Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In the mean time, I grabbed this and changed the offending rockets(AvaliRocketNeedle.projectile, ShrapnelMissle.projectile, and avalirocketfrag.projectile) to use "regularexplosion2/regularexplosionknockback.config" instead. It's basically the same visual, and solves the crash.
Do you have any mods that make changes to the default Avali race module, for instance? I'd check mods like that first.
[15:19:40.317] [Error] Exception caught in client main-loop
(ProjectileDatabaseException) Unknown projectile with typeName avaliplasmaexplosion01.
"includes" : ["Avali"],
If you were going to try and merge the Avali race mod, you'd need to change the internal name of every single asset to make it not conflict with the original.
Just require the avali race for your mod - it won't break anything, and the only affect it would have on people who don't plan to use the race for their character is that you might bump into an avali village every now and then (but they're quite rare).
Sadly, I kinda failed horribly.
I have a fun little mod that is Zaros themed (god from RuneScape) and it does have Avali specific items. I wanted to make a Zaros themed rocket launcher based on your design to give the Avali their own Ancient weapon to use to match the armor that they have.
If you're interested to lend a hand or at least give me permission, then it'll be very well appreciated. Otherwise, I don't mind being denied.
If the itemName is good enough, then are: "avalitier6rpg", "avalirpg", "avalitier10bspear", "avaliclimbingaxe", and "DatafeedHeadset".
If you need more information than this, you can always manually download this mod off of the Chucklefish forums and look at the .json files yourself (link is at the top of the description here).
So if you have this mod installed, you already have access to the Tech Bows.
This is more true for some games than others (e.g. Skyrim), but still applies to everything really. :/
You can always download the version of my mod off of the Starbound modding forums (link is posted above) and edit the damage values youself. It's incredibly easy to do.
If you can manage to open up a text file and look for the word "damage", you have the skillz required to edit the damage values on these weapons. n.nU
I've been pretty out of the loop for a while now when it comes to Starbound, but I think these are probbaly what you want:
avalitier10bspear
avalirpg
avalitier6rpg
avaliclimbingaxe
DatafeedHeadset
Not sure what you mean by "ID" (I don't recall Starbound using an item ID system), unless you just mean the internal item name strings...?
I really haven't played nor been interested in Starbound for a long time now (can't exactly put my finger on "why", but I really dislike the "final" version's design vs. some of the earlier beta ones).
However, if someone else wants to do this, I give full permission to them to modify this mod for the purpose of adding more element types. I would prefer if anyone who did this made it an addon though, with a dependancy for this mod rather than a standalone version, though.
Yes. Nobody has gotten back to me about the bug reported below, so I assume that meams it's been fixed. *Shrug*
For a game that openly supported mods from the beginning, they seem to put VERY little thought into how changing their base framework will SHATTER trillions of mods each patch (just go look at the "Outdated" mod section on their official forums - it's laughably got more than 2/3 the mod count as all the "unbroken" mods combined...).
I'll change my mod's file name or something I guess. *Rolls Eyes*
Gimme a few mins.
I
V
[13:51:11.272] [Error] Duplicate projectile asset typeName MissileShrapnel. configfile /projectiles/guns/rocketlauncher/ShrapnelMissile/MissileShrapnel.projectile
So if this does not fix the issue, or if there are other issues, please let me know...
I will look into it when I have the time. Graphene has been a long-standing conflict item with some other mods that add the same item name, and at this point I'm frankly shocked that they decided to do anything about it.
Their previous attitude was something stoopid like "not our problem" iirc whenever the issue was brought up... =.=
You may have a few recipes you need to change the 'graphene' to 'avaligraphene' in order for them to load.