Starbound

Starbound

nuggubs' Mega Mod - Vanilla Tweaks
25 Comments
nuggubs  [author] 12 Jul @ 9:28am 
ah. yeah. that'd be because i forgot to make a preview image for the pillar block lol
next update
DvynePetal 12 Jul @ 9:26am 
Just wanted to let you know this error is occuring:
[Error] Could not load image asset '/items/materials/largeimages/pillarblocklarge.png', using placeholder default.
(AssetException) No such asset '/items/materials/largeimages/pillarblocklarge.png'

~ I loaded the game multiple times to make sure it wasnt a fluke, it occurs everytime with this mod installed and the item Pillar Block in players inventory.
I removed this mod and this error no longer shows up.

Its not game breaking or anything, just wanted to let you know its happening :)
Humm-Bird 19 Jun @ 8:23am 
Cool, thanks!
nuggubs  [author] 19 Jun @ 8:21am 
i don't see why it wouldn't (or any other glitch fullbright patch mod, provided it's set up properly)
Humm-Bird 19 Jun @ 7:28am 
I'd imagine that the glitch fullbright from this mod works with the colorbound 2015 glitch fullbright patch? Just asking because the patch requires the base glitch fullbright patch.
Tengu_Civitas 5 Mar @ 9:14pm 
All good, mate.

I understand that the core issue was never an incompatibility or either of our faults. Just user negligence that happens to also cause map-gen corruption.

That'll be all then.
nuggubs  [author] 5 Mar @ 8:56pm 
oh, it's okay! i feel like i should be apologising for this even being an issue in the first place
Tengu_Civitas 5 Mar @ 8:33pm 
GIC Dev here,

I have personally confirmed that the "broken ship light" is caused by having both the legacy and current version of the tweaks. There are no issues with using either the legacy version or this version standalone.

I wish the user incidents who had reported this to me in the first place made note of this to me as well, because it would seem obvious to not run two of the same mod. We had initially believed it to be this mod as users "uninstalling" seemed to "fix" the issue, but we were not aware at the time that it would in truth be caused by user negligence as they did not mention having installed both tweak mods at once.

I apologize for the inconvenience, nuggubs.
nuggubs  [author] 20 Feb @ 6:31am 
oh! no, all good! :steamhappy:
Leonard 20 Feb @ 6:29am 
Lmao. Sorry, I didn't read the comment of ItzalGaming below. I don't even have the Legacy version installed. I only saw Tengu's comment about it breaking GIC. I should've tested it myself. Sorry for the inconvenience I caused. :steamsad:
nuggubs  [author] 20 Feb @ 4:26am 
ehhhghhghh it should be fine. Again, if you have the [LEGACY] version of the mega mod installed, do not use this mod, these tweaks are packed into that mod.
Otherwise, everything should be fine and dandy as GiC doesn't seem to modify the shiplight, so there shouldn't be any double-patching shenanigans.

If you want me to remove the ability to turn off the shiplight (I didn't realise it was actually only used for the Apex ship's exterior, as I had never played as an Apex), I can do that, but if it's been made obtainable I won't bother.

And if you or anyone else have any other problems regarding the shiplight, it's not my problem.
I'll leave it to whoever this "Nuggub" person is. I'm "nuggubs". Lowercase. People seem to get me and whoever that is confused a lot.
nuggubs  [author] 20 Feb @ 4:01am 
:pain:
Leonard 20 Feb @ 3:55am 
Hello, there seems to be a conflict between GIC and this mod. Their developer mentioned an incompatibility about this mod breaking the vanilla shiplight object. I wanted to ask if you even care enough to make a fix/patch for this issue. I really want to play with both mods lol. Here's what they said:

"There are only two confirmed incompatibilities:
- Nuggub's mega vanilla tweaks - Breaks the vanilla shiplight object, which also breaks GIC's map-gen because of this."

It breaks it by crashing the planet. You try to land on a GIC planet, it breaks because the object is broken (which goes for any map-gen failing to generate an invalid object, not just GIC), then kicks the player back to their planet.

Only way to fix this is by well, fixing the ship light object. Either by *not* having the mod, asking the developer themselves to fix the error, or by making a patch that is set to load *after* the mega tweaks that reverts it back to its default vanilla state."
nuggubs  [author] 29 Jan @ 10:22pm 
oh- if you have this installed with the [LEGACY] version of the mega mod - do please uninstall this
ItzalGaming 29 Jan @ 8:33pm 
I think this mods causes a the shiplight item to crash the world/game due to something being out of bounds according to this line in my logs:

"Application: exception thrown, shutting down: (AssetException) Image /objects/generic/shiplight/shiplight.frames column 3 is out of bounds for x-dimension 2"

I am unsure if this is do to a combination of mods or not as the issue disappears when this mod is removed from my current modpack.
skinspiders 13 Oct, 2024 @ 10:39am 
It's working now!
nuggubs  [author] 13 Oct, 2024 @ 2:04am 
maybe fixed it idk
nuggubs  [author] 13 Oct, 2024 @ 1:18am 
it's, um, a mod conflict. i don't know which mod it conflicts with, but i have heard of this happening before
skinspiders 13 Oct, 2024 @ 12:03am 
This mod seems to cause a crash when clicking on timber in the crafting menu. Here is my log file: https://pastebin.com/iSuFALLQ
nuggubs  [author] 17 Sep, 2024 @ 6:30pm 
uhm. yeah
basically i moved some animations from there to here for being able to turn some light objects off/on
the mega mod used to do half the stuff this mod now does anyway. i don't really think it made sense for the changes to be there in the mega mod. also easier to maintain
The Pizza is Aggressive 17 Sep, 2024 @ 12:24pm 
the mega mod now crashes for me if this isn't installed along with it. I was wondering if that's to be expected
nuggubs  [author] 8 Mar, 2024 @ 6:23pm 
oh
lmao yeah ok
thanks a bunch!
Anter583 8 Mar, 2024 @ 6:15pm 
If you're using the light script /objects/wired/light/light.lua , you should be able set the parameter defaultLightState to false to make them start off.
nuggubs  [author] 8 Mar, 2024 @ 3:10pm 
i'm not sure, but i don't think so? i tried to do that - and it's how i originally had it - but it didn't work well with wiring when i did (turning it off would turn it on and vice versa).
there might be a way? but i haven't been able to make it work
Zacrabo 8 Mar, 2024 @ 11:51am 
would it be possible to make the tv's default state be off? it shows up in a lot of abandoned places and it doesn't make sense for it to be on in most of them. otherwise pretty cool mod