1. Please be advised of a few specific rules and guidelines for this section.

RELEASED Active Stealth Module v1.62 (p1.2)

A person/plant/fish/etc-portable active cloaking system.

  1. Zsashas

    Zsashas Scruffy Nerf-Herder

    Please, PLEASE add an alternate keybind for the head slot one. I keep accidentally activating it, especially while using your phase tech, which causes a bit of an FPS drop.

    Also, it seems that if an enemy has already seen you when you enter Stealth, they continue to see you and try to attack you.
     
    Last edited: Feb 2, 2017
  2. Mekaan Nikko

    Mekaan Nikko Aquatic Astronaut

    Makes sense, the enemy would make a harder and more successful attempt at tracking you down once they know you went invisible
     
  3. ILOVEDUCKS

    ILOVEDUCKS Space Spelunker

    Update seems to have broken the mod:nurusad:
     
  4. JT`

    JT` Phantasmal Quasar

    Yep, confirmed as failing in 1.3. Damn. I was really looking forward to this mod. =/

    The starbound.log will receive this error whenever a monster spawns.
    Code:
    [02:22:45.555] [Error] Exception while calling script init: (LuaException) Error code 2, [string "/monsters/monster.lua"]:30: attempt to index a nil value (global 'BData')
    stack traceback:
        [C]: in metamethod '__index'
        [string "/monsters/monster.lua"]:30: in function <[string "/monsters/monster.lua"]:15>
    [0] 13f6a7713 Star::captureStack
    [1] 13f6a649e Star::StarException::StarException
    [2] 13f67ac61 Star::LuaEngine::handleError
    [3] 13f86a8ab Star::LuaEngine::callFunction<>
    [4] 13f86dc82 Star::LuaFunction::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> >
    [5] 13fd127f3 Star::LuaContext::invokePath<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> >
    [6] 13fd1434b Star::LuaBaseComponent::init
    [7] 13f89c4f3 Star::Monster::init
    [8] 13fc528fe Star::WorldServer::addEntity
    [9] 13fc07df3 Star::DungeonGeneratorWorld::spawnNpc
    [10] 13f7cf270 Star::Dungeon::DungeonGeneratorWriter::flush
    [11] 13f7c91c5 Star::DungeonGenerator::buildDungeon
    [12] 13f7d035d Star::DungeonGenerator::generate
    [13] 13fc6278c Star::WorldServer::init
    [14] 13fc48b70 Star::WorldServer::WorldServer
    [15] 13fb6e0f3 std::make_shared<Star::WorldServer,std::shared_ptr<Star::WorldTemplate> & __ptr64,std::shared_ptr<Star::File> >
    [16] 13fb7781f <lambda_45d85953a1a9542891614d481d53bb80>::operator()
    [17] 13fb629ef std::_Invoker_functor::_Call<<lambda_45d85953a1a9542891614d481d53bb80> & __ptr64>
    [18] 13fb699d6 std::invoke<<lambda_45d85953a1a9542891614d481d53bb80> & __ptr64>
    [19] 13fb65999 std::_Invoke_ret<std::shared_ptr<Star::WorldServerThread>,<lambda_45d85953a1a9542891614d481d53bb80> & __ptr64>
    [20] 13fb7be56 std::_Func_impl<<lambda_45d85953a1a9542891614d481d53bb80>,std::allocator<int>,std::shared_ptr<Star::WorldServerThread> >::_Do_call
    [21] 13fa5b277 std::_Func_class<std::shared_ptr<Star::EmoteProcessor> >::operator()
    [22] 13fb78fd2 <lambda_770d99c769b4950d94783c330804382d>::operator()
    [23] 13f69f022 Star::WorkerPool::WorkerThread::run
    [24] 13f6a425e Star::ThreadImpl::runThread
    [25] 773a59cd BaseThreadInitThunk
    [26] 774da561 RtlUserThreadStart
    There are numerous changes in the monster.lua that have been introduced in 1.3, mostly revolving around the concept of switching from the data stored in the global "tree" to an individual "blackboard".
    Code:
      self.behavior = BTree:new(config.getParameter("behavior"))
      self.behavior.topLevel = true
    has become
    Code:
      self.behavior = behavior.behavior(config.getParameter("behavior"), sb.jsonMerge(config.getParameter("behaviorConfig", {}), skillBehaviorConfig()), _ENV)
      self.board = self.behavior:blackboard()
      self.board:setPosition("spawn", storage.spawnPosition)
    Pretty much anywhere the code used "BData:" is now "self.board:" instead, but there are many other changes, so this will probably require a check against its build version's original pre-change monster.lua to build a diff which can then be reapplied to the latest source code. I don't have access to that old monster.lua unfortunately.
     
    Last edited: Jul 12, 2017
    Sock_Bunny likes this.
  5. Sock_Bunny

    Sock_Bunny Existential Complex

    me too ;-; the mod seems amazing and I'd totally use it :D it just needs an update
     

Share This Page