Seems to crash with this mods for a friend : http://puu.sh/al0BO/ba31c4ae36.png My game crashed too, but I have too much mods to show them all. Do you have an idea ?
So, i'm Michan's friend, i'm not too used to Starbound modding, but i can surely do that. Here you go : http://puu.sh/al8qO/245d933f96.log I'll ask him to send his when he's back. Sorry again 'bout that.
Yea, .monstertype is the problem, probably some other mod that you have is also changing .monstertype file, but unfortunately I can't change this, I'm changing .monstertype to add DNA drop from monsters. Except if someone has some solution for this.
Could it be " Improved hunting " ? It's a mod that changes loot when you use the bow, 50/50 for the leather/meat, and change it to actually allow it to drop both in the same time. Edit : Swapping the mods ( Moving away Improved hunting , and putting on Starmounts ) did not work either.
Swapping on and off both of the mods didn't worked, and i have no other mods changing the monsters loots, that's why it's kind of strange to me.
look like an amazing mod but i got an error too i removed all my mods Code: Info: Preparing Star::Root... Info: Loading Star::Configuration from '..\starbound.config' Info: Done preparing Star::Root. Info: Client version 'Beta v. Enraged Koala - Update 8' Protocol: 643 Info: Running from : D:\Steam\SteamApps\common\Starbound\win32\starbound.exe Info: Starting from the title screen Info: Initialized SDL Info: Initialized SDL Video Info: Initialized SDL Joystick Info: Initialized SDL Sound Info: Opened default audio device with 44khz / 16 bit stereo audio, 2048 sample size buffer Info: Loading Star::Root... Info: Initializing SDL Window Info: Loading Star::Configuration from '..\starbound.config' Info: Created initial window 1664x1012 Info: Initializing SDL Window Info: Re-created window 1680x1028 Error: Exception raised during Root finishInitialization: MonsterException: Error loading monster type '/monsters/ground/tallbipednight/tallbiped.monstertype' caused by: MonsterException: Repeat monster type name 'tallbipednight' MonsterDatabase::load() Root::reload() _Function_handler<void (), _Bind<ClientApplication::preSplashInitialization()::{lambda()#1} ()> >::(_Any_data) ThreadImpl::runThread(void*) BaseThreadInitThunk RtlInitializeExceptionChain RtlInitializeExceptionChain Info: Writing Star::Configuration to '..\starbound.config' Info: Shutting down Star::Root Error: StarException: An error occurred during loading: MonsterException: Error loading monster type '/monsters/ground/tallbipednight/tallbiped.monstertype' caused by: MonsterException: Repeat monster type name 'tallbipednight' MonsterDatabase::load() Root::reload() _Function_handler<void (), _Bind<ClientApplication::preSplashInitialization()::{lambda()#1} ()> >::(_Any_data) ThreadImpl::runThread(void*) BaseThreadInitThunk RtlInitializeExceptionChain RtlInitializeExceptionChain ClientApplication::postSplashInitialization() ClientApplication::update() StarApplicationBase::run() _SDL_main _console_main
Ok, I just got the same bug and fixed it. I modified the file: "StarMount\monsters\ground\tallbipednight\tallbiped.monstertype" Line 2 Changed : Code: "type" : "tallbipednight", To: Code: "type" : "nighttallbiped", I hope it can help, your mod looks great
I'm glad that worked for you Do you get DNA from Tall Night Biped monsters after you make this change? If you do then i will make an update with this change, if you don't then I will have to think of something else, if the problem is just with Tall Night Biped monsters then I will remove treasure drop for them.
Never mind, I tested it, when I change tallbipednight to nighttallbiped I still get Monster DNA from Tall Night Biped monsters, so I'm going to fix this and update mod. Thank you for the help
marac008 updated StarMount with a new update entry: Fixed MonsterException Error Read the rest of this update entry...
Hello, I'm getting this error upon launch, and instantly crash: Code: Error: Exception raised during Root finishInitialization: StarException: Duplicate projectile asset typeName goocluster2. configfile /projectiles/tier3/mount39clustergoo/goocluster2.projectile ProjectileDatabase::load() Root::reload() _Function_handler<void (), _Bind<ClientApplication::preSplashInitialization()::{lambda()#1} ()> >::(_Any_data) ThreadImpl::runThread(void*) BaseThreadInitThunk RtlInitializeExceptionChain RtlInitializeExceptionChain I just recently downloaded it, pretty sure I'm on 1.1. I also have a lot of other mods installed. (Edit: Accidentally copied from the wrong puush file for the code lol.)
Question How do you fix when the UI for the Mount station is like all mushed up ? like its just a medium line of the bottem of the station
This looks good, makes sense and is useful. I would be in favor of adding mounts for mobility and removing flying tech.
Might be a mod conflict, maybe you have a mod that modifies crafting window the same way my mod does.