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Colonies: v1.0.0 [Deleted]

Discussion in 'Outdated Mods' started by severedskullz, Dec 22, 2013.

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  1. WolfJHavoc

    WolfJHavoc Starship Captain

    LOL I did not. I thought I was on another mod's discussion. Sorry. Still got a great mod here though!
     
  2. S1R1U5

    S1R1U5 Scruffy Nerf-Herder

    Sertanly this mod need wood choppers and a better sistem to give them resources other wise they won't work like it must be (wood is the only resource that they cant get at least that is what y see all the time
     
  3. severedskullz updated Starbound Colonies Mod with a new update entry:

    Bug Hunt!

    Read the rest of this update entry...
     
    Last edited: Feb 6, 2014
    ahappydude and Shadewarp like this.
  4. Leinad Werecat

    Leinad Werecat Subatomic Cosmonaut

    This is a great mod, even if the ai/pathing is dumber than the dirt they stand on. xD I also have noticed that water and rain can sometimes do weird things to the npcs, making them toss their mined materials on the ground or halt in building progress. I don't know how or where to find the logs you would like for the issue, or i would provide those.

    It was also funny to see most of my population wander away like three hundred blocks and not return. xD I am using a mod meant to bounce meteors to keep my colony from running away.... am I a horrible purrson? Lol.

    Lastly, a question: Ignoring the terrible pathing and such, can the colonists (or should I say, will they) use things i place / build, such as beds, doors, chairs, etc?
     
  5. Mckeviin

    Mckeviin Void-Bound Voyager


    Is there a way to delete the beacon?? i just want a few colonists but i cant delete the beacon and there'll be too many citizents if i dont take the beacon away
     
  6. Mike0005

    Mike0005 Scruffy Nerf-Herder

    I had some doors I placed and the colonists that had nothing to do beelined for them and just started opening/closing them constantly. At least when they weren't running away.
     
    Leinad Werecat likes this.
  7. Shadewarp

    Shadewarp Pangalactic Porcupine

    OCD, my greys have OCD opening/closing doors :)

    They will use chairs/beds :)

    The doors I simply removed, was getting annoying hearing the open/close 1000 times :)
     
    Leinad Werecat likes this.
  8. Whirlwindjon

    Whirlwindjon Void-Bound Voyager

    If anyone is experiencing a bug that makes the mod useless or a crash then try to get a screenshot or the crash report. As the author said he is dealing with something irl post your problem and then my best advice would be to remove the mod for the time being until he returns to working on it.
     
  9. telles0808

    telles0808 Cosmic Narwhal

    Hi @severedskullz

    I loved your mod, and it will help a lot in my Roleplay. I was looking inside your files and missed these Scripts:

    You removed them because it's not ready yet, or it was incorporated by another script?

    Thank you.

    Edited: Oh, forget it, hehe, it's part of the game core, so, those scripts are placed in the main folder.
     
    Last edited: Feb 6, 2014
    severedskullz likes this.
  10. Xentor Antarix

    Xentor Antarix Ketchup Robot

    It seems you can notmore place Barrack blueprints.
    the othe rbuildings worked, but the baracks blueprint makes not this hissing acceptionsound.
    And no update to the buildingplattform)
     
  11. Leinad Werecat

    Leinad Werecat Subatomic Cosmonaut

    oh yeah, my entire colony likes to pace back and forth in their buildings, opening and slamming their doorss a trillion times too, when they are not trying to escape. xD But if they use chairs and beds, maybe i can make a public rest house for them to curb their obsession with doors. =3
     
  12. Eventually when life issues die down im just going to remove that stupid Wander script entirely.
     
    Leinad Werecat likes this.
  13. telles0808

    telles0808 Cosmic Narwhal

    Oh, don't do it, hehe

    They should be free to run like chickens without head, that's what wandering means =D

    Talking serious, it's not possible to rewrite some parts of the wander script, improving the doors part and the range of their freedom?

     
  14. FangTheKeidran

    FangTheKeidran Void-Bound Voyager

    Is anyone else getting an error when a colonist tries building something?

    [​IMG]
     
  15. Where's your log? Come on guys, it was a simple request...
     
    Last edited: Feb 6, 2014
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  16. FangTheKeidran

    FangTheKeidran Void-Bound Voyager


    Sorry, I can't find where the logs go :p Kinda new to Starbound
     
    Leinad Werecat likes this.
  17. ahappydude

    ahappydude Scruffy Nerf-Herder

    Starbouns MAIN map
     
  18. FangTheKeidran

    FangTheKeidran Void-Bound Voyager

    um, and where's that?

    EDIT: I think this is it, but I'm not sure....

    Info: COLONIES: ERROR Calling canBuildNextBlock failed!
    Error: Could not load /items/armors/avali/hidden/back.png:runbackwards.7 asset, attempting to use default.
    ImageException: call to subImage with pos (301, 258) size (43, 43) out of image bounds (387, 258)
    0081C7DF starbound_opengl.exe
    00506BC1 starbound_opengl.exe
    0050650F starbound_opengl.exe
    00512FE3 starbound_opengl.exe
    0051107D starbound_opengl.exe
    005129E5 starbound_opengl.exe
    0051107D starbound_opengl.exe
    005119DD starbound_opengl.exe
    00511B0C starbound_opengl.exe
    0051208A starbound_opengl.exe
    0040F6F5 starbound_opengl.exe
    0040F886 starbound_opengl.exe
    00436E2C starbound_opengl.exe
    004381FE starbound_opengl.exe
    0043931F starbound_opengl.exe
    0040322A starbound_opengl.exe
    0040A2F4 starbound_opengl.exe
    00407E74 starbound_opengl.exe
    004E9AD1 starbound_opengl.exe
     
    severedskullz likes this.
  19. Thanks. This is exactly what I needed. This helps out a lot. Out of curiosity, how many beacons do you have set up? and how many have you set up in the past?

    This can fail in either 4 cases:
    • Beacon is out of range
    • Beacon ID changed without updating to this structure pad
    • Beacon that was placed down is not the same colony as the structure (AKA you broke the beacon, and placed a new one down) OR you had this structure pad under another colony and replaced the pad back down near a new colony beacon
    • Beacon is not properly linking with the beacon (If this case, then its a bug in my programming)
     
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