It would be nice if the instruments cause some boost effects on allies and when you get a random hit, you listen some momentaneous distortion in the music, but that not stop it to play.
BIOME BUG IN UNSTABLE UPDATE 6, PROTOCOL: 642 2014-03-01 When I get to an underground biome (the one with the flesh blocks, brains, etc) all enemies stop moving and I can no longer interact with the environment. Log OpenGL: Code: Info: Client received world stop packet, leaving: Removed Info: UniverseServer: Shutting down world alpha:87935194:15012305:-28251817:6:7 due to inactivity Error: WorldServerThread exception caught: ItemException: No such item 'bonehead' 005A4E2A starbound_opengl.exe 005A7184 starbound_opengl.exe 00684A97 starbound_opengl.exe 00684E98 starbound_opengl.exe 00685584 starbound_opengl.exe 007BD8AB starbound_opengl.exe 007BE112 starbound_opengl.exe 007B1808 starbound_opengl.exe 007B2CA7 starbound_opengl.exe 00649A8C starbound_opengl.exe 0065212C starbound_opengl.exe 00652818 starbound_opengl.exe 009A6D4C starbound_opengl.exe BaseThreadInitThunk RtlInitializeExceptionChain RtlInitializeExceptionChain ### Resized window for screen capture at this point. ### Info: Initializing SDL Window Info: OpenGL version: '4.3.0' vender: 'NVIDIA Corporation' renderer: 'GeForce GTX 660/PCIe/SSE2' shader: '4.30 NVIDIA via Cg compiler' Info: Re-created window 1395x630 Log DirectX: Code: Error: WorldServerThread exception caught: ItemException: No such item 'bonehead' ItemDatabase::itemData(String) ItemDatabase::generateItem(ItemDescriptor, float) TreasureDatabase::createTreasure(String, float, unsigned long long) TreasureDatabase::fillWithTreasure(shared_ptr<ItemBag>, String, float, unsigned long long) TreasureDatabase::createTreasureChest(World*, String, Vector<int, 2u>, Direction, unsigned long long) WorldGenerator::prepareSector(WorldStorage*, Vector<unsigned int, 2u>) WorldGenerator::generateSectorLevel(WorldStorage*, Vector<unsigned int, 2u>, SectorGenerationLevel) WorldStorage::generateSector(Vector<unsigned int, 2u>, Timer, SectorGenerationLevel) WorldStorage::update() WorldServer::update() WorldServerThread::update() WorldServerThread::run() ThreadImpl::runThread(void*) BaseThreadInitThunk RtlInitializeExceptionChain RtlInitializeExceptionChain Example image of biome attached. The error happened slightly deeper (below the torch). At that point I was unable to place more torches, nor mine, etc. Placing torches removes them from my inventory but they are not visible on the wall. I have removed all local files via steam and re-downloaded. Same issue. Created a new character and traveled to the planet (pictured below). Same problem. Coords: 80485378 : 15193133 Second planet orbit from sun, desert type planet. Pretty much dig straight down from the spawn then go about a screen's height down into the flesh block biome (no digging into flesh block was necessary). Problems should start. The screen shot is slightly east of the spawn X coords.
Micro-biomes are the single large-ish rooms you find underground, right? Like I found a square Glitch room with some chess pieces, hidden trapdoor (non-unstable version). 'Cause both sides/entries had open air with water suspended above them. Hopefully the expanded versions will be a bit cleaner. I'M SO EXCITED
And slowly the planet is destroyed and if a meteorite hits the core of the planet then the planet is destroyed with everything on it, so you better be on your ship in orbit when it gets down to it.
It still tends to hang on graceful shutdown, it works but it hangs for like 20 seconds from time to time, what's stopping it from shutting down immediately? 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], [ "server_9993862061551278080_world_time", "345.033" ] ] Info: Server shutdown gracefully Info: Shutting down Star::Root
That happened to me a couple of days ago before the unstable version even released. It only happened once, but then again, I have only found one Avian Airship.
odd.. I haven't ever used the directx client; and yet those things you are mentioning were happening to me in opengl since enranged came out. Well most of them. Mainly the mob and tree freeze things. Although it is only a split second or 2. regardless it is noticeable. The thing I have noticed is that even though that is happening I can move my character freely/smoothly. So I have been working with the studders like that. I might want to try the default to see if there is any change, since I primarily use the opengl... Nice to have another look, and good that they have both as an option.
Hey Molly! Thanks for the update on some of the changes! I'd like to report an issue I am experiencing since I tried starting testing the unstable version: At first I couldn't even start the game since it insta crashed. Figured it could be because of some mods I had installed so I completely erased the mod folder. Afterwards I manged to start the game fine. However, since then, whenever I try loading my main character, the one which basically made use of those mods, the game always crashes. However if I try loading my permadeath vanilla toon, it works fine without any problems so far. This is the crash screen: http://imgur.com/6HJuPMI And this is a pastebin of one of the crash logs: http://pastebin.com/gk9kWKqM I am testing this with the latest unstable version Thanks in advance for any help possible from anyone! Keep up the great work guys. Cheers
Mhhh....treasure rooms...sounds interesting. Can we find unique weapons in them? Rare Techs? something like that?
To anyone who might be having similar problems, reverting to the stable release and restoring my player and universe folders with a backup from 2 days ago (made after updating with the first unstable release patch but before actually trying to load my character) seems to have fixed the problem. I can now load my toon just fine.
I assume this is intended to solve the "problem" of mods needing a new version string, even if nothing else in the mod needs to be updated. But most updates we've gotten so far have at least required changes to some mods. Will we still be able to enforce a version check that prevents players from starting the game if the mod is outdated? Or will we need to hope players are attentive enough to notice the game updated itself and wait for their mods to get updated?
If not already done, please, please, please make items like "Heavy Iron Bars" be reverse craftable to iron ingots. I've always thought we should be able to smelt at least a subset of tiles and scenery into their related material. A barrel full of gold should easily give us a few bars of gold if smelted. Likewise, smelting titanium panels should give us titanium, for example. I understand this might provide an unbalanced access to some materials, but if we can break them and gather a bunch, we should have access to it. That ties in to my frustration with the way recipes are handled. Giving recipes when accessing a new sector is just loopy. The way its done with the Metalwork station and the Robotic Crafting Table is much better, and less kludgy. Of course, having to sort through all the inane boss-related crafting items and outdated melee weapons is its own problem. Crafting interface needs help, really. (I used to play an MMO where you'd find massive piles of gold coins in a particular dungeon, but could not pick any up. That's just silly and frustrating. At least explain it's cursed.)