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Unfortunately not, as I couldn't get to them properly before being exhausted on Starbound.
In order to unlock the Animation Staff (as well as the Spider Staff) you have to get a Carakinox Wizard tenant, which will sell you the recipes for both.
In order to get said tenant, you'll need a room with the following tag weights:
Carakinox: 6
Crystalline: 20
Storage: 6
I'll see about getting that fixed, although it'll likely be a while yet before I update the mod. Got some work elsewhere yet to do
What do you mean exactly? Could you give me a better example to start my work from?
stack traceback:
[C]: in function '_ENV.error'
[string "/scripts/actions/dialog.lua"]:113: in function <[string "/scripts/actions/dialog.lua"]:108>
Found another issue related to npcs exploding when you talk to them. When playing as a race that is not the carakinox when you talk to villagers from any of the default player races will sometimes die, not all npcs will die just certain ones. I think that the issue could be that the game is trying to use dialog that is unique to the carakinox for other races which kills the npc as a result since all npcs are safe when playing as a carakinox and that only some npcs die.
I'm not having the same issue and I cannot find a way to recreate what you're experiencing either. Perhaps it's somehow related to conflicting add-ons? I'll admit, maybe one of the mods that I currently am using is disguising the fact that my mod is broken, but how does my mod go four months without an "exploding NPC" problem not being relayed to me?
stack traceback:
[C]: in function '_ENV.error'
[string "/scripts/actions/dialog.lua"]:113: in function <[string "/scripts/actions/dialog.lua"]:108>
I'm about 90% certain this mod is causing yet another npc insta-death problem. (This seems to be a fairly common problem with race mods, actually. Just one missing comma is all it takes.) I tested it by starting a new character, beaming down, and admin spawning a human villager 9 in. Without this mod they're fine. With this mod, they pop. I can give you the full log if you need it.
The different items in the mod are found naturally in the wild; Hunter items can be found rarely in basically anything and Carakinox furniture can be bought from a Carakinox merchant. I do intend for villages to be introduced and to have Carakinox show up more than just your colony panels so their specific items won't be behind such a crazy wall.
Hunter items may actually be bugged, during my replaythrough I haven't found any of it myself, which is mildly concerning and I'll be looking unto it.
i cant find them
Unquestionably.
Eventually there will be villages yes; as of right now there's only the tenants.
I'm well aware of this, however if defies my technical knowledge of Starbound modding currently. Summons don't follow the same laws that weapons do and your armor has no impact on the power of your summons, instead it's what type of planet and world your on and even then it's not very clear.
More powerful summons are indeed to come, I just haven't had the drive to work on the mod as of late.
Are you sure that it's the Carakinox mod that's killing your Fenerox? I don't use FU myself, so I wouldn't know if my mod is compatible with FU either
I appreciate it, but I'm not finding anything in what you've posted that I can draw from. Can you tell me what exactly is happening to cause the Fenerox to die? I'll need to to mostly everything from what race you are to colony deed or non.
https://pastebin.com/6cp2PKYw
You'll need to be more specific, I don't fiddle with the LUA files, just the other ones. A full report would be nice if you could link me to a Pastebin file of your bugged log instead?
[10:58:49.850] [Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/npcs/bmain.lua"]:191: (StarException) Lua Exception caught running action node sayToEntity in behavior villager: (LuaException) Error code 2, [string "/scripts/actions/dialog.lua"]:113: Dialog type dialog.converse not specified in feneroxvillager
stack traceback:
[C]: in function '_ENV.error'
[string "/scripts/actions/dialog.lua"]:113: in function <[string "/scripts/actions/dialog.lua"]:108>
Yeah my apologies, I'll have to look into all the files in more detail but as of right now, I don't have the time. Other than that I'll be fixing it ASAP and i'm sorry about any inconveniences.
I've updated the mod one final time. I'd give it about 10-15 minutes before reinstalling the mod as to give Steam enough time to carry the update.
If it doesn't work *still*, then unfortunatly you'll have to wait for me to go through and nit-pick what the issue actually is (because then I wouldn't know offhand)
No, there's nothing to miss. I must've missed something (or looked over something else) while patching it the first time. I'll see about fixing it *for good* now
This bug should've been fixed, did you download the update? (If so I'll need to check my work)