tModLoader

tModLoader

Item Proficiency 2
18 Comments
Pitaya 4 Oct @ 4:11pm 
I see, I see... Thank you for the response. I think I'll stick 1, but I am hoping to see this mod grow deeper into the future. Leveling up mods like this are fun to mess with,
Lunaros  [author] 4 Oct @ 7:01am 
@Pitaya
Yes, these mods are meant to be interchangeable based on which effect you prefer. Also, if you go to the mod config in-game, you can change how much items scale for each stat or disable it altogether. Along with this you can also blacklist certain item IDs from leveling up, though I don't have a way to outright disable placeable items so I'll consider making a new setting for that.
Pitaya 3 Oct @ 8:03pm 
"The most major change is instead of saving the level stats to the item itself, the stats are saved to the player - this means all items of the same type will share the same exp values, in any world!"

I did not read the description to see this. Is it possible for this to be a toggle? If not, then is it okay if both the predecessor and this one are interchangeable?
Pitaya 3 Oct @ 8:01pm 
The sequel is a bit more "cheating" than its predecessor.

For some strange reason, you'll have a terra blade that's max level. and when you collect another one that should be level 0, that one shares the same max level as your original blade.

I think it should also be a toggle whether or not certain items get the leveling benefits, too. building blocks/walls/etc should not need to be leveled, and for armor, it should also have a toggle for that, too.

Those are most of the problems I have, but I am liking this sequel better than the first. Good job! I wish for this mod to be successful.
Lunaros  [author] 1 Oct @ 11:31am 
@aoioiobit
That's very interesting. I know this mod had some bugs of that sort while I was developing it, but I haven't been able to recreate them after some fixes I made previously. I'll have to see if I can solve the data saving issue since that seems to be the most common theme among the bugs reported recently.
aoioiobit 30 Sep @ 2:15am 
I initially created characters and worlds while the Item Proficiency 2 mod was active. I later began to experience crashes, so I disabled a few mods and discovered that the Innovault/Entropy mod was the one causing the issue. After I found the culprit, I tried to re-enable Item Proficiency 2. Strangely, at that moment, all of my characters and my main world became corrupted. The corruption was caused by Innovault/Entropy, and it appears that they only recovered after I disabled that mod again.
Lunaros  [author] 26 Sep @ 11:19am 
Seems like there are quite a few issues lately, particularly with saving/loading. I'm unfortunately busy as of recently but I'll do my best to sort everything out. Thanks for all the support!
soy 25 Sep @ 5:37pm 
Strange issue just happened to me with the mod, another mod updated and then suddenly Terraria said that this mod was causing an error and wouldn't let me load my character. Removed this mod and everything went back to normal. I would try and remove whatever mod updated but I literally have no idea which mod it was D:
aoioiobit 24 Sep @ 7:15am 
comparing an old item that has better damage just because of its level with a newer item is kinda hard. is there a way to fix it?
brekko 23 Sep @ 10:45pm 
This is a fun mod but unfortunately it has a pretty major bug; if you make a character, load into a world with that character, and then remove one of the mods you were using, this mod will throw an exception while trying to read the character's data on the character select screen.
Lunaros  [author] 23 Sep @ 7:02pm 
@Catapulting Wizard
I was unaware such a thing existed, if that's the case it sounds like it will be a simple implementation then. I've attempted to make effects like these with other mods and never found a good way to use mod slots like that. Thanks for the suggestion!
Catapulting Wizard 23 Sep @ 3:55pm 
Maybe I'm misunderstanding, but couldn't you iterate using the AccessorySlotLoader class? It has all the necessary functions to determine if the slot is hidden or enabled.
Lunaros  [author] 23 Sep @ 2:21pm 
@Catapulting Wizard
I'm glad you're enjoying the mod! That's a good observation.
Unfortunately, with the way modded accessory slots are handled, I can't just iterate through all of the player's equipped accessories to add XP to them. There's not really a safety feature to check if a particular extra slot exists due to being able to add or remove mods that change accessory slots around - so, things like that don't pair well with the intended effect of this mod.
That being said, it should affect the Master Mode and Demon Heart slots just fine, as those are implemented the same way as the other vanilla ones.
I'll see what I can do to work around the modded slot limitations, but worst case scenario you can always use /addexp, /addlevel, and /setlevel in the chat to adjust their stats yourself!
Catapulting Wizard 23 Sep @ 12:58pm 
Howdy! Been enjoying this mod, but there's one compatibility issue. If an accessory slot is added by a mod, accessories in said slot don't gain XP. I experienced this issue with Progressive Accessory Slots. I'll need to do further testing to make it sure it doesn't affect the vanilla extra slots (Master Mode and Demon Heart)
jcsimm2 16 Sep @ 4:17pm 
just letting you know for armor after leaving the world when you go back in it stops getting affected by its level until it levels up again then it works like normal. still a fun mod :steamthumbsup:
CrazyGamer999000 30 Aug @ 5:02pm 
i finally found a Proficiency for my summoner run i'm doing thanks man
Lunaros  [author] 27 Aug @ 9:47pm 
@StuffIsStrangeYT
Unfortunately no, this one uses almost a completely new system so unless you want items to scale twice I'd just pick whichever one you want lol
I prefer this one to the previous one if that helps
StuffIsStrangeYT 27 Aug @ 7:08pm 
compatible with the first one?