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In any case, I've decided that this mod isn't really worth fixing. This means that if anyone wants to perform a full reboot, I'm okay with that, but the mod description will need to contain something along the lines of this:
The entirety of this mod (or parts of it) were inspired by the old Weapons Addition mod by Spazdiesfirst360.0
However, it will not be released just yet . As many things have changed, I will need to redo many of the screenshots. This should only take a few days though.
Hope the "reboot" of this mod satisfies the community!
Many, many things are changing with the next update. It is recommended that my users deconstruct/refund the following items, as they will eventually be decommissioned:
-Liquid Mixer
-Conversion Machine
-Particle Accelerator
It is also recommended that my users BACK UP THEIR STORAGE FOLDERS, because the new changes may cause problems.
The thumbnail is outdated, though, and will be replaced following the next update.
[23:05:32.411] [Info] Protected dungeonIds for world set to (65524)
[23:05:32.411] [Info] Placing dungeon medic1
[23:05:33.079] [Info] Generating dungeon medic1
[23:05:33.080] [Info] Placing dungeon at (2402, 675)
[23:05:33.205] [Info] Protected dungeonIds for world set to (0, 65524)
[23:05:33.205] [Info] Placing dungeon neb_dungeon1
[23:05:33.206] [Info] Generating dungeon neb_dungeon1
[23:05:33.206] [Info] Placing dungeon at (103, 675)
[23:05:33.268] [Info] Placing dungeon nemesisencounter
[23:05:33.291] [Error] Fatal Error: Segfault Encountered!
that is the error I get that prevents me from making a new character because the starting world has that always happening.
This will affect any radioactive items added with this mod, but it will not affect any of FU's stuff. However, if enough of my mod users say otherwise, I will release a mini-patch that addresses that, if Sayter is okay with that.
If users disagree with this idea, I will not implement it. So if you feel that is a good or bad idea, feel free to say so, but this should be posted in the SUGGESTIONS thread.
Note that this is part of the PAA content and when such content is split from WA, it will be part of the to-be Science Addition.
For future reference, bugs should be reported in the BUGS/ISSUES thread.
I will see what I can do.
I'm still really new to coding, so I really don't know why it failed, but when comparing your matteritem.item.patch file to the patch file FU uses, they did not have those two extra brackets.
In any case, I changed the file and tested it; for whatever reason, that was the cause of the issue and now works as it should.
To fix this, replace the code with this:
[{
"op": "add",
"path": "/learnBlueprintsOnPickup/-",
"value": "paa_antimatter"
}]
I removed the extra unneeded brackets that were screwing up the item and it works as intended now. Please update your mod with this fix in your next update.
Thanks again!
Other things you could see might include:
-Missiles.
-Balancing of most weapons, as I have been calculating dps output wrong.
-Grenades.
-And more explosives to come...
Some things to expect...
-Reduced spawn rate for new ores.
-New unique weapons. These may have a cyan or a red colored name.
-Incorporation of a modified version of the Mass Smelter Mod.
But I did make a minigun... and for the first time, it was rather balanced.
Link: https://community.playstarbound.com/threads/looking-for-unique-weapon-submissions.139457/
However, I have booted up a new wiki for users that will be player maintained . That way, if users resent me for sentencing the old wiki to oblivion, they have an alternate.
Link is here: http://weapons-addition.wikia.com/wiki/Weapons_Addition_Wiki
ItemId is paa_extrememiner (for Quantum Laser)
Dungeon ids... there is a long list of them; you can unpack the assets, which contains the dungeons. I have been trying to incorporate them all, but it gets hard sometimes.
It is a discussion/Help thread, so you can offer help or ideas.