Starbound

Starbound

Project Irisil (v1.5.12.3)
132 条留言
LoftyLoftyLoftyLoftyLofty  [作者] 10 月 29 日 下午 6:40 
Fixed. Pushing update
LoftyLoftyLoftyLoftyLofty  [作者] 10 月 29 日 下午 6:26 
@Meat_Shield can you provide your log?
Meat_Shield 10 月 29 日 下午 3:32 
So I don't know how it was caused, but the new update completely slaughtered my games ability to make use of several lua scripts.
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.
LoftyLoftyLoftyLoftyLofty  [作者] 10 月 29 日 上午 10:10 
Tree scanning has been disabled for now. In the future when the tree climbing enemies are finished, I will update the tree scanner to be more performant.
LoftyLoftyLoftyLoftyLofty  [作者] 10 月 25 日 下午 11:15 
I expect to have the FPS issue near trees fixed this week. Sorry for the delays!
❀♥.°Rocio°.♥❀ 10 月 25 日 上午 9:25 
I will add the same issue as Lemon Drops, every place it has trees (Midnight biomes it was the one more attacked) is giving a huge critical issues of Frame Drops in FPS. After removing the mod i got perfectly back everything with constant 60 fps.

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.
LoftyLoftyLoftyLoftyLofty  [作者] 10 月 5 日 下午 12:34 
Thank you friend! I appreciate the kind words
Chet Walters 10 月 4 日 上午 1:25 
Just wanna drop by and tell you that you have done such a fantastic job on this mod. Great work, and looking forward to more of your stuff! Hope you have a good weekend! ^^
LoftyLoftyLoftyLoftyLofty  [作者] 10 月 3 日 上午 4:33 
Roger, wilco
Lemon Drops 10 月 2 日 下午 9:19 
The tree climbing thingy is causing horrible sub-20 framerates in jungle biomes, if there's a way to optimize it please do that when you have time.

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.
LoftyLoftyLoftyLoftyLofty  [作者] 10 月 1 日 下午 12:12 
@Ikal
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
Ikal 9 月 29 日 下午 9:12 
hi :LittleGoblin: Is there a way to enable the lil creatures tech without defeating the ruin?
LoftyLoftyLoftyLoftyLofty  [作者] 9 月 5 日 下午 10:33 
I'm glad you like the prototype shizu village!

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.
Hyperdino 9 月 5 日 下午 10:29 
Yooo this is cool as fuck. I'm excited to see when they eventually get enabled!

Also those money trees are. Incredibly busted.
LoftyLoftyLoftyLoftyLofty  [作者] 9 月 5 日 上午 10:45 
@hyperdino a lot of the shizubelle village content is ready-to-go, but is not yet fully enabled.

If you want to view the shizubelle content, beam down to a forest planet and use this command:
/placedungeon lidv_mostlyflat_1
Hyperdino 9 月 5 日 上午 10:24 
This mod has encouraged me to install the Shizubelle mod bc I'm really curious to see what the updates you've made are. :chicory_calm:
LoftyLoftyLoftyLoftyLofty  [作者] 8 月 3 日 下午 9:33 
I am not an expert on how CCR handles the bugnet damage type.
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.
Wakazu 8 月 3 日 下午 6:01 
So just a pretty cosmetic? Ok, that brings up a question of: will it inherit changes brought in by other mods? Like, CCR allows nets to capture critters, if it is installed alongside this mod - will your net be able to catch critters too?
LoftyLoftyLoftyLoftyLofty  [作者] 8 月 3 日 下午 3:01 
@Wakazu it functions the same as a regular bug net.

The Irisa merchant sells it as a backup option in case players miss it during their playthrough of the Irisa Morph Tech mission.
Wakazu 8 月 3 日 上午 11:29 
What is so special about the blue bug net that merchant irisa sells? Is it just a recolor or are there actual new functions?
LoftyLoftyLoftyLoftyLofty  [作者] 6 月 25 日 上午 2:32 
If you are unable to see Nicemice on the workshop, you'll need to adjust your content settings to allow nsfw mods to show in search
LoftyLoftyLoftyLoftyLofty  [作者] 6 月 25 日 上午 2:21 
because Nicemice updated
Mabra 6 月 25 日 上午 1:35 
Why did the loading Irisil move ?
LoftyLoftyLoftyLoftyLofty  [作者] 6 月 22 日 下午 1:32 
Yes, about 4 comments down
Wespy 6 月 22 日 上午 9:59 
Is there a way to remove the thing from loading screen?
Delta D99 6 月 21 日 上午 11:22 
Ah ok, thanks for the info.
LoftyLoftyLoftyLoftyLofty  [作者] 6 月 21 日 上午 4:41 
@Delta D99
The morph tech becomes available after defeating the Ruin
Delta D99 6 月 20 日 下午 8:03 
So how do I get the tech? I went to Eliott but they haven't given me any quest related to the tech so I don't know if I'm missing anything or not.
LoftyLoftyLoftyLoftyLofty  [作者] 6 月 17 日 下午 8:52 
d41337n8r 6 月 17 日 下午 8:19 
If I did the former, wouldn't I have to repeat the process every time the mod updates? I'd be interested in the latter but the extent of my modding experience is following a tutorial to give plasmoids the avali alt ship, I have no idea how to patch something like this.
LoftyLoftyLoftyLoftyLofty  [作者] 6 月 17 日 下午 7:55 
@d41337n8r
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
d41337n8r 6 月 17 日 下午 5:59 
I would like for there not to be a little guy on my loading screen. Unfortunately it doesn't seem there's a patch to remove that, or if there is I couldn't find it.:debug:
Dogga 6 月 7 日 下午 8:49 
Hoi
LoftyLoftyLoftyLoftyLofty  [作者] 6 月 4 日 下午 5:03 
ATTN:
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
LoftyLoftyLoftyLoftyLofty  [作者] 5 月 16 日 下午 2:21 
@Kinsect
long story super short, the mod conflict was not with Enternia
it did get resolved though
Kinsect 5 月 16 日 下午 1:42 
I saw that you were looking into fixing a conflict with My Enternia 2.4: Alta Hobbies last month
has that been fixed? ^^;;
Kyler Underwood 5 月 14 日 下午 2:14 
@LoftyLoftyLoftyLoftyLofty
I'm looking forward to seeing what you come up with! Speakin of which I should probably join your discord
LoftyLoftyLoftyLoftyLofty  [作者] 5 月 14 日 上午 1:25 
@Salomon
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
Kyler Underwood 5 月 14 日 上午 12:06 
Ohhh nice, thank ya~

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~
Salomon 5 月 13 日 下午 5:41 
Would you mind if we did a sexbound support for Irisil?
LoftyLoftyLoftyLoftyLofty  [作者] 5 月 13 日 上午 2:44 
You can also use this:

/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" : [] } ] } }'
LoftyLoftyLoftyLoftyLofty  [作者] 5 月 13 日 上午 2:40 
@Kyler Underwood
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
Kyler Underwood 5 月 13 日 上午 1:28 
I love that this mod adds a little support for some more "forgotten" races. Is there any chance we could get some tennant spawners that work with the supported optional races as well? I'd love to be able to make a proper shizubelle settlement
LoftyLoftyLoftyLoftyLofty  [作者] 5 月 7 日 下午 3:15 
Confirmed that loading issues are fixed for Irisil for users that have removed the startup splash
AGiantPie 5 月 7 日 上午 11:32 
@Lofty Sounds good. The only reason I even thought this mod might be the conflicting one is because it adds the Irisil monster to the loading screen. Maybe that has something to do with it?
LoftyLoftyLoftyLoftyLofty  [作者] 5 月 6 日 下午 11:07 
@AGiantPie
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
AGiantPie 5 月 6 日 下午 10:47 
Hi, I'm reporting an incompatibility with the following intro splash removal mod, causing infinite load when both are used: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1772263578

It took a bit to diagnose since it's kind of random.
LoftyLoftyLoftyLoftyLofty  [作者] 4 月 25 日 上午 12:35 
For now I've adjusted the script in the Irisa Mobility Augment (S) to simply apply the swimboost status effect if you have improved swim physics turned on.

These changes will be in version 1.5.7.
LoftyLoftyLoftyLoftyLofty  [作者] 4 月 25 日 上午 12:06 
@Wespy @Mabra
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) ?
Wespy 4 月 24 日 上午 9:07 
Hi, has the conflict with the improved swim physics mod been fixed?