If it contains " UniverseServer exception caught: AssetException: Could not read variant value /codex/nfig:initialcodex.species caused by", the problem is (as indicated) in quests/nfig. If it contains " UniverseServer exception caught: AssetException: Could not read variant value /quests/nfig:initialquests.If the log file contains, near the end, " UniverseServer exception caught: VariantException: No such key in Variant::get(" species you tried to load ")", the problem is the ship structure list in universe_nfig.In each case, the basic cause is similar, and the fix almost identical. There are three causes known to me at this time that can cause this error, and they're all alike. If your game hangs and gives you a "client-server connection no longer valid" error, exit the game and open starbound.log. This next part should go in a FAQ somewhere, it's kinda important to noobs and authors alike. I've documented three different causes of the client-server connection error, and they all have almost the same cause. You'll like to know that I'm tripping up my copy of Starbound on purpose to catalogue all sorts of species mod related errors. The Novakids get fixed index 6, and the custom species remain dynamically indexed. This also means that when the Novakids are released - the real ones, not the cheap imitations - that you shouldn't need to change anything. The same happens when you have an extender with only so many buttons and install too damn many species: the first 32 (for example, and that includes the default six) appear fine, but the 33rd simply cannot appear in the character creator. It may not look like it, but things are still working: if you were to for example have a species mod that includes a village, you'd still be able to find them. Obviously, if you don't use an extender (or remove it later) you'll only have six buttons and they're all taken. And unless the mod uses nfig to for example add items to all species, you don't need to include that file if all you do there is add to the species list.Įnd result: if the mods aren't made by someone who didn't get the memos, you should be able to just get an extender and start dropping in species mods until you finally run out of space. Only the six built-in species remain fixed, as everybody has those. "playerSpecies" basically makes Starbound assign index numbers dynamically. Buttons in the character creation window are now handled by extenders, like this one or Xander Kau's. ![]() species file, and instead of an index, they specify "playerSpecies" : true. On Angry Koala, the label captions moved to the. They'd also have hardcoded index numbers that you'd need to change. On earlier versions, they'd have their own nfig file to add a button and list their label captions. Any species mod versioned to Angry Koala should already be compatible with this and similar mods.
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