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armor adapt screws up the upgrade system causing any armor piece you equip to be fudged permanently and rendering them incompatible for upgrades.
If any of the params or config are modified it is treated as a new item because using descriptors match with true on for exact match in public build. The mismatch of stored table to what is being worn currently wakes the script up.
Also... how did I only receive the notification for this now?
Yeah that mod basically takes a predefined list of items and is like
Okay you are an avali, oh? you put on this item? yeah I'm replacing that with this one instead.
Armor Adapt changes images so you don't need new items.
but thank you for answering Zancuno
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394999146
Reminder that this mod cannot generate images with code, someone has to make the images. The base compatibility is mostly for allowing this system to be set up so artists can fill in the gaps,
Funny thing about the avali. They were the very first I reached out to when I first made this mod. They said no to putting the basic compatibility inside their mod because they were afraid it would mean the userbase would demand them to make art for all vanilla outfits. Funny thing, Skittles already has made the artwork a long time ago but they did not accept the compromise.
Anyone is free to make a compatibility mod though. Triage is scared of doing it themselves out of fear but that wouldn't stop others.
I just dug into that. I found why. Nano field is a set of armors that are being modified almost every frame.
Armor Adapt thinks every time the images change that it is a new item and it turns on. Will have to code an exception to exclude these armors from being run through. Very specific bug lol
Essentially, I need to add a kill switch to Armor Adapt if you are using nano field.
I'll add a note in Enternia description to let people know about the incompatability until it's resolved. Will also look into your suggestion.
It is a pretty important part of your script, the merging of parameters. I would recommend not using "itemTags" but that is the same answer on my end. In public build, doing that, using something else, would cause it to behave. Although I will be eventually doing that myself. Wherever your mod is adding parameters to the items and thus that being fed into the builder is where would look.
I do have to note though, you can divide your builder up to optimize it, something I am also doing in-dev. I got word in via FU that builders that are too large slow down their item transfer systems. Only thing I can really recommend in terms of your builders. Code is pretty nice on your end, kudos.
I see, that's interesting
If that's an easy fix from my side, it would make sense for me to implement it while the new armor adapt version is still in-dev ^^
I am still working on a new version in-dev. Although the current (kinda funny how the timelines match) attempts at not using item tags but instead my own parameter table, is still buggy. Some stuff not working properly. More considerations to throw features on back burner and try to get a general update of my mod out it seems..
What I can only assume based on what I am reading here in your files. Is that my handlers are assigning parameters into item tags, overwriting yours. Then your build script merges yours with mine. This causing an infinite loop of armor adapt thinking these are new items every single update, so it runs the parameter build again. Sees the tags are missing, overrides yours. Saves the modified as what to look for to shut off. Then your builder changes the item on spawn, it doesn't match the saved item descriptor. This causing the loop of my scripts not turning off.
Looked over it. It does have to do with your build script but in a funky way. Your item tags in parameters are being merged with the ones in Armor Adapt. Product of older decisions, already considered reworking it in-dev. Although basically The Armor Adapt handlers check parameters inside item tags to help turn the script off. It looks in a specific index order for these and welp those tags have been misplace by your build script. So the Armor Adapt handlers are not turning off. Thus the lag you are experiencing.
Interesting bug
In-dev was already in the works of ditching the use of item tags for something else. I am a bit far from completion though.
I haven't been able to test this myself yet, but writing this as a heads-up just in case.
If it helps, Enternia armors use a custom builder script, although I'm not sure if that's relevant.
The tank top and pants you see is intended functionality as an optional choice inside Armor Adapt
Referred to as "default outfits" for items that don't have images yet to fit the species.
An alternate system, for mods like the lucario and such is being explored to instead crop or modify vanilla images but is hitting degrees of difficulty at this time.
Hopefully 2024 allows me some time freedom to fix these. Although for now, I guess I could poke the lucario mod to make the chest area not go to defaults. I originally intended to have vanilla versions of outfits for the lucario to be made, thus the defaults to placehold but 2023 was not kind to me. I'll go ahead and make chest items no longer default with armor adapt.
Could not instantiate item '[human_underwear2, 1, {"maleFrames":{"backSleeve":"/items/armors/armorAdapt/standard/human_underwear2/Default/bsleeve.png","frontSleeve":"/items/armors/armorAdapt/standard/human_underwear2/Default/fsleeve.png","body":"/items/armors/armorAdapt/standard/human_underwear2/Default/chestm.png"},"itemTags":["armorAdapted","standard","Default","chest","human_underwear2"],"mask":null,"femaleFrames":{"backSleeve":"/items/armors/armorAdapt/standard/human_underwear2/Default/bsleevef.png","frontSleeve":"/items/armors/armorAdapt/standard/human_underwear2/Default/fsleevef.png","body":"/items/armors/armorAdapt/standard/human_underwear2/Default/chestf.png"},"colorIndex":888516439}]'. (ItemException) No such item 'human_underwear2'
Any help would be appreciated, do you have any idea of what mod could be causing this?
The stacking will include images under the regular armor images (think face mask) and images on top of the base armor images.
Funny thing you mention that.....
I'm currently coding that in-dev. As well as status effects being able to add overlays too
It has currently pushed back my development schedule because decided it would be the new feature of the 3.0 update
So yeah, gonna be busy with that for a while but I am actually working on that
right click starbound in library -> properties -> local files tab -> browse local files -> go into "storage" folder -> grab the file name "starbound" or if file extensions are turned on in view tab "starbound.log" (not log.1-5). Open it in notepad, copy the contents from that to pastebin, make the pastebin, share the link up top after creating.
Depending on what it is, I may have already fixed this in-dev but need more info anyways.
Although I need data on a certain feature already in the mod that many of you probably ran into.
No conversion till images are made vs certain species having specific body slots have default images if images are not made.
Reddit poll to make my net of opinions wider
https://www.reddit.com/r/starbound/comments/13x86w5/armor_adapt_default_system_poll/?utm_source=share&utm_medium=web2x&context=3
(7 days till expire 06/0102023 posted)
The lucario are set up to swap sprites to a default shirt and pants that try to steal the colors of the outfit they are converting. Is one of the choices of armor adapt to either skip conversion if no artwork is made or do a default outfit till artwork is made.
This default outfit system is being put in potential reconsideration because of this, thank you for the input. Weighing whether to outright remove this option for armor adapt or not as it does have its uses for certain species but it does restrict "drip"
Development of new update is still in the grind, although I can look into that mod and see why. Got some compatibility tricks I have been itching to try and might be able to get them to play nice.
@Talon
It functions differently from AvaliFit. Avali fit looks at the items you have, takes them. Then gives you an entirely different item that is listed in a file as the counterpart.
Armor Adapt instead just replaces the images of the items you already own when you wear them.
Granted Triage has denied Armor Adapt compatibility.... for now (they fear people will ask them to make sprites for vanilla outfits to fit them... even though Skittles has already done it.)... so good to keep in mind. Gonna take me a long time to convince them to allow.
(Will the clothes convert to fit the NPC's species when spawned with NPCspawner+?)
Must learn how to fix...
If I were a little less lazy, I'd make altered images of various clothing pieces for the xenomite crystals sticking out of the head, shoulders, and forearms too, but... I'm not a little less lazy.😑