Starbound

Starbound

The Orcana
 This topic has been pinned, so it's probably important
Nemasys  [developer] 14 Jan, 2017 @ 1:30pm
Technical Support and Bug Reports
Please use this thread to report on and discuss any bugs or techical difficulties you might encounter while using the Orcana mod.
Last edited by Nemasys; 13 Jan, 2019 @ 10:52am
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Showing 91-105 of 198 comments
Nemasys  [developer] 30 Apr, 2018 @ 5:30pm 
Well, that mod's author decided to name stuff like "orcanachest" or "avalihead" which is potentially disastrous because the actual race mod author is likely already using that naming convention. What would be better for a mod like that that references stuff from other mods is to do something like "SSVMorcanachest" or "SSVMavalihead." That way there's virtually zero chance of a conflict.

In my mod I use the "orcanachest" name for the object container called "Orcana Chest." The vore mod uses the same item name for the chest piece of the Orcana costume.
Last edited by Nemasys; 15 May, 2018 @ 12:40am
then it a good idea for you to give that Suggestion to the vore mod maker and kill the resk of this happening again.
Nemasys  [developer] 30 Apr, 2018 @ 5:46pm 
Oh, I did. It's an unfortuante development becasue it'll take some work to adjust everything in that mod, but it's do-able.
i just that doable changes to done. i like this mod, and world love to at it my set of in use mods
Taehl 18 Nov, 2018 @ 2:07am 
I've noticed that one particular building (a single-room hut, abovev-water) keeps getting placed right-of-center, hanging out into the air. One time, an Arctic planet seemed to have horizontal slices misplaced, with a flat-bottomed layer of ice and caves covering the entire planet and an ocean only one screen deep.

Also, Orcana settlements seem to be spawning on every single arctic planet, which doesn't feel right. I haven't been able to find a single uninhabited arctic planet to live on.
MalefactorIX 2 Jan, 2019 @ 7:29pm 
This is the Starbound.log file for the issue I mentioned in the mod's comments page earlier today.
Note this is from before the mod was brought back online, I have not had a chance to test the race since then (Time is EST). This error only took place while the Orcana mod was enabled:

[09:00:58.250] [Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/scripts/basictilegroundeffects.lua"]:70: attempt to compare nil with number
stack traceback:
[C]: in metamethod '__lt'
[string "/scripts/basictilegroundeffects.lua"]:70: in upvalue 'oldUpdate'
[string "/scripts/isn_geldetection.lua"]:12: in upvalue 'passiveUpdate'
[string "/stats/passive/wogglePassive.lua"]:18: in upvalue 'fuoldUpdate'
[string "/scripts/dragonStats.lua"]:15: in upvalue 'fuoldUpdate'
[string "/scripts/raceEffects.lua"]:16: in function <[string "/scripts/raceEffects.lua"]:15>
[0] 13f2778c3 Star::captureStack
[1] 13f27664e Star::StarException::StarException
[2] 13f24aa81 Star::LuaEngine::handleError
[3] 13f43b4f7 Star::LuaEngine::callFunction<float>
[4] 13f43eaa5 Star::LuaFunction::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[5] 13f43e9c0 Star::LuaBaseComponent::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[6] 13f44574c Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[7] 13f4456bc Star::LuaActorMovementComponent<Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> > >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[8] 13f6a8554 Star::StatusController::tickMaster
[9] 13f583e65 Star::Player::update
[10] 13f7aa928 <lambda_9fc580ae40b93070d912cafafa15880e>::operator()
[11] 13f3cc527 Star::EntityMap::updateAllEntities
[12] 13f7c319b Star::WorldClient::update
[13] 13f72bde3 Star::UniverseClient::update
[14] 13f1be76b Star::ClientApplication::updateRunning
[15] 13f1bcfb0 Star::ClientApplication::update
[16] 13f9bcc24 Star::SdlPlatform::run
[17] 13f9bcddd Star::runMainApplication
[18] 13f1c04a1 WinMain
[19] 13fbb849f __scrt_common_main_seh
[20] 7734652d BaseThreadInitThunk
[21] 7747c521 RtlUserThreadStart
Last edited by MalefactorIX; 2 Jan, 2019 @ 7:30pm
Sentient Cookie 3 Jan, 2019 @ 8:51am 
Originally posted by Malefact☢rix DBug:
This is the Starbound.log file for the issue I mentioned in the mod's comments page earlier today.
Note this is from before the mod was brought back online, I have not had a chance to test the race since then (Time is EST). This error only took place while the Orcana mod was enabled:

[09:00:58.250] [Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/scripts/basictilegroundeffects.lua"]:70: attempt to compare nil with number
stack traceback:
[C]: in metamethod '__lt'
[string "/scripts/basictilegroundeffects.lua"]:70: in upvalue 'oldUpdate'
[string "/scripts/isn_geldetection.lua"]:12: in upvalue 'passiveUpdate'
[string "/stats/passive/wogglePassive.lua"]:18: in upvalue 'fuoldUpdate'
[string "/scripts/dragonStats.lua"]:15: in upvalue 'fuoldUpdate'
[string "/scripts/raceEffects.lua"]:16: in function <[string "/scripts/raceEffects.lua"]:15>
[0] 13f2778c3 Star::captureStack
[1] 13f27664e Star::StarException::StarException
[2] 13f24aa81 Star::LuaEngine::handleError
[3] 13f43b4f7 Star::LuaEngine::callFunction<float>
[4] 13f43eaa5 Star::LuaFunction::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[5] 13f43e9c0 Star::LuaBaseComponent::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[6] 13f44574c Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[7] 13f4456bc Star::LuaActorMovementComponent<Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> > >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
[8] 13f6a8554 Star::StatusController::tickMaster
[9] 13f583e65 Star::Player::update
[10] 13f7aa928 <lambda_9fc580ae40b93070d912cafafa15880e>::operator()
[11] 13f3cc527 Star::EntityMap::updateAllEntities
[12] 13f7c319b Star::WorldClient::update
[13] 13f72bde3 Star::UniverseClient::update
[14] 13f1be76b Star::ClientApplication::updateRunning
[15] 13f1bcfb0 Star::ClientApplication::update
[16] 13f9bcc24 Star::SdlPlatform::run
[17] 13f9bcddd Star::runMainApplication
[18] 13f1c04a1 WinMain
[19] 13fbb849f __scrt_common_main_seh
[20] 7734652d BaseThreadInitThunk
[21] 7747c521 RtlUserThreadStart
It might be best to post your entire log in pastebin.com so that the author can see everything, including the mods used and any other errors.
AquilosEnd 3 Jan, 2019 @ 7:44pm 
Originally posted by Taehl:
I've noticed that one particular building (a single-room hut, abovev-water) keeps getting placed right-of-center, hanging out into the air. One time, an Arctic planet seemed to have horizontal slices misplaced, with a flat-bottomed layer of ice and caves covering the entire planet and an ocean only one screen deep.

Also, Orcana settlements seem to be spawning on every single arctic planet, which doesn't feel right. I haven't been able to find a single uninhabited arctic planet to live on.

No planets that spawn dungeons don't have any on them, so it's doubtful you will find one without a settlement anytime soon.
MalefactorIX 4 Jan, 2019 @ 2:22am 
Originally posted by Sentient Cookie:
It might be best to post your entire log in pastebin.com so that the author can see everything, including the mods used and any other errors.
There are no other errors. This one was generated because the mod is conflicting with FU and/or FR. Namely, it's causing the raceEffect.lua script (among others) to malfunction which is responsible for handling character stats. If raceEffects crashes or malfunctions, it can cause many of the character-specific bugs people are getting with the mod enabled in addition to others as it is directly responsible for handling things such as how damage is processed, energy regeneration and delay, and many, many others.

The Starbound.log file for this session has since expired locally and I'm unable to generate another at this time as the install system is undergoing some hardware repair.
Last edited by MalefactorIX; 4 Jan, 2019 @ 2:23am
PrimeÇonn 4 Jan, 2019 @ 9:46am 
About no energy regen bug

test 1:
  • FU +FR +Orcana + a crap ton of mods (I know this is not helping, sorry)
  • start a new game without intro part
  • talk to SAIL
  • pick 'default ship' option
  • pick a 'Damaged pistol' from ship locker
  • fire some rounds
  • -> no energy regen
  • exit SB
  • log https://pastebin.com/NTx3e0Fy

test 2:
  • restart SB
  • load a character created on 'test 1'
  • -> still no energy regen
  • exit SB

test 3:
Last edited by PrimeÇonn; 4 Jan, 2019 @ 9:49am
Habutsu 4 Jan, 2019 @ 3:50pm 
I'm having the no-energy regen bug too

Log: https://pastebin.com/nnFMNGeR

Other stuff if it helps:

- Occurs on all races, whether or not they're playing as an Orcana, as long as the mod is installed

- Occurs on characters created before AND after installing the mod

- Glitch stops when it's uninstalled

- Glitch doesn't occur if the Orcana mod is the only one installed

- Glitch doesn't occur if FR, FU, and Orcana are the only mods installed


a.k.a. Revon 4 Jan, 2019 @ 8:50pm 
Hi. I've been glancing through a bit of the comments and I've regret to say I've been having the same energy regen/invincibility problem. All I've found so far is that the conflict for me is between the Orcana mod and TheMystifyingCharacter's Starbound++ [Frackin' Universe Compatible]. I hope this helps narrow down the problem!
Last edited by a.k.a. Revon; 4 Jan, 2019 @ 8:52pm
Nemasys  [developer] 5 Jan, 2019 @ 12:48am 
So if I understand everything correctly, the issue is only present when the Orcana mod, Frackin' Universe mod, and the Starbound ++ [FU compatible] mod are all being used at the same time, correct? So, as soon as either the Orcana mod or the Starbound ++ mod is removed everything works as it should?
Last edited by Nemasys; 5 Jan, 2019 @ 12:50am
a.k.a. Revon 5 Jan, 2019 @ 1:01am 
When I removed the Frackin' Universe mod and had only the Orcana mod AND the Starbound++ mod it worked fine for me. Again, this is only what I found.

Edit: sorry I know many people hate edits but to clarify further: All three of the mods; Orcana, FU, and Starbound++ [FU Compatible], had to be active for me to experience the bug.
Last edited by a.k.a. Revon; 5 Jan, 2019 @ 1:04am
a.k.a. Revon 5 Jan, 2019 @ 2:16am 
Ok, I just decided to ditch the ++ mod and load up my game again, the bug happened again. I kept the Frackin' Universe mod among my other 100 or so mods so my last guess is that due to the fact that I see no one else talk about the ++ mod with the problem but everyone talks about the FU mod with the problem, that the problem occurs during a different mod's relation to the FU mod. The problem is the bridge between the FU mod and the compatible mods.
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