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Outdated Starfoundry v1.3.2

Automation megamod including energy, pipes, magnets, data transmission and more!

  1. Kiroberos

    Kiroberos Void-Bound Voyager

    Here you go.
     

    Attached Files:

  2. Healthire

    Healthire Can't Most Program the Least

    Hmm, is this on the nightly? Starfoundry doesn't work on the nightly, and I think those error messages for "Interactable object type is deprecated" are only on the nightly. Anyway, it does seem like the lag is because of the error spam. If you're on the nightly then that would explain it. If you're not then I dunno what would cause it. It seems like some path in a json file is wrong somewhere.
     
  3. mumichipipi

    mumichipipi Void-Bound Voyager

    anyone got a sample pic for a the Thermoelectric Generator I don't know how to place it
     
    Last edited: Sep 1, 2014
  4. Kiroberos

    Kiroberos Void-Bound Voyager

    I'm not on nightly builds, no. Hum. I guess I could start peeking through all the json files then and double checking all of the paths, but that might take a while. Is it in Starfoundry somewhere? My Starfoundry install is identical to the most recent release, minus my slight modification to the power smelter. Arg.[DOUBLEPOST=1409709679][/DOUBLEPOST]
    More information for you. I backed up my save files and then made a clean character with only Starfoundry and Tabula Rasa loaded up as mods. I used the Tabula Rasa to get pipes and built a basic grid of pipes on a dirt background, with item filters connecting them. There were no intakes or outflows for the pipes at all, and it was built using only the straight pipes and four way pipes. It immediately started to lag out the game. Character movement isn't that effected, but destroying blocks takes forever and they very slowly follow after the player after destroyed. Same thing that happens on a server, but this happens in single player too. Are you not supposed to connect item filter pipes directly to the four way pipes or something? This is with a clean install of your mod, with no modifications to it. I can get a picture of the grid if you wish.
     
    Last edited: Sep 3, 2014
  5. Healthire

    Healthire Can't Most Program the Least

    A picture would help. You might just be making an infinite loop. I thought I had fixed those but maybe not.
     
  6. Kiroberos

    Kiroberos Void-Bound Voyager

    Here's a pic of the one that's making my base currently unusable. Thank you for your time so far. I could also provide save files, but I'm not sure which ones are needed to recreate the world as exactly as possible.
     

    Attached Files:

  7. Riptide

    Riptide Void-Bound Voyager

    How do you turn an ejector the way you want?
     
  8. Breschdleng

    Breschdleng Space Hobo

    Hey everyone, I have a little problem with the quarry. I try to build a nice little mine, but after a while the quarry returns (no it still has energy) and if I restart it comes back up right away. Can someone help me find a solution? Thanks in advance ;)
     
  9. Healthire

    Healthire Can't Most Program the Least

    It's probably running into problems. It can't handle digging through vines, or through sand/gravel. Jump down the hole and find the issue!
     
  10. Azraile

    Azraile Ketchup Robot

    I am having truble getting the liquid exstractor to work.... i'm truing to make it suck in stuff from a hopper then get the liquid from it and pump the water into a tank and NOTHING is working x.x

    I am powering it all correctly so I don't know whats wrong with the way I have it piped up
     
  11. Sheez

    Sheez Scruffy Nerf-Herder

    Okay, so I've been playing around with gravity elevators for a while now trying to get them to work. It's clear that the issue is that they don't handle momentum very easily in either direction.

    This can be dealt with, kinda, in different ways depending on which direction you want to go. Placing more elevators and placing them closer together counteracts the slowdown of rising/jumping, with each elevator giving a (decreasing*) boost. Placing them further apart when heading downward allows them time to detect the player and deploy, actually slowing the fall somewhat.

    *Decreasing because giving the player the same boost won't work to propel them indefinitely, as they appear to be inherently slowing as they jump. This accumulation of slowdown results in failure over time.

    The issue is attempting to fulfill both functions with the same set of elevators simply doesn't work. There's no magic number wherein they function for any particularly large length without the effects of momentum becoming so pronounced that the elevators simply fail, provided the intent is to use them in both directions.

    I can't imagine a reasonable fix other than simply having the elevators move the player up and down without jumping/falling mechanics coming into play.

    So. There you go. Coupla hours of testing down the tubes and no working elevators for me. Looks like I'll be finding another mod to do that.
     
  12. Healthire

    Healthire Can't Most Program the Least

    There really is no good or reliable way to make elevators atm. Part of the problem is that once you go out of range of objects they disappear, along with the force region that they've made, so you have to chain them. Another is that you can't set a max velocity on force regions, so they will just keep accelerating you in whatever direction they're pointing. Another issue is that force regions stack, meaning if you're in contact with 2 force regions you get twice the acceleration, meaning chaining them is hard.

    The "elevators" in starfoundry aren't perfect, especially not over long distances. Hopefully we can get better scripting capabilities for this sort of thing in the future.
     
    Sheez likes this.
  13. JasonPanic

    JasonPanic Space Penguin Leader

    I think i know a way to get the mod to work on starbound v. Furious Koala
     
  14. enceos

    enceos Subatomic Cosmonaut

    Can we get rid of the flickering on wired lamps? They're cool and I really love the feature, but when you have lots of stuff in your house and 15fps this flickering is becoming very very annoying. The behavior reminds me of my child playing with a light switch. And it decreases fps even more.
     
  15. Healthire

    Healthire Can't Most Program the Least

    Furious koala is an old version. Starbound Stable is currently on Enraged Koala. Why would you want it to work on an old version of starbound?
     
  16. JasonPanic

    JasonPanic Space Penguin Leader

    my computer sucks i cant run the enraged koala client :/ that why but what sucks is i cant get into the .modpack file to change the .modinfo file so i cant get it to run on my game
     
  17. The | Suit

    The | Suit Agent S. Forum Moderator

    if you want to get into the modpak simply unpack it
    http://community.playstarbound.com/...sset-packaging-unpackaging-gui-frontend.1334/

    Make sure you don't have both the unpacked and unpacked version in your mods folder.
    You also do not need to repack the unpacked version.

    Though I should be perfectly honest - changing version number in modpak file will do nothing.
    Version enforcement has not been around since before may. [ if that was your plan ]
     
  18. JasonPanic

    JasonPanic Space Penguin Leader

    1. what i'm doing is i'm making the modfile know i'm using it on my Furious Koala v. i'm not enforcing it to work i'm just telling the file i'm not using Enraged Koala this will let the file know the game paths to look for is not the Enraged Koala but the Furious Koala so in turn it looks for the Furious Koala game files therefore more than likely my game will run with the mod
    [DOUBLEPOST=1412980698][/DOUBLEPOST]
    Dude is the a trogan virus because it has the trogan logo o.o
     
    Last edited: Oct 10, 2014
  19. The | Suit

    The | Suit Agent S. Forum Moderator

    If you want you can unpack it manually with Bat files or Cmd Line.
    http://community.playstarbound.com/...successfully-pack-and-unpack-pak-files.66649/

    Though personally what you are trying to do makes no sense to me. An the fact your not sure how to unpack makes the situation only more confounded.
     
  20. TZling

    TZling Void-Bound Voyager

    I cant get the pipes to transfer slime into the Liquid Extractor


    why is this?
     

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