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I enabled every mod on that list except aequus's shop quotes (which has been set private) and killed BoC in a new world with a new character, the blacksmith spawned and worked fine. Does Blacksmith start working if you disable shop quotes?
this is my mods, maybe it can help:
Calamity mod + Infernum, Wraith of the gods, loot swap
Fargo Souls, Fargo Souls DLC, Mutant Mod, Fargo Souls Extra
Snacther from AlchemistNPC
Boss Checklist
Recipe Browser
LuiAFK
Heart crytsal & Life fruit glow
Better boss health bar
1/10000 foxy jumpscare
Auto Trash
OreExcavator
Wing Slot Extra
Auto Fish
Auto Reforge
Subworld Library
Boss Cuursor
DPSExtreme
absoluteAquarian utilities
Magic Storage
Catalyzed Inferno
Catalyst Mod
Luminance
Aequus shop quotes
Max Stack Plus Extra
Begone Evil
Should be fixed now, thanks for reporting it.
normally if an enemy drops a token, then an enemy with 10x it's stats drops 10x the tokens
with the config it's logarithmic, so the drop count gets harder and harder to increase
When you click Upgrade it should show a UI just like the Goblin Tinkerer's, with a single slot and a reforge hammer icon, when you put a weapon/armor/accessory in the slot it should show a token price to upgrade it, and if you have enough tokens (or sleeves) then clicking the reforge hammer should upgrade it
I just got Blacksmith to naturally spawn in a classic mode 1.4.4 test world with cheatsheet to quickly kill skeletron
but there is a total weapon size config that goes down to 0
and it does!! thank you so much for the troubleshooting
.dll files are used a lot for library/api purposes so I'm guessing tML automatically read the dll, implemented whatever it saw, then rejected the newer duplicate assets
I think I found it, you just need to delete the UpgradePlus.dll file that appears in the extracted folder
I'm just not sure if you need visual studios to recompile the mod
If you know how to recompile a mod;
- the cap ranges are set in lines 85, 97, & 101 of ModConfig.cs
- bc of tML changes you might have to raise the version in build.txt for it to show
- the cap's technical limit is the integer limit (2.1~ billion) but the price for upgrades will get buggy long before then because it's also calculated in integers
code can be extracted in-game in the mod's description or downloaded from Github
UpgradePlus changes:
* Pickaxe mining speed has been fixed
* Blacksmith NPC no longer uses happiness mechanics (it never effected him) & some lines have been turned into normal messages
Elsewhere changes:
* The workshop description's changelog section now points to the TCF thread & steam's Change Notes to save space (if you don't know where Change Notes is: it's in the bar up top next to Discussions)
* The Github repo has changed names to fix a "typo" (in reality a namespace change i forgor), I don't know if that'll effect version 1.3's mod browser, & I can't test because their host has been down for at least 3 days
* Bonus crit damage not being applied to the initial crit if you had both crit damage & crit rollover enabled
* The final roll of crit rollover was a guaranteed crit if the remaining chance was 51% or higher
uhh, from what I can tell both of those bugs have actually been around in some form since 1.3, but the former was mostly hidden by a different bug during 1.3
> New config for logarithmic token drop scaling ( tokens * (1.1 - Log10(tokens)/10)
> Existing underpowered preset includes all stats now (wing, summon, c. damage), old underpowered mode is now a 4th preset that only has classic EU weapon stats (+mana cost, - defence)
> the 20 level hardmode toggle is replaced with 2 custom # inputs for HM & ML caps, hopefully this is the last time a change messes with ppl's config settings
will port to 1.4.4 eventually, 1.4.3 version is & will still be buildable from it's respective github branch just like 1.3 is
stackable items like Shurikens aren't normally upgradable because the behavior around merging & splitting stacks is buggy & prone to losing upgrades
There's a shortcut to /tModLoader/Mods ingame under "open mod packs folder" in the mod packs section, inside /Mods/ there's a file called enabled .json, it should have a list of the internal names for your enabled mods
Hotbar position also causing the slot to highlight is a known visual bug (internally, the blacksmith slot is an inventory slot)