Starbound

Starbound

More Critters and Scenery (Non-FU version)
224 Comments
FrankyStein 7 Apr @ 6:05pm 
When you say "scenery" what exactly does this mod add apart from the critters?
TheSilentAngryCat 28 Dec, 2024 @ 8:32am 
wish they added a way to disable mods through starbound rather than having to go to steam each time to unsubscribe from them
Xaliber  [author] 26 Dec, 2024 @ 9:54pm 
I feel you, that always happens in modding.

To troubleshoot mods you can use the "50/50 approach" or "binary search trobuleshooting": disable half of your mods, see if it works. If it works, then the culprit is in the half that you disabled. Then you can slowly enable half of the other half that you disabled, until you encounter the same error again. You found the culprit then.

Also don't forget to always provide your starbound.log when you report an error to mod authors. That would help authors to troubleshoot your issues.
Nova 26 Dec, 2024 @ 11:27am 
ah I see, I was dreading running into another small but huge bug like this, I thought the many mods I had all worked together. It's such a shame it came to this though, all I can do is try and do it all over but at least I know now what's causing some issues, but when it comes to techlabconsole2 im lost. Thanks once again for helping me figure this thing out!
Xaliber  [author] 26 Dec, 2024 @ 5:09am 
You did well, no worries.

Look at line 824 to 861. So many errors pointing to this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2058613520 (Unsheathe/Ready Animation). The log says there's a missing asset: sound.

There are also other errors, missing assets/frames from Mercedes-Sprintervan and techlabconsole2icon. The log doesn't say which mod that came from, maybe you know better.

These are the likely culprits. Possibly an NPC were readying their weapons but the sound is missing, so it spawns you back to the ship. Or, as you said you were going to a building when you spawned back, probably the missing asset from techlabconsole2icon was the one causing it. The game can't find the resource so it crashed you back to the ship.
Nova 26 Dec, 2024 @ 4:07am 
https://pastebin.com/Ed6pnHJJ - here it is, I'm curious to see what's causing the issue, this is my first time using pastebin btw let me know if this is the wrong .log file, Thanks again for the assistance
Xaliber  [author] 26 Dec, 2024 @ 3:27am 
Forgot to say: you have to replicate the error first before consulting the Starbound.log. So go to that point where you're teleported back to your ship, exit your game, and put your starbound.log here (via pastebin.com or something similar).
Xaliber  [author] 26 Dec, 2024 @ 3:26am 
@Nova:
No worries, I try to respond and help as much as I can, as long as it's feasible.

So, the issue of teleporting back to ships can be caused by various factors. Typically it's because the game detects something that is supposed to be there in the .world file, but it's no longer there, or that something has a malfunctioning script.

Usually this happens when someone uninstalls creature-adding mod like this one, or if a certain NPC has a broken script, or a monster/NPC wields non-existing weapon/non-existing attacks. It can be anything.

To better understand the issue: consult your Starbound.log!

Find the file in your Starbound installation, e.g. C:\Program Games\SteamLibrary\steamapps\common\Starbound\storage. If you open the file with something like Notepad and copy-paste all the content to something like pastebin.com , I can help pointing you to the right direction.
Nova 26 Dec, 2024 @ 3:16am 
@Xaliber Thanks a lot for your help, I know this is somewhat of a dead game, and it seems to be a long time since this mod was created/updated and you really didn't have to go out your way to help me with my issue especially so quickly, so thank you. I've searched my issue online and found that others had this issue with unwanted-teleporting back to their ships after entering certain worlds so I assumed it was this one. once again, thank you, and hopefully this doesn't happen again haha
Xaliber  [author] 26 Dec, 2024 @ 2:56am 
Before you uninstall mods that add new creatures/NPCs/floras:

Find the respective .world file in your Starbound installation (e.g. C:\Program Games\SteamLibrary\steamapps\common\Starbound\storage\universe). The name of the file is based on the coordinate in the game. If you're confused you can just visit that world, make some changes there (place or remove a block or something), then leave. Go back to your folder, sort by modified, and the most recently modified should be that planet.

After you've found the file, delete it. Then you can uninstall the mod. Go back to your game, then your planet will be regenerated WITHOUT the mod's data baked into the file.

REMEMBER , if you've built something on that planet, everything will be reset. So make sure you want to start fresh.

As for your issue specifically, Nova, not being able to go past certain buildings is NOT an issue from this mod. You have something else going on.
Xaliber  [author] 26 Dec, 2024 @ 2:55am 
Hey hey, sorry I've been away for quite some time now.

@Nova and Fitzcarin, to address your point first, I understand your frustration. But that is NOT A BUG from this mod.

Any kind of mod that adds new creatures (or NPCs, or floras) onto a biome WILL be permanently baked to that biome, stored in the .world save data. So if you uninstall the mod, it will certainly crash. That's just how Starbound engine works .

All hope is not lost though, if you really like your planet. See next comment.
Nova 26 Dec, 2024 @ 2:36am 
@Fitzcarin They're right, this mod does break certain worlds. i have the populated worlds mod and i had a world that I was building a nice modern city with shops and buildings you can explore. just now, i killed a random monster and didnt think anything of it and tried to go past a certain part of my city and i found that i couldnt go past certain buildings as it would instantly boot me to my ship. I even went on a different character and tried to do so but couldn't. This is seriously pissing me off due to the ammount of thought and creativity I put into my world just for some dumb bug like this to ruin all my progress.
Captainrocket77 24 Dec, 2024 @ 6:23pm 
Firstly, I support Randal’s request. Secondly, is there a mod lying around that has JUST the crossover stuff lying around? I would LOVE to have a Chocobo ranch lying around one of my worlds!
Randal 2 Nov, 2024 @ 3:55pm 
could do with a way to make these immortal or near enough

i have a mod that give s my character a passive damage when walking past things like a poison trail or electric fire or ice cloud. problem is it kills off any critters i walk past.
which is annoying since i have gathered a collection from all over the galaxy.

there is a mot that makes the standard critters immortal

but the ones here die how do i change that or can you put up a version that makes these guys immortal too
TheSilentAngryCat 25 Sep, 2024 @ 3:58pm 
lol
Cunning Linguist 5 Jan, 2024 @ 9:19pm 
that big fish is ugly af
Izzy Weisz (GER) 21 May, 2022 @ 4:03am 
I was wondering if there could be someone making a critters collection? That would be great...
FunkyFallout 17 Feb, 2022 @ 2:08pm 
Are these critters able to be grabbed with the capture pod? Curious because several of them would make awesome passive followers, but I see that if I load a world with the new critters and then decide I don't like it, then it might mess up my game.
Izzy Weisz (GER) 9 Nov, 2021 @ 9:51am 
Am I wrong, or does this mod also add some new bugs in jars? Because if so, could u give me a list, or put them into the collection? that would be awesome and very helpful. :)
ZerKoma 18 Jun, 2021 @ 1:20am 
My eyes went right to the dopefish
Grand Poo-Bah de Canadiannaise 13 Jun, 2021 @ 12:04am 
@Fitzcarin... interesting... just read your post
I had no issues removing this mod, (not that I had it on long, in fact, I never saw any critters. So perhaps that is why I was able to return to my worlds)
The reason I removed this mod was I started seeing aliens/monsters on two of my worlds I have colonies on that I have NEVER seen before on those worlds... and they definitely weren't on the critter list/picture.
Actually there was on monster. I saw him on my desert world, but that monster was from another desert world in the same system. ... does this little animal have a space ship?
So I dunno.... I love the idea of the mod, but when aliens from completely other worlds start showing up on worlds that shouldn't have em just because they share the biome, it's a bit of a lore/ambience killler
Vivianite 6 Jun, 2021 @ 7:19am 
This can sort of soft-lock your game upon getting it. As if there are custom critters from this mod on a planet, and you get rid of the mod, you can't go back down on that planet anymore due to the game kicking you back to your ship due to the modded critter.
Don't get if you plan on trying to get rid of it. I will recommend it if you want the ambiance and don't plan on uninstalling.
Shithead 21 May, 2021 @ 12:56pm 
Can you add craftable variants of the scenery plants and rocks?
Proxy 2 May, 2021 @ 4:33pm 
how i uninstall
Sagi 27 Dec, 2020 @ 12:26am 
So much ambiance!
Especially with gore mods when you slice the cute little things!
Loaf of Grapes 25 Nov, 2020 @ 1:00pm 
Wait, so if Undertale Critters existed, what was their original spawn rate?
Nickonizer 21 Nov, 2020 @ 9:34pm 
could it be possible to make the critters follow you more closely once caught in a capture pod because i noticed that they don't like to follow the player once caught other than teleporting
Xaliber  [author] 2 Nov, 2020 @ 10:00pm 
@Alpha Mason:
You can use this with FU, but they won't show up in new biomes added by FU.
Chronos "Salty" Pliskin 1 Nov, 2020 @ 3:21pm 
Is there an Frackin' Universe version of this mod?
Ali 5 Sep, 2020 @ 6:53am 
I love you ;---;
󠀡󠀡 6 Jul, 2020 @ 12:39am 
hahaha Pea♥♥♥♥♥
R.O.A.M.E.R. 27 Jun, 2020 @ 8:48pm 
What is exactly your Starbound, If "James Chuckles" was not [eightball] and a Knucklehead?!?!?!?!?
R.O.A.M.E.R. 27 Jun, 2020 @ 8:43pm 
What is exactly your Strabound, if "Chuckles" was not Eightball in the first place.....
shardinhand 27 Jun, 2020 @ 6:43am 
8=
shardinhand 27 Jun, 2020 @ 6:42am 
O_O dope
Arctic Angel 29 Feb, 2020 @ 3:26pm 
ahhh thanks, i always forget about the relocator
Xaliber  [author] 28 Feb, 2020 @ 1:06am 
@Arctic Angel:
I was working on that actually... critters would be put on cage when put in ship. But I haven't been able to continue the work.

For the moment, if you want to let them run freely, you should be using relocators.
Arctic Angel 27 Feb, 2020 @ 5:09pm 
im sad none of the critters move once they are put in the ship, but great mod
Xaliber  [author] 20 Feb, 2020 @ 4:05am 
To everyone asking about FU
Yes, compatible with FU.

But those critters won't spawn in FU planets, just normal vanilla planets.

Lore-friendly patch works with FU too.
EpicN The Empty 8 Feb, 2020 @ 9:43am 
Aw... I can't ride my chocobo... :steamsad:
ArcticDracoX 7 Jan, 2020 @ 12:49pm 
As a note for this mod, yes it does work with FU.
The issue is that if you uninstall a mod, some biomes either make that part of the world kick you out or completely reset your world progress.
Hemlock 9 Dec, 2019 @ 9:53pm 
Well, since there's no lore patch for the FU version
I have to ask
Does this work with FU?
test 2 Nov, 2019 @ 2:42am 
does it work with fu
Eclipse the Dragon 29 Oct, 2019 @ 5:57pm 
the sand fox in the desert needed fixing. i t work find running about, but once you use the net on it, the game bugs out and kicks you back to the ship.
MegaMato 27 Oct, 2019 @ 10:17pm 
And the world is a better place when Kefka is in prison
MegaMato 27 Oct, 2019 @ 10:12pm 
Maybe I'll have to uninstall the mod where I can't accidentally kill critters. Thank you for all the stuff you do @Xaliber
Navis 1 Sep, 2019 @ 1:19am 
A FU and ES patchs for this version would be really awesome. I think this version would surely need some updates too.
Lotus 29 Aug, 2019 @ 3:03pm 
i see undertale. I click
Xander 28 Aug, 2019 @ 7:36am 
what the heck is that green giant eyeball fish?
CaptainCrazeh 22 Aug, 2019 @ 8:07am 
If I capture the critters with the relocator and put them on my ship, will they despawn?