tModLoader

tModLoader

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765 Comments
Kenflesh  [author] Jul 1 @ 11:12pm 
@都射成这样子了你还不润
The point is that there are a lot of variables, and there was a lot of text, so I just left the main text so that you could make basic settings, and the rest can be seen in the source code / asked in the discussions or comments. If you want to make such a detailed translation, I can take the time and write everything in more detail and more clearly, but this will take time and most likely redo what is already there. Therefore, if you want to do everything here and now, it is better to just leave it empty as if it does not need to be translated
Kenflesh  [author] Jul 1 @ 11:05pm 
@Michulecc
The mod had a rebalance.
You kill an enemy, you get experience for it, you always need the same amount of experience, experience does not depend on the weapon, while you are going through the game the enemies become more difficult, and their number does not change, not counting the appearance of potions and a water candle. As a result, you can kill enemies with absolutely any weapon, getting the same level at all stages of progress in the same time, and due to the fact that you always need the same experience, you have no reason to take a new weapon saying "well, damn, here you need 10,000 experience and here 1000, I'll take the right one to improve it already"

So this is not a problem, it's a joy for you
AyoWeizmb Jul 1 @ 9:30pm 
@Kenflesh Hello author, while I was localizing this mod into Chinese, I found that some texts are missing from the Localization files. Since I don't know programming, could you please help add the remaining texts into the files?
Michulecc Jul 1 @ 10:44am 
i`m having problem with this mod. the xp lv stays at 500 and the only way i get XP is from kiling idk why is that
Kenflesh  [author] Jul 1 @ 8:25am 
@辰星
I'm include something like this in this mod, and it works on abigails flower
辰星 Jun 30 @ 7:44am 
@Kenflesh
@gtsolos2009
@KorvyWorvy

Try this mod, it may be helpful for you

https://steamcommunity.com/sharedfiles/filedetails/?id=3018279603&searchtext=minion
KorvyWorvy Jun 29 @ 8:39pm 
@Kenflesh
Thanks! I think magic storage ended up being the problem for me.
Kenflesh  [author] Jun 29 @ 12:21am 
@gtsolos2009
@KorvyWorvy

I understand that Abigail's flower is very strong, and you want to make it even better, so it's sad that the improvement does not work

But the improvement works, to get experience you need to kill at least one enemy by calling the flower from the quick access panel yourself

Just wait until this wonderful weapon can kill at least someone
And if it does not work, just reset the config, or look at other mods. Perhaps some mod breaks Abigail. But it works with the most popular mods, so I do not think that is the problem
KorvyWorvy Jun 27 @ 10:56pm 
@gtsolos2009 im having the same issue and i NEED to know how to fix it.
gtsolos2009 Jun 27 @ 8:32pm 
abigail never gains exp when killing enemys for some reason
Kenflesh  [author] Jun 11 @ 1:38pm 
@Dott
Previously, the mod allowed you to get experience for dealing damage, but now, for the sake of balance, everything is done so that experience is given for killing mobs. As an example - before, you could just endlessly try to kill a boss with some weapon, and it became stronger each time, and by the end of the game any weapon became too, too strong. Now, at any stage, weapons are improved equally over time. In other words, everything should be fine for you, you just need to kill enemies. Kill a couple of slimes and watch the experience. Calamity has nothing to do with it.
Kenflesh  [author] Jun 11 @ 1:34pm 
@AoffyDosy
Let's imagine that we made it so that defense was Per Level = 1. If we made Per Level Mult = 5, we will receive 1 * 5 = 5 armor for each level. If we made Per Level = 2, and Per Level Mult = 10, we get 20 armor per level. If we made Per Level = 0.1 and Per Level Mult = 10, there will be 1 per level. That is, you have a level, and you get Per Level for it, and it is then multiplied by others in order to get the number you need.
Dott Jun 9 @ 10:46am 
I have a lil problem, seems that the mod doesn't works with calamity bosses, because after hitting one of them the weapon gets bugged and doesn't levels up and not only that, the weapon itself bugs and doesn't lets it level up anymore :/
AoffyDosy May 31 @ 11:28pm 
How per level multiplier work for weapons? I set it to 0.3 dmg per level and having per level multiplier of 2, having level 21 so it should be 0 + 0.3 + 0.6 +1.2 + 2.4 + 4.8 + 9.6 + 19.2 + . .. . or 0.3x2 every level?
guiga May 30 @ 1:18pm 
@Kenflesh thanks bro! i understand now and do a config to fit what i want
Kenflesh  [author] May 30 @ 10:53am 
@guiga
This can't be done, the mod is aimed at improving the weapon itself, when the number of minion slots is specific to the player. There is no way to do this without breaking the game, so there is only a function to reduce the requirement for slots by minions. You can read more about it in the Steam discussions for this mod.
guiga May 29 @ 9:06pm 
Yo Kenflesh, how can i configure the minions to like a each 4-6 lvls, I summon one more? i try some things, but i cant reach a result that i like
✝ BataThanos ⭕⃤ May 24 @ 3:58pm 
How do I use evolution points?
Kenflesh  [author] May 15 @ 9:25pm 
In short, if the question is "Should I install it to play Calamity?", the answer is "Yes, definitely, you won't regret it"
Kenflesh  [author] May 15 @ 9:24pm 
@ty ukrainiec?
Works with other mods, but there may be conflicts. Calamity wrote about the case in the mod description. If some weapons break, you need to disable the breaking stats for them, usually this is Additional Projectile Chance, but cases when there are such conflicts are rare
ty ukrainiec? May 15 @ 5:25am 
How does it work with calamity or any other mod weapons? It also upgrades them and gives special effects or just classic vanilla weapons are getting upgraded? If both I'd love to try it
Kenflesh  [author] May 14 @ 9:24pm 
@AoffyDosy
For most weapons - absolutely yes, but this needs to be looked at in specific examples.
Kenflesh  [author] May 14 @ 9:22pm 
@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  [author] May 14 @ 9:19pm 
@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  [author] May 14 @ 9:14pm 
@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 May 10 @ 12:01am 
Is it compatible with Stars Above? There are many weapons that have great mechanic but always get easily powercrepted lol
Mr.Onyx May 9 @ 9:47am 
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 May 9 @ 9:44am 
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 May 9 @ 9:44am 
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 May 9 @ 9:43am 
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 May 9 @ 9:42am 
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!
Kenflesh  [author] May 8 @ 2:13pm 
@ThatDeadGuy
Find the config related to Exp Complication, it has everything you need for most cases

@AoffyDosy
This is written in the mod description, but yes, it works. Not everything works stably (this is inevitable), but you can remove the influence of my mod on some items from other mods, or specific stats.

@LUCK
Thanks
Kenflesh  [author] May 8 @ 2:10pm 
@andhera
This sounds very strange and I don't know what is causing it. The new night's edge attack is something strange, which is Melee, and is not Projectile, so something works unstable with it, and apparently you stumbled upon this personally. How to fix this - I have no idea.

@FelippeMS
All armor improvements are tied to a couple of configs in gaining experience, where you can configure whether armor will gain experience. By default, this is enabled, and you just need to get hit.
LUCK May 8 @ 10:32am 
@AoffyDosy even with dawnmod it's compatible so yeah pretty sure
AoffyDosy May 8 @ 6:41am 
Is it compatible with weapons from Thorium or Calamity ?
ThatDeadGuy May 4 @ 4:52pm 
How do i increase the cap of xp needed per level incrementally? is there an option for that?
andhera May 4 @ 11:11am 
my night's edge can't get any exp from hitting or killing enemy, it gain exp when my accesories dealing damage or killing enemy with it, i don't understand (???)
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