Starbound

Starbound

Infinitus
 This topic has been pinned, so it's probably important
Jiroga  [developer] 10 Jul, 2019 @ 6:40pm
Bug reports/Inquiries
If anything doesn't work properly/conflicts, or simply have a question related to the mod, here's where it should go!

PS: No request for item names, that's no fun!
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Showing 1-10 of 10 comments
Eski 11 Jul, 2019 @ 2:54pm 
It seems like i have a bug with this mod : i play a pretty heavily modded game (i add mostly items/objects/Avians related things like hair colours, ship)
seemed like this mod blocked me from using a mech, in the mech assembly station, it says "Configuration Incomplete" and every slots is locked.
can you please investigate ?
Jiroga  [developer] 11 Jul, 2019 @ 3:58pm 
Whenever you get the chance, send me the game's log of when this happened; I can't say I've had this issue happen in my testing.

EDIT: I might've actually found the problem.

EDIT2: Under further review I found the problem. Please bare with me while I get the problem solved! Thanks for bringing this issue to my attention.

EDIT3: As of July 11th this issue has been fixed.
Last edited by Jiroga; 18 Jul, 2019 @ 6:14pm
garden 1 Dec, 2019 @ 9:22am 
Mind removing the drops caused by the explosion of the Infinity Star? It really ♥♥♥♥♥ up my game and PC. Please?
Infinitus 20 Aug, 2020 @ 3:14pm 
The Bug with not being able to use the Mechs is still there.
Ribbons0121R121 8 Apr, 2022 @ 2:08pm 
the infinity damage thing seems to disable augment buffs to weapons, instead capping damage
have a few health boosting mods and saw some enemies survive a hit or two, so some weird damage cap is happening
Jiroga  [developer] 9 Apr, 2022 @ 3:37am 
That's an extremely interesting case you have there.

When you mean "infinity damage", do you mean the damage buff from the full set of armor, or the damage type from the weapons themselves?
Ribbons0121R121 9 Apr, 2022 @ 4:40am 
from the weapons themselves, specifically when you hold a weapon
also i didnt know the armor gave you a damage buff
maybe the two damage buffs cause an intergar roll over?
Jiroga  [developer] 9 Apr, 2022 @ 8:33am 
That shouldn't happen, or at least it hasn't happened during any of my testing with semi-vanilla environments. The weapons themselves do not deal any damage (internally they are listed as 0 base damage), and the damage buff is mostly cosmetic; what they do instead is they apply a status effect on a target that grab the target's maximum HP and deal that same amount as damage, plus a small bonus to account for any leftover health. All of these calculations are effectively fixed and controlled by the status effect's script, and damage modifiers shouldn't be affecting this.

I'll look into this a bit more, but before I do, does this happen with everything or specific creatures? Any mods that modify overall health/damage calculations? The more information you can toss me the better the chances I'll have to fix this possible problem!
Ribbons0121R121 9 Apr, 2022 @ 2:06pm 
specifically i have a few mods to buff enemy health and buff bosses health, along with a mod to increase mission tiers to max but i dont think it affects mission enemies. specifically the shellguard missions with regular randomly generated enemy npcs, one of 3 you do before you get into any actual story missions it adds for the mercs desk
ive also suggested the rollover since i have a mod called augment combiners and id say roughly 800+ mods for the game right now adding an assortment of things, but ive listed the main ones that could affect this
i dont think the enemy health buff mods i have should stack, they really shouldnt, but its just quite weird to see the enemy still have 2 bars of health left after hitting them and exactly 2 bars, but the rest of my other weapons do enough damage nonetheless
it seems like a very specific and weird thing that rarely happens but its fine regardless. honestly im just happy the game runs
KlokTok 30 May, 2024 @ 10:16am 
Is it be possible to use /spawnitem to get boss traces? If so, what are the item ids? :SBpenguin:
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