Starbound

Starbound

Tech Exchange +
16 Comments
ZombifiedRootBeerRanger 18 Apr, 2023 @ 6:30pm 
TRASHY MOD
Da Wrecka 14 Jul, 2021 @ 9:26am 
@Material Defender I highlighted that error four years ago, I don't think it's getting fixed.
Material Defender 9 Jul, 2021 @ 9:21pm 
Error in the log when this mod is loaded:

[22:03:25.530] [Error] Could not load recipe /recipes/anvil2/armor/swm.recipe: (ItemException) No such item 'water'

now, if the item id was 'liquidwater' which is the actual object held in inventory when picking up water, the recipe would have been fine, but because of starbound working with a "no error" environment, the recipie simply doesn't exist due to error.

Just something i immediately noticed while checking for other problems (which I didn't find)
ShakurasEnder 21 Jun, 2018 @ 10:33am 
So I placed my manipulator modules into a refinery, but when I press refine, it doesn't work
Carlucci, Ace 9 Jan, 2018 @ 7:47am 
i have same error, how do i change water to liquidwater.
bean boy 18 Apr, 2017 @ 3:34pm 
My game crashes whenever I place the Tabula Rasa...
Da Wrecka 8 Apr, 2017 @ 7:59am 
Managed to find an error. In /recipes/anvil2/armor/swm.recipe, it requires the item "water" - which apparently doesn't exist. "liquidwater" is the right item name.
Nuul 21 Oct, 2016 @ 12:48pm 
nevermind
Nuul 21 Oct, 2016 @ 12:46pm 
how do i get the refinery
meepoo2 14 Aug, 2016 @ 5:22pm 
nope! w/upgraded med table still no orange stimpacks
meepoo2 14 Aug, 2016 @ 3:59pm 
nevermind i asked too quick!
meepoo2 14 Aug, 2016 @ 3:53pm 
stim
meepoo2 14 Aug, 2016 @ 3:51pm 
how do you make orange sim packs?
PanicOregon281 13 Aug, 2016 @ 3:59pm 
can you make a mod that allows us just to craft augments with a balanced recipe that is slightly expensive since augments are extremely helpful for instance the Gravity augment
The_Evil_Pickle  [author] 13 Aug, 2016 @ 1:53pm 
@thegamemaster1234 - That's a good idea. This mod does do things differently, but I never got around to really tying the augments to the upgrades in any way, so there's not really any good reason to have them both in this mod. I'll change that when I next have time. Thanks for the suggestion :steamhappy:
RobotLucca 13 Aug, 2016 @ 1:45pm 
Suggestion: make this and the other Tech Exchange mod separate mods. that way, the features are separate. makes more sense, design-wise. As in, the original mod lets you swap upgrades, and this one lets you do the augment swapping.