Starbound

Starbound

Outpost Peacekeepers Restored
21 則留言
FUS  [作者] 2 月 28 日 上午 7:27 
It's alright, I don't have any right to complain when my mods could use some more polish. I just find it funny that my most bug-ridden mod is the one what's basically just a flavour piece, lol. Outpost truly is cursed.

I've added the missing parameters to the teleporters, bookmarks and back-forth relocation should all be working now.
Palladium346 2 月 28 日 上午 4:39 
Hey. Nothing against you. You do make some good works, and I didn't get a chance to properly playtest this mod before on the first All The Star Mods pack I made. Found while testing a build of All The Star Mods 2, so it's on me for failing to be a better playtester x.x
FUS  [作者] 2 月 28 日 上午 4:17 
You sure are persistent, will push a fix for them in a few.
Palladium346 2 月 28 日 上午 2:22 
Okay, so from testing a few things, your Outpost Peacekeepers' HQ... doesn't work. You could bookmark it, but when you try to teleport to it, it doesn't work. Also doesn't help how when you return to the Outpost with it already bookmarked before, it acts like it's a new teleporter needing to be bookmarked
FUS  [作者] 2 月 1 日 上午 11:40 
No problem
CreepBlaziken 2 月 1 日 上午 11:37 
I'll keep that in mind, thanks!
FUS  [作者] 2 月 1 日 上午 11:36 
And if you're running a lot of mods (200+), in starbound.config you can add another zero to the parameters below and it'll let the game execute longer scripts.

"scriptInstructionLimit" : (add a zero to the number here)
"scriptInstructionMeasureInterval" :
"scriptRecursionLimit" :
FUS  [作者] 2 月 1 日 上午 11:30 
I recommend checking the log file right after any crash or other odd behaviour occurs, that way the error reports will be the most recent and you won't need to dig through the nomenclature.
CreepBlaziken 2 月 1 日 上午 11:22 
I don't know what happened but I reinstalled the mod and it works perfectly now with the outpost overhaul, maybe it was because I first subscribed to this mod and then to the outpost overhaul but now I have no idea why I was getting that crash.
FUS  [作者] 1 月 31 日 下午 6:48 
Other than all of that, I have no clue why it'd even affect those 2, as it's nowhere near them and there's no loose files in the pak file what could potentially mess with anything.
FUS  [作者] 1 月 31 日 下午 6:43 
Had Enchanted storage installed since forever, just threw Artifact Trophies into the blender as well and got no errors nor crashes, so I'd need to see the errors from the crash on your end to pinpoint the issue.
My immidiate worst-case guess is it's Vanilla game related, and I run OpenStarbound, which sandboxes all the lua shit which makes the game that less volatile, but that's just a guess.
I also run this cumulative patch for Enchanted Storage as well, just a shot in the dark, but could be the reason.
CreepBlaziken 1 月 31 日 下午 6:12 
I have tested the mod on the vanilla outpost and it works perfectly, but when I test it with Anom's Outpost Overhaul, the game crashes as soon as I open it, I was looking to see what it could be and discovered that the mod is not compatible with some of these two mods "Artifact Trophies" and "Enchanced Storage", I installed their respective patches for Anom's Outpost Overhaul, but the mod kept crashing and when I removed this mod the game no longer crashed.
FUS  [作者] 1 月 24 日 下午 3:17 
Palladium346 1 月 24 日 下午 3:15 
Thanks. Even tho GalaxyFoxes is also a patch in a similar area (but on the ledge of the rock going inside the asteroid), I doubt it's important at all since GalaxyFoxes in general had been discontinued long ago. But just in case, I'll ask AnomNom about moving it's entrance somewhere in notice of this mod.
FUS  [作者] 1 月 24 日 上午 9:58 
Scratch that last actually, I've Ultra Instinct'ed the island with the sheer power of my will to just move over the building and rest above the Scrapyard.
Patch is available in the discription, officially works on my machine™. There's also a service ladder below the satellite dish now, so you can get there without augs too.
FUS  [作者] 1 月 24 日 上午 8:01 
Yeah no, this ain't gonna work, sorry. I'll take the L for not checking every single patch mod for occupying the space there, but in the end you'll have to pick and choose.
FUS  [作者] 1 月 24 日 上午 7:07 
Well there are questions with clearance first of all. My build is 50 blocks wide road and balconies included so if it doesn't make that - it doesn't make that. What's weird though is that it didn't eat itself into the temple island and just refused to spawn outright.
I'll try to fix the second issue but please keep in mind that this is a third-party mod to the Overhaul and I don't hold all the keys to the kingdom here, so ultimately compromises have to be made on user's end.
Palladium346 1 月 24 日 上午 12:13 
Did you test this with the "Anom's Outpost Overhaul - Ashspeaker's The House of Peace Patch"? Because that has a building added to the right of the scrapyard. Because if it works without conflicts or problems, maybe an added screenshot of it working with that patch as well would be nice to disclose. Always test with everything if it has something to do with Outpost Overhaul as well.
FUS  [作者] 1 月 23 日 下午 2:47 
Wait, I just found this steam post through Google mentioning that the Outpost state is shared by all singleplayer characters??
Just... Why?? :sad_creep:
FUS  [作者] 1 月 23 日 下午 2:35 
That would explain why the store object in there is broken by default due to not having a number in it's name. My balancing solution was to just put it behind a durasteel level mission and hope that the players simply did the bounties along the way as well. Either way I just couldn't let free realestate go to waste like that.

I also wanted to make a custom universe flag for it so it'd spawn under it's own conditions but couldn't find at the time what the hell the universeflags.json is referencing by "outpost_mission№" to see how the trigger works. But I'll dig around some more and hopefully we'll get a better implementation out of it.
Armok 1 月 23 日 下午 1:14 
I had always assumed the outpost Peacekeeper offices were what was originally planned before it was decided that they'd use space stations instead (probably because of potential balancing issues with the store being available right away for early game players, among other things).