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No problem!
Looks like it was a long-standing issue that had persisted for half a year... I'm sorry to hear it caused people troubles for all that time >_<
This is a result of my inadvertency.
Thanks for the report.
Thank you for taking care of it so quickly!
Actually nothing. This mod does not have any extra code in file called "customcollections.lua". But there is, actually, in fact a tweak in a file that may cause incompatibility with CCUI or any other collection-related mods.
That was an experimental change, meant for another mod. Sorry for that. Just pushed an update to delete it.
Hello! December 30 update addressed Raw Tentacle "learnBlueprintOnPickup" mods compatibility issue. The fix was proposed by Silver Sokolova 3 months prior and the mod was updated 30 December.
There was no any new content added or already existing being modified. This was a bug fix update. I added the note to the update brief
Sorry, I am not quite sure what do you mean with NPC's dying on being talked to, I do not remember encountering anything like that myself either. And unfortunately, I am not responsible for other mods' bugs too, so I can not fix some abstract guns not shooting or aiming, you may want to contact corresponding mod authors.
Hello! Sorry for late read and response.
Thanks for pointing that out! That was a mistake on my side and I fixed it the way you provided as soon as I got to know about it from you :)
Gonna be aware of issues like that in future and see if something similar was somewhere else in my patches.
```json
[
[{"op": "test",
"path": "/learnBlueprintsOnPickup",
"inverse": true},
{"op": "add",
"path": "/learnBlueprintsOnPickup",
"value": []}
],
[{"op": "add",
"path": "/learnBlueprintsOnPickup/-",
"value": "sb_roastpoultry"}
]
]
```
the first set of square brackets checks if `learnBlueprintsOnPickup` exists, and if it doesn't, add it as `[]`. the next set of square brackets adds to `learnBlueprintsOnPickup`
Hello!
You are free to add this mod into your modpack, consider this a permission. You may redirect any conflicts or bugs potentially caused by Fix Starbound you or people using your modpack encounter and I'll do my best to resolve them too. Currently this mod is not updated by me, because I'm busy with Starbound reverse engineering project, updates on which can be found on reddit . It is unlikely this mod will be updated by adding or modifying anything that can cause future bugs.
Hey i am interested in adding/maintaining your mod in my mod pack (tested for compatibility),
I have all the links and everything in README file and on modpack page directly for your mod,
all credit where its due.
https://community.playstarbound.com/resources/s3r1ous-mods.1358/
Asking if i have your permission to keep it in the pack? (i will take it out if you dont agree)
Andres
Finally there is loot in the containers you fixed, I always wondered why they never had any xD
yes
No, this isn't possible. The mod is applying patches really carefully, and also has nothing to do with flags.
Beaming back to ship on flags use means they are either destroyed or planet itself bugged out. You can send me your starbound log with timings when you try to teleport to flag and i can possibly help you to solve your issue :)
What did you mean by "Incompatible with MikoTnT's mods"? What issue did you encounter?
Ok, what's exact incompatibility issue with these? I can't quite tell in what way do they collide just now
It is compatible unless a mod deletes structures that Fix Starbound modifies. In this way it's just doing nothing and actually shouldn't do anything.
This mod will never cause crashes or any gamenreaking or at least noticable bugs.
and I don't remember which of these later two:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1396610566
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1519251821
Can you link or name the mod it is incompatible with? It's a mess to search mods by nickname.
I'll do my best to fix it
Some changes overlap, while others are exclusive to this mod. No critical issues should be caused by installing both SPP and Fix Starbound
Oh shoot, it certainly will soon! That's a nice addition to make!
COOKABLE TENTACLE
That sounds good to go then, if no new asset ids are added (I think the Frogg Furnishings Script is server side)
aaaah, next question!
I'm not actually very experienced in this kind of stuff as what makes a mod required for both sides and what doesn't. I mean, most of the mod is server-sided. It modifies the generation and dungeons. It doesn't have new assets that you may require if you don't have mod installed on client. But it may break the Frogg Furnishing script if not installed on client. Besides that, all stuff should work fine. Well, you better install mod on clients too anyway.
If this is installed on a server will everyone who joins need it installed?
You're welcome (´・ω・`)
Making game better together are we~
THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU