Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://sp.zhabite.com/sharedfiles/filedetails/?id=3304886272
This itself isn't such a mood, but many of the things inside it are intended to be used with one. Unless you are building a landed "ship" planetside.
Basically collisions for objects in the game are handled by placing metamaterial blocks. If you are colliding, you're hitting an invisible/invincible block. Objects automatically place them, and automatically clean them up if you remove the object through normal in-game methods.
What it sounds like is either you removed the mod, or for some reason Steam didn't load it. I'm guessing the 2nd option. The objects then blinked out of existence (because that's how Starbound handles undefined objects). And that's why the command didn't work, since the object itself is already gone. However the collisions etc are vanilla (metamaterials) so the game engine didn't clean those up. So you get leftover collisions.
So what you'd probably need is the invisible collisions remover mod to clean those up. Then assuming you're still using this mod, I guess you'd have to replace what blinked out. You *may* have to restart Steam if not your computer to get mods to show up again.
Will be subscribed to this thread incase there are any updates. :)
painted cobblestone interacting with organic soup, which turns into purple crystals in FU. this causes the game's renderer to crash.
I don't blame you of course. They're the ones confusing people needlessly and pointlessly. And they have never said a word to me about it. But there isn't a single thing to fix in the first place. If there was a problem, I'd fix it.
That isn't even correct. Here is the thing - the original HPB mod (from early beta days) was "free use". The revival is the same. Anyhow FU did indeed use a few tiles from it (free use = permission in advance so that's fine).
FU SHOULD HAVE long ago reserved a range of materialIDs and stuck to that. There is a Starbounder page for that. But when they added a few from the original mod, they did not change the internal name, materialID, anything. They did add some liquid interactions though. Thus it was a problem for me when reviving the mod for modern Starbound. I resolved it by adding their liquid interactions (FU liquids so it doesn't matter otherwise). I also kept the old file names for just those ones. Thus the data between the tiles in common are the same in both. No conflict.
I use both and have NEVER had a problem - nor even 1 user report any actual problem. I even added FU-BYOS stats to the thrusters/boosters from this in the last update LOL.
Certainly it can be done. I already converted the thrusters. In truth I've been too lazy and really just forgot about converting the boosters too.
They are setup the way it used to work in an older beta version of SB. It doesn't cause problems per say now, but doesn't swap animations anymore.
Although, if the plans unlock whole categories, and not single elements. If "single elements" is the case, well, I'm taking my words back, it is pretty convenient. Not in terms of resourses, though...
Ah we have the same filenames. I think I can resolve that by renaming a file. So that should be on the next update too.
Found the problem. In 1.3, there was a change in navigation interfaces. I corrected the captain's chairs... except I missed the aegisalt one still attempts to call the old interface. I just double checked the rest too. So the next update will have that fix.
Hours on Google? Did you try the very top comments? Because I mentioned where to start the very comment before yours.
That said... you do have a point. I really should add that into the description itself.
@Seikikai
Get the mail order catalog.
I tested 3 of them in game (shipengineblock, shiphatchframe, shipdoorframe) and, when you pick them up for the first time, you get "Learned to craft: Perfectly Generic Item". This is also the point you get the error in the log.
FYI there are 24 .matitem files with the "learnBlueprintsOnPickup" entry, but I haven't checked all of them, in-game or otherwise. Some of them are "trim" materials and I don't know if any of them actually need to be learned on pickup, nor if they are indeed misnamed. The rest is up to you. ;)
Though there is a mod that has a few blocks intended to match this one. It could be from that.
Just a bunch of these -- I think one line per every block placed (or removed?). It was just an example, I haven't tested the mod thoroughly yet. I would, if I were to get into the nuts and bolts of the mod. If you'd like to do the bugfixing yourself, in the base mod, then I could forward all the bugs I find (if any) to you, perhaps in a discussion thread.
This mod is currently first on my "to do" list, but sadly I can't give an exact date as to when I'll get to it. When I do, I wouldn't mind "outsourcing" the bugfixing to someone else -- less stuff for me to worry about. x)
Now that said, you mentioned some errors? Could you throw your log onto Pastebin and leave the link here? I have seen no errors related to this mod myself, but if there was then I certainly want to fix them.
i.e. I figured it would be a lot of busywork and didn't want to get involved if something was already made, or in the works (since it seemed like you were still active in modding).
But if you're not fully committed to the idea yet, this could be a chance for me to learn how to write a script like the one you described. :)
While at it, I could also fix a few minor bugs I've encountered (like the upgraded catalog showing the wrong preview image while placing the object, and the Ship Engine Block throwing up a lot of errors into starbound.log).
If you're asking if I'd be offended, no I would not. You don't really need permission to patch someone else's mod. That said I was thinking of totally retiring the recipe system at some point.
But before that if you wanted to, you'd be patching those .recipe files (and quite a few of them at that) to replace the vanilla categories with new categories that are only intended for use in a new crafting interface. I think it is the sort of thing you'd want to make a script that generates the .patch files or otherwise you'd have a lot of manual work to do.
Is there an add-on mod or something that moves all the new stuff to a separate, new station? Perhaps even into the catalog itself? If not, would you consider making it? And if not, would you mind if I take a crack at it?
I have never had an issue using the two together (I always run both and several more), so I can only assume a mistake was made by whomever said that. But if there was a change needed on my end (and I don't think there is), they could just tell me? Provide a log or... something? I'd be glad to fix any actual problem if where indeed ever was one.
For now I can only write off what their discord says as nonsense.
Hull Plating Blocks and More - revived! - causes permanent crash fora liquid interaction due to overriding an ID for a tile" Thats all the info i got on that.