Starbound

Starbound

Beta Techstations (S.A.I.L. Terminal)
14 kommentarer
Super Brasilis 25. juni 2022 kl. 13:02 
Silver are you a troller xD?
AnomNom  [ophavsmand] 27. maj 2020 kl. 20:08 
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. maj 2020 kl. 20:04 
There were no log errors from having both your mod and mine installed. I also tested them with Racial AI Restorer installed.
AnomNom  [ophavsmand] 27. maj 2020 kl. 19:43 
Did you check the log?
jss2a98aj 27. maj 2020 kl. 19:21 
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  [ophavsmand] 27. maj 2020 kl. 14:38 
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. maj 2020 kl. 13:55 
I used patches for everything but the ".frames" files. I know of one mod like it that didn't use patches though.
AnomNom  [ophavsmand] 27. maj 2020 kl. 13:49 
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. maj 2020 kl. 13:45 
Hmm, it may just be when another mod has something in includes or requires then.
AnomNom  [ophavsmand] 27. maj 2020 kl. 13:43 
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. maj 2020 kl. 13:37 
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  [ophavsmand] 27. maj 2020 kl. 11:54 
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. maj 2020 kl. 20:13 
owo