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If you get a Draconis as a Crew Member, they are not able to sleep. They go to bed like any other Crew Member but stand up a few seconds later to go in another bed and repeat the procedure. It seems that it did not have any direct effects on the gameplay yet, but my crew member sometimes has these messages describing symptoms of missing sleep.
Bug: server crash on linux.
Crashlog: https://pastebin.com/kEhQB4dR
Crashlog(clean): https://pastebin.com/AS4FtcYi
How to reproduce:
With Draconis and Frackin Races for Draconis installed, start a server on linux. Start a new Draconis character. Sometimes everything's OK, and you can play until you restart a server. After that server starts crashing in different places. All confirmed locations of crash were Draconis camps or places with Draconis characters.
If you use existing Draconis character, game crashes when generating starting planet for that character. See crashlog 1 and 2. The second crashlog is a clean one, where only FU, FR, Draconis and FR4Draconis are present.
Tested on windows server, nothing out of ordinary, everything's ok. Linux has that strange crashes that make the game unplayable.
Also, I have tested with a clean Ubuntu VM, with only desktop environment and starbound server installed. Crashes are present. Tested from two Windows PC's with Starbound, didn't test with a game client on Linux.
Some speculations are on linux code — maybe it does something differently, or maybe filepaths are wrong text case somewhere, as Windows doesn't mind wrong case, but Linux does.
I have the same issue but its any NPC that you need to give a parcel to finish, but only playing as a draconis, playing my novakid turned the quests in just fine. All parts up until then work. Also l
It mostly seems to happen with villagers, but I've seen human guards having this issue as well.
The error log returns an issue with dialogue.lua, which makes me think something in your dialogue file might be having a ragefit. If I disable the mod, newly spawned npc's will work. Merely doing /spawnnpc human villager triggers the issue.
[EDIT] Forgot to mention: this also seems to happen the most if my character is human.
Hmm. Let me recheck the dialog.patch file. I may have forgotten a comma or something like that.
Original message:
I will run a new character with this mod only, talk-kill some npcs and check the log.
UPDATE: Tested this with just the Draconis race mod and Xbawks character extender. Luckly the first planet I spawned on had the Draconis hub portal. So i entered the portal, walked around the hub and talked to the mod race npcs. All was well. Then I noticed a hylotl and a floran at the hub. In both cases, the second I ran up to them and pressed E to talk - poof, dead.
Now, concerning the log, I couldn't find anything really useful there, other than this part:
[52] 76da59cd BaseThreadInitThunk
[53] 76fda561 RtlUserThreadStart
stack traceback:
[C]: in ?
[C]: in method 'run'
[string "/npcs/bmain.lua"]:162: in function <[string "/npcs/bmain.lua"]:119>
This is the only thing touching upon npcs in the log. I do remember I had your mod installed before the last update and I had no problems whatsoever with the npc interaction. did tons of quests at a generated glitch settlement. After the last update I suddenly started to kill all of the vanilla races upon talking to them, even the quest givers. I even returned to the glitch settlement that was fine and npcs started dying there too.
I did notice the last update(june 24) was about dialogue, so maybe some sort of greeting is broken and the npcs terminate themselves to prevent game from crashing?
As I was writing this, I saw the june 27 update. I guess I'll test further and see if anything changed. Maybe the mod wasnt up to date.
UPDATE2: With the new patch it looks like nothing changed. The first floran in a generated house I talked to died. Both tests have been done on a vanilla(human race) character on a freshly generated universe with no other characters.
UPDATE3: There, upon further inspection of the log this time this popped up:
[04:54:39.356] [Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/npcs/bmain.lua"]:162: (StarException) Lua Exception caught running action node sayToEntity in behavior villager: (LuaException) Error code 2, [string "/scripts/actions/dialog.lua"]:106: Dialog type dialog.greeting not specified in villager
stack traceback:
[C]: in function '_ENV.error'
[string "/scripts/actions/dialog.lua"]:106: in function <[string "/scripts/actions/dialog.lua"]:101>
This is more likely related to it.