tModLoader

tModLoader

Dynamic Gear Advancements
176 Comments
Dash 2 Feb @ 12:54pm 
how is this and the fervent arms mod different?
Owly 2 Jan @ 6:07am 
can you make a stat sheet for this mod?
so it shows the total value of +/-
Spazz  [author] 30 Oct, 2024 @ 2:44pm 
Spazz  [author] 26 Oct, 2024 @ 12:34am 
Found some time to finish stuff up. An early version will be released in a few days at most, after some final testing.
BoomBattler 25 Oct, 2024 @ 3:43pm 
Hi! Really like this mod. Just wondering if the updated version is still in the works? No hate if it isn't. Just curious.
Dainly 25 Sep, 2024 @ 12:53pm 
Is the new updated version out yet, the mod is really good but it takes a while to get something good on any equipment sometimes. i also dont know which ones are best.
TABLESPOON 9 Sep, 2024 @ 1:05am 
good mod but i dont really like this
Spazz  [author] 5 Sep, 2024 @ 8:19pm 
Shouldn't be too long. I've written out most everything I'd planned on doing, and just need to test for bugs/compatibility
Marvai 5 Sep, 2024 @ 12:10pm 
Absolutely adore this whole system you've made. And even more excited to hear about a new update/separate mod in the works! Out of curiosity, just how far away would that new mod/version be, any idea?
Astra 1 Sep, 2024 @ 2:23am 
yaaaaaaaay! c=
Spazz  [author] 31 Aug, 2024 @ 2:17pm 
Both this mod, and the new update should allow being added and removed at will
Astra 31 Aug, 2024 @ 12:04pm 
So will I have to start a new world then, or would re-generating every accessory/weapon/armor (I'm on Journey Mode, so not *that* big a deal TBH) work fine?
Spazz  [author] 31 Aug, 2024 @ 8:03am 
Unfortunately not, due to the changes in data storage, scaling values, and prefix types. This was the main reason behind my decision to release the update separately.
Astra 31 Aug, 2024 @ 3:17am 
Will the new version be backwards compatible with the old? I.E., can I migrate *from* the old, *to* the new? How would I do that, if so? Would every current prefix need to be rerolled to work on the new format?
Spazz  [author] 27 Aug, 2024 @ 10:12pm 
Yes, at the goblin tinkerer you now re roll the individual prefixes, allowing for items without any negatives relatively easily.
IllegibleScream 27 Aug, 2024 @ 9:49pm 
@Spazz so rerolling select prefixes will basically let us slowly customize the weapon and get rid of negative modifiers?

Or are those non-negotiable?
4c3nties 22 Aug, 2024 @ 5:25am 
its cool to see balance changes
lifesteal is kind of... :ccskull: broken
Echo 22 Aug, 2024 @ 3:38am 
Really interested in seeing the balance changes. This could not have been easy seeing how strong some weapons can get with all the added bonuses.
Nice to see you still working on this!
Spazz  [author] 21 Aug, 2024 @ 10:36am 
I've prepared a large update which includes many additions, improvements, and fixes.
Due to the amount of changes, I plan to release it as a separate mod, for the sake of keeping this version usable if people wish to continue with it.

The new version will be released soon, after some further bug and compatibility testing.

Some of the new features include:
- New prefix types
- UI for various systems such as automatic minion spawning, item upgrading, item reforging,
potion buffs, and consumable weapon combination
- Re-rolling select prefixes, instead of the entire weapon
- Re-rolling weapon damage type
- Improved balance and compatibility
- Stat sheet of all bonuses
And more
4c3nties 15 Aug, 2024 @ 8:59am 
this is cool :Smile_IdleOn:
Alexai1277 14 Aug, 2024 @ 2:25pm 
it doesnt work to use any ingot to upgrade my tools
Fluffy Moff 27 Jul, 2024 @ 10:44pm 
I'm not quite sure how the craftable ammo bags work. I tried with grenades and hellfire arrows, but there was never an option to make them infinite.
Panucci 26 Jul, 2024 @ 1:18pm 
Right clicking item with 12 bars of whatever just doesn't upgrade it. Tried it with copper swords, pickaxes, whatever, it doesn't work. Also that thing which should display material of an item only displays Infinite, idk. I use terraria overhaul along with calamity and its addons, like calamity overhaul and whips+flamethrowers, quality of terraria mod, calamity's rarities and that's all I guess
Gabriel Ultrakill 21 Jul, 2024 @ 11:01pm 
The mod is good, but one of the larger issues with it is that 99% of any modifiers you will receive will be negative. I've spent 20 minutes just shimmering one item for it to *not* have a bunch of bad modifiers on it, because the goblin army will not spawn. Most crafted items should not immediately become worse upon being crafted.
m8tt8o 18 Jul, 2024 @ 4:37am 
(1)

Hello, first off great mod. I really like the idea of being able to use weapons in later game stages by upgrading them.

But sadly the mod isn't working for me. I am not sure why but there are no errors. The infinite ammo generations aren't working and the upgrading by right clicking at an anvil and furnace doesn't work either. I am not sure if that's the case for other people too but for me this is always the case with this mod.
m8tt8o 18 Jul, 2024 @ 4:37am 
(2)

But even without those features it's still fun to play with. Another problem would be the balancing of good and bad affixes, because it's way too hard to get good ones. Especially in early game it is really punishing, for example on armor to get -defense is really common, and generally negative affixes seem to be far too common. After building an afk farm for coins and reforging that's not a problem anymore, still lacks some balancing in my opinion.


I still really enjoyed this mod, because it's really unique. Hope you continue working on it. I would recommend you making a github for it, that would probably make development alot easier after getting used to it.
SUCKSUCK 30 Jun, 2024 @ 3:13pm 
the mod is broken, tried to do everything like in instruction, still didn't work.
Sash 24 Jun, 2024 @ 2:08pm 
Would love a way to precisely see the additives of all my bonuses. How much Multishot% do I have? What about how much Flat Crit and Crit% I have?
rmfranco 20 Jun, 2024 @ 9:39am 
@Hmmmm according to the Updated date in the main section, April, slightly less than 2 months ago.
DragonForGames 9 Jun, 2024 @ 7:32am 
A tier list for upgrades could be awesome, can you list it somewhere?
Hmmmm 6 Jun, 2024 @ 4:31am 
When was the last time this was updated?
Woofer 29 May, 2024 @ 5:23am 
Would really love a way to adjust the probability for positive and negative traits, it seems like the latter is by far way too common compared to the vanilla bad prefixes which are few and thus less likely to roll
Thranduil 23 May, 2024 @ 10:14pm 
I agree with a few here, the mod is wonderful! That being said, I feel like negative traits are far too prevalent. I seem to get rolls with all or 3/4 negative traits all the time.

Setting up something like Hiroko has put forth would be wonderful!
andro951 19 May, 2024 @ 2:53pm 
Posted a discussion about a mod conflict caused by Dynamic Gear Advancements. Please take a look at it when you have a chance.
Hiroko 11 May, 2024 @ 3:11pm 
4) Affix rolls generation could use a rework. Break affixes into tiers of ranges, weighted (based on type: weapon vs tool vs armor vs access) select affix type, weighted roll for tier (possibly with some kind of progression scaling, like bestiary completion %), rng roll withing that tier's range, and match the naming scheme with the tier/affix so its consistent. If you had configs, the +/- design could be set to one of many methods:
- Random: affixes can roll +/- randomly
- Balanced: mods alternate between + and -, starting with the first affix being +
- Conformed: rolls are either all positive or all negative
- One Bad: The first affix is negative and rolls high, the rest are positive
Hiroko 11 May, 2024 @ 3:07pm 
Overall still really enjoy the mod, great features, but it does need work.

1) Needs configs to be able to turn off or adjust things. #1 main issue. Its too many things to not be able to pick and choose.

2) Please add compatibility with Magic Storage. Currently, items created via the Magic Storage crafting interface do not get any affixes.

3) ore upgrade mechanic is too strong. Needs nerf, needs config to turn off entirely.
Echo 9 May, 2024 @ 4:06pm 
It seems like the upgrade mechanic ramping is a little off.
We have all not changed off of our early game weapons because the items upgraded from e.g. tungsten to hellstone are way more powerful than those that are hellstone by default.

My minishark does a cool 3000dps and we are just done with the dungeon.
Hmmmm 9 May, 2024 @ 4:02am 
Would be nice to be able to opt out of certain parts of the mod like the prefix rework. The rework just doesn't give me anything good, but I do like the scaling of weapons.
Echo 6 May, 2024 @ 1:41pm 
Has been fixed by the author of Vacuum Bags =)
Echo 6 May, 2024 @ 6:56am 
Starting a new game with all three mods enabled works as intended. The error only occurs when you have an existing save with Ore Bag + DGA to which you then add Vacuum Bags.

New saves are thus not affected.
Echo 6 May, 2024 @ 5:41am 
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Terraria.Player.GetModPlayer[T](T baseInstance) in tModLoader\Terraria\Player.TML.cs:line 99
at androLib.Storage.HasRequiredItemToUseStorage(Player player, Int32& bagFoundInID, Int32& index, Int32 specifiedBagType) in androLib\StorageManager.cs:line 440
at VacuumBags.Items.BagModItem.ChooseFromBagOnlyIfFirstInInventory(Item item, Player player, Int32 storageID, Func`2 itemCondition, Int32 context, Boolean selectItems) in androLib\Items\BagModItem.cs:line 190
at VacuumBags.Items.AmmoBag.OnChooseAmmo(orig_ChooseAmmo orig, Player self, Item weapon) in VacuumBags\Items\AmmoBag.cs:line 73
Echo 6 May, 2024 @ 5:41am 
at Hook<Terraria.Item VacuumBags.Items.AmmoBag::OnChooseAmmo(Terraria.On_Player+orig_ChooseAmmo,Terraria.Player,Terraria.Item)>(Player , Item )
at SyncProxy<Terraria.Item Terraria.Player:ChooseAmmo(Terraria.Item)>(Player , Item )
at dynamicgearadvancements.DynamicItem.Sum(String stat, Int32 index, Player player, Item item) in dynamicgearadvancements.cs:line 402
at dynamicgearadvancements.PlayerInstance.ModifyMaxStats(StatModifier& health, StatModifier& mana) in dynamicgearadvancements.cs:line 597
at Terraria.ModLoader.PlayerLoader.ModifyMaxStats(Player player) in tModLoader\Terraria\ModLoader\PlayerLoader.cs:line 129

[...]
Echo 6 May, 2024 @ 5:40am 
On a different note: This mod seems to be incompatible with Vacuum Bags.
While it is compatible with the dependency mod, Ore Bag, trying to load an existing character with an ore bag in its inventory + DGA after having added Vacuum Bags makes the character unable to load.
Not sure if this can be fixed on your end or whether this is an issue with Vacuum Bags.
I'll bring this up with the other author as well.
Echo 6 May, 2024 @ 5:37am 
I, too, would like to see this mod grow into what it could be. Great potential and an awesome framework, but a little rough around the edges.
A way to reforge only one aspect would, for example, be a great start to making this more user friendly. Of course it would need to be sufficiently hard and/or expensive so players can't just create god-tier items easily, but currently it hinges a little too much on random chance.
Era 5 May, 2024 @ 8:38pm 
I love the concept of this mod, but there are many flaws others have pointed out. For me, it really seems like there's no progression based on bosses. Why should my armor, forged of metal made of godly souls, be able to roll with -10% life? A couple of points/suggestions:
1. Make stats more meaningful. +/- x.x% is not enjoyable to find. Multishot and overcritting and stuff like that is great, but it in total, makes the prefixes feel meaningless.
2. It can also make specializing into specific build styles much more difficult. Now a tank has to look out for defense and life and they may get +10 defense but then -6.9% life, negating the upside.
3. Please none of this "+/- 0.0x% stat stuff? It's really disappointing to see because it is an unnoticeable change...
4. Perhaps add an NPC that allows you to banish and focus stats, slowly improving as bosses are killed.
Hydrogen 5 May, 2024 @ 8:59am 
Okay, this ore system thing works, but for some reason drains all resources. I agree with 2 people under me, this mods needs some work.
MinecraftedMario 4 May, 2024 @ 11:24pm 
could you please add a config to turn off the ore progression system
Redemption 4 May, 2024 @ 8:46pm 
This is probably the least fun mod I've ever had the displeasure of using. Godawful stat rolls, no consistency with tooltip rarity, and NO config to customize the range of the stat rolls.

Baby's first Terraria mod.
Hydrogen 4 May, 2024 @ 11:23am 
How does this tier upgrading thing works? I stood next to furnace and anvil, held platinum bars and right-clicked wand of sparking, but nothing happened.
Nowaydude85 2 May, 2024 @ 5:58pm 
I like the idea of the mod. I do not like sitting there hitting the reforge button once, scrolling over the item to see if it has the stats I want, then repeating. If we could tell the mod to look for certain stats then stop, then allow those numbers of those stats to be further refined, that would be great.