tModLoader

tModLoader

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Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
Language: English
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248.474 KB
2. juli 2022 kl. 12.10
9. mars kl. 13.27
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Signature Equipment

Beskrivelse
What does the mod do?
The mod allows you to improve weapons, armor and accessories.
The main direction of the mod is weapons, since the idea is for the player to receive some bonuses simply by playing, without the need to understand the mechanics, and it is difficult to fit into this concept any improvements to armor and accessories that are inherently unique

What is this mod for?
There are a lot of unique or interesting weapons in Terraria, which then have to be replaced due to the fact that weapons appear stronger.
It is quite painful for me to throw away some weapon, because it has 10 less damage than the new one, and the old weapon no longer saves anything, it just gets worse and there is no point in using it.
Maybe you want to kill the moonlord and every boss from calamity in infernum master mod with one blow using a copper shortsword?
This mod makes your wishes come true.

Is it compatible with other mods?
Yes, but be careful with mods that can somehow replace your items, for example, a goblin with a calamity broke your progress (you can remove this function in the calamity config so that there are no problems).

What if you don't like balance?
There is a config, it has a lot of variables so that you get the values ​​you need.
Don't be afraid to experiment in the mod's config, I created it so that anyone can adjust the balance to their needs.

How does it work?
Weapons gain experience for hitting, armor for taking damage (but armor disabled by default).
Experience turns into levels, levels affect on everything.
Weapons gets damage, armor - defense, and the level, depending on the config, can affect the crit chance, attack speed, additional projectile chance, reduce minion slot requirement, melee weapon size, projectile size, projectile lifetime, start velocity, not use ammo chance, mana consumption.
The improvement is permanent.
The improvement remains on a item, you can transfer it to a friend or put in chest and item will have these values, new items have standard values.
And you can decrease level of held item, just say in chat:

Commands
Place item in hotbar and held, then input command in chat
Change item lvl: /itemLvl 10
Add item exp: /itemExp 100

What you need to know to customize the mod for yourself:
There are 2 types of config, one is responsible for the visual, the second is for the operation of the mod itself and is called Server
It has several sections:
1. Important Settings - settings that either directly affect the game or somehow interact with stats, for example, the Rad setting allows you to adjust how much projectiles will deviate from the Additional Projectile On Shoot Chance stat
2. UpgradeWeaponDamageMode - options for how weapon damage will increase depending on the level, you can select several options at once
3. Allow Improvements - a setting that allows you to disable some stat for the game as if it were not in the mod at all.
4. Unstable - stats that people often complain about due to problems will be placed here. Enabling them is not scary, but some bugs may puzzle you.
5. Acessories Settings - what is connected with the mechanics of accessories and their improvement. The first is initially disabled because some stats can break accessories, for example, additional projectiles can cause severe lag on minion accessories, and until you add them to the blacklist yourself, you are at risk. But the setup itself is fine if you want to use damage-dealing accessories
6. Exp Getting - simply setting how much experience items will receive and everything connected with it. First come the switches that can prevent you from gaining experience, then the numbers that appear in the formulas
7. Complication - how much more experience will you need for the next level?
8. Individual Config - will allow you to create settings for specific items or NPCs, all lists not related to stats go here
9. Improvements Settings - setting the maximum level and each stat separately. If you want to customize weapons to suit your needs, this is the section where you will spend the most time.

If you see something like Final Mult 1 and Final Mult 2 - they are the same thing, just 1 is needed for more detailed settings, and 2 will allow you to use larger numbers, they are multiplied among themselves to get the number you need (a forced limitation due to because you can’t turn off the slider with fractions to put the number you need)
And now an explanation of how to work with stats
You can find 2 types of stats, for items and for projectiles
And here are a number of small settings
Per Level - how much stat you get per level. For example, if you have a level 150 weapon and only the Base Damage increase is selected higher in the config, the Per Level number will be multiplied by your level 150, giving you 150 base damage. But there are stats that work as odds or just numbers, this should be intuitive if you look at the name or the Max value. Let's say Additional Projectile Chance says in the title that it is a chance (and a 250% chance will always give you 2 additional projectiles and a 50% chance that there will be a third additional projectile), in Projectile Size you can see 200%, and in Penetrate you can see 3000, which sounds impossible (1000=1 in his case)
Max is what the number is limited to. If you have Per Level = 100 and weapon level 5, you should have 500, however if Max = 250, you will only have 250
BlackList - add an item here and the stat will not work specifically for that item
HardCap is your reward for reading this far. This number changes the Max for a specific item, replacing it completely. Let's say, in order not to break the game, you do not want to make the additional size of projectiles above 200%, but for certain weapons you want to remove this restriction. HardCap is what you need. Set it to 1000% for your weapon or projectile, and you will have a projectile 11 times larger (original size 100% + additional), without other items starting to break. The same can be done in the opposite direction, if all weapons are fine, for example for close combat, but problems arise with a certain one, you can reduce its speed of use or animation. This little thing will allow you to do without the negative consequences of weapons that can destroy the entire map, and will not interfere with the fact that your friends will break their weapons
If it's unclear or seems complicated, try experimenting with this mod, you'll like the results and it'll be worth it
"Max" in stats work in two sides (if you lose stats every level (per level negative), max will limit this by ignoring "-")

Problems
First, I want to tell you to put the minion summoning staff in the Hotbar and summon it from there, so as not to complain that the experience is not coming (this is not my fault, but the work of terraria)
There are stats that can break mod weapons, in this case, add weapons to the blacklist of these stats or set HardCap
The mod does not increase the damage of some weapons. For example, the damage of the Cthulhu shield remains the same
If damage doesn't work in other mods, developers of other mods for some reason ignore the ModifyWeaponDamage method, for example, using a preset projectile damage
There is also this problem: in my mod, level of accessory projeciles affects their stats, for example, a star cloak or a bone helmet, which allows you to get an increase in stats on them, but not all mods correctly use such mechanics.

I do the entire mod alone and in my free time, so if updates take a while, you should just wait
And if you liked the mod, don’t forget to add it to your favorites so as not to lose it, and like it on Steam

Enjoy!

Discord: Kenflesh#3090
Opprinnelig skrevet av tModLoader SignatureEquipment:
Developed By Kenflesh
Populære diskusjoner Vis alle (19)
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Config help!
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744 kommentarer
Kenflesh  [skaper] 4 timer siden 
@AoffyDosy
For most weapons - absolutely yes, but this needs to be looked at in specific examples.
Kenflesh  [skaper] 4 timer siden 
@Mr.Onyx
That is, in fact, there are no problems in the config, and this is the most balanced config possible in terms of gaining experience, the only thing that can be questioned is the stats. What is currently in the mod by default allows you to use any weapon at any stage of the game, with any level of the weapon itself. This also solves the problem when at the end of Calamity you had to spend 5 minutes to improve the weapon to level 100. Now it is harder to do, but you will not get 100 damage when there are 2000, but you will double the damage. From any side, it is a completely ultimate solution, which is why I added it.
Kenflesh  [skaper] 4 timer siden 
@Mr.Onyx
The mod currently works in such a way that you get experience not for dealing damage, but for killing. The number of enemies in the terrarium is limited. Enemies become more difficult over time. That's why I made it so that experience is given only for killing enemies. As a result, we solve 2 problems at once: now beginner weapons and end-game weapons improve equally quickly, and now you will have fewer reasons to take a new weapon and abandon the old one. What does the second mean? There is no complication in the formula. Previously, you knew that for 1 additional level you would have to spend more time than on a new one, which would reach the same level faster. It turned out that you were replacing the old one, which takes a long time to improve, with a new one, which is stronger and which you will improve faster. The lack of complication now makes this pointless. Even if you have a level 100 weapon, you will improve it as quickly as a new one, so you will not abandon it.
Kenflesh  [skaper] 4 timer siden 
@Mr.Onyx
The mod usually worked like this: you have 1000 exp, you get a difficulty like +250 every level, and you get 1 exp per hit and 5% of your damage, and the balance was like "the stronger your weapon is, the less you'll feel the difference from upgrading it", and in most cases it worked fine, but there were exceptions that made some weapons incredibly strong. Use percentage damage - only strong dps weapons will make sense. Use damage per hit - only fast weapons will make sense. What about the rest? So I changed the system.
AoffyDosy 10. mai kl. 0.01 
Is it compatible with Stars Above? There are many weapons that have great mechanic but always get easily powercrepted lol
Mr.Onyx 9. mai kl. 9.47 
I wrote this comment (never really used steam before) so long steam had forced me to post it as 5 seperate commments including this one lmao.

PS: I am currently using a preset i am pretty okay-ish with. Might change it a little but other than that i think its fairly balanced ish but might be missing some rebalances.

Perhaps you'd be interested in copying my loadout as a reference for *if* you decide to do my suggestion?
Mr.Onyx 9. mai kl. 9.44 
Part 4: I'm not exactly trying to sound like I'm complaining, but I'm pretty sure most people like me downloaded this mod thinking that there would be a preset already available. Instead, they were surprised to see it was very "out of the box" and needed to be assembled manually, which most likely confused players wondering why the XP price of higher levels would not go up.

I was going to say more, but I lost my train of thought.

I hope you find this constructive criticism/suggestion helpful! I really hope there can be a preset profile option with maybe one or three presets that are handmade by you and/or the community.
Mr.Onyx 9. mai kl. 9.44 
Part 3: For example, there is no real XP price increase (price stays 500 and doesn't even multiply), and the fact that hitting enemies gives XP is actually 0 by default—even though the mod description says it's enabled.

Frankly, that was quite annoying to me! (I didn't realize it for a while, and in the middle of gameplay, I was asking myself, "Why aren't I getting XP from hitting a lot with my weapons on damage sponges like The Destroyer?")

Another thing is that the whole "Exp Getting" and "Complication" (two of the most important sectors, in my opinion) are largely empty with no real preset—again reinforcing that "D.I.Y" feel.
Mr.Onyx 9. mai kl. 9.43 
Part 2: I am currently on a Calamity run with some other mods, and I am genuinely struggling to balance it where it's not either too OP or slows down onto a snail's pace.

You see, the original preset it came with feels quite empty and unfinished (sorry!).

(Although I'm pretty sure that is the intention, as I think you're supposed to DIY the settings yourself anyway.)

So attempting to create an actually balanced preset on the go is quite the challenge for me, as I wasn't exactly expecting the preset to be quite "empty" at the very least. However, it is kinda fun to experiment around, though!
Mr.Onyx 9. mai kl. 9.42 
Hello! Onyx here: BEEG fan of your mod as I can finally level up weapons I want to keep!

I use this mod to be able to upgrade some specific weapons I originally really liked/didn't wanna throw away (eg; wulfrum prosthetic, midas prime and whatnot), and this mod has been an absolute dream!

So, I have been trying to find some sort of guide online for a balancing preset of sorts, but there doesn't seem to be any unfortunately!