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Oh, didn’t know. But I don’t think it matters really, I saw this thread on Reddit about editing NPCs load out and it doesn’t look like its possible. Unless there is a mod or a working way to do it. Reddit
Two suggestions that pertain more to this thread, rather than the mod itself:
a.) Creating an FAQ / Troubleshooting thread that is a single-post thread (Locked like the #about, if possible, so it doesn’t get flooded.) The intent of this would be to have it be up-to-date with the most common questions and installation issues (See part b), in a place where more folks could see it readily and easily, without needing to scroll at all. (Formatting to make things pretty and in easy-to-digest categories.) The answers to most questions are buried within this thread somewhere, though most folks don’t seem to dig through it before asking.
b.) Relating to the first, the creation of a step-by-step installation video would (hopefully) eliminate much of the confusion that seems to frequently crop-up. It would be short and sweet, likely under two minutes, purely covering the installation of the mod itself.
These are just based off observations I’ve had while lurking for a few months, and are of-course merely suggestions. I placed them here rather than in their own thread, since they’re more meta suggestions, than content additions / tweaks for the mod itself. I would be willing to help out how I can with bringing these ideas into fruition.
Personally, I don’t understand the need for a step-by-step installation video.
…as it’s literally just download, drag mod into mods folder, done. That’s it. 2 steps.
Ditto. The problem lies less in the instructions being complicated, which they certainly are not, and more in people simply not reading them at all.
I suppose a big video in the post might grab people’s attention easier than a message, with the text version existing for those who want it, but the problem will still exist all the same.
Best compromise would probably be pictures, then?
People really need to read. I took me quite the time to explain that a .pak file isn’t a link to someone earlier.
I suppose that’s a matter best left up to Dispatch themselves. Working on the mod is already enough work, so it would probably be a pain to have to spend even more effort simplifying instructions that are relatively simple enough as is.
I’m at least willing to give a pass in some capacity for those who are completely new to installing mods, or are less fluent with English and have to deal with mistranslated instructions, but bad installations will only ever be “mitigated” at best, so can only hope these kind of issues remain relatively low, as opposed to flooding the bug thread on a daily basis.
Dumb request but could you make a patch for jss2a98aj’s “Cut Content - Hiraki Corale Codices” to put the dummy thick Hiraki Corale codices to the new Hiraki codex tab.
You can add new races to the mod
Images sound like a good middle-ground, since they’re universal in language. Perhaps my time working as an improv IT tech has made me more both more conscious of such things, and more inclined to try and streamline instructions as much as possible.
Thanks for the suggestions! Always good to get other opinions on any idea.
(I would reply to Disguy as well but I’m a derp who’s forgotten how to mention other users within a single post, heh.)
The biggest issue I’ve noticed with the failed installs is a bit of a language gap, so pictures would probably go a long way for simplifying and mitigating issues people are having, clearing a good bit of future frustration.
As far as installing mods in any game goes, Starbound is extremely easy to do so in. Most games I’ve played involve installing mods to the source directory or even worse opening and modifying a proprietary filetype that a passionate modder made a tool to do.
well I just wanted to make a statement that I could do this for that I have a mod that has a very matched body of a floran
ok there
@(Username) if you want to mention someone else in the same post, but I can respect your desire to streamline instructions as well since it’d certainly be a shame to ex-communicate our international, space-faring fat lovers!
As @Boog mentioned, the mod may have English as it’s primary language in mind, but I completely understand that while there are non-native English speakers who are fully fluent in the language, there are others who rely entirely on some kind of translator to understand a single thing, and only if the translator is even accurate. Even something like an arrow pointing at the directory for mods as an image could probably go a long way, but I suppose I personally have no idea what’ll happen until it’s actually tried, huh?
@Dispatch I need help on a problem I’m having with the mod. When I updated the mod I got booted from a world, didn’t think of it too much. But when going back to complete a part of the main campaign mission I could only take a few steps before I got booted back to my ship. After hours on Steam Discussions and the Starbound Reddit I found out my game would crash because it couldn’t load the Lard Golem. But after talking to some people it doesn’t seem like the mob was removed. Can you possibly help me with this?
Lard Golems are not from my mod. I cannot help you in that department except tell you to check you have the right mod installed. New types of enemies added with their own assets are stuck in the universe generation and attached to worlds already generated.
They are not? Where are they from? I don’t really know where else they could have come from…you’re mod seems like the only place this has come from…unless it came form Fatties Jellies
Please look at the Mod Fatties files and such. Everything has updated quite a lot.
(The Lard Golem is the first file on the Mod Fatties page.)
huh? how do I look at the files? its just an pka file thing? Do you mean on a forum here or in the actual mod folder?
They’re referring to the forum.
Though you can also just delete your world so that there’s no lard golems set in the spawn table.