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Banana Mask,
Bandit's Hood,
Bear Hat,
Brewmaster Hat,
Captain's Cap,
Cardboard Hat,
Clock Top Hat,
Dinosaur Hat,
Dapper Hat,
Bunny Mask,
Gag Nose,
Gas Mask,
Cateye Glasses,
Monicle,
Huge Glasses,
Simple Glasses,
Cardboard Hobo Hat,
Industrial Crew Helmet,
Insidious Mask,
The Aerohelm,
Hood With Ears,
Knight Helmet,
Luchador Mask,
Phrygian Cap,
Plain Hood,
Rainbow Hood,
Shroom Disguise Mask,
Skull Mask,
Sombrero,
Strawberry Mask,
Sunglasses,
Swamp Hat,
Tiger Hat,
Ushanka,
Venetian Mask,
Viking Helm,
Visor,
Very Subtle Wig
The name you are looking for is "Canids" the capital "C" matters.
If you could please, add the cookbooks to your To do list. They aren't registering with the codex. Thank you :)
The Ship you sometimes find landed on some planets is getting removed, but you will encounter the ship in a new form as a space encounter.
To replace the ships on planets you will start to find Canid cities on some planet surfaces; I am experimenting with Tiled and looking into ways of making each individual building randomly generated so there will be several combinations to the ways buildings are constructed.
In addition I never really liked the first objects I made for Canids. I am designing brand new objects. Expect to find some stylish new objects to decorate with. The original objects will remain available for players who like them.
I will probably be doing this over more than one update.
When there is something wrong with my mods I always implore players to give me all details that could be connected to the problem. The Titanium items and outpost blocks have no specific race, so I can tell this is certainly my fault. Thanks!
I don't think it has any effect on the tags, but the room is made out of outpost support beams + outpost concrete, with concrete blocks as the back wall.
I don't know if any of this helps, but still.
Those colony tags have always been difficult to deal with. I thought I had finally fixed that issue, but apparently not. I shall look into the issue and try to correct it.
Just saying :P
on character creation screen. What am I doing wrong?
the Froggs will be completely removed.
However; If there are those who would like to see the Froggs stay; I can easily make a secondary mod that will keep your character alive.
In addition to descriptions for vanilla Starbound, I have been working on a secondary mod that is used in conjunction with the Canids Race and Frackin' Universe. Frackin' Objects Canids Scan will feature examination dialog for Canids for most objects found in Frackin' Universe.
Hope this helps.
It could be that you can only patch the monster treasure pools so many times before it can not handle it any more; or it simply could be that I have over looked something. Either way I suggest that you try posting this on the Chuckle Fish forums under the modding help section. There are dozens of modders who are better at this than I am who may be able to figure this out; I, most certainly, will be looking out for your post and continue to help figure out this strange error.
This is probably by far the most challenging bug some one has brought before me.
So here is the List and eventually you find your conflicting mod and if i am in luck you may find the problem for sometimes small game freezes. :D
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1101316036
I killed a dozen Parasprites and found no error. I also tested with the mod Frackin' Universe installed but came up with no error still. In both instances I was able to collect Parasprite drops.
Can you give me a list of mods you are using so that I can test those? Thanks!
[13:55:45.926] [Error] Could not apply patch from file /treasure/monster.treasurepools.patch in source: C:\Program Files (x86)\Steam\steamapps\workshop\content\211820\905564668\contents.pak. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) No such key 'paraspriteTreasure' in pathApply("/paraspriteTreasure/0/1/pool/-")