Starbound

Starbound

StarBooze Reborn
139 Comments
1100Ross  [author] 22 Jul @ 7:48am 
Good morning @Tenet. Thank you for the suggestion — I’ll make that change to avoid any future issues. The funny thing is that nothing was actually replaced. For example, the Frackin’ Universe drinks only had their crafting recipes modified — the status effects still come from Frackin’ itself.
Even if Starbooze Reborn is removed, those drinks will continue to function normally in Frackin’.
As for the cherry item, it also exists in both mods without conflict. In Starbooze Reborn, it's simply named sbr_cherry, so there’s no overlap. You can rest assured — in Frackin', only the recipes were altered. Now, for the other mods, yes — I did add custom booze status effects to all of their drinks. However, if those mods are removed, the affected drinks automatically turn into perfectgenericitems, because their base data only exists within those specific mods.
So there’s no risk of crashes or conflicts — just missing items if the required mods aren’t present.
Tenet 22 Jul @ 5:46am 
yes, but will be better if you write in description what will be overrided in other mods so i can check this mods firstly. as i see you override Frackin booze. so its will be good if you check that all FU booze content is reachable. i also receive "cherry" item not found error but i think its not ur mod make that. c.c.c.c.c i have too.
1100Ross  [author] 21 Jul @ 8:19am 
Good morning @Tenet. Ahh, I understand the error now. This error occurs due to the sbr_oldingbeerker object. What it does is transform items and objects that contain starbooze. It is an open-source mod and some mods have assimilated it, e.g., Frackin Universe, Star Wars Awaken, and c.c.c.c.c To avoid this, create this object to avoid errors that could occur if the player uses it. These errors in the log are the crafting system looking for the items for this recipe and not finding them, resulting in an error. Don't worry, this will appear. If you notice any errors regarding the recipe or material item, let me know, as I don't play with Frackin, okay?
Tenet 20 Jul @ 10:51am 
i have
Aging Alien Alcohol Addon
Aging Alien Alcohols
Arcana
Betabound!
Frackin' Universe
My Enternia 2.4: Alta Hobbies
Neb's Snails!
NoLife's Alcoholism Alpha
Tenet 20 Jul @ 10:42am 
Fatal Exception: (ItemException) No such item 'sbr_beerkeg'
[00] 0x7ff7d176b4f3 (StarException_windows.cpp:97) Star::captureStack
[01] 0x7ff7d1769f5c (StarException_windows.cpp:192) Star::StarException::StarException
[02] 0x7ff7d18e7c09 (StarItem.hpp:13) Star::ItemException::ItemException
[03] 0x7ff7d18e49be (StarItem.hpp:13) Star::ItemException::format<Star::String>
[04] 0x7ff7d18f22c0 (StarItemDatabase.cpp:545) Star::ItemDatabase::itemData
[05] 0x7ff7d18f23d1 (StarItemDatabase.cpp:187) Star::ItemDatabase::itemFriendlyName
[06] 0x7ff7d1e84b98 (StarAlgorithm.hpp:243) Star::sortByComputedValue<Star::List<Star::ItemRecipe,std::allocator<Star::ItemRecipe> >,<lambda_a6858c9fa2171f0c1ec26b06e02e0bea> >
[07] 0x7ff7d1e8b7a9 (StarCraftingInterface.cpp:747) Star::CraftingPane::determineRecipes
[08] 0x7ff7d1e8f85c (StarCraftingInterface.cpp:352)
another exeption
Tenet 20 Jul @ 10:19am 
Caused by: (ObjectException) No such object named 'signpub' thats all wat i receive in logs
1100Ross  [author] 20 Jul @ 6:37am 
Good morning @Tenet. I recently tested Frackin + Starbooze Reborn and didn't encounter the error you mentioned. Both the signpub recipe and the sign are present in the scenario. I had to download Frackin because I had already changed all the folders and item names so everyone could use the mod together. Could you please be more specific about where the error occurred?
Tenet 19 Jul @ 6:24pm 
when i launch it with FU i cant reach science outpost. signpub(booze pub part) doesn exist
1100Ross  [author] 14 Jul @ 5:12pm 
Good evening @Rnova2. I get where you’re coming from. I had the same idea, but at first tried to keep it close to original Starbooze. As in the description, I added some ideas from my mod. About trees: I thought each biome could have a type or use existing ones; also create new ones where missing. Then give them a purpose—original mod only uses them for schnaps and juices. Like liquidbeer was only for beer, I changed it to liquidalcoholic so all drinks use it. I added maxhealthboost60 and salveheal effects to give reason to craft them.

Right now I’m pausing Starbooze to focus on my mods and these gaps, then return to finish it. I want to test ideas for trees to keep gameplay fun but not too hard. Also, vanilla drinks should have more effects, but I’m afraid to change and get backlash. That’s why I focused on drink production to earn money early on, but later you can craft better unique drinks to shift focus from money to effects haha.
Rnova2 14 Jul @ 1:12am 
Hi, I apologize for not giving too many details, but there's a limit to the number of words I can use in a comment, so I'll try to summarize my post:

- Several Starbooze trees have the image of drooping leaves (banana or coconut plants, for example).

- I'd like you to consider the alien biome, in addition to the forest, garden, and jungle biomes, so that fruit trees can appear.

- It would be interesting to see kelp trees that produce seafood on planets with oceans.

- Finally, there are metal, rock, and crystal trees. Could some be created that produce fruit?
1100Ross  [author] 13 Jul @ 4:42pm 
Good night @sam & max Freelance Wiilance. Let's do it like this ... You're not the first person to complain about it .... I also tried to solve this spawn on quest maps, but I couldn't ... the trees spawn on biomes vanilla I left little, I didn't put it even less because I was afraid of being too rare and it would hurt Booze's production ... and I have only one solution ... I'll change the trees spawn in every planets ... Just Biome Garden, Forest and Jungle will have Booze trees ok? Until I have a better idea .. or worse kkk
1100Ross  [author] 13 Jul @ 4:41pm 
Good night @thetwilightdancer. As there are few objects I will try to help you .. I will use the old animation of Paintinggun Mod, because I believe it is functional. I just won't say the faster I can try to solve it. This one half run to me about work, but I can take a look. OK?
thanks for the response! if the appearance rate is meant to be low then there might be a bug on my end, since every single vanilla planet has huge orchards of the modded trees everywhere, sometimes even growing through structures or vanilla trees. i'll check out the config files!
TheTwilightDancer 12 Jul @ 7:14pm 
woodenlamp1, woodenlamp2. woodenlamp1, vendingmachine, sb_vendingmachine (a patch for Betabound's vending machine to make it colorable), and prisonfloodlight al had the error. No one in forums could help me find the issue because I kept having it so I decided to start over from scratch. I'm redoing the vending machines first, since I want to get Betabound's vending machine to be compatible. I'm still getting vanilla frames to work correctly at least, since original paint gun replaced the frames file with a dirty edit that was conflicting with other mods' patches to vending machine.
1100Ross  [author] 11 Jul @ 2:08pm 
Good afternoon @sam & max Freelance Wiilance. Yes there is a possibility of decreasing by patch in the distributions.config. But I think it is not necessary, I added only to the vanilla planets to help the player who does not want to create plants to have resources in his exploits. And it was a low appearance rate.
is there any way to lessen, or straight up stop, the unique trees spawning on every single planet?
1100Ross  [author] 7 Jul @ 3:16pm 
Good night @thetwilightdancer. Sorry for the delay again. I totally understood your problem, alias problems ... referring to the objects that are functional before .. looked again at their pak file? It's just that something happened to me like that, I was taking a test and it didn't work and it didn't have it because it doesn't work it was just a container object.
When I restarted it worked, I don't know that there was changes was not being saved and the object was still the same, but now I delete the old Pak and add the new to test in the mods folder. Ok should not be the same as there was with you, but .. It is not hard to try. Ahh I only have one question you already have a list of all objects with problem?
TheTwilightDancer 5 Jul @ 1:56am 
It seems some of the objects I got to work before are not working now even though I haven't touched them. They're claiming that they can't find an animation to remove though nothing is being replaced. As for the floodlights, I checked the log and it says color not found and an animationState error. Nothing looks amiss in the files, but I'm missing something somewhere because not even vanilla animations worked for it. No one in any Starbound modding forums know the problem either so I might have to edit the object patches from scratch.
1100Ross  [author] 3 Jul @ 8:42am 
Good morning @TheTwilightDancer. Sorry for the delay in responding, this week has been a bit busy. There's no need to pressure yourself regarding the release, don't overwhelm yourself, life is already demanding enough. About the prison floodlight, check if the patch you're using is the right one, from what I saw before there are 2 patches, one for objects and one for wires. Maybe that's it...
TheTwilightDancer 28 Jun @ 8:14pm 
I informed a bunch more people who knew I was working on the mod too, just so they don't think anything bad happened to me. I might release it soon even though I haven't got to add much, but I want to fix one more thing before I release it. One of the new animation files doesn't work for a wireable light that's colorable. I might try prisonfloodlight animation and see if that one works though.
1100Ross  [author] 28 Jun @ 8:48am 
Good morning @TheTwilightDancer . I imagined that you were busy with mods these days that you were away traveling, but that you would be back soon with the release of Paintgun Reloaded.

Do it slowly or, as I said before, release it and have the people who download it help with the errors. No matter how much I think it's perfect, we always miss something. I'm trying to release my reborn mod and my personal mods... I still have doubts and fears, but I know I will release them. So don't worry about time either.
TheTwilightDancer 28 Jun @ 12:55am 
I might have to put off developing PaintGun Reloaded for a long while, someone is making an offer on our place and we gotta be out by August so we're gonna be busy unpacking stuff we're taking with us. I've gotten a few missing objects to work, but I still have more to do before I can get it into a re-release state. ^^;
1100Ross  [author] 26 Jun @ 11:09am 
Good afternoon @NonstickSQYD. You don't need to worry about these errors. Since you don't have Frackin Universe, its recipes will cause these errors in the log, but they won't affect the game. It's the same thing you might notice with Oldingbeerker, since it recovers old items for Starbooze Reborn, most of the errors in the logs will be from its recipes missing the item.
[Error] Could not load recipe /recipes/starboozereborn/sb_oldingbeerker/sb_distillery/distilliery
Ex: distilliery in Starbooze it's called sbr_distilliery and if you have Frackin Universe or Star Wars Awaken, these are two mods that have Starbooze, you can update these items for Starbooze Reborn.
NonstickNutsack 26 Jun @ 10:38am 
[13:19:11.659] [Error] Could not load recipe /recipes/FU/BRfumetalwalkway.recipe: (ItemException) No such item 'fumetalwalkway'
[13:19:11.668] [Error] Could not instantiate item '[carbonatedwaterMFM, 3, {}]'. (ItemException) No such item 'carbonatedwaterMFM'
[13:19:11.753] [Error] Could not load recipe /recipes/distillingMFM/appleciderMFM.recipe: (ItemException) No such item 'redapplejuiceMFM'
[13:19:11.759] [Error] Could not load recipe /recipes/starboozereborn/sb_oldingbeerker/sb_distillery/distilliery rum/whiterum.recipe: (ItemException) No such item 'whiterum'
[13:19:11.784] [Error] Could not load recipe /recipes/starboozereborn/sb_oldingbeerker/sb_fermenter/fermenter beer/darkbeer.recipe:
NonstickNutsack 26 Jun @ 10:36am 
hey if youre going to have this mod i suggest possibly making a version that is compatible without frackin i havent had any crashes from it but the mod itself is causing a lot of errors by not having frackin its blowing up the logs constantly
will post what i mean
1100Ross  [author] 6 Jun @ 8:21pm 
Good evening @Qorq06. Thanks for the support. I'm glad you're enjoying it! I'm trying to make it fun to play while maintaining the difficulty. If you have any tips or advice for the mod, just let me know. I'll post new updates soon!
Qorq06 6 Jun @ 10:39am 
Alright thank you. I really do appreciate the work you put into this mod and keeping it working. It's a very fun mod overall.
1100Ross  [author] 6 Jun @ 9:47am 
Good morning @Qorq06. I believe it is the lack of behavior.lua which is part of the bee reborn mod. I will release a fix to see if it solves this.
Qorq06 6 Jun @ 9:40am 
If I somehow sent the log wrong that's my bad, but I ain't really too savvy with computers, files, and whatnot.
Qorq06 6 Jun @ 9:39am 
Also, just gonna add that it only seems to be with new lush planets that have never been loaded, lush planets I've already been too before the mod seem to be fine. I can plant the trees from the mod and be perfectly fine on those planets.
Qorq06 6 Jun @ 9:36am 
This seems to be what's causing my issue. What does it mean? I have zero clue I don't this kind of stuff.
Qorq06 6 Jun @ 9:35am 
[11:07:07.532] [Error] WorldServerThread exception caught: (AssetException) Error loading asset /monsters/bugs/behavior.lua
[0] 7ff750f9a213 Star::captureStack
[1] 7ff750f98f9e Star::StarException::StarException
[2] 7ff750fa51ca Star::AssetException::format<Star::AssetPath>
[3] 7ff750fb1972 Star::Assets::getAsset
[4] 7ff750fada2b Star::Assets::bytes
[5] 7ff7515e5d78 Star::LuaRoot::ScriptCache::loadScript
[6] 7ff7515e5cc1 Star::LuaRoot::ScriptCache::loadContextScript
[7] 7ff7515e587e Star::LuaRoot::createContext
[8] 7ff7515d14b7 Star::LuaBaseComponent::init
[9] 7ff75117d8ae Star::Monster::init
[10] 7ff75151901e Star::WorldServer::addEntity
[11] 7ff7514d4b3a Star::SpawnerWorld::spawnEntity
[12] 7ff751364f73 Star::Spawner::spawnInCell
Qorq06 6 Jun @ 9:35am 
[13] 7ff751361e2f Star::Spawner::activateRegion
[14] 7ff751365846 Star::Spawner::update
[15] 7ff751533f69 Star::WorldServer::update
[16] 7ff75153a0a6 Star::WorldServerThread::update
[17] 7ff751539a8b Star::WorldServerThread::run
[18] 7ff750f96d9e Star::ThreadImpl::runThread
[19] 7ff84120e8d7 BaseThreadInitThunk
[20] 7ff841d7c5dc RtlUserThreadStart
[11:07:07.617] [Error] UniverseServer: World CelestialWorld:-109879655:936056445:-148252113:10 has stopped due to an error
[11:07:07.617] [Info] UniverseServer: World CelestialWorld:-109879655:936056445:-148252113:10 shutdown, kicking 1 players to their own ships
Qorq06 6 Jun @ 9:35am 
Gotta post this top to bottom rq
1100Ross  [author] 6 Jun @ 7:48am 
Good morning @Qorq06. Are you sure it's with this mod? Because the mod's tree spawn happens on all vanilla planets. If you could send me your log I would be very grateful.
Qorq06 5 Jun @ 6:20pm 
There seems to be a strange issue with the trees on lush planets. I went to make a new character and every time I saw a tree from the mod it'd just teleport me back to my ship. I tested it out on another character and the same happened there, and it only happens on lush planets for some odd reason. I don't know what causes the issue exactly, so either just don't have them spawn on lush planets or fix it somehow, I'd really like to play a new character.
1100Ross  [author] 2 Jun @ 2:56pm 
Good evening @TangibleDestruction. I'll take a look and tell you about it. OK? The goal is for all alcoholic beverages to be created in starbooze. But CNMF has its own creation mechanic. It might be a good idea to add or relate to both. Or addon only for CNMF. It's a good idea.. thanks a lot!
TangibleDestruction 2 Jun @ 6:56am 
By the way, any plans to add compatibility with CN More Farming too? That one also has some brewing contents and ingredients
1100Ross  [author] 1 Jun @ 9:52am 
Good morning @TangibleDestruction. Thank you very much! You were a great help! The malt and tablet recipes are in the distillery. The sapling recipes have all been fixed, I added sbr_wheatsprout again. The brewingstation error was in the recipegroup, it has also been fixed. The yeastwater is in mashintu. About the meadbee, they are found in lush planets. And the snail has a 5% chance of appearing inside the iron and copper tank. When I have more time I will renew the tutorial codex.
TangibleDestruction 31 May @ 7:36pm 
Hello Ross, you might want to take a look at the recipe files later, I noticed earlier in my logs that it seems some of the recipes might be unable to load because some of the item IDs in the recipe files are not yet updated with the sbr_ prefix, such as:

-Yeastwater in the fermenter recipes
-The wheatsprout in the cherry sapling recipe

A few other issues I noticed:
-It seems I am unable to find the malt recipe in campfire anymore, is it moved to elsewhere?
-Might also want to provide some guidance on where to craft the tablets for water filtration too.
-Brewing station does not seem to work when 10 wooden logs are provided to it

Nonetheless, good work with the mod :steamthumbsup:
1100Ross  [author] 30 May @ 5:54pm 
Good evening @Kinsect. Last minute changes... I'll release the update now, because I'm going to travel. You don't need the requested mods unless you want to play their content. Ok?
I hope you enjoy it, there were a lot of changes and improvements in the mod. xD
1100Ross  [author] 30 May @ 10:42am 
Good afternoon @Kinsect. At the moment all mods are required. Next week I will release a new update that does not require adding all mods. Having the vanilla experience of starbooze. But if you want something better just add the required mods. I am in a study week and therefore I cannot pay attention to the mod or release anything at the moment. I hope you understand.
Kinsect 29 May @ 4:43pm 
Say you put up that Aging Alien Alcohols, Aging Alien Alcohols Addon, NoLife's Alcoholism Alpha, My Enternia 2.4: Alta Hobbies, Betabound!, Bees Reborn, and WW Furnishing as requirements but are they All actually required to download for this mod to work?
1100Ross  [author] 26 May @ 2:18pm 
Good afternoon@Qorq06. Unfortunately I don't know how to fix this. I noticed that some missions that have biomes, trees end up appearing... and this is not the only mod that does this kkk
1100Ross  [author] 26 May @ 2:17pm 
Good afternoon @TheTwilightDancer. Yes, as I mentioned before, it is much more practical to use the custom frame for the mod. Of the objects you mentioned, only 'locker1' is not working with the paintgun. With that in mind, in addition to looking for physical errors in the log, so to speak, you should look for practical errors like this one where using the paintgun and selecting the color. The object is not changed. Double Kill x\ This week and next week, I will be dealing with personal matters, but if you need help, just let me know.
Qorq06 26 May @ 6:58am 
This is not a bug, but just wanted to tell something silly, the trees from the mod appear in some of the Shellguard mod missions, mainly the first two missions that I've noticed the trees being there. It's not a problem, but I find it quite silly, lol.
TheTwilightDancer 26 May @ 3:12am 
Silver Sokolova recommended I replace all instances of <frame> with <frameIndex> in the animation files of the objects, now they are showing correctly with no frames missing for their vanilla frames. I still have a few errors to fix with some other objects, like the tribalserver had incorrect size listed in the vanilla frame so I need to patch it, and I also had to patch the frames for the USCM marinesign, because its vanilla frames had no colored frames listed. And I also noticed the mod as a whole was unfinished. Some of the folders for objects are empty, so there's a lot I gotta add. I'll probably release the mod anyway once I fix what I'm working on, but then hopefully I'll add a little more objects with updates. :)
1100Ross  [author] 25 May @ 3:39pm 
Good night@thetwilightdancer. Good to hear that. When I read it yesterday I thought it was going to do it on all objects. About the frames ... Remember the Animation will be until when the paintgunmod is installed when removing, the object had returned to the original. Knowing this don't worry about it. Just leave functional, test with mod, without mod. See log. Write down. Locate. Even if you are rusty, you can. I started translating and then to fix it. Post a playable version of Paintgunmod Revival soon and let players find the errors. You will be cursed, but the bugs will be found much faster !! kkkk
TheTwilightDancer 24 May @ 9:32pm 
Default (the vending machine), microwave, microwavelit, marinesign, bunkervent, woodenlamp1, woodenlamp2, woodenlamp3, locker1, rusticoven, rusticovenlit, tribalserver, and consoletribalwall are the only patched objects in paint gun that were given both new animations and replacement frames (some objects have one without the other). They're the only ones I gotta mess with. It's figuring out how to get their animations to work with their original frames. Making them use vanilla frames will mean less chance of conflicting with mods. :D I'm gonna make a test world like you suggested and spawn each of these in when I check for errors again.
TheTwilightDancer 24 May @ 7:57pm 
No worries, I looked through all of the objects in Paint Gun and very few of them have replaced frames and animation files. :) I'm still going to do what you suggested me to do to test the objects that have errors, but there's very few I actually gotta fix. Majority of the objects are just patches to the object files and even then, Paint Gun only supports the objects that have painted versions. The only objects in the mod that have animations and new frames are the objects that have more than one image frame, and they had to be given animation files to make them colorable. But they can't seem to use vanilla frames for whatever reason. The errors in game make a frame missing (or invisible furniture) when I try to use vanilla frames with the animation. XD I was gonna try making them use their original frames files to avoid conflicts with other mods that patch frames like Betabound does. So I assumed I just have to tweak the animation file a little to get them to read vanilla frames.