Starbound

Starbound

Natural Slopes -Such 45* Angles, much smooth.
 This topic has been pinned, so it's probably important
Jace ∅ Ethaniel  [developer] 15 Jan, 2019 @ 10:16pm
Bugs & Issues
Report any problems here, include the name of the block that is having an issue and what the issue is (EG, not painting properly, or looks wierd). If you are having an issue with the fossil game (eg, blocks not rendering properly), let me know what the name of the block the fossil is/was on.
If you want to post a log file or mod list, please paste it in pastebin[pastebin.com] and use the link here.
Last edited by Jace ∅ Ethaniel; 31 Jan, 2019 @ 2:03pm
< >
Showing 1-15 of 22 comments
Jace ∅ Ethaniel  [developer] 31 Jan, 2019 @ 5:39pm 
Issues:
Keep in mind that the more mods you have the more RAM and CPU processing power you need, having too many mods can cause the entire game to slow down even if the items/creatures/etc they add are not in the area you are playing in while in-game.

StardustLib and QuickBarMini are both installed, you do not need Quickbar Mini because StardustLib comes with the quickbar; QuickbarMini is only the Quickbar from StardustLib.

You have Quarkular Furnaces installed and Frackin Universe, Quarkular Furnace overwrites the fourth FU upgrade to the furnace which prevents you from being able to smelt some FU specific ores. You might be able to spawn in the Atomic Furnace from FU with chat commands.

NPC monster falling damage is already added by FU, no need for kit_npcmonsterfallingdamage (ModID:819063903)

LiquidPump is installed, but there are already two different types of pumps in FU.

Augment Extractor is installed but FU already has Augment Extractor built in.

Aperture Science Mech (Aperture Laboratories Mech), from last info I have this mod breaks the mech system and is incompatible with FU.

You have the ScriptedSail mod, AI Restorer, and A.V.I.A.N. (also the avian sail chip) installed. This will cause issues.

FU feeding packs break the Hunger Enabler for Casual Mode mod; may cause undesireable effects.

Make sure you have the patch for MorePlanetInfo and FU or some planets will not be able to be visited.

Optional Erchius Mining Quest is already integrated into FU.

Starbound++ (FU Version) does not actually work with FU completely, it still causes script errors and other problems. (I will admit though, I still use it myself)

Stackable, Non-Perishable Food causes issues with FU plants/food. I recommend putting food in a refridgerator to halt spoiling time when not needed. (FU has a pretty big one later on in the progression)

---- WARNING
More worker pool threads

More worker pool threads x6 version

More worker pool threads x8 version

You have too many of these mods installed, these mods will directly affect your computers overall performance. The x6 version is for computer with 12 logical processors or 6 physical cores, the x8 version is for computers with 16 logical processors or 8 physical cores. Please ensure that your computer has enough cores to use ONE of these mods. Forcing the game to use too many threads will cause your entire computer to slow down, you need to make sure your OS has RAM/CPU time to use as well or everything will slow down. More Threads being used will only marginally increase game speed when you have too many mods.
--- WARNING

Enhanced Beginning is installed but is incompatible with FU and wil lcause undesired issues.

Killable Erchius Ghost, the erchius ghost is already killable with elemental damage so this mod is mostly unneeded unless you prefer non-elemental damage. Some damage types deal more damage to the erchius ghost than others, while some damage types deal no damage at all.

Spooky Tweaks is outdated and heavily conflicts with FU.

Small Improvements mod is causing script errors on some things.

Old War Armory is outdated and may cause issues

Craftable Augments may cause undesired conflicts/may be unneeded since there is already a research station with FU that allows you to craft augments.

Optional Story overrites FU game start data

Wired Industry, a system like this is already implemented within FU.

Portable Storage is outdated and with enhanced storage the point to having these is moot (you can do the same thing with any box but better), also I recommend the backpack mod; you dont have to place them.

XS Mechs and XS Mechs beta are both installed, and both are outdated; beware of issues that may appear.

You have Augment Slots for Armor and Augment Slots for Armor Redux installed; uninstall Augment Slots for Armor, the Redux version is the updated version.
----

It takes about 24 seconds to load all Assets, this means you have a lot of assets that need to be loaded and you will experience a fraction of this during gameplay.

You have a lot of added weapons and items in the game, even when not in use or not crafted they take up resources and may cause the game to slow down during certain events (EG when opening a crafting menu).

Your game loaded the ObjectDatabase in 139.132 seconds (!!), this indicates that you have too many objects (armour, weapons, etc) and it will cause (mostly harmless) issues during gameplay. Please keep in mind that when the game is loading assets it is registering it in RAM. The more assets you have (items/blocks/npcs/etc) the longer it will take to find/list assets during some operations (EG opening crafting menus and adding items to chests on planets (assuming the items are added to the treasure pool))

Your game loaded the TreasureDatabase in 35.8862 seconds, this will impact the time it takes to add treasure to chests/etc on planets/dungeons. Though mostly marginal, the added time it takes for this, loading the terrain, loading sub biomes, loading dungeons, etc will stack up and cause planetary exploration to be laggier. With that being said... You game loaded the TilesetDatabase in 0.0241349 seconds, so there is no doubt that my mod did not cause your lag. the Tileset Database is where the blocks you mine are stored; because my mod overwrites the original files (though adds a few for the fossil game) it does not increase load time enough to casue any issues.



The majority of your log file is made up of script errors, texture errors, etc.
Just becasue your computer can handle that many mods, does not mean it is a good idea, make sure you check if the mod is compatible with other mods. If it alters the same thing or does something similar to another mod then you dont need one of them.
Last edited by Jace ∅ Ethaniel; 31 Jan, 2019 @ 5:50pm
Jace ∅ Ethaniel  [developer] 31 Jan, 2019 @ 5:41pm 
TL;DR:
Go through your mod list and get rid of conflicting/redundant mods.
ProfileName 17 Jun, 2019 @ 6:02am 
https://pastebin.com/S5tExwD7 Saw a couple warns, and some odd things here and there... what can you find, Jace? (couldn't find myself any errors...)
Jace ∅ Ethaniel  [developer] 17 Jun, 2019 @ 2:53pm 
I am surprised you didnt find any errors, seeing as about two thirds of your log file seems to be errors. Here is what I found that is directly related to the textures messing up:

-The mod "Change some basic Textures" (modID: 888541687) directly conflicts with this mod because it:
1) Changes the texture of several natural tiles (Dirt, cobblestone, rock12/15/17, sand2, and sandstone01)
2) Overrides the .material files for said blocks, causing their rendering to be different than the rest of the natural blocks affected by Natural Slopes.
Changing the load order so that Natural Slopes loads after CSBT will resolve the natural tile overrides. leaving the rest of the changes unaffected. This fix is entirely on my end.

-You have Dramatic Terrain (AKA "Terrain Improvements") (modID: 820860996) installed. This mod directly conflicts with Natural Slopes, you cannot use both at the same time; load order doesn't matter.
Also conflicts with CSBT for the same reason.

There appear to be other problems (not related to textures/rendering) too, but I dont have time to sort through the whole log file.
Inquisitor 5 Jul, 2019 @ 3:09am 
Please add a link to a third-party resource for users of the GOG version. Thanks in advance)))
Jace ∅ Ethaniel  [developer] 5 Jul, 2019 @ 2:24pm 
Added, see mod description for link to CF forum post.
Inquisitor 6 Jul, 2019 @ 10:27pm 
Originally posted by JaceEthaniel:
Added, see mod description for link to CF forum post.
I appreciate it thanks a lot
Azure Fang 14 Jul, 2019 @ 7:41pm 
Issue: Crashed Fossil Minigame
Log: https://pastebin.com/9zxCm7uS (error starts on line 998)
Layer: underground1b

Effect: Minigame starts, but playfield is black and tool buttons/excavation status do not load. Leaving the minigame is possible, but player is stuck in brush animation until returning to ship. Affected fossil can no longer be "brushed".
Jace ∅ Ethaniel  [developer] 14 Jul, 2019 @ 7:59pm 
Ahh, it looks like the log function I used was change during the 1.4 update and I didn't catch it , I can fix it pretty fast. Basically the tiles it was on were not supported and it tried to tell you, but the script broke.
Azure Fang 15 Jul, 2019 @ 12:09pm 
Found another one for you, though this one wasn't a crash.

Issue: Deformed Fossil Minigame Dirt
Log: https://pastebin.com/VaC2W2D3 (error starts at line 1177 - clever report mechanism)
Layer: Hard to identify, appears to be "underground0c"

Can provide screenshots if needed, but with your reporter I get the feeling you don't need them :happypug:
Jace ∅ Ethaniel  [developer] 15 Jul, 2019 @ 12:27pm 
Whoops, looks like I messed up something in the code ... :D I'll fix that momentarily
Jace ∅ Ethaniel  [developer] 15 Jul, 2019 @ 2:23pm 
Pushed an update and added support for dry sand, hopefully fixed cobblestone too. Let me know if anything is wrong. (also got rid of a test error).
Azure Fang 17 Jul, 2019 @ 6:18pm 
Tired of me yet?

Issue: Deformed Fossil Minigame Dirt
Log: https://pastebin.com/TkFipsfj (line 1065)
Layer: underground3d (Rock 17, Crystal Block, Stone Rubble, Water)
Jace ∅ Ethaniel  [developer] 17 Jul, 2019 @ 10:07pm 
I never tire of people who bring legitimate issues. I will fix this as soon as I can. I am currently helping someone convert their inventory from vanilla to Bk3k
Jace ∅ Ethaniel  [developer] 18 Jul, 2019 @ 1:20am 
It looks like your log cuts out at the end, so I was only able to get the rock17 issue. I don't think the game would use two rockMaterials in the fossil game, so hopefully that was your only issue.
I have added a part to specify which material is trying to be added for future issues, should there be any.
< >
Showing 1-15 of 22 comments
Per page: 1530 50