Starbound

Starbound

Corporate Expansion
 This topic has been pinned, so it's probably important
LK335q  [developer] 23 Jun, 2022 @ 10:26pm
BUGS & SUGGESTIONS
Any and all feedback is welcome! Or if you prefer, we also have a Discord Server[discord.gg] where you can post suggestions, bug reports, and more.
Last edited by LK335q; 20 Aug, 2023 @ 9:45pm
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Showing 1-14 of 14 comments
BC2050 7 Sep, 2022 @ 12:45pm 
"[Error] Could not load recipe /recipes/gmworkbench/decoration/crptexp-gmmetaltube.recipe: (ItemException) No such item 'crptexp-gmwmetal'"

You made a typo. It's supposed to be gmmetal, just to let you know.
LK335q  [developer] 7 Sep, 2022 @ 4:17pm 
Ah whoops, I'll fix that ASAP :steamthumbsup:

Edit: Alright, should be fixed now! Let me know if there's any more issues, I appreciate it
Last edited by LK335q; 7 Sep, 2022 @ 5:18pm
EvilBrownie 5 Nov, 2022 @ 8:23am 
A few errors I've noticed on the most recent version (at the time of writing):

crptexp-gmheavymachinegun and crptexp-gmheavymachinegun2 don't have default.frames files, which pop up in the starbound.log (these 2 use differently named ones btw). Note, other standard guns with said .frames file don't log such errors.

The energy shortsword is completely busted on my end, tried both with several mods active and just this one, same result, throws a stack traceback in the log (as to not clutter this post i didn't put it here). Quick search lead me to believe it may have sth to do with "stances" missing in the primary ability section of its .activeitem file. Unsure how to help any further on this.

Lastly, while technicaly not a major issue, the built-in compatibility for improved containers/enhanced storage cause a lot of stack traceback errors IF you don't use said mods (just felt like pointing this one out as I personally don't use them and have been able to address on my end).

Edit: Did some experimenting on the energy shortsword and was able to fix it.
Replacing "primaryAbilityType" : "crptexp-shortswordcombo" to "primaryAbilityType" : "shortswordcombo" fixed the frozen and "un-swingable" sword, plus the log errors.
Last edited by EvilBrownie; 5 Nov, 2022 @ 9:28am
LK335q  [developer] 5 Nov, 2022 @ 4:16pm 
interesting, thanks for bringing this to my attention. i'll see what i can do about these :steamthumbsup:

Edit: the shortsword should be fixed now! haven't addressed the other issues but since they don't seem to be breaking anything i think that's alright for now. thanks again for reporting all this, i really appreciate it!
Last edited by LK335q; 6 Nov, 2022 @ 12:29am
KEET 10 Dec, 2022 @ 2:28am 
Not a bug but.
There's industrial fridge that is marked as "storage" while all fridges in game marked as "refrigerated storage" so food expires in beforementioned fridge as in usual chest/box. Also tables have tag of "decoration" and not "furniture" it doesn't really makes any difference as long as player uses vanilla inventory but with something like bk3k inventory, where furniture and decorations are separate looking for barracks table might be a little frustrating.
LK335q  [developer] 10 Dec, 2022 @ 7:08pm 
ah whoops, thanks for letting me know! i'll be sure to fix these in the next update
Nephirus90 12 May, 2023 @ 7:07am 
Is it possible to lower the values of the pools in the vanilla ones? The modded pools are ok.
Like change common.treasurepools.patch first lines from:
// ================================ // Adding GMC Weapons to Vanilla Pools // ================================ { "op" : "add", "path" : "/weapon/0/1/pool/-", "value" : {"weight" : 0.25, "pool" : "crptexp-gmcommonweapon"} }, { "op" : "add", "path" : "/weapon/0/1/pool/-", "value" : {"weight" : 0.15, "pool" : "crptexp-gmuncommonweapon"} }, { "op" : "add", "path" : "/weapon/0/1/pool/-", "value" : {"weight" : 0.06, "pool" : "crptexp-gmrareweapon"} }, { "op" : "add", "path" : "/weapon/0/1/pool/-", "value" : {"weight" : 0.02, "pool" : "crptexp-gmlegendaryweapon"} }, { "op" : "add", "path" : "/goodWeapon/0/1/pool/-", "value" : {"weight" : 0.30, "pool" : "crptexp-gmcommonweapon"} }, { "op" : "add", "path" : "/goodWeapon/0/1/pool/-", "value" : {"weight" : 0.20, "pool" : "crptexp-gmuncommonweapon"} }, { "op" : "add", "path" : "/goodWeapon/0/1/pool/-", "value" : {"weight" : 0.10, "pool" : "crptexp-gmrareweapon"} }, { "op" : "add", "path" : "/goodWeapon/0/1/pool/-", "value" : {"weight" : 0.05, "pool" : "crptexp-gmlegendaryweapon"} }
To something like:
// ================================ // Adding GMC Weapons to Vanilla Pools // ================================ { "op" : "add", "path" : "/weapon/0/1/pool/-", "value" : {"weight" : 0.10, "pool" : "crptexp-gmcommonweapon"} }, { "op" : "add", "path" : "/weapon/0/1/pool/-", "value" : {"weight" : 0.05, "pool" : "crptexp-gmuncommonweapon"} }, { "op" : "add", "path" : "/goodWeapon/0/1/pool/-", "value" : {"weight" : 0.05, "pool" : "crptexp-gmrareweapon"} }, { "op" : "add", "path" : "/goodWeapon/0/1/pool/-", "value" : {"weight" : 0.02, "pool" : "crptexp-gmlegendaryweapon"} }
I love your weapons but their drop rates are so high other mods rarely shows up.

EDIT: I forgot some zeros. Now my proposal doesn't increase drop rate xD
Last edited by Nephirus90; 13 May, 2023 @ 9:02am
LK335q  [developer] 12 May, 2023 @ 8:25pm 
Yeah I can do that, no problem! Will see about reducing the droprates significantly in the next update :steamthumbsup:
Nephirus90 13 May, 2023 @ 4:06am 
Thank you!
weapons kind of need a buff honestly. They're often outperformed even by vanilla firearms
LK335q  [developer] 20 Aug, 2023 @ 9:37pm 
@The Pizza is Aggressive
I'll go through the weapons and make some adjustments. Weapon balance isn't exactly my forte, so feedback is much appreciated!
KEET 11 Jan, 2024 @ 7:57am 
Originally posted by LK335q:
ah whoops, thanks for letting me know! i'll be sure to fix these in the next update
It's still just a 'storage'.
Kinsect 27 Mar @ 9:04pm 
Say can you make Betabound's ammo mechanic compatible with Corporate Expansion's firearms?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2010607826
LK335q  [developer] 18 Apr @ 11:29pm 
Originally posted by Kinsect:
Say can you make Betabound's ammo mechanic compatible with Corporate Expansion's firearms?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2010607826

I will consider it! I don't know if I can make any promises since I don't know how Betabound's system works and I have a lot on my plate as is, but I appreciate the suggestion nonetheless! I would love to have a system for switching between more ammo types for GMC's weapons either way - it's been an idea in my head since the mod's inception but I never found the time or means to implement it.
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