tModLoader

tModLoader

Item Proficiency 2
25 条留言
NialMontana 10 月 30 日 上午 12:08 
@Lunaros Okay, when I've got some time I'll try and test it out
Lunaros  [作者] 10 月 29 日 下午 6:04 
@NialMontana
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.
Edgecomb 10 月 29 日 下午 4:59 
I had an issue where after saving and quitting the stats reset, the item levels were around 35 if there's something I did wrong let me know
NialMontana 10 月 29 日 上午 5:11 
@Lunaros
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?
Lunaros  [作者] 10 月 28 日 下午 12:59 
@NialMontana
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.
NialMontana 10 月 26 日 上午 4:46 
I like the idea of this mod, but I think I'm getting a bugged behaviour. Just holding items causes them to gradually gain XP and I have no idea why.
Lunaros  [作者] 10 月 19 日 上午 8:49 
I have some good and bad news everybody.
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!
Pitaya 10 月 4 日 下午 4:11 
I see, I see... Thank you for the response. I think I'll stick 1, but I am hoping to see this mod grow deeper into the future. Leveling up mods like this are fun to mess with,
Lunaros  [作者] 10 月 4 日 上午 7:01 
@Pitaya
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.
Pitaya 10 月 3 日 下午 8:03 
"The most major change is instead of saving the level stats to the item itself, the stats are saved to the player - this means all items of the same type will share the same exp values, in any world!"

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?
Pitaya 10 月 3 日 下午 8:01 
The sequel is a bit more "cheating" than its predecessor.

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.
Lunaros  [作者] 10 月 1 日 上午 11:31 
@aoioiobit
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.
aoioiobit 9 月 30 日 上午 2:15 
I initially created characters and worlds while the Item Proficiency 2 mod was active. I later began to experience crashes, so I disabled a few mods and discovered that the Innovault/Entropy mod was the one causing the issue. After I found the culprit, I tried to re-enable Item Proficiency 2. Strangely, at that moment, all of my characters and my main world became corrupted. The corruption was caused by Innovault/Entropy, and it appears that they only recovered after I disabled that mod again.
Lunaros  [作者] 9 月 26 日 上午 11:19 
Seems like there are quite a few issues lately, particularly with saving/loading. I'm unfortunately busy as of recently but I'll do my best to sort everything out. Thanks for all the support!
soy 9 月 25 日 下午 5:37 
Strange issue just happened to me with the mod, another mod updated and then suddenly Terraria said that this mod was causing an error and wouldn't let me load my character. Removed this mod and everything went back to normal. I would try and remove whatever mod updated but I literally have no idea which mod it was D:
aoioiobit 9 月 24 日 上午 7:15 
comparing an old item that has better damage just because of its level with a newer item is kinda hard. is there a way to fix it?
brekko 9 月 23 日 下午 10:45 
This is a fun mod but unfortunately it has a pretty major bug; if you make a character, load into a world with that character, and then remove one of the mods you were using, this mod will throw an exception while trying to read the character's data on the character select screen.
Lunaros  [作者] 9 月 23 日 下午 7:02 
@Catapulting Wizard
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!
Catapulting Wizard 9 月 23 日 下午 3:55 
Maybe I'm misunderstanding, but couldn't you iterate using the AccessorySlotLoader class? It has all the necessary functions to determine if the slot is hidden or enabled.
Lunaros  [作者] 9 月 23 日 下午 2:21 
@Catapulting Wizard
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!
Catapulting Wizard 9 月 23 日 下午 12:58 
Howdy! Been enjoying this mod, but there's one compatibility issue. If an accessory slot is added by a mod, accessories in said slot don't gain XP. I experienced this issue with Progressive Accessory Slots. I'll need to do further testing to make it sure it doesn't affect the vanilla extra slots (Master Mode and Demon Heart)
jcsimm2 9 月 16 日 下午 4:17 
just letting you know for armor after leaving the world when you go back in it stops getting affected by its level until it levels up again then it works like normal. still a fun mod :steamthumbsup:
CrazyGamer999000 8 月 30 日 下午 5:02 
i finally found a Proficiency for my summoner run i'm doing thanks man
Lunaros  [作者] 8 月 27 日 下午 9:47 
@StuffIsStrangeYT
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
StuffIsStrangeYT 8 月 27 日 下午 7:08 
compatible with the first one?