tModLoader

tModLoader

Item Proficiency
56 Comments
The +exp messages yes. I also saw that when catching critters in the bug net the +exp message displays +0 but the exp itself is still given
(Btw loving this mod)
Lunaros  [author] 20 hours ago 
@Dave the magical cheese wizard
As in, disable the +exp messages, or prevent the item from leveling up if the max level is changed?
Can there be an option to turn off xp gain when max level is reached?
at6743076 23 Jul @ 4:31pm 
can you add a infinet level togel
Lunaros  [author] 20 Jul @ 2:18pm 
@2BGoosii
I'm glad you're enjoying it!
That suggestion does make sense. We have popups for +exp but not +lvl... I can definitely fix that.
2BGoosii 20 Jul @ 12:48pm 
I absolutely adore this mod, and has been making my calamity playthrough more enjoyable since if i find a boss to hard i can scale my weapon by grinding.

I suggest making having it make a sound and a text above the player saying "+LVL" Or something close to it whenever the player goes up a level? it would be nice to have since my settings make leveling take time and it would be nice to know whenever i go up. :steamthis:
Lunaros  [author] 20 Jul @ 11:26am 
I think I fixed the random exp everyone was getting. Only tiles that break within the player's radius will give exp now. Keep me in touch for any other bugs that need fixed!
Lunaros  [author] 20 Jul @ 10:55am 
@Стасик BAD ASS
I previously didn't implement size because I didn't think it was a particularly useful stat. Only true melee weapons and some tools would benefit from it afaik. If someone wants it though I guess I'll throw it in the list.
Also - I don't want to make the power increment too small or it will be very difficult to pick the exact number you're looking for with the slider. If you have a very specific number in mind, you can find the .json file in tModLoader's files under ModConfigs and manually edit the number to be as small as you want. Hope this helps.
Стасик BAD ASS 20 Jul @ 1:00am 
Hello, are there any plans to increase the size of the weapon as you level up? and also wanted to be able to change the power by 0.001.
Lunaros  [author] 15 Jul @ 7:24am 
@4malchicken
That seems like a reasonable request. I'll add an item blacklist.
4malchicken 15 Jul @ 4:54am 
I think that this mod is messing with be bucket. Could there be an option to disable the mod for specific item types?
Lunaros  [author] 14 Jul @ 2:01pm 
@GNTplayer
It is theoretically possible, but the effect would be too inconsistent across different uses of projectiles for it to be viable. Projectiles are a lot more widely used than you might think - it's not just Minishark getting a second bullet, it's Zenith calculating more waves of swords, Arkhalis and Terragrim having double slashes, and I'm not even sure how Last Prism would handle it. It would also affect drills and chainsaws iirc. I just think too many weird cases would pop up for it to be a good addition to the mod.
GNTplayer 14 Jul @ 1:35pm 
is it possible that once an item reaches a higher level such as 50 if it is a progectile add another progectile?
jamkatfly 3 Jul @ 10:18am 
when I went to the vitric desert from the starlight river mod the firebug explosions gave my musket XP.
Lunaros  [author] 21 May @ 10:36am 
That gives me a good clue as to what it might be, thanks for the info.
Wark Dings 21 May @ 10:21am 
Thx a lot for your reply.
For information, the issue occurs even if i disable every others mods.
Lunaros  [author] 21 May @ 10:14am 
@Wark Dings I have noticed some issues with this in a recent test with Calamity Mod. I'll be experimenting with ways I could prevent this from occurring.
404_coffee.exe 21 May @ 9:55am 
oh thanks for the heads up.
Wark Dings 21 May @ 9:52am 
I have an issue. The weapon i hold gain XP passively, i don't know if its normal ?
I didn't use it or click and only the weapons i am holding gain XP.
Have you already meet this issue ?
Lunaros  [author] 21 May @ 9:46am 
@404_coffee.exe If you go to the mod settings, you can set everything besides tools to 0x, and it will essentially make it tools-only
404_coffee.exe 20 May @ 4:27pm 
Do you think you could make a tool only version or setting?
Lunaros  [author] 17 May @ 2:07pm 
@Heinrich Ah, yes, of course. I thought I fixed that already. It will be out momentarily.
Heinrich 17 May @ 1:27pm 
Can I ask for a small change to make the bonus to weapons able to be set to 0, or even disabled? I use the mod for tools moreso than weapons ( I use other leveling mods and bonuses multiplying get crazy ). If not, cool, still love the mod and the minimum of .005 isn't too big a deal.
Lunaros  [author] 15 May @ 7:06am 
@Khyemon I don't think I plan on updating it anytime soon - summons are hard to tie back to their original items, whereas whips would be affected by this mod perfectly fine. Even with other weapons with projectiles like Enchanted Sword, if you switch to a new weapon before the attack hits the new weapon will earn the xp, it's just not as likely that you'll switch to a new weapon when using one. It's an inherent design issue that I'm not sure how to bypass.
Khyemon 15 May @ 3:40am 
Is this mod looking to get updated soon to overhaul the summoners class? I'm trying it currently and don't notice a difference to damage or projectile speed of summons, etc. I've noticed a mod you mentioned below to download to help, but not great.

When are you looking to update? Thanks.
Klarence 8 May @ 3:44am 
can work on calamity too?
Lunaros  [author] 7 May @ 11:54am 
@Mickyssin Yeah I just noticed that the other day, it's because the rarity color for quest fish is registered as a negative value - I already released a patch to fix it, make sure to update your mod if you still need to! I'll go check to make sure it's fixed as well.
Mickyssin 7 May @ 7:57am 
Hey, great mod!
I just noticed a weird behavior for the fishing rods (at least demonite one, I haven't tested others), when I do a quest from the Angler, and catch the quest fish I get a -+100 exp, and that actually reduces the exp of the fishing rod, it can even get to negative numbers if the rod is low in exp.
Lunaros  [author] 6 May @ 7:42pm 
@Gammaboy45
Summon weapons indeed have a hard time earning xp - there's no way to access the original item that summoned a minion without going through a lot of trouble with code, so for almost all methods of earning xp, it is granted to the player's currently held item and not necessarily the one used. I've been trying to come up with a solution to this.
As for Challenge Vaults, I'm not sure exactly what goes on with that mod, but if tiles are consistently being destroyed in the background or certain code is running in the wrong spot, xp could be earned in who knows what way. In the future I might allow players to choose what actions earn xp and in what ways to try to prevent this
Gammaboy45 6 May @ 5:07pm 
Also, strange incompatibility with Challenge Vaults (and possibly other subworlds, I haven't tested): holding any weapon there will rapidly increase the level until it caps out.
Gammaboy45 6 May @ 4:45pm 
Summon weapons only seem to gain levels when held and a minion gets a kill...
Lunaros  [author] 5 May @ 8:22am 
@BetterScript53
I don't know Russian and I don't trust google translate enough, but if anyone's willing to supply localization for it I'll add it
BetterScript53 5 May @ 8:02am 
mods has been translated to russian language? pls
Lạc! 3 May @ 10:50pm 
@Lunaros tks you!
Lunaros  [author] 3 May @ 10:01pm 
@Lạc!
Ah, I forgot about that part, thank you for the reminder - modifying minion damage like this is actually a known issue with tML itself! This bug can be fixed with this mod (Minion ModifyWeaponDamage Patch) . Glhf!
Lạc! 3 May @ 9:29pm 
On the toolbar it seems that the summoned weapon has added damage, but when used to fight monsters or bosses the damage compared to the original remains unchanged, my lord. :lunar2025snakeinablanket:
Heinrich 3 May @ 6:56pm 
Love the mod, and yes I too would appreciate leveling up fishing rods. There's something fun about making a normal mode iron or lead pickaxe able to mine hardmode ores that has me chuckling.
Lunaros  [author] 3 May @ 2:48pm 
@Arcamus It should work on the rods themselves, but I didn't even think about fishing power, I'm adding that next
buki 3 May @ 2:40pm 
@lunaros Completely fair, either way fun concept and I appreciate the work you've put into it!
Arcamus 2 May @ 8:35pm 
does it work on fishing rods
𝔐𝔲𝔯𝔞𝔫 2 May @ 5:54pm 
lemme check
Lunaros  [author] 2 May @ 12:32pm 
Axe power is no longer incorrectly divided by 5
Lunaros  [author] 2 May @ 12:23pm 
@theVlack3
I suppose it is. I wasn't looking around for other mods when I made this one, it was just an idea I had

@𝔐𝔲𝔯𝔞𝔫 I didn't check axes in the last update, thanks for the heads up
𝔐𝔲𝔯𝔞𝔫 1 May @ 11:08pm 
i dunno why, but this mod makes all axe power to almost 15% ~ 25%.
didnt happen to other tools, but only axe.
tho i disabled tool level up in config..
and i think recent update was broken, so can you please fix this?
Lunaros  [author] 1 May @ 10:21am 
@buki
That's understandable, and a good solution to the overscaling problem, but in order to implement that I'd have to hardcode which bosses allow which levels, and take modded bosses into consideration as well - long story short, I think figuring out all the math for that would be unnecessary when I can simply allow you to edit stat scaling to your own liking (which is already possible). As such, this mod's intention is more to add silliness to the game and let you have fun with your favorite weapons that don't generally scale to endgame otherwise. I may play around with a more "formal" version of this kind of levelup feature in a future mod.
时间之外 30 Apr @ 6:24pm 
看不懂怎么办
buki 30 Apr @ 4:03pm 
If I could recommend something it would be to have levels unlocked via boss progression to reel in some of the overpowered issues. That way you can upgrade cool early game items you like throughout the game but they don't spiral outta control and kill the fun.
Lunaros  [author] 30 Apr @ 12:26pm 
@Harley89 Precisely. You get it
Harleymart 29 Apr @ 10:41pm 
Now I can finally progress the entire game with Snowball Cannon :thefarmer: