Starbound

Starbound

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LR's Storage Dimension
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22 Feb @ 8:26am
27 Mar @ 12:26pm
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LR's Storage Dimension

Description
Short description:

Store everything in one location and craft from within the network!

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Recommended:

For best experience I would suggest getting Open Starbound[github.com] (The installation is pretty straight forward, follow the installation instructions on the site), with Open Starbound installed this mod will automatically obtain most of the recipes from other installed mods.

no Open Starbound?
You can still use this mod without Open Starbound, however only the vanilla recipes will be available by default. However, more recipes can be added with patches!
For instance, if you use any of the following mods: Arcana, Betabound, Frackin Universe, LR's Dynamic Equipment, or Project 45, then you could get this addon (LR's Storage Dimension general patch) that makes their recipes/stations compatible with this mod



If you have Open Starbound then you do NOT need this patch. However, having this patch and Open Starbound installed will prioritize Open Starbound, no crash should occur.

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Not so short description:

Do you hate spending hours organising things and you just want to drop everything in one convenient location so that you may continue with your other plans?
Speaking from experience, I spent most of my multiplayer runs organising inventories instead of joining on all the activities.

To change that, I decided to make a mod that provides the following stations:

Storage Terminal
(id: lr_terminal)
The main station, you can interact with this station to store all your items to no limits! (Shift + Left mouse click an item from your inventory to send it into the terminal)
Beware; destroying the storage terminal will cause it to drop EVERY item currently stored, doing this with a large amount of storage will likely cause heavy performance drop due to the amount of items it would attempt to spawn.

Extended Terminal
(id: lr_extendedterminal)
Extend the access of your main storage terminal to other locations, this is ideal for interacting with the terminal in other rooms so you don't have to run back and forth!
Be cautious with extending too far from the main terminal, as it may become unreliable.
Unlike the storage terminal, it is safe to destroy this terminal as it will not cause items to spawn.

Crafting Terminal
(id: lr_craftingterminal)
Wire this up to either the main terminal or an extended one, then place a crafting station into the slot, this will reveal the available recipes and it will allow you to craft using materials from both the player inventory and the storage network!
By default, I am only providing compatibility with the Vanilla stations, but more can be added through patches or with Open Starbound.

With this setup, you can spend less time worrying about your item locations, and focus on other things!

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Beware:
These stations can be crafted from very early on, so one can assume that this mod is a little bit too powerful in regards to item organisation, as you no longer have to worry about organising inventory yourself.
Additionally, I have no plans for adding limits, simply because the main focus was making this as performance efficient as I could, so adding any modifiable limits would involve extra processing.

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Uninstalling:

It is safe to uninstall as long as you remove the stations.
However, if you do uninstall before removing the stations, the game will likely crash once, but then the game will remove all the stations on its own, so then it will be safe to return to the world, but anything that was within the terminals will be deleted.

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Known issues:
  • There is currently something causing items to disappear for some people, and I am struggling to replicate the issue, any insights on this (specially if you can replicate it consistently) would be highly appreciated!

  • Crafting stations will ignore whether the player has learnt a blueprint or not, so all recipes are currently being shown for that station.
    (Currently not planning to fix this simply because there are mods that do not teach their blueprints, meaning their recipes would not show up in the crafting terminals ever, I am trying to look for a workaround)

  • Search engine is not 100% accurate.
    (Actively trying to improve it)


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For mod makers:
The following is for mod makers or anyone that really knows what they're doing, as modifying things incorrectly can cause unexpected results, including possible breaking.

If you want to add recipes/stations compatibility (for non-openStarbound), I have provided a Power Script at /externalTools/generatePatch.ps1 which you can run from your mod's folder, this will run a process to detect all your recipes and stations, and generate two files at /recipes/storage_dimension/: recipeLoader.config.patch, and >your mod name<.config.

details on what this script does: it will patch the file /recipes/storage_dimension/recipeLoader.config to include your mod name
(such as [{"path": "/-", "op": "add","value": "YourMod"}]), and creates a file /recipes/storage_dimension/>your mod name<.config, this file will be a JSON with each crafting station and a list of recipes for the stations
(such as {"craftingfurnace" : [ "copperbar", "goldbar", "silverbar" ] }).
For reference you can take a look at this mod's /recipes/storage_dimension/recipeLoader.config and /recipes/storage_dimension/storage_dimension.config as it contains the vanilla recipes/stations.

If the script fails to generate the ">your mod<.config" file, chances are either the recipes or the crafting stations follow a structure I did not account for, as I only planned for vanilla-like structures.

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Check out my other mod: LR's Dynamic Equipment



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Support:
I do these projects in my spare time, so if you like what I do and you would like to support me, you can do so at ko-fi:
[ko-fi.com]]
Popular Discussions View All (1)
4
10 May @ 1:47pm
Does It Have Slots (And If Not Where Are The Items)
videojamie
150 Comments
Twinkie 5 Jul @ 7:48pm 
Got hit with the deletion bug for the 3rd time now ;-; :cat_cool:

Overall how it usually goes is 1st I'm chilling on my base planet and everything is fine then 2nd I beam up to my ship/to another planet 3rd I get back to my base planet to store stuff and everything is gone. Originally I thought it was some sort of chunk loading issue (like modded minecraft and mulitblocks)

This most recent time I had started a new save and followed my usual thought process ^ and made the terminal like literally right next to where I first beam down and did my usual store everything. So like I went to go do exploration stuff and realized I needed to back to put stuff =in the storage and everything was gone again :zagcry: you'd think I'd learn my lesson but :p

As for my mod list the major ones are Maple32, Etithian races, growing trays, SNAILS, Project Irisil, Krakoth, Arcana, Openstarbs, a shit ton of cosmetic & minor fix mods, and patches for the above :)
Xenkishøtz 3 Jul @ 1:22pm 
Please rename this to the "Senlac Storage" dimension. Trust me you'd make literally hundreds of people laugh their asses off.
Velocity 20 Jun @ 8:27am 
maybe someday it'll let me connect stuff to it
Linkronny  [author] 20 Jun @ 6:17am 
It hasn't been implemented, so can't guarantee it will be compatible
Velocity 20 Jun @ 1:40am 
how well does this work with automation aides
YAMIE 5 Jun @ 8:35pm 
hoping and praying someone makes a compat patch for the omnicrafter
Garlic Bread 30 May @ 4:17pm 
Log, dropbox is weird with the steam site notice so you need to directly copy it:
https://www.dropbox.com/scl/fi/81ryqj69il9j9ob7yvjhs/starbound.log?rlkey=z1lihe5tdlairit69aupc9uf7&st=yfzhfrq0&dl=0
Triel 30 May @ 3:51pm 
I'd check FU first
Linkronny  [author] 30 May @ 2:54pm 
Thank you for the in depth description! It is highly appreciated, I will see if I can do something with it, and yes if you still have the logs available, I'll happily check them out!

Your theory about it happening along the other issue (the tech reset) could indeed be onto something, really hoping we eventually make it into the root of it haha, this issue has gone for way longer than I would like it to