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And I've subbed since March....anyway to force spawn these guys in with admin commands or something? Just wanna see if they are broken or not for 1.4.3....might be why I haven't seen any....
got it.
Thanks for making this mod!
After my talk with the creator of Frakin Universe while we tried to sort out how to resolve our internal name conflict issue, he told me that all crewmate abilities are hardcoded into a single lua file. If an ability is not listed in the lua file and a crewmate tries to use it, the game freaks out and attempts to forcibly respawn them. Since lua files are NOT amendable by multiple different mods simutainious like json files are, only one mod can edit them at a time. Since I also do not know anything about lua scripting, I removed the buff and forgot about it.
[06:09:01.531] [Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/npcs/bmain.lua"]:162: (StarException) Lua Exception caught running action node sayToEntity in behavior crewmember: (LuaException) Error code 2, [string "/scripts/actions/dialog.lua"]:106: Dialog type dialog.converse not specified in crewmemberwarrior
stack traceback:
[C]: in function '_ENV.error'
[string "/scripts/actions/dialog.lua"]:106: in function <[string "/scripts/actions/dialog.lua"]:101>
Oh, did I forget to remove the disclaimer from the Job Ofers patch on the Steam Workshop? My bad, I'll fix that...
I worked this issue out with the creator of FU a long time ago: it's compatible now.
What, the Avali crewmates? Iirc that's one of the helmets that comes with base Avali mod. I just used the Tailor crewmate to choose their outfits.
If you're refering to the standard cremate outfit, it's err... The standard default hat for all cremates. n.nU
Lol, thanks! And yeah, Avali seem to have a "baby seal" cuteness factor, where it's impossible to look at one and say anything other than: "DAAAWWW!" <3
I can't imagine why one race would be incapable of attacking while all others are perfectly fine.
I haven't played Starbound in a while, but unless they drastically changed how the crewmate framework is set up since then, my best guess would be that you have another mod conflicting with mine.
Some examples I can think of off of the top of my head for the kinds of things that could plausibly cause a conflict could be like a weapon overhaul mod, or one that edits the floran leveled lists for NPC spawns, etc.
I have yet to find a way to do so with SB, granted it most likely can't, that is, without some deep coding.
So I can understand Mojang not caring, as it was never their goal or focus to have Minecraft be an open modding platform. Chucklefish has supported it with a dev-created modding frameowrld from the start, and thus them NOT considering how their actions affect their many mods is very inconsiderate.
Just go look at the modding section on the official Starbound site - > see the laughably high percentage of "outdated" mods vs. currently functional ones. Last I checked it was like 2/3 of the total mod count is "outdated"...
Joking aside, yeah, mainly for Legacy's support. Hell, I know Minecraft's been also guilty for mod-breaking each update, (which is why soo many good mods prefer staying in 1.7.10, granted there's the brave few that keep updating alongside the current release)
This is what drove off a lot of modders from this game, and I'm no exception. It's very tiresome to have to update your mods EVERY SINGLE PATCH just because they deciided to aribtrarily rename a function or something stupidly small...
Sorry for the distraction, though it seems whoever was the perpitrator has fixed the error. Huzzah.
So I went and started a new save. Only the street-sweeper, the vending machine birb, and about two other AI weren't dead.
I'm not really sure that its a problem with your mod, it is probably the way Chuckle has changed the way the mods work with the game's inlay. It could have caused some mods to break when loaded with others that normally wouldn't prior the update.
Are they only crewmates dieing, and are they only dieing when activly recruited and off the ship with you? I ran into a bug when making this mod where you cannot add custom abilities to class types. If you try to, the crewmate will randomly die and respawn at random over and over again.
However if you're talking about random non-crewmate NPCs, then I vaugly recall the bug you are refering to, but I don't recall the source. I know it wasn't anything to do with my mod, though. Try looking at any other mods you have for either crewmates, villages, and/or colonies. Given the nature of the recent updates to the game, I could imagine mods that affect these areas could have issues now.
(I suppose it still *could* have something to do with this mod - I haven't really played Starbound for a few patches now, but I'd be more inclined to belive that it was due to a mod that edits a base system, rather than just adds something to one.)
Can you make sure this mod isn't the cause for it? In the changelog they said they moddified how mods link into the actual game, so I'm a bit worried what may be the cause...
I was very tired when I wrote that reply and missread "hunter" as "human" for some reason lol... I did most of my testing with the Hunter Job Offers patch (since it made it so much easier to test the mod while I was making it lol). I know it's possible to get hunters without it, though, so you must just be having bad luck? Not sure.
Maybe try some of your own created settelments? You might have better luck there, idk.
Oh, I don't care if they're human or not, though I have found a couple of human camps in my travels and had lots of offers of crewmembers for them, for everything but Hunter. *shrugs* It's not important I guess. Just wondered if there was anything known to affect it or if my Bad Luck™ is just epic. Thanks for the reply :)
Bad luck I guess? I mean to be fair with the 1.0 Starbound update human settlements became UNGODLY rare. I barely ever even ran into any of those penal colonies after the 1.0 update, and I'd say that they were the most common dungeon type pre-1.0...
I recall humans being very, VERY rare, and very, VERY stingy about joining your crew. You never find them alone, and they're rarely the focus of quests that aren't obtained through colonies you create. I think I only had one human crewmate when I last played. Tons of avians and glitch, even quite a few hjytol(sp?) and florans.
If you really want a human hunter, just got download the Job Offers mod + my Hunter Patch. Then you can make any human NPC you meet into a hunter.
Thanks,
Marrra