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Closed STARBOUND BETA: BUGS DATABASE (UPBEAT GIRAFFE) -Bug testers needed

Discussion in 'Starbound Support' started by Alucard I, Dec 21, 2014.

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  1. ckstonge

    ckstonge Void-Bound Voyager

    Not exactly a huge glitch, but something I have noticed. If you remove the background tiles on your starship, and upgrade it to another class of starship, it puts new background tiles in place all over. If you have placed background tiles it does not replace those, but if there is nothing there, it places the default background tiles.

    Sorry I don't know exactly where this would go, but something I noticed!
     
  2. hennalang

    hennalang Scruffy Nerf-Herder

    Windows 7 64 bit
    Pleased Giraffe
    Minor World Bug
    Coral Creep will not Plant


    I've tried different 'environments' (above and below water) to plant Coralcreep, but the moment I plant them, they pop back up. Am I doing something wrong? Or is this definitely a bug?
     
  3. Sectrix

    Sectrix Phantasmal Quasar

    • Version: Pleased Giraffe, update 5 (Windows 7 Enterprise 64-bit, single player)
    • Server-side
    • 2 - Moderate bug / lua scripting
    • Bug occurs when using the world.spawnItem() command and passing a table as a config parameter. If this table contains string keys, and the keys: (1) contain only numerical characters, and (2) lead with a 0 (zero) character, the keys will not be the same after recovering the parameters on the newly spawned item.
    • This was discovered while creating a mod to condense some wiring circuits into microchips. I needed to pass some data from the object that analyzes the circuit, to the new microchip. Among this data was a table that contained keys that represent the logic states of the inputs (0010, for example), and values that represent the logic level of the outputs (1101, for example). Strings were used rather than integers to ensure any leading zeros were not discarded.
    I've included the code for test objects I made to make sure this was not related to anything else going on in the mod. Spawning and placing the configTest object will immediately spawn the configTest2 object. Placing the configTest2 object will complete the test. These objects should reproduce the bug.


    Code:
    {
    "objectName" : "configTest",
    "rarity" : "Common",
    "description" : "spawnItem config test object",
    "shortdescription" : "Config Test",
    "race" : "human",
     
    "category" : "decorative",
    "price" : 100,
    
    "inventoryIcon" : "test.png",
    
    "orientations" :
        [
            {
                "image" : "test.png",
                "anchors" : ["bottom"]
            }
        ],
    
    "scripts" : ["test.lua"],
    "scriptDelta" : 1
    }



    Code:
    function init()   
        storage.firstRun = false
    end
    
    function update()
        if not storage.firstRun then
       
            local aTable = {}
            aTable["123"] = "0foo"
            aTable["0123"] = "bar"
    
            local bTable = {}
            bTable["1234"] = "stuff"
            bTable["2345"] = "0other stuff"
            bTable["012"] = "Cyno's up boys!"
            bTable["000"] = "even more things"
            bTable["001"] = "all the things!"
            bTable["001T"] = "o7"
            bTable["T001"] = "C'mon r-r-rick!"
       
            aTable["otherTable"] = bTable
           
            world.logInfo("aTable contents before spawn")
            world.logInfo("---------------")
            for key, value in pairs(aTable) do
                world.logInfo(tostring(key) .. " -> " .. tostring(value))
            end
           
            world.logInfo("")
           
            world.logInfo("bTable contents before spawn")
            world.logInfo("---------------")
            for key, value in pairs(aTable["otherTable"]) do
                world.logInfo(tostring(key) .. " -> " .. tostring(value))
            end   
           
            world.logInfo("")
           
            world.spawnItem("configTest2", world.entityPosition(entity.id()),1 , aTable)
           
            storage.firstRun = true
        end
    end
    



    Code:
    {
    "objectName" : "configTest2",
    "rarity" : "Common",
    "description" : "spawnItem config test object 2",
    "shortdescription" : "Config Test 2",
    "race" : "human",
     
    "category" : "decorative",
    "price" : 100,
    
    "inventoryIcon" : "test.png",
    
    "orientations" :
        [
            {
                "image" : "test.png",
                "anchors" : ["bottom"]
            }
        ],
    
    "scripts" : ["test2.lua"],
    "scriptDelta" : 1
    }




    Code:
    function init()
        world.logInfo("aTable contents after spawn")
        world.logInfo("---------------")
       
        world.logInfo("Key 123: -> " .. tostring(entity.configParameter("123", nil)))
        world.logInfo("Key 0123: -> " .. tostring(entity.configParameter("0123", nil)))
        local otherTable = entity.configParameter("otherTable", nil)
       
        world.logInfo("")
       
        world.logInfo("bTable contents after spawn")
        world.logInfo("---------------")
       
        for key, value in pairs(otherTable) do
            world.logInfo(tostring(key) .. " -> " .. tostring(value))
        end
    end



    Code:
    [22:38:18.150] Info: aTable contents before spawn
    [22:38:18.150] Info: ---------------
    [22:38:18.150] Info: 0123 -> bar
    [22:38:18.150] Info: 123 -> 0foo
    [22:38:18.150] Info: otherTable -> table: 12252C78
    [22:38:18.150] Info:
    [22:38:18.150] Info: bTable contents before spawn
    [22:38:18.150] Info: ---------------
    [22:38:18.150] Info: 001T -> o7
    [22:38:18.150] Info: 1234 -> stuff
    [22:38:18.150] Info: 001 -> all the things!
    [22:38:18.150] Info: T001 -> C'mon r-r-rick!
    [22:38:18.150] Info: 012 -> Cyno's up boys!
    [22:38:18.151] Info: 000 -> even more things
    [22:38:18.151] Info: 2345 -> 0other stuff
    [22:38:18.151] Info:
    [22:38:25.651] Info: aTable contents after spawn
    [22:38:25.651] Info: ---------------
    [22:38:25.651] Info: Key 123: -> 0foo
    [22:38:25.651] Info: Key 0123: -> nil
    [22:38:25.651] Info:
    [22:38:25.651] Info: bTable contents after spawn
    [22:38:25.651] Info: ---------------
    [22:38:25.651] Info: 10 -> Cyno's up boys!
    [22:38:25.651] Info: 1234 -> stuff
    [22:38:25.651] Info: 2345 -> 0other stuff
    [22:38:25.651] Info: 1 -> all the things!
    [22:38:25.651] Info: 0 -> even more things
    [22:38:25.651] Info: 001T -> o7
    [22:38:25.651] Info: T001 -> C'mon r-r-rick!
     
  4. Mackinz

    Mackinz The Waste of Time

    You know how Coralcreep can be found on the bottom of Ocean planets, completely underwater?

    Coralcreep requires that to be planted. Maybe not ocean-level immersion, but definitely at least four blocks worth of water, vertically.
     
    Axe Garian likes this.
  5. hennalang

    hennalang Scruffy Nerf-Herder

    Alright. I'll try with 4 blocks of water this time.
     
  6. Mackinz

    Mackinz The Waste of Time

    Your error is caused by the mod "Starbound Side Stories" which, in your log, is installed. It was not updated at the time of your post, and now it is.

    Caused by issue with old version of S3r1ous modpack... not a vanilla Starbound bug.

    Yur inventory is full.
     
    Axe Garian likes this.
  7. Mackinz

    Mackinz The Waste of Time

    Level 1 bug report:

    In biome files, hue shifting only applies to the defined main block and not any sub-blocks.

    I believe that this was done intentionally to prevent Cobblestone drops with hueShift values, so there would only ve one stack of blocks versus how it was handled before with multiple, incompatible stacks of seemingly the same block. This is annoying, however, because the way it was handled prevents me or anyone else from making a satisfactory biome color variation mod.
     
    Axe Garian likes this.
  8. Kosinth

    Kosinth Void-Bound Voyager

    When you use the watering can, and change your movement while the water projectile is still in the air, the projectile will alter its path as if you had fired it at your new speed. For example, when you use it while stationary, it will hit a certain spot. Now use it again, facing the exact same spot, but begin moving to the right before it hits the ground. It strikes a different location, if done properly. This is most noticeable when performed from atop a platform, when the projectile takes longer to hit the ground, but still works when you do perform it on terra firma.

    Running Starbound's 64-bit client on Steam with Windows 7.
     
  9. A. Sinnick

    A. Sinnick Space Hobo

    Category 2 bug:
    There is an audio bug with the gravity bubble tech. The electric sound effect sometimes continues after the ability ends. This occurs on stable frequently for my Floran character, but it might be my laptop to blame. The easy fix is to save and quit, then re-enter the game, but it's still annoying.

    Category 0 bug:
    On the stable build, copper fence burns from extreme world firestorms. I kinda feel like it shouldn't since copper doesn't usually do that, but this could still be a feature rather than a bug.
     
    banan2000 likes this.
  10. banan2000

    banan2000 Void-Bound Voyager

    Stable/Unstable build - Category 2 bug:
    As above ,there is a bug with sound effect that includes rocket boots too. Sound effect keeps playing until save and quit.
     
    A. Sinnick likes this.
  11. Gråsäl

    Gråsäl Void-Bound Voyager

    Stable build - Category 2 bug:

    On planets with meteor storms, meteorites sometimes do not collide with blocks that aren't visible on the screen, instead going straight through the blocks as if the meteorite was a background object, and then hitting and exploding on the blocks that are visible to the player.

    For example, if a meteorite arrives when the screen does not show the ceiling, the roof sometimes goes completely unharmed, while the interior of the building is destroyed.
     
  12. A. Sinnick

    A. Sinnick Space Hobo

    Stable build - Category 1 bug:
    The creepling tenant appears to be spawning with the philanthropist skin. The dialogue seems to be correct for creepling and there are no items tagged as valuable in the house. Breaking and re-placing the colony deed produced the same philanthropist model with creepling dialogue every time.
     
  13. Mackinz

    Mackinz The Waste of Time

    Category 1 bug:

    Kiwi can be consumed as many times as desired due to the lack of a "blockingEffect" value.

    Current JSON:
    Code:
    {
      "itemName" : "kiwi",
      "rarity" : "Common",
      "price" : 120,
      "inventoryIcon" : "kiwiicon.png",
      "description" : "Soft texture and sweet flavour, yum.",
      "shortdescription" : "Kiwi",
      "effects" : [ [
        {
            "effect" : "jumpboost25",
            "duration" : 60
        },
        {
            "effect" : "wellfed",
            "duration" : 60
        }
      ] ],
      "learnBlueprintsOnPickup" : [ "kiwijuice" ]
    }
    
    Should be:
    Code:
    {
      "itemName" : "kiwi",
      "rarity" : "Common",
      "price" : 120,
      "inventoryIcon" : "kiwiicon.png",
      "description" : "Soft texture and sweet flavour, yum.",
      "shortdescription" : "Kiwi",
      "effects" : [ [
        {
            "effect" : "jumpboost25",
            "duration" : 60
        },
        {
            "effect" : "wellfed",
            "duration" : 60
        }
      ] ],
      "blockingEffects" : [
        "wellfed"
      ],
      "learnBlueprintsOnPickup" : [ "kiwijuice" ]
    }
    
    Present in Stable and Unstable builds - above is the file contents from Unstable.

    Edit 1: This issue is also present with "greenapple", "orange" and "redapple" consumables.

    Edit 2: This issue is also present with "cheese", "chocolate", "egg", "milk", and "soda" consumables. The "candy" consumable also has this issue, but does not have a properly formatted effects list which could possibly cause other issues.
     
    Last edited: Nov 29, 2015
    Axe Garian likes this.
  14. Mini_Ginger

    Mini_Ginger Void-Bound Voyager

    * Windows 10 x64
    * Glad Giraffe Update 2
    * Items
    * Category 1 Bug
    * Defense Turrets do not fire
    * Unable to place weapons into the Defense Turrets' gun slot, turrets do not fire under any circumstances.
    Turrets worked fine last version, possible cause being that projectile types for weapons were changed and do not display on weapon description.
    Spoke with other forum users, everyone I spoke to that used a turret said that it was broken for them as well.
     
    Last edited: Dec 23, 2015
  15. irongamer

    irongamer Scruffy Nerf-Herder

    • Windows 10 x64
    • Glad Giraffe Update 3 (edit, it is Update 3 not 2)
    • Category 3 Bug
    • Crashes windows and restarts machine without loud audio static.
    • Windows errors with a System Service Exception: dxgmms.sys
    • Happens only in the Outpost
    I've had this crash 3 times playing this evening. It always happens in the outpost.


    [UPDATE]
    I installed the latest Nvidia drivers and it still crashes. This time it crashed underwater on an ocean planet. It seems to crash after a certain amount of time has passed.
     
    Last edited: Dec 20, 2015
  16. Newominus

    Newominus Scruffy Nerf-Herder

    • Glad Giraffe - Update 3
    • Blocks and Ores
    • Category 1
    • Blocks can not be destroyed by non-explosive projectiles if hit from the top or right.
    • This is quite an old bug/anomaly
    • http://gfycat.com/AntiqueWarmLarva
     
  17. ExplodingRhino

    ExplodingRhino Orbital Explorer

    • Glad Giraffe - Update 1
    • Items
    • 4
    • Using 'Cardinal's Chalcedony' Killed My Character And The Game Now Crashes When I Load That Character.
    • I was preparing to go for the Robot Mech (4th) mission when I decided to test some Rubium weapons. Upon testing two others (the 'Leaf Flurry' and the 'Monkey Nut Staff') I proceeded to test this weapon, I held down to spawn the crystal and upon spawning it killed the two friendly NPC's (spawned from colony deeds) above it and I walked into it, killing me. When I respawned, as when I try to play as that character, the chacter is invisible and uncontrollable for 3 seconds (around) then the game crashes. Please Help! :kitten2::kitten:
     
  18. Bonabopn

    Bonabopn Fluffiest Squirrel

    Is it a bug that campfires/torches stay lit on airless worlds?
     
  19. Mackinz

    Mackinz The Waste of Time

    No. It's just that there is no detection for "airless" biomes in Torch/Campfire json or scripts. Also, Chucklefish wants to make exploring moons easy... so hello illogical moon torches.
     
    Axe Garian likes this.
  20. Rai4u

    Rai4u Big Damn Hero

    Guys, i don't know, what's happend, but i can't interact with any item on my planet! I can't use bed, doors, i can't open chests and boxies, i can't brake any block! Elevators stopped too.
    And if you click "Back to ship" you will see endless teleportation screen
     
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