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And there is nothing in the logs:
[04:31:10.830] [Info] NPC down evilknightlord!
[04:31:10.831] [Info] Checking for extra loot.
[04:31:10.831] [Info] r 32
[04:31:10.831] [Info] Spawning extra treasure from dropPoolbasicTreasure
[04:31:10.832] [Info] item slots 2 (At this point game freezes and eat all 16GB of RAM)
[04:32:56.777] [Info] UniverseClient: Client disconnecting...
Unsubbing from this mod resolves bug.
I've rested the mod (with multiple additional mods without any optimizers on top) and fought and downed 2 knights lord in glitch fortresses and could not recreate the issue. The memory did not exceed 3Gb when I played, even as the knight lords used their reinforcement powers. The case you mentioned is interesting, because memory usage typically drops when NPCs are defeated and spawning items is usually inexpensive (+ I can't see an error on that part of the log)
Did you have any mods installed which changed the death behavior of evil knight lords on defeat or changed the loot for dropPool basicTreasure? Or maybe a mod that gives npcs a weapon that can't be picked up by players due to a missing image?
That said I've seen rare once off memory peaks before, typically on my older computer, in the Vanilla version of Starbound. Though this was both with and without installing mods.
EDIT: The only line we had after what's specified in the log was a deep text output of all the elite npcs properties on defeat, for debugging purposes.
While it hasn't caused lag during testing before, if it happens again or happened more than once, let me know and I'll disable that output and reupload the mod (in case there's a mod that writes the pages of War and Peace or Lord of the Rings into a character's properties XD).
The problem was with the Knight Lord, I also defeated the reinforcements of the knights, but as soon as the Lord's HP dropped to zero, the game froze. Moreover, I could run around, but I could not interact with things, or deal or receive damage. The teleport to the ship didn't change anything either.
At first I thought it might be a memory leak bug on the x64 version of the game, but it was the same on x32.
Since this bug only happened now, even though I had previously defeated the Lord without any problems, I thought it was because of this mod.
Looks like I'll have to look at which of the huge pile of installed mods of mods is causing this bug.
I've just updated the mod and removed the deep text output on elite NPCs like evil knight lords (there's always a risk that a mod might add the pages of Harry Potter or another Novel to a character's properties 📚, and outputting all of that at once might take up some RAM).
Since "The Prison" was not designed with these additional spawns in mind, the fight becomes much tougher than intended (though Miniknog drones appearing during a fight against an ancient construct is rather amusing). Would it be possible to adjust the code to account for modded bosses using the apeboss.lua, or is this something that the other modder needs to address on their end?
Given that Void Eye Gaming adds a custom monster id that calls a Vanilla script, it will be easier for him to create a customized copy of the script with Voided, then it is for us to reconfigure our mod around the new boss (since we have the constraint of vanilla multiplayer compatibility, we can't add custom monster ids).
That said, We'll look into this when time permits.
Thanks for posting in the forum to let us know.
Thanks for the quick response!
Good news, looking into Voided's repository, We noticed it doesn't override the behavior file for Big Ape. So the extension to the boss' attacks has been changed to append a modified version of the script and variables to apeboss.behavior instead.
This should resolve the issue with the custom boss.
Are You sure that's related to our mod? We don't alter regular monster spawning rates of monsters or NPCs (We do add some monster spawns to specific end game missions and bosses, + increasing the chance of rare vanilla creatures, but nothing that would interfere with the existing spawn rates of enemies).
Additionally We could not recreate the issue in Vanilla (with this mod installed) or with the following assortment of mods:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2913381041
Or
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2920612401
Edit: It could be that another mod might have a bug in the Lua scripting for enemy behaviours,
If in doubt; You could always turn mods on/off to see what might be encountering an issue. Checking the log file in {Steam folder}/Steamapps/common/starbound/storage/starbound.log could also help diagnose the issue.
P.s. Dead Cells is Awesome!
Mods used: (Tested with only these mods seperately)
This affects:
With this mod installed, the above effects does not trigger when killing a monster.
For Valkyrie's, it never triggers; For Necromancer's, it sometimes triggers.
Affects normal and rare monsters, but not NPCs and space monsters.
Does not seem to spit out errors in logfile either so it's hard to pinpoint the bug.
Edit: Forgot to add, but i played with more than just the above 4 mods with my gaming friend and he was the one who told me about this bug. He also noted that modded enemies are unaffected as well, which I'm assuming that it was Starforge's monsters he's talking about as those are the ones that we've been encountering. And I'm gonna assume that this mod probably doesn't touch the loot pool of Starforge's monsters, which is why the bug is doesn't affect them? This might need testing, once i figured out how to spawn in modded enemies via admin commands lmao.