Starbound

Starbound

NpcSpawner+
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Depression Hurts, Eat More KFC  [developer] 13 May, 2018 @ 2:30am
Bugs & Glitches 1.2.X
Creating a new thread to keep 1.2.X issues separate from other versions.
Last edited by Depression Hurts, Eat More KFC; 16 May, 2018 @ 9:01am
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Showing 1-15 of 143 comments
Depression Hurts, Eat More KFC  [developer] 13 May, 2018 @ 2:31am 
reserved
Depression Hurts, Eat More KFC  [developer] 13 May, 2018 @ 2:31am 
reserved
Cassowary 14 May, 2018 @ 3:00pm 
Gonna try to recreate it on a throwaway character so that you can get a log, but using BYOS I somehow bricked my shipworld when I punched in "detach" on the NPC spanwer like usual. I have a ♥♥♥♥♥♥♥ of mods and it could honestly be a number of things/a coincidence, but I'll keep you posted and make a pastebin if I can get it to happen again! Figured I'd at least put this here in case someone else encounters the same issue.
Depression Hurts, Eat More KFC  [developer] 14 May, 2018 @ 5:01pm 
@2peach22 detach should never brick. All it does is check if everything is ok and breaks the object.

but if it never happened before clearly something is messed up, keep me posted
Last edited by Depression Hurts, Eat More KFC; 14 May, 2018 @ 5:02pm
Depression Hurts, Eat More KFC  [developer] 15 May, 2018 @ 9:25am 
@2peach22 I found your brick scenario. its sneaky and its based on uniqueIDs Essentially the API lied and rather than clear UniqueIds it actually sets more than one to the same UniqueID which practically breaks the loading of that chunk in the world..
Last edited by Depression Hurts, Eat More KFC; 15 May, 2018 @ 4:27pm
Depression Hurts, Eat More KFC  [developer] 19 May, 2018 @ 1:43pm 
well from what i can tell its this
"Exception caught loading asset: /dialog/arrivedhome.config:beacon, (AssetException) Could not read JSON asset /dialog/arrivedhome.config:beacon "

More specifically. the npc is coming home, looking up the dialogue say to you, and crashing because the file in which it gets its dialogue is broken. So, like most other entities, any crash defaults to killing the npc.


. my spawners are its own thing and I do not touch npcs that I do not explicitly create so I cannot see how my mod would affect your colonists

(did FU come out with an update that modified tenants in any way?)
Last edited by Depression Hurts, Eat More KFC; 19 May, 2018 @ 1:46pm
Nemesis 28 May, 2018 @ 2:55pm 
Hello, it could be that using non-vanilla weapons breaks the weapon handling from the NPC; It bricks itself trying to figure out what to use. The npc switches from the default assigned primary weapon (before changing it, it was an iron broadsword) to the one I inserted rapidly and rarely attacks and never switches to alt, it just stands there. Now this could be numerous reasons as I'm using a lot of mods. First off, the NPC is a custom species called Ningen, next the NPC Type is also custom from the Datebound mod (crewmembersobff). After that the weapons themselves are also custom (yay for customizability), the primary taking up the first two slots is the custom Protectorate Broadsword and the alt one that also takes up two slots is the L96A1 Redline Sniper Rifle. I'm also using custom armor (both in the normal and vanity slots) and I have played a bit with the advanced commands but I haven't used any that were not archived somewhere so I was able to use them correctly such as the DisableWornArmor boolean. If you need any more info please reply and I shall aid you. Thank you for this wonderful mod!

Edit: Before using the NpcSpawner's weapon assignment I toyed with changing its npc's primary weapon using these commands:
/entityeval storage.itemSlots.primary = ItemDescriptor item
/entityeval storage.itemSlots.primary = npc.getItemSlot("primary")
It had a similar effect to the problem described above.
Note: They were used to an npc different from the one afforementioned in the main bug description
Last edited by Nemesis; 28 May, 2018 @ 3:06pm
Depression Hurts, Eat More KFC  [developer] 31 May, 2018 @ 6:00pm 
@Nemesis is this a crewmember? if so its a variable named "emptyHands" that the crew spawning script always sets to true if its baked into the npctype file. That is what is causing all of it and until I make a custom override on the crew spawning script itself there is nothing we can do.
Last edited by Depression Hurts, Eat More KFC; 31 May, 2018 @ 6:00pm
Nemesis 3 Jun, 2018 @ 5:45am 
Ah, I see. Yes, it is a crewmember. If I were to configure the mod's files, the .npctype, to set the emptyhands behaviour to false, and reset the npc (only one exists in-game), would that fix my issue?
Depression Hurts, Eat More KFC  [developer] 4 Jun, 2018 @ 1:20am 
you will also need to dismiss the npc as well. As the empty hands info is also baked into the crewmember management system.
Last edited by Depression Hurts, Eat More KFC; 4 Jun, 2018 @ 1:21am
Nemesis 4 Jun, 2018 @ 9:31am 
Alright, that should be easy to restore since you made the NPC import/export. Thank you so much for your work and support!
Last edited by Nemesis; 4 Jun, 2018 @ 9:32am
Captain Hyena 7 Jun, 2018 @ 11:30am 
Idk what happend, but when I tried to dress my crewmember and then pressed "ACTIVATE" - it duplicated him! And when I removed maker - the dressed one dissapeard, but not the other one! And now there's one naked guy running on my spaceship and idk what to do.
Depression Hurts, Eat More KFC  [developer] 7 Jun, 2018 @ 2:17pm 
you need to dismiss the crewmember. IF you want to keep him/her export the npc card, dismiss the crewmember. then reimport the crewmember and spawn him again
Link117 13 Jun, 2018 @ 12:13pm 
none of the crewmembers are useing the 2nd weapion i give them they just switch to a gun that i neaver gave them
Rylasasin 15 Jun, 2018 @ 4:46pm 
Some custom type of npcs (crews) are missing.

For FU, the crews in question are:
LoveliusSmythe
Spacestationassassin
spacestationcaptian
spacestationcommander
spacestationdevastator
spacestationmercenary
spacestationwarmonger
chef
chef2
chef3
collector
llama
magicalgirl
radien
warrior2
warrior3

All of the United Systems and Erthrian alliance ones are missing as well.
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