tModLoader

tModLoader

Block's Leveling Mod
564 Comments
Evan Yashiro 17 Jul @ 12:29pm 
(i forget to mention that "again" i mean after the minion cap is full)
Evan Yashiro 17 Jul @ 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 17 Jul @ 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] 17 Jul @ 11:35am 
@Feit, nah it's fine :steamthumbsup:
Feit 17 Jul @ 11:32am 
Thank you!
Do you wish I remove these comments to reduce clutter?
BlockCrusader  [author] 17 Jul @ 10:15am 
@Feit, there are settings for adjusting the UI's placement, so I guess those were thrown out of whack somehow?
Feit 17 Jul @ 9:59am 
Okay, after resetting mod settings, the UI returned. What setting would have caused that?
BlockCrusader  [author] 17 Jul @ 6:23am 
@Feit, just tested and I can't recreate the issue on my end. I'm not sure why the Forge would break for you, as the most recent patch made no changes to it.

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.
Feit 17 Jul @ 5:43am 
Hey! After latest update the xp forge doesnt open the forge UI anymore.
BlockCrusader  [author] 16 Jul @ 2:50pm 
@Evan Yashiro, yeah that's a long-standing bug. I still have no idea what's causing it... If you have any observations of note from your testing, sharing them might help :steamthumbsup:
Evan Yashiro 16 Jul @ 2:17pm 
Idk if it's a bug but sometimes i summon some minions and they gain XP and other times they don't get any XP (i tested mainly with Abigail)
BlockCrusader  [author] 15 Jul @ 5:58am 
@Thunder.Hawk, the 'XP to next level' displaying as a negative value is a known bug.

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.
Thunder.Hawk 14 Jul @ 8:02pm 
has anyone else found this?
Thunder.Hawk 14 Jul @ 8:01pm 
I discovered an exploit/glitch where if you gain a level with a high level ethereal rune then swap it to a lower level of ethereal rune it applies however much experience you need to level up as negative xp, once you hit any enemy it applies that amount of xp instantly leveling you up a ton.
I discovered this on accident. Can someone else please test this to see if is a mod thing or something wrong with the game?
ODevil 7 Jul @ 10:36am 
You're right, it was Calamity Super Dummies :/
BlockCrusader  [author] 7 Jul @ 9:28am 
@ODevil, weapons shouldn't be able to get XP from Target Dummies, critters, Town NPCs, or the like. I double-checked target dummies on my end and they aren't yielding XP as expected, so it's likely a bug on your end.
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).
ODevil 7 Jul @ 8:59am 
Weapon experience can be gained from damaging dummies, which feels unintended to me...
BlockCrusader  [author] 6 Jul @ 2:44pm 
@SGT, no, it's just that. With this mod I didn't want to do anything very intricate like skill trees and whatnot so I kept it simple.
BALLI 6 Jul @ 10:37am 
Does the player leveling function do anything besides the optional toggle of damage and DR?

Also, really like this iteration for an RPG experience :GiveHug:
ODevil 6 Jul @ 6:15am 
Cool mod. Though I wish there was a server side option to disable ethereal runes, or at least only keep the prism rune.
BlockCrusader  [author] 3 Jul @ 9:03am 
@Satana3La, medals should be dropped by most (but not all) vanilla bosses as long as the medals mechanic is enabled. They're permanent consumables that'll raise the level cap. Once you've consumed a given type of medal, it cannot be used again and its respective boss won't drop it anymore.
yuka.Madness 2 Jul @ 6:12pm 
how to use the medal,?? my P90 gun just only cap at lvl 10
Espectra 1 Jul @ 10:47pm 
Thanks! Will give it a go
BlockCrusader  [author] 1 Jul @ 5:39pm 
@Espectra, there's no plans for abilities or skill trees in this mod. However, there's an add-on for this mod, Heroic Weapons , which does include a feature like that.
Espectra 1 Jul @ 12:14pm 
Is there some plan to add abilities as leveling reward ? or just flat out bigger number
BlockCrusader  [author] 30 Jun @ 7:21pm 
@极光掠夺天边, whenever someone contributes updated localization. I'm not personally fluent so I'm unable to do it.
If someone wants to contribute localization they can do so at this GitHub repo [github.com]
极光掠夺天边 30 Jun @ 3:03pm 
When will the Chinese translation be updated?
BlockCrusader  [author] 28 Jun @ 2:43pm 
@不要打水饺的头啦!, as of version 1.6, Runes are now applied using a Experience Rune Forge. You can craft one from a Furnace and 3 Fallen Stars.

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...).
不要打水饺的头啦! 28 Jun @ 1:20am 
右键符文没有消失,直接拿起了符文,没法附魔到装备上:lunar2019deadpanpig: Right click the rune and it doesn't disappear. Just pick up the rune and you can't enchant the equipment
BlockCrusader  [author] 24 Jun @ 1:26pm 
@Alonzo, currently there's an optional feature in the config - level sync - which makes it so that if your weapon's level is higher than yours, the weapon performs as though it was your level and not its own. It doesn't actually lower XP or level, but it does encourage you to keep your Player Level up and/or use weapons of a proper level.

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.
Alonzo 24 Jun @ 10:03am 
What if there were conditions that lowered levels? Like a death, damage, or atrophy penalty if you're being reckless? For example, while using an item that's a higher level than you're equipped to handle! It could tie together player leveling and weapon leveling while still keeping them sufficiently independent?

Just throwing out some ideas to dream or laugh about
324B21 22 Jun @ 9:23am 
@BlockCrusader thanks a bunch <<3333:demoneye:
BlockCrusader  [author] 22 Jun @ 8:43am 
@324B21, yes, apply a Blank Rune to the weapon. You can craft a Blank Rune from 1 Dormant Experience Rune and 1 Vile/Vicious Powder (At the Experience Rune Forge, as with other recipes)
324B21 22 Jun @ 6:11am 
is there a way to remove runes from the weapon, i just put pre cultist rune to my early game weapon and now i cant level up because it wants 100k exp for 1 level :steamfacepalm:
BlockCrusader  [author] 22 Jun @ 5:24am 
@没板的毛鸭, yes that's right. Experience Rune and Experience Orb application is now done through the Experience Rune Forge's UI system.
没板的毛鸭 21 Jun @ 9:06pm 
OK, I understand. Is it necessary to use a forging furnace to embed the experience runes onto a certain weapon?
BlockCrusader  [author] 21 Jun @ 11:54am 
@没板的毛鸭, honestly I don't know what to tell you. There's no reason the mod would break if you're using a fresh, up-to-date installation of the mod, and with no other mods enabled.

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.
没板的毛鸭 21 Jun @ 10:14am 
No matter how hard I tried, the result remained the same - I couldn't affix the runes onto any weapon. Even after completely uninstalling the game and reinstalling it, the outcome was still the same.
BlockCrusader  [author] 21 Jun @ 9:07am 
@没板的毛鸭, have you tried following the tutorial in the mod's workshop description? Unfortunately the localization is out-dated so you'll probably need to machine translate it.
没板的毛鸭 21 Jun @ 4:15am 
I only activated this one mod, but still couldn't affix the experience runes onto any weapons. I have no idea what the reason is.
etetetertertretret 17 Jun @ 2:26pm 
ohhhhh ok ty
BlockCrusader  [author] 17 Jun @ 2:25pm 
@etetetertertretret, that's definitely a mod conflict if weapons aren't displaying the "Weapon unable to gain XP or level up. Obtain an Experience Rune Forge to begin" tooltip. That would mean weapons aren't being identified by the mod as valid weapons.
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.
etetetertertretret 17 Jun @ 2:15pm 
there's no mods conflicting but i found out i cant put runes on anything for some reason. Its odd that its happening to only me like theres no "runes can be put on this" tooltip
BlockCrusader  [author] 17 Jun @ 1:48pm 
@etetetertertretret, I just tested and it works perfectly fine for me. Something must be wrong on your end. Can you be more specific about the issue?
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.
☯~Shady Divider~☯ 17 Jun @ 1:46pm 
Was confused when i started my new playthrough that I couldn't craft runes at a standard workbench like i have for the past year or so. Imagine my surprise that the mod has it's very own workbench now! Works like a dream, very good update, and i look forward to seeing what else you've got. Glad you're still cracking on~
etetetertertretret 17 Jun @ 1:45pm 
why is that?
etetetertertretret 17 Jun @ 1:16pm 
i just found out the firecracker cant have exp runes on it
BlockCrusader  [author] 17 Jun @ 1:04pm 
@etetetertertretret, have you tried troubleshooting by checking the Apply button's tooltip? What does it say?
etetetertertretret 17 Jun @ 12:56pm 
im trying to put a rune via rune forge on the firecracker and its not working for some reason
BlockCrusader  [author] 17 Jun @ 10:58am 
@Riftstrider, looks like I forgot to make give the item a use time and animation, hence why it couldn't be used. I just released a patch that should fix this, thanks for finding that bug!