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报告翻译问题






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)
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.
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.
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.
THE EMPTY FILES BREAK THINGS. REMOVE THEM. NOW. DO NOT ADD MORE.
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...
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".
Sayter on his way not to comprehend (much less read) any of this: 🏃♂️
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.
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).
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.
just be more careful in the future.
And to the author - if you want to use the FU scripts you need to give credit as per the CC license, please.
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.
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)
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.
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.
[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.
Emm, maybe you forgot to delete ',' in 284 line of common.treasurepools.patch.
[Error] Could not load image asset '/interface/windowconfigCustomWallet/body.png', using placeholder default.
Could you fix these?
[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'
[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'
This error doesn't allow me to access Outpost, could you fix it?