Starbound

Starbound

Augmentation Creation
13 Comments
nichii  [author] 28 Sep @ 8:28am 
fixed, I also improved the workbench hitbox so that the sprite should no longer overlap with other objects
Carayan 28 Sep @ 7:04am 
@nichii Thank you!

* notice : contents file is in steam/steamapps/workshop/content/211820/ 3573130369
Sorry for my mistake o_o;
nichii  [author] 28 Sep @ 6:23am 
@Carayan oof, indeed, I accidentally typed the name of the augment and not the status effect (possibly because they usually have the same names), it will definitely be fixed today
Carayan 28 Sep @ 2:43am 
I had same problem as @Houseki-Umi, and fixed by below

0. Find mod contents file at steam/steamapps/workshop/content/211820/3574130369
1. Unpack contents file, open vitalityaugment.augment and protectorateaugment.augment
by notepad (contents/items/augments/back)
2. Change effect names as below. 16th row. don't forget to save after fix
- healthaugment3 > maxhealthboostaugment3
- energyaugment3 > maxenergyboostaugment3
- speedaugment > runboostaugment
- jumpaugment > jumpboostaugment
3. Repack and replace original contents file
4. Unpack save(player) file with problem
5. As 2. search and change effect names. In my file, they are at 878th row
6. Repack save file and test can play again

Way to unpack file can find at Google, communities, etc.
Sorry for my bad english
If it fixed already, thanks for uploader's fast support
nichii  [author] 27 Sep @ 8:06am 
strange, everything works for me

can you show a fragment of the crashlog here or in dm?
Houseki-Umi 27 Sep @ 5:21am 
your mod destroy my main save with status effect that's not recognized by main game when using Protectorate Augment
nichii  [author] 27 Sep @ 4:46am 
I see, I'm fixing it now
Cadian BlackHammer 26 Sep @ 12:51pm 
just letting you know that there's a duplicate id crash with Universal Augments involving the protectorate augment
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1726976692&searchtext=universal+augments
Silver Sokolova 23 Sep @ 10:14pm 
@BITney, The Pixel Heister Swap Augments creator here. This works with it as long as it doesn't replace the `/scripts/augments/augment.lua` file, which I highly doubt it replaces
Yes for Combinable Augments, but it will give you a recreation of the augment if you extract it (unless this mod has built-in support for that). The recreation cannot be used for crafting or quests, but otherwise acts identical to the augment

Augments don't store their item name when applied to an EPP (Swap Augments replaces `/scripts/augments/augment.lua` to add item name storing), so Combinable Augments has to look at things other than the augment's name when extracting an augment in order to try and guess what the augment's name is. If it doesn't have a match, it gives you a custom augment with the effects of the extracted augment, which will act like that augment but won't be recognized as that augment in crafting/for quests
nichii  [author] 23 Sep @ 6:40am 
It's possible that there won't be a crash (I haven't tested it with Fu) but generally if a mod adds its own augments, they simply won't appear in the Augment Workbench
Wakazu 23 Sep @ 5:40am 
Obligatory "Does this work with FU" question
nichii  [author] 22 Sep @ 8:24pm 
There should be no problems with these two
BITney, The Pixel Heister 22 Sep @ 5:37pm 
Does this work with Swap Augments! or Combinable Augments?