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Well I assume finding the main mod answered that particular question?
Apparently I forgot to link them in the requirements section. Something I didn't realize until you asked.
Although the links I placed (to my other mods) in the description would also lead you to it.
i didint say your mod was the problem
my bad sorry
Now you might want to check your starbound\storage\starbound.log when that happens(from the severe bug). It should tell you what monster caused the error.
If you download notepad++(highly recommended replacement for notepad), its search feature has a tab for "find in files" that you can use to search for that exact monster name.
Point the folder Steam\steamapps\workshop\content\211820
And let it search.
The results will be on bottom. Note the folder number.
for example THIS mod is
Steam\steamapps\workshop\content\211820\ 800928924
and note my URL is
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id= 800928924
So plug that number in the URL for 'id=' and it will bring up the offending mod(so you can tell them and unsub til they fix it)
That bug isn't mine. A minor version occasionally does happen in vanilla when teleporting (seems tied to lag?) and a more severe version happens that comes from mods that add monsters(I don't) which are missing an attribute that got added in SB 1.1 and the authors haven't updated their monsters.
Now about this mod - it doesn't "fix" anything for mod races. This allows mod races to utilize my shipyard mod(ship replacement) instead of being in their own ships. The race patches are optional add-ons(instead of built in) so that you could use the shipyard for vanilla only races if you want, and mod races could use their own ships.
It also does provide something of a backdoor to using Mad Tulips ship mod too (for races not supported already by that mod) because I made the shipyard compatible.
is this some type of fix for some race mods?
because i had a bug that i played a vanilla race and it will teleport back again to my ship instead of the planet
Adding in a mod race's ship means adding it for everyone. There is no dynamic way to make it happen with how Starbound ships work. Currently though... I'm eyeing adding one of the Avali ships.
It won't add their ships. The shipyard is a ship replacement... a very greedy ship replacement.
A few custom ships should eventually make it there though. I've been discussing this in the main mod thread actually. You might want to give that a read because it might cover other questions.
I'll have them in the next patch. But then the Avali is open permissions so you might not need a silly patch for long to cover them... if you catch my drift.
/spoilers
Star Trek races. 5 of them to be exact.
These races aren't my mods BTW. I'm just supporting the option for those that use it to have a shipyard. That one may or may not be a SB forum exclusive mod(some mod authors refuse to upload on the workshop).
They're in the next patch. Which I haven't made yet, but will soon.
. Well more to the point I did that for my metadata, and pulled that list from my _metadata into the description.
If you'd prefer I list the friendly name... yeah I suppose I should. I could just make a text file somewhere with actual names.
/maximum laziness
Another patch will cover races with truly custom ships (obviously a judgement calls sometimes and some races just don't have custom stuff 'yet' but probably will eventually). Anyhow I feel more reluctant to pull a custom race out of a custom ship, so that's why it would be a separate patch mod(to just let the user decide).
I forget if the Avali mod is open permissions or not, but depending on that and if it utilizes additional (non vanilla) tiles, I may just add it to the shipyard.