Starbound

Starbound

K'Rakoth Mod
710 条留言
Lancerus 10 小时以前 
Can confirm it was indeed IKNingen Integrated causing the issue with the different duplicate item, works fine now. Thank you.
Angry Turret  [作者] 11 小时以前 
Turns out @The Lone Wolf is right, thanks for a lead. For whatever reason IKNingen Integrated straight up copies this mod's cosmetics and armor, as well as a few more items from other unrelated mods. They use the exact same IDs too and have the old folder structure, causing this issue to pop up.

If you have IKNingen Integrated installed, don't use it until its author fixes this.
Lancerus 11 月 25 日 下午 2:34 
"Fatal Exception: (ItemException) Duplicate item name 'atprk_betacultisthood' found"
Some reason crashes with that one when this main mod is on (Along with patches), tried resub but didn't work.
Atm not sure what it might conflict with since I checked this in a rush. (Maybe I'll eventually do purge testing with my mod collection to try and find it, when I got time.)
The Lone Wolf 11 月 19 日 上午 11:22 
@Angry_Turret: IKNingen Integrated is the mod causing the duplicated id issue that @D41MY0159 was refering to. You can check it out if you're interested in fixing it :)
Cgoober2000 11 月 18 日 下午 8:19 
At the very least, the Amber Caves popup text now shows up properly when you visit that biome with Galactic Alamanach.
Cgoober2000 11 月 17 日 下午 9:31 
Now that I have had a chance to do two Dimensional Tunnels (the tutorial one and one randomly spawning one), I think they are probably my new favourite space encounter, because they actually force you to have a mining tool on your mech and stop you from simply leaving the mech to rocket spear to the other end to loot everything and leave.
Armok 11 月 12 日 下午 9:59 
@D41MY0159 try using agent ransack [www.mythicsoft.com] to search the files under C:\Program Files (x86)\Steam\steamapps\workshop\content\211820 for any other mods containing that item id, might help
D41MY0159 11 月 12 日 下午 7:32 
I tried re-subbing to the Steam version & it still crashed over a 'atprk_betahumanarmorhead' duplicate item id.
Angry Turret  [作者] 11 月 11 日 下午 12:05 
@D41MY0159 I checked the files, there aren't any item duplicates. This is likely a lag on Steam's side and it didn't fully install the update. Try to resubscribe to the mod. If this doesn't fix the problem, I'll look into it.

@Cgoober2000 Noted, I'll check if I missed something.
D41MY0159 11 月 11 日 上午 10:51 
I switched to the github version & it turns out that 'atprk_betahumanarmorhead' wasn't the only one having a duplicate item name issue. I eventually just got rid the decorative & bone folders in the armor folder to get the game to run without crashing again.
D41MY0159 11 月 11 日 上午 10:16 
I'm getting a duplicate item name issue involving a 'atprk_betahumanarmorhead'. The game was working just fine before this mod updated.
Cgoober2000 11 月 11 日 上午 4:18 
It appears that the compatibility with Galactic Almanac doesn't function properly, the box in the corner shows up on entering a biome added by this mod, but it's blank with no text, meanwhile vanilla biomes work fine with it.
Naii Starwing 11 月 11 日 上午 12:04 
Oh, wow. My K'Rakoth tech junkie character will have a heyday with this stuff.
KitsukiKit 11 月 10 日 上午 4:37 
hell yeah thanks!
444monty 11 月 9 日 下午 2:16 
sick! thank you for fixing it so quick :balloon:
Armok 11 月 9 日 下午 12:34 
@444monty @kitsukiKit And now it's been fixed haha
Armok 11 月 9 日 下午 12:25 
@444monty @kitsukiKit this bug has to do with the Project Ancient Cosmos patch, it'll be fixed soon don't worry!
444monty 11 月 9 日 下午 12:19 
mod broke :steammocking:
KitsukiKit 11 月 9 日 上午 11:30 
Caused by: (AssetException) Error loading asset /items/generic/crafting/pfat_krakothtextnihil.item something about this
KitsukiKit 11 月 9 日 上午 11:29 
something broke I think, can't start the game now
Ilthe 11 月 8 日 下午 11:09 
yippii I just wanted to do a clean universe restart next weekend, this would be a great addition :greedyHeart:
Blackwolf_swe 11 月 8 日 下午 8:57 
A very nice update :)
Angry Turret  [作者] 11 月 8 日 上午 8:30 
The new major update is finally here! There was supposed to be more to it, but I decided to release everything that's been done a while ago, and it's still a lot of content. I may have missed something, so report any bugs as usual.
pig in a pumpkin 10 月 21 日 下午 2:47 
exciting!
Angry Turret  [作者] 10 月 14 日 上午 11:08 
In terms of larger features, the next update is almost complete but there is still one dungeon that needs to be finished before the release. Hopefully this will not take too long to do.
Angry Turret  [作者] 9 月 27 日 上午 1:22 
@Cgoober2000 Yes, this seems to be the case. I remember some time ago Starburst had a patch to fix a similar issue with Arcana and Maple32 planets, the same probably needs to be done with other modded oceanic planets.
Cgoober2000 9 月 25 日 上午 2:00 
I think I finally figured out why some boiling ocean planets generated with the ocean floor floating in the sky above the surface for me: it was indeed actually Starburst, but only on large planet sized boiling oceans for some reason, medium sized ones generated normally just fine... the issue stopped popping up after I uninstalled Starburst (I was specifically testing this with fresh universes each time)
pig in a pumpkin 8 月 23 日 下午 10:27 
Thanks so much for the response I LOVE your mod.
Angry Turret  [作者] 8 月 23 日 上午 7:34 
@pig in a pumpkin You can go back there in admin mode by typing /warp InstanceWorld:atprk_devoutattackmission.
pig in a pumpkin 8 月 23 日 上午 4:22 
Is it possible to re-trigger the one time mission using commands? I'm trying to rebuild the "ship" and I need to take more screenshots of it at a higher resolution.
Angry Turret  [作者] 6 月 26 日 下午 12:12 
@PIROJOPER It's because mini-biomes don't have their own tracks and backgrounds by default, FU changes this. I'll try to fix this later as part of FU integration patch.
PIROJOPER 6 月 23 日 下午 5:43 
I don't know what the problem might be, but I don't have music in mini biomes (radiotrophic, ship graveyard). Playing with openstarbound, FU+patch, M32+patch
Oмεяυıп 5 月 24 日 上午 7:23 
@Angry Turret
Most likely not, as it'll all be handled on my side, but thank you! :demonsheep::maniac_wanted:
Angry Turret  [作者] 5 月 24 日 上午 1:59 
@Oмεяυıп Sure, why not. Let me know if you need any help or if there's anything that needs to be done on my mod's end for compatibility to work.
Oмεяυıп 5 月 23 日 下午 10:34 
May I add my random-gen moths to the biomes in this mod for my (WIP) moth mod (internal support)?
They won't be super common, will only spawn at night, and will be in their own separate monster pool so they won't affect other monsters' spawn rates. Since they're random gen, they'll use colors listed under monsterParameters in the biome file - and if not, there's a default vanilla one.

Reasoning: These giant moths are super hardy thanks to some Miniknog experimenting, and can survive pretty much anywhere.
Armok 4 月 12 日 下午 10:25 
@A Fox on the Internet you just need to add rare to the end of the monster id actually, assuming you know the normal variant ids themselves here, they should be easy to find on the github here [github.com] actually
A Fox on the Internet 4 月 12 日 下午 9:09 
Reason I ask is because I'd like to use some of them in a build I'm working on.
A Fox on the Internet 4 月 12 日 下午 9:01 
Cool. On a different note, I would like to know the spawn IDs for the rare forms of the monsters(Electric Algeist, Poison Ambyro, Premium Androne, Ice Clamia, Poison Crawleech, Poison Duodung, Premium Oculopter, Shapeless Roxmol, Shapeless Sapphase, Ice Shruberserk, Electric Trictooth, Fire Xenoprobe). While the monsters themselves are listed on the wiki, their spawn IDs are not. And I have attempted to spawn them, but whatever their IDs are, they're not as simple as /spawnmonster atprk_{rareformname} .
Ilthe 4 月 11 日 下午 2:01 
Oh cool! I'm waiting patiently :happykoala:
Angry Turret  [作者] 4 月 11 日 上午 11:40 
In case anyone wonders, the next major update (1.5) is still in development, even though progress is not as quick as it used to be. If everything goes as planned, it should be ready and out this summer.
Armok 4 月 2 日 下午 12:01 
@fallengrace it's basically infinite yeah
fallengrace 4 月 2 日 上午 11:31 
i need to know is there an end to the infinite portal or is it truly infinite?
Armok 3 月 30 日 上午 10:28 
@The_Vakarian you'll be able to revert translations in the next update
The_Vakarian 3 月 30 日 上午 8:44 
is there some way to revert a translated codex item to the untranslated version? feel like I'm beating my head against a wall to find another Tau Codex for the quest.
Angry Turret  [作者] 3 月 18 日 上午 11:49 
@Cgoober2000 This won't change much really but maybe at some point the recipes will be moved to the main mod.
Cgoober2000 3 月 8 日 上午 12:23 
I have a small suggestion: move the small Weapon Upgrade Anvil and small Heart Forge recipes from the addon mods they are in, into the main mod, since there are other mods than the specific ones those addons are for that allow you to obtain them, and I feel that it is a better idea for it to just give you the recipe for the smaller version as soon as you pick up the base item... especially since as far as I can tell from the github, those items already exist in the base mod, it's just the addons that add the recipes.
Kaibyo 2 月 24 日 下午 3:41 
I have fixed the issue with my Aetherium Engine mod and Ashy planets from this mod, and will be uploading the fixed version shortly. I apologize for how long it took, but I finally figured it out.
Angry Turret  [作者] 2 月 24 日 上午 9:06 
@Emerald No, there aren't any friendly settlements.
Emerald 2 月 23 日 下午 9:01 
Does your mod have towns/villages?
Atrius 2 月 20 日 下午 7:16 
@Angry Turret That actually makes a lot of sense, I just never got around to doing that. Thanks!