安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Ah, that's quite a few mods. With that situation in mind it's gotta be something related to sources of XP outside of what the player does - an invisible npc dying on its own or invisible tiles being destroyed would give rogue XP that wouldn't make sense since you're just standing still. All I can suggest is try to narrow down what possibilities there could be within those categories and see if doing anything different changes the amount of XP you get.
Something specific to look for - how much XP are you getting at a time? If it's only 1, it's probably a tile, but if it's more than 1 it's probably an NPC.
@Edgecomb
Hi there, yeah unfortunately all of the XP values of items had to be reset in between updates to fix a major saving / loading bug. It is highly unlikely this will ever happen again. Jsyk you can use commands like /addexp, /addlevel, or /setlevel to get your items back to a similar level.
It's constant, whenever I hold any item that has XP (tools, weapons, rope, whatever) every ~1 second or so the XP just ticks up. I can't make out whether or not the intended behaviour is happening alongside it or whether it's the only increase. I have 167 mods running so pin pointing the differential will be time consuming, if you have any ideas the sort of things that might effect the behaviour I could round down the list?
I've noticed similar behavior myself and attempted to fix it previously. Could you provide more information about what mods you were using / what situations you notice this in? Some things to note are that destroying tiles or taking damage provide XP for your held item / equipped armor if that helps.
Good news is - the saving/loading issue across mod instances is fixed! Unloading a mod or adding a new mod will no longer corrupt players, and all corrupted players should no longer be corrupted due to this mod now.
Bad news is - fixing this issue involved requiring a full reset of all item levels unfortunately. However, keep in mind you can still use the /addexp, /addlevel, and /setlevel commands to restore any progress you had previously!
Yes, these mods are meant to be interchangeable based on which effect you prefer. Also, if you go to the mod config in-game, you can change how much items scale for each stat or disable it altogether. Along with this you can also blacklist certain item IDs from leveling up, though I don't have a way to outright disable placeable items so I'll consider making a new setting for that.
I did not read the description to see this. Is it possible for this to be a toggle? If not, then is it okay if both the predecessor and this one are interchangeable?
For some strange reason, you'll have a terra blade that's max level. and when you collect another one that should be level 0, that one shares the same max level as your original blade.
I think it should also be a toggle whether or not certain items get the leveling benefits, too. building blocks/walls/etc should not need to be leveled, and for armor, it should also have a toggle for that, too.
Those are most of the problems I have, but I am liking this sequel better than the first. Good job! I wish for this mod to be successful.
That's very interesting. I know this mod had some bugs of that sort while I was developing it, but I haven't been able to recreate them after some fixes I made previously. I'll have to see if I can solve the data saving issue since that seems to be the most common theme among the bugs reported recently.
I was unaware such a thing existed, if that's the case it sounds like it will be a simple implementation then. I've attempted to make effects like these with other mods and never found a good way to use mod slots like that. Thanks for the suggestion!
I'm glad you're enjoying the mod! That's a good observation.
Unfortunately, with the way modded accessory slots are handled, I can't just iterate through all of the player's equipped accessories to add XP to them. There's not really a safety feature to check if a particular extra slot exists due to being able to add or remove mods that change accessory slots around - so, things like that don't pair well with the intended effect of this mod.
That being said, it should affect the Master Mode and Demon Heart slots just fine, as those are implemented the same way as the other vanilla ones.
I'll see what I can do to work around the modded slot limitations, but worst case scenario you can always use /addexp, /addlevel, and /setlevel in the chat to adjust their stats yourself!
Unfortunately no, this one uses almost a completely new system so unless you want items to scale twice I'd just pick whichever one you want lol
I prefer this one to the previous one if that helps