Starbound

Starbound

Alpha Ammo
 This topic has been pinned, so it's probably important
Alpha Drako  [developer] 24 Jun @ 9:53am
Bugs and Crashes? You came to the right place!
Send here anything that you can think it's wrong with the coding, or anything that can you think it's crashing your game and coming from that mod. Logs helps a lot with that by the way! =)
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aight, i finally have a theory how the bugs happen, though not why.
Anything that consumes energy in vanilla guns (generated and unique) still works: for example the durasteel assault rifle has a secondary grenade launcher that uses grenade ammo AND energy.

Something that i am using is unhappy with the fact that shots require 0 energy and breaks the firearms entirely. Or at least said 0 energy actions.
maybe you could add a minimal energy cost to shooting guns as in how firmly you need to hold the gun for it not to fly out of your hand lol
Alpha Drako  [developer] 24 Jun @ 4:26pm 
Originally posted by Star_Fighter:
maybe you could add a minimal energy cost to shooting guns as in how firmly you need to hold the gun for it not to fly out of your hand lol
LoL, that would be interesting, but I'm deeply curious about what's happening with the energy thing o.o, it sounds so omnious that it just got my attention LOL
Originally posted by Alpha Drako:
Originally posted by Star_Fighter:
maybe you could add a minimal energy cost to shooting guns as in how firmly you need to hold the gun for it not to fly out of your hand lol
LoL, that would be interesting, but I'm deeply curious about what's happening with the energy thing o.o, it sounds so omnious that it just got my attention LOL
i was looking through my weapon altering mods like 3 times and i have no clue x)

But maybe its something entirely else since its about the energy o.O
Alpha Drako  [developer] 24 Jun @ 4:37pm 
Can you send me the log after you pickup a gun? Maybe I could find some answers or something like that.
how do i generate a log
Alpha Drako  [developer] 24 Jun @ 4:41pm 
Inside your gamefolder, you will find a folded called "storage" and in there you will find "starbound.log" (which is the most recent). All I need is that you put that log into a place like pastebin or something like that and I can take a look =)
Does this work? The entirety of starbound.log
https://pastebin.pl/view/047fe575
Alpha Drako  [developer] 24 Jun @ 5:14pm 
Originally posted by Star_Fighter:
Does this work? The entirety of starbound.log
https://pastebin.pl/view/047fe575
Yup it helps a little bit! My first guess is that there is something overwriting the weapons, something that instead of making a patch (i.e. adding lines to the code) overwrites the weapons file in some way that removes those parameters for ammo quantity, ammo type, and things like that that are fundamental to gunfireammo. The strangest thing is that apparently if we let the weapon consume some energy, it seems to work, right?

I didn't find anything in the log talking about energy. I'm finishing up some work here and soon I'll try to investigate your log even more deeply, again sorry for the inconvenience.
Originally posted by Alpha Drako:
Originally posted by Star_Fighter:
Does this work? The entirety of starbound.log
https://pastebin.pl/view/047fe575
Yup it helps a little bit! My first guess is that there is something overwriting the weapons, something that instead of making a patch (i.e. adding lines to the code) overwrites the weapons file in some way that removes those parameters for ammo quantity, ammo type, and things like that that are fundamental to gunfireammo. The strangest thing is that apparently if we let the weapon consume some energy, it seems to work, right?

I didn't find anything in the log talking about energy. I'm finishing up some work here and soon I'll try to investigate your log even more deeply, again sorry for the inconvenience.
hey, theres nothing you need to be sorry about.
its pretty much impossible to estimate that some mod out there makes problems, and that i happen to have it.
Take your time, noone needs such a specific fix soon. Im glad you are looking into this in the first place :)
Alpha Drako  [developer] 27 Jun @ 10:53am 
Originally posted by Star_Fighter:
Originally posted by Alpha Drako:
Yup it helps a little bit! My first guess is that there is something overwriting the weapons, something that instead of making a patch (i.e. adding lines to the code) overwrites the weapons file in some way that removes those parameters for ammo quantity, ammo type, and things like that that are fundamental to gunfireammo. The strangest thing is that apparently if we let the weapon consume some energy, it seems to work, right?

I didn't find anything in the log talking about energy. I'm finishing up some work here and soon I'll try to investigate your log even more deeply, again sorry for the inconvenience.
hey, theres nothing you need to be sorry about.
its pretty much impossible to estimate that some mod out there makes problems, and that i happen to have it.
Take your time, noone needs such a specific fix soon. Im glad you are looking into this in the first place :)

Hey Star! I made a little change on how the mod works with energy. I researched a little bit and seems like something like Futara Dragon Engine, or stuff like that maybe need the energy (even if it's 0). And what I did, unfortunately, was to remove the energy parameter on the weapons entirely (not only set it to zero). That was a mistake haha, so instead of remove, I set to 0, and now the problem probably is fixed. If you have some time you can test and tell me if it's working now =)
Last edited by Alpha Drako; 27 Jun @ 10:53am
Alright, nice! Lemme check

Survey says... the bug is still presistant :/
Sorry, whatever it is is still messing it up.
Alpha Drako  [developer] 27 Jun @ 4:00pm 
Originally posted by Star_Fighter:
Alright, nice! Lemme check

Survey says... the bug is still presistant :/
Sorry, whatever it is is still messing it up.

Aw dang... Will take a look at other options to make the code a little more stable in cases of uncompatibility. As soon as possible. Thanks for your patience as always *-*
During actual gameplay, I noticed that because this mod directly alters some weaponabilities for two-hand guns, it may causes guns from other mods to fail to generate correctly when used together (for example, Starburst Rework's Aurium Scoped Rifle). Since Alpha Ammo modifies files related to piercingshot, adding both Alpha Ammo and Starburst Rework causes the Aurium Scoped Rifle to turn into a Perfectly Generic Item. Perhaps the modified weaponabilities skills could be made into a standalone ability instead of directly overwriting the original weaponabilities.
(machine translation)
Alpha Drako  [developer] 30 Jul @ 10:11am 
Originally posted by Hyper Bakana! (stranger1-5):
During actual gameplay, I noticed that because this mod directly alters some weaponabilities for two-hand guns, it may causes guns from other mods to fail to generate correctly when used together (for example, Starburst Rework's Aurium Scoped Rifle). Since Alpha Ammo modifies files related to piercingshot, adding both Alpha Ammo and Starburst Rework causes the Aurium Scoped Rifle to turn into a Perfectly Generic Item. Perhaps the modified weaponabilities skills could be made into a standalone ability instead of directly overwriting the original weaponabilities.
(machine translation)
Oh, agreed! This never occurred to me, since most modded weapons tend to have super specific and unique abilities, but now that you mention it, yes, this is something I need to adjust! Thanks for the feedback and for testing the mod! =)
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