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However, this DOES give me an idea. Since wikis still appear to be some time out, in the meantime I could make public copies of my mods' design documents. I'll think about it some more...
As for Ultracutter, ok I guess? I don't know why calamity makes true melee not count as melee. Also, even after that's fixed don't expect it to work on everything; Ultracutter only buffs the damage of melee hitboxes (i.e. from swinging the weapon).
Quite a few calamity weapons have fancy swings that are internally projectiles, which will NOT get buffed by Ultracutter.
Void Shards remove the selected Augment(s), but give you a partial refund by giving you Shards of Power based on the tier of the removed Augment(s)
Augment Stamps remove the selected Augment(s), moving them onto a new Stamp item. The max quantity & tier of Augments that are copied this way is limited by the tier of the Stamp you use.
A Stamp with Augment(s) can in turn be used to apply some or all of its Augment(s) onto another item/weapon, akin to an Augment Jewel.
Effectively, Stamps let you move Augments between gear.
The weapons you noted aren't channeled and should work AFAIK. My guess is there some sort of compatibility issue going on.
the stamps made when singleplayer seems to be able to carry augments over to multi world, but once you're in multi the stamps wouldn't work anymore and effectively wipes augment the moment it stamps the selected augments out
If you're able and want to, you can localize the mod yourself and upload the files to my GitHub repo [github.com] for me to add to the mod.
Why the Chinese localization incomplete? After the update, many things haven't been localized
When I get the time I'll double-check and make confirm if there's actually netcode there. If not, hopefully adding it will fix the issue.
The tier of the Stamp determines the quantity and tier of Augment(s) it can copy. The Stamp's tooltip should tell you its capabilities.
If it's giving you a new stamp (The sprite should look slightly different; no red dot in the center) that has no Augments, then something weird is wrong and it's failing to copy the removed Augment(s) onto the new item.
I'm not sure why the former would occur, but the latter case could just be a multiplayer issue in general (i.e. the new item drop isn't syncing between clients)
Would you, by chance, be using WoTG? Supposedly it causes tile-corruption issues in multiplayer because one of its music boxes is only loaded client-side. If you are using it I wouldn't be surprised it's the culprit;
- Enemies dropping Crystals instead of Shards could be the result of item IDs being shifted by the clientside music box
- Likewise, the Workstation crashing the game could happen due to tile IDs being shifted. It's possible the Workstation's index could've been shifted out-of-bounds since this mod is loaded later than most others (By default mods are loaded alphabetically).
I also still don't see why one would legitimately need so many slots. I imagine the mod's most popular use-case is to make comically overpowered weapons, but as someone (apparently among a very small minority) who actually values balanced play, that's not what I made the mod for.
Any possible way it can be
*rubs hands*
INCREASED?
The Augment Workstation is made from a Heavy Work Bench and Fallen Stars.