Starbound

Starbound

You Arn't Safe: ...Anymore!
 This topic has been pinned, so it's probably important
samaw  [developer] 29 Sep, 2017 @ 6:23pm
Bugs? Post here.
Need log to find errors. Use something like pastebin.
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Showing 1-15 of 19 comments
BigGreenGayDad 6 Oct, 2017 @ 2:40am 
I'm having some issues I can't quite pin point, so I'm going to ask on other mod pages too, but I thought I'd post my main issues here as I believe this is one of the mods causing issues.

1:The machines in the open space sections that join a damaging lazer together have the lazer offset (not joined onto the other one). The lazer still works if you're close enough to the machine but is not in the correct position.

2 (which I believe is a bit more like like to come from this mod): Nuru does not open the door leading to the teleporter at the end of the Ceremonial Hunting Caverns (tested twice with the same result where she just stands in front of it).
BigGreenGayDad 6 Oct, 2017 @ 5:05am 
After testing it again without this mod, I can confirm Nuru is now opening the door and heading to the outpost. This leads me to believe this mod is causing some issues with her opening the door.
samaw  [developer] 6 Oct, 2017 @ 5:39am 
The first shouldn't be this mod but I'll see if I can reproduce it.

The second one is indeed this mod, it came from the old mod as a fix. It had to do with the boss of the mission. I just carried it over... I'll look into it and see if it is *actually* needed.
samaw  [developer] 6 Oct, 2017 @ 1:40pm 
Try it now if you are still interested. I updated some things and I went through a couple of times and the stage worked like expected. I did remove the 'no door opening' for Nuru (but worked for me before I did). If something is still behaving strange I might need to use a new save.

The space part I haven't tested yet; next on my list.
BigGreenGayDad 6 Oct, 2017 @ 4:41pm 
Thank you for this. I will test it again when I have the time.
I never would have thought that it was a fix for something else. I remember seeing updates for that mod mentioning the Ixodoom boss fight not working, but was unsure as to why.
It must have been pretty game breaking to have to code in another (but somewhat less) game breaking issue to fix it.
Last edited by BigGreenGayDad; 6 Oct, 2017 @ 4:45pm
Tymon 6 Oct, 2017 @ 5:29pm 
There's a small hiccup with rocket launcher using crewmates and enemies. They shoot at the ground immediately in front of them on their first shot and then aim properly again in subsequent shots. I remember this was a problem with the enemies aren't stupid mod and I fixed it by adjusting the rangedAimTime in the base.npctype file to 0.1 instead of 0.0. I'm not sure if it still works with 1.3 however.
Last edited by Tymon; 6 Oct, 2017 @ 5:34pm
BigGreenGayDad 6 Oct, 2017 @ 10:53pm 
Originally posted by Tymon:
There's a small hiccup with rocket launcher using crewmates and enemies. They shoot at the ground immediately in front of them on their first shot and then aim properly again in subsequent shots. I remember this was a problem with the enemies aren't stupid mod and I fixed it by adjusting the rangedAimTime in the base.npctype file to 0.1 instead of 0.0. I'm not sure if it still works with 1.3 however.

Yeah I have noticed this same thing as well. I had forgotton to mention it.
Tymon 6 Oct, 2017 @ 11:17pm 
I made a copy of this mod from my workshop folder and made the change to the basenpctype patch file to test to see if it still works, and it does indeed fix the problem. so it's literally a 30 second fix to fix this issue.Hopefully it gets fixed soon.
BigGreenGayDad 7 Oct, 2017 @ 4:51am 
@samaw I have had no issues with the Ixodoom mission since the update. Thank you for this.
BigGreenGayDad 7 Oct, 2017 @ 5:00am 
I found another bug. This time it's to do with those cat ghost things that become ethereal when they take damage(I'm sorry I forget the name I hope you know which one I'm talking about).

They are not dealing damage when etherial, which is normal behaviour, but after becoming coporeal again it does no contact damage. Taking off this mod causes it to deal damage again.
samaw  [developer] 7 Oct, 2017 @ 10:10am 
I actually saw that without noticing what it was. One was hovering around a tenant and the tenant didn't care... So, two things, I'm working today but I'll check it out tomorrow(or tonight if I can).
User_N 27 Oct, 2017 @ 2:22pm 
I think the mod has a bug in which villagers for example won't chase me if I close a door right after I attacked threw it.
But maybe that's just a bug with villages in general
Salt Chaos 27 Apr, 2018 @ 8:27am 
I've found one, that, seem to be a recurrent bug on the predecessor mod : https://community.playstarbound.com/threads/monsters-and-npcs-die-instantly-after-spawning.127829/
Monster die just after their first attack, I've uninstalled the mod, that work fine, and not all the monster die, just some, and seem to be by species.
Ginn 21 May, 2018 @ 1:34am 
In Nuru's Gladiator missions, Volo and Inferno have already died from the monsters.

...

Is there a way to fix that? Sorry :P
IndigoTail 18 Aug, 2018 @ 10:29pm 
Umm Volo and Inferno got killed by their pets.
Last edited by IndigoTail; 18 Aug, 2018 @ 10:29pm
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