Starbound

Starbound

Betabound!
 This topic has been pinned, so it's probably important
Silver Sokolova  [developer] 1 Mar, 2020 @ 7:53pm
Bug reports!
Found a bug or glitch? Tell me about it and I can try fixing it!
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Showing 271-285 of 299 comments
JoseR 8 Feb @ 5:45am 
Shields with the bar that this mod adds are invulnerables with certain mod combos. I tested modded shields that use the vanilla durability bar and they work just fine. Also I tried to pinpoint the mod that causes it but seems random, atleast in my pack
Seelya 16 Apr @ 5:52pm 
I have smelted 4 steel bars but the game doesnt seem to see them, so I cant craft the chainsaw.
Last edited by Seelya; 16 Apr @ 5:52pm
Silver Sokolova  [developer] 16 Apr @ 7:36pm 
Originally posted by Seelya:
I have smelted 4 steel bars but the game doesnt seem to see them, so I cant craft the chainsaw.
You may have another mod which adds its own steel. Betabound's steel says "It's a steel bar. Useful for crafting much stronger weapons, tools, and more!" and looks like this[github.com]
The spawn command for it is `/spawnitem sb_steelbar 4`
Gorigo 25 Apr @ 1:43pm 
i get server error when i try to create server, join it
[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
Silver Sokolova  [developer] 26 Apr @ 10:01am 
Originally posted by Gorigo:
i get server error when i try to create server, join it
[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
Does the server and the player have the mod? Both of them need it installed
Gorigo 26 Apr @ 10:02am 
Originally posted by Silver Sokolova:
Originally posted by Gorigo:
i get server error when i try to create server, join it
[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
Does the server and the player have the mod? Both of them need it installed
Yeah i got into issue since i am new to modding this game, every guide for modding dedicated server was just saying "install mods on server, play" or "just copy workshop folder into starbound mods folder" so nobody told me is that every workshop item shouldnt be contents.pak it has to be renamed, i saw it after reading every modding discussion and funny fact is that that text was small, spoiler blacked, so after renaming my collection for 2 hours, everything finally worked
Last edited by Gorigo; 26 Apr @ 10:03am
Rnova2 13 Jun @ 5:57am 
I like Betabound, especially now that we can give our favorite procedural weapon any ability we want, and the additional ability to level it up with upgrade kits is the best.

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.
Silver Sokolova  [developer] 15 Jun @ 11:20pm 
Originally posted by Rnova2:
<Talking about weapon rarity borders changing based on the weapon's level> 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.
I don't think I considered that. It's a good point. I might make the weapon rarity changes not affect weapons that have different rarity variants, but I can't say for sure if I will. I made it so the rarity border changes based on level so players can see what's a high level at a glance (like how vanilla handles crafted weapons)- it's pretty odd to have a tier 6 common sword next to a tier 3 uncommon sword.

Originally posted by Rnova2:
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.
Seeing some odd behavior with the Tech Development Console - I downloaded two copies of Energy+ to craft some new techs, and those are the only tech items I have in my inventory. The best way I can describe it is that most recipes in the console are there twice? Once with their normal recipe, and once with another recipe that seems to accept any tech item? e.g. when I search for Mobility+, two results come up:

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.
Silver Sokolova  [developer] 16 Jun @ 4:37pm 
Originally posted by LithiumRose:
Seeing some odd behavior with the Tech Development Console - I downloaded two copies of Energy+ to craft some new techs, and those are the only tech items I have in my inventory. The best way I can describe it is that most recipes in the console are there twice? Once with their normal recipe, and once with another recipe that seems to accept any tech item? e.g. when I search for Mobility+, two results come up:

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.
Sounds like you have some mod that change the tech recipes to not have their parameters which state which tech it's suppose to be, or something that somehow makes Starbound ignore recipe set in parameters. Also, how exactly are you using the tech development console? If you're using it from a scripted storage object that lets you craft using the items inside of it, try using it without doing that.

Can you type `/eval return sb.printJson(root.recipesForItem("sb_tech")[3], 1)` in-game and, in the same gameplay session, send a log?
Last edited by Silver Sokolova; 16 Jun @ 4:38pm
Just using the standalone object, not via any other interface. Log file from a quick test session is here: https://pastebin.com/hKYRWhQx

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" : {}
}
Silver Sokolova  [developer] 16 Jun @ 8:23pm 
Originally posted by LithiumRose:
e
Remove this mod. Since you have OpenStarbound, you don't need it.
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
That was it! We are good to go. Thank you so much for the troubleshooting help (and also for all the cool mods you've made)!
The radio collection tab isn't showing up for me.

[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
Silver Sokolova  [developer] 25 Jun @ 11:02pm 
Originally posted by Humm-Bird:
The radio collection tab isn't showing up for me.

[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 radio collection can be viewed from a stationary or portable radio, crafted at a Tool Table. The metagui error has nothing to do with it- it's for a completely different thing.[en.wikipedia.org]

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)
Last edited by Silver Sokolova; 25 Jun @ 11:15pm
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