Starbound

Starbound

YEET: YellowApple's Easy Editing Tool
56 Comments
忆无心(Yiwuxin) 31 Mar @ 9:31am 
@Ferreira , That's great! Thank you for your efforts on this!:steamhappy:
Ferreira 25 Feb @ 7:12pm 
Let's try to improve this treat. Then I'll post it here for everyone. Try to find a way to make it capture much larger terrains without failures.
忆无心(Yiwuxin) 5 Aug, 2024 @ 12:07am 
:steamhappy:
YellowApple  [author] 12 Sep, 2023 @ 9:21am 
@JeanySushiBox That sounds like something's erroring out when the UI's loading. If you could upload your logs somewhere and provide a link here, that'll help identify what's going awry.
JeanySushiBox 8 Sep, 2023 @ 9:21am 
i been trying ti use snarf and it appaets wiht Luanching (nil/Nil) despite i had selceted d the area i needed to copy and paste
so idk whats popping and that it doenst work
YellowApple  [author] 9 Jun, 2023 @ 10:55pm 
@Tadpole: That's also a planned feature, but not yet started.

@Sir Luis: Ain't sure what might be preventing that. If there are any errors in the logs, then that would be handy.
♫ Tadpole ♫ 8 Jun, 2023 @ 8:49am 
@YellowApple Gotcha. What about a "pencil"/"draw" option, is that present or also not available yet?
Sir Luis 6 Jun, 2023 @ 1:14pm 
I cant get this to copy aste my base.
Sir Luis 6 Jun, 2023 @ 5:34am 
do i need to use win rar or something for the {LINK REMOVED}
Sir Luis 5 Jun, 2023 @ 10:05pm 
this mod maybe be what i been searching for all im missing now is a mod to change the threat lvl of a planet/.
YellowApple  [author] 5 Jun, 2023 @ 7:54pm 
@Tadpole There's no "fill" option yet like in WEdit, but that's something I do plan on implementing at some point (note to self: get off my lazy butt and get to work on the next wave of features - this included).
♫ Tadpole ♫ 3 Jun, 2023 @ 10:13am 
Sorry if this is a Captain Obvious question, but I didn't see it mentioned in the description (or I somehow overlooked it twice) - does this mod have the ability to "fill" designated spaces with a block of the player's choice like WEdit could? I liked to use WEdit to quickly fill in large shapes for large buildings without having to place everything myself (especially when those blocks were in difficult-to-reach locations), and I'd like to do the same thing with this one.
Davoker 11 May, 2023 @ 3:02pm 
@YellowApple You know the "Transfer Settlements - Shareable Settlement Blueprints" mod for Fallout 4 (nexus mods), don't aspire to less, we want that xD (Seriously, I just want to copy a structure and be able to restore it in a new game, with a new character and in a new universe hehe)
忆无心(Yiwuxin) 6 Apr, 2023 @ 5:35am 
Loyal fans to increase the popularity of this great MOD!
Adnarim 31 Mar, 2023 @ 7:48am 
Ah thanks for looking into it, glad it can be so easily resolved. I didn't even realize it was because those blocks had been dyed since vanilla blocks I've tried out (like the ship panels) work when dyed. I've been using the mod a lot, I appreciate your work!
YellowApple  [author] 30 Mar, 2023 @ 8:04pm 
Perfect, that helps. Looks like it's happening when reading colors from the template, which explains why it'd only affect certain blocks (specifically: those which have been dyed/painted). I made a typo in the function in question, which is almost certainly the culprit. Should hopefully be fixed with the next bugfix release (ETA: Soon™).
Adnarim 30 Mar, 2023 @ 3:55pm 
Sorry for the wait, here is the full log on Pastebin. I made a new attempt to paste with one of the blocks that doesn't work, so hopefully that shows up in here. https://pastebin.com/Ej4cYJf2
*all of the errors thrown up at the beginning are from the mod 'Leakless Pixel Printer' which has built in compatibility with a bunch of mods, hence the errors from me not having all of them installed installed for it to detect
忆无心(Yiwuxin) 27 Mar, 2023 @ 6:12pm 
Hello~Could you tell me when the next update will be? Looking forward to it!
YellowApple  [author] 27 Mar, 2023 @ 5:25pm 
Yeah, if you could throw the full log on Pastebin, that'd be appreciated. That yeetworker error is also concerning (it means that one of the selection corners is somehow unset, even though the UI should be checking that they're both set as a condition for enabling the YEET button in the first place), but it's unlikely to be the culprit in this case (since that would've blocked the paste entirely, rather than failing mid-way through).
Adnarim 27 Mar, 2023 @ 5:21am 
From the instance I mentioned with the Avali mod, a block that causes issues is called 'sloped tech panels' (material ID 12526). However, a comparable block from the same mod, the 'sloped plain panels' works fine (material ID 12531). I can provide my full log if you need, but here is (I think at least) the error from when I attempted to paste using the sloped tech panels:

[16:23:51.364] [Error] Exception while calling script init: (LuaException) Error code 2, [string "/stagehands/yeetworker.lua"]:429: attempt to index a nil value (field 'extent')
忆无心(Yiwuxin) 27 Mar, 2023 @ 4:47am 
For example, Project Knightfall will become invalid during pasting.
YellowApple  [author] 26 Mar, 2023 @ 2:28pm 
Are y'all able to provide logs and/or the block IDs in question? If so, I'd be happy to take a look.
Adnarim 25 Mar, 2023 @ 7:27pm 
Most other modded blocks I have tried actually work perfectly. Haven't noticed any issues with blocks from Arcana or FU. It is just the odd few for some reason that mess up the paste.
忆无心(Yiwuxin) 23 Mar, 2023 @ 9:02pm 
It seems to me that other MOD blocks fail when pasted
Adnarim 23 Mar, 2023 @ 8:29pm 
Awesome, don't stress it though I had no idea this was a game limitation. The issue is present on planets too, just more noticeable in the shipworld during BYOS since building there is a struggle as is. Another thing I noticed and have been attempting to test out more, is that certain modded blocks stop the pasting process. So it will paste until it reaches the point where the modded block was and then just stops. Oddly, the example I noticed was with some blocks from the Avali race mod, however only some... other blocks from that same mod work. So I would guess it has something to do with that mod and how the different blocks are processed rather than yours, but I have no clue.
YellowApple  [author] 22 Mar, 2023 @ 10:24pm 
In theory I could fix that by doing multiple background passes, or by querying the tiles around the selection's borders. Makes the logic a bit more complicated, though. I'll look into it and see how feasible it'd be.
Adnarim 22 Mar, 2023 @ 6:24pm 
Ah makes sense! The main difficulty with the anchor requirement is that the origin point has to be connected to the BYOS ship, rather than any part of the box. It would be a bit more functional if any part of the YEET box could be considered a valid point to anchor, but I totally understand how that might be difficult to work around with the game limitation. Regardless, this makes building (BYOS or otherwise) a lot better. Thanks again!
忆无心(Yiwuxin) 19 Mar, 2023 @ 9:58pm 
I really love you, your MOD is a real boon for architecture lovers, it creates more possibilities and makes boring repetitive building practices easy! Like complex, repetitive tunnels! Thank you very much. This version of the fix is very good!! I hope you can keep up your efforts! Launch the official version as soon as possible!
忆无心(Yiwuxin) 19 Mar, 2023 @ 9:56pm 
I LOVE U
YellowApple  [author] 19 Mar, 2023 @ 9:15pm 
Ah, yeah, that's more of a fundamental game limitation, then; Starbound won't allow block placement (at all) unless it's connected to other blocks. I've got a known issue tracked (https://github.com/YellowApple/Starbound-YEET/issues/1) for YEET to detect this and warn about it instead of silently failing.
Adnarim 19 Mar, 2023 @ 6:49pm 
I messed around with it more and it does partially function with BYOS if you use an existing part of your ship as an anchor point. It just can't paste into open space, which is what I had tried to do before. I think modules / base in a box is the same way. So the only real limitation is you cannot paste a new ship floating above your old one, you have to connect them in some way. Not a bad thing to work around at all.
YellowApple  [author] 19 Mar, 2023 @ 5:23pm 
"Tried to use it with FU BYOS and it can cut but not paste within the shipworld."

Interesting; logged a bug report for it: https://github.com/YellowApple/Starbound-YEET/issues/22

My guess is that tile protection might be preventing pastes; I think there are API functions to ignore tile protection and attempt to place tiles anyway, so if that's indeed the cause then it should hopefully be straightforward to fix.
Adnarim 18 Mar, 2023 @ 9:02am 
This works well! So far very impressed, the functionality feels better than wedit and modules in a box / base in a box IMO. It does struggle with a large build, but that is to be expected. Better to work in smaller sections. I would love to see future support for BYOS. Tried to use it with FU BYOS and it can cut but not paste within the shipworld. Would be great to be able to build a ship on a planet and then move it into space since building directly in space can be challenging. Overall though, this is great. Thank you for your work!
YellowApple  [author] 14 Mar, 2023 @ 9:47am 
<3
patman 13 Mar, 2023 @ 7:15pm 
u stink gay
Cosmos 13 Mar, 2023 @ 11:48am 
I'm getting this in good faith. Starbound really really needed a paint tool with how tedious building can be sometimes. I'm really looking forward to how things develop.
Kinethic 13 Mar, 2023 @ 2:08am 
Seems to work now. Cut snarfed and pasted a bunch of things. Nice.
YellowApple  [author] 13 Mar, 2023 @ 1:10am 
Issue reproduced on my end; should be fixed with the latest upload. @Taka/@Kinethic: can y'all retest?
YellowApple  [author] 12 Mar, 2023 @ 10:37pm 
Alright, I think part of it is an unhandled nil when generating the UI's status line, but it's hard to say for sure until I've reproduced the issue on my end. Stand by for a hotfix tonight or tomorrow :)

What's interesting is that the worker seems to be spawning and attempting to process something, though without a mode set I'm a bit baffled as to what it'd be attempting lol
Kinethic 12 Mar, 2023 @ 7:10pm 
So I uninstalled all my mods except this one, reset the universe and player, made a new char, admin'd and spawned the yeet, beamed down, and still the yeet button did not respond and the pink selector said nil always. I restarted starbound, rejoined as character, and the same again. The log is from when I rejoined after first installing, so the 2nd time loading the mod, I guess.


https://pastebin.com/NUPG3Wyt
riderkick 12 Mar, 2023 @ 5:46pm 
It's amazing that we're still seeing the cutting edge of Starbound modding 10 years later.
YellowApple  [author] 12 Mar, 2023 @ 5:07pm 
(To elaborate a bit: the GUI being unresponsive / not updating things usually means there was some unhandled error in yeetgui.lua, which would usually pop up as a stacktrace in the logs)
YellowApple  [author] 12 Mar, 2023 @ 5:05pm 
Weird. Any errors in starbound.log?
Lotei 12 Mar, 2023 @ 1:52pm 
I've had that exact same experience as Kinethic. Won't perform a yeet, because the mode won't change from nil. Even though the mode highlight changes visually in the yeet window, the mode in the bounding box remains "mode: nil", and pressing yeet does nothing. Also, the UI window only closes with the "Esc" key. Really rooting for this mod's potential! <3
Kinethic 11 Mar, 2023 @ 3:46pm 
duuuuhhhhhh, i tried buttonmashing left,leftshift, right, rightshift and i could not get the mode to change at all. It always said "mode: nil" in the pink selectionzone in the world. Also could not close the YEET UI at all. Never got it to copy or paste anything. I have a few matter manip mods and iIDK????? FU as well?
YellowApple  [author] 10 Mar, 2023 @ 9:38am 
@kiki Installing the mod server-side should address that, right? That's probably necessary anyway given the use of a stagehand for actually manipulating the world.
ked 9 Mar, 2023 @ 11:57pm 
To add some input, I don't think it would work on multiplayer servers since it adds an item. If it's possible, a way of making it client-side would be to have it be usable via quickbar button, though I know close to nothing about modding so it's most likely a lot easier said than done.
Davoker 9 Mar, 2023 @ 12:56pm 
This looks very good, it's promising, I'm looking forward to see how you implement and improve it, it's the "Transfer Settlement blueprint" mod from Fallout 4, but Starbound version :steamhappy:
Spece 9 Mar, 2023 @ 7:25am 
finaly this mod exists
YellowApple  [author] 9 Mar, 2023 @ 12:30am 
Holy shit the Betabound dev sniffed my mod oh god oh fuck