1. Please be advised of a few specific rules and guidelines for this section.

Colonies: v1.0.0 [Deleted]

Discussion in 'Outdated Mods' started by severedskullz, Dec 22, 2013.

Thread Status:
Not open for further replies.
  1. n7viper

    n7viper Big Damn Hero

    I tried that and deleted every omnitool file, but it's still in game. It's no big deal, really.

    I forgot to ask in my original post, but is there a way to move the colony beacon without deleting the blocks beneath it? I accidentally placed it on my ship and now I can't pick it up again. :/
     
  2. You can but it takes a while. I deliberately made it hard to break to prevent people from removing it from accident.
     
  3. n7viper

    n7viper Big Damn Hero

    Oh, ok! I'm not patient, so I didn't keep trying. Good idea!
     
  4. ahappydude

    ahappydude Scruffy Nerf-Herder

    Severed i bet you allready tried kalecs variety planets mod but its a real good combo with yours! I write down the coordinates so i can visit the ones i started populating haha. Latest one was on a volcanic forest which many lost their dear lives before i made it safe enough, everthing works and its so fun to lean back and watch them build, farm, talking etc, kudos dude
     
  5. Actually I haven't played with many mods... Really been spending all my time working on this one to be honest. Its quite sad that 200 hours of ingame time on steam out of the ~230 hours in starbound is me testing and developing rather than playing.
     
    Shadewarp likes this.
  6. ahappydude

    ahappydude Scruffy Nerf-Herder

    Then take a break and enjoy the game :) You so deserve it!
     
  7. Shadewarp

    Shadewarp Pangalactic Porcupine

    Haha - mine is like that too (155 hr. Where 35 is maybe playtime)... But not sad when you like it - right!? I really enjoy modding... :)
     
    ahappydude and severedskullz like this.
  8. cturtle

    cturtle Void-Bound Voyager

    I'm sure you'll be happy to know that the problem worked itself out. The next time I entered my game, the structure pad that all of my builders were hovering around before (as if they knew they were supposed to be building something there), started building the structure immediately after I warped to the planet. The issue seems to be that a restart of the game is needed right now. I don't know why, but I spent over an hour trying to make this work last night, and now the structure is immediately being built from scratch without me touching a single key.

    There's obviously a problem with the mod, and if you'd care to fix it, you have a little more info to go on.

    And I did watch your twitch video, but those were basically the same building instructions from the other video, so that really wouldn't have helped much. But seriously, dude, don't get so defensive. I was really just trying to help from the beginning.
     
  9. Is this what was happening:
    http://community.playstarbound.com/...bound-colonies-mod.57734/page-24#post-1754175
    and
    http://community.playstarbound.com/...bound-colonies-mod.57734/page-24#post-1754738
    ???

    My failsafe may have kicked in when the game had a chance to resync. Which is somewhat good I guess.
     
    Last edited: Feb 4, 2014
  10. ScottDC

    ScottDC Aquatic Astronaut

    Thanks, That explains the issues I was having.
    Builders stopped building and miners kept throwing stuff on the ground even though I have a stockpile.
    Warping up to the ship and back would kickstart everything again.
     
    Leinad Werecat likes this.
  11. Tarikanen

    Tarikanen Aquatic Astronaut

    A tip for this mod would be to use specific type of clothing for a job, so you know who's occupied with what instead of having to use that coloninst registry. Would also helpt to assign new colonist. I really love this mod, and the potential of it is amazing. Im sure you'll do great mate!
     
    Shadewarp and severedskullz like this.
  12. Wvolf

    Wvolf Space Hobo

    I glossed over the discussion page but did not see any answer, so I'll ask:

    Are there plans to make race specific colonies? It'd be neat to have an all glitch or Avian etc. colony!
     
  13. Kharn

    Kharn Master Chief

    This mod makes your colonist whatever race you are playing as.....so if you play as a glitch you'll have glitch colonist, etc..
     
  14. Whirlwindjon

    Whirlwindjon Void-Bound Voyager

    Ok so i just noticed this mod and after not playing starbound for several weeks ive reinstalled it to give this mod a try, so before i even begin ive gotta congratulate you on sparking my interest with this xD
     
    ahappydude likes this.
  15. Tarikanen

    Tarikanen Aquatic Astronaut

    The colonies are alredy race specific. Also works with mod races
     
  16. WolfJHavoc

    WolfJHavoc Starship Captain

    Hello, I've found what I think is a bug with one of the KEIs. Namely the Keakua, if you press CTRL, it'll zoom your view waaay away from your character and it's impossible to recover the screen like normal without unequipping the KEI first.

    Otherwise, love the mod, has a lot of potential!
     
  17. Whirlwindjon

    Whirlwindjon Void-Bound Voyager

    Ive encountered a problem where the colonists assigned to building simply walk over to the site with there manipulators and then walk away without building a thing, this was definitely not related to the location of the site or the resources in the stockpile.
     
  18. Um. Are you posting this in the right mod????
     
    Last edited: Feb 6, 2014
  19. Cipherstar

    Cipherstar Scruffy Nerf-Herder

    Colonies is working great for me. However, I can't seem to build any additional buildings .-. I have the three built and fully upgraded, but I can't make them build anything else .-., That and of course their AI is too stupid to walk up to the upper levels of the city I built around them. Despite the four different stairways up, one being magnificent and took me an hour to build. They just stupidly jump around in the air in place randomly. Then after I build stairs there they decide to stop jumping and wander off. AI is so annoying. *sighs*

    Beyond that though, which is likely not anything to do with this mod but the game itself, it's working great as far as the first layer is concerned. Though without the ability to expand (No more buildings), their lives are kind of meaningless now.
     
    Leinad Werecat likes this.
  20. Yeah, I wish the pathfinding was something I could fix... sadly not.

    I'm trying to figure out a way to expand building. Sadly the colony beacon has to exist in memory for almost all the functionality. Until there is some way of globally writing to the game in some global persistent table, I'm extremely limited to about 150 blocks or so distance away until things start to get unloaded.
     
    Leinad Werecat likes this.
Thread Status:
Not open for further replies.

Share This Page