Starbound

Starbound

AR Kashmir
54 条留言
1100Ross  [作者] 11 月 15 日 上午 11:33 
Good evening @Silver Sokolova. Thank you very much for the help, it may not seem like it to others, but you did a lot for me. Thank you. I will make these changes to the mod and hope that no more errors and misinterpretation happen.
Silver Sokolova 11 月 14 日 下午 10:01 
Likewise, 'Weapons from Mod A use the weapon dyeing code from Betabound', requires both Mod A (provides the weapons) and Betabound (provides the weapon dyeing code) to function, would not require permission. And, if the mod is simply changing which files Mod A reads and does not actually include files from either mod, would not require permission or credits. But of course, just because it doesn't require credits doesn't mean the author is right to go, "Look! I made dyeable weapons!" because they did not make dyeable weapons, they made it possible for weapons from one mod to use the dyeable weapon code somebody else made.
Silver Sokolova 11 月 14 日 下午 9:59 
I think very small mods that do a single thing and require the original mod to function typically do not require permission. Like a "faster axes for Betabound" mod that changes the custom Betabound axe code, or "Betabound Alien Burger but purple" that changes an image, both require Betabound, and would not require permission because it is extremely clear that it is a modification of a mod and is a dedicated single thing. "Betabound axes but without Betabound" would not be okay without permission because it does not require Betabound and could be seen as an attempt for someone to leech off another's work.

The 'modification of a mod' idea applies to your Reborn mods- the authors can't be contacted, but are credited heavily, it is very clear that you are not the original author, and it is not part of a larger work (ie Frackin Universe taking old mods and putting them into itself)
Silver Sokolova 11 月 14 日 下午 9:58 
@1100Ross I don't mind helping you. I'd do it at my own pace, when I have time, energy, and feel like it, of course, so don't worry about robbing me of my own desires.

Setting the priority to -1 should have worked for overwriting the files, not sure if or why it doesn't work in this case. There doesn't need to be a blank file.

I might not really be the best person to ask about credit stuff since I very often do things alone, but I always try to contact the person whose code/images/assets/whatever I want to include in my mods and ask them what name they want to be credited under, and I list the credits in either the mod's description on Steam or in a Github page and have a link to it in the Steam description. If I can't contact them, I don't include their stuff. Of course, this only applies to actually putting things inside the mod, not having functionality if both mods are installed.
1100Ross  [作者] 11 月 14 日 下午 1:27 
The only thing I'm going to ask you, if you can, is about a quick explanation, it could be via Steam/Discord, about how I should behave here with giving credits, using scripts, etc. To be honest with you, I feel that this is a hostile community. And yes... I know a little about Starbound's history... anyway, if you can help me with this it will be very valuable. And sorry, I don't want to and am not being proud in accepting your help with the mod, but as I said, time is something very precious, even when it's for a good cause. I don't feel so valuable or deserving, that's it. I hope you understand. Thank you. Have a good afternoon and I hope for a new betabound update kkk
1100Ross  [作者] 11 月 14 日 下午 1:26 
Regarding betabound, when I return home I will see what files of theirs I have saved and if you want I'll upload it to you, okay? Ahhh those blank files, I thought that because they were all located in the same path, the information would be the same... so I did that, I added blank files and lowered the mod's priority to -1, so that the mod that had the true file had more priority and would be the one that was read. In the tests I did here it worked, so I thought I could use that artifice kkk But apparently... it doesn't work and causes more headaches. You don't need to worry about it and I don't want to take up your time and energy, time is very valuable and our energy should not be given to just anyone. The good thing is that we can only give what we have. I thank you from the bottom of my heart for the help.
1100Ross  [作者] 11 月 14 日 下午 1:26 
Good afternoon @ Silver Sokolova. Everything okay, sorry for the delay in responding, the day was long today and don't worry about it and sorry for the inconvenience I caused and also sorry for thinking the DMCA was yours, okay? I understand the limits very well and I know why they exist and the need for them in the Starbound community. Don't worry, you are right!! I removed the brainextractor.lua yesterday and added betabound as a requirement; if I had known that, I would have added it before, it's much more practical and I always play with betabound. The other files you mentioned,I also removed and it had no negative effect on the mod because there were already requirements for it. I think I removed everything from third parties, I hope I didn't forget anything. But I think I will also remove support for other mods, it's not valid or rewarding for me right now. Unfortunately, everyone loses.
Silver Sokolova 11 月 13 日 下午 6:42 
I can give you a visual example sometime on why not to use blank files.
Silver Sokolova 11 月 13 日 下午 6:41 
I hope you also have a good night, despite this. I can help you fix issues with your mod.
Silver Sokolova 11 月 13 日 下午 6:41 
If you want, you can make this mod require Betabound to be installed, but this is optional and solely your choice. This would be the easiest way to make the least amount of changes in your mod, as you would only need to delete "brainextractor.lua", "brainextractor.statuseffect" and change your "brainextractorshock.projectile" to apply the "sb_brainextractor" status effect instead of the "brainextractor" status effect. If Betabound is installed, your mod can apply 'sb_brainextractor' without having Betabound code in your mod.

What do you mean by adding a blank file? The game can only have one copy of a file loaded. So if Mod A adds file.config, and Mod B also adds file.config, only one will exist- they will not be combined. If Mod B wants to access file.config, it can do so without having its own copy, as long as Mod A provides a copy and is installed. Therefore, it would be better to not even have the file in this mod, because a different mod can provide the file.
Silver Sokolova 11 月 13 日 下午 6:41 
@1100Ross The DMCA is not from me. I did not do it.
If it was me, I would have put the information which was in my comments in the DMCA filing.

---

I'm not upset with you; there's nothing for me to forgive. I'm just setting boundaries. I think the "reborn" mods are pretty cool! I actually have Betabound detect a few of them and change some stuff based on their presence.

I'd rather not have the "brainextractor.lua" in the mod, so removing it is what I'd like. There is no rush to remove it, at least not from me. And if there is, I can download the mod, make changes on my end, and send it to you for you to upload.
Khe 11 月 13 日 下午 6:27 
let me try in full caps to see if it gets through to you:
THE EMPTY FILES BREAK THINGS. REMOVE THEM. NOW. DO NOT ADD MORE.
1100Ross  [作者] 11 月 13 日 下午 5:01 
Sorry for any error or misunderstanding if there is one in my comments below, but I used a translator ok? Good night and sorry again.
1100Ross  [作者] 11 月 13 日 下午 4:59 
I hope I have explained everything to you and if you feel you want to talk more or something was left unanswered or you want to direct me. I am open to dialogue. I didn't contact you on "Steam" before, as my job prevents me from doing so. And unfortunately, I just found out about the "DCMA", and I believe it is yours. I am doubly sad to hear this, I would have imagined that if it happened it would be with the "reborn" mods and not with my mod. And even more so coming from "Betabound", but I understand your side and respect it. Again, I apologize for this and know that it was not my intention. Have a good night and I hope to resolve this. And if it is not resolved, please just accept my apologies, that will be valid to me ok? Good night and I apologize.
1100Ross  [作者] 11 月 13 日 下午 4:58 
So it's possible that I used the file or not, honestly I don't know, what is distressing me the most is: Why would I use that file when I could require "Betabound" as I've done before with other mods? That's what's driving me crazy thinking about. Please, I will just ask you to direct me to resolve this, whether it be with removal, with credits, or as you said, even requiring "Betabound". But know that it was not my intention and forgive me for this.

Regarding "elithianraces", I thought I had added a blank file, as I did with the files from "frackin universe" and "automation aides" because "Elithian Races" is already a highly required mod to run. But I will add those blank files. Thank you very much.

Regarding "vehicle.tooltip", I use a customized interface, I think that was it. I will remove it, I didn't know it was causing problems. Or that it would be a problem...
1100Ross  [作者] 11 月 13 日 下午 4:58 
Good night @silver sokolova. First, I apologize for anything my mod caused you, I sincerely did not intend to, especially with you, whose work I have valued for so long. Please accept my sincere apologies. Regarding "brainextractor.lua" that you mentioned, I will be honest, but I don't remember.

This mod of mine, I started creating it in 2018 when my mother passed away, it was a way to keep my sanity and create something useful and fun. And currently, I've been traveling for 3 months for work and I don't have access to the hard drive I have to respond about this right now. But know that it has a lot of mods, many indeed. "Betabound" I must have several versions, as I've been a fan of you and your mod for a long time. It was from those mods on that hard drive that I started with "reborn" mods for the new version of "Starbound".
Silver Sokolova 11 月 13 日 下午 12:15 
Also, OP- If you need to use the brain extractor code in Betabound but can't get permission or make your own version of the code (or some other workaround), you can have Betabound be a required mod. Mods can access scripts, images, monster/npc/item/treasure/etc ID's, etc from other installed mods. The brains used in Betabound are also vanilla items- all Betabound does with them is add uses for and a way to get them (and various polishing tweaks like description changes, prices on the items, etc)
Silver Sokolova 11 月 13 日 上午 11:58 
Also, funny to see Sayter here- he set the precedent for mods not crediting or asking permission to use anything from other mods a long time ago- and maintained that precedent despite other people trying to unset it. Why the sudden change in heart, I wonder? He's certainly never cared when he was the one doing it- in fact, he's gone after people who cared and he spread lies about them, added intentional incompatibilities and crashes to their mods, and falsely marked their mods as incompatible! Is it because it affects him instead of someone else? "Rules for thee, not for me!"

Sayter on his way not to comprehend (much less read) any of this: 🏃‍♂️
Silver Sokolova 11 月 13 日 上午 11:57 
(Stuff I originally wrote before noticing the stolen code)
In player.config.patch, you add back unlocks for items such as copperbar, goldbar, etc. If you're trying to make FU making them not a default unlock, that's fine. If you're trying to only add a specific recipe (ie a specific copper bar recipe instead of all of them), you should look into crafting stations that don't check for blueprints (you can set requiresBlueprint to false in a crafting UI)

If you want to use the theadriving dance, you don't need to include it in your mod- just have people download the Elithian Alliance Races mod. Same with the alliancekeypad interface

Your mod also overwrites the vanilla vehicle tooltip instead of adding a 'mount' one as you seemingly intended. No idea why you're adding a script to playerinventory- that's not a scripted UI, not even with OpenStarbound.
Silver Sokolova 11 月 13 日 上午 11:54 
It's incredibly suspicious that you used a 5 year old version of the code instead of the current iteration of the code- genuinely curious because the mod was too big to upload on the Chucklefish Forums (which allows you to download past versions of mods) so I hosted them on Google Drive. I since removed the download links about 3 years ago and moved all the Drive versions to the Internet Archive. You couldn't have gotten that version from Github because I reworked the Brain Extractor code before moving to Github, and Steam Workshop would've automatically updated your copy of the mod.
Silver Sokolova 11 月 13 日 上午 11:54 
Furthermore, you couldn't have been trying to overwrite Betabound's files because the stolen copy is entirely unprefixed; it's in the unprefixed effects folder instead of the Betabound effects folder, and the folder/file/internal names are also unprefixed.

Please remove the code and ensure that its replacement (should such a thing come into existence) is not based on my code. As in, don't pull a Sayter and go, 'ChatGPT, rephrase this to look different but keep the original meaning!' (not a literal accusation of him using the then non-existent ChatGPT. It is an analogy), don't work backwards from my code (I'm usually all for this as long as the reverse-engineer shows understanding, but not for when it's after being caught stealing).
Silver Sokolova 11 月 13 日 上午 11:54 
Checking out your mod files right now-
First, there's a copy of old Brain Extractor code of mine that I never gave anyone permission to use (as far as I remember). The copy is at `/stats/effects/brainextractor/brainextractor.lua`, and is a copy of the version in Betabound v0.8.2.11d ( https://ia601500.us.archive.org/view_archive.php?archive=/24/items/betabound/8.2.5%20through%208.11.0.zip ), located at `/stats/sb_effects/brainextractor/sb_brainextractor.lua` (yes i know the path and code are both awkward but i wrote it like 5 years ago and have since made them better). The only difference between your stolen version and the original is that it checks for 'robotboss' instead of 'sb_robotboss'. Betabound code isn't just beta Starbound code- you, as someone who's worked with porting beta mods to release, should know this. The code I wrote for Betabound's brain extractor is original, as the actual beta used a different method for it.
1100Ross  [作者] 11 月 13 日 上午 10:00 
Good morning @Khe. Thank you very much. I will add low priority to my mod so that it does not cause errors or additional or future headaches. Since my mod only adds more content, there is no need for priority in anything. Thank you very much. If the error continues, let me know, okay?
Khe 11 月 12 日 下午 5:59 
and to make it completely clear, after having checked your latest: DO NOT include BLANK versions of the files either. IT STILL BREAKS STUFF!
Khe 11 月 12 日 下午 5:54 
so, here's the thing: if you put a file in the same relative location, with the same name, then it will REPLACE the script. this is of course dependent on mod order. also, now that I've actually looked into the file instead of just looking at the name+location, it makes it quite clear why another user came in to the FU discord with an error about a missing function.

just be more careful in the future.
1100Ross  [作者] 11 月 12 日 下午 2:38 
Good evening @Khe. Sorry for the inconvenience. As I said to @Sayter below, I really thought I had added empty files. Don't get me wrong either, it was a mistake on my part and I will be more careful, I hope you understand. And regarding credits to the authors, I always give them and with you it would be no different. I understand that you might have had some not-so-good experiences regarding this, especially being a long-time modder in the community, but I hope you understand that I didn't do it out of malice. My goal is to add more content to the mods mentioned in the description, okay? I'm going to fix it right now xD
1100Ross  [作者] 11 月 12 日 下午 2:34 
Good evening @Sayter. Sorry for the inconvenience, I really thought I had only added the empty file so it wouldn't cause an error when the player started the game without having some of the necessary mods. I didn't imagine I had put the same scripts... forgive me for this error. I'm going to add the empty files right now. And please don't take it the wrong way regarding credits, I really do and will give credit to the authors. What happened was a mistake on my part, as I mentioned above. I will be more careful, don't worry, and I'm sorry to cause trouble to your mod, it was not my intention. My intention was and will be to add more content to FU. If there are any more related errors or misunderstandings, please let me know, okay?
1100Ross  [作者] 11 月 12 日 下午 2:31 
Good evening @Phoenix. Sorry for the inconvenience, I didn't imagine I was causing this error. I will fix this, okay?
Khe 11 月 12 日 上午 10:05 
great, someone using my automation libraries without even giving any credit. please remove /scripts/kheAA from your mod and learn how to properly use 'requires'/'includes' in your mod. also, split the required and recommended portions of the mod description.
Sayter 11 月 11 日 下午 6:58 
It does so because it incorporates some of our lua scripts, which naturally conflicts with the ones already in FU because you can't have both trying to do something.

And to the author - if you want to use the FU scripts you need to give credit as per the CC license, please.
Phoenix. 11 月 11 日 下午 3:55 
This mod breaks FU warped regulator, itds, and grabbers, and was an absolute nightmare to figure out
1100Ross  [作者] 11 月 4 日 上午 10:39 
Good afternoon @Hyper Bakana! (stranger1-5). Fortunately, I noticed that, I hadn't realized it because I always have a pocketbattery lol Thank you very much
1100Ross  [作者] 11 月 4 日 上午 10:38 
Good afternoon @Phoenix. This is not possible, only by uninstalling the mod, but...... there is an item called pocketbattery. If the player has this item in their inventory within a 30-meter radius, the lights turn on automatically. And when this item discharges, you can recharge the energy or drop this item upon defeating vanilla bosses. The problem is that this item discharges over time, spoiling and losing the item, so it should be recharged whenever possible.
Phoenix. 11 月 4 日 上午 10:29 
would a patch that makes it so this mod doesnt interfere with lighting power requirements be possible? it makes a lot of dungeons much more annoying due to little to no light
Hyper Bakana! (stranger1-5) 11 月 3 日 下午 9:13 
@1100Ross
This is the collection I'm currently using
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599428409
I also use some mods that are only published on Github, such as Elithian Race Mod Github version, Namje's shipwright.
Besides, I also have some small patches for my own use, those that don't involve changes to light.lua.
1100Ross  [作者] 11 月 3 日 下午 8:03 
Good afternoon @Hyper Bakana! (stranger1-5). Could you send me your collection so I can check what might be happening, if possible? Because I believe there is some mod that alters light.lua. And it also has a higher priority than AR Kashmir. And I didn't have this problem even playing with more mods.
Hyper Bakana! (stranger1-5) 11 月 3 日 上午 6:27 
@1100Ross
As for the error related to xsm_merchantlocation, I apologize—I mistakenly attributed the XS Mech error to the wrong source. I'm truly sorry.(machine translation):steamsad:
Hyper Bakana! (stranger1-5) 11 月 3 日 上午 6:17 
@1100Ross
When I enter the vanilla outpost, all the lights near the character flicker. The reason for this is likely that, in the vanilla state, the lights are forced to be on. However, AR Kashmir sets these lights to require a power source to illuminate, causing the lights near the character to flicker. You could potentially create a permanently lit light that cannot be normally obtained and use it to replace the corresponding lights in the vanilla outpost. Alternatively, you could set the lights in the outpost to their vanilla state and make them unobtainable, then create a powered version as a substitute.
1100Ross  [作者] 11 月 3 日 上午 4:06 
Good morning @Hyper Bakana! (stranger1-5) This error occurs when the object doesn't have the animation light, but it doesn't affect the game. Why do you say "crash light"? Is the outpost completely dark? Or does the game crash when you access the outpost? Is the outpost you're referring to vanilla? Because AR Power requires all vanilla light objects to have power, so if they're not connected to a power source, they will remain off without light. To avoid this, either connect to a power source or have a pocket battery in your inventory. Regarding xsm_merchantlocation_2, I haven't changed anything about mechs yet, I've only added parts for mechs.
Hyper Bakana! (stranger1-5) 11 月 3 日 上午 1:14 
@1100Ross
And these
[Error] No quest template found for id 'xsm_merchantlocation'
[Error] No quest template found for id 'xsm_merchantlocation_2'
Maybe you need to fix these.
Hyper Bakana! (stranger1-5) 11 月 3 日 上午 1:12 
@1100Ross
[Error] Exception while calling script init: (LuaException) Error code 2, [string "/objects/energy_system/objects/energy_light/e..."]:215: (MapException) Key 'light' not found in OrderedMap::get()
This will crash the light in the Outpost.
Perhaps you could create a Discord channel to make it easier for others to test the mod and report issues.
1100Ross  [作者] 10 月 24 日 上午 6:28 
Good morning @Hyper Bakana! (stranger1-5). Repairs done, thank you very much.
Hyper Bakana! (stranger1-5) 10 月 23 日 下午 11:05 
@1100Ross
Emm, maybe you forgot to delete ',' in 284 line of common.treasurepools.patch.:steamsad:
1100Ross  [作者] 10 月 23 日 下午 3:01 
Good evening @Hyper Bakana! (stranger1-5). All bugs have been fixed and thank you very much for talking about them and sorry for something...
Hyper Bakana! (stranger1-5) 10 月 23 日 上午 9:39 
[Error] Could not re-instantiate item '[perfectlygenericitem, 1, {"genericItemStorage":{"parameters":{},"name":"toolbiometoxic","count":1},"shortdescription":"toolbiometoxic","description":"Reinstall the parent mod to return this item to normal\n^red;(to retain data, do not place as object)","scriptStorage":{}}]'. (ItemException) No such item 'toolbiometoxic'

[Error] Could not load image asset '/interface/windowconfigCustomWallet/body.png', using placeholder default.

Could you fix these?
Hyper Bakana! (stranger1-5) 10 月 23 日 上午 9:39 
[Error] Could not re-instantiate item '[perfectlygenericitem, 2, {"genericItemStorage":{"parameters":{},"name":"toolbiomemagma","count":1},"shortdescription":"toolbiomemagma","description":"Reinstall the parent mod to return this item to normal\n^red;(to retain data, do not place as object)","scriptStorage":{}}]'. (ItemException) No such item 'toolbiomemagma'

[Error] Could not re-instantiate item '[perfectlygenericitem, 2, {"genericItemStorage":{"parameters":{},"name":"toolbiomeearth","count":1},"description":"Reinstall the parent mod to return this item to normal\n^red;(to retain data, do not place as object)","shortdescription":"toolbiomeearth","scriptStorage":{}}]'. (ItemException) No such item 'toolbiomeearth'
Hyper Bakana! (stranger1-5) 10 月 23 日 上午 9:39 
And these error:

[Error] Could not re-instantiate item '[perfectlygenericitem, 1, {"genericItemStorage":{"parameters":{},"name":"arfluffalomatrizdna1","count":1},"shortdescription":"arfluffalomatrizdna1","description":"Reinstall the parent mod to return this item to normal\n^red;(to retain data, do not place as object)","scriptStorage":{}}]'. (ItemException) No such item 'arfluffalomatrizdna1'

[Error] Exception while calling script init: (LuaException) Error code 2, [string "/objects/energy_system/objects/energy_light/e..."]:215: (MapException) Key 'light' not found in OrderedMap::get()

[Error] Could not re-instantiate item '[perfectlygenericitem, 1, {"genericItemStorage":{"parameters":{},"name":"toolbiomesnow","count":1},"shortdescription":"toolbiomesnow","description":"Reinstall the parent mod to return this item to normal\n^red;(to retain data, do not place as object)","scriptStorage":{}}]'. (ItemException) No such item 'toolbiomesnow'
Hyper Bakana! (stranger1-5) 10 月 23 日 上午 9:28 
[Error] Script '/interface/scripted/AR_ancientconsole/ancientconsolegui.lua' does not exist
This error doesn't allow me to access Outpost, could you fix it?
1100Ross  [作者] 10 月 14 日 下午 4:44 
Good evening @licflagg. Thank you!! I'll check that out right now! xD
1100Ross  [作者] 10 月 14 日 下午 4:43 
Good night @Yiwuxin Thank you friend!! I hope to exceed your expectations if I can't please tell me what I need to do lol next update you will love it!!