tModLoader

tModLoader

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FelippeMS Apr 24 @ 8:45pm 
I want to ask a question, but I see in some videos people making armor and coming with the XP leveling system, but I'm going to try to do this in my world but none of them come with this, the only one that came was the starter, is there any config for this?
Kenflesh  [author] Apr 16 @ 5:12am 
@Private Kawaii
Thanks
Private Kawaii Apr 15 @ 10:06am 
Dont know if i have written it already. But thank you for making this mod, The only reason i play terraria again after years is due to this mod.
Kenflesh  [author] Apr 13 @ 7:06pm 
@ToiletBomb
Additional projectile chance per level 1, per level mult 25

@xXSuperVegetaSwagger420Xx [PT]
You enable "Show projectile name and type" in config, just disable it

@Allred
In top of config find "Allow Improvement" section
Then disable "Addition Projectile Chance Increment"
Allred Apr 13 @ 8:52am 
How do I disable the extra projectiles? I'm playing DBT and it's BREAKING it and I can't figure it out in the configuration 🙏🏼
For some reason, when I use this mod, stuff that looks like debug messages appears in the chat box whenever a projectile (I think) appears.

For example, this appears in the chat when I use the Finch Staff: "Finch:759; Terraria.DataStructures.EntitySource_ItemUse_WithAmmo;" (without the quotation marks).

Why does this keep happening?

The chat gets flooded with these types of "messages" at night because of all the Falling Stars and it gets pretty annoying.

I'm in singleplayer, by the way.
ToiletBomb Apr 6 @ 8:20am 
how do i make it so that when level 3-4 shoots extra projectiles?
Kenflesh  [author] Mar 30 @ 4:59am 
@ToiletBomb
2 stats, weapons and armor? You use 1.4.3, old version of mod. Use Terraria 1.4.4
ToiletBomb Mar 30 @ 1:30am 
in the config there is only things that let me change how much exp the weapon gets nothing about projectiles or anything like that what is wrong?
Kenflesh  [author] Mar 28 @ 6:53am 
@bean boy
I checked the mod, everything works as usual without problems
Considering that it doesn't work for you, I see 2 possible options:
1. Something causes an error in the mod, but this doesn't happen for others, but you can still try sending the log file somewhere, for example to me on discord
2. Perhaps, not only my mod doesn't work correctly for you, but also other mods, because Terraria is broken on your computer or all the libraries for the game are not installed, in this case it's worth doing an integrity check in Steam and installing all possible libraries on the computer related to C++ and C# (at least .Net Framework and so on)
bean boy Mar 28 @ 6:37am 
to be clear, i tried numerous weapons of all damage types, none of which ever received any XP


VVVVVVVVVVVVVVV
bean boy Mar 28 @ 6:36am 
Ive tried weapons from calamity, and weapons from vanilla terraria. melee, ranged, and magic. the config didnt seem to do anything. even armor doesnt receive XP, no matter how much damage i take. i did all of this in singleplayer and on the latest release (1.9.1)
Kenflesh  [author] Mar 27 @ 4:31pm 
@bean boy
Can you give more information?
I understand that you excluded all unnecessary situations, but there is still not enough information

What weapon do you use to kill?
Do you play in multiplayer or in a single world?
Are you using the latest version of the mod 1.9.1?

You can also try experimenting with config and gaining experience by adding experience for dealing damage to an enemy
bean boy Mar 27 @ 4:46am 
Not sure whats going on, but the mod doesnt seem to work. No one in the comments or discussions tab seems to have this issue, but I do. I do not gain XP from anything, even with NO other mods installed, default config, a new character, and a new world.


This mod seems very cool and I like how extensive the config is, but i cant for the life of me figure out why its not working, not even a tiny bit.
Maya Mar 26 @ 2:12pm 
so, when im playing, i dont see anything in the configs for increasing any of the stats, all I see is the getting exp, exp complications, and the client side stuff, none of the stuff for the stat improvements
Kenflesh  [author] Mar 26 @ 12:13am 
@SonicX8000
It's not a fact that this will appear, but the idea with sound sounds interesting.
Kenflesh  [author] Mar 26 @ 12:12am 
@hobojoebro255
First - I haven't encountered this in all my testing, what weapons and what mods do this?
Second - most likely a rework of the reforging from Calamity, which replaces the item, but does not change its prefix, it can be disabled in Calamity, and this was in the mod description
SonicX8000 Mar 25 @ 8:31pm 
I don't suppose it's possible to add in an option to play a sound / add text when your gear gains a level. Like...

Your "Bronze Sword" gained a level. (19 > 20)
Your "Bronze Chestplate" gained a level. (5 > 6)
Your "Shield of Cthulhu" gained a level. (0 > 1)

Sound effect... hmm... maybe the sound that plays when you research something in Journey Mode I think or when you sink a golf ball in a cup? Just some sounds I can think of.
hobojoebro255 Mar 23 @ 11:39pm 
so i fond 2 things one if you have a weapon with any type of stinger or thorn you will get killed by your own weapon, and 2 if you have multi prefix if you use either option to reforge it will reset your weapon to zero.:steamthumbsup:
LUCK Mar 23 @ 2:39am 
And Thanks For Reading my comments btw :D
LUCK Mar 23 @ 2:38am 
nvm i'm soooooo dumb actually i'm so sorry 😭
Kenflesh  [author] Mar 22 @ 4:33pm 
@LUCK
This is a regular spear, which is improved with my mod. The initial speed of the projectile affects how far it will fly. The size of the projectile affects how big it will be. If they grow equally (both size and speed) - you will have a huge spear. Damage, crit chance, etc. should grow.
You can enable cheats in the mod config, enter the level increase command /itemlvl 1000 and see the difference
If it is insufficient, you can remove the size and speed restrictions in the config
LUCK Mar 22 @ 11:57am 
because the trident does not have a powerup lul Pls i beg !!!
LUCK Mar 22 @ 11:55am 
Pls Can You Add the system to the trident :' )
Kenflesh  [author] Mar 17 @ 2:44am 
@SonicX8000
As I understand it, the person just wants to make an attack speed setting for individual damage classes, and not for all at once, like UseTime
SonicX8000 Mar 16 @ 9:22am 
I thought there was already a sort of attack speed modifier? Is it not "Use Time" and "Use Animation"?

If not, Global Attack Speed is prob prefer'd since there are modded weapons out there to account for. (Calamity: Rogue, Thorium: Throwing / Radiant / Symphonic, Star's Above: Celestial, though from what I'm reading on the wiki for that... it apparently inherits bonuses from all damage classes, so I guess it's a All-In-One Damage Type)
Kenflesh  [author] Mar 16 @ 4:18am 
@mindustrian2010
So, split the attack speed into several different classes instead of one setting?
mindustrian2010 Mar 16 @ 3:29am 
hello, Kenflesh. My opinion of this mod is 9/10 but it is lacking something, the damage progression is perfect and the projectile thing is also perfect despite it being a chance thingy, but I suggest you add some attackspeed configs so melees,mages,rangers,summoners can also enjoy their sandbox game, it being a good thing for their gameplay and they can adjust it for their own preferences thus giving a config similar to the damage increase. I hope you will accept my suggestion for your worth it to download mod(pretty enjoyable too)
SonicX8000 Mar 15 @ 6:29pm 
Oh, it's not really needed. Was just curious if there was a way or not. I did mess around with the config some more and I think I worked it out.
Kenflesh  [author] Mar 14 @ 10:39pm 
There is an old approach that gives an improvement for DPS, it is essentially the same and will be felt in the game in the same way, only smoother. However, for a truly smooth development, it is better to leave a specific amount of experience for a kill, regardless of who you kill.
If this is really necessary, I can add it, but I would like to understand why such a system is wanted.
Kenflesh  [author] Mar 14 @ 10:38pm 
@SonicX8000
There's no way to configure it now, I haven't added such a function because I know how badly it will work. This approach has many more problems in terms of balance than it might seem. In Terraria, enemy HP always fluctuates from case to case, especially with mods, hello to the pig from Calamity, a huge number of enemies also have their own defense, and for example are balanced so that they have less health but more defense, also such an approach will force you to go to fatter mobs, forcing you to ignore weapons that will kill such enemies more slowly, and at the same time at different stages of progress there will be mobs with too different health, from which it will not be possible to simply balance, everything will come down to the fact that you have too little experience or too much experience. Therefore, I simply did not add such an approach.
SonicX8000 Mar 14 @ 2:30pm 
How would one config Weapon XP in a way to only give... say 10% of the Enemy's Health as XP upon kill?

Like say for example a Slime has 127 Health (A mod might increase their health overtime) and once you slay them... you are given 12-13 XP upon kill. (Unsure if it rounds the XP up/down.)

For bosses that value will have to be changed quite a bit, which... I prob would make it 1% of their max health as XP, maybe with a hard cap just so it doesn't go too high.
Kenflesh  [author] Mar 10 @ 2:26am 
@Gamebreaks
This is necessary in order to improve items with projectiles that do not improve on their own
Added an item, added a projectile that it releases, after that, when dealing damage/killing, projectiles that did not receive experience will start receiving it
Problems and game crashes are possible if the projectile logic breaks due to stats
MiklosPatkány123 Mar 10 @ 1:23am 
How do i download ts
Gamebreaks Mar 9 @ 4:22pm 
Also, thanks a ton for the fast update.
Gamebreaks Mar 9 @ 4:21pm 
What exactly does 'Item Projectile References do'?
Kenflesh  [author] Mar 9 @ 6:36am 
-Due to the fact that progress has become slower, I increased the growth of stats for each level, and in order to get decent damage by the end of the game, I made it so that for 1 level you get 1 base damage and 1.01 damage multiplier (when you use an item with 10000 damage, and get 1 damage, there is no difference, but now, for example, weapon level 100 will double the damage at any stage of the game), in other words, I rebalanced the initial config for the new approach
-Now additional projectiles work twice, in other words, if the weapon fires a projectile that spawns second projectiles, these second projectiles will also cause additional projectiles
-Added a whitelist for those who asked
-HardCap has become much more convenient due to the new Sign variable
-Fixed some bugs
Kenflesh  [author] Mar 9 @ 6:36am 
Major changes:
-Now when crafting items, the level is reduced
-Experience is awarded for kills, not for causing damage, which is why progress depends on the number of mobs that are nearby, which is limited and the same at almost all stages of the game, due to which both the very basic items and items from the end of the game will improve equally slowly. And most importantly, now you will not be required to have more experience with each level. This means that an item with level 100 will not be inferior in speed of improvement to an item with level 0. This is useful both if you want to go through the entire game with one weapon, and if you want to replace your weapon with a new one, everything is now equivalent!
Kenflesh  [author] Mar 9 @ 6:35am 
New version available!
All the old functionality remains, only the mod has become better in general. Better reset the config, see how it works, and rework it again for yourself.
Kenflesh  [author] Mar 8 @ 1:39pm 
@Gamebreaks
I did it once, but it didn't work, so I rolled it back. Now I did it through crutches for items (I don't want to do it for shells as a separate blacklist)
Wait for the update, you will be able to disable progression for everything except what you want. Add an item to the WhiteList - the mod will work as usual, otherwise it will not work.
Gamebreaks Mar 8 @ 8:29am 
Is it possible to have an item WHITElist for certain stats? I want only some items to have additional projectiles, but obviously don't want to manually blacklist every other item in the game. Setting max to 0 is equivalent to no max, so that doesn't work either.
Kenflesh  [author] Mar 6 @ 9:38pm 
@CuteCatWings501
"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)."
Yes, my mod work with Calamity Weapons
CuteCatWings501 Mar 6 @ 2:08am 
Do This Work On Calamity Weapon?
DeiMama Mar 5 @ 2:15pm 
@Kenflesh
Thanks for the Link. Downloaded it, importet it and it works perfectly.
Kenflesh  [author] Mar 4 @ 10:59pm 
@Marihu4na
This problem is caused by Steam, and I can't help here (I myself have a JoJo mod, which I wanted to watch once, and now it always adds it to me, even if I unsubscribe from this work in Steam)
You can search for any sites with this mod if they exist (I don't keep old versions), for now all I can do is give a link to the test version 1.9.0 https://wdfiles.ru/2PPg0
Kenflesh  [author] Mar 4 @ 10:52pm 
@TheNewYue12
Yes, everything works if the mod developers did everything right from the start. If they used some kind of crutches, then something will not work.
My mod changes the base damage of weapons in ModifyWeaponDamage, so it works with anything that deals at least 1 damage, even Flare Gun, including any other mod classes.
The same situation with accessories, if they spawn projectiles, in which the item that summoned them is indicated as the source, they will also improve. As an example - Fargo's Souls, in which a huge number of items (from which Eternity is made) can gain experience and improve.
But if it is something too specific, like some shields that deal static damage pre-written by the developers, or developers like Calamity Overhaul who INDEPENDENTLY ADD A SYSTEM so that other mods cannot increase damage, it will not work.
Kenflesh  [author] Mar 4 @ 10:47pm 
@HHG99
The mod has a BlackList function that allows you to add NPCs there that won't give you experience, it has dummies. All you need to do is just remove them from there, and you'll be able to get experience for hitting them.
DeiMama Mar 4 @ 2:34pm 
I cant install the mod no matter what. It adds it on steam but it doesnt add it in tmodloader. If i try downloading it from tmodloader it tells me i already posses the mod or unsubribe on steam and subscribe again. Well didnt work either. so does anyone know how to fix it im lost. LOL
TheNewYue12 Feb 23 @ 11:54am 
what about weapons that are from a modded class? do they work?
HHG99 Feb 21 @ 9:45am 
I do wanna say I love the mod, it's so good to be able to keep using some of my favorite weapons instead of having to swap cause they can't keep up anymore.
I just got done with an Abigail's Flower playthrough where she ended up at like level 150 with no real grinding.

Thank you :D