Starbound

Starbound

Project 45 (BETA)
Aikiro42  [developer] 9 Feb, 2024 @ 10:51pm
Bug Reports
Post your bug reports here!

Alternatively, you can bring up issues in the Github Repository:

https://github.com/Aikiro42/Project-45/issues
Last edited by Aikiro42; 29 Apr @ 1:46pm
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Showing 1-15 of 45 comments
Azure 13 Feb, 2024 @ 7:58pm 
Gorgeous mod, for the gaming, and the whole accessory system, it shows off great technical skills, I love the animation, sprite and those gun details of this mod to hell.

However, I recently discovered a bug that when I equipped my gun - AMR to be exact - with incendiary bullets and when dealing damage to a monster with incendiary bullets, the game crushed and a pop-up says: "Exception caught in client main-loop (StarException) Unknown damage definition with kind 'physical'. " it happens occasionally but as long as you keep triggering this mod, it becomes frequent. I might also subscribed other mods related with damage (I forgot the name, but I can still remember one of which it changed the elemental effects when hit, for example: you can frozen the enemy with ice elemental weapon) when I tested this. As so far with my reasoning, I could tell this crash has something to do with the incendiary bullets.
I can prove with video, but I don't know how to post with a video clip, ask me for it if necessary.

Thank you for reading, I love this mod to hell. And I am expecting more Projects!!!
Aikiro42  [developer] 14 Feb, 2024 @ 2:20am 
@Azure could you link a pastebin of the log file whenever you encounter this bug?

Also, just to clarify - does your AMR fire hitscan bullets? (Considering that it's modded to fire incendiary bullets, it shouldn't)

I'm currently looking into this issue - thanks for bringing it up!
Azure 14 Feb, 2024 @ 4:03am 
Originally posted by Aikiro42:
@Azure could you link a pastebin of the log file whenever you encounter this bug?

Also, just to clarify - does your AMR fire hitscan bullets? (Considering that it's modded to fire incendiary bullets, it shouldn't)

I'm currently looking into this issue - thanks for bringing it up!

I knew what's wrong right now.
I just uninstalled the mod 'enhanced elemental effect' and nothing happened now. Maybe I am just still not encountered with the mentioned situation.

Sorry for not knowing "pastebin of the log file"
I didn't use hitscan bullets when I encountered with that bug.
Aikiro42  [developer] 14 Feb, 2024 @ 5:12am 
Originally posted by Azure:
Originally posted by Aikiro42:
@Azure could you link a pastebin of the log file whenever you encounter this bug?

Also, just to clarify - does your AMR fire hitscan bullets? (Considering that it's modded to fire incendiary bullets, it shouldn't)

I'm currently looking into this issue - thanks for bringing it up!

I knew what's wrong right now.
I just uninstalled the mod 'enhanced elemental effect' and nothing happened now. Maybe I am just still not encountered with the mentioned situation.

Sorry for not knowing "pastebin of the log file"
I didn't use hitscan bullets when I encountered with that bug.

Thanks for informing me of the mod; I pinpointed the issue - it seems that the explosion projectile that spawns when an enemy inflicted with a heat proc dies is misconfigured.

There's no problem if there are no entities for the explosion to damage, but it causes the crash you mentioned if the explosion attempts to deal "physical" damage to a nearby entity.

I could come up with a patch for that mod later down the line - it seems fun to use with my mod especially considering that you can mod different elements onto your weapon.
i don't know if this is a bug but when you buy a weapon from the shop and throw it into the Gun Dissassembly kit it gives out the weapons back with a bonus consistently between 80% and 100%
Aikiro42  [developer] 15 Feb, 2024 @ 7:42am 
Originally posted by thebigdaddyking4536:
i don't know if this is a bug but when you buy a weapon from the shop and throw it into the Gun Dissassembly kit it gives out the weapons back with a bonus consistently between 80% and 100%

Thanks for bringing this up, this indeed is a bug. Good thing it isn't literally game-breaking...
Originally posted by Aikiro42:
Originally posted by thebigdaddyking4536:
i don't know if this is a bug but when you buy a weapon from the shop and throw it into the Gun Dissassembly kit it gives out the weapons back with a bonus consistently between 80% and 100%

Thanks for bringing this up, this indeed is a bug. Good thing it isn't literally game-breaking...
good to know it's actually a bug tho i won't throw my weapons away and rebuy them which goes to my next question if it's a bug or intended behaviour that the bonus stats the weapon has resets to base value when you apply a stat upgrade? (except level up and max lvl)
Aikiro42  [developer] 15 Feb, 2024 @ 5:14pm 
Originally posted by thebigdaddyking4536:
Originally posted by Aikiro42:

Thanks for bringing this up, this indeed is a bug. Good thing it isn't literally game-breaking...
good to know it's actually a bug tho i won't throw my weapons away and rebuy them which goes to my next question if it's a bug or intended behaviour that the bonus stats the weapon has resets to base value when you apply a stat upgrade? (except level up and max lvl)
Thanks for bringing this up again - I forgot to consider the stat mod application script; it was still using the config's values and not the parameter's values.

I've pushed out a fix for this a few minutes ago. I recommend resubscribing and reassembling your weapons; please let me know if that fixed the issue, or if there are other bugs I failed to catch. Your reports are much appreciated!
Last edited by Aikiro42; 15 Feb, 2024 @ 5:14pm
6thScythe 17 Feb, 2024 @ 1:47am 
I'm assuming this is a bug, but some of the Wildcard mods are particularly wild. I'm getting Wildcard mods worth billions of pixels, which can be sold for more or less endless pixels.
The stats themselves don't seem too crazy, the strongest ones I've found were about 70% crit chance increase, or 40% damage increase, etc. Not sure what the upper limits are intended to be though.

Regardless still absolutely brilliant mod, having a lot of fun with the gunplay mechanics, this is my first time seeing reload mechanics like this, it's great
Tenet 17 Feb, 2024 @ 3:55pm 
Wildcard receive buff of cost every time i click it
Aikiro42  [developer] 17 Feb, 2024 @ 5:56pm 
Originally posted by container7799:
Wildcard receive buff of cost every time i click it

sorry, I don't understand; could you elaborate..?
Aikiro42  [developer] 17 Feb, 2024 @ 8:50pm 
Originally posted by DefinitelyNotScythe:
I'm assuming this is a bug, but some of the Wildcard mods are particularly wild. I'm getting Wildcard mods worth billions of pixels, which can be sold for more or less endless pixels.
The stats themselves don't seem too crazy, the strongest ones I've found were about 70% crit chance increase, or 40% damage increase, etc. Not sure what the upper limits are intended to be though.

Regardless still absolutely brilliant mod, having a lot of fun with the gunplay mechanics, this is my first time seeing reload mechanics like this, it's great

Do some individual wildcard mods really cost billions of pixels or is it just easy to accumulate billions of pixels with them?

I could probably implement a stat range description to the wildcard mods if that's the case.
6thScythe 17 Feb, 2024 @ 9:24pm 
Originally posted by Aikiro42:
Originally posted by DefinitelyNotScythe:
I'm assuming this is a bug, but some of the Wildcard mods are particularly wild. I'm getting Wildcard mods worth billions of pixels, which can be sold for more or less endless pixels.
The stats themselves don't seem too crazy, the strongest ones I've found were about 70% crit chance increase, or 40% damage increase, etc. Not sure what the upper limits are intended to be though.

Regardless still absolutely brilliant mod, having a lot of fun with the gunplay mechanics, this is my first time seeing reload mechanics like this, it's great

Do some individual wildcard mods really cost billions of pixels or is it just easy to accumulate billions of pixels with them?

I could probably implement a stat range description to the wildcard mods if that's the case.

One of them was 1389731840 pixels, and another I found had a value so high it caused an overflow and would result in -237832423462138761... too much to show up on screen lmao

In a similar line, I noticed it's easy to hit incredibly high damage numbers, casually hitting the thousands per hit range on a basic pistol I was messing with. I'm not sure what you want to aim for, I know you do have the "cheats and god items" tag but in the description you mentioned trying to balance around "endgame" with a notice that things may become overpowered.
But I imagine you are trying to aim for balance around the endgame of some of the common gun mods like shellguard or knightfall, in which case if you are, and if it's possible, I think implementing range limits on damage stats as well would be a good idea
Last edited by 6thScythe; 17 Feb, 2024 @ 9:24pm
6thScythe 17 Feb, 2024 @ 9:29pm 
In addition to my previous comment, while I'm not sure, it *may* be possible that the mod "Tougher Mobs with Better Loot!" which increases loot rates and makes mobs in general harder, might be influencing the drops. I'm not sure if the wildcard stats are at all tied to rarity in the traditional sense, but I figured it could be worth mentioning just in case. I know the mods certainly seemed to drop quite a bit more often at the very least, but I never did any proper analysis
Tenet 18 Feb, 2024 @ 5:13pm 
Originally posted by Aikiro42:
Originally posted by container7799:
Wildcard receive buff of cost every time i click it

sorry, I don't understand; could you elaborate..?
cost increase every time when i click LCM wildcard in chest. in inventory its doesnt work
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