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Here is the reddit post he made where he mentions this.
this mod's "pianoparty.behavior" in a Vanilla game? Because I've made a new interact behaviour based on pianoparty and now I want to make it compatible with both Vanilla and your mod out of the box in some way.
It would basically need to remake the whole anchor&job system to basically dynamically create persistent tags and add them to specific object... an absolute nightmare. Possible, but like, BIG endeavor.
@Mabra
Both make big modifications to AI and pathing and a bunch other things, and unlike json files that can be patched (like for items, objects, status effects, etc), lua scripts can't be patched. If one wanted to do such thing as a BC+CIC compatibility patch, it would probably be itself as script-rich as either mod is, and you'd be better off just making a new mod from scratch.
It doesn't seem to serve similar purpose.
Oh, and does this include the fix for beds disarming NPCs ?
So basically, could one make an anchor item (like the spawn thingy from settles for example) with which you interact and set a specific crew member to practically assign them their own rooms?
"Galactic Dungeons"
"Starbound Patch Project"
"Betabound!"
the "Betabound!" mod i had for a while now before the issue showed up though it doesn't hurt to check it just in case it brakes something
The only reason I can think of that the patch would error out there would be because an other mod was removing a key before BetterCrew did, but I don't know what mod would cause that.
Without knowing what mod did that, I can't exactly tweak/do something on my end to ensure compatibility.
I did all that just to un-op and re-op myself as admin only for the ai to ignore me when i brake something. seems the game thought i wasn't in admin mode when i was
[Error] Could not apply patch from file /player.config.patch in source: D:\SteamLibrary\steamapps\workshop\content\211820\3031599475\contents.pak. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) Could not find "stealing" to remove
Im unsure how to fix this as i have no mods that alter NPC ai
Though if Enhanced Storage changed some more things, they might have broken compatibility, I don't know.
Thanks for making these mods to make starbound even more fun!
I check my crew status. It seems like Energy is only 10% left
Basically, it can only fire one shot. Is this also the effect of this Mod?
I installed Smart Crew and Crew Customization +
Will it conflict with the MOD you made?
(Sorry my English is not very good
@Major Poison No, if you break stuff as an admin, it shouldn't anger villagers. But if you don't have admin privileges, they should 100% still jump you.
But then, when an Admin wants to maintain/tweak the area, it will trigger a literal riot... an utterly useless one, against an Admin. Even if you wanted to clean up the aftermath loose silt blocks of a sandstorm or something.
In Better Crew, NPCs don't try to oppose their universe's godly beings. Smart!
So, this mod disables all villager aggression upon attempting to break items in their village like the Villagers Trust Players mod or the Lazy Guards mod?
Your crew will surely be quite broken in the meantime, and while it >shouldn't< break anything serious long term if you accidently put them together, it might lead some NPCs to just insta-die on loading... so it can do some damage!
Basically, as the mod evolved, it added functions that could conflict with other mods.
As to not break people's game with no way to go back, the original mod remained as the "Diet Version" (v1.2.0), while the normal 'Full' version was made as a new separate steam workshop item, with updates up to now v1.4.0a.
The new features, balance patches and fixes since 1.2.0 are exclusive mostly to the Full version, while I though back-ported some few fixes to the Diet Version when applicable and not affecting (or improving) compatibility.
As for "Addon" patches, aside of the range patch, the Race and Crew Anchor patches (that you can find in the following collection ) are compatible with both the Diet and Full versions of Better Crew.
It's indeed the 'no script' patch that is applied to the weaponchest (I just checked this one), so confirmed that's likely the crew anchors that must be modified for EnhancedStorage.
I'll have to make a patch dedicated for it, I'll put that on my to-do list.
Longer answer:
BetterCrew patches/touches on a lot of files FU does modify too, and has been dev'ed without any real consideration for FU.
Some people reportedly could use the Diet version of Better Crew with FU, some encountered just a few bugs with the full version (this one), but most, depending what other addons/patches they had with FU reported it completely incompatible.
If anyone feels like making a FU patch for BetterCrew, they're welcome to.
And I'd be willing to fork BetterCrew in more workshop items again than just the current 'Full' and Diet versions if that can help people with compatibility!
The very reason why this Better Crew version (1.2.0a - 1.4.0) and the Diet version (1.0.0-1.2.0) exist as two items, instead of just updating from the original upload, is to leave 1.2.0 available for some game overhauls/modcollections that are compatible up to 1.2.0 but break since 1.2.0a and +.
Since I was at it, I added the tech panel of the USS Polaris =^-^=
(I'll have to also make a mega patch to support a bunch of modded crafting stations, adding crew anchors for crew to interact with them... but one thing at a time)
When you think about it, double a radius, the area of search is the radius squared times Pi.
From a math standpoint, that's an exponential increase and I'd fear the compute associated with it would be too.
I'm willing to make a patch for it with beefed up radiuses, but I won't touch the base mod as a lot of players might have performance issues (I'm also likely to be among said peeps who would suffer)
I could just poke the contents.pak myself of course, but since you're still maintaining the mod I thought that I may as well ask.