> For the complete documentation index, see [llms.txt](https://kplugin.gitbook.io/outilsevolutif-plugin-wiki/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kplugin.gitbook.io/outilsevolutif-plugin-wiki/how-evolution-tools-work.md).

# How Evolution Tools Work

{% hint style="info" %}
Goal: reward long-term progression with scalable, visual, and economic upgrades, while letting you control every number in the configuration.
{% endhint %}

Evolution Tools is a fully configurable plugin that lets your players level up custom tools, unlock powerful bonuses, and automatically sell drops while they farm, mine, fight mobs, or fish. This page explains the core concepts in a clear and beginner-friendly way.

## Core Concept

Each Evolution Tool has its own XP, level, and bonuses. Players gain XP by using the right tool for the right action. When a tool levels up, it unlocks new abilities or improves existing ones.

### What evolves?

* XP and level per tool (Hoe, Axe, Pickaxe, Sword, Fishing Rod).
* Enchant-like stats: Efficiency, Fortune, Looting, Lure, Luck of the Sea, etc.
* Mining / farming radius for multi-block breaking.
* Auto-sell chance and sell price multipliers.
* Optional unbreakable tools and custom CIT textures.

### Who is this for?

* Servers that want long-term farming and mining progression.
* Owners who like to tweak XP, prices, and rewards.
* Players who enjoy unlocking visual and gameplay upgrades over time.

## Tool Types

By default, the plugin ships with five evolution tools. You can fully customize their behaviour and stats in the configuration.

### Farming & Gathering

* Evolution Hoe – crops (wheat, carrots, potatoes, nether wart) with 2D radius.
* Evolution Axe – cocoa beans, melons, pumpkins with 3D radius.
* Evolution Fishing Rod – multiple fish per catch, boosted by Lure and Luck.

### Mining & Combat

* Evolution Pickaxe – all blocks can give XP, with mining radius upgrades.
* Evolution Sword – mob drops, Looting levels, and auto-sell scaling.

## XP & Leveling

XP is earned only when players use the correct tool for its intended action. Each tool keeps track of its own XP bar and level.

### How XP is gained

* Breaking crops with the Evolution Hoe grants Hoe XP.
* Mining ores with the Evolution Pickaxe grants Pickaxe XP.
* Killing mobs with the Evolution Sword grants Sword XP.
* Fishing with the Evolution Rod grants Rod XP.

XP values are set per block, mob, or fish in the config. Rare targets can give more XP, common ones less.

### Progression curve

* Early levels are quick so new players see progress fast.
* Later levels require more XP and feel like long-term goals.
* You can change XP per level and the maximum level at any time.

Per Tool

* XP is never shared between tools. Each item evolves independently.

Config Driven

* XP sources and level requirements are fully defined in `config.yml`.

Future-Proof

* You can scale from a few levels to hundreds or more if needed.

## Bonuses & Radius

At specific levels, tools unlock new bonuses. These bonuses can modify vanilla-like enchantments, radius, drop amounts, and prices.

### Examples of bonuses

* Higher Efficiency for faster breaking.
* Increased Fortune or Looting for more drops.
* Lure and Luck of the Sea for better fishing.
* Unbreakable tools to remove durability.
* Radius upgrades for multi-block harvesting.
* Higher auto-sell chances and sell multipliers.

### Radius values (simplified)

The radius values in the config are mapped to intuitive shapes:

* Hoe – 0 → 1x1, 0.5 → 2x2, 1 → 3x3, 2 → 5x5, 3 → 7x7.
* Pickaxe – 0 → 1x1, 1 → 3x3, 2 → 4x4, 3 → 5x5.
* Axe – 3D radius (1x1x1 up to 7x7x7).

You can tweak these values per level to match your server’s performance and pacing.

## Auto-Sell System

Evolution Tools can automatically sell drops directly for money, based on a configurable chance and item price.

### How auto-sell works

* Only drops produced by Evolution Tools are eligible for auto-sell.
* Items already in the player inventory are never sold.
* Each tool level can increase sell chance or sell multiplier.
* Sell prices are defined per item or mob type.

### Why use a chance?

* Prevents inventories from filling instantly at high-speed farms.
* Makes higher levels feel more rewarding (higher sell rate).
* Allows you to balance your economy gradually.

A 100% auto-sell setup is still possible if you want fully automated gameplay.

## Commands & Permissions

Evolution Tools are usually given through commands, GUIs, NPCs, or join scripts.

### Commands

{% code title="Commands" %}

```
```

{% endcode %}

### Permissions

* outilsevolutif.giveoutil – allows using /giveoutil.
* outilsevolutif.admin – allows reloading the plugin.

## ActionBar & Custom Textures

The plugin includes a centralized ActionBar controller (optional) and full support for OptiFine CIT to change tool textures as they level up.

### ActionBar (optional)

* Can show money earned and XP gained from evolution tools.
* Has its own cooldown and format settings in the config.
* Can be disabled entirely if you prefer chat-only feedback.

### Custom Item Textures (CIT)

* Use OptiFine’s mcpatcher/cit system to give each level a unique texture.
* Map levels to CIT tags in the `cit_tags` section of the config.
* Works for all tools and any level range (3, 15, 1000, etc.).

See the dedicated page “Custom Items Texture for Evo Tools” for a full step-by-step guide and example resource pack.

## Designed for Your Server

Evolution Tools is made to fit your economy, your pacing, and your community. If you need help tuning values or building a specific configuration, feel free to reach out. The goal is not only to provide a plugin, but to support you in building a fun and long-lasting progression system for your players.


---

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