Starbound

Starbound

StarBooze Reborn
155 Comments
1100Ross  [author] 14 Sep @ 7:49am 
Good morning @Terraphice. Wow, I didn't imagine things were this bad here. When I return, I'll remove the dust animation on the trees, as I believe it's the cause of this lag. Sorry, I didn't know and I imagined it was this bad.
Terraphice 12 Sep @ 11:35pm 
Went ahead and disabled the mod, played a bit on a new character, and yeah- I hate to be the bearer of bad news, but this mod is at least a contributor to the issue, and likely the sole culprit. I genuinely cannot play the game with the level of lag that it was causing on the starter planet.
Terraphice 12 Sep @ 11:22pm 
I am lagging my ass off around trees. Was coming to see if it was this mod or what. As soon as I move away from them, my FPS triples. I actually just reinstalled my entire mod-list, so a reinstall definitely doesn't fix the issue if that is indeed where it is coming from.
1100Ross  [author] 11 Sep @ 4:55pm 
Good evening @ItzalGaming. Sorry for the delay in responding. Did you reinstall the mod? I'm asking this because there was a mod update that required me to rename the mod's trees. If your mod is up to date, disregard this, okay? And regarding the lag, I can only assume it's the tree particles (dust.animation). I haven't received any messages regarding this. The last ones were from @Rnova2 regarding trees in biomes, and he didn't mention lag. Uninstall and reinstall the mod and let me know if it worked, okay? If not, I can temporarily change the applestem name to sb_applestem to see if that's the problem, okay?
ItzalGaming 9 Sep @ 2:05pm 
Some trees seem to cause a lot of lag when being rendered on screen. Escaping elsewhere on the planet fixes this.

https://pastebin.com/6yCSqAL8
1100Ross  [author] 29 Aug @ 4:58pm 
Good evening @Jincko_SiZ_X. Sorry for the delay in responding. I'm at work, but I'll check what you mentioned and fix it as soon as possible, okay?
Jincko_SiZ_X 27 Aug @ 10:14am 
So I recently had issues with my storage containers and figured out by unsubing from mods that this mod breaks 300 slots containers (maybe some other capacities too) from enhanced storage (no quick stack button, defaults back to orange background) with the next line in logs: [code] Could not load image asset '/interface/chests/shine300.png', using placeholder default.(AssetException) No such asset '/interface/chests/shine300.png' [/code]
1100Ross  [author] 20 Aug @ 7:02am 
Good morning again @Rnova2. Regarding the minibiome you mentioned, I thought it would be better to do it in Starbooze. I'm just here to reiterate that it will take a little longer, because I think I'll not only add the bees to it, but also the trees from the mod. And with that, I'll try to create a very distinct biome, and it might take some time, okay?
1100Ross  [author] 20 Aug @ 6:44am 
Good morning @Rnova2. I think the alternative will be... a biome dedicated to bees. Next week I'll release this patch, okay?
Rnova2 17 Aug @ 1:41am 
I have bad news. After exploring over 50 planets, I've confirmed that beetles don't spawn in the Lush and Forest biomes. Instead, the mod's bees appear. However, some planets have a second biome (such as Savannah), where beetles do spawn, but they correspond to the second biome they're in.

For this problem, I can think of four possible solutions:

1. Examine Frankin Universe's code. I can confirm that the person behind that mod had the same problem and solved it.

2. Make bees only spawn in microbiomes, instead of spawning in large biomes like Lush. Why not have them spawn in a biome like Giant Flowers, for example?

3. Create your own biome that spawns bees. That way, it doesn't affect vanilla biomes.

4. How about using the one that spawns in the Ocean biomes, which is always full of exotic beetles, so that bees spawn instead of beetles? This will make it harder to get bees, but on the other hand, it will look more natural and will not affect any biome.
1100Ross  [author] 15 Aug @ 5:41am 
Good morning @Rnova2. I checked what you said and found that the spawnrate for both fu and vanilla is the same (0.04). But as you mentioned, the Meadbee spawn is overpopulated. At first, I thought it was just your bad luck, lol, but then I saw that it might be a priority of the mod. I'm going to change the spawnrate to 0.03. If the new planets are still too high, let me know, because I'll change it to 0.02, okay?
Rnova2 8 Aug @ 9:26pm 
Thank you very much for taking my opinion into account, I take this opportunity to point out a detail that I have noticed about bees, and that is that they are so abundant (at least on Lust type planets, I have not confirmed other types of planets) that beetles cannot be found, it may just be my appreciation, but in Frackin Universe, which has had this mod incorporated for a long time, bees and beetles appear in equal proportions, however, in my case, I do not use FU and I have Starbooze installed, to get a beetle and complete a mission in the outpost I had to go to an ocean planet and reach the house of the entomologist Hyloit to be able to capture one.
1100Ross  [author] 8 Aug @ 3:23pm 
Good evening @Rnova2. Sorry for the delay in responding. Regarding the addition of trees, I liked the idea and thought about adding more juices. I won't give dates, but adding trees and meadfruit consecutively to make juices is a good idea and adds more variety to Starbooze.
Rnova2 4 Aug @ 11:01pm 
It seems to me that by the appearance of the tree it would be better to change the mead fruit for that of a currant, that way it would be justified to drop a sapling, on the other hand I beg you if it were possible to add 2 more fruit trees, these are the papaya and the orange, the first because it is my favorite fruit XD, and the second because I see that in starbound that fruit exists, but the plant that produces it has never been seen
1100Ross  [author] 4 Aug @ 5:01pm 
Good evening, @Rnova2. The trees you mentioned are the meadhoney trees — they really don’t drop saplings. I created them so that when the player starts a new game, there’s a chance to find meadhoney through those trees, which have a beenest in their trunk. After that, you just need to craft the meadhoney hive and you'll be able to produce meadhoney over time.

I removed the sapling drop because I didn’t think it made much sense for a tree to produce honey — even in a game like Starbound with the possibility of all kinds of planets lol. But if you want, I can add a version of the meadhoney tree that drops a sapling, but only for admin use.
Rnova2 3 Aug @ 4:31am 
Good morning, I've been looking for all the fruit trees in Starbooze, and I came across one that I can't get, the tree is very similar to the Pearls fruit, but with pink colored fruits, however when you cut it the fruit looks more like a drop of honey...but...here's the problem, the tree doesn't give any sapling, I don't know if it's a bug, or if it's a template tree to create more trees, or if simply one of my other mods interferes, but since I don't see any error I think it has more to do with Starbooze
1100Ross  [author] 22 Jul @ 7:48am 
Good morning @Tenet. Thank you for the suggestion — I’ll make that change to avoid any future issues. The funny thing is that nothing was actually replaced. For example, the Frackin’ Universe drinks only had their crafting recipes modified — the status effects still come from Frackin’ itself.
Even if Starbooze Reborn is removed, those drinks will continue to function normally in Frackin’.
As for the cherry item, it also exists in both mods without conflict. In Starbooze Reborn, it's simply named sbr_cherry, so there’s no overlap. You can rest assured — in Frackin', only the recipes were altered. Now, for the other mods, yes — I did add custom booze status effects to all of their drinks. However, if those mods are removed, the affected drinks automatically turn into perfectgenericitems, because their base data only exists within those specific mods.
So there’s no risk of crashes or conflicts — just missing items if the required mods aren’t present.
Tenet 22 Jul @ 5:46am 
yes, but will be better if you write in description what will be overrided in other mods so i can check this mods firstly. as i see you override Frackin booze. so its will be good if you check that all FU booze content is reachable. i also receive "cherry" item not found error but i think its not ur mod make that. c.c.c.c.c i have too.
1100Ross  [author] 21 Jul @ 8:19am 
Good morning @Tenet. Ahh, I understand the error now. This error occurs due to the sbr_oldingbeerker object. What it does is transform items and objects that contain starbooze. It is an open-source mod and some mods have assimilated it, e.g., Frackin Universe, Star Wars Awaken, and c.c.c.c.c To avoid this, create this object to avoid errors that could occur if the player uses it. These errors in the log are the crafting system looking for the items for this recipe and not finding them, resulting in an error. Don't worry, this will appear. If you notice any errors regarding the recipe or material item, let me know, as I don't play with Frackin, okay?
Tenet 20 Jul @ 10:51am 
i have
Aging Alien Alcohol Addon
Aging Alien Alcohols
Arcana
Betabound!
Frackin' Universe
My Enternia 2.4: Alta Hobbies
Neb's Snails!
NoLife's Alcoholism Alpha
Tenet 20 Jul @ 10:42am 
Fatal Exception: (ItemException) No such item 'sbr_beerkeg'
[00] 0x7ff7d176b4f3 (StarException_windows.cpp:97) Star::captureStack
[01] 0x7ff7d1769f5c (StarException_windows.cpp:192) Star::StarException::StarException
[02] 0x7ff7d18e7c09 (StarItem.hpp:13) Star::ItemException::ItemException
[03] 0x7ff7d18e49be (StarItem.hpp:13) Star::ItemException::format<Star::String>
[04] 0x7ff7d18f22c0 (StarItemDatabase.cpp:545) Star::ItemDatabase::itemData
[05] 0x7ff7d18f23d1 (StarItemDatabase.cpp:187) Star::ItemDatabase::itemFriendlyName
[06] 0x7ff7d1e84b98 (StarAlgorithm.hpp:243) Star::sortByComputedValue<Star::List<Star::ItemRecipe,std::allocator<Star::ItemRecipe> >,<lambda_a6858c9fa2171f0c1ec26b06e02e0bea> >
[07] 0x7ff7d1e8b7a9 (StarCraftingInterface.cpp:747) Star::CraftingPane::determineRecipes
[08] 0x7ff7d1e8f85c (StarCraftingInterface.cpp:352)
another exeption
Tenet 20 Jul @ 10:19am 
Caused by: (ObjectException) No such object named 'signpub' thats all wat i receive in logs
1100Ross  [author] 20 Jul @ 6:37am 
Good morning @Tenet. I recently tested Frackin + Starbooze Reborn and didn't encounter the error you mentioned. Both the signpub recipe and the sign are present in the scenario. I had to download Frackin because I had already changed all the folders and item names so everyone could use the mod together. Could you please be more specific about where the error occurred?
Tenet 19 Jul @ 6:24pm 
when i launch it with FU i cant reach science outpost. signpub(booze pub part) doesn exist
1100Ross  [author] 14 Jul @ 5:12pm 
Good evening @Rnova2. I get where you’re coming from. I had the same idea, but at first tried to keep it close to original Starbooze. As in the description, I added some ideas from my mod. About trees: I thought each biome could have a type or use existing ones; also create new ones where missing. Then give them a purpose—original mod only uses them for schnaps and juices. Like liquidbeer was only for beer, I changed it to liquidalcoholic so all drinks use it. I added maxhealthboost60 and salveheal effects to give reason to craft them.

Right now I’m pausing Starbooze to focus on my mods and these gaps, then return to finish it. I want to test ideas for trees to keep gameplay fun but not too hard. Also, vanilla drinks should have more effects, but I’m afraid to change and get backlash. That’s why I focused on drink production to earn money early on, but later you can craft better unique drinks to shift focus from money to effects haha.
Rnova2 14 Jul @ 1:12am 
Hi, I apologize for not giving too many details, but there's a limit to the number of words I can use in a comment, so I'll try to summarize my post:

- Several Starbooze trees have the image of drooping leaves (banana or coconut plants, for example).

- I'd like you to consider the alien biome, in addition to the forest, garden, and jungle biomes, so that fruit trees can appear.

- It would be interesting to see kelp trees that produce seafood on planets with oceans.

- Finally, there are metal, rock, and crystal trees. Could some be created that produce fruit?
1100Ross  [author] 13 Jul @ 4:42pm 
Good night @sam & max Freelance Wiilance. Let's do it like this ... You're not the first person to complain about it .... I also tried to solve this spawn on quest maps, but I couldn't ... the trees spawn on biomes vanilla I left little, I didn't put it even less because I was afraid of being too rare and it would hurt Booze's production ... and I have only one solution ... I'll change the trees spawn in every planets ... Just Biome Garden, Forest and Jungle will have Booze trees ok? Until I have a better idea .. or worse kkk
1100Ross  [author] 13 Jul @ 4:41pm 
Good night @thetwilightdancer. As there are few objects I will try to help you .. I will use the old animation of Paintinggun Mod, because I believe it is functional. I just won't say the faster I can try to solve it. This one half run to me about work, but I can take a look. OK?
thanks for the response! if the appearance rate is meant to be low then there might be a bug on my end, since every single vanilla planet has huge orchards of the modded trees everywhere, sometimes even growing through structures or vanilla trees. i'll check out the config files!
RiptoTheSorcerer 12 Jul @ 7:14pm 
woodenlamp1, woodenlamp2. woodenlamp1, vendingmachine, sb_vendingmachine (a patch for Betabound's vending machine to make it colorable), and prisonfloodlight al had the error. No one in forums could help me find the issue because I kept having it so I decided to start over from scratch. I'm redoing the vending machines first, since I want to get Betabound's vending machine to be compatible. I'm still getting vanilla frames to work correctly at least, since original paint gun replaced the frames file with a dirty edit that was conflicting with other mods' patches to vending machine.
1100Ross  [author] 11 Jul @ 2:08pm 
Good afternoon @sam & max Freelance Wiilance. Yes there is a possibility of decreasing by patch in the distributions.config. But I think it is not necessary, I added only to the vanilla planets to help the player who does not want to create plants to have resources in his exploits. And it was a low appearance rate.
is there any way to lessen, or straight up stop, the unique trees spawning on every single planet?
1100Ross  [author] 7 Jul @ 3:16pm 
Good night @thetwilightdancer. Sorry for the delay again. I totally understood your problem, alias problems ... referring to the objects that are functional before .. looked again at their pak file? It's just that something happened to me like that, I was taking a test and it didn't work and it didn't have it because it doesn't work it was just a container object.
When I restarted it worked, I don't know that there was changes was not being saved and the object was still the same, but now I delete the old Pak and add the new to test in the mods folder. Ok should not be the same as there was with you, but .. It is not hard to try. Ahh I only have one question you already have a list of all objects with problem?
RiptoTheSorcerer 5 Jul @ 1:56am 
It seems some of the objects I got to work before are not working now even though I haven't touched them. They're claiming that they can't find an animation to remove though nothing is being replaced. As for the floodlights, I checked the log and it says color not found and an animationState error. Nothing looks amiss in the files, but I'm missing something somewhere because not even vanilla animations worked for it. No one in any Starbound modding forums know the problem either so I might have to edit the object patches from scratch.
1100Ross  [author] 3 Jul @ 8:42am 
Good morning @TheTwilightDancer. Sorry for the delay in responding, this week has been a bit busy. There's no need to pressure yourself regarding the release, don't overwhelm yourself, life is already demanding enough. About the prison floodlight, check if the patch you're using is the right one, from what I saw before there are 2 patches, one for objects and one for wires. Maybe that's it...
RiptoTheSorcerer 28 Jun @ 8:14pm 
I informed a bunch more people who knew I was working on the mod too, just so they don't think anything bad happened to me. I might release it soon even though I haven't got to add much, but I want to fix one more thing before I release it. One of the new animation files doesn't work for a wireable light that's colorable. I might try prisonfloodlight animation and see if that one works though.
1100Ross  [author] 28 Jun @ 8:48am 
Good morning @TheTwilightDancer . I imagined that you were busy with mods these days that you were away traveling, but that you would be back soon with the release of Paintgun Reloaded.

Do it slowly or, as I said before, release it and have the people who download it help with the errors. No matter how much I think it's perfect, we always miss something. I'm trying to release my reborn mod and my personal mods... I still have doubts and fears, but I know I will release them. So don't worry about time either.
RiptoTheSorcerer 28 Jun @ 12:55am 
I might have to put off developing PaintGun Reloaded for a long while, someone is making an offer on our place and we gotta be out by August so we're gonna be busy unpacking stuff we're taking with us. I've gotten a few missing objects to work, but I still have more to do before I can get it into a re-release state. ^^;
1100Ross  [author] 26 Jun @ 11:09am 
Good afternoon @NonstickSQYD. You don't need to worry about these errors. Since you don't have Frackin Universe, its recipes will cause these errors in the log, but they won't affect the game. It's the same thing you might notice with Oldingbeerker, since it recovers old items for Starbooze Reborn, most of the errors in the logs will be from its recipes missing the item.
[Error] Could not load recipe /recipes/starboozereborn/sb_oldingbeerker/sb_distillery/distilliery
Ex: distilliery in Starbooze it's called sbr_distilliery and if you have Frackin Universe or Star Wars Awaken, these are two mods that have Starbooze, you can update these items for Starbooze Reborn.
NonstickSQYD 26 Jun @ 10:38am 
[13:19:11.659] [Error] Could not load recipe /recipes/FU/BRfumetalwalkway.recipe: (ItemException) No such item 'fumetalwalkway'
[13:19:11.668] [Error] Could not instantiate item '[carbonatedwaterMFM, 3, {}]'. (ItemException) No such item 'carbonatedwaterMFM'
[13:19:11.753] [Error] Could not load recipe /recipes/distillingMFM/appleciderMFM.recipe: (ItemException) No such item 'redapplejuiceMFM'
[13:19:11.759] [Error] Could not load recipe /recipes/starboozereborn/sb_oldingbeerker/sb_distillery/distilliery rum/whiterum.recipe: (ItemException) No such item 'whiterum'
[13:19:11.784] [Error] Could not load recipe /recipes/starboozereborn/sb_oldingbeerker/sb_fermenter/fermenter beer/darkbeer.recipe:
NonstickSQYD 26 Jun @ 10:36am 
hey if youre going to have this mod i suggest possibly making a version that is compatible without frackin i havent had any crashes from it but the mod itself is causing a lot of errors by not having frackin its blowing up the logs constantly
will post what i mean
1100Ross  [author] 6 Jun @ 8:21pm 
Good evening @Qorq06. Thanks for the support. I'm glad you're enjoying it! I'm trying to make it fun to play while maintaining the difficulty. If you have any tips or advice for the mod, just let me know. I'll post new updates soon!
Qorq06 6 Jun @ 10:39am 
Alright thank you. I really do appreciate the work you put into this mod and keeping it working. It's a very fun mod overall.
1100Ross  [author] 6 Jun @ 9:47am 
Good morning @Qorq06. I believe it is the lack of behavior.lua which is part of the bee reborn mod. I will release a fix to see if it solves this.
Qorq06 6 Jun @ 9:40am 
If I somehow sent the log wrong that's my bad, but I ain't really too savvy with computers, files, and whatnot.
Qorq06 6 Jun @ 9:39am 
Also, just gonna add that it only seems to be with new lush planets that have never been loaded, lush planets I've already been too before the mod seem to be fine. I can plant the trees from the mod and be perfectly fine on those planets.
Qorq06 6 Jun @ 9:36am 
This seems to be what's causing my issue. What does it mean? I have zero clue I don't this kind of stuff.
Qorq06 6 Jun @ 9:35am 
[11:07:07.532] [Error] WorldServerThread exception caught: (AssetException) Error loading asset /monsters/bugs/behavior.lua
[0] 7ff750f9a213 Star::captureStack
[1] 7ff750f98f9e Star::StarException::StarException
[2] 7ff750fa51ca Star::AssetException::format<Star::AssetPath>
[3] 7ff750fb1972 Star::Assets::getAsset
[4] 7ff750fada2b Star::Assets::bytes
[5] 7ff7515e5d78 Star::LuaRoot::ScriptCache::loadScript
[6] 7ff7515e5cc1 Star::LuaRoot::ScriptCache::loadContextScript
[7] 7ff7515e587e Star::LuaRoot::createContext
[8] 7ff7515d14b7 Star::LuaBaseComponent::init
[9] 7ff75117d8ae Star::Monster::init
[10] 7ff75151901e Star::WorldServer::addEntity
[11] 7ff7514d4b3a Star::SpawnerWorld::spawnEntity
[12] 7ff751364f73 Star::Spawner::spawnInCell
Qorq06 6 Jun @ 9:35am 
[13] 7ff751361e2f Star::Spawner::activateRegion
[14] 7ff751365846 Star::Spawner::update
[15] 7ff751533f69 Star::WorldServer::update
[16] 7ff75153a0a6 Star::WorldServerThread::update
[17] 7ff751539a8b Star::WorldServerThread::run
[18] 7ff750f96d9e Star::ThreadImpl::runThread
[19] 7ff84120e8d7 BaseThreadInitThunk
[20] 7ff841d7c5dc RtlUserThreadStart
[11:07:07.617] [Error] UniverseServer: World CelestialWorld:-109879655:936056445:-148252113:10 has stopped due to an error
[11:07:07.617] [Info] UniverseServer: World CelestialWorld:-109879655:936056445:-148252113:10 shutdown, kicking 1 players to their own ships
Qorq06 6 Jun @ 9:35am 
Gotta post this top to bottom rq