Starbound

Starbound

Beta Techstations (S.A.I.L. Terminal)
14 Comments
Super Brasilis 25 Jun, 2022 @ 1:02pm 
Silver are you a troller xD?
AnomNom  [author] 27 May, 2020 @ 8:08pm 
You know what, it probably wouldn't error even though my sprite sheets are longer because I don't think it gives an error of the image exceeds the bounds of the frames file, it just uses the size you gave it.
jss2a98aj 27 May, 2020 @ 8:04pm 
There were no log errors from having both your mod and mine installed. I also tested them with Racial AI Restorer installed.
AnomNom  [author] 27 May, 2020 @ 7:43pm 
Did you check the log?
jss2a98aj 27 May, 2020 @ 7:21pm 
The one you extracted was likely Tech Stations: Old Look. I have updated my own mod to use priority and did some testing. It should now override all but your replacer. Nothing appears to break even with both present.
AnomNom  [author] 27 May, 2020 @ 2:38pm 
Maybe that was the one I extracted then, but the problem with your that I know of was it was being overriden by other mods, so it was still calling all the frames despite you only using about six or so. I fixed that by copying the smaller image across the whole sprite sheet so it was as long as base game but used the animation from the original one. That kind of sprite replacement makes it basically universally compatible as long as it loads after everything.
jss2a98aj 27 May, 2020 @ 1:55pm 
I used patches for everything but the ".frames" files. I know of one mod like it that didn't use patches though.
AnomNom  [author] 27 May, 2020 @ 1:49pm 
Also, I did extract your mod to see why it wasn't working for me right, and I noticed, you seemed to just replace the whole object file instead of a patch? Well it was either your mod or another one I forgot, but it did the same stuff your mod does.
jss2a98aj 27 May, 2020 @ 1:45pm 
Hmm, it may just be when another mod has something in includes or requires then.
AnomNom  [author] 27 May, 2020 @ 1:43pm 
Interestingly, I added a bunch of mods to Includes, but I was still having a singular issue. Specifically on the Apex Techstation, the mask layer was using the wrong sprites. Eventually I gave up adding mods to includes and added the priority thing, and that seemed to fix it entirely. Maybe it was luck? Idk.
jss2a98aj 27 May, 2020 @ 1:37pm 
This made me realize I should have used priority instead of includes for my own mod. Something to note, using priority will almost never work right/at all when includes or requires is used, or if another mod has yours in its includes or requires.
AnomNom  [author] 27 May, 2020 @ 11:54am 
Fun Fact: While developing this mod, I learned that in reality, the older version of the Techstation is used when the ship is broken, while the newer, resprited version is only used for the fixed version. Thus, when you reboot the ship, the Techstation (minus at least one race) will change it's shape because the devs didn't resprite the broken version. Of course, you don't have to worry about that with this mod, as they both now match.
Silver Sokolova 26 May, 2020 @ 8:13pm 
owo