> For the complete documentation index, see [llms.txt](https://visionstore.gitbook.io/visionstore-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://visionstore.gitbook.io/visionstore-docs/scripts/crafting/configuration/progression.md).

# Bench levels

How benches earn XP and level up, and how to tune the curve in config/progression.lua.

Every physical bench earns its **own** XP from the crafts made on it, and recipes need a minimum bench level (`level = 3` on a recipe). The level belongs to the bench, not the player: anyone using a level 5 bench gets a level 5 bench.

The level is always calculated from XP, never stored, so you can retune the curve at any time without breaking anyone's progress.

## The curve

```lua
Config.Progression = {
    baseLevel       = 0,   -- level of a brand new bench
    maxLevel        = 100, -- hard ceiling
    defaultRecipeXP = 25,  -- XP for a recipe that does not set its own

    global = {
        baseXP     = 225,
        multiplier = 1.5,
        rounding   = 'floor',
        flatLevels = 1,
    },
    -- ...
}
```

The cost of one level is:

```
cost(n) = baseXP × multiplier ^ max(0, n − flatLevels)
```

rounded with `rounding` (`'floor'` or `'round'`). The total XP for level N is the sum of the costs of levels 1 to N. With the defaults:

| Level        | 1   | 2   | 3     | 4     | 5     | 6     | 7     | 8      |
| ------------ | --- | --- | ----- | ----- | ----- | ----- | ----- | ------ |
| **Total XP** | 225 | 562 | 1,068 | 1,827 | 2,966 | 4,674 | 7,236 | 11,080 |

| Option              | What it does                                                                      |
| ------------------- | --------------------------------------------------------------------------------- |
| `baseLevel`         | Level of a brand new bench.                                                       |
| `maxLevel`          | Hard ceiling.                                                                     |
| `defaultRecipeXP`   | XP per item for recipes without their own `xp`.                                   |
| `global.baseXP`     | Cost of the first level(s). Higher = slower.                                      |
| `global.multiplier` | How much more each level costs than the last. `1.0` = every level costs the same. |
| `global.flatLevels` | How many first levels cost exactly `baseXP` before the multiplier kicks in.       |

Recipe XP is set per recipe with `xp = 40` (per item crafted). A brand new bench can also start with XP via `startingXP` on its [bench type](/visionstore-docs/scripts/crafting/configuration/benches.md#all-fields).

{% hint style="success" %}
**Test a level in game:** `/crafting set-xp <benchId> <xp>`. Use `/crafting benches` to find the bench id (the short id it prints is enough).
{% endhint %}

## Per-category levels (optional)

Besides the overall level, each category on a bench can have its own level, gated with `categoryLevel` on a recipe. It's **off by default**. To use it, set `Config.Crafting.disableCategoryLevels = false` in `config/config.lua`.

```lua
category = {
    default = {
        baseXP     = 400,
        multiplier = 1.5,
        rounding   = 'floor',
        flatLevels = 1,
    },

    -- weapons = {
    --     baseXP     = 600,
    --     multiplier = 1.1,
    --     rounding   = 'round',
    --     flatLevels = 2,
    -- },
},
```

A category without its own entry uses `default`.

## Turning levels off

No need to edit the curve: `Config.Crafting.disableBenchLevels = true` (in `config/config.lua`) makes every recipe craftable on a level 0 bench.


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