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[0] 7ff7b449a213 Star::captureStack
[1] 7ff7b449a45c Star::fatalError
[2] 7ff7b46087f8 Star::ImageMetadataDatabase::nonEmptyRegion
[3] 7ff7b459c66b Star::Drawable::boundBox
[4] 7ff7b460ea61 Star::Drawable::boundBoxAll<Star::List<Star::Drawable,std::allocator<Star::Drawable> > >
[5] 7ff7b4611f5e Star::Item::setIconDrawables
[6] 7ff7b4a807ae Star::ArmorItem::refreshIconDrawables
[7] 7ff7b4a7f079 Star::ArmorItem::ArmorItem
[8] 7ff7b4a7f844 Star::HeadArmor::HeadArmor
[9] 7ff7b4619a0f std::make_shared<Star::HeadArmor,Star::Json const & __ptr64,Star::String const & __ptr64,Star::Json const & __ptr64>
[10] 7ff7b4622639 Star::ItemDatabase::createItem
[11] 7ff7b4624974 Star::ItemDatabase::item
[12] 7ff7b4625c6b Star::ItemDatabase::parseRecipe
[13] 7ff7b462748c Star::ItemDatabase::scanRecipes
[14] 7ff7b461b20d Star::ItemDatabase::ItemDatabase
[15] 7ff7b482b345 std::make_shared<Star::ItemDatabase>
[16] 7ff7b48300c9 <lambda_c979fe2661440bde921b022a5da87f15>::operator()
[17] 7ff7b48220cf std::_Invoker_functor::_Call<<lambda_c979fe2661440bde921b022a5da87f15> & __ptr64>
[18] 7ff7b4825b56 std::invoke<<lambda_c979fe2661440bde921b022a5da87f15> & __ptr64>
[19] 7ff7b4823309 std::_Invoke_ret<std::shared_ptr<Star::ItemDatabase>,<lambda_c979fe2661440bde921b022a5da87f15> & __ptr64>
[20] 7ff7b4831f26 std::_Func_impl<<lambda_c979fe2661440bde921b022a5da87f15>,std::allocator<int>,std::shared_ptr<Star::ItemDatabase> >::_Do_call
[21] 7ff7b4830677 std::_Func_class<std::shared_ptr<Star::StatisticsDatabase> >::operator()
[22] 7ff7b4827ce3 Star::Root::loadMemberFunction<Star::ItemDatabase>
[23] 7ff7b4826129 Star::Root::loadMember<Star::ItemDatabase>
[24] 7ff7b4836ed2 Star::Root::itemDatabase
[25] 7ff7b4822220 std::_Invoker_pmf_pointer::_Call<std::shared_ptr<Star::Configuration> (__cdecl Star::Root::*)(void) __ptr64,Star::Root * __ptr64 & __ptr64>
[26] 7ff7b4825709 std::invoke<std::shared_ptr<Star::LiquidsDatabase const > (__cdecl Star::Root::*& __ptr64)(void) __ptr64,Star::Root * __ptr64 & __ptr64>
[27] 7ff7b482300c std::_Invoke_ret<std::shared_ptr<Star::ProjectileDatabase const > (__cdecl Star::Root::*& __ptr64)(void) __ptr64,Star::Root * __ptr64 & __ptr64>
[28] 7ff7b48222ae std::_Call_binder<std::_Unforced,0,std::shared_ptr<Star::StatisticsDatabase const > (__cdecl Star::Root::*)(void) __ptr64,std::tuple<Star::Root * __ptr64>,std::tuple<> >
[29] 7ff7b4821a0e std::_Binder<std::_Unforced,std::shared_ptr<Star::Configuration> (__cdecl Star::Root::*)(void) __ptr64,Star::Root * __ptr64 const>::operator()<>
[30] 7ff7b4831872 std::_Func_impl<Star::SwallowReturn<std::_Binder<std::_Unforced,std::shared_ptr<Star::SpawnTypeDatabase const > (__cdecl Star::Root::*)(void) __ptr64,Star::Root * __ptr64 const> >,std::allocator<int>,void>::_Do_call
[31] 7ff7b4490f3b <lambda_7b083dc4bdd496712d99e51bb49515b5>::operator()
[32] 7ff7b4491ce2 Star::WorkerPool::WorkerThread::run
[33] 7ff7b4496d9e Star::ThreadImpl::runThread
[34] 7ffecf73259d BaseThreadInitThunk
Hey friend, can you pastebin the entire log?
I'm not able to troubleshoot this issue from the provided snippet.
If I had to guess it's due to the custom S.A.I.L console this species uses, the Neki Mod also had this issue and the author for that had to make a patch on their end to fix it.
Trying to use S.A.I.L will still work, but it will be in fail-safe mode and you can't change their personality chip at all. Wasn't sure if this should go in this discussion or not since it's a compatibility issue rather than a bug with the mod itself.
Looking through the NekiChips patches, they seem pretty simple
I would prefer not to patch the same way Neki did - ideally the modified S.A.I.L will simply detect if you have the other mod installed and behave appropriately
Not sure if there are technical hurdles involved in adding scripts to an object at runtime.
Will research
Also, quick question if you're willing to answer, does the Neki Patch fix the issue in a really hacky/bad way or something?
OpenStarbound:
I don't want to create mods that require the user to play with a nonstandard game client.
Even if OpenStarbound is better, asking the user to install 3rd party programs to play something on the Steam Workshop is not something I am going to do.
If this was Nexus or some other website which was 3rd party, it would be different, but you can get an official Starbound game client on Steam and this is the Steam Workshop so my mods here will always be compatible with the standard client.
Neki patch:
This style of patch requires the user to install 3 mods:
- Neki
- NekiChips
- Custom SAIL
Pros: Easy to implement, integrates with Custom SAIL mod easily
Cons: If either person makes changes, multiple mods need to update
The Nicemice MAUS (SAIL) is already a custom object with its own behavior.
I can just add Custom SAIL chip support to it without needing a patch to do that.
Residual vs. Non-Residual Items:
Most races create the SAIL object as a residual item in their ship files. This means that it is a persistent object between ship upgrades, so you won't lose your SAIL chips.
MAUS is not a residual item. This is set up this way to allow players with T8 ships to break and move their MAUS if they desire to do so. I will need to look at the way the Custom SAIL mod stores installed chips in SAIL and determine whether or not that is compatible with non-residual MAUS. If it's not compatible then I will need to build a storage solution that is.
I am interested in providing support for SAIL chips. However, it will take some time for me to do it in the way that I think is best for everyone.
Another benefit to doing it this way (which takes more effort) is that it won't brick your ship if you decide to uninstall custom SAIL chips later.
Hope this helps explain. Please let me know if you have any questions
heres the pastebin assuming i did it right...
https://pastebin.com/VSC319XM
2) Last paragraph on species' relationships in the devlog made me curious, and so I checked out the files in conveniently placed Github page. The dialogs are hillarious, like the worst kind of mix between the Germans and the French. Which actually brings me to my (possible) issue report.
3) This Mod and this Mod are a separate species, they don't replace each other by design, which means the dissing is technically inconsistent when you play as one or the other, and would also affect the aggression script you're making.
ID for full-humanoid is "protogenrace1", while mine is just "protogen", wasn't the smartest idea for me to grandfather it in retrospect, but whatever.
And yes, there will be a Nicemice converse dialog included whenever I drop the next update.
It's always weird to me when I get generic reactions from npcs so I'm trying to have at least a handful of dialog options for as many species as I can squeeze in. It's weird though, because I don't want a situation where the creator of a species has to add patches for someone else's dialog if they don't like it or etc. I guess that's just something that will have to be figured out on a case-by-case basis.
Good shout, thank you! I do plan on making "Galactic ID Cards" which you can get at some kind of Nicemice space-DMV, which will turn off their aggression if it's in your inventory. (Or at least, that's the plan. Anything concerning the player's inventory is a bizarre, nonsensical undertaking, but we'll see what happens.)
I hope they have nice things to say!