Starbound

Starbound

Planet Search
Pixelflame 20 Aug, 2024 @ 5:36pm
Mod Support Problems
I am currently working with my main mod Starburst to add in support, but its acting very strangely.

I have reasons to believe that the "/planetSearch_ignore/biomes" path doesn't actually do anything and like 90% of the biomes I attempt to add just don't show up. Not sure if there's a limit to the amount of biomes or something.

Any potential fixes for these?
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Showing 1-9 of 9 comments
floyd  [developer] 21 Aug, 2024 @ 8:51am 
When you say it's not showing up do you mean in-game or that it's not being added to the array? Everything in the "planetSearch_ignore" arrays not showing up in-game is intended behavior, it's hidden unless the player is in /admin mode when they open the navigation console.

If it's not being added to the array make sure to double-check you have "fl_planetsearch" in your metadata's "includes" and that your patch is like this:
{ "op": "test", "path": "/planetSearch_ignore" } { "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "biomeid" }, { "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "biomeid2" },
Pixelflame 21 Aug, 2024 @ 12:35pm 
Originally posted by floyd:
When you say it's not showing up do you mean in-game or that it's not being added to the array? Everything in the "planetSearch_ignore" arrays not showing up in-game is intended behavior, it's hidden unless the player is in /admin mode when they open the navigation console.

If it's not being added to the array make sure to double-check you have "fl_planetsearch" in your metadata's "includes" and that your patch is like this:
{ "op": "test", "path": "/planetSearch_ignore" } { "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "biomeid" }, { "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "biomeid2" },

Specifically that its not being added to the array.
When I mean specifically, its that none of them are counting, and I wonder if its because of the code not working, as things such as "oceanfloor" are still showing up within the planet search, and when I do something like this, even without a testing operation to make sure it works, they all still show up.
{ "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "pf_gardenunderground" }, { "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "pf_gardenunderground2" }, { "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "pf_gardenunderground3" }, { "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "pf_forestunderground" }, { "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "pf_forestunderground2" }, { "op": "add", "path": "/planetSearch_ignore/biomes/-", "value": "pf_forestunderground3" },

As well, I have a lot of biomes that I want to add in, but it seems that only a select few show up, like the rest don't even show up. They're still patched in, but only a select few show up for seemingly no reason. I am worried that the sheer scale of the biomes is overloading the mod somehow.

They generate, and they exist, but it seems like they won't show up to the list at all. Even if they're not excluded, but those I am trying to exclude show up. Its wierd.
floyd  [developer] 21 Aug, 2024 @ 2:56pm 
Originally posted by Pixelflame:
Specifically that its not being added to the array.
When I mean specifically, its that none of them are counting, and I wonder if its because of the code not working, as things such as "oceanfloor" are still showing up within the planet search, and when I do something like this, even without a testing operation to make sure it works, they all still show up.

Hmm, yeah that is weird. You're sure you're not in admin mode when you open the navigation console? It only checks player.isAdmin() once when the interface is first opened so if you toggle while it's open it won't update. I made a quick patch file that adds every pf_*underground biome that exists in the workshop version of Starburst to the ignore list and it works fine for me.

If it's not related to being in admin can you send me the output this command puts into your log file:
/eval sb.logInfo("%s", sb.printJson(root.assetJson("/interface/cockpit/cockpit.config")))

You can DM me on Discord if it'd be easier to send, I think we have the Starbound server in common so my DMs should be open. (my username is floydinator)

Originally posted by Pixelflame:
As well, I have a lot of biomes that I want to add in, but it seems that only a select few show up, like the rest don't even show up. They're still patched in, but only a select few show up for seemingly no reason. I am worried that the sheer scale of the biomes is overloading the mod somehow.

They generate, and they exist, but it seems like they won't show up to the list at all. Even if they're not excluded, but those I am trying to exclude show up. Its wierd.

As for the biomes that won't show up I'm not entirely sure what would cause that if they're generating in the world. I have an updated version of Planet Search that I've been holding off on uploading because I haven't done a lot of testing; I could send that to you over Discord if you want to try seeing if it works in that version.
Pixelflame 21 Aug, 2024 @ 5:43pm 
Originally posted by floyd:
Originally posted by Pixelflame:
Specifically that its not being added to the array.
When I mean specifically, its that none of them are counting, and I wonder if its because of the code not working, as things such as "oceanfloor" are still showing up within the planet search, and when I do something like this, even without a testing operation to make sure it works, they all still show up.

Hmm, yeah that is weird. You're sure you're not in admin mode when you open the navigation console? It only checks player.isAdmin() once when the interface is first opened so if you toggle while it's open it won't update. I made a quick patch file that adds every pf_*underground biome that exists in the workshop version of Starburst to the ignore list and it works fine for me.

If it's not related to being in admin can you send me the output this command puts into your log file:
/eval sb.logInfo("%s", sb.printJson(root.assetJson("/interface/cockpit/cockpit.config")))

You can DM me on Discord if it'd be easier to send, I think we have the Starbound server in common so my DMs should be open. (my username is floydinator)

Originally posted by Pixelflame:
As well, I have a lot of biomes that I want to add in, but it seems that only a select few show up, like the rest don't even show up. They're still patched in, but only a select few show up for seemingly no reason. I am worried that the sheer scale of the biomes is overloading the mod somehow.

They generate, and they exist, but it seems like they won't show up to the list at all. Even if they're not excluded, but those I am trying to exclude show up. Its wierd.

As for the biomes that won't show up I'm not entirely sure what would cause that if they're generating in the world. I have an updated version of Planet Search that I've been holding off on uploading because I haven't done a lot of testing; I could send that to you over Discord if you want to try seeing if it works in that version.
Okay, I tested it without Admin mode, that makes everything work. However, the biomes I am adding do not show up, so I am wondering if its overloading the system, as there are around 42 of them.
floyd  [developer] 21 Aug, 2024 @ 6:56pm 
Originally posted by Pixelflame:
Okay, I tested it without Admin mode, that makes everything work. However, the biomes I am adding do not show up, so I am wondering if its overloading the system, as there are around 42 of them.

If they're spawning in the universe then I'm not sure what's causing them to not show up in the menu, but 42 shouldn't be enough to overload it (from my testing FU adds around ~200 and still works fine). I'm not sure what the upper limit actually is but if it was being overloaded I believe it would freeze the whole interface and put a "LuaInstructionLimitReached" error in your log.

Would you mind sending me your terrestrial_worlds.config.patch? Or the output this command puts in your log file:
/eval sb.logInfo("%s", sb.printJson(root.assetJson("/terrestrial_worlds.config")))
It'll also help to specify a few of the biomes that aren't appearing so I know where to start looking.

I'm not super familiar with how Starbound determines what biomes can spawn so I may have missed something when I was writing the code that verifies a biome can appear in the universe before adding it to the menu.
Pixelflame 21 Aug, 2024 @ 11:26pm 
Originally posted by floyd:
Originally posted by Pixelflame:
Okay, I tested it without Admin mode, that makes everything work. However, the biomes I am adding do not show up, so I am wondering if its overloading the system, as there are around 42 of them.

If they're spawning in the universe then I'm not sure what's causing them to not show up in the menu, but 42 shouldn't be enough to overload it (from my testing FU adds around ~200 and still works fine). I'm not sure what the upper limit actually is but if it was being overloaded I believe it would freeze the whole interface and put a "LuaInstructionLimitReached" error in your log.

Would you mind sending me your terrestrial_worlds.config.patch? Or the output this command puts in your log file:
/eval sb.logInfo("%s", sb.printJson(root.assetJson("/terrestrial_worlds.config")))
It'll also help to specify a few of the biomes that aren't appearing so I know where to start looking.

I'm not super familiar with how Starbound determines what biomes can spawn so I may have missed something when I was writing the code that verifies a biome can appear in the universe before adding it to the menu.

I will send you the whole file over discord. We can figure it out from there.
floyd  [developer] 31 Aug, 2024 @ 10:51am 
I believe this should be resolved now. The previous code was skipping over the biome of any region with subregions, which is why some of the Starburst biomes weren't appearing in the list.

The only issues remaining from what I can tell are that "pf_industrialtoxic" and "pf_urbantoxic" weren't added to "displayBiomes", and the Planet Search section of your cockpit patch won't apply if More Planet Info isn't installed because the dungeons aren't added to "displayDungeons" without it:
[Error] Could not apply patch from file /interface/cockpit/cockpit.config.patch in source: '"StarburstRework"' at '../mods/StarburstRework'. Caused by: (JsonPatchException) Could not apply operation to base. (TraversalException) No such key 'pf_occupiedhylotlcastle' in pathApply("/displayDungeons/pf_occupiedhylotlcastle/ps_icon")
It might be better to move "displayDungeons" and "displayEnvironmentStatusEffects" into their own section because they get added by Planet Search if More Planet Info isn't present. (Although the "displayEnvironmentStatusEffects" part doesn't actually break anything, it just means the "Found planet!" pop-up won't display any of the new hazards without More Planet Info.)
Pixelflame 31 Aug, 2024 @ 8:07pm 
Originally posted by floyd:
I believe this should be resolved now. The previous code was skipping over the biome of any region with subregions, which is why some of the Starburst biomes weren't appearing in the list.

The only issues remaining from what I can tell are that "pf_industrialtoxic" and "pf_urbantoxic" weren't added to "displayBiomes", and the Planet Search section of your cockpit patch won't apply if More Planet Info isn't installed because the dungeons aren't added to "displayDungeons" without it:
[Error] Could not apply patch from file /interface/cockpit/cockpit.config.patch in source: '"StarburstRework"' at '../mods/StarburstRework'. Caused by: (JsonPatchException) Could not apply operation to base. (TraversalException) No such key 'pf_occupiedhylotlcastle' in pathApply("/displayDungeons/pf_occupiedhylotlcastle/ps_icon")
It might be better to move "displayDungeons" and "displayEnvironmentStatusEffects" into their own section because they get added by Planet Search if More Planet Info isn't present. (Although the "displayEnvironmentStatusEffects" part doesn't actually break anything, it just means the "Found planet!" pop-up won't display any of the new hazards without More Planet Info.)
Affirmative, thank you for your help.
away i searche for any planet i have a error
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