Starbound

Starbound

Penguin Piracy Reborn
 This topic has been pinned, so it's probably important
greyedgaymer  [developer] 8 Aug, 2019 @ 8:41am
Bug Report!

KNOWN BUGS I HAVENT GOTTEN TO YET
- Flying penguins, without any relevant errors in starbound.log (No idea whats causing this, one report so far)

KNOWN BUGS IM TRYING TO FIX
- AI quest portrait needs fixing.
- Pengquin is having weird offset issues
- Mouth Position refusing to move from origin (3 blocks high)

HOW TO SUBMIT A BUG REPORT
1. Go to your log[starbounder.org]
2. Paste it into pastebin
3. Describe your error, and what you were doing when it happened
Last edited by greyedgaymer; 14 Aug, 2019 @ 6:38pm
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Showing 1-15 of 38 comments
Celadon Epsilon 10 Aug, 2019 @ 8:59am 
I noticed that there's no respawn animation for pppenguin, causing my save to softlock.
greyedgaymer  [developer] 10 Aug, 2019 @ 9:01am 
Originally posted by That Guy Without A Name:
I noticed that there's no respawn animation for pppenguin, causing my save to softlock.
how the heck did i miss that- i'll get on it!
greyedgaymer  [developer] 10 Aug, 2019 @ 1:36pm 
Originally posted by That Guy Without A Name:
I noticed that there's no respawn animation for pppenguin, causing my save to softlock.
done!
Mohl 10 Aug, 2019 @ 11:58pm 
none of the random weapons spawn correctly, as their names are incorrect (or simply don't exist, I haven't looked through the files to check). I only noticed it after I started finding random PGIs in chests.


Edit: New bug (I think), the peng-quins have a weird offset so that they're easily an entire tile to the right of where they actually are, thus allowing you to just stick them inside of walls.
Last edited by Mohl; 11 Aug, 2019 @ 12:22am
greyedgaymer  [developer] 11 Aug, 2019 @ 3:30am 
Originally posted by Mohl:
none of the random weapons spawn correctly, as their names are incorrect (or simply don't exist, I haven't looked through the files to check). I only noticed it after I started finding random PGIs in chests.


Edit: New bug (I think), the peng-quins have a weird offset so that they're easily an entire tile to the right of where they actually are, thus allowing you to just stick them inside of walls.
thanks, mohl! i'll get right on that!
Mohl 11 Aug, 2019 @ 10:03am 
Originally posted by greyedgaymer:
Originally posted by Mohl:
none of the random weapons spawn correctly, as their names are incorrect (or simply don't exist, I haven't looked through the files to check). I only noticed it after I started finding random PGIs in chests.


Edit: New bug (I think), the peng-quins have a weird offset so that they're easily an entire tile to the right of where they actually are, thus allowing you to just stick them inside of walls.
thanks, mohl! i'll get right on that!
Dug into the files on the random weapons: Turns out most of them do spawn correctly, you just typo'd the shortsword and hammer, so they spawn PGIs instead.

As for the pengquins, the sprites have a massive amount of unnecessary empty space, which more than likely explains the offset. From there I assume you'd have to just mess around with the mannequin code to make it put the armor in the right spot.
greyedgaymer  [developer] 11 Aug, 2019 @ 12:28pm 
Originally posted by Mohl:
Originally posted by greyedgaymer:
thanks, mohl! i'll get right on that!
Dug into the files on the random weapons: Turns out most of them do spawn correctly, you just typo'd the shortsword and hammer, so they spawn PGIs instead.

As for the pengquins, the sprites have a massive amount of unnecessary empty space, which more than likely explains the offset. From there I assume you'd have to just mess around with the mannequin code to make it put the armor in the right spot.
Yep, fixed the random weapons, but GOD even with perfect trimming theres a stupid amount of offset with the sprites, and imageposition sucks to finagle. but im finagling... such is the life of a modder
Mohl 11 Aug, 2019 @ 7:46pm 
Did some more digging around after getting tired of "you can fit in 2x2 spots but it brings your air meter down anyway", it looks like the offsets on the penguin sprites themselves are all out of whack as well. In particular, the mouth position's offset is [3,3], which would put it at one of the corners of the sprite, well out of the actual penguin itself, and cause this suffocation deal.

Going by hand, I think [16,15] would work for the mouth offset, but I never modded races, and am like an entire year rusty on my json.
Goose 13 Aug, 2019 @ 7:22pm 
you suffocate in 2x2 tunnel (default MM dig radius)
greyedgaymer  [developer] 14 Aug, 2019 @ 4:13am 
Originally posted by Goose™:
you suffocate in 2x2 tunnel (default MM dig radius)
yeah, thats an issue with the mouth offset- I'm working to fix it!
Windows 7 14 Aug, 2019 @ 11:38am 
When I have this mod, all unique weapons in loot, including ones from the vanilla game simply generate as pgis
greyedgaymer  [developer] 14 Aug, 2019 @ 6:39pm 
Originally posted by Epic:
When I have this mod, all unique weapons in loot, including ones from the vanilla game simply generate as pgis
I edited the way you gotta submit your bug report- Can you send me your log?
greyedgaymer  [developer] 16 Aug, 2019 @ 7:37am 
Originally posted by Nelson761:
I found a glitch. When playing as a penguin and using a dagger on any emeny will make it invincible. Making it impossible to kill unless you return to the menu screen. Please patch!
I need a log file, Nelson!
RatDLR 19 Aug, 2019 @ 4:26am 
idk if this can be fixed but the ship locker doesn't give you items from other mods starter loot,im assuming that this is an issue from the original.maybe this isnt really a bug in reality but its still annoying.
Last edited by RatDLR; 20 Aug, 2019 @ 2:41am
jtgibson 14 Sep, 2019 @ 5:41am 
1) Caused by a typo: [Error] Could not apply patch from file /objects/protectorate/objects/protectorateextinguisher/protectorateextinguisher.object.patch in source: ..\mods\PenguinPiracyReborn. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (ParsingException) Missing leading '/' in Json pointer "pp/penguinDescription"

Fix: Replace path in that file from "pp/penguinDescription" to "/pppenguinDescription".

2) Caused by this mod incorrectly presuming a JSON node will always be present: [Error] Could not apply patch from file /npcs/outpost/outpostpenguinscientist.npctype.patch in source: ..\mods\PenguinPiracyReborn. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) Could not find "chatSounds" to remove

Fix: Change the .patch to use multiple sequences, with a "test" op to check for the content to remove before removing it. This involves surrounding the whole file in another set of [ ] brackets and then adding a new bracketed sequence of operations. E.g., [ [ {testop}, {removeop} ], [ {replaceop}, {addop} ] ]. Although since this edit is only to justify why Dr. Akaggi is yellow, personally I'd just sooner remove any and all unrealistic feather-colour overrides of the original penguin race, since it never made sense why the original PP did that anyway.

3) [Error] Could not apply patch from file /vehicles/modularmech/modularmech.vehicle.patch in source: ..\mods\PenguinPiracyReborn. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) Could not find "armorCosmeticOverrides" to remove

Fix: Similar to #2. Split file into two separate patch operation sequences, move the removal op to a new sequence, and test before applying removal op.
Last edited by jtgibson; 14 Sep, 2019 @ 5:42am
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