Progression

ELgamer edited this page Oct 28, 2023 · 1 revision

Progression allows players to feel rewarded for completing buildings. The way progression is implemented is by means of 'Seasons'.

Seasons

A season is nothing more than a leveling system with a limited time-frame. It has to be manually started and ended by someone with the appropriate permission uknet.season or via the console. To create a season run /season create <name> To start a season run /season start <name> To end a season run /season end <name> There can only be 1 active season at a time. The season can not be named default, as this is used for the overall leveling.

Default progression

Next to seasons there is also an overall level which is stored under the default season, it can not be manually added or removed and is instantly created on server start if it does not yet exist.

Announcements

When a player levels up they will receive a message in chat for the overall level and seasonal level. Global announcements can be toggled in config. By default seasonal level-ups will be announced globally, but overall level-ups will not.

Exp

To level-up a player must gain exp, there is currently no way to gain exp, this will be added in the future. The formula for calculating whether the player has reached the next level is as follows: 50 * ln((2 * level) / 3) + level rounded to the nearest integer. The value calculated with this formula is the threshold to reach the level.
For example if the player is currently level 1, which is the starting level, they would need to have 50 * ln((2*2)/3) + 2 = 50 * ln(4/3) + 2 = 16.38 = 16 exp to reach level 2.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Progression

ELgamer edited this page Oct 28, 2023 · 1 revision

Progression allows players to feel rewarded for completing buildings. The way progression is implemented is by means of 'Seasons'.

Seasons

A season is nothing more than a leveling system with a limited time-frame. It has to be manually started and ended by someone with the appropriate permission uknet.season or via the console. To create a season run /season create <name> To start a season run /season start <name> To end a season run /season end <name> There can only be 1 active season at a time. The season can not be named default, as this is used for the overall leveling.

Default progression

Next to seasons there is also an overall level which is stored under the default season, it can not be manually added or removed and is instantly created on server start if it does not yet exist.

Announcements

When a player levels up they will receive a message in chat for the overall level and seasonal level. Global announcements can be toggled in config. By default seasonal level-ups will be announced globally, but overall level-ups will not.

Exp

To level-up a player must gain exp, there is currently no way to gain exp, this will be added in the future. The formula for calculating whether the player has reached the next level is as follows: 50 * ln((2 * level) / 3) + level rounded to the nearest integer. The value calculated with this formula is the threshold to reach the level.
For example if the player is currently level 1, which is the starting level, they would need to have 50 * ln((2*2)/3) + 2 = 50 * ln(4/3) + 2 = 16.38 = 16 exp to reach level 2.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Progression

ELgamer edited this page Oct 28, 2023 · 1 revision

Progression allows players to feel rewarded for completing buildings. The way progression is implemented is by means of 'Seasons'.

Seasons

A season is nothing more than a leveling system with a limited time-frame. It has to be manually started and ended by someone with the appropriate permission uknet.season or via the console. To create a season run /season create <name> To start a season run /season start <name> To end a season run /season end <name> There can only be 1 active season at a time. The season can not be named default, as this is used for the overall leveling.

Default progression

Next to seasons there is also an overall level which is stored under the default season, it can not be manually added or removed and is instantly created on server start if it does not yet exist.

Announcements

When a player levels up they will receive a message in chat for the overall level and seasonal level. Global announcements can be toggled in config. By default seasonal level-ups will be announced globally, but overall level-ups will not.

Exp

To level-up a player must gain exp, there is currently no way to gain exp, this will be added in the future. The formula for calculating whether the player has reached the next level is as follows: 50 * ln((2 * level) / 3) + level rounded to the nearest integer. The value calculated with this formula is the threshold to reach the level.
For example if the player is currently level 1, which is the starting level, they would need to have 50 * ln((2*2)/3) + 2 = 50 * ln(4/3) + 2 = 16.38 = 16 exp to reach level 2.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Progression

ELgamer edited this page Oct 28, 2023 · 1 revision

Progression allows players to feel rewarded for completing buildings. The way progression is implemented is by means of 'Seasons'.

Seasons

A season is nothing more than a leveling system with a limited time-frame. It has to be manually started and ended by someone with the appropriate permission uknet.season or via the console. To create a season run /season create <name> To start a season run /season start <name> To end a season run /season end <name> There can only be 1 active season at a time. The season can not be named default, as this is used for the overall leveling.

Default progression

Next to seasons there is also an overall level which is stored under the default season, it can not be manually added or removed and is instantly created on server start if it does not yet exist.

Announcements

When a player levels up they will receive a message in chat for the overall level and seasonal level. Global announcements can be toggled in config. By default seasonal level-ups will be announced globally, but overall level-ups will not.

Exp

To level-up a player must gain exp, there is currently no way to gain exp, this will be added in the future. The formula for calculating whether the player has reached the next level is as follows: 50 * ln((2 * level) / 3) + level rounded to the nearest integer. The value calculated with this formula is the threshold to reach the level.
For example if the player is currently level 1, which is the starting level, they would need to have 50 * ln((2*2)/3) + 2 = 50 * ln(4/3) + 2 = 16.38 = 16 exp to reach level 2.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Progression

ELgamer edited this page Oct 28, 2023 · 1 revision

Progression allows players to feel rewarded for completing buildings. The way progression is implemented is by means of 'Seasons'.

Seasons

A season is nothing more than a leveling system with a limited time-frame. It has to be manually started and ended by someone with the appropriate permission uknet.season or via the console. To create a season run /season create <name> To start a season run /season start <name> To end a season run /season end <name> There can only be 1 active season at a time. The season can not be named default, as this is used for the overall leveling.

Default progression

Next to seasons there is also an overall level which is stored under the default season, it can not be manually added or removed and is instantly created on server start if it does not yet exist.

Announcements

When a player levels up they will receive a message in chat for the overall level and seasonal level. Global announcements can be toggled in config. By default seasonal level-ups will be announced globally, but overall level-ups will not.

Exp

To level-up a player must gain exp, there is currently no way to gain exp, this will be added in the future. The formula for calculating whether the player has reached the next level is as follows: 50 * ln((2 * level) / 3) + level rounded to the nearest integer. The value calculated with this formula is the threshold to reach the level.
For example if the player is currently level 1, which is the starting level, they would need to have 50 * ln((2*2)/3) + 2 = 50 * ln(4/3) + 2 = 16.38 = 16 exp to reach level 2.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Progression

ELgamer edited this page Oct 28, 2023 · 1 revision

Progression allows players to feel rewarded for completing buildings. The way progression is implemented is by means of 'Seasons'.

Seasons

A season is nothing more than a leveling system with a limited time-frame. It has to be manually started and ended by someone with the appropriate permission uknet.season or via the console. To create a season run /season create <name> To start a season run /season start <name> To end a season run /season end <name> There can only be 1 active season at a time. The season can not be named default, as this is used for the overall leveling.

Default progression

Next to seasons there is also an overall level which is stored under the default season, it can not be manually added or removed and is instantly created on server start if it does not yet exist.

Announcements

When a player levels up they will receive a message in chat for the overall level and seasonal level. Global announcements can be toggled in config. By default seasonal level-ups will be announced globally, but overall level-ups will not.

Exp

To level-up a player must gain exp, there is currently no way to gain exp, this will be added in the future. The formula for calculating whether the player has reached the next level is as follows: 50 * ln((2 * level) / 3) + level rounded to the nearest integer. The value calculated with this formula is the threshold to reach the level.
For example if the player is currently level 1, which is the starting level, they would need to have 50 * ln((2*2)/3) + 2 = 50 * ln(4/3) + 2 = 16.38 = 16 exp to reach level 2.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Progression

ELgamer edited this page Oct 28, 2023 · 1 revision

Progression allows players to feel rewarded for completing buildings. The way progression is implemented is by means of 'Seasons'.

Seasons

A season is nothing more than a leveling system with a limited time-frame. It has to be manually started and ended by someone with the appropriate permission uknet.season or via the console. To create a season run /season create <name> To start a season run /season start <name> To end a season run /season end <name> There can only be 1 active season at a time. The season can not be named default, as this is used for the overall leveling.

Default progression

Next to seasons there is also an overall level which is stored under the default season, it can not be manually added or removed and is instantly created on server start if it does not yet exist.

Announcements

When a player levels up they will receive a message in chat for the overall level and seasonal level. Global announcements can be toggled in config. By default seasonal level-ups will be announced globally, but overall level-ups will not.

Exp

To level-up a player must gain exp, there is currently no way to gain exp, this will be added in the future. The formula for calculating whether the player has reached the next level is as follows: 50 * ln((2 * level) / 3) + level rounded to the nearest integer. The value calculated with this formula is the threshold to reach the level.
For example if the player is currently level 1, which is the starting level, they would need to have 50 * ln((2*2)/3) + 2 = 50 * ln(4/3) + 2 = 16.38 = 16 exp to reach level 2.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Progression

ELgamer edited this page Oct 28, 2023 · 1 revision

Progression allows players to feel rewarded for completing buildings. The way progression is implemented is by means of 'Seasons'.

Seasons

A season is nothing more than a leveling system with a limited time-frame. It has to be manually started and ended by someone with the appropriate permission uknet.season or via the console. To create a season run /season create <name> To start a season run /season start <name> To end a season run /season end <name> There can only be 1 active season at a time. The season can not be named default, as this is used for the overall leveling.

Default progression

Next to seasons there is also an overall level which is stored under the default season, it can not be manually added or removed and is instantly created on server start if it does not yet exist.

Announcements

When a player levels up they will receive a message in chat for the overall level and seasonal level. Global announcements can be toggled in config. By default seasonal level-ups will be announced globally, but overall level-ups will not.

Exp

To level-up a player must gain exp, there is currently no way to gain exp, this will be added in the future. The formula for calculating whether the player has reached the next level is as follows: 50 * ln((2 * level) / 3) + level rounded to the nearest integer. The value calculated with this formula is the threshold to reach the level.
For example if the player is currently level 1, which is the starting level, they would need to have 50 * ln((2*2)/3) + 2 = 50 * ln(4/3) + 2 = 16.38 = 16 exp to reach level 2.

Clone this wiki locally