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when I added shadow expansion, pixel equipment and arsenalbound nothing was broken for me
Any idea what could be the issue ??
Sorry for being short there. I understand your spot. Completely. I'm currently frustrated because of the abandonment and the way many mods are handled by modders.
They do not understand the patch process completely, including .lua files, or include other edits within a mod that are not related, often not needed, or described as in the mod.
Anom's is one of the best done (and only Outpost expanding) mod. It has been made with great care and thought in making it expandable and accessible to other modder's to avoid any conflict.
Unfortunately...most mods do not use the meta or other tools available to not only avoid crashes but also conflicts.
seems I did a bad job of it as well.
Sorry Azuli-Bluespots,
I think I have a plan for a project to help the whole community with these type issues.
Bro, some people don't have the attention span to get everything, they try with a quick read, skip some things, and end up not getting the whole picture.
My main issue was that "the ark can be found via the portal in starter planets", but sandbox messes that up, and we literally can't get to the ark at all with that mod. THAT breaks a few things with other mods. It took me a while to figure out and I didn't want to go the console command route yet.
I'm it a mood because i have real questions that can't get answered....
READ THE ABOVE DETAILED DESCRIPTION FOR ANSWERS
Quick list because well clearly I had to....
1>>There should be two bookmarks. one for outpost one for ark.
2>>If you dont have the bookmarks. READ THE ABOVE DETAILED DESCRIPTION FOR ANSWERS.
Most likely you have a mod changing the bootship.
Anom tells us how to warp directly then bookmark the location.
This is about reading and its in your best interest if your going to use mods to learn to read everything the creator wrote about it before you rush forward.
Its disrespectful to ask for things you have been given already.
Awesome! I am currently working to peal out of my master mods a shareable mod addon for Anom's Outpost to help "patch" such things as well as add some more mod interactions in it.
Surprisingly, the portal at the end sent us to the Ark, but the quest didn't work at first because of many factors. But actually talking to Nuru (after the outpost was visited and everything was enabled) was enough to send us to the correct arena.
DO you have a custom ship? do you have a scripted s.a.i.l? Do you have a mod that adds loot to your startup? MANY mods can cause this.
Look at your log. Do you see something like this?
[18:27:55.380] [Info] Universe flags set to (outpost_!gunsmith, outpost_mission1, outpost_scrapvendor, outpost_mission2, outpost_mission3, outpost_mission4, outpost_mission5, outpost_mission6, anomsOutpostOverhaul, outpost_hoardersanvil, outpost_enhancedstorage, outpost_techscientist1)
this is saying all these flags are true. i.e. quests complete.
"story progression" is linked with your ship traveling, unlocking morph Tech, Mech unlocking, and well the whole game. If Anom's Outpsost loaded. the building is not all wonky then this mod is not the cause. I find when this mod fails well the outpost is a mess.
@Azuli-Bluespots
try /admin then /warp instanceworld:monolith
bookmark it. you can get back.
How can I advance the state in there if I'm using a story disabler? I noticed in the logs that the outpost was being set to state/story6, and all previous states in order, something like that to artifically advance it. Does it work for the ark, or does it need to be advanced artificially as well?
Yes, They are in the New Ark Area.
@☥¤§ÑîGHTMÃRɧ¤☥
Note: Just because it Loads does NOT mean that Starbound is loaded correctly.
"Teleport Breaks" are most often to do with SHIP mods or SAIL mods. In my deep dive to make my 800+ mods play nice, I have found COUNTLESS instances of mods that are injecting into the BOOTUP of the SHIP, The SAIL or the STORY/MISSION questline code, and well...
Bork the teleports.
Many folks added to the code of the bookmarks they add are done in a way that overrides other edits to the bookmarks available.
This Mod is one of the good ones IMO. It is very tight, changes only what it needs to, and is a great anchor point to ensure compatibility. Just be sure to use ALL patches available for other Mods you are using.
You may also have some conflict going on with Optional Story, Skip Story, or other such mods.
There is a patch for Story DIsabler.
I think it was Optional Story that I had these type teleport bookmark problems with.
The only changes made to the teleport system are some very minor modifications that make missions bring you back to the right teleporters in the right location. There's nothing that should be breaking in regards to it, even with other mods. Post your issue with a copy of your log (after you've triggered the issue) in the Bug / Incompatibility Reports discussion thread so I can actually see what's not working. The mod is "actually finished," and having conflicts with other mods doesn't indicate that it's in an unfinished state.
That isn't this mod. Starbound's outpost progression is tied to a set of universe flags, which are stored directly with the universe files. There is only one Starbound universe, no matter how many players you make, which means the universe is shared between player characters, new and old. If you don't wipe your universe folder when creating a new character, those same universe flags will still be there, meaning progression on the outpost will be carried over. It's a limitation of the system used to make the outpost change as story missions are complete.
Are you sure you're not using something to unlock that. the Odissey to Cygnus modlist has one mod that unlocks everything on it because... there is no vanilla main story to progress in there.
on a new game, both the ark ruins and outpost have all the story progression locked quests, NPCs, vendors become open from the start.
No idea of this mod is related or not, i dont know what would even cause this..
With mod:
- start the game on the ship.
- beam to Ark cause outpost bookmark not present on ship
- try to beam to outpot from ark
- not working and character is not beamed
- using command /outpost
- outpost loading
Find the log here: https://pastebin.com/PBhBFXGH
Find the screenshot of where character is beamed here: https://ibb.co/PWMR7hf
Without mod:
- start on the ship
- try to beam to ark (not working as the player save is corrupted by the mod being removed)
- use command /outpost
- beamed to outpost
- vanilla outpost generated
- find the 2 stop shop
- bookmark location
- beam to ship
- beam back to outpost using bookmark successful
Find the log here: https://pastebin.com/daQqpLLE
let me know if you need anything else.
as for the 2stop teleshop, it would only fail to appear if a mod changed the boundaries of the sprite (i don't know of a single one that does this) or a mod replaced the tile it was on (in which case i need to know which one could be doing that). can i get a screenshot of the broken 2stop?
https://steamproxy.net/sharedfiles/filedetails/?id=2173629563
In better detail, this mod adds a bunch of RNG-spawned stashes and treasures everywhere on world generation. The treasures in particular can be sold at a premium to a vendor specific to that mod... A vendor that does not have a fixed location, and is expected to be placed as furniture, as part of a player-made settlement.
So I was wondering if it'd be possible to put Sonokawa, the vendor / loot smuggler in question, somewhere in this mod's outpost, if it wouldn't be much trouble?