• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Starbound Beta Thread - Begins December 4th!

Anyone else having crashing issues since the patch? Game has ran fine for me since it released but the patch started giving me crashes and a ton of errors. Validated the files so that wasn't the issue.
 
Here she is, version two of my Chomper Mod (patent pending).

https://www.dropbox.com/s/z3ctibddw2t8gyw/Chomper_v2.rar

Album of images can be found here: http://imgur.com/a/w5JzC

31QAwxW.png


Please let me know if anything is broken with it, and enjoy!
 
Lissar did Tiy add your hairs with this update
need to know so i can remove it from mods folder

Not yet! I signed off on adding the hairstyles, but it wasn't in time for this update. They didn't let me know when it would be, but I guess we'll know if they add it to the changelog.
 
Anyone else having crashing issues since the patch? Game has ran fine for me since it released but the patch started giving me crashes and a ton of errors. Validated the files so that wasn't the issue.

Try uninstalling and redownload/installing the game. That's what worked for me when my game was crashing during one update. (Backup your player/universer files though)
 
Stupid college and work.... I just want to play.

more like mod

Yeah, I have a project I need to finish at least by tomorrow, and then this weekend I'm participating in my second Ludum Dare. No time to mod until next week, I'm afraid!

it isn't showing up in any of the stations

If you're using a mod player.config, that could be why. Add any new blueprints to whatever player.config is at the top of your load order.
 
Try uninstalling and redownload/installing the game. That's what worked for me when my game was crashing during one update. (Backup your player/universer files though)
No luck, appreciate the suggestion though. It isn't a huge deal for me waiting for the next patch for a fix anyway, beta is beta after all.
 
If you're using a mod player.config, that could be why. Add any new blueprints to whatever player.config is at the top of your load order.

I've kept this in mind for my mod and added a separate guide for people who already have mods, though you do have to go and edit the bootstrap file and player.config which is more longwinded
 
i wanted to mod one of the muzzleflashes for a gun, but for some reason any change to the size immediately breaks it. the muzzle flash dissapears completely when i test it. really annoying cause i wanted to make a long contrail behind a bullet.
 
i wanted to mod one of the muzzleflashes for a gun, but for some reason any change to the size immediately breaks it. the muzzle flash dissapears completely when i test it. really annoying cause i wanted to make a long contrail behind a bullet.

You may need to change the animation frame size. Hard to say for sure though cause I'm not around my main PC at the moment.
 
You may need to change the animation frame size. Hard to say for sure though cause I'm not around my main PC at the moment.

oh yeah, i know how it should work. i adjusted the frame size, but nothing, then i set everything back the way it was, still nothing. i don't get why it didn't work it.
 
Has anyone made a My Pet Monster Zoo yet?



there should be a creature type that either protrudes spikes or electrocutes enemies when close by, the higher the level, the wider the area of effect
 
steam downloads but won't update my install so my server can't run. anyone else have an issue updated? (stuck on update required)

i am an idiot. please laugh at me.
 
Guys, quick update. The player.config I included with this originally was an old one. Please re-download it and use the new player.config file included with it if you're using it.

Yup, it's working well. Cute little chomping animation there. Upgrading worked fine.

Here's a reddit post that talks about how to put things into a handy "mods" folder so they get along nicely without having to edit player.config:

http://www.reddit.com/r/starbound/comments/1sk67s/modders_stop_overwriting_assets_in_the_default/

Editing the bootstrap.config allows keeping it in a separate folder under starbound/mods which is nice for keeping things clean. Not much easier though.
 
Yup, it's working well. Cute little chomping animation there. Upgrading worked fine.

Here's a reddit post that talks about how to put things into a handy "mods" folder so they get along nicely without having to edit player.config:

http://www.reddit.com/r/starbound/comments/1sk67s/modders_stop_overwriting_assets_in_the_default/

Editing the bootstrap.config allows keeping it in a separate folder under starbound/mods which is nice for keeping things clean. Not much easier though.

I still had to edit player cfg even with above said method.

**Ugh now a generic item!
 
Does GAF have a starter planet or a main hub or anything? Logged on the server and I was on a deserted planet.

-19481994, -49555620: Alpha Exibiir 505 I b (bottom right planet)

I still have the same one.

I still had to edit player cfg even with above said method.

Oops, yeah, that too. It doesn't look like the framework allows adding entries to those blueprint arrays.
 
All right, I'm about to try it out, thanks.

Here's a reddit post that talks about how to put things into a handy "mods" folder so they get along nicely without having to edit player.config:

http://www.reddit.com/r/starbound/comments/1sk67s/modders_stop_overwriting_assets_in_the_default/

That's the method we're all using now, actually. But some changes still need to add to the player.config. That's why we usually add our own player.config that is pre-edited with the information needed. Unfortunately that means you may end up with multiple player.configs (the default one and all the ones that might be in the various mods you use) and the game only chooses the one which at the top of the load order.

However, that link to the installation tool looks quite handy. If it can add up all the separate pieces of the player.config into one file, we won't have to worry anymore.
 
Yup, it's working well. Cute little chomping animation there. Upgrading worked fine.

Here's a reddit post that talks about how to put things into a handy "mods" folder so they get along nicely without having to edit player.config:

http://www.reddit.com/r/starbound/comments/1sk67s/modders_stop_overwriting_assets_in_the_default/

Editing the bootstrap.config allows keeping it in a separate folder under starbound/mods which is nice for keeping things clean. Not much easier though.

Woohoo! Glad to hear it's working well. First time doing any modding for a game, and I love how easy it is.

Is that mod folder the preferred way of doing things in the community? If so I'll throw out a v3 that uses that method instead.

EDIT: And do you think this mod of mine is something worth promoting in the main community?
 
Here's my Terraria city (yes, city) screenshot.

Bonus: Here's the world; a lot of the stuff out there was just stuff I saw other people had done and wanted a copy in my world, but most of it is mine.

Good lord o_o

I just bought Terraria on Vita and my head is spinning from seeing these shots. If even half of that is possible on the handheld...
 
Lissar..I got it working. I can choose hairstyles. Upon new game I get generic item for the sword....how can I fix this?

Hmm... I'm not sure, since it works fine for me. (I even tested it with a new character to see if the new patch had broken anything, doesn't seem to have!) Can you show me how you have everything set up?
 
Is that mod folder the preferred way of doing things in the community? If so I'll throw out a v3 that uses that method instead.

EDIT: And do you think this mod of mine is something worth promoting in the main community?

Hmm, maybe check out the mod manager program Lissar's talking about in the reddit link there, sounds like it would be good to get it in that format first. Otherwise, sure, it's looking good
 
So I have 59 hours logged (though probably more than half of that is leaving the launcher open and steam counting it as play time) and I still haven't attempted the distress beacon. Perhaps I'm being overly cautious? I also haven't found a single gun though. What should I have in order to fight the dang thing?
 
So I have 59 hours logged (though probably more than half of that is leaving the launcher open and steam counting it as play time) and I still haven't attempted the distress beacon. Perhaps I'm being overly cautious? I also haven't found a single gun though. What should I have in order to fight the dang thing?

Just have the best armor and a good weapon, you should be fine. Guns are hard to fine early on
 
I put the one in download into the Lisarmod folder and still had the issue..


do I remove the player.cfg from the assets folder or something?
 
I put the one in download into the Lisarmod folder and still had the issue..


do I remove the player.cfg from the assets folder or something?

No, it should be fine left there. The game just reads the one that is loaded first, it doesn't care about any others.

I tried to replicate how yours is set up exactly, but I couldn't replicate the problem. It might be something else you have that is conflicting with it.
 
Top Bottom