Starbound

Starbound

Build Mode
 This topic has been pinned, so it's probably important
Ilazki  [developer] 7 Dec, 2016 @ 4:06am
Bug Reports and Problems
If anyone has problems or bug reports, please direct them here.
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Showing 1-11 of 11 comments
HyperFrieza 3 Feb, 2017 @ 4:39pm 
Reporting the problem with Build Mode hotkeys here. It might be a mod incompatibility that was not noticed.

EDIT: Here's my mod showcase that is full of mods for my server. A hunch of mine suggests Extra Tech Key Binds. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770722293
Last edited by HyperFrieza; 3 Feb, 2017 @ 5:35pm
Ilazki  [developer] 3 Feb, 2017 @ 6:44pm 
I don't think it will be Extra Tech Key Binds, because that should only be adding the UI entries back into the config menu. Chucklefish never removed the API stuff for those keys, just the UI entries; the game reports arg.moves.special the same way (as an integer) even with no mods installed. In fact, I had considered adding them back myself for more keys, so thanks for bringing its existence to my attention.

Anyway, just to be certain, you're not having any trouble with enabling build mode and getting the range increase, correct? If that part is working but the hotkeys aren't, then it's probably another mod interfering with one of Build Mode's script hooks.

Making key bindings change the manipulator required some...creative workarounds to bypass restrictions Chucklefish put into the Lua API, so I had to make the mod hook into two places: the four vanilla head techs to capture the keypresses, and the crew/pet scripts to modify the manipulator. The tech scripts are the most likely culprit, so when I have some time, I'll start with them and go from there.

Also, I'd like to check your starbound.log for errors if you don't mind. Could you 1. start the game, 2. enable build mode, 3. attempt to use a build mode shortcut, 4. exit the game, and then 5. upload the starbound.log file for me? It's in SteamApps/common/Starbound/storage, and you can either use something like pastebin or create an issue on the build mode github page[github.com] and attach the file to it.
Ilazki  [developer] 4 Feb, 2017 @ 8:12pm 
Just a follow-up. You don't need to give me the log after all, I think I've found the source of the problem. Still looking into it but it seems to be related to Manipulated UI and my use of an uninit hook to re-enable the hotkeys on exit. Because of the uninit erroring out, it never re-enables the hotkeys on exit, and that's why they aren't working. It's also causing a noticeable hang on close, then dumps an error to the log.

It wasn't doing this before, so it's related to something that has changed in the last MUI update. I'm going to check the MUI source and see if I can figure out what changed and why it's exploding now.

Edit: yep. If I switch the order of two lines, hotkeys enable correctly despite the MUI error. Doesn't fix the underlying problem but makes it less noticeable if something breaks. Probably better to do it that way anyway, actually, so that Build Mode is less susceptible to other mods' uninit hooks causing issues.

Still looking into why this started happening.
Last edited by Ilazki; 4 Feb, 2017 @ 8:19pm
Ilazki  [developer] 4 Feb, 2017 @ 10:10pm 
Okay, I pushed the two-line change I mentioned in the last comment. It doesn't fix the underlying problem, but it does guarantee that the hotkey handling is re-enabled even in situations where another script's uninit breaks in some way.

So, you should be able to use hotkeys again, but there will still be a freeze when closing the manipulator UI window for now. I can't deal with that part just yet because I need to contact the Manipulated UI dev about the underlying problem; it seems to have been introduced by changes made to MUI in the past few weeks, and I don't want to just make random band-aid changes that could cause worse problems.

Anyway, let me know if that helped.
HyperFrieza 5 Feb, 2017 @ 8:14am 
The fix worked, to a point. It doesn't effect Zoom with A and D... Maybe it's Extra Zoom Levels?

EDIT: Jumped the gun. It works fine now, minus that one freeze you mentioned. Other than that, works good.
Last edited by HyperFrieza; 5 Feb, 2017 @ 6:10pm
Ilazki  [developer] 5 Feb, 2017 @ 6:59pm 
Good to hear. I have no idea what the brief "zoom doesn't work" is about; I had it happen once when testing the MUI-related issue, but it resolved itself with either a /reload or a zoom change, and I never could reproduce it again. I think it's just a one-off thing related to the uninit problem, but If it ever happens again, let me know. Bonus points if you can do this before it fixes and tell me what the return value is: /eval root.getConfiguration("zoomLevel")

It should be a number matching your current zoom, but if it's something weird, like nil, it'll help me figure out if I need to set up some additional failsafe code for weird situations.

Also, Extra Zoom Levels is the entire reason I added the zoom hotkeys. I like to swap to 1x to check how a build looks, then go back to 2x for the actual building, and after I figured out how to rig the hotkeys I decided I needed zoom keys. :) So when I added it, I made sure they handle arbitrary zoom levels gracefully, even up to ridiculous values. You can even manually set it to something past the slider's range, such as /eval root.setConfiguration("zoomLevel", 30) to set a 30x zoom, and it'll handle it. (Just don't try to use a decimal, Starbound's engine breaks horribly if you try. Been there, done that, game crashes if you do.)

Last edited by Ilazki; 5 Feb, 2017 @ 7:00pm
HyperFrieza 5 Feb, 2017 @ 7:14pm 
So no 0.5 then. Gotcha. I wonder if they accept the percent key... ( % )
Ilazki  [developer] 5 Feb, 2017 @ 7:24pm 
Right, no 0.5; it causes a freeze until you kill the process, at least for me on Linux. If you do decimals >1 like 20.5 it just uses the nearest integer, not dangerous but not particularly useful either. And, to save you the curiosity-related crash, a string like "%" just causes an immediate crash because it can't convert the string to a number.
King White Wolf 20 Feb, 2017 @ 7:30pm 
EDIT: After reading through the comments above, I tried to use /reload and this fixed the problem.

Thanks again for this amazing mod!

Hi.

My friend and I use the exact same list of mods, isntalled at the exact same times.

When we installed this mod, everything except Zoom Levels worked (including Manipulator size hotkeys. Five minutes into using it, his Zoom Levels began to work, but mine do not. We use Extra Zoom Levels, but according to the description this should be compatible. Any idea what I might be doing wrong?
Last edited by King White Wolf; 20 Feb, 2017 @ 7:45pm
Ilazki  [developer] 20 Feb, 2017 @ 7:55pm 
Haha. Glad it ended up working out. I still don't know what the deal with that is, I haven't been able to reproduce it except the one time. The mod doesn't save any state of its own* and the game's zoomLevel configuration value that BM checks MUST exist — starbound itself will reset the config to a safe default if it's missing for any reason — so I have no idea what the issue could be unless I can find a way to reproduce :/ I'm hoping it's related to the MUI problem, though; I'm still waiting for the MUI dev to notice and respond to the bug report because I really don't want to have to do a half-assed workaround...

Also happy people are liking the mod. I almost didn't put it on the workshop but figured others would get use out of it too :D


* Technically it uses some temporary state to communicate hotkey data but that's not relevant. :p

Edit: if either of you happen to figure out a way to reproduce the zoom thing reliably, or catch what's causing it, please let me know. It's bugging me that I can't reproduce it.
Last edited by Ilazki; 20 Feb, 2017 @ 7:58pm
RyChuun 24 Jul, 2017 @ 10:32pm 
I have a problem concerning Build Mode and StardustLib. The creator of StardustLib said something about modifying a .patch? https://www.reddit.com/r/starbound/comments/6p67qx/what_mod_adds_this_ui/dkn5hbf/
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