tModLoader

tModLoader

Block's Leveling Mod
587 Comments
BlockCrusader  [author] 13 hours ago 
I just realized we're getting tantalizingly close to 100K subs (crazy)...
Do I need to start working on a special update for such an occasion...?
(tbh I don't know what there is to add lol)
BlockCrusader  [author] Sep 12 @ 6:55am 
@好玩爱玩, v1.6 of the mod changed how Rune application works. The Simplified Chinese localization isn't up to date and thus inaccurate.
Try auto-translating the english version of the mod description (if possible), which contains a tutorial for the new Experience Rune Forge system.
The first preview image on this workshop page may help as well.
好玩爱玩 Sep 11 @ 6:37pm 
After using the rune, the weapon still shows as not enchanted. I'm sure I used the correct rune. What could be the problem?
BlockCrusader  [author] Sep 7 @ 6:15pm 
@Sasha the Slayer, oops, sorry for mis-informing you on that. I looked at the wrong item's recipe when telling you.
Sasha the Slayer Sep 7 @ 2:27pm 
@BlockCrusader, ah, welp I got the recipe mod as suggested bc I still couldn't figure out how to get the Ethereal ones, turns out they need glass. Not just a dormant rune, so, that's cool :)
BlockCrusader  [author] Sep 7 @ 5:53am 
@Sasha the Slayer, Tainted Runes are made from a Dormant Experience Rune & 2 Shadow Scales/Tissue Samples. Ethereal Experience Runes are made from just a Dormant Experience Rune.
These recipes (and pretty much all others in this mod) are crafted at an Experience Rune Forge.
Obtaining Dormant Rune(s) and a Forge is explained in the mod description above.

I highly advise using Recipe Browser for figuring out Rune recipes, since there isn't a wiki atm
Sasha the Slayer Sep 7 @ 4:12am 
yo how do you get Tainted/Ethereal Experience runes?
大佬,请问只有加攻吗
BlockCrusader  [author] Aug 28 @ 6:35am 
@SonicX8000 (Continued)
As for the stat boost scaling; the values you get are to be expected. I (obviously) don't hardcode the results based on the level; it's all thrown into a formula that scales the boost based on your level and stuff, so inaccuracies due to rounding are inevitable.
Essentially what happens is this; each level you get multiplies the stat in question by a given value (Ex: Weapons get x1.01105 dmg per level by default). This stacks multiplicitivley, resulting in each level boosting the stat slightly more than the last.
All the multiplication of floating point values results in a lot of rounding, hence slight inaccuracies in the final values.
BlockCrusader  [author] Aug 28 @ 6:35am 
@SoniceX8000
Firstly, I don't think there's a great reason to add boosts to max life/mana.
Primarily for balancing reasons (Keep in mind Player Levels don't even grant stats by default for balanced play, which - as I've mentioned many times - is something I care about here), but also because how flat stat increases scale.
The +2 HP & +1 Mana per level you suggested would matter less and less with each level, since the proportional (%) increase to your totals would be smaller. Higher levels being less rewarding is counter-intuitive since higher levels are harder to get.
SonicX8000 Aug 27 @ 9:49pm 
If that's not intended, would it be possible to do a flat increase for the Damage Boost & Reduction per level? I think with the values that I was aiming for the Flat Damage Boost Increase would be +0.005 & while for Damage Reduction I would do +0.25% per level.

By doing that, every 2 Levels for Damage you'll get x0.01 while for DR it'll take 4 levels to get 1% added, at Lv.100 that would reach x1.5 & 25% and with P1 - Lv. 100, it should reach x2 & 50%.

P2 - Lv. 100 if you wanna go there will put it at x2.5 & 75%, this is just an example, though.

(I would've put this in the earlier post, but I hit the character limit.)
SonicX8000 Aug 27 @ 9:45pm 
I noticed a Debug Rune which grants you Lv.100, so a little bit of testing and I noticed something with the scaler for Damage Boost & Damage Reduction for the Player.

Damage Boost Multiplier (Player): 3.3500001
DR Multiplier(Player): 1.65

Lv. 25 > 50 > 75 > 100
Damage Boost x1.12 > 1.24 > 1.37 > 1.5
DR Boost: 7% > 13% > 19% > 25%

I did want for the Damage Boost to hit x1.5 as well as the DR to hit 25% upon reaching Lv. 100, though some of the numbers might be slightly off, prob rounding up/down. With Prestige 1... those should hit x2 & 50%... but...

Pre.1 - Lv. 0 > 25 > 50 > 75 > 100
Damage Boost x1.5 > x1.64 > x1.78 > x1.93 > x2.08
DR Boost: 25% > 30% > 36% > 41% > 46%

Damage Boost is x0.08 too high and DR is 4% short, though if I change the configs to...

Damage Boost Multiplier (Player): 3.1000001
DR Multiplier(Player): 1.8000001

Then P1 - Lv. 100 will have Damage Boost x2 & Reduction 50%, however... non-prestige for Lv. 100 will now be x1.46 & 27%.

Is this intended?
SonicX8000 Aug 27 @ 8:40pm 
Ah, alright. One more question...I forget if I asked before.

Would it be possible that for Player Leveling they can be given Bonus Health & Mana per level? Like... a flat increase. For example...

Player Level is 0, you gain a level... you gain +2 Health & +1 Mana per level. (These can be config'd, much like how Damage 7 Damage Reduction can be changed.)

The max amount you can get will depend on the level cap (Default is 100.) Upon reaching Level 100, you will have an extra 200 Health & 100 Mana. If you Prestige and re-level up, you can get another 200 health & 100 Mana on top of that.

Assuming the level cap is 100 and the Prestige Cap is 1, that should be about 400 Health & 200 Mana.

The reason for asking is that not all level-ups will give you a Damage Bonus or Damage Reduction depending on their config, I still want to have the Player gain some sort of bonus for gaining a level, prob can also work well with the Level Cap Medals.
BlockCrusader  [author] Aug 14 @ 2:17pm 
@SoniceX8000, each medal states how much it raises the cap in its tooltip; usually 5 or 10. The cap starts at 10, and there are just enough medals to get it to 100 by the end of the game.
SonicX8000 Aug 14 @ 1:56pm 
How much is the level cap raised when using medals?
CrimsonVexiduos Aug 14 @ 5:32am 
@BlockCrusader ah thank you i added mid way through so i didnt get one so i'll make as fresh character to store it thank you
BlockCrusader  [author] Aug 13 @ 6:30pm 
@CrimsonVexiduos, new characters will spawn with a 'Reflection Rune' item that displays your XP/Level in its tooltip.
Alternatively, you can also get Reflection Runes by throwing a Dormant Experience Rune into Shimmer.
CrimsonVexiduos Aug 13 @ 1:06pm 
sorry if this is a stupid question but is there a way to see your current player level or is just when you level up
BlockCrusader  [author] Aug 7 @ 7:02pm 
@Benjamin, using the Experience Rune Forge you can apply a Blank Rune to weapons to disable their ability to gain XP/Levels. Alternatively, applying a Void Rune instead will also wipe the target weapon's accumulated XP.
Blank Runes are made from a Dormant Experience Rune & Vile/Vicious Powder. Void Runes are made from Blank Runes and more Vile/Vicious Powder.

P.S. I assumed that by 'enchantment' you were referring to XP/Level gain. If you directly referring to enchantments, this mod doesn't add such a thing.
Benjamin Aug 7 @ 6:37pm 
How do I remove an enchantment from my weapons/tools
BlockCrusader  [author] Aug 6 @ 5:40am 
@Agnostos, your findings do check out (In theory, summoning from the cursor (or via. some summon automation mod) probably causes issues with getting the item source for the summoned minion, hence why it would break as you describe), though I have personally had the bug occur with minions manually summoned from the hotbar, albeit only on extremely rare occasion (Which is why I can't figure out what's causing the issue).
TLDR: Still good advice, but the bug can very rarely occur regardless.
Agnostos Aug 6 @ 2:45am 
@Evan Yashiro, or anyone else playing summoner, here's a copy of a reply I made on the Issues/Bug Discussion Page earlier today that should hopefully help you out with your problem.

For the people having problems with getting xp with your minions, from my experience I do not believe there a problem with the summoning weapon or runes so you don't need to use a blank rune and reapply it, you are probably just summoning them from your inventory, and items used from the inventory just don't get xp for some reason. You need to summon your minions/sentry from your hotbar in order for them to gain xp, then after they are summoned you can move the weapon back into your inventory if you want. So whenever you get back into your world or die and respawn just remember to summon from your hotbar and you'll be fine. Hope this helps :)
Benjamin Aug 5 @ 8:38pm 
is there a way top remove en anchantment from a weapon
Evan Yashiro Jul 17 @ 12:29pm 
(i forget to mention that "again" i mean after the minion cap is full)
Evan Yashiro Jul 17 @ 12:27pm 
For now, using the item again is making the minion don't gain xp, this is what i get from my test, i will test more later
Evan Yashiro Jul 17 @ 12:24pm 
I tested again the bug and now it's working with abigail, i just used the item and now she is gaining xp, i don't know what exactly do the "stop the gain of xp" thing now but i will test more
BlockCrusader  [author] Jul 17 @ 11:35am 
@Feit, nah it's fine :steamthumbsup:
Feit Jul 17 @ 11:32am 
Thank you!
Do you wish I remove these comments to reduce clutter?
BlockCrusader  [author] Jul 17 @ 10:15am 
@Feit, there are settings for adjusting the UI's placement, so I guess those were thrown out of whack somehow?
Feit Jul 17 @ 9:59am 
Okay, after resetting mod settings, the UI returned. What setting would have caused that?
BlockCrusader  [author] Jul 17 @ 6:23am 
@Feit, just tested and I can't recreate the issue on my end. I'm not sure why the Forge would break for you, as the most recent patch made no changes to it.

However, the patch DID add a debug item that automatically opens the Forge UI whenever you open the inventory while said item is in your inventory.
That said, the item is entirely independent from the actual Forge item/tile, so I really doubt it could be interfering.
If you have a mod like Cheat Sheet, you could spawn in this item (the 'Debug Forge') and use it as a workaround if you can't get the actual Forge to work.
Feit Jul 17 @ 5:43am 
Hey! After latest update the xp forge doesnt open the forge UI anymore.
BlockCrusader  [author] Jul 16 @ 2:50pm 
@Evan Yashiro, yeah that's a long-standing bug. I still have no idea what's causing it... If you have any observations of note from your testing, sharing them might help :steamthumbsup:
Evan Yashiro Jul 16 @ 2:17pm 
Idk if it's a bug but sometimes i summon some minions and they gain XP and other times they don't get any XP (i tested mainly with Abigail)
BlockCrusader  [author] Jul 15 @ 5:58am 
@Thunder.Hawk, the 'XP to next level' displaying as a negative value is a known bug.

This happens because the weapon doesn't update its current level when a new Rune is applied to it.
If the weapon had a lot of XP from beforehand (Such as in the scenario you describe), the 'XP to next level' display overflows to a negative value since that value is being calculated with Level 0, despite the weapon having enough XP to be a much higher level.
Once you deal some damage and gain some XP the weapon's Level and 'XP to next level' is re-calculated and becomes accurate again (Which causes the appearance of your weapon suddenly gaining tons of levels).

Also, to clarify; Blank Runes DO NOT reset a weapon's XP. This is how weapons can have XP when a Rune is newly applied to them.
If you do want a weapon's XP to be reset, you can do so using a Void Rune.
Thunder.Hawk Jul 14 @ 8:02pm 
has anyone else found this?
Thunder.Hawk Jul 14 @ 8:01pm 
I discovered an exploit/glitch where if you gain a level with a high level ethereal rune then swap it to a lower level of ethereal rune it applies however much experience you need to level up as negative xp, once you hit any enemy it applies that amount of xp instantly leveling you up a ton.
I discovered this on accident. Can someone else please test this to see if is a mod thing or something wrong with the game?
ODevil Jul 7 @ 10:36am 
You're right, it was Calamity Super Dummies :/
BlockCrusader  [author] Jul 7 @ 9:28am 
@ODevil, weapons shouldn't be able to get XP from Target Dummies, critters, Town NPCs, or the like. I double-checked target dummies on my end and they aren't yielding XP as expected, so it's likely a bug on your end.
Are you using vanilla target dummies, or modded 'super dummies'? The latter WILL grant XP due to how 'super' dummies work. Unfortunately there's not much I can do about super dummies.
It's also possible another mod you have is changing something about standard dummies that causes them to become able to give XP (Ex: changes that make so homing weapons can chase them).
ODevil Jul 7 @ 8:59am 
Weapon experience can be gained from damaging dummies, which feels unintended to me...
BlockCrusader  [author] Jul 6 @ 2:44pm 
@SGT, no, it's just that. With this mod I didn't want to do anything very intricate like skill trees and whatnot so I kept it simple.
R0sk0 Jul 6 @ 10:37am 
Does the player leveling function do anything besides the optional toggle of damage and DR?

Also, really like this iteration for an RPG experience :GiveHug:
ODevil Jul 6 @ 6:15am 
Cool mod. Though I wish there was a server side option to disable ethereal runes, or at least only keep the prism rune.
BlockCrusader  [author] Jul 3 @ 9:03am 
@Satana3La, medals should be dropped by most (but not all) vanilla bosses as long as the medals mechanic is enabled. They're permanent consumables that'll raise the level cap. Once you've consumed a given type of medal, it cannot be used again and its respective boss won't drop it anymore.
yuka.Mugen Jul 2 @ 6:12pm 
how to use the medal,?? my P90 gun just only cap at lvl 10
Espectra Jul 1 @ 10:47pm 
Thanks! Will give it a go
BlockCrusader  [author] Jul 1 @ 5:39pm 
@Espectra, there's no plans for abilities or skill trees in this mod. However, there's an add-on for this mod, Heroic Weapons , which does include a feature like that.
Espectra Jul 1 @ 12:14pm 
Is there some plan to add abilities as leveling reward ? or just flat out bigger number
BlockCrusader  [author] Jun 30 @ 7:21pm 
@极光掠夺天边, whenever someone contributes updated localization. I'm not personally fluent so I'm unable to do it.
If someone wants to contribute localization they can do so at this GitHub repo [github.com]
冬十二 Jun 30 @ 3:03pm 
When will the Chinese translation be updated?