![]() Without a log I can tell you nothing more. I bet you are also a custom race and missing the SAIL and BYOS addons for FU for use with custom races.Īs for the mech: they require fuel now, and a Mech Tablet or Quickbar will open that menu for you. Sounds like you have mod conflicts installed. All the mods I have installed are in my "favorites" so you can look there just incase any of my mods conflict. Not in space or on a planet surface, it just won't move. I can only see them on my S.A.I.L and dismiss them.I have the default ship, but even then, I tried putting beds in my ship just incase, and that didn't work either.Īnother one I forgot to note is that my mech won't work anymore. Since no other mods remove default blueprints that we're aware of, this will be more or less guaranteed to be a mod that inserts a default blueprint at a position that is incompatible with Frackin' Universe's research system.Originally posted by Mom:Sorry if this has been asked before, but none of my crew is showing up in my ship, and I can't hire new people or force spawn potential crew members, what's happening? I'm doing this specifically on a save that was made before I installed the mod, but it shouldn't affect that right? The crew I had still gives me the boosts, but I can't see them or take them out with me either. Any file that appears in the list targets a specific index instead of the end of the list. ![]() To find any other mods which are made incompatible by the research system, you will have to unpack all of your mods and then use a utility like Agent Ransack or grep and search for all "" files that contain the regular expression "/defaultBlueprints/tier1/\d+". (You'd have to unsubscribe anyway if you didn't fix it!) Be sure to unsubscribe from the Workshop version of any mod you have unpacked to avoid conflicts. This requires some level of technical competency and modding ability and is not recommended for novice users. Note that it is also possible for any user to fix the problem on their own end if they wish to use an incompatible mod to do so, they must unpack the mod, make the corrections, and move the unpacked mod to their /Starbound/mods folder. Nobody is forcing them to make changes, and neither is anybody forcing you to keep using their mod. Implementing the fix is entirely that mod author's prerogative. Please do not badger mod authors to fix the problem: by all means let them know - they might simply not know! - but ask politely. However, although Frackin' Universe is to blame for the incompatibility, it is not possible for FU to correct this problem on its own end. Because it is Frackin' Universe's deliberate removal of default blueprints that makes these other mods incompatible, it is entirely accurate to say that Frackin' Universe is incompatible with those other mods, rather than the other way around. This problem is easily fixed by other mod authors, and Frackin' Universe is by far the most popular mod for Starbound ensuring compatibility with it should be a significant consideration of any mod author, even if the modder does not use it. Unfortunately, the problem can only be corrected by making changes directly to the other mod because it is not possible to make a "patch of a patch", only to change what a patch has already done if the exact changes already made are known - which, given the wide variety of mod packs, collections, and handmade user setups, is simply not possible. Because Frackin' Universe must target exact indexes to remove default recipes due to the limitations of the patching system, this causes Frackin' Universe to break the list of default crafting recipes when those mods are installed. The beginning of the list (or any other position in the list) would ordinarily be safe if Frackin' Universe were not installed, but mods which add default-unlock blueprints anywhere other than the very end of the list are broken by Frackin' Universe's research system. Mods that insert at indexes instead of the end of the list are usually symptomatic of using a JSON patch generator (such as ) without manual editing of the produced results this is bad practice. to end up in places where other items (those items that now require research and must have their unlocks removed) had their unlocks.Īlways patching /- instead of /0 will avoid many potential mod conflicts (not just with the Crafting menu). The second approach makes the order of "defaultBlueprints" unpredictable, thus causing unlocks of Torches, Campfire, etc. Default unlocks that are likely causing issues: ], When used, it will display an onscreen message showing how many recipes are missing, and print an error report to Starbound.log in the form: ![]() It helps determine the cause if you can't find items like Torch, Campfire, etc. 2 I'm a developer of mod that has this issue, how do I fix this?ĭefault Unlock Checker is a troubleshooting tool.
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