Starbound

Starbound

Sandbound
253 Comments
M82 3 May, 2020 @ 1:02am 
Hello, is there a chance you will try to upload it again one day ?
Sullivas 26 Jul, 2019 @ 5:33pm 
Pretty much
Triel 26 Jul, 2019 @ 7:59am 
does this bring the game back to times when it was terraria in space?
Void4  [author] 6 Jul, 2019 @ 3:32pm 
After several hours of grappling with SteamCMD, possibly the most infuriating and stupid command-line program I've ever had the misfortune to endure, I have emerged empty-handed as it simply will not upload my mod. If you try some of the experiment versions you will see I had no trouble at all uploading a text file, or a text file in a folder, but as soon as I change the contents of the upload folder to the actual mod it immediately refuses. Of course, rather than giving a message with details of what went wrong, we get 'Failed to update workshop item (Failure).', which is a more verbose way of saying 'Fuck you!'. As such, all I can think of is Valve have temporarily banned me from uploading any significantly-sized file for spam after so many failed attempts with their undocumented and unusable software. For now, all I can do is point you to the CF forums post, as, unlike Valve, they took the ingenious step of having an upload button.
:steamsalty::steamsalty:
Void4  [author] 5 Jul, 2019 @ 6:36pm 
Having trouble uploading so I'll come back to this later
Void4  [author] 5 Jul, 2019 @ 6:26pm 
Okay I think I found it already, I have a broken symlink.
Void4  [author] 5 Jul, 2019 @ 6:24pm 
Okay it seems I was wrong I am definitely having problems as well, you can see the page says 0.000 MB so I'll have a look to see if I can find what's wrong. I have no idea why it would have worked before and not now though.
Fei the SCREAMING BEAN! 5 Jul, 2019 @ 1:37pm 
okay. got second friend to try it. so that makes 2 others who also couldnt download this mod. first one said the mod has something wrong with the permissions. second friend said the file isnt even there
Fei the SCREAMING BEAN! 5 Jul, 2019 @ 4:05am 
it's your files. something is preventing me from downloading this mod. and it is just this mod that wont download
Void4  [author] 4 Jul, 2019 @ 11:18am 
@Rusty
I wasn't able to reproduce this
@bunnybun420fml
It has a weight of 10 so 5/24 of a chance to spawn when the game chooses to spawn a structure, and given that there are usually 2-3 structures (I think), there should be a poptop cave on roughly 45% of jungle planets.
It should spawn on the surface (it's in the 'surface' layer), but it seems they appear underground when there is a hill where they want to spawn since they always spawn at a vertical co-ordinate of 1000 according to the log.
bunnybun420fml 4 Jul, 2019 @ 11:06am 
how often does a mother poptop cave spawn and how far down from the surface is one usually?
Fei the SCREAMING BEAN! 2 Jul, 2019 @ 2:13pm 
got another friend to try the mod. same problem. disk write error on steam workshop content. for just this mod
Fei the SCREAMING BEAN! 2 Jul, 2019 @ 1:31pm 
okay we have another problem now. workshop content get's stuck on update required not quened as long as im subscribed to this mod
Void4  [author] 30 Jun, 2019 @ 4:53pm 
That bug should be fixed now.
Fei the SCREAMING BEAN! 30 Jun, 2019 @ 3:22pm 
im gonna try this mod again. a bug i know of from before involves being unplayable with modded races due to sail override forcing the vanilla questline to start up instead of the sandbox questlines
Void4  [author] 21 Jun, 2019 @ 12:59pm 
OK 1.3.1 is out, I've added everything I can think of now but I probably forgot one or two things
Void4  [author] 21 Jun, 2019 @ 12:07pm 
I've updated Sandbound to 1.4 now but I forgot a couple of things so I will post another update in a bit
Void4  [author] 14 Jun, 2019 @ 10:13am 
Well the mod that adds the tech would have to add the item since again the item will just be calling lua code to make the tech available, and that code needs to know the name of the tech since it can't just get a list of all techs and make them all available. Amusingly, there is a way to check whether a tech exists based on name so in theory you could iterate through all strings up to a certain length to get all the techs... but it would take 7338735331966261612589 iterations until it reached "distortionsphere" :P
maiden-chan 14 Jun, 2019 @ 3:33am 
but can it be added to available techlist by an item, like it done in Tech Additions mod?
maiden-chan 14 Jun, 2019 @ 2:57am 
thx for answer, i still like your mod
Void4  [author] 13 Jun, 2019 @ 4:02pm 
I had a look and I can't find any function to get the list of all techs so I'm afraid it's going to stay this way :lunar2019deadpanpig:.
Void4  [author] 13 Jun, 2019 @ 3:33pm 
Probably not, as it stands all the vanilla techs are made available in the fixing the ship mission as a hard-coded list. I will look into whether it is possible to get the list of all techs in lua code but I doubt there is such a function.
maiden-chan 13 Jun, 2019 @ 1:25pm 
is there way to get modded techs without console?
Void4  [author] 13 Jun, 2019 @ 10:43am 
I am aware of 1.4 now so I will be working on Sandbound again over the next week or so, but don't expect anything huge.
tigerfestival1988 24 May, 2019 @ 11:48am 
@林一二 The reason for the crash is because there is a duplicate item the AdvCircuit. You have to manually remove it from either Sandbound or Frackin Universe.
@Yeedo as for your boss related issue, there is a user in the chucklefish forum named JosephK. He made bosses for the cancelled sandbox project. So far just the Ixodoom and Ruin. Yes both are functioning as if you're fighting them in the vanilla game. If you're still interested in adding more bosses for Sandbound, you can reach out to him. He loves doing this sort of thing and I'm more than positive he'd be willing to assist you.
Void4  [author] 28 Apr, 2019 @ 3:03pm 
@林一二
You can check the logs and it will probably tell you what went wrong, but don't expect to get this working with FU, that's just not going to happen.
@to spoopy for meh
As with all the old bosses, I don't have access to full animations for them so I would need crazy pixel art skills and also .behaviour files are beyond me. It would probably be considerably easier to rewrite The Ruin's behaviour from scratch (which is also too hard).
林一二 28 Apr, 2019 @ 1:03am 
When installed with FU, quit immediately after the fish logo. If this mod just removes outpost, why will it quit immediately? I may no need those quests, but I need new weapons and electric generators from FU.
Void4  [author] 18 Apr, 2019 @ 5:55am 
No, I tried getting it to work but it was just sitting there since there were probably some obscure stagehands that were missing or something. Also it would look crap since it's designed for a specifically-shaped arena so it has tentacles that look like they are meant to go past the arena walls but are actually just cut off since they wouldn't be visible in the default arena anyway.
paradox752 15 Apr, 2019 @ 6:17pm 
can you spawn.... the ruin in later updates
paradox752 15 Apr, 2019 @ 6:11pm 
ok thank
Void4  [author] 14 Apr, 2019 @ 5:49am 
@paradox752
See the section called 'Boss Summoning' in the CF forums post
https://community.playstarbound.com/resources/sandbound.5481/
paradox752 14 Apr, 2019 @ 5:28am 
how do you spawn bosses?
i need to find the way so i can kill them over and over again
NerdCuddles 6 Apr, 2019 @ 5:01pm 
a www, I want the Boss Spawners for my modpack
Void4  [author] 10 Mar, 2019 @ 11:33am 
no
NerdCuddles 8 Mar, 2019 @ 8:04am 
Can you make a version with acces to the outpost?
tigerfestival1988 5 Feb, 2019 @ 5:47pm 
That's fine as well. The author is willing to take anything he can get. Why not visit his forum section for his sandbox release in the chucklefish forum and drop some useful tips?
Void4  [author] 5 Feb, 2019 @ 4:28pm 
I'd certainly be able to give advice but I don't think I'd be able to commit to being a full-on team member.
tigerfestival1988 5 Feb, 2019 @ 4:15pm 
Hey Yeedo, the author of Sandbox is looking for help with his mod. If you have time or motivation, do you think you can offer him a bit of help? He already has one person willing to help, I'd help him, but my coding skills is ass. I'm wondering if you're willing to help, whenever you're up to the task?
tigerfestival1988 4 Feb, 2019 @ 5:52pm 
I kind of did what you did of combining the two together and quite frankly they work exceptionally well when meshed. I just needed to remove the quest folder and ship folder in the objects folder in Sandbound and everything seemed to work fine after that. But it looks like you don't have to worry about anyone bugging you on what should be added. Now this Sandbox creator has to deal with it, he really has some big ideas in mind, I just hope he can really pull through with it. Perhaps you can offer some pointers and drop the news that Sandbox and Sandbound is compatible and that requires little effort to make them work together.
Void4  [author] 4 Feb, 2019 @ 12:50pm 
Ok the last one is fine, it's just both mods trying to remove the gate to the Outpost on Garden planets. So in terms of JSON patches they appear to be totally compatible.
Void4  [author] 4 Feb, 2019 @ 12:47pm 
In terms of not crashing and JSON patch conflicts, it's looking pretty good. Sandbox causes a few errors on its own, while when together there are a few extras, of which all but one are immediately clear and benign (caused by Sandbound trying to remove something which Sandbox already removes). There is one which is less obvious but I suspect it is along the same lines, meaning they are basically compatible.
Void4  [author] 4 Feb, 2019 @ 12:13pm 
@tigerfestival1988
It looks pretty good, I guess we should should just wait and see what happens with it. My original motivation for making this mod was purely that I needed something like this for my own playthrough, so if Sandbox takes its place I'm 100% cool with that. At the moment it looks like it lacks some stuff Sandbound has while having some things Sandbound doesn't so it may turn out to be a matter of preference. I've got a few hours free at the moment so I'm going to look into whether they are compatible.
Sullivas 19 Dec, 2018 @ 12:33pm 
Ah, I thought you just needed the EASEL object. It wouldn't open the menu, and just instantly close out.
Void4  [author] 19 Dec, 2018 @ 12:00pm 
Explain what's wrong with it; I had no problems with it so I suspect you aren't using it correctly. You need both the EASEL object and the sign dispenser output block, within about 10 blocks of each other.
Sullivas 18 Dec, 2018 @ 5:31pm 
The EASEL is thoroughly broken.
Void4  [author] 17 Dec, 2018 @ 10:57am 
@Sullivas
I thought I had answered but apparently I forgot, so here is what I was going to say. My main suspicion is that one of your other mods changes/adds a new SAIL object meaning that it will use the vanilla fix ship quest rather than Sandbound's one, which is impossible to complete with Sandbound's other changes. In hindsight I should have modified the vanilla quest instead of replacing it with a new one, but as I've said before I don't plan to update the mod in the near future.
( \/ in reply to your 2nd most recent post \/)
If you mean the Protectorate mission then I'm pretty sure it has nothing to do with Sandbound, since Sandbound doesn't modify that.
@Ghostemplar
Use the link to the CF Forums post I put above which contains in theory all the information you need. I could spend time summarising particular bits of it for people here but I'd much rather if they could read through the wall of text instead (quicker than waiting for my reply).
Ghostemplar 14 Dec, 2018 @ 9:15pm 
i dont no how to use this mod :( :( :( :( :(
Sullivas 14 Dec, 2018 @ 6:35pm 
A reload of the character fixes, but it is inconvient
Sullivas 14 Dec, 2018 @ 6:34pm 
I also am bugged when I try to complete the starter mission. The cutscene plays but it does not teleport me to my ship.