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The spawn command for it is `/spawnitem sb_steelbar 4`
[Error] Could not instantiate item '[sb_startingitembag, 1, {}]'. (ItemException) No such item 'sb_startingitembag'
[Error] WorldServerThread exception caught handling incoming packets for client 1: (EofException) Failed to read full buffer in readFull, eof reached.
[0] 7ff7d02ab633
Is this from this mod? if yes how can i fix it, do i delete the mod lol
However, there is one detail that bothers me regarding weapon rarity. In Starbound, the rarity of a procedural weapon determines its quality and the type of abilities you could encounter (common, various types of non-elemental attacks; uncommon were elemental attacks, and obviously their attacks were also elemental; rare, apart from being elemental attacks, the weapon's special and normal attacks caused an elemental debuff). Legendary weapons are almost unique (as is the case with the Protector's Broadsword).
In Betabound, rarity indicates the weapon's level (common level 1 to 2, uncommon level 3, rare level 4, legendary 5 and up, and I don't know if any weapons with gold rarity exist). In these cases, the weapons manifest various normal attack abilities (bouncing shots, swords that throw fireballs or emit light, or even both) in addition to special abilities, but they do not have hits that cause a debuff.
In itself, this is good, very good, since it adds Variety, but the problem, or rather, what's truly frustrating is that if you get these weapons on a high-tier planet, it becomes impossible to differentiate them, since they're all listed as rare or legendary, but this is just appearance, and when you go to use, for example, a sword that supposedly causes a freezing debuff, it turns out it only has a freezing elemental attack.
The only solution I can find is to look for the weapon you want in one of the challenge rooms or in planet chests located in Gentile star systems, where, being low-tier, they look just like they really are. Then paint, edit with skill chips, and level it up with upgrade kits.
This isn't a criticism; it's a fact I want to point out that happens with the Betabound mod. For me, this mod remains and will continue to be number 1. It's just that nothing is perfect, and while there are some very, very good things, there are also small negative details that still need to be resolved.
Post: I wanted to suggest an idea from the beginning, but I found myself I'm forced to put it here at the end.
You see, the chips that add techniques to weapons are one of the details I like most about Starbound, and I'd love it if it were possible to find chips that add the abilities "Kunaiblast," "Astral Tear," "Great Wave," and especially "Flipslash" (from the Violum Sword) to a procedural sword, and the Adaptive Ammo ability for ammunition weapons. However, since these are very special abilities, obtaining them should be a challenge, since all of them, although non-elemental (or multi-elemental, as is the case with the Adaptive Ammo ability), are extremely powerful.
Unfortunately those abilities are unique to the point where I think it'd be odd to have them on other weapons- they're made specifically for their weapon. They work if you put them on a broadsword by using admin commands though. For Adaptive Ammo, that ability requires a specific animated part to be on weapons to not look strange. I could add the part to the weapons that could get the ability, but I don't want to because I think having that ability on other items would make the adaptable crossbow less unique.
Recipe 1: Mobility+, Speed+ [0/1] and Jump+ [0/1]
Recipe 2: Mobility+, Energy Dash [2/1] and Energy Dash [2/1]
Again, I have no copies of Energy Dash in my inventory, just Energy+. There are a bunch of duplicates in the menu, all of which seem to think every tech item in my inventory is Energy Dash right now.
The other odd thing is that the tech the console thinks I have changes, seemingly without any input from me - while I've been drafting this post, I've moused over the recipe on my main monitor, and it's gone from Energy Dash to Gritty to Enhanced Regeneration to Energy Charge. It's very strange behavior, so I'm happy to troubleshoot any way I can.
Can you type `/eval return sb.printJson(root.recipesForItem("sb_tech")[3], 1)` in-game and, in the same gameplay session, send a log?
The command output:
{
"output" : {
"parameters" : {
"techModule" : "sb_flyingjump"
},
"name" : "sb_tech",
"count" : 1
},
"matchInputParameters" : true,
"groups" : ["all", "sb_tech_3", "nouncrafting", "sb_techconsole"],
"collectables" : {},
"duration" : 0.5,
"input" : [{
"parameters" : {
"techModule" : "multijump"
},
"name" : "sb_tech",
"count" : 1
}, {
"parameters" : {
"techModule" : "sb_doublejump"
},
"name" : "sb_tech",
"count" : 1
}],
"currencyInputs" : {}
}
The issue occurs because Betabound uses compact item descriptors in its recipe files (which is supported by Starbound). That mod, for some reason, includes a copy of every Betabound recipe at the time it was made, with the recipes changed to use fat item descriptors- except the copied recipe files for some reason just say 'a tech unlock item' instead of 'a tech unlock item for <tech name>'. When Betabound is told to reference a tech unlock item without being told which tech it's for, it just grabs a random tech from a list
[23:16:15.208] [Error] Could not load image asset '/metagui/themes/starbound/radioButton.png', using placeholder default.
(AssetException) No such asset '/metagui/themes/starbound/radioButton.png'
^that line seems like it'd have something to do with it, but just in case, the full log is here:
https://pastebin.com/hsx2jifu
The reason it uses collections for this is because it's one of the least laggy and most accurate ways to set a flag on the player when they obtain an item for the first time.
Also, I looked at your log anyway and noticed you have Optimizebound. It's useless, breaks things, and doesn't even optimize the game. Optimizebound is a texture pack with copies of the base game's images, and it loads in the middle of a mod list instead of at the very beginning, meaning it can undo changes made by other mods (such as mods that replace a menu's image with a extended version of itself so it can fit more UI elements, such as OpenStarbound adding more options to the ESC menu or Extended GUI mods). Starbound is not laggy because it has trouble loading its tiny image files, so Optimizebound isn't doing anything to fix that.
OpenStarbound, Lagless Pixel Printer, and Quest Manager Optimizer are the only mods which actually improve performance. (oSB by moving the lighting engine to its own thread, Lagless Pixel Printer by loading object data when you scan them instead of all at once when you open the printer, and Quest Manager Optimizer by slowing down how often the game checks if you've completed a quest)