tModLoader

tModLoader

Weapon Augments
220 Comments
BlockCrusader  [author] 21 Jun @ 7:54pm 
@GreenAmbler, thx for reporting that bug. Looks like the modded data on the 'paste' version of the Augment Stamps doesn't get synced when the item is spawned into the world.
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.
GreenAmbler 21 Jun @ 7:02pm 
Hello, I've found that Augment Stamps do not work in Multiplayer. I'm certain I'm doing everything correctly, but when I go to extract an augment from an Item the new Stamp has no augments on it. I'm aware of the Multiplayer disclaimer in the description but I figure I'd mention it anyway.
BlockCrusader  [author] 13 Jun @ 1:54pm 
@Gaslight. Gatekeep. Girlboss, some but not all. Augments that aren't compatible with summons (Or a certain type of weapon in general) will state their incompatibilities in the tooltip of their respective Augment Jewel. If the game lets you put the Augment on, it should work.
I have another question; do augments work with minions from summon items?
I appreciate very much, thank you!
BlockCrusader  [author] 11 Jun @ 5:29pm 
Alright, that was a quick fix. Patch should be out momentarily :steamthumbsup:
Ah sweet, thank you very much.
BlockCrusader  [author] 11 Jun @ 5:17pm 
The stamp should work on Unusual Augments just fine, but yeah the Ultimate+ Augments are definitely being problematic. I'll try and fix that in a moment.
That being said, it's not letting me remove the ultimate+ augments using an ultimate tier stamp, even one at a time.
Oh, I see what I was doing wrong, I was trying to put unusual and ultimate tier augments together on the same stamp.
BlockCrusader  [author] 11 Jun @ 4:55pm 
@Gaslight. Gatekeep. Girlboss, you should be able to. I just tested and it works fine for me. Did you make sure to select the Augment in the UI before pressing the Apply button?
Are you supposed to not be able to take unusual rarity augments off weapons currently?
MelonTheAnimator 3 Jun @ 11:30am 
yeah it was the same tier
BlockCrusader  [author] 3 Jun @ 6:29am 
@MelonTheAnimator, oh yeah did you make sure the Stamp you're using is compatible with the Augment(s) you're trying to cut/paste?
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.
MelonTheAnimator 3 Jun @ 6:15am 
when i try to take an argument from a weapon the stamp that should have it js doesnt have it for some reason
BlockCrusader  [author] 3 Jun @ 5:40am 
@MelonTheAnimator, it should be spawning a separate item (The stamp with Augments) in once you apply the stamp. Is it spawning an Stamp with no Augments or just nothing at all?
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)
MelonTheAnimator 3 Jun @ 4:30am 
The Stamps to take Arguments from weapons dont save them for some reason even tho it says they did (might be multiplayer or WOTG relaited idek)
MelonTheAnimator 2 Jun @ 12:41pm 
oh wow i did not know this existed Thanks alot mr Block crusader goat 🙏
BlockCrusader  [author] 2 Jun @ 6:11am 
@MelonTheAnimator, in that case this mod should hopefully fix the WoTG bug and let you keep using it. I stumbled upon it a while back, which is how I learned about the issue in the first place.
MelonTheAnimator 2 Jun @ 6:05am 
my friend showed me WOTG and he claimed it worked in multiplayer 😭
MelonTheAnimator 2 Jun @ 6:03am 
yeah i had WoTG i didnt know that mod was an issue in multiplayer
BlockCrusader  [author] 31 May @ 11:29am 
@MelonTheAnimator, that seems really extreme. There's nothing special about the Workstation in the code until you right-click it so there's no way it can be crashing the game upon being placed, not it's own at least. In other words, this is mostly likely a mod conflict.

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).
MelonTheAnimator 31 May @ 11:22am 
Also when the station is placed in multiplayer the game crashes and you cant enter the server
MelonTheAnimator 31 May @ 11:15am 
Multiplayer is really buggy, Argument Shards dont drop right and for some reason i get The Orange tier of Crystal from mobs??? also placing the Station doesnt work in multiplayer??
BlockCrusader  [author] 31 May @ 8:56am 
@Shikisoku Zeku, now that there's a UI system it's more trouble than it's worth since the UI would need to be extended and stuff to accommodate more potential slots.

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.
Shikisoku Zeku 30 May @ 7:28pm 
*evil grin*

Any possible way it can be
*rubs hands*
INCREASED?
BlockCrusader  [author] 30 May @ 7:12pm 
By default it's 1, though
BlockCrusader  [author] 30 May @ 7:12pm 
@Shikisoku Zeku, yes that's how high it can be set in the config
Shikisoku Zeku 30 May @ 7:04pm 
I assume the Max Amount of Augments for weps is still 5?
早晨 30 May @ 9:33am 
Thank you, thank you, I finally understand.
BlockCrusader  [author] 30 May @ 9:27am 
@早晨, update v1.3 changed how Augments are applied. You need to right click an Augment Workstation to open the new Augment management UI.

The Augment Workstation is made from a Heavy Work Bench and Fallen Stars.
早晨 30 May @ 8:48am 
Someone knows why the weapon can't be enchanted anymore, but it could be enchanted before.
早晨 30 May @ 8:46am 
有人知道为什么武器附魔不了了吗,我之前还可以附魔的
Shikisoku Zeku 26 May @ 6:47pm 
Ahhh, gotcha! Sorry about the repeat request!

Mod kicks @ss by the way. I dont think ive ever had any playthrough of Terraria without this mod. Used to use weapon enchantments but it always crashed the game at some point, but this is awesome.
BlockCrusader  [author] 26 May @ 6:19pm 
@Shikisoku Zeku, someone requested this in the FAQ Thread a while back, here's my response from then;
"Adding Augments for modded classes in general is something I'd rather not do. While there are a few Augments out there that are oriented towards the vanilla class, the intention is that Augments should work with as many types of weapon as possible so I don't really wanna go out of my to make more class-exclusive Augments. Plus, there should already be plenty of different Augments that work with Rogue weapons, since Augment-related boosts are all 'generic' class and thus should benefit any class of weapon."
Shikisoku Zeku 26 May @ 5:05pm 
You think you're able to make some Augments for the Rogue Class?
BlockCrusader  [author] 24 May @ 4:47pm 
NOTICE: New update v1.3 is now out! This has a major change so check out the Change Notes tab and/or below! If you use my other mod, Block's Leveling Mod, this is essentially Weapon Augment's equivalent of that mod's recent v1.6 update.

Using Augment Jewels, Void Shards, and Augment Stamps has been overhauled into a UI system!
This should hopefully bring an end to issues with weapons that have right-click functions, and make things more intuitive.

The new UI system is accessed through right-clicking a new crafting station; the Augment Workstation . Additionally, all recipes related to this mod now utilize the Workstation instead of vanilla crafting stations. Make sure to get your hands on one (It's just a heavy work bench and fallen stars)!
𝔐𝔲𝔯𝔞𝔫 6 May @ 11:46pm 
@BlockCrusader okay, thx for a reply and makin this great mod!
BlockCrusader  [author] 5 May @ 3:55pm 
@Veryan, no idea tbh.
Internally, Ultracutter won't apply to anything that isn't Melee damage or is marked as 'item.noMelee', which disables melee/swung hitboxes.
(I mispoke in my previous comment, Ultracutter does not check against a weapon having projectiles, only the noMelee value. Either way it's likely set to true by melee effect mods since the attack is facilitated by projectile instead of the swung hitbox)

I'm not sure why melee effect mods would persistently break Ultracutter, unless noMelee isn't properly reset or something (But that doesn't make sense since that would've just broken melee weapons altogether).
Veryan 5 May @ 2:26pm 
I am using a few melee effect mods but when I disable them to slap on augment on a sword that doesn't have any type of projectile attacks it still doesn't work, why is that?
BlockCrusader  [author] 5 May @ 6:21am 
@𝔐𝔲𝔯𝔞𝔫, I imagine those mods achieve their dynamic swing effects by using projectiles. Hence, those weapons internally count as having a projectile and Ultracutter thus fails to recognize them as true melee.
Unfortunately there's not much I can really do about that, as there's no other good way to discern those weapons from those that actually fire projectiles.
𝔐𝔲𝔯𝔞𝔫 5 May @ 5:25am 
i found something to change.
with any melee effect mod on workshop, any truemelee weapons can't get ultracutter augment.
Casdei 24 Apr @ 8:13am 
Ooh, okay. Thank you for the clarification!
BlockCrusader  [author] 19 Apr @ 4:00pm 
Also, if you're trying to get Unusual Augments, they can rarely be obtained from any Crystal of Power. Enigmatic Crystals have an increased chance to yield an Unusual Augment, too.

Additionally, there's a config setting to increase the chance that any Crystal drops an Unusual Augment.
BlockCrusader  [author] 19 Apr @ 3:58pm 
@Casdei, in addition to being hardmode-exclusive, they'll only drop when the config is adjusted such that Augments can be crafted via. custom recipes but not obtained via. Crystals of Power.

In other words, the 'Craft Augment Jewels Instead' settings must be enabled and the 'raft and Loot Augments' must be disabled.

This is pretty obscure and confusing so I may change it in the future.
Casdei 19 Apr @ 12:58pm 
I can't seem to find uncanny gems, is there a certain unlock criteria for them to drop?
There doesn't seem to be anything about them in config toggles either
Any help would be appreciated
Flame 28 Mar @ 8:42am 
Thank you for the tip, I never realized you could highlight the item in your hotbar to apply the augment.
BlockCrusader  [author] 27 Mar @ 6:13am 
@Custos, technically yeah... I capped it at 5 because anything more just seemed excessive. After all, just one slot on its own is enough to disrupt balancing.
Custos 26 Mar @ 8:05pm 
hey, would it be possible to use more than 5 augments?
BlockCrusader  [author] 24 Mar @ 3:58pm 
@Flame, it sounds like a familiar issue but I've not been able to re-create it.
Make sure when you're applying Augments that you've selected the desired item in your hotbar (as opposed to holding it with the cursor) and then right clicking on the desired Augment.