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Do you wish I remove these comments to reduce clutter?
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.
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.
I discovered this on accident. Can someone else please test this to see if is a mod thing or something wrong with the game?
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).
Also, really like this iteration for an RPG experience
If someone wants to contribute localization they can do so at this GitHub repo [github.com]
If you can access the English version of the mod's description, try machine translating it for a tutorial (Other languages' descriptions are outdated right now...).
This is kinda unrelated, but there's another optional feature - medals - that enforce a level cap, and you have to raise it by obtaining and using 'medal' items that drop form vanilla bosses. Thought I'd mention it since it's of a somewhat similar vein.
Just throwing out some ideas to dream or laugh about
Actually, I forgot to clarify something in my previous comment; if you are able to view it, machine translate the English version of the workshop description; it's the only one with an up-to-date description and tutorial.
You may be trying to follow directions for the pre-1.6 version of the mod, which is outdated; the rune application system was overhauled in 1.6.
For reference, to be valid a weapon must;
- Deal greater than 0 damage
- Be non-consumable
- Not count as ammo
- Not count as accessory
If a mod were to make some sweeping change that invalidates one of the criteria above I.e. making all weapons count as accessories), then weapons would stop working with the leveling system.
Can you put the Firecracker in the UI's weapon slot?
If so, what tooltip is displayed by the 'Apply' button when you hover over it? (After inserting both Firecracker & a Rune)
It's also possible there's a mod conflict. If you suspect any mods you have could be conflicting, that'd be nice to what those are, too.