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SBQ Engine is still v0.2 If you already have that installed then you only need to replace starbecue.pak in the mods folder with the new one

Fixes

fixed a math typo which was causing infuse size to not be used

belly and womb are now tagged to allow infuse size (I forgor before)

added some additional checks to guard against the deed gui crashing when compatibility patches don't add tenants correctly

NPCs Aren't Stupid should load before SBQ does now, so it shouldn't break NPC behavior

Text Scrolling was reworked to properly read utf-8 character lengths and scroll one character at a time rather than it scrolling one byte at a time, this means it will no longer freeze when it tries to print any character that used more than one byte and only gets the first byte.

Changes

More dialogue for Meanbean personality by Helena

Added setting to disable text scrolling in the dialogue box (misc tab)

The fixes with text scrolling are incredibly important for translation projects because many languages use characters that are well outside the single byte range that the english language uses

Comments

Polygon

i am not able to launch starbound. i followed manual install as the script wont work.

Polygon

nvmnd. a completely different and irrelevant mod has decided to take a shit all over every thing today and made me think this was broken. removal of that other mod and everything works fine. no conflict between the two mods, just the other mod was broken. fun

Raboka Swiftalon

How do I use the install? When opening the game through the attachment for windows, it fails with multiple errors. Am I missing something?

Raboka Swiftalon

Apologies, I should elaborate, I'm getting an access when booting it up.

Zeorik

Hey there, loving the mod! I don't really know the 'right' way to report bugs, but as of 3.1.7 there's a very minor one regarding shields. Player arms render/ layer over the shield sprite, making it look like you're carrying it under your arm as opposed to wearing it. Not the 'biggest' issue, but would love it if it could get fixed!

Zeorik

Oh! and a second 'small' bug/ "I wish sprites weren't as dumb". How hard would it be to add a 'tail' variant with draconic wings attached? Would allow argonians a nice addition... and let FU's Elduukhar have a better/ colorable tail without losing their own wings, since that's a thing. Oddly it doesn't happen with Kazdra, but it does happen with a reskin of Draconis, where any tail removes the wings of the species... I'm guessing it's just a weird case of how sprites are attached.

Raboka Swiftalon

Have you figured out how to install it correctly? i've followed the directions in the README text to no avail

Zeorik

apologies, I missed this. I'd say try manually installing it if the auto-installer isn't working. Drop the starbound.exe into the win64 folder of your starbound installation (Right click Starbound, properties, installed files, browse local files on steam.) Then make a mods folder if there isn't one already in the main starbound folder (The one that has win32, win64, etc.) and pu both .pak files in, SBQ_engine_assets.pak and Starbecue.pak . Should be as simple as that, unless you have other mods installed.

Raboka Swiftalon

Tried doing that, it just gave me 'Access Violation' again and then every other time it ran vanilla with no mods

Raboka Swiftalon

Thank you for the advice, though even making the new mod folder came up with the same results. At this point I'm stumped since it seems to be working for everyone else, I deleted and reinstalled starbound already and have no other mods in it or subscribed to.

Raboka Swiftalon

Not even the vanilla works, I choose a character and am given the same access violation error (0007FF6A959A186)

LokiVulpix

it doesn't happen with Kazdra because I used a different image mask to remove the tail from their base sprites specifically for them since they were a species one of my friends plays as, every other race uses the same mask to remove potential tails since I didn't check every single species that had had compatibility patches added prior to the tails. I cannot/will not be able to account for reskin mods of any race because that's a rabbit hole with how many variants some races have, one would need to make a separate patch for that reskin

Raboka Swiftalon

I have multiple times, each time trying each option given multiple times, it continues to pull up the error message of the ‘Access Violation’. It does show at the top corner ‘Starbound SBQ Engine v0.2’ which does confuse me as well

Zeorik

... And one last thing, I apologize. Is there any way to auto-change zoom when using the shrink/ grow ray? Like zooming in when growing, or out when shrinking. Zoomed out and massive is a lagfest, but zoomed in and small is hell. XD (At the moment I have to manually change zoom when rescaling. Not a bug or something that needs fixed, just curious.) On that note: I'm blown away by the amount of effort put into the shrink/ grow, like damage scaling/ placement range changes.

LokiVulpix

is the sbq_engine_assets.pak in the correct folder

LokiVulpix

the zoom level changes are already automatic, I’m sorry that there isn’t a toggle for this

Zeorik

I wasn't specifically asking for a patch/ fix for the draconis reskin, was more using it as an example, but you seem to already know exactly what's causing the wings to vanish. Figured a 'tail option with dragon wings' itself would be a more catch-all solution to more fringe cases/ races, but then again that does mean actually animating new wings (Or reusing the animations, but the new tails are far more animated). At the end of the day though I apologize if my comments seem demanding. ^^;

Zeorik

Nothing to be sorry for! I wasn't asking for a toggle like that. More wistful thinking of setting the zoom level itself. But... thinking on it now with how the shrink/ grow works, vs. starbound having hard-set 'zoom levels' it'd be extremely janky to try and sex X size to Y zoom level (And I forget a 1-10 zoom level is modded, not base) So I apologize for suggesting something stupid.

Raboka Swiftalon

Yes, I have put it in the Starbound\mods\, and made another file for mods in the 64 bit folder afterwards which didn't work either.

Nathan Summers

I'm not sure if anyone else is having this issue but for me it seems like the Minikong Stronghold mission is breaking with the Starbecue mod on. I played it with the mod on and the Big Ape boss couldn't be damaged at all, and atop of this whenever I uninstall the mod to try the level without it, I get softlocked with an error message saying there was an "Error loading asset: items/active/activeitemOverrides.lua" Is this just me? Is there a way to fix this so that the mission is playable without needing to debug to break the exit door?

Aaron Converse

I dont know if its something that happens with anyone else but when you get one of the characters that are able to do vore as a crewmember, if you mess with their character's equipt weapons AT ALL, they start automatically dying when encountering other enemies. And when you don't, they sometimes start reverting changes you make to them through the SBQ settings book that you can use on them. Also the crewmates will constantly try to teleport to you if your swallowed