Starbound

Starbound

Armor Adapt
146 Comments
AgentKirin 17 Mar @ 1:04pm 
Apparently there's a conflict with the Alta species mod. I started an Alta character and was immediately hit with unplayable lag. Other characters are fine though. Alta dev says it's a known issue with item tags that they've been trying to fix on their end. Any idea what's going on on the AA end?
seromanic 8 Mar @ 10:33am 
whats the mod to become the dog?
Jesus Fish 22 Dec, 2024 @ 7:27pm 
might want to add a kill switch for Frackin Universe.
armor adapt screws up the upgrade system causing any armor piece you equip to be fudged permanently and rendering them incompatible for upgrades.
Pixus 22 Dec, 2024 @ 7:00pm 
Quick question but is it okay if we add our own compatibility with this mod? I'd assume yes but I just want to make sure.
Zancuno  [author] 29 Jun, 2024 @ 5:09pm 
@Zia Satazaki
If any of the params or config are modified it is treated as a new item because using descriptors match with true on for exact match in public build. The mismatch of stored table to what is being worn currently wakes the script up.

Also... how did I only receive the notification for this now?
Zia Satazaki 13 May, 2024 @ 1:28pm 
re: adapting the nanofield - eh? it has no armor visuals though??
Zancuno  [author] 26 Apr, 2024 @ 9:25pm 
@Kinsect
Yeah that mod basically takes a predefined list of items and is like
Okay you are an avali, oh? you put on this item? yeah I'm replacing that with this one instead.

Armor Adapt changes images so you don't need new items.
Kinsect 26 Apr, 2024 @ 8:25pm 
Well that sucks (heck I even found a similar mod that does that but requires Species clothing)
but thank you for answering Zancuno
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394999146
Zancuno  [author] 26 Apr, 2024 @ 7:48pm 
@Kinsect
Reminder that this mod cannot generate images with code, someone has to make the images. The base compatibility is mostly for allowing this system to be set up so artists can fill in the gaps,

Funny thing about the avali. They were the very first I reached out to when I first made this mod. They said no to putting the basic compatibility inside their mod because they were afraid it would mean the userbase would demand them to make art for all vanilla outfits. Funny thing, Skittles already has made the artwork a long time ago but they did not accept the compromise.

Anyone is free to make a compatibility mod though. Triage is scared of doing it themselves out of fear but that wouldn't stop others.
Kinsect 26 Apr, 2024 @ 7:09pm 
say can this work with the Avali?
SaiyanMonky 21 Apr, 2024 @ 6:09pm 
could you add the race woof xd ?
Zancuno  [author] 13 Apr, 2024 @ 2:36am 
Also no, looking at their code. It does not look like I can sneak in compatibility to armor adapt the nano field to different species. Their code has no room for me to play with that.
Zancuno  [author] 13 Apr, 2024 @ 2:33am 
I already made a kill switch for their cosplay system in past, guess the nano field quite literally flew under my radar.
Zancuno  [author] 13 Apr, 2024 @ 2:32am 
@Orifan1
I just dug into that. I found why. Nano field is a set of armors that are being modified almost every frame.
Armor Adapt thinks every time the images change that it is a new item and it turns on. Will have to code an exception to exclude these armors from being run through. Very specific bug lol
Essentially, I need to add a kill switch to Armor Adapt if you are using nano field.
Orifan1 12 Apr, 2024 @ 8:09pm 
flying with the nanofield resonator from startech results in massive framedrops
evil 23 Mar, 2024 @ 7:32am 
Also, deerfolk non-taur reskin pls
evil 23 Mar, 2024 @ 7:32am 
Elithian still in the works?
Ceterai 11 Mar, 2024 @ 6:28am 
@Zancuno Thanks for the info ^^
I'll add a note in Enternia description to let people know about the incompatability until it's resolved. Will also look into your suggestion. :sfsmile:
Zancuno  [author] 11 Mar, 2024 @ 5:44am 
@Ceterai
It is a pretty important part of your script, the merging of parameters. I would recommend not using "itemTags" but that is the same answer on my end. In public build, doing that, using something else, would cause it to behave. Although I will be eventually doing that myself. Wherever your mod is adding parameters to the items and thus that being fed into the builder is where would look.

I do have to note though, you can divide your builder up to optimize it, something I am also doing in-dev. I got word in via FU that builders that are too large slow down their item transfer systems. Only thing I can really recommend in terms of your builders. Code is pretty nice on your end, kudos.
Ceterai 11 Mar, 2024 @ 5:15am 
@Zancuno
I see, that's interesting :sfsurprise: I'm still looking for ways to optimize my build scripts, so wondering if there's anything I could change in the current script to get rid of the looping it causes with armor adapt?
If that's an easy fix from my side, it would make sense for me to implement it while the new armor adapt version is still in-dev ^^
Zancuno  [author] 11 Mar, 2024 @ 4:13am 
@Ceterai
I am still working on a new version in-dev. Although the current (kinda funny how the timelines match) attempts at not using item tags but instead my own parameter table, is still buggy. Some stuff not working properly. More considerations to throw features on back burner and try to get a general update of my mod out it seems..
Zancuno  [author] 11 Mar, 2024 @ 4:08am 
@Ceterai
What I can only assume based on what I am reading here in your files. Is that my handlers are assigning parameters into item tags, overwriting yours. Then your build script merges yours with mine. This causing an infinite loop of armor adapt thinking these are new items every single update, so it runs the parameter build again. Sees the tags are missing, overrides yours. Saves the modified as what to look for to shut off. Then your builder changes the item on spawn, it doesn't match the saved item descriptor. This causing the loop of my scripts not turning off.
Zancuno  [author] 11 Mar, 2024 @ 4:01am 
@Ceterai
Looked over it. It does have to do with your build script but in a funky way. Your item tags in parameters are being merged with the ones in Armor Adapt. Product of older decisions, already considered reworking it in-dev. Although basically The Armor Adapt handlers check parameters inside item tags to help turn the script off. It looks in a specific index order for these and welp those tags have been misplace by your build script. So the Armor Adapt handlers are not turning off. Thus the lag you are experiencing.

Interesting bug

In-dev was already in the works of ditching the use of item tags for something else. I am a bit far from completion though.
Ceterai 3 Mar, 2024 @ 3:01am 
Hey, just found out that armors from my mod (Enternia) apparently cause lag when on default humanoid characters with this mod installed, though seem to be fine on lucario. Keep in mind that those armors are made for default humanoid species to begin with, so normally there shouldn't be an issue.

I haven't been able to test this myself yet, but writing this as a heads-up just in case.

If it helps, Enternia armors use a custom builder script, although I'm not sure if that's relevant.
ComradeCorvus 14 Jan, 2024 @ 4:31pm 
I was just gonna ask about that. Here's to hoping there's some big breakthrough.
Zancuno  [author] 1 Jan, 2024 @ 6:13pm 
The thing is, Armor Adapt cannot make new images with code. The images have to be made and added to mods. Why Saturnians do so well with Armor Adapt, they made all of the images for vanilla conversions. I'm still looking into ways to modify images with code though, much like those custom items you see on vanilla servers using image editing operations. Only have cropping working but that isn't enough, not if a system can possibly be made to tweak vanilla images to better placehold. This game has a lot of limits.
Zancuno  [author] 1 Jan, 2024 @ 6:13pm 
@Qwertypdeb
The tank top and pants you see is intended functionality as an optional choice inside Armor Adapt
Referred to as "default outfits" for items that don't have images yet to fit the species.
An alternate system, for mods like the lucario and such is being explored to instead crop or modify vanilla images but is hitting degrees of difficulty at this time.

Hopefully 2024 allows me some time freedom to fix these. Although for now, I guess I could poke the lucario mod to make the chest area not go to defaults. I originally intended to have vanilla versions of outfits for the lucario to be made, thus the defaults to placehold but 2023 was not kind to me. I'll go ahead and make chest items no longer default with armor adapt.
Qwertypdeb 1 Jan, 2024 @ 8:18am 
Seriously though, this makes SOME vanilla clothes work and some not. I mean come on, having vanilla clothes function is basic fucking functionality. I want to wear fire lord, which is vanilla AND obtainable via non-admin means, excluding the cloak, and NOT have it default to some tank top. At least have it default to how it looks if the mod isn't installed, rather than break it entirely. Please. I had to remove this mod because of it. While my lucario may have 4 legs, at least it fucking works, rather than breaking entirely.
Qwertypdeb 1 Jan, 2024 @ 8:13am 
Not sure why but it seems to break clothes entirely. Lucario clothes work fine for my lucario, but if I put on vanilla clothing, it breaks and gives me some tank top placeholder. Works fine when I remove this mod. Idk what this mod is supposed to do. I thought it was supposed to fix something.
Star Berry 5 Dec, 2023 @ 11:39pm 
Does this work with Penguins? Asking because they're technically a vanilla race, just nonplayable under normal circumstances
The Lone Wolf 1 Dec, 2023 @ 7:47am 
I'm getting this error referencing the functionality of this mod even with the mod uninstalled

Could not instantiate item '[human_underwear2, 1, {"maleFrames":{"backSleeve":"/items/armors/armorAdapt/standard/human_underwear2/Default/bsleeve.png","frontSleeve":"/items/armors/armorAdapt/standard/human_underwear2/Default/fsleeve.png","body":"/items/armors/armorAdapt/standard/human_underwear2/Default/chestm.png"},"itemTags":["armorAdapted","standard","Default","chest","human_underwear2"],"mask":null,"femaleFrames":{"backSleeve":"/items/armors/armorAdapt/standard/human_underwear2/Default/bsleevef.png","frontSleeve":"/items/armors/armorAdapt/standard/human_underwear2/Default/fsleevef.png","body":"/items/armors/armorAdapt/standard/human_underwear2/Default/chestf.png"},"colorIndex":888516439}]'. (ItemException) No such item 'human_underwear2'

Any help would be appreciated, do you have any idea of what mod could be causing this?
quinn 30 Nov, 2023 @ 7:20pm 
Ok a question if you do not mind: Either I'm making a silly mistake somewhere with file names or the alpaca race will need to be in the mod as its own custom body type? "Default" is not working as the body type in the alpaca species when I tried to use that folder structure of items/armors/armorAdapt/alpacarace/<itemname>/Default. The alpacas only have one body type among them all, but every part of them breaks the outline, so I patched them into the config as a custombody species. Is this what the mod guide things meant by saying I needed to contact the devs about the body type?
quinn 30 Nov, 2023 @ 5:40pm 
NOOO why couldn't i have found this earlier instead of spending so long making recipes to manually craft the armor (cant wait to use this!!) (im trying to make alpacas a playable race lol)
Zancuno  [author] 23 Aug, 2023 @ 4:58pm 
While I cannot make an in-game spriter, the image stacking is possible. The spriter is something you need the vanilla server directives stuff to do, as it is a big burden to sprite in-game as it won't be optimal.
The stacking will include images under the regular armor images (think face mask) and images on top of the base armor images.
Zancuno  [author] 23 Aug, 2023 @ 4:55pm 
@Nezzy
Funny thing you mention that.....
I'm currently coding that in-dev. As well as status effects being able to add overlays too
It has currently pushed back my development schedule because decided it would be the new feature of the 3.0 update

So yeah, gonna be busy with that for a while but I am actually working on that
Nezzy 23 Aug, 2023 @ 4:21am 
just wondering, since this is possible would it be possible to make a mod where you can stack sprite images on top of one another to make a single time, lets say I have a horns head gear and a halo head gear and wanted to have both. could you possibly make a UI that allows armors to be sprited and keep the stats?
Zancuno  [author] 20 Jun, 2023 @ 1:30am 
@ATTA, in the middle of development (still in it) I did not find any conflicts the the "Life Animation" mod that adds breathing as well as the fullbright mod. If this is still happening for you, can you get me a log file and send it in a pastebin

right click starbound in library -> properties -> local files tab -> browse local files -> go into "storage" folder -> grab the file name "starbound" or if file extensions are turned on in view tab "starbound.log" (not log.1-5). Open it in notepad, copy the contents from that to pastebin, make the pastebin, share the link up top after creating.

Depending on what it is, I may have already fixed this in-dev but need more info anyways.
ATTA 5 Jun, 2023 @ 1:08am 
It seems to have a conflict with the breath mod from the fullbright series mods, causing characters to walk topless, an overhaul would always be very exciting anyway!
Zancuno  [author] 1 Jun, 2023 @ 12:26am 
Still working on an overhaul to optimize further, add new features, and make compatibility easier.

Although I need data on a certain feature already in the mod that many of you probably ran into.
No conversion till images are made vs certain species having specific body slots have default images if images are not made.
Reddit poll to make my net of opinions wider
https://www.reddit.com/r/starbound/comments/13x86w5/armor_adapt_default_system_poll/?utm_source=share&utm_medium=web2x&context=3
(7 days till expire 06/0102023 posted)
Zancuno  [author] 14 May, 2023 @ 12:52am 
@scruffy3249
The lucario are set up to swap sprites to a default shirt and pants that try to steal the colors of the outfit they are converting. Is one of the choices of armor adapt to either skip conversion if no artwork is made or do a default outfit till artwork is made.

This default outfit system is being put in potential reconsideration because of this, thank you for the input. Weighing whether to outright remove this option for armor adapt or not as it does have its uses for certain species but it does restrict "drip"
scruffy3249 13 May, 2023 @ 10:19am 
seems like it's having a weird problem with lucario and is changing almost every shirt item i put on, including vanilla into the same weird sprite. onlt stuff it hasn't done that with is the shirt lucario starts with
Zancuno  [author] 28 Dec, 2022 @ 10:59pm 
@Imperial Command Zander Gibson
Development of new update is still in the grind, although I can look into that mod and see why. Got some compatibility tricks I have been itching to try and might be able to get them to play nice.

@Talon
It functions differently from AvaliFit. Avali fit looks at the items you have, takes them. Then gives you an entirely different item that is listed in a file as the counterpart.
Armor Adapt instead just replaces the images of the items you already own when you wear them.
Granted Triage has denied Armor Adapt compatibility.... for now (they fear people will ask them to make sprites for vanilla outfits to fit them... even though Skittles has already done it.)... so good to keep in mind. Gonna take me a long time to convince them to allow.
Talon 20 Dec, 2022 @ 7:58pm 
This is something I should keep an eye on. Unsure if this conflicts with AvaliFit seeing as it does something similar.
Admiral Zander 16 Dec, 2022 @ 8:24pm 
seems to break with futubaras breathing animation mod, making clothes vanish while moving with nothing held
NikoDerp 12 Dec, 2022 @ 10:28am 
or just the inventory
NikoDerp 12 Dec, 2022 @ 10:27am 
whats that gui from?
Zancuno  [author] 11 Sep, 2022 @ 1:05am 
Should work, whenever you are changing the npc with the custom spawner, it is deleting the old one and generating a new one. So no old data of past NPCs carry over. Thus Armor Adapt thinks it is a new entity and works accordingly.
cutieryan 10 Sep, 2022 @ 12:21pm 
If I use this with NPCspawner+, would Armor Adapt work for the custom NPCs?
(Will the clothes convert to fit the NPC's species when spawned with NPCspawner+?)
💀 8 Sep, 2022 @ 9:14pm 
Because of the Saturnians update, I decided to pick up Armor Adapt, but now, the invisible hat I made for my species makes me appear bald.

Must learn how to fix...

If I were a little less lazy, I'd make altered images of various clothing pieces for the xenomite crystals sticking out of the head, shoulders, and forearms too, but... I'm not a little less lazy.😑
Cyan Sky Knight 8 Sep, 2022 @ 7:48pm 
Saturnians now has support for Armor Adapt!