Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Trung giản thể)
繁體中文 (Trung phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bulgaria)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraina)
Báo cáo lỗi dịch thuật









@psychochaos That sounds like a different error. I'll need more information to fix it - do you have a crash log?
It looks like Calamity is trying to cast SpiritMod’s water style as a Calamity water style, which causes an InvalidCastException.
Error snippet:
Unable to cast object of type 'SpiritMod.Effects.Waters.Spirit.SpiritWaterStyle' to type 'CalamityMod.Systems.CalamityModWaterStyle'
It only happens when Calamity and SpiritMod are enabled together. Disabling SpiritMod fixes the crash.
It seems to crash during tile light / water lighting calculations.
Could you check if the latest update changed something in Calamity’s water/light handling?
Thanks!
@Shadowhuf That's an intentional choice, so that Glyphs aren't just power creep. What do you mean with the duplication though?