Starbound

Starbound

Glowing Colored Neon Blocks
10 Comments
MoonieSoop 4 Aug, 2021 @ 11:09pm 
I don't know what mod it could be but it conflicts with something i have...
Commander 15 Apr, 2021 @ 3:31am 
Honestly, these are great. Thank you so much :luv:
Dapper 23 Oct, 2019 @ 1:56pm 
Sorry for being late. XD
Dapper 23 Oct, 2019 @ 1:56pm 
@Sea Pickle, thanks for the answer.
Fuyuno 12 Oct, 2019 @ 7:04pm 
what are the chances of adding blocks without any lines on them at all, but still glowing?
(in a way to make it a viable alternative to, say, a green background to take pictures in and so on without the need to use commands such as admin and fullbright, or to edit the background shading in the game files?
amyy  [author] 1 Aug, 2019 @ 5:01pm 
yes
Dapper 6 Dec, 2018 @ 12:20pm 
Do they keep thier original glow when they are coloured with the Manipulator Module?
Like, this: White neon + Manipulator Module Red Paint = Red neon, but still glowing white
Or this: White neon + Manipulator Module Red Paint = Red neon with red glow
If you don't know, tell me to experiment this.
Duke Monterier 28 Dec, 2017 @ 2:01pm 
Finally some neons <3
amyy  [author] 28 Dec, 2017 @ 12:57pm 
@bk3000
thanks, i'll do that right now.
bk3000 28 Dec, 2017 @ 12:30pm 
>WARNING: this mod takes the 5000-5006 slots for item and tile IDs, and will likely be incompatible with any other mods that use those slots.

That will indeed conflict. - https://starbounder.org/Modding:Materials:Mods

I strongly recommend to relocate the ID range and register the new range on that wiki page. We start with roughly 65k IDs so I can't see a reason to overlap them. It makes mods totally incompatible. Starbound won't even start and most people (who don't look at their logs) won't know why.

Upon moving the ID range, your existing blocks will turn to dirt. Still now is the best time since it will inconvenience very few people. As your subscriber count grows, it will become a bigger issue later on to move it.