Starbound

Starbound

LR's Storage Dimension
145 Comments
YAMIE Jun 5 @ 8:35pm 
hoping and praying someone makes a compat patch for the omnicrafter
Garlic Bread May 30 @ 4:17pm 
Log, dropbox is weird with the steam site notice so you need to directly copy it:
https://www.dropbox.com/scl/fi/81ryqj69il9j9ob7yvjhs/starbound.log?rlkey=z1lihe5tdlairit69aupc9uf7&st=yfzhfrq0&dl=0
Triel May 30 @ 3:51pm 
I'd check FU first
Linkronny  [author] May 30 @ 2:54pm 
Thank you for the in depth description! It is highly appreciated, I will see if I can do something with it, and yes if you still have the logs available, I'll happily check them out!

Your theory about it happening along the other issue (the tech reset) could indeed be onto something, really hoping we eventually make it into the root of it haha, this issue has gone for way longer than I would like it to
Garlic Bread May 29 @ 11:49pm 
Unrelated but maybe connected other issue is that sometimes my techs randomly reset themselves to the basic vanilla ones (distortion sphere, dash, pulse jump). This and the deletion might be coming from the same place?
Garlic Bread May 29 @ 11:39pm 
I got hit by the item deletion issue just now. Something I noticed was that it also affected the first few items I put into the storage right before I noticed it. My modlist has Frackin, Elithian Races, Arcana, and Starforge for the major ones.

For the full details of what I saw: I use a space station base, with one teleporter set a ways into it. The main Storage terminal is at the beginning of the station while the teleporter I went to is 1 core, 1 large core, and 2 greenhouses past it, so 5 total extension terminal connections. I immediately tried to put a piece of vanity clothing(designer pants from Elithian Races) into the terminal as soon as I could but used the search function to check if I already had a copy, I typed in "designer" and nothing came up so I tried to deposit the pants and they left my inventory but didn't show up on the terminal. I double checked after this and that's when I noticed that everything else was gone.
I have my logs if you want them.
Linkronny  [author] May 29 @ 8:29am 
The search engine should work by simply typing your search query into the search bar and with any of the search types selected, it shouldn't take longer than a second or two.

It should work with and without openStarbound, my guess would be a mod incompatibility, if you can find out what mod it is then I can take a look into it
Triel May 28 @ 2:03pm 
How do I make search work? Every time I try to use it the window freezes. Then it still works but doesnt update any changes until I press esc and open it again (It makes the x button not work either). Can it be a mod or open starbound issue?
Linkronny  [author] May 26 @ 3:54am 
Update on the ITEM DELETION test :

This was both fruitful and unfruitful at the same time.

I spawned every single item from Frackin Universe and inserted them all into the Storage Terminal, this made about 94 pages of items , which luckily it proved that the terminal can handle thousands of items and still operate smoothly ( fraction of a second to open the terminal, and less than 2 seconds to search for an item).

Unfortunately, even with these many items, my items are still in the terminal even after reloading, save/loading, and various other actions, so once again I could not replicate the item deletion issue.

If anyone comes across the issue, please find a way to replicate it or give very specific details about how it happened, otherwise we will be going in circles, as this test was very time consuming .
Linkronny  [author] May 26 @ 1:19am 
@Pink Nyan Nyan Punch, at the moment you do have to use Extended Terminals to wire long distances as nodes, I do plan to make some nodes in the future so one can extend them similarly to the repeaters :BlueHappy:

At the moment there isn't a method to auto-input/output from the storage, it's another task in the list of plans once the current terminal issue is resolved
Pink Nyan Nyan Punch May 25 @ 4:53pm 
Hey LR! Question, how do i wire long distance Extended Terminals? I tried using FU's repeaters as a long distance wiring method to no luck (I'm currently thinking about using extended terminals as wiring lmao).

Is there a way to auto input / output items from the network? Like the Storage Bus from FU's network tools
Linkronny  [author] May 25 @ 12:56am 
@Mega Acrylic X, haven't considered it in the past but will probably not look into it until the current terminal issue is resolved, in theory it would be possible seeming that most of the checks are already there, but cannot remember on top of my head if the process is in an order that would allow for this to be implemented smoothly without major changes.

@videojame, sadly due to other projects I haven't had much spare time to look into this, currently running through your suggested method of spawning one of every item (using Frackin) but it is very time consuming so haven't gotten as far as I was hoping. :BlueSad:
vx:mal0ctl May 24 @ 3:31pm 
How hard would changing the station interface be to just add a "materials available" toggle? Like just move the table left a bit and the upgrade button to the right a bit and stick a toggle in the middle. Might be a bit useful with cluttered stations
videojamie May 24 @ 11:27am 
So Ronny, how's the search going? If you've still been too busy, take your time. Just excited to know what it ends up being.
Linkronny  [author] May 16 @ 11:58am 
This being said, please ensure you only use 1 storage terminal per network, having multiple will definitely cause things to lag, as the intended amount is to have simply one storage terminal in the planet as mentioned in the item's description
Linkronny  [author] May 16 @ 11:55am 
@Dark_Krafter, This mod should not affect your teleport on the way out, only the way into the planet with the terminal, this is due to all recipes being loaded during the main terminal's initiation, this is to avoid having to load the recipes constantly while interacting with the terminals as this would spread the lag across every attempt to open up the terminal, I made this mod with efficiency in mind, so unfortunately I can't say I have a solution for what you're encountering...
Dark_Krafter May 15 @ 12:46pm 
would be great if it didnt make me wait 5 minutes to teleport anywhere
Linkronny  [author] May 14 @ 2:50pm 
I really appreciate your findings, I will take a look into it when I have more time!
If anyone comes across an item (or a method) that consistently causes the issue to occur then please let me know, as that would speed up the process even more! :BlueHappy:

@Gigi The Devourer, just to confirm, with that mod installed:
1-retrieving saplings from the terminal will crash but everything else comes out fine?
2-You mean the search mechanic in the terminal? And if so, how does it behave? Do any of the filter methods work? (such as "name","id","category","description","tag")
videojamie May 14 @ 12:01pm 
I'm sorry I didn't think of it sooner. Hope it helps, Ronny. May the lord guide your steady coding fingers.
videojamie May 14 @ 11:57am 
Wait... eureka! The only content mod in my save file was Frackin' Universe! Since I experienced the vanishing issue, if it has ANYTHING to do with the items itself, it has to do with an item structure seen in Frackin'.
videojamie May 14 @ 11:55am 
It... might take a while. But it would absolutely yield some amount of evidence.
videojamie May 14 @ 11:53am 
Maybe a binary search could work.
To explain how you would do this, take a large mod that's been in a good chunk of these vanish cases (like Frackin', which is known to be a lovable mess) and do one of every item. As in, EVERY item. In the mod. If the items dissipate, do a set of half of the items. This'll narrow it down by half, because if it does do the item deletion thing, you know the part you put in contains the items. If they don't, it must be in the other half. Repeat this process until you know what item, in specific, causes a vanishing event. Look at the code of the item and work outward from there.
vx:mal0ctl May 13 @ 1:50pm 
Using this Named Saplings mod (https://steamcommunity.com/sharedfiles/filedetails/?id=753188786&searchtext=sapling) breaks two things:

Searching, just refused to work because the buildsapling.lua breaks treeStemDirectory

Extracting, specifically saplings. Everything else will come out just fine, but a sapling will crash the game (openStarbound, not really tested on vanilla Starbound)
Dakras May 12 @ 11:57pm 
for further context; i checked it 30 minutes ago to seeif something was inside, it was, all was good. i am then told in the voice chat 'hey did you move our storage' and it turns out that shit is just Gone.
Dakras May 12 @ 11:55pm 
the storage terminal just deleted everything in it randomly. i straight up do not know what could have caused this but it sucks that it happened
[SUB] WIZ May 12 @ 10:59am 
Could you make a simple mod that would permanently remove items that drop after death, pls
spessman May 12 @ 3:17am 
i forgot to say this, but at the time items in storage went away, i had crafting terminal unlinked with storage terminal next to it, at the time that happened i couldn't link it because i didn't unlock wiring function on matter manipulator
Linkronny  [author] May 11 @ 12:25am 
haven't encountered an issue so far with it :BlueSad:, in the tests and my actual saves I just dump every single item into it, I am currently suspecting one of those situations where there might be a very very very specific item structure from certain mods I am unaware of causing the current issue
videojamie May 10 @ 1:49pm 
How's the "too many kinds of objects in one terminal" idea going
Linkronny  [author] May 10 @ 7:06am 
That is most likely it, at the moment beta bound is required in order to run the patch, it was an oversight on my part, will split up the patches into different mods in the future so then betabound will not be a requirement for the other patches
ZebraRabbit May 10 @ 12:42am 
adding this mod cause error when I access inventor table. error message: "No such item sb_techupgrade2". May that be caused by not having betabound while installing the general patch?
Linkronny  [author] May 9 @ 11:44pm 
Unfortunately people are encountering this with and without openStarbound, I've tried their mod collections and a bunch of their actions taken to see if I could replicate it, but no luck :BlueSad:
pandemiccarp743 May 9 @ 12:49pm 
OH.... yeah I can see why that would be a priority. I wonder if it has anything to do with use of, or lack thereof of openstarbound. I've got no supporting evidence to suggest this other than maybe it's why you cant replicate it? I'll set mine up with some junk items to see if anything happens
Linkronny  [author] May 9 @ 11:56am 
I would love for such implementations to exist in future updates, at the moment I would like to tackle on the currently ongoing issue (the one where people's items are getting deleted, as no one knows what's causing it) before adding any new features, but those are indeed very amazing ideas!
pandemiccarp743 May 9 @ 9:52am 
Is any chance we can get compatibility for frackin' universes ITDs and enhanced storage?

currently my entire storage system runs on these two mods for three reasons:
1: I have a LOT of items. moving them by hand is tedious. I don't enjoy that kind of gameplay. when I need to move more than an inventory worth of items, I use ITDs to do it for me.

2: with enhanced storage, chests keep their items in them when you smash them. I am absolutely terrified that I will break the terminal(which is something that will happen sooner or later) by accident and potentially be softlocked out of my game due to all the items dropping out.

3: enhanced storage has a really nice button that stores everything already stored. something like this would be really nice, though perhaps tailored or customizable to this mod as pressing this on a container with literally everything would just empty your inventory

Thanks for taking the time to read and consider my selfish request
Linkronny  [author] May 7 @ 10:05am 
@MelonTheAnimator, I have 30+ pages of storage in my world and yet to experience any lag at all, what does cause performance issues is having many pages of recipes, hence why I will only add the feature to add more crafting stations if I can find a reliable way to do so :StressedHappy:

@velieus, everything is stored in the one container (the terminal) because this avoids having to iterate through many other connected containers, which would instead require more processing to read through all different containers and carry out actions through them...
The amount of items stored in the current terminal will be unlikely to cause performance issues unless you have an absurd amount of items in it, and by that I mean a number I have not reached yet (in a server with a group of people all in end game sharing one terminal full of items, with several extended terminals and crafting stations scattered around the base)
velieus May 7 @ 8:29am 
Instead of storing EVERYTHING in it... why not connect other storages to it instead?
MelonTheAnimator May 7 @ 2:15am 
kinda like refined storage mod for minecraft
MelonTheAnimator May 7 @ 2:15am 
maybe the lag is due to the storage being infinite?´
What if you can connect the Storage terminal with other containers to remove the infinity and lag if thats causing it
Linkronny  [author] May 6 @ 10:08am 
@MelonTheAnimator, due to the main focus being performance, I have not implemented something of the sort but would love to in the future if I find a reliable method!

@videojamie, I shall experiment with something of the sort, I've yet to replicate the issue so I'm really hoping I find something haha

@drkanbs, personally I have not come across the issue in my multiplayer world, but seeming that other people are encountering this issue perhaps it is a good idea to not try it yet unless you're ready for the risk, I am really hoping a solution can be found soon
MelonTheAnimator May 5 @ 3:42pm 
if not is that planned for the future?
MelonTheAnimator May 5 @ 3:42pm 
is there a crafting interface version where i can put in multiple crafting stations?
videojamie May 5 @ 11:48am 
If that doesn't do anything, maybe try the same process with bk3k's inventory installed - there's the possibility that increased stack sizes may be screwing with it. But that's even more of a crapshoot.
videojamie May 5 @ 11:44am 
Alright, as to my theory;
I don't know how Starbound's internal code works, but I wouldn't be surprised if there's some way the game checks for corrupted items inside chests or other such inventories and wipes them if it believes the inventory is corrupted in order to prevent crashes on opening or breaking them. Of course, if that's why the inventory is being wiped, the chest would need to have a big and complicated enough inventory for that to happen.
Try putting a full stack of every single item into a terminal and see what happens... of course, it's just a crackpot theory by someone who's never dug into Starbound's code, but I know that Minecraft does a similar thing if a chunk of land is perceived as corrupt, and I wouldn't be shocked if it's common practice when it comes to storage in games.
drkanbs May 5 @ 9:46am 
Saved this for use later, perhaps. I have a really extensive list of mods and I'm not sure this will work with some. I'll wait till the disappearing item problem is fixed..
Linkronny  [author] May 5 @ 2:22am 
Any insights to this is highly appreciated! as at the moments I literally have little to no leads, have not been able to replicate this issue so I'll take any clues haha
videojamie May 4 @ 3:58pm 
There were... probably a RIDICULOUS amount of different items in there. I have a theory as to what the issue is, actually, because of this, if you'd like to hear
videojamie May 4 @ 3:51pm 
Hi! My items also disappeared for some reason.
-Last items you deposited (or suspected items)
A batch of loot from a dungeon re-raid. What specifically is not something I remember, but it wasn't anything particularly memorable.
-Location of the terminal (on planet, on ship, etc)
On my planet base
-How far you have made it into the game (last mission you completed, equipment tier such as iron/tungsten/etc, anything progress related)
Post-Ruin Frackin' Universe. Full Solarium equipment, mass amount of metals, gemstones, priceless artifacts, etc
-Any big actions (such as buying ship upgrades)
Nothing in particular.
-Whether the deletion happened after save/loading (for instance, did items get deleted mid-session or upon loading the planet/ship)
Seemingly upon loading.
spessman May 4 @ 5:20am 
if you need the list of my current mods check https://steamcommunity.com/sharedfiles/filedetails/?id=3020346126 .
i added gardenbots and ore plant+ from the forum post after that.