tModLoader

tModLoader

Block's Leveling Mod
610 Comments
BlockCrusader  [author] Nov 10 @ 5:31pm 
@Fusion, you use Prestige Runes, which are sold for a high price by the Travelling Merchant. More details are in the 'Detailed List of Features' pinned discussion.
Fusion Nov 10 @ 1:59pm 
How do you prestige?
LKOL Nov 1 @ 9:39pm 
Okay, I get it, so I'll put this mod aside for now and hope that Russian will be added in the future. I really don't want to deal with an on-screen translator in the game, as it's quite distracting.
BlockCrusader  [author] Nov 1 @ 12:35pm 
@LKOL, as far as I know the language should automatically switch to match what you've chosen for tMod as a whole, as long as the localization exists.
In the case of this mod, there is localization for English and Simplified Chinese.
LKOL Nov 1 @ 12:13pm 
how to change the language in the mod? I looked at the link in the description with suggestions for translating to other languages (GitHub repository for my mods' .tmod files), and there are files with translations to the language I need. Can I use them, or will I have to play in English?
BlockCrusader  [author] Oct 12 @ 6:25am 
@Marz, not at the moment, but I'm not opposed to adding such a feature.
Marz Oct 12 @ 2:08am 
Is it possible to disable them via config? I am looking to run a server with friends. and I dont trust them not using them for high level weapons lol
BlockCrusader  [author] Oct 11 @ 5:57pm 
@Marz, Ethereal Runes are obtainable without cheats, but are optional and NOT for balanced play.
Ethereal Runes exist to bypass any issues players may have with Rune Application rules (i.e. weapon rarity locking what tiers or Rune it can have used on it).
For most scenarios, it is intended players use non-Ethereal Runes, which ARE designed with balanced play in mind.

Part of the design philosophy of this mod was to avoid making the vanilla game/balancing too easy like upgrade mods tend to do. That said, this isn't entirely avoidable since this IS still an upgrade mod.
At any rate, if you do end up having balancing issues, the mod has tons of config options that will let you fine tune balancing to suit your needs.
Marz Oct 11 @ 4:33pm 
Hey block quick question. I was testing the mod to see if it was overpowered naturally or not. The ethereal runes the ones that apply on weapons regardless of rarity. Those ones are for testing correct?
M&M Kart Racing 8 Deluxe Sep 30 @ 11:12pm 
TIME TO KILL THE MOON LORD WITH A COPPER SWORD!!
BlockCrusader  [author] Sep 23 @ 10:52am 
yes it should work with content mods
[WINOHOR] Sep 23 @ 8:51am 
this mod working with calamity?
Alan Dunaway Sep 22 @ 5:07pm 
Oh, my bad! I'll check it out!
BlockCrusader  [author] Sep 22 @ 10:29am 
@Kookeh, purely for balanced play. Someone recently asked the same question in the Detailed List of Features thread so for a detailed explanation you should look at the comments there.
Alan Dunaway Sep 21 @ 8:18pm 
Probably a silly question, but is there some kinda advantage I'm missing with using a regular rune vs an ethereal rune? If Ethereal runes have no rarity requirement, then why use a regular rune?
Entombed Sep 16 @ 2:25pm 
After reading what you said again about fargos, I turned off sword rework in config and the issue was immediately solved.
So I guess while most weapons work,

The ones with a larger aoe than the actual blade will not work with rework.
Ones with projectiles will

Thank you Block! I've been using your stuff for a while now! Glad you responded so quickly!
Entombed Sep 16 @ 2:11pm 
Didn't realize you got back to me so fast(amazing btw) I proceeded to make another Night's edge with proper runes just in case and it still didn't work. So there might be either because of the damage area the edge has or that the damage area around the swing doesn't count as true melee damage. :shrug:
Entombed Sep 16 @ 12:51pm 
Upon further testing and research. It appears that others have experienced this issue with summoning weapons. A solution they found was using said item in the hotbar, compared to using it through the inventory. What's great is that this issue is easily replicable, and if you use a summon item through inventory, you will still see the level notifier in the corner, but no actual levels will be gained. This is the same issue as the night's edge sword I have. I also have had no issues with any other melee weapon so far
BlockCrusader  [author] Sep 16 @ 12:49pm 
@Entombed, thanks for the details, that's super weird. There's been a very similar, long-standing, unresolved issue that's appeared on summon weapons. I figured that had something to do with minion mechanics, but I'm surprised to see the issue can appear with other weapons(?)

It's also possible it's a mod conflict, I see from your screenshot that Fargo's has changed how the weapon's swing animation works.
Entombed Sep 16 @ 12:04pm 
I tried a solo player game to see if it would sync. Didn't work. I then took a blank rune to remove its ability as well as apply a different rune. Still doesnt gain exp. Whats weird is amy other weapons still level fine.
Entombed Sep 16 @ 11:49am 
The weapon, unless given an xp orb; Will not level up through any other means. However, when attacking enemies, the level-up notifier will still appear as such.
"Your weapon has levelled up 5->6"
" Your weapon has levelled up 5->11"
"Your weapon has levelled up 3-5"

It seems the actual value for the weapon level does not matter when this popup appears. The weapon is currently sitting at level 5 with 722 experience to go and it is a Night's edge.

TL:DR The weapon acts as though it receives exp and chat states it levels up but the weapon doesnt actually have any stat change.

Prntscreen: https://prnt.sc/bUn_COE6C7eX
BlockCrusader  [author] Sep 16 @ 6:16am 
@Entombed, no that seems really strange. Could be a mod conflict or (if multiplayer) a syncing issue.

Just to clarify, did the weapon level down in chat , or did you actually decrease its level?

The former shouldn't be possible, since only level increases are supposed to be announced.

In the latter case, if the level dropped because you changed the weapon's Base XP value, that may explain the random 'level up', as the weapon's level basically needs to recalibrate after its Base XP is changed.
Entombed Sep 15 @ 10:54pm 
Is it normal to have weapons level down and level to random numbers in chat just for it to stay at the same level?
BlockCrusader  [author] Sep 15 @ 8:40am 
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.
Agvostos 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: