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Neat. I guess it makes sense that moving faster could push the engine harder, making load chunks more often. I haven't tested the dragon engine thing, but I never really had performance issues in the first place. I know some people do.
Have the video link?
From your library, right click on Starbound.
A menu pops up, move your mouse to "manage"
Left click on "Browse local files"
in there is a folder "storage"
In "storage" a file "starbound.log" but with default windows settings it may say "starbound"
Double left click on that to open it.
Select the text, right click, then copy.
Open Pastebin.com
Right click on the big field, Paste
Then click on the button "create new paste"
Leave the link to that here, and I can read it.
But do this after recreating the crash.
1. This mod is not broken. If anything was broken, it would be some sort of conflict. Though I'm curious what would conflict with me creating new techs (rather than modifying vanilla ones as lots of tech mods do). So perhaps whatever problem you where having was never truly this mod to start with.
2. This doesn't make any sort of permanent change to the tech console, but the thing with any tech mod (that adds new techs) is that you need to change to different techs before uninstalling it. Namely vanilla techs.
Regarding #1, I'd like to know in detail what sort of problems you had - and I'd like a log from that time. You should reinstall this and trigger whatever issue(so it gets logged), then get the contents of \starbound\storage\starbound.log
post it onto pastebin and leave the link.
Regarding #2, reinstall the mod, change techs, then remove if you wish.
I think it has to do with something that the game starts with the tech
1, Just to make sure, restart the computer. This will be sure Steam is started fresh.
2. It has been a while since I looked at anything Avali. Are they using some special tech interface or something? If so, use the tech console at the Outpost to unlock everything. Alternatively
/admin
/spawn techconsole
/admin
I say that because if they're using some special tech interface, I'm not currently hooking into that. Although I could.
Change each of your techs to a vanilla tech on the tech console. Then click unsubscribe. That's it.
Just a tad too many techs for me.
I added the same highlighting frame vanilla now has, thus fixing it. Plus I like the highlighting too.
The broken kind of gross.
This now incorporates the changes from my "tech helper" mod.
There are new over-bounce techs, and different tiers of "boosted" multijump techs.
Hover mode got traded out for a more satisfying "vBrake" mode.
What do you think?
That might involve letting you "upgrade" the techs you have to unlock better settings(like the MM), and let you revert anytime. Stronger techs will of course use more energy.
Currently though I'm restoring some old mods and perfecting a new inventory mod(that gives you not only more space(far more than existing mods), but more actual tabs and better organization too).
Once I clear my plate a little, THIS mod is needing some updates. Better coding and more techs(including some suggested here)
1. Refreshes the Double Jump after touching the wall.
2. Allows you to hover (for about a second and a half) similar to Unlimited Multijump + Hover.
3. Refreshes the Hover function after touching the wall.
plz? I hope this isn't too big an ask.
i am tired of that purple-clad bigot easily besting me!
now
i will have my revenge
Out of all the broken mods you'll have, mine won't be among them.
But probably never mind my commend on disabling players who run out of energy. I don't think I like the idea.
I've thought about it. Plus I should get around to some of the other things I was gonna add.
Nox's shield is pretty OP, so I have to think about it. Of course when she runs out of energy, she's helpless... that's a possible consideration(serious downside).