Starbound

Starbound

DigitalCrafting
29 Comments
+ 12 Jul @ 2:03pm 
There is an OpenSB patch.
Dream-Shadows-Surge 20 May @ 10:45am 
Does this mod have an openstarbound patch to allow all things to be automatically registered to digital crafting without the need of the many patches for this mod? If it doesn't, is anyone in the know who could make one? Asking since openstarbound has proved very very helpful for me in maintaining a smaller modlist.
Rodney Buckentime 25 Jan @ 12:58am 
hey, is there any way for this to function correctly with the replicator modules? it doesnt register them as unique crafting stations and thus doesnt allow crafting for their specific items
Sephiroth 5 Oct, 2024 @ 5:04am 
I found out that this is a problem with how the new export setting "Leave" was implemented. It expects to be set to a number, but of course filters already existing before adding this mod don't have that set, so it runs into an error. As it only checks that on filters set to export, transfer nodes without export filters wont fail.
The reason this happened for already existing nodes for me was that I copied the config of not yet broken nodes via config card to the new node.
Sephiroth 4 Oct, 2024 @ 7:56am 
Is there something that would require a new game? Because when using an existing save Transfer Nodes randomly become unavailable (don't show any buttons or anything when opening their UI, just a blank window) and don't work anymore. I have to replace both them and the machine/container below them for them to work again. And this is not just happening one time for old nodes, it happens to freshly placed nodes too.
A log where I just logged in after adding the mod and opened the UI for a node: https://pastebin.com/DHvnge7h
[JdG] Pejman 22 Feb, 2024 @ 11:43am 
When I have digital crafting enabled if I have a lot of items, the items stop showing up in the terminal. (if I remove digital crafting I get acess back to the terminal)
ReiTheTrap 27 Aug, 2023 @ 12:44pm 
will there be galaxy in conflict patch?
Bekky 9 Aug, 2023 @ 5:44am 
in steam p2p mp (haven't tested on dedicated) it seems to crash the server when a non-host accesses a terminal
Potato.tech 19 Jul, 2023 @ 9:29pm 
disregard. i am an idiot
Potato.tech 19 Jul, 2023 @ 9:23pm 
hey, got an error going on over here. i am opening up the crafting bit, but ingredients is showing up blank, and i can not craft anything
Khalltlag 27 Feb, 2023 @ 8:51am 
could you change doubleclick to just craft one item and add a button to craft all? i kinda turned all of my iron into electromagnets AND all my copper into copper wire because I'm stupid.
Also is it possible to make the recipe get autoselected when you click the craft/upgrade button?
Awesome mod btw.
PENGS 4 Feb, 2023 @ 2:22pm 
thelich yes:steamthumbsup:
Klown Killer 31 Jan, 2023 @ 4:41pm 
This is a life savier for crafting, like "magic storage" from Terraria. Thank you, sir.
thelich  [author] 28 Jan, 2023 @ 3:31am 
@PENGS
I'm not sure. What about you?
PENGS 27 Jan, 2023 @ 12:24pm 
thelich are you sane?:SBpenguin:
thelich  [author] 19 Jan, 2023 @ 11:52pm 
@Duke Monterier
You're right, sorry. Anyway this is not a problem of this mod. Adding selling vendors is beyond scope of this mod too.
Duke Monterier 19 Jan, 2023 @ 2:57pm 
Everything? I can't buy armors, weapons and stuff there.
thelich  [author] 19 Jan, 2023 @ 12:41pm 
@Duke Monterier
You can use pixel printer - you literally can buy any item there)
Duke Monterier 19 Jan, 2023 @ 12:17pm 
This mod is great but honestly I would like some mod that added vendors to sell more things. I am not a fan of crafting stuff much.
thelich  [author] 19 Jan, 2023 @ 11:22am 
@Silver Sokolova
there is another problem - I guess you noticed large delay when opening terminal after installing new item pack? this is because there are new items appeared and mod need to reparse whole asset file. Now imagine this one big mod updates, because there are new items appared in one mod (or new mod was added), and no matter if you have that mod with new items installed - you will get unnecessary update and lag.
Anyway, I need to monitor all those mod changes for new items. Luckily, most of them get updates very rare.

В общем, чтобы обновить мод мне надо запустить пару скриптов, дел на пару секунд. А в случае с одним - все обновляться будут по каждому чиху.
Silver Sokolova 19 Jan, 2023 @ 9:24am 
ohh, I see. you could also probably make one mod that has all the item names in it since nothing happens if there's a non-existent recipe in craftables.config. easier to manage two mods instead of like twenty, right?
patman 19 Jan, 2023 @ 8:53am 
gilbert
thelich  [author] 19 Jan, 2023 @ 4:13am 
@Silver Sokolova
it's not a good idea to parse such amount of recipes on client. it will lag badly, as init called everytime you try to open terminal. That's why parsing is done on server context - it's done only on world/ship load.
Silver Sokolova 18 Jan, 2023 @ 8:17am 
oh, fair point! I haven't checked if the interface stuff for Digital Storage runs on the client, but it most likely does. maybe we'll get non-Windows releases someday!!
thelich  [author] 18 Jan, 2023 @ 8:15am 
@Silver Sokolova
Unfortunately, StarExtensions is windows only and cannot bu used under linux. And I believe this cannot be used on server side...
Silver Sokolova 18 Jan, 2023 @ 7:37am 
actually, you could also have the mod detect if StarExtensions is installed (by checking if root.assetsByExtension exists) and use that instead of craftables.config!
Silver Sokolova 18 Jan, 2023 @ 7:36am 
Awesome! You might be able to automate the recipe-gathering with StarExtensions, assuming you've been doing it manually

/eval local recipes, outputs = root.assetsByExtension("recipe"), {} for i = 1, #recipes do local output = root.assetJson(recipes[i]).output outputs[#outputs+1] = output.item or output[1] or output end recipes = "\n" for i = 1, #outputs do recipes = recipes.."\""..outputs[i].."\""..(i ~= #outputs and ",\n" or "") end return recipes

this will print to the log the output of every recipe file in the game, including recipes from mods. you'll have to sort through all the vanilla recipes though (or you could make a mod that removes all vanilla recipes)
thelich  [author] 18 Jan, 2023 @ 6:29am 
@Silver Sokolova
Well, I've made such packs for mods I'm playing with/ Those are : FU (already published), Arcana, RPGGrowth, Knightfall, Project Redemtion, Hull Plated Blocks, XS Mechs, XS Weapons, Shellguard, BetaBound, Small Improvements, WTM, More Ouptost Objects, More Teleporters, Starforge, BlackArmory, More Canned Food, NostOS race and some other smaller mods
Silver Sokolova 18 Jan, 2023 @ 6:17am 
Ohh, nice! What mods do you plan to make craftable item mods for?