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For context I'm using Openstarbound for a new playthrough.
I wasn't sure what caused the issue at first, but this is the only mod I'm subscribed to that's been updated since I last played, and unsubscribing solved the issue completely. For context (and a description of the severity) this included the entirety of Starbounds mech system.
I was having issues of fps since i started but i didn't pay atention until i got huge frame drops in place with a lots of trees.
I am not 100% certain it's this but seeing as the tree density is what seemingly causes it, I am making my best guess.
you can use the /startquest command:
/startquest lofty_irisil_techscientist1
if that doesn't work, add single and doublequotes, like this:
/startquest '"lofty_irisil_techscientist1"'
Then go visit Elliott at the Outpost
The money trees give a 10k voxel and cost 9750 pixels to buy saplings for, so at 250 pixels per tree, you'd need an awful lot of trees to really farm them and get ahead, especially considering they don't (or at least shouldn't) drop viable saplings.
I want to build one more large structure for the shizubelle village, and then I gotta' make some ruined / destroyed versions in case the village spawns on an incompatible planet type.
I don't know if it'll be ready for 1.15.12 but it will probably be in 1.16.
Also those money trees are. Incredibly busted.
If you want to view the shizubelle content, beam down to a forest planet and use this command:
/placedungeon lidv_mostlyflat_1
Apart from the visuals, it is identical to a vanilla bug net. Feel free to try to capture critters with it- depending on how CCR set up their mod, it might just work.
The Irisa merchant sells it as a backup option in case players miss it during their playthrough of the Irisa Morph Tech mission.
The morph tech becomes available after defeating the Ruin
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3502314208
It is simple and easy for you to remove the loading screen irisa
The file you are looking for is /cinematics/splash.cinematic.patch
Simply remove this file from the unpacked mod and it will no longer display on your load screen
Alternatively, you can also apply a patch of your own to remove the panel from the load screen, you'd just need to op-test for the image in the panel data in your patch
If you've manually spawned any of the unreleased Shizubelle trees, remove them from your worlds, because I've made changes to them which will brick planets that have the old versions
long story super short, the mod conflict was not with Enternia
it did get resolved though
has that been fixed? ^^;;
I'm looking forward to seeing what you come up with! Speakin of which I should probably join your discord
I don't mind. Feel free to dm me if you need any details about their anatomy.
@Kyler Underwood
Tenants are one of the places where Project Irisil doesn't add anything yet.
The Shizubelle mod doesn't add very many objects that have the appropriate tags for a tenant - I am pretty sure it only adds the flag.
I will make sure that the Shizubelle villages come with some unique furniture items that can be used. Two or three people have requested the Froggy Chair in our Discord server and that's definitely getting added haha
Though if possible I'd still love a colony deed in the future just to give a bit more versatility/control over using them in a player made settlement. The NPC spawner is a nice temporary substitute, but being able to collect rent from them, have them affected by furniture, request new furniture, and have their own designated space would be super nice~
/spawnitem lofty_irisil_modfriendlynpcspawner 1 '{ "offscreenOnly" : true, "spawner" : { "offset" : [ 0.0, 0.0 ], "possibleVariations" : [ { "intendedUsage" : "shizubelle_villager", "scriptedTargetTags" : [ "faction:animalcrossing", "species:shizubelle", "friendly"], "npcSpeciesOptions" : [ "shizubelle" ], "npcTypeOptions" : [ "villager" ], "npcParameterOptions" : [], "npcSeedOptions" : [] } ] } }'
There is a Shizubelle village in progress which will be ready in 1.5.12
You can see the WIP version with:
/placedungeon lidv_mostlyflat_1
I have heard of this happening with other mods
I will look at how they fixed it and apply the same changes to Project Irisil
I'll get a fix out soon
It took a bit to diagnose since it's kind of random.
These changes will be in version 1.5.7.
I tested the improved swimming physics mod with and without the Irisa Mobility Augment (S).
As far as I can tell, the augment simply doesn't change your swimming speed.
Without improved swimming physics, the Irisa Mobility Augment (S) reduces your friction in water, allowing you to run at approximately normal speed while submerged.
Have you seen any strange behavior while using Irisa Mobility Augment (S) ?