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Ok then it was a character extender that was needed Good to know and thank you for reporting back
Can confirm
If you make a log report and post a pastebin link here it's easier to check the list and detect where the errors or conflicts occur.
To make a pastebin log report:
Locate the storage folder in your starbound installation location.
Find the starbound.txt file.
Go to Pastebin.com and copy ALL the text inside that "LOG" <- (the text file) into pastebin and make a pastebin link.
Paste that link here.
For me, The game still works without fault even after the latest update, So i'm guessing you have mod conflicts or you need to unsubscribe and re-subscribe to the mod to make 100% sure it has downloaded all files completely.
I have tested holding and moving the illuminated water both on a planet and on my spaceship / station. - No bugs or glitches for me.
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@redrover100t
As for the automation...
I personally don't use it but from my testing just now i would suggest crafting the
"factory handbook" that shows a brief help window what to use it on and for.
Basically you need an ore extractor to be placed on an ORE NODE located on arcana planets then power it to make it work.
Hope this helps
Glad it worked out :D
[15:51:15.795] [Error] Application: exception thrown, shutting down: (ItemException) Could not load item asset /items/liquids/arcana_liquid_neonWater.liqitem
Are you possibly using any kind of translation mods at all?
If not then try the steps:
Make a pastebin log and link it here.
Unsubscribe and RE-subscribe to make sure all files are fully downloaded and up to date.
Make a backup of your player and universe folders then unsubscribe from any mods that may cause conflicts to find the culprit.
Veridy files on steam? might work in some cases...
( So far most errors with the liquids i've seen or heard of is due to a translation mod being used that hasent been updated to the latest version of the original mod and therefor breaks everything )
If not, i would suggest asking the smaller mod to edit compatibility to make it work rather than altering a mod that might have nothing to do with it.
Looking in the github the ship is set to "Protected False" so it's either intentional or just a bit of protected bits to make sure doors, lights, or triggers remain working.
You can test this with /admin and /settileprotection 0-10 as FALSE it should allow you to use the wiring tool and see any and all hidden or "invisible" connections if there are any
I will try to find this encounter and test it for myself as i have not noticed anything wrong yet on my end
edit:
I can confirm that the ship encounter is 100& meant to be destructible. As there are planted explosives and intended interactions with them.
The tile protection is already off for the entire thing and the few tiles that are indestructible are either an oversight or not on the list from 1-10 of tiles that are ever meant to be destroyed.
This can be because they have a special ID that is only ever meant to be handled by the developer or they have no scripted interaction with the player so as to avoid them bugging or glitching they are just not able to be picked up.