Starbound

Starbound

Tech Exchange +
16 kommentarer
ZombifiedRootBeerRanger 18 apr, 2023 @ 18:30 
TRASHY MOD
Da Wrecka 14 jul, 2021 @ 9:26 
@Material Defender I highlighted that error four years ago, I don't think it's getting fixed.
Material Defender 9 jul, 2021 @ 21:21 
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 @ 10:33 
So I placed my manipulator modules into a refinery, but when I press refine, it doesn't work
Carlucci, Ace 9 jan, 2018 @ 7:47 
i have same error, how do i change water to liquidwater.
bean boy 18 apr, 2017 @ 15:34 
My game crashes whenever I place the Tabula Rasa...
Da Wrecka 8 apr, 2017 @ 7:59 
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 okt, 2016 @ 12:48 
nevermind
Nuul 21 okt, 2016 @ 12:46 
how do i get the refinery
meepoo2 14 aug, 2016 @ 17:22 
nope! w/upgraded med table still no orange stimpacks
meepoo2 14 aug, 2016 @ 15:59 
nevermind i asked too quick!
meepoo2 14 aug, 2016 @ 15:53 
stim
meepoo2 14 aug, 2016 @ 15:51 
how do you make orange sim packs?
PanicOregon281 13 aug, 2016 @ 15:59 
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  [skapare] 13 aug, 2016 @ 13:53 
@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 @ 13:45 
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.