Bonk's XP Multiplier

Quick rating

Bonk's XP Multiplier

No reviews yet

Multiply the experience you earn, from a gentle 1.5× to a full 64×. One rate for mob kills, another for ores, furnaces, fishing and trading. Per-mob overrides, a blacklist, and values below 1× to make levelling harder. Server-side.

QoL & Tweaks
Mod Loaders
Fabric
Minecraft
26.2

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Unsupported
Server Required

About

Project Details

Type
Mod
License
MIT License
Latest Version
xpmultiplier-mc26.2-1.0.0.jar
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

XP Multiplier

XP Multiplier does one thing and does it properly: it changes how much experience you earn. One number for mob kills, another for everything else — enchanting, mending and repairs stop being the bottleneck, or become a real one if you turn the rates down instead.

Everything runs server-side. Players join with a vanilla client and get the full effect: no client mod, no resource pack, no config sync.


Features

🎚️ Two rates, or one per mob

Mob kills and the rest of the game are separate settings, so you can quadruple mob experience without touching ore or furnace output. Then override any mob that deserves its own rate.

"multiplier": 2.0,
"other_multiplier": 1.0,
"per_mob": {
  "minecraft:enderman": 4.0,
  "minecraft:blaze": 3.0
}

🌍 Every source, not just mobs

other_multiplier covers ores, furnaces and smokers, fishing, breeding, villager and wandering trader deals, grindstones and thrown bottles o' enchanting — because they all award experience through the same place in the game, and none of them was left out by accident.

🎲 Fractions actually work

A rate of 1.5 isn't rounded away. The whole part is guaranteed and the remainder is a chance, so 7 experience at 1.5× pays out 10 points half the time and 11 the other half. Over many awards that averages to exactly 1.5× — any single award is a coin flip rather than a promise, which is the honest cost of allowing fractions at all.

📉 Or make it harder

Rates go down to 0.0, not just up. Halve every award for a slower server, or set mob experience to 0.0 and force players to earn levels from ores and trades instead. The same fraction handling applies, so 0.5 is a genuine coin flip per award rather than a rounding rule.

🚫 Blacklist and boss safety

The ender dragon and the wither are excluded by default, because a single kill worth thousands of points is exactly the wrong thing to multiply. Delete them from the list if you disagree — nothing is hardcoded.

The dragon is a genuine special case: it hands out its experience during the death animation instead of the usual drop, which is how it slips past most mods of this kind. It is handled explicitly here, so blacklisting it actually works and a per-mob rate for it actually applies.

👤 Player kills only, or everything

By default only kills credited to a player are multiplied. Vanilla already withholds mob experience unless a player damaged the mob recently, so this mainly decides what happens to the finishing blow — turn require_player_kill off and a mob a wolf finished for you still counts.

🛡️ Never duplicates a player's levels

The experience a player drops on death is a slice of what they had already earned, not a fresh reward. Players are excluded unconditionally — there is no config option that can turn dying into a way to print levels.


Commands

Command Permission Description
/xpmult level 2 Shows the current settings and the config file path
/xpmult status level 2 Same as above
/xpmult set <0.0–64.0> level 2 Changes the mob experience rate and saves
/xpmult other <0.0–64.0> level 2 Changes the rate for every other source and saves
/xpmult enabled <true\|false> level 2 Turns multiplication on or off
/xpmult reload level 2 Reloads the config after hand-editing the file

Installation

  1. Install Fabric Loader and Fabric API
  2. Drop the jar into your mods folder
  3. Start the server — config/xpmultiplier.json generates on first launch

Required on the server only. Installing it client-side in singleplayer works just as well (singleplayer runs an internal server).


Configuration

The file lives at config/xpmultiplier.json and is written with a comment header explaining every option.

{
  "enabled": true,
  "multiplier": 2.0,
  "other_multiplier": 2.0,
  "require_player_kill": true,
  "per_mob": {
    "minecraft:enderman": 4.0
  },
  "blacklist": [
    "minecraft:ender_dragon",
    "minecraft:wither"
  ]
}
Field Meaning
enabled Master switch. false means vanilla experience everywhere
multiplier Rate for mob kills without a per_mob entry. Fractions are honoured as a chance
other_multiplier Rate for ores, furnaces, fishing, breeding, trading, grindstones and bottles o' enchanting. 1.0 leaves them alone
require_player_kill Only multiply kills credited to a player
per_mob Per-entity rates, keyed by entity id. Overrides multiplier
blacklist Entity ids that are never multiplied, whatever else is set

Reading is lenient, so you can keep your own // notes in the file — they are dropped the next time the file is rewritten.


Compatibility

  • Minecraft: 1.21 – 1.21.1, 1.21.9 – 1.21.11, and 26.2
  • Loader: Fabric
  • Dependencies: Fabric API
  • Side: server-side (clients need nothing)
  • Works with modded mobs: rates are keyed by entity id, so any mod's mob can be given its own rate or excluded
  • Modded experience sources are multiplied too, as long as they award experience the normal way — they land under other_multiplier

Support

Everything I make is free and MIT-licensed. If it saved you some time, you can buy me a coffee:

ko-fi.com/bonkmods


XP Multiplier

XP Multiplier does one thing and does it properly: it changes how much experience you earn. One number for mob kills, another for everything else — enchanting, mending and repairs stop being the bottleneck, or become a real one if you turn the rates down instead.

Everything runs server-side. Players join with a vanilla client and get the full effect: no client mod, no resource pack, no config sync.


Features

🎚️ Two rates, or one per mob

Mob kills and the rest of the game are separate settings, so you can quadruple mob experience without touching ore or furnace output. Then override any mob that deserves its own rate.

"multiplier": 2.0,
"other_multiplier": 1.0,
"per_mob": {
  "minecraft:enderman": 4.0,
  "minecraft:blaze": 3.0
}

🌍 Every source, not just mobs

other_multiplier covers ores, furnaces and smokers, fishing, breeding, villager and wandering trader deals, grindstones and thrown bottles o' enchanting — because they all award experience through the same place in the game, and none of them was left out by accident.

🎲 Fractions actually work

A rate of 1.5 isn't rounded away. The whole part is guaranteed and the remainder is a chance, so 7 experience at 1.5× pays out 10 points half the time and 11 the other half. Over many awards that averages to exactly 1.5× — any single award is a coin flip rather than a promise, which is the honest cost of allowing fractions at all.

📉 Or make it harder

Rates go down to 0.0, not just up. Halve every award for a slower server, or set mob experience to 0.0 and force players to earn levels from ores and trades instead. The same fraction handling applies, so 0.5 is a genuine coin flip per award rather than a rounding rule.

🚫 Blacklist and boss safety

The ender dragon and the wither are excluded by default, because a single kill worth thousands of points is exactly the wrong thing to multiply. Delete them from the list if you disagree — nothing is hardcoded.

The dragon is a genuine special case: it hands out its experience during the death animation instead of the usual drop, which is how it slips past most mods of this kind. It is handled explicitly here, so blacklisting it actually works and a per-mob rate for it actually applies.

👤 Player kills only, or everything

By default only kills credited to a player are multiplied. Vanilla already withholds mob experience unless a player damaged the mob recently, so this mainly decides what happens to the finishing blow — turn require_player_kill off and a mob a wolf finished for you still counts.

🛡️ Never duplicates a player's levels

The experience a player drops on death is a slice of what they had already earned, not a fresh reward. Players are excluded unconditionally — there is no config option that can turn dying into a way to print levels.


Commands

Command Permission Description
/xpmult level 2 Shows the current settings and the config file path
/xpmult status level 2 Same as above
/xpmult set <0.0–64.0> level 2 Changes the mob experience rate and saves
/xpmult other <0.0–64.0> level 2 Changes the rate for every other source and saves
/xpmult enabled <true|false> level 2 Turns multiplication on or off
/xpmult reload level 2 Reloads the config after hand-editing the file

Installation

  1. Install Fabric Loader and Fabric API
  2. Drop the jar into your mods folder
  3. Start the server — config/xpmultiplier.json generates on first launch

Required on the server only. Installing it client-side in singleplayer works just as well (singleplayer runs an internal server).


Configuration

The file lives at config/xpmultiplier.json and is written with a comment header explaining every option.

{
  "enabled": true,
  "multiplier": 2.0,
  "other_multiplier": 2.0,
  "require_player_kill": true,
  "per_mob": {
    "minecraft:enderman": 4.0
  },
  "blacklist": [
    "minecraft:ender_dragon",
    "minecraft:wither"
  ]
}
Field Meaning
enabled Master switch. false means vanilla experience everywhere
multiplier Rate for mob kills without a per_mob entry. Fractions are honoured as a chance
other_multiplier Rate for ores, furnaces, fishing, breeding, trading, grindstones and bottles o' enchanting. 1.0 leaves them alone
require_player_kill Only multiply kills credited to a player
per_mob Per-entity rates, keyed by entity id. Overrides multiplier
blacklist Entity ids that are never multiplied, whatever else is set

Reading is lenient, so you can keep your own // notes in the file — they are dropped the next time the file is rewritten.


Compatibility

  • Minecraft: 1.21 – 1.21.1, 1.21.9 – 1.21.11, and 26.2
  • Loader: Fabric
  • Dependencies: Fabric API
  • Side: server-side (clients need nothing)
  • Works with modded mobs: rates are keyed by entity id, so any mod's mob can be given its own rate or excluded
  • Modded experience sources are multiplied too, as long as they award experience the normal way — they land under other_multiplier

Support

Everything I make is free and MIT-licensed. If it saved you some time, you can buy me a coffee:

ko-fi.com/bonkmods


Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Total Downloads
CurseForge
<1,000
Modrinth
<1,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works