Starbound

Starbound

Neb's Multi-turrets!
164 Comments
Neb  [author] 7 hours ago 
Fix uploaded!
Neb  [author] 12 hours ago 
If you desperately need the mod, the github version still works!
Neb  [author] 12 hours ago 
Turns out oSB allows more with patches or smth, so I missed a bug, fix out in like 10 hours?
Jorril McPan [-O] 15 hours ago 
I've also had this problem. The error I get is [06:53:19.567] [Error] Error loading object file /objects/outpost/2stopteleshop/2stoptele.object: (AssetException) Error loading asset /objects/outpost/2stopteleshop/2stoptele.object and Caused by: (ObjectException) No such object named '2stoptele'. Perhaps Anom's changed the 2 Stop shop somehow?
Ugragish[CZ] 16 hours ago 
After unsub your mod, teleport to Anom outpost work again
endermako64 17 hours ago 
whenever i try to teleport to the outpost it just returns you back to your ship.
VolteVaris 19 hours ago 
also having outpost problem
Ugragish[CZ] 20 hours ago 
I dunno its problem with you mod or Anom Outpost, but i cant teleport to Outpost everytime i returnn back to ship, i dont have new mods from last time i played and now there is this
Neb  [author] 21 hours ago 
@endermako64 whats wrong?
Abnormal Bones 22 hours ago 
Thank you for the fix, and the mod as a whole!
:happykitty:
endermako64 31 Jul @ 4:41am 
now i can't use this mod with the new update for now witch sucks because i love this mod. :shonen_worried:
Neb  [author] 30 Jul @ 9:13pm 
Fixed!

For an explanation basically Anom removed the scripts parameter from the teleporter instead of the script itself, which prevents adding new scripts along with all the config info. I made a workaround, by checking if it was removed and readding the value, but not the original script itself.

I also got Anom to remove only the script itself from the object, not all the values, along with a typo! Based Anom!
Neb  [author] 30 Jul @ 8:01pm 
This shouldn't be too hard to fix, though its strange considering the teleporter is whats causing him to spawn... I haven't seen anoms overhaul yet, so will have to check it out and see whats up with it. Will keep you updated!
Abnormal Bones 30 Jul @ 10:57am 
the NPC that gives the Celestial Anchor quest is having trouble spawning while using Anom's Outpost overhaul, be they not spawning at all or getting stuck in a wall or under the map. Uninstalling Anom's Outpost caused him to pop up without issue.
If just having Anoms Outpost and this together doesn't cause it, it was probably an add-on.
Add-on Collection if needed
That aside, the update has been great!
poiuygfd 15 Jul @ 5:48am 
thank you for the hard work, been looking forward to this update, excited to try it out
Neb  [author] 13 Jul @ 2:13pm 
Update released!
Neb  [author] 6 Jul @ 5:46am 
Again, it is fixed, update is coming soon.
upiter 6 Jul @ 5:42am 
some turrets break, some don't. Found 2 turrets, left 2 on the planet, teleported to the ship, one of them broke immediately (no hands), the other works fine.
Neb  [author] 26 Jun @ 11:42pm 
Did you read the other comments lol, I only figured it out earlier this month, it will be fixed in the next update
NonstickNutsack 26 Jun @ 2:46pm 
i think this mod is bugged or being broken by one of my mods
I was able to toss and use turret weapon once now it dissapears
Neb  [author] 7 Jun @ 4:16am 
Finally figured out the cause of the issue; the issue was if the turret died and you were not able to receive a message (you left or died) the turret was thought to be still active by the item. New item fixes this by revamping how it detects the turret and should now be completely 1-sided!
Thanks to newt for helping me figure out the cause specifics and how to recreate it!
Carl 28 Apr @ 11:37am 
lost a lot of my turrets to a glitch where it doesn't seem to be able to recall them, not sure how to replicate it but hoping a solution arises soon, great mod, though! Love the Hydra.
Neb  [author] 14 Mar @ 5:59am 
Update should hopefully drop this week btw
Neb  [author] 14 Mar @ 5:59am 
Interesting... So basically what is happening is it doesn't know the turret is gone... Not sure what is causing this but I can just adjust the check logic to kill the turret forcefully on recall or something similar. Its not possible for me to test, so after the next update drops, let me know if it happens again.
Dirtnap 13 Mar @ 10:03pm 
Had another turret break, tried the debug thing and the number was 4e1b4039e3b1ebeaff04c2bf990e10bc
Unadjectivable 13 Mar @ 12:16pm 
I'm joining a server running this collection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859171724

The numbers above my head say 25d8805295cb401b0cd6bf91dec91ce2
Dirtnap 13 Mar @ 10:27am 
Already sold the broken gun so I don't have it anymore. Built a new one and tried to break it by letting enemies destroy it, but it didn't break this time? So maybe that behavior was a false alarm. I'll try that debug thing if one breaks again.
Playing singleplayer, no FU but have a lot of mods. Also using openstarbound. Do you need a list of my mods? If so, what's the best way to send it?
Neb  [author] 12 Mar @ 11:47pm 
When your gun is broken, while still holding it do /debug, does it say "nil" above your head, or a string of numbers and letters?
Neb  [author] 12 Mar @ 11:40pm 
You know I genuinely can't figure out this issue, since its not actually anything crashing, its far more difficult to figure out whats going wrong... On my end it doesn't even occur under even exact conditions of testing... Are you playing on a server(multiplayer) or singleplayer? If multiplayer are you hosting, or joining a host, do you have FU installed or any other game-altering mods?
Dirtnap 12 Mar @ 11:23pm 
having the same issue as the guy below. seems to happen when a turret gets destroyed by enemies. i've had like 4 turrets get borked.
Unadjectivable 12 Feb @ 2:47pm 
My Maw of the Hydra turret has stopped working, it's gone from my hand like I've deployed it but I can't fire it or recall it, even with the crouch altfire. Doesn't look like it's blocking my energy regen, though. Also tried logging in and out, storing it in a box, dropping and picking it up, going back to the last planet I used it on and dying but it's still broken. Log: https://pastebin.com/FMgMj5pr
Neb  [author] 29 Jan @ 10:30pm 
Its due to a flaw in that beam in system, too many makes it incredibly rare, beyond reason. The next version has him spawn automatically on you joining the outpost, and I plan on adjusting the quest to eliminate Penguin Pete, seems the other mod straight replaces the quest list rather than checking if one is already there, killing this mods quest… good find!
Abnormal Bones 29 Jan @ 12:17pm 
ZZ Mech Modifications from my testing is likely one of the culprits to players not being able to get the quest from Penguin Pete after turning it in to him. I disabled this mod and it and one other modded quest popped up as soon as I went to see him. I guess the mod still affects Pete's quest list for some reason despite that no longer being part of the mod.

What does the NPC that offers the Destiny raid style quest look like? I have been unable to find them in my time playing. I don't have many mods that should affect what NPCs beam into the Outpost, the only ones I can think of being Anom's Outpost overhaul mod and something like Betabound just adds a ton of NPCs to the Outpost.
Mabra 17 Jan @ 9:04am 
It's true ! I just made a fresh new character with no mod except my buyable mech blueprints (from which i removed the player.config.patch) to test it again and there they are.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3409213623

Must be a property tied to the treasured trophies recipe group.
Neb  [author] 17 Jan @ 8:03am 
This is unlikely to be true, as the recipe (on testing) only appears when in admin (when the player.config is not patched). You likely have another mod affecting this.
Mabra 17 Jan @ 2:46am 
Hey, turns out you don't need to patch treasured trophies recipes into player.config. And if you don't, the recipes won't get the "new recipe" icon (but only on new characters).
A-Vladimir 8 Dec, 2024 @ 10:06am 
My friend got the flamethrower multi turret and after it broke he wasn't able to use it anymore.
gregest 17 Nov, 2024 @ 6:59am 
Somehow the eruption seems to drop every single time, I don't have anything that affects loot
Neb  [author] 29 Oct, 2024 @ 3:02pm 
No wqrries!
Trogdude 28 Oct, 2024 @ 10:29pm 
@Neb
Thank you very much for the help!
Neb  [author] 28 Oct, 2024 @ 10:14pm 
Update was delayed, exams hit me
Neb  [author] 28 Oct, 2024 @ 10:12pm 
Accelerator anvil
Trogdude 28 Oct, 2024 @ 8:11pm 
Where do I craft the Celestial Beacon?
Neb  [author] 17 Oct, 2024 @ 9:34am 
New update should release tomorrow!
It will include:
- New quest and mission at the novakid outpost for a new multiturret with some unique effects
- The outpost visitor for the Celestial Anchor questline now is already waiting at the outpost by default and leaves after a bit, usually 5-10 minutes
- Some fixes to some dungeons
- Maw of the Hydra projectiles now have gravity
- The turret problem might be fixed, seems to vary between users so report any problems after release
Neb  [author] 17 Oct, 2024 @ 9:22am 
You can use a spawn command that specifies its level as 1.
alvaro19990 16 Oct, 2024 @ 8:41am 
Is there a way to spawn the level 1 weapons?
Awbawlisk the Tormentor 15 Oct, 2024 @ 5:42pm 
I don't know why, but the the 2nd quest in the Ferrofrost questline isn't popping up for Penguin Pete/Shipyard Captain in the outpost after accepting and completing the 1st quest given by the 2-Shop Teleporter NPC. Did anyone else ever run into this issue by any chance?
Neb  [author] 14 Oct, 2024 @ 8:20am 
The point of the bank is to be agonisingly slow since the weapon is insanely op for money gain, nullifying the need for money ever again, the idea is you donate a bunch and come back, so if I were to increase the amount you can put in at once, I would probably increase the amount required. I may increase it to 250k but each boss multiplies the amount you can put in.

The numbers in the log are not the amount you're putting in, they're the number of entities in the world. And its possible to get the gun within 30-40 mins if done correctly from my testing. If you have put in more than 100k then there could be a bug, but its not really possible to debug if I cannot replicate it or there's no errors in the log.
Awbawlisk the Tormentor 14 Oct, 2024 @ 7:21am 
According to my log file, it seems as if I've already donated well over 100,000 pixels to the golden piggy bank. (It shows as [Info] 99806, [Info] 99882, [Info] 100028, etc. Unless I'm wrong, and that counter is for something else entirely.), but I still haven't gotten anything from it after donating so much already. I've been pressing the same button for what feels to be half the day, and the Piggy just won't give me anything in return for all of the pixels I've been donating. What's going on here, am I being scammed?? My log also isn't giving me any actual error messages regarding this, so it shouldn't be an incompatibility?

Also, pls make it so that the bank can accept more than 10 pixels, because holy christ.
Neb  [author] 13 Oct, 2024 @ 2:11am 
In the upcoming update, there are a few new things to fix the bug people have been reporting.
Since I cannot recreate the bug even with extensive testing, I have added a fail safe, when the update is released (in a few days) if you crouch and altfire, you will force recall the turret with no care for the turret, which fixes the missing weapon, but may leave the turret in the world if you do it on specific frames.
On the back end I have implemented some potential fail safes but its hard to know whats going wrong without being able to recreate it.

As for why its taking a while, there's a new weapon with some unique features, and a new dungeon. Along with my studies and work taking priority.