Starbound
bk3k's Tech Helper
25 comentarios
patman 7 MAY 2023 a las 18:14 
dont? thanks
patman 7 MAY 2023 a las 17:59 
why are you adding techs that dont exist to modTech
NihilRetnar 8 JUN 2021 a las 18:27 
Pat actually did error: https://pastebin.com/JYwcQtTH
NihilRetnar 7 JUN 2021 a las 22:16 
Everything looks fine on my end so far, as for other tech spots, I was thinking more along the lines of using them as hidden slots but this is mainly interface changes so... ya...
bk3000  [autor] 7 JUN 2021 a las 22:14 
As for pat's changes - I just glanced at the mod page. Assuming they're patching properly and not doing something silly like replacing the whole vanilla script, it should work fine. But I didn't download and unpack to see. If someone reports that's an issue, I can fix it easy enough.

As for the implants, yes that seems to work. Betabound is doing that, with the old beta UI (no conflict with this mod). IIRC they aren't using any of the code here, but of course they're welcome to whatever seems useful to them.

So I could add implants to this mod, but that means major UI changes. And nothing outside Betabound would use them, with them already having a solution within Betabound. Unless I made a bunch of other slots available too, but what would use them?
NihilRetnar 7 JUN 2021 a las 22:13 
I'll do some testing on my end.
bk3000  [autor] 7 JUN 2021 a las 22:07 
Previously it worked with FU, with the only thing being that this isn't using FU's sort (which uses a config file for a pre-defined order on FU's techs) rather than mine (alphabetical). Which I think is a non-issue.

I haven't played in a bit, Just browsing over the FU github, it seems about 3 months ago they changed the PNGs - though at a glance those look like vanilla PNGs - so I'm not sure what's the point? They still aren't editing the interface config (except to add their sort script and that hasn't changed in like 4 years). Since they aren't editing the config, those would have to be vanilla sized PNGs.

The worst case is them loading after this (I can fix that easily if so) and replacing my own slightly longer PNG replacements - It would look slightly off. No one is telling me that's the case.
NihilRetnar 7 JUN 2021 a las 21:41 
Does this work with FU and pat's changes?

And I see that you hint at the possibility of having techs in more than just the normal slots?... Which I can understand why that is just an idea... but an interesting and useful idea...
bk3000  [autor] 7 JUN 2021 a las 21:37 
@Nihil
Should still work fine, thanks.

And if you have any questions on how to use or feature requests, let me know.
NihilRetnar 7 JUN 2021 a las 19:14 
OMG thank you! This is god tier if it still works!
DANNY1(#FIXTF2) 14 JUL 2020 a las 19:18 
"During beta we had "implant" too, and maybe more would work. Obviously that means notable UI changes/supplimentary UI screen. If could open up the possibility for modifiers too - like a tech that increases energy capacity/improves regen but also increases hunger, weapon type specific techs, elemental specialization, etc. This is just an idea currently."
WELL ITS A GOOD ONE
Carlucci, Ace 5 MAY 2020 a las 18:26 
For all you Bk3k Fans, there is a little secret unreleased mod by Bk3k that you can only get from becoming a member of our Discord. Come join us, follow progress, report bugs, see new ideas develop. All users that are "active" members are included in a monthly drawing for a free steam gift card. > https://discord.gg/9G9u6Bz
smug cheese 15 JUN 2019 a las 5:55 
damn 1 year ago? time really flies.
bk3000  [autor] 14 JUN 2019 a las 18:02 
Minor update: The interface changed a bit in SB 1.4, causing a minor error.

I added the same highlighting frame vanilla now has, thus fixing it. Plus I like the highlighting too.
bk3000  [autor] 7 DIC 2018 a las 19:42 
It doesn't change the scripts for any techs.
Vanessa Reyes 7 DIC 2018 a las 10:29 
does this change the dash lua scripts?
smug cheese 22 JUL 2018 a las 8:34 
Oh okay, thank you! [That was a really late reply its olmost funny lol]
bk3000  [autor] 21 JUL 2018 a las 23:28 
@The Bork GOD
I think I forgot about your comment. Maybe a little late... but this should help - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1447482198
smug cheese 9 MAR 2018 a las 7:41 
Can you make a tech quest skipper? It's nearly impossible to do it if you have a bad computer. I want this so my brother can use Tech aswell, it would be nice. thank you if you read this.
bk3000  [autor] 3 FEB 2018 a las 19:27 
I need to check the current code to be sure but I think hidden techs are already supported, however useless that is at the moment. That ties into what I was thinking for upgradable/configurable techs.

Techs that are instantly equipped for a race... Depends what you mean. Currently everything happens once you interact with the tech console (or bring it up by other means). Equipping a tech from the moment you start a character would require either a quest(what I'm trying to get away from) or a player init hook. The latter world slightly increase the scope of the mod a bit but I could do easily.
Null_Error 3 FEB 2018 a las 17:53 
Would it be possible to add the option for a tech to automatically be not only enabled but equipped to members of certain species? Along with the option to make certain techs not visible in the tech selection screen, this would allow for streamlined use of tech-based functionality to make modded species more unique.
bk3000  [autor] 30 ENE 2018 a las 3:18 
FYI: Any modders following this will want to look at the Change Notes.
bk3000  [autor] 30 ENE 2018 a las 0:47 
@Xaliber
Well I was thinking to add access to more slots. I need to experiment at first and make sure it works. I don't have it all figured out how it should work - the GUI mostly. Probably would pull up another GUI rather than cram too much into this one. Adding a button on this one to pull up another would be okay maybe.

And the case is similar for supporting "upgradable/configurable" techs. But I want to do this. Gotta work out the details still.

For now I'm about to push a new version soon.
Xaliber 30 ENE 2018 a las 0:33 
@MTJP
CMIIW, but that sounds like a very different mod altogether. To my knowledge, this mod doesn't add any new slot. It's a framework for other modders to work with, by giving flexible options when and how a new tech is activated.
MTJP 25 ENE 2018 a las 6:27 
I really like the idea of adding more tech slot. Could you maybe add a ''Sphere'' slot? The community has often made very fun mods, but if they're not side- or -upgrades from Jump and Dash they get automatically stuffed in the head slot. So you have to give your acces to shortcuts and secrets if you want to equip anything for fun.
Or maybe remove the specific slots entirely, so we can pick the techs we want, without having to choose between the jump tech, the dash tech, and the sphere/other tech.

I look forward to hear more from this mod!