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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.
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.
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.
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.
@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.
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
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
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.
Especially with gore mods when you slice the cute little things!
You can use this with FU, but they won't show up in new biomes added by FU.
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.
Yes, compatible with FU.
But those critters won't spawn in FU planets, just normal vanilla planets.
Lore-friendly patch works with FU too.
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.
I have to ask
Does this work with FU?