–1.4 / 2.5–4.2 / 5–8.3 / 8.1–13.5
Combat 52 7 260 0.3–0.4 / 1.1–1.8 / 3.5–5.9 / 7.4–12.3 / 12.4–20.6 0.3–0.4 / 1.1–1.8 / 3.5–5.9 / 7.4–12.3 / 12.4–20.6
Cooking 85 3 170 0.3–0.5 / 1–1.7 / 2.9–4.8 / 5.6–9.4 / 9.1–15.2 0.3–0.5 / 1–1.7 / 2.9–4.8 / 5.6–9.4 / 9.1–15.2
Crafting 160 3 160 0.3–0.5 / 0.9–1.5 / 2.3–3.9 / 4.3–7.2 / 6.7–11.2 0.3–0.5 / 0.9–1.5 / 2.3–3.9 / 4.3–7.2 / 6.7–11.2
Farming 36 4 180 0.3–0.5 / 1–1.7 / 2.9–4.8 / 5.7–9.5 / 9.3–15.5 0.3–0.5 / 1–1.7 / 2.9–4.8 / 5.7–9.5 / 9.3–15.5
Fishing 30 4 180 0.3–0.5 / 1–1.7 / 2.9–4.8 / 5.7–9.5 / 9.3–15.5 0.3–0.5 / 1–1.7 / 2.9–4.8 / 5.7–9.5 / 9.3–15.5
Herblore 28 3 140 0.3–0.5 / 0.9–1.6 / 2.3–3.9 / 4.2–7 / 6.4–10.6 0.3–0.5 / 0.9–1.6 / 2.3–3.9 / 4.2–7 / 6.4–10.6
Mining 240 5 240 0.2–0.4 / 1–1.6 / 3.1–5.1 / 6.3–10.6 / 10.6–17.6 0.3–0.4 / 1.1–1.8 / 3.6–6 / 7.6–12.6 / 12.7–21.1
Smithing 15 3 150 0.3–0.5 / 0.9–1.5 / 2.3–3.9 / 4.2–7.1 / 6.6–10.9 0.3–0.5 / 0.9–1.5 / 2.3–3.9 / 4.2–7.1 / 6.6–10.9
Woodcutting 42 4 210 0.3–0.4 / 0.9–1.5 / 2.6–4.4 / 5.2–8.7 / 8.5–14.2 0.3–0.4 / 1–1.7 / 3.1–5.1 / 6.2–10.3 / 10.2–17

Survival builder

A builder-style activity mix, not Creative/Survival telemetry. Only represented skills with configured eligible XP contribute; block placement itself is not assumed to award XP.

Scenario budget: 10 hours/week; assumed General XP: 80 XP/week.

Milestone cells show focused skill hours from level 0 as a low–high sensitivity band (all assumed rates at +25% to all at −25%), for Open/Progressive and Long-form respectively. These are scenario bounds, not empirical ranges. Divide by that skill's focused hours/week for steady schedule weeks. — means the profile assigns zero hours/rate.

Skill Award units/hour Focused h/week XP/hour Open / Progressive: L10 / 25 / 50 / 75 / 99 (h) Long-form: L10 / 25 / 50 / 75 / 99 (h)
Agility 0 0 0 — / — / — / — / — — / — / — / — / —
Combat 0 0 0 — / — / — / — / — — / — / — / — / —
Cooking 40 0.5 80 0.6–1.1 / 2.1–3.6 / 6.1–10.2 / 12–20 / 19.4–32.3 0.6–1.1 / 2.1–3.6 / 6.1–10.2 / 12–20 / 19.4–32.3
Crafting 100 3 100 0.5–0.8 / 1.4–2.4 / 3.7–6.2 / 6.9–11.5 / 10.7–17.9 0.5–0.8 / 1.4–2.4 / 3.7–6.2 / 6.9–11.5 / 10.7–17.9
Farming 22 1 110 0.5–0.8 / 1.6–2.7 / 4.7–7.9 / 9.3–15.6 / 15.2–25.3 0.5–0.8 / 1.6–2.7 / 4.7–7.9 / 9.3–15.6 / 15.2–25.3
Fishing 0 0 0 — / — / — / — / — — / — / — / — / —
Herblore 0 0 0 — / — / — / — / — — / — / — / — / —
Mining 140 2.5 140 0.4–0.7 / 1.7–2.8 / 5.3–8.8 / 10.9–18.1 / 18.1–30.2 0.5–0.8 / 1.9–3.1 / 6.2–10.3 / 13–21.6 / 21.7–36.2
Smithing 9 1 90 0.5–0.8 / 1.5–2.5 / 3.9–6.5 / 7.1–11.8 / 10.9–18.2 0.5–0.8 / 1.5–2.5 / 3.9–6.5 / 7.1–11.8 / 10.9–18.2
Woodcutting 24 2 120 0.4–0.7 / 1.6–2.6 / 4.6–7.7 / 9.1–15.2 / 14.9–24.8 0.5–0.8 / 1.7–2.9 / 5.4–8.9 / 10.9–18.1 / 17.9–29.8

Global Rank milestones

These are simulated wall-clock-week sensitivity bands from zero, with skill and General XP assumptions varied together by ±25%, default conversion, and independent per-skill hour allocations. The ranges are not measured confidence intervals. — means the profile cannot reach that tier under its zero-rate skills.

Scenario Preset General XP/week Apprentice Adept Expert Master Grandmaster Legend, General XP on Legend, conversion off
Newcomer Open 35 3–5 7–11 13–21 20–33 40–66 57–95 81–135
Newcomer Progressive 35 3–5 7–11 13–21 20–33 40–66 57–95 81–135
Newcomer Long Form 35 3–5 7–12 13–22 21–34 41–69 61–101 81–135
Regular player Open 100 1–2 2–3 3–5 5–8 10–16 12–20 12–20
Regular player Progressive 100 1–2 2–3 3–5 5–8 10–16 12–20 12–20
Regular player Long Form 100 1–2 2–3 4–6 5–9 10–17 13–21 15–24
Focused grinder Open 180 1–1 1–1 1–2 2–3 6–9 8–13 9–15
Focused grinder Progressive 180 1–1 1–1 1–2 2–3 6–9 8–13 9–15
Focused grinder Long Form 180 1–1 1–1 2–2 2–3 6–9 8–13 9–15
40 hours a week Open 280 1–1 1–1 1–1 1–2 2–3 3–5 4–6
40 hours a week Progressive 280 1–1 1–1 1–1 1–2 2–3 3–5 4–6
40 hours a week Long Form 280 1–1 1–1 1–1 1–2 2–4 3–5 4–6
Survival builder Open 80 2–2 3–5 6–10 18–30 281–469 396–660 —
Survival builder Progressive 80 2–2 3–5 6–10 18–30 281–469 396–660 —
Survival builder Long Form 80 2–2 3–5 7–11 18–30 281–469 396–660 —

Bounded modifier and access comparisons

Case Effect in the model What this says (and does not say)
Shipped baseline Tool-tier bonus off for new installs; General XP conversion on; no modifier-key templates; preset access rules selected. Default scenario table above. Existing server config files retain their explicit prior setting until an owner changes it.
Tool tier off → on A matching Netherite pickaxe/axe/hoe multiplies the relevant Mining/Woodcutting/Farming award by 1.20; other skill rates do not change. XP/action rises 20% before any naturally faster throughput. This is why gear can compound progression. Wrong tool families now have no effect. No break-speed multiplier is added.
General XP/rank conversion off → on General XP adds floor(total ÷ 100) Global Rank points with conversion on; off contributes zero. Changes Global Rank only. Skill XP rates and skill milestone hours are identical. Daily-cap-achievable General XP remains a separate assumption.
Empty keys → one optional 2× skill key An example key scoped to all skills, no General XP, doubles awards before the per-award cap; key templates remain empty by default. Regular Mining becomes 170→340 XP/hour; level 99 focused time changes from 18.6→9.3 hours on Open/Progressive and 22.4→11.2 on Long-form. It does not change General XP or represent a shipped reward; actual key duration and eligibility are not simulated.
Open gates → Progressive gates Open/Progressive share the same rate model and skill curves. Selected ores/woods/stations/dimensions have access thresholds in the Progressive package. The model's representative level-zero sources remain eligible, but it does not simulate later source unlocks. Actual early-game pacing may be slower or take a different route; no unsupported delay is assigned.
Long-form Mining and Woodcutting use their shipped slower curves; all other skill curves/representative awards match. Differences are fully visible in those two skill milestone columns and the resulting Global Rank timeline.

The next table compares the new tool-bonus-off baseline with a bounded upper-case ablation that assumes a Netherite matching tool is held for every modeled Mining, Farming, and Woodcutting block award. The previous default accepted any qualifying tool, so it could produce this uplift even with unrelated equipment. This comparison holds assumed throughput constant; it does not claim real play would hold the same tool or ignore its natural speed advantage.

Scenario Preset L99 focused hours for Mining + Farming + Woodcutting, bonus off Same case, 1.20 matching-tier bonus on
Newcomer Open 84.3 70.3
Newcomer Progressive 84.3 70.3
Newcomer Long Form 95.7 79.7
Regular player Open 48.4 40.4
Regular player Progressive 48.4 40.4
Regular player Long Form 55.2 46
Focused grinder Open 29.1 24.2
Focused grinder Progressive 29.1 24.2
Focused grinder Long Form 32.9 27.4
40 hours a week Open 35.4 29.5
40 hours a week Progressive 35.4 29.5
40 hours a week Long Form 40.2 33.5
Survival builder Open 60.2 50.2
Survival builder Progressive 60.2 50.2
Survival builder Long Form 68.5 57.1

Measurement status and XP history

Bamboo is not an eligible configured Woodcutting or Farming award source in any shipped preset. The materials registry contains Bamboo, but no documentation says whether its omission is deliberate. It is left unchanged pending a controlled throughput/renewable-farm check: bamboo can be harvested much faster than ordinary logs, so adding it at log XP values without measurement could create a dominant loop.

No controlled gameplay trial was available for this calibration. Rates are assumptions reconstructed as award units/hour, not measured action rates. XP history records successful awarded XP/counts grouped by UTC day and action bucket; it lacks session-time denominators, attempted-but-rejected actions, tool tier, material-level detail, modifier-key identity, and gate waiting time. It can validate awarded totals by action, but cannot establish XP/hour or causal modifier effects. A future measured calibration needs consented play sessions that record active focused time, eligible and awarded action counts/materials, tool/effect state, preset, and unlock state.

Design decision and supported fix

Use configured XP per meaningful successful award unit, with source/material differences where value or scarcity differs. Let equipment improve natural throughput; do not apply an extra per-action tier bonus by default. If a server opts into the bonus, it now applies only to pickaxe→Mining, axe→Woodcutting, and hoe→Farming awards. Optional keys remain separate, explicitly configured multipliers. This preserves a legible action economy and prevents unrelated held gear from boosting progression.