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Point is, it isn't really tricky. Just sub, craft, unsub. It won't cause a problem to do so. Not the last time I checked anyhow, unless FU's BYOS radically changed something since I last looked.
But if you are worried, it isn't a bad idea to back up saves anyhow. Open your starbound folder, copy the "storage" folder within it to somewhere else. Now you can always restore your saves if you need. It isn't a bad idea in general to periodically do that when you aren't sure about things.
Yeah that's one thing I forgot. Starbound will load in phases
1. Base game assets
2. Manually installed mods.
3. Workshop mods.
So if something is required by the manually installed mods, it too needs to be manually installed - because when Starbound checks if the mod it needs is there, it isn't (yet). But that won't matter the moment you upload it to the workshop (if you do).
As for the multiple races, just give me the strings I can make it easily and leave it in that thread.
Oh sorry. Technically they are in the prerequisite mod already, but not the recipes for them. What you can do is -
1. Install the prerequisite "bk3k blocks and objects" mod and leave it installed.
2. Temporarily install this mod to craft things, but don't start a new character/upgrade your ship during that time.
3. Remove this mod when you don't need to craft stuff.
As long as you keep the prerequisite mod, the stuff will remain. Which is why I put the actual assets in there, so you can add/remove the ship-override portion at will. I figured that's more server friendly as different people have different preferences.
I wasn't doing anything with Starbound ATM and don't plan to publish any mods/patches at the current time. But this is very easy for you to do. I pinned this discussion with easy directions here - https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1243244711/2139714930207168023/
I may have over-explained some things, not presuming the existing knowledge of those that read it. I have a ready-made patch that you swap the races's name into. The example patch would already work for Felin as is, so you trade felin for <whatever race> and it should work as long as you didn't screw up the spelling (which is case sensitive).
If there are 3 races involved, the patch is just a little bit bigger but follows the same principals. If you have further questions about that, just ask me in that discussion.
If you are intending to do a BYOS ship for a character, I'd suggest disabling this mod while creating the character. You can leave the prerequisite mod (which actually houses the necessary assets) as to keep this ship on other characters (just don't upgrade the old character's ships without this).
It is compatible, but FU has their own "build your own ship" option built in.This ship will over-write ship Tier 0 for vanilla races only. Therefore on vanilla races, you won't have an option to build your own ship. They will simply have this ship instead.
Also there would be those that would want to keep this form, so if I did anything it would be creating a brand new ship inspired from this, but with upgrades in mind.
See the pinned discussion
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1243244711/2139714930207168023/
You don't need to code anything. If you can edit text, you can do this. Compared to the example I gave, very small changes get you there.
In _metadata change this
"includes" : ["Felins"],
to this
"includes" : ["Avali"],
Then in universe_server.config.patch all 3 lines that say this
"path" : "/speciesShips/felin",
to this
"path" : "/speciesShips/avali",
And you have an Avali patch just that easy. No arcane magic needed.
Thank you so much for bring this ship design back! I loved it so much when I first used it and was so disheartened when it got discontinued originally. Thank you, thank you, thank you!
Glad if you found it useful.
The teleporter is small compared to vanilla (they used to use similar form teleporters. At the bottom of the shaft. There are particles coming off it, and it it animated.
Plus nothing stops you from adding another teleporter if you want - from the teleporter shop at the Outpost. If you want to change the beamup point, go to that spot and -
/admin
/setspawnpoint
/admin
Yes. Either by patching that race, or just deleting that non-vanilla character's .shipworld file and replace it with a .shipworld file that has this ship(from a vanilla character). You can find them in \starbound\storage\player\
It is easier to tell what files belong to what character by viewing the folder "as details" and sorting by date. The latest date being the last character you played as.
I'd recommend you upgrade the vanilla character's ship to the max to avoid problems first, then copy it over.
/admin
/spawnitem shipT9
/admin
Well you can uninstall it, sure. But it isn't like you're automatically going back to a vanilla ship. What exactly happens depends on you uninstalling the prerequisite mod.
1, If you still have my blocks and objects mod, it contains the assets of this mod so you're ship would still be there and would be usable until you attempted to upgrade the ship.
2. If you removed that too, your blocks will be dirt, and your objects will be gone too. Some invisible collisions may remain such as where doors existed before.
To revert to a vanilla ship after uninstalling this mod (with or without the prerequisite mod) you'll need to go into \starbound\storage\player\ and delete your .shipworld file so Starbound generates you a new (vanilla) ship.
Regarding #1 though - the reason I set it up that way is so it is easier for a server to support this ship without making it mandatory for everyone to use it.
Great mod, by the by, I love the design.
Thanks!
Note there are some extra fuel, or extra crew count mods that work by replacing the ship. You would not expect crew maximum to work that way, but it does.