Starbound

Starbound

Tougher Mobs with Better Loot!
glider521al (Aura of Worlds dev)  [developer] 27 Dec, 2022 @ 4:46pm
Bugs and Issues
Please let us know of any bugs here.

Known Vanilla bounty hunting bugs (external)
These are rare bugs in the Base Game (NOT the mod),
that we can't address without risking compatibility with other mods:

  • Certain bounty quests (e.g. search for clues), very rarely not triggering to the next location/target.
    A simple fix would be to force the .tempworld or .world to regenerate:
    https://steamhost.cn/steamcommunity_com/app/211820/discussions/0/1642042464755794059

  • Electric Yokat, dies on running into a wall; due to a missing sound effect.
  • In multiplayer, if the mod is not installed client-side, the boss health bars do not show the full health. I.e. if someone is on Vanilla Starbound with no mods, the boss health bar will show as full until it's health is lowered past a threshold set by the base game. This is because the boss health bar is hard wired to show the client side amount for the boss.
    Similarly if you join a server when the latter does not have the mod installed, bosses will still show their alternative names.

Known mod combination bugs (external)
  • Combining Star Extensions code rewrite, Frackin' Universe and this mod
    all at the same time
    may result in the Erchius Horror boss fight crashing on killing the enemies it spawns.

    Discovered by: 6thScythe
Last edited by glider521al (Aura of Worlds dev); 20 Aug, 2023 @ 8:33am
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Showing 1-15 of 77 comments
Botasky 26 Jan, 2023 @ 6:03pm 
Game freezes after killing Knight Lord in Glitch Fortress.
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.
glider521al (Aura of Worlds dev)  [developer] 26 Jan, 2023 @ 9:31pm 
Hi Botasky, thanks for the report, and sorry to hear of a disruption to your experience.

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).
Last edited by glider521al (Aura of Worlds dev); 26 Jan, 2023 @ 10:11pm
Botasky 26 Jan, 2023 @ 10:14pm 
@glider521al Not sure about behavior change, but i have loot drop changing mods, like RPGGrown.
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.
glider521al (Aura of Worlds dev)  [developer] 26 Jan, 2023 @ 10:26pm 
Curious, I have RPG growth installed as well, though it still seemed to run okay even with all the extra class properties and descriptions on each character.

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).
Last edited by glider521al (Aura of Worlds dev); 26 Jan, 2023 @ 10:29pm
Botasky 26 Jan, 2023 @ 10:32pm 
Okay, I'll see if anything has changed. Also, I will try to recreate the bug with different mods installed that, I think, might be causing it.
Botasky 26 Jan, 2023 @ 10:37pm 
Nwm, bug is gone. I don't know what magic you did, but now everything works fine. Thank you for responding so quickly!
glider521al (Aura of Worlds dev)  [developer] 26 Jan, 2023 @ 10:47pm 
No worries, glad it helped :)
Nullguy 16 Feb, 2023 @ 4:37pm 
This mod appears to cause a goofy bug with Void Eye Gaming's Voided: Expansion Mod, where the boss added by that mod (called "The Prison") periodically spawns Big Ape's extra minions in the center of the arena. This appears to be due to the fact that the boss' behaviour file calls upon "apeboss.lua", which your mod overwrites in order to allow Big Ape to summon minions, thus running that same code on the modded boss as well.

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?
Last edited by Nullguy; 16 Feb, 2023 @ 8:14pm
glider521al (Aura of Worlds dev)  [developer] 16 Feb, 2023 @ 9:25pm 
Hi Nullguy,

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.
Last edited by glider521al (Aura of Worlds dev); 17 Feb, 2023 @ 3:40am
Nullguy 17 Feb, 2023 @ 6:26am 
That's good to know, I'll bring up the issue with Void Eye Gaming, then.

Thanks for the quick response!
glider521al (Aura of Worlds dev)  [developer] 17 Feb, 2023 @ 2:31pm 
Hi Nullguy,

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.
Nullguy 17 Feb, 2023 @ 3:11pm 
After a quick check on my end, I can confirm that all issues with the modded boss have been resolved :steamthumbsup:
fusionclaw22 16 Mar, 2023 @ 9:46pm 
One problem, no enemies would spawn in any dungeon including pirate ships please help.
glider521al (Aura of Worlds dev)  [developer] 16 Mar, 2023 @ 11:27pm 
Hi Fusionclaw11,

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!
Last edited by glider521al (Aura of Worlds dev); 17 Mar, 2023 @ 3:44am
CwepahBoss 9 May, 2023 @ 7:15am 
Bug: Monsters not triggering RPG Growth's on kill effects with this mod installed.

Mods used: (Tested with only these mods seperately)
  • RPG Growth
  • RPG Growth Extended Levels
  • Rebalanced RPG Growth Extended Levels
  • Tougher Mobs with Better Loot

This affects:
  • Specialization: Valkyrie's Weapon "Gungnir" Alt-fire - Alt-fire marked enemies hit. Marked enemies slain with the primary-fire burst into light that heals nearby friendlies and increases their Power Multi with Magic Weapons.
  • Specialization: Necromancer's Tech "Reap" - Enemies killed by Reap burst into mist that heals nearby friendlies and applies a DoT to nearby enemies.
  • Specialization: Necromancer's Passive - On kill, chance to raise the slain target as an undead for 10 seconds.

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.
Last edited by CwepahBoss; 9 May, 2023 @ 8:47am
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