Starbound

Starbound

Coatlica Race
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Ragglebonstew  [developer] 24 Aug @ 8:53am
Bug Report
Report any bugs you find here
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Showing 1-15 of 21 comments
amazing mod so far but one thing i've noticed straight away after trying the head tech is the head locking in place while the rest of the body can move around

none of the snake features work and it locks me entirely until i beam up to ship then back down to the planet i was on, i'm unsure if it's a mod conflict or just a bug alone but after testing out the mod when getting rid of all other ones i had still ended up doing this
Ragglebonstew  [developer] 24 Aug @ 10:03am 
Could you send the log? I'm not immediately sure why this might be happening
where at do i see the logs again? it has been a rather long time since i've had to do this
Ragglebonstew  [developer] 24 Aug @ 10:11am 
In your starbound directory, under the folder logs, it's the starbound.log file
The directory can be accessed in Steam by right clicking Starbound in your library, under Manage, click "Browse local files"
Last edited by Ragglebonstew; 24 Aug @ 10:12am
Juni 24 Aug @ 11:19am 
This is the error when the above happens:
[Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/tech/coatlica/head/head.lua"]:343: attempt to index a nil value (global 'player') stack traceback: [C]: in metamethod '__index' [string "/tech/coatlica/head/head.lua"]:343: in global 'getAbilitySource' [string "/tech/coatlica/head/head.lua"]:355: in global 'setupAbility' [string "/tech/coatlica/head/head.lua"]:307: in global 'build' [string "/tech/coatlica/head/head.lua"]:149: in global 'abilityInit' [string "/tech/coatlica/head/head.lua"]:111: in global 'activate' [string "/tech/coatlica/head/head.lua"]:53: in function <[string "/tech/coatlica/head/head.lua"]:35>
Ragglebonstew  [developer] 24 Aug @ 11:20am 
Try it again, I just pushed a fix!
Last edited by Ragglebonstew; 24 Aug @ 11:20am
Juni 24 Aug @ 11:35am 
Works now! It's so much fun ^-^

I also noticed that the tech upgrade images seem to be named/referenced incorrectly:
[Error] Could not load image asset '/interface/scripted/techupgrade/suits/coatlica-female-primary.png', using placeholder default. (AssetException) No such asset '/interface/scripted/techupgrade/suits/coatlica-female-primary.png' [Error] Could not load image asset '/interface/scripted/techupgrade/suits/coatlica-female-secondary.png', using placeholder default. (AssetException) No such asset '/interface/scripted/techupgrade/suits/coatlica-female-secondary.png' [Error] Could not load image asset '/interface/scripted/techupgrade/suits/coatlica-female-passive.png', using placeholder default. (AssetException) No such asset '/interface/scripted/techupgrade/suits/coatlica-female-passive.png'
I was in a space encounter instance and noticed upon exiting my mech that my snake segments were gone (at least until I beamed back up). Found this error in the log:

[20:41:01.676] [Error] Exception while invoking lua message handler for message 'setHold'. (LuaException) Error code 2, [string "/stats/effects/coatlica/snakelike/snakelike.l..."]:113: (LuaConversionException) Error converting LuaValue to type 'int'

Also, the tech seems to behave as if in zero-gravity in these instances, even if I'm in a part of the instance that does have gravity, like the inside of a ship.

EDIT: This doesn't seem to happen in every space encounter. Might have just been some kind of one-off bug, idk.
Last edited by AgentKirin; 24 Aug @ 10:12pm
The vanilla sphere tech seems to be bugged with these guys. Using it on the ground leaves me stuck in one spot, while using it in midair allows me to move, but at an offset from the ground (which makes that particular tech quest impossible to complete without some means of teleportation). The segments are still visible in both cases. It's not a huge deal, except that the snake head seems to have just large enough of a hitbox to not fit through diagonal passageways intended for the spheres.
I imagine someone else has mentioned this (or its just a me thing) but you cant use morphballs and the heads are to big/dont go all the way to the ground (yes i know you can just use the dig head but that can cause you to skip an entire mission and sometimes i dont want that, maybe make a small head or something?
Ragglebonstew  [developer] 25 Aug @ 1:32pm 
The morph balls should be fixed, lmk if there are still problems
Caca 25 Aug @ 4:34pm 
ingame ive noticed all hair highlights (the brightest shade on the hair sprites) seem to be the same colour no matter what you pick, and also there are these two orangey hairstyles that don't change colour at all (theyre a pretty orange for my snakey character though!!)

im not too familar with how custom races are handled, but isn't hair stuff handled in the species files right? would you have to add new hair hex codes in there?

also i hope this comment doesn't come off as being rude or nitpicky, i do genuinely love this mod and i think its super fascinating how this race works!! ^^
Juni 26 Aug @ 1:12am 
Fixing the hair highlights would require a bit of tedious work on the author's part :)
They're missing а '4th color' on the hairstyles, which can be fixed by either:
  • Removing the highlights altogether (going over every hair style)
  • Adding a 4th color to every hair color (going over every hair color)
Last edited by Juni; 26 Aug @ 1:56pm
Caca 26 Aug @ 2:53am 
hiii juni!!!
i checked the species file and it turns out the 'hair highlight' hex code (the one that the game colours to be the highlight colour), which is F7E7B2, was in all caps! must be case sensitive i suppose

i changed it to be the lowercase hex found in cutebound hair sprites! :3
(which is f7e7b2)
do you reckon this would fix it?
https://pastebin.com/JfNRzrAV
Juni 26 Aug @ 4:45am 
The author has already fixed that, it seems :)
There were just 3 color tones there in previous versions.
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