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Thanks
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"
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.
2 stats, weapons and armor? You use 1.4.3, old version of mod. Use Terraria 1.4.4
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)
VVVVVVVVVVVVVVV
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
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.
It's not a fact that this will appear, but the idea with sound sounds interesting.
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
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.
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
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
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)
So, split the attack speed into several different classes instead of one setting?
If this is really necessary, I can add it, but I would like to understand why such a system is wanted.
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.
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.
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
-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
-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!
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.
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.
"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
Thanks for the Link. Downloaded it, importet it and it works perfectly.
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
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.
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.
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