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RELEASED Shadow Wolf TJC's Legacy Pack 4/29/17

A blast from the past, as some of your favorite features from the Koala and Giraffe versions return!

  1. Zaroth

    Zaroth Pangalactic Porcupine

    Hope you'll work on making this a little more compatible before you begin working on that.

    By newer, I assume you mean the ones that aren't based on png maps? They're built with tiled, I know that much.
    Don't know much else, can't get tiled to not display a black screen at me.
     
  2. Shadow Wolf TJC

    Shadow Wolf TJC Spaceman Spiff

    Shadow Wolf TJC updated Legacy Pack with a new update entry:

    Some format changes.

    Read the rest of this update entry...
     
    Sir Wilfrey likes this.
  3. Sir Wilfrey

    Sir Wilfrey Spaceman Spiff

    Fantastic, nice work m8! Now I can FINALLY hunt down a damned science facility and start my empire of SCIENCY SCIENCE THINGS. You will be spared the invasive testing procedures for your efforts. : D
     
  4. Lord Humungus

    Lord Humungus Big Damn Hero

    A thought: Have you considered looking into talking with MrChow the guy who did CleF on his nexusmods page? If MrChow is still here maybe you could try PMing him.

    Sure, it's not updated for 1.0/1.1 but the assets are there plus other stuff you'd find interesting for a legacy content restoration.

    Also a thought for once you've got the originally lost vanilla content restored/
    if we're lucky the CleF content or at least that mod's biomes/items
    could you please add the restored monsters/npcs to Frackin' Universe's worlds/the biomes into that mod's systems? I'd be willing to help with advice for which FU systems to stick the legacy/CleF planets into or other thematic stuff even if I can't program beyond copying and pasting.
    Before 1.0 I'd copy and paste CleF's stuff into my frackin universe folder's files to get both's contents
     
    Last edited: Oct 8, 2016
  5. Shadow Wolf TJC

    Shadow Wolf TJC Spaceman Spiff

    Question: What does "CleF stand for again?"

    If all that mod has is content that was present in the Koala versions, updated for the Giraffe versions, then know that I still contain a backup of Starbound assets that dates back to Enraged Koala. In the future, I'm thinking of recreating some, but not all, of the biomes and sub-biomes that were cut, especially the toxic swamp, heck cave, hive cave, shadow cave, charred, arid, and tentacle biomes.
     
  6. Zaroth

    Zaroth Pangalactic Porcupine

    Hmm, newest version introduced a whole new problem. Because the assets were renamed and placed in different spots, but still keep their little "category" descriptor that defines the species of the monsters the same, its started kicking back errors like this if you have anything else that restores said monster.

    (MonsterException) Error loading monster part '/monsters/unique/smallshroom/tail/bunny/shroomtail.monsterpart'
    (MonsterException) Repeat monster part name 'body' for category 'cleaningbot'
     
  7. Lord Humungus

    Lord Humungus Big Damn Hero

    It stands for Choke le fish. It also has expanded content too like several new biomes, new planet sizes/day lengths besides just it's own backups.
     
  8. Shadow Wolf TJC

    Shadow Wolf TJC Spaceman Spiff

  9. DSF66

    DSF66 Scruffy Nerf-Herder

    Seems like Frackin Universe and Shroomlings still don't get along =/


    Code:
    [15:56:06.595] [Error] Application: exception thrown, shutting down: (MonsterException) Error loading monster part '/monsters/unique/smallshroom/tail/bunny/shroomtail.monsterpart'
    [0] 13f223223 Star::captureStack
    [1] 13f221fae Star::StarException::StarException
    [2] 13f222098 Star::StarException::StarException
    [3] 13f3e9950 Star::MonsterException::MonsterException
    [4] 13faceebd `Star::MonsterDatabase::MonsterDatabase'::`1'::catch$1008
    [5] 7feef7dc220 _C_specific_handler
    [6] 7feef7d29b2 _FrameUnwindFilter
    [7] 76d90c51 RtlRestoreContext
    [8] 13f3e8d4e Star::MonsterDatabase::MonsterDatabase
    [9] 13f582285 std::make_shared<Star::MonsterDatabase>
    [10] 13f5869c9 <lambda_4fb3f86e39b40786b9bca87de4687c0e>::operator()
    [11] 13f57883f std::_Invoker_functor::_Call<<lambda_4fb3f86e39b40786b9bca87de4687c0e> & __ptr64>
    [12] 13f57c926 std::invoke<<lambda_4fb3f86e39b40786b9bca87de4687c0e> & __ptr64>
    [13] 13f57a4d9 std::_Invoke_ret<std::shared_ptr<Star::MonsterDatabase>,<lambda_4fb3f86e39b40786b9bca87de4687c0e> & __ptr64>
    [14] 13f589436 std::_Func_impl<<lambda_4fb3f86e39b40786b9bca87de4687c0e>,std::allocator<int>,std::shared_ptr<Star::MonsterDatabase> >::_Do_call
    [15] 13f587b17 std::_Func_class<std::shared_ptr<Star::TilesetDatabase> >::operator()
    [16] 13f57f143 Star::Root::loadMemberFunction<Star::MonsterDatabase>
    [17] 13f57d289 Star::Root::loadMember<Star::MonsterDatabase>
    [18] 13f58e9c2 Star::Root::monsterDatabase
    [19] 13f578d80 std::_Invoker_pmf_pointer::_Call<std::shared_ptr<Star::BiomeDatabase const > (__cdecl Star::Root::*)(void) __ptr64,Star::Root * __ptr64 & __ptr64>
    [20] 13f57c779 std::invoke<std::shared_ptr<Star::TechDatabase const > (__cdecl Star::Root::*& __ptr64)(void) __ptr64,Star::Root * __ptr64 & __ptr64>
    [21] 13f57a14c std::_Invoke_ret<std::shared_ptr<Star::Configuration> (__cdecl Star::Root::*& __ptr64)(void) __ptr64,Star::Root * __ptr64 & __ptr64>
    [22] 13f578e0e std::_Call_binder<std::_Unforced,0,std::shared_ptr<Star::AiDatabase const > (__cdecl Star::Root::*)(void) __ptr64,std::tuple<Star::Root * __ptr64>,std::tuple<> >
    [23] 13f5784ce std::_Binder<std::_Unforced,std::shared_ptr<Star::CollectionDatabase const > (__cdecl Star::Root::*)(void) __ptr64,Star::Root * __ptr64 const>::operator()<>
    [24] 13f589172 std::_Func_impl<Star::SwallowReturn<std::_Binder<std::_Unforced,std::shared_ptr<Star::BehaviorDatabase const > (__cdecl Star::Root::*)(void) __ptr64,Star::Root * __ptr64 const> >,std::allocator<int>,void>::_Do_call
    [25] 13f219fbb <lambda_7b083dc4bdd496712d99e51bb49515b5>::operator()
    [26] 13f21ade2 Star::WorkerPool::WorkerThread::run
    [27] 13f21fd0e Star::ThreadImpl::runThread
    [28] 76c359ed BaseThreadInitThunk
    [29] 76d6c541 RtlUserThreadStart
    Caused by: (MonsterException) Repeat monster part name 'shroomtail' for category 'smallshroom'
    [0] 13f223223 Star::captureStack
    [1] 13f221fae Star::StarException::StarException
    [2] 13f3e8d23 Star::MonsterDatabase::MonsterDatabase
    [3] 13f582285 std::make_shared<Star::MonsterDatabase>
    [4] 13f5869c9 <lambda_4fb3f86e39b40786b9bca87de4687c0e>::operator()
    [5] 13f57883f std::_Invoker_functor::_Call<<lambda_4fb3f86e39b40786b9bca87de4687c0e> & __ptr64>
    [6] 13f57c926 std::invoke<<lambda_4fb3f86e39b40786b9bca87de4687c0e> & __ptr64>
    [7] 13f57a4d9 std::_Invoke_ret<std::shared_ptr<Star::MonsterDatabase>,<lambda_4fb3f86e39b40786b9bca87de4687c0e> & __ptr64>
    [8] 13f589436 std::_Func_impl<<lambda_4fb3f86e39b40786b9bca87de4687c0e>,std::allocator<int>,std::shared_ptr<Star::MonsterDatabase> >::_Do_call
    [9] 13f587b17 std::_Func_class<std::shared_ptr<Star::TilesetDatabase> >::operator()
    [10] 13f57f143 Star::Root::loadMemberFunction<Star::MonsterDatabase>
    [11] 13f57d289 Star::Root::loadMember<Star::MonsterDatabase>
    [12] 13f58e9c2 Star::Root::monsterDatabase
    [13] 13f578d80 std::_Invoker_pmf_pointer::_Call<std::shared_ptr<Star::BiomeDatabase const > (__cdecl Star::Root::*)(void) __ptr64,Star::Root * __ptr64 & __ptr64>
    [14] 13f57c779 std::invoke<std::shared_ptr<Star::TechDatabase const > (__cdecl Star::Root::*& __ptr64)(void) __ptr64,Star::Root * __ptr64 & __ptr64>
    [15] 13f57a14c std::_Invoke_ret<std::shared_ptr<Star::Configuration> (__cdecl Star::Root::*& __ptr64)(void) __ptr64,Star::Root * __ptr64 & __ptr64>
    [16] 13f578e0e std::_Call_binder<std::_Unforced,0,std::shared_ptr<Star::AiDatabase const > (__cdecl Star::Root::*)(void) __ptr64,std::tuple<Star::Root * __ptr64>,std::tuple<> >
    [17] 13f5784ce std::_Binder<std::_Unforced,std::shared_ptr<Star::CollectionDatabase const > (__cdecl Star::Root::*)(void) __ptr64,Star::Root * __ptr64 const>::operator()<>
    [18] 13f589172 std::_Func_impl<Star::SwallowReturn<std::_Binder<std::_Unforced,std::shared_ptr<Star::BehaviorDatabase const > (__cdecl Star::Root::*)(void) __ptr64,Star::Root * __ptr64 const> >,std::allocator<int>,void>::_Do_call
    [19] 13f219fbb <lambda_7b083dc4bdd496712d99e51bb49515b5>::operator()
    [20] 13f21ade2 Star::WorkerPool::WorkerThread::run
    [21] 13f21fd0e Star::ThreadImpl::runThread
    [22] 76c359ed BaseThreadInitThunk
    [23] 76d6c541 RtlUserThreadStart
    [15:56:06.595] [Info] Application: shutdown...
     
  10. Greenfinger Abibi

    Greenfinger Abibi Void-Bound Voyager

    Is this compatible with Supper's Weapons mod?

    Edit: Also, it seems like alot of structures have been turned into bricks and clay,
    EditPS: And some blocks are missing from some apex structures

    Other than that, this mod is great! Have a nice day!

    Edit2: Also, would uninstalling this have any drastic affect over the game
    Edit2Ps: I also noticed that many of the old npcs are wearing new back items.
    It's not so bad, but I just thought about mentioning it.
     
    Last edited: Oct 10, 2016
  11. Shadow Wolf TJC

    Shadow Wolf TJC Spaceman Spiff

  12. Exploding Dandelion

    Exploding Dandelion Big Damn Hero

    Ah, hello! Just downloaded and will be trying on a new character soon. I love the idea and work you've put into this. I hope that Frackin Universe users will be able to have a stable version too. But, I also just want to check and see that it won't become necessary to use FU to use this. I know some people find it essential but there are also players (like myself) who don't use it and don't plan to. So, yeah. Essential for some, but not everyone.

    Anyway, thank you! Restoring the Floran Prison areas alone has me extremely interested. Seeing all of the content tagged with it makes me want to see it in its dungeon form. Thank you so much for taking the time to put this together and in such a modular form!
     
  13. Pantheongunner

    Pantheongunner Void-Bound Voyager

    Yo'! Love the mod. I really missed the Sci-Fi dungeons. They were my favorite. I'm using it with your expanded weapon generation mod, which is fantastic. I found a bug, though. Serpent Droids do incredibly low damage, even when they spawn on high-danger planets. (For example, a Frozen one.) Also, it may just be the planet I'm on, but the micro-dungeon generation is extremely dense. Not sure if this is intentional or not, but couldn't walk 15 feet without hitting some kind of microdungeon or dungeon.

    EDIT: It looks like world generation actually might be bugged. Every square inch of space on this frozen planet is microdungeons/dungeons/villages.
     
    Last edited: Oct 20, 2016
  14. Shadow Wolf TJC

    Shadow Wolf TJC Spaceman Spiff

  15. Shadow Wolf TJC

    Shadow Wolf TJC Spaceman Spiff

  16. limitdistortion

    limitdistortion Phantasmal Quasar

    So is there a mod needed for this to work? because when I try it out, my starbound wont even open. I really want this mod and i don't know how to fix this.:whoop:
     
  17. Shadow Wolf TJC

    Shadow Wolf TJC Spaceman Spiff

    Multiple mods are needed. However, they all should've been bundled with the Legacy Pack.
     
  18. Aer-ink

    Aer-ink Void-Bound Voyager

    Are those kind of dungeons from this mod? I'm having issues with this one, when the guy with the sword notice my precense he starts attacking, the problem is that after some seconds I got beamed up to my ship, I'm guessing he is trying to use an special attack that fails or something

    maybe is an uncompatibility with other mods the other mods that I have installed (besides your's that change AI in some way (afaik) are:
    -Crew Plus
    -Extra Dungeons
    -AnTimonsterpack

    [​IMG]
     
  19. xaliber

    xaliber Scruffy Nerf-Herder

  20. xaliber

    xaliber Scruffy Nerf-Herder

    Hiya Shadow Wolf TCJ! Please don't mind the above question, that was when I was just started playing the game haha.

    Anyway, I've nocited that Legacy Pack doesn't include several NPCs, such as Tomb Zombie, Castle Royal Guard, Castle Guard Lookout, and Castle Guard. Was there any reason for it? Just curious.
     

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