Starbound

Starbound

RealSpace Lite (Standalone)
37 Comments
AGiantPie  [author] 29 Mar @ 1:44am 
@RetroSniper - TrueSpace already changes the colors of stars based on their classification. So hotter stars are blue and colder stars are red and brown.
AGiantPie  [author] 29 Mar @ 1:42am 
@ReaverSp - In my testing, Arcana is fully compatible with TrueSpace but only partially compatible with RealSpace.

Arcana has built-in support to add the new planets into the TrueSpace/RealSpace planetary classification system.

However, Arcana also adds a bunch of new types of Moons, which are not barren/empty like the vanilla moons. When used with RealSpace, this means that Arcana moons generate very frequently, at the same rate as vanilla/"barren" moons. This is contrary to the design philosophy of RealSpace which is to make habitable planets (or non-barren planets more generally) rare.

So, tldr, you can run the two mods together, but RealSpace's philosophy of an empty universe is not respected by Arcana's TrueSpace patch.
RetroSniper 29 Mar @ 1:27am 
Would love a bit of realism. Like the hottest would have blue colour, while the coldest would be brown
ReaverSP 28 Mar @ 2:51pm 
Good day!

AGiantPie, are you sure that Arcana may be compatible with TrueSpace/RealSpace?
This is quote from the Arcana wiki "Arcana adds many new planets (...) Each of the planets can be found within the 5 new stars (...) ".
Salsa -> https://starboundarcana.miraheze.org/wiki/Planets
AGiantPie  [author] 11 Mar @ 2:52pm 
So, internally the mod IS TrueSpace, the standalone version at least. I applied my changes on top of the TrueSpace files, and those changes are just tweaks to the distribution of planet categories. I believe it should be compatible with any ship encounter style mods. I use several of those myself. For starting location mods, it might depend on the mod, as this mod changes the logic for a valid spawn system (as otherwise the game wouldn't be able to find one for you with so few habitable planets). If a mod has stringent requirements for where you spawn, like demanding multiple specific types of planets in one system, that probably won't work with this mod.
BITney, The Pixel Heister 11 Mar @ 2:40pm 
Does this mod works with mods that adds starts, ship encounters, etc? I guess its somewhat like TrueSpace compatibility.
AGiantPie  [author] 10 Mar @ 6:05am 
@Talon - Do you know if that mod has a TrueSpace patch? Or built-in compatibility with TrueSpace? It's a pretty common feature for mods that add new planet types. And if it is compatible with TrueSpace, it should be out-of-the-box compatible with this mod as well.
Talon 9 Mar @ 8:34am 
So, I'm guessing something like the Ash worlds from the Ashspeaker's House of Peace mod likely would make that mod incompatible with this? I do know those worlds aren't imperative for that mod because the unique resources that the Shadow species use in that mod have alternate sources (mainly from chests and other containers).

I am hoping that the worst case is that those worlds don't spawn at all. It wouldn't be a huge loss because they have nothing on them. They're almost like a more spooky version of a barren world.
AGiantPie  [author] 4 Feb @ 12:18pm 
@thoth - Not a bad idea for the expanded version of this mod. I'll note it down for when I get around to that.
thoth 20 Jan @ 6:23pm 
what if the likelihood of ancient gate spawns scaled with spectral class? longer-lived stars like L, M and K are more likely to host them, while they become rarer around shorter-lived ones like B and O. maybe if you added red giants or stellar remnants theyd also have a higher gate chance due to their advanced age?
Jean1337_ 20 Dec, 2024 @ 3:03pm 
@borsk - new types of barren world? this seems very interesting
Jean1337_ 18 Dec, 2024 @ 6:00pm 
Bro cooked ;)
AGiantPie  [author] 12 Dec, 2024 @ 4:21am 
Ok good news, I got it working. I will upload the patch variant as a separate mod for now to avoid nuking anybody's universe.
borsk 11 Dec, 2024 @ 10:01pm 
I suggest checking startbound logs. If there are errors related to your changes there, that's the reason
AGiantPie  [author] 11 Dec, 2024 @ 9:30pm 
I can't seem to get the patch method working unfortunately. I've tried a couple times by hand and with the patching tools but the changes don't take effect, even when TrueSpace is listed as a required dependency. The TrueSpace planetary generation file structure is kind of complicated and I am making a lot of changes, so I might have made a mistake, but I can't identify where the mistakes are so I'm throwing in the towel.

Also, I think this mod page should be left as a standalone version even if the patch method ends up working, as people who already have the mod installed would get incorrectly generated stars in their universe until they notice they need to install TrueSpace, and I don't want to mess with people's universe flies.
AGiantPie  [author] 11 Dec, 2024 @ 4:14pm 
@FUS Thanks for the help!
FUS 11 Dec, 2024 @ 10:17am 
I should probably make a guide with all the things I use for modding written down, but for now just go to: https://helmet .kafuka .org/sbmods/json/ and look for "Patch generator" and "Tools > Patcher", that's all you'll ever need for making patches for this game.
FUS 11 Dec, 2024 @ 10:17am 
As far as the game's mod loader is concerned, anything with "name": "TrueSpace" in the _metadata file is the dependency the submods are asking for, does that ""TrueSpace"" mod have all the files/folders they're expecting it to have (if any) is another question entirely, AGiantPie is correct on this.

That said, while you can't patch the .patch files, you can patch the original files again to undo the changes those patches made to them:
1) Through the use of "includes": parameter in the _metadata file to load after the mod you want to revert;
2) And then a "test": "value": parameter in your .patches to probe the original file for the alterations first, as to not cause any breakage, and then write in your own value operations.
AGiantPie  [author] 10 Dec, 2024 @ 9:20am 
@borsk - For issue #1: RealSpace uses the name "TrueSpace" in the metadata file internally, so the mod should replace TrueSpace's slot in the load order and patches and addons should recognize it as a master file.

Otherwise these are good points. I'll see if I can get it working with the patch method when I have time.
borsk 9 Dec, 2024 @ 9:54pm 
I would like to argue in favor of implementing it as a patch instead of a reupload. 1: it's better for compatibility. Mod load order matters for some mods. As far as I understand, instructions like "load after TrueSpace" wouldn't work for a reupload, making mods that were compatible with TrueSpace incompatible with RealSpace. 2: it reduces code duplication. If I added new types of barren worlds (which I plan to), you would have to keep track of every change and manually copy them to your mod. A patch would get those changes for free. 3: Intellectual property. While I'm happy with you reusing my code (I barely have any lol), TrueSpace authors might not be
AGiantPie  [author] 8 Dec, 2024 @ 11:43pm 
@Thecreative8 - With the way Starbound generates the universe before finding a place to spawn, it's not possible to guarantee a T2 planet in the starting solar system. Both TrueSpace and Barren Universe remove this requirement and I can't really add it back. As others have said, though, there are ways to get enough ship fuel (mining with mech, space encounters, buying it from Outpost) to jump to a nearby star that does have a T2 planet and progress from there.
AGiantPie  [author] 8 Dec, 2024 @ 11:32pm 
@borsk - This mod should be compatible with FU already. Since it's using the original TrueSpace files and just editing the planet generation probabilities, the built-in TrueSpace FU compatibility should still work.
Ilthe 8 Dec, 2024 @ 4:49pm 
@Thecreative8 You can also farm seeds from starter planet and buy fuel from the infinity shop using that money. Or get fuel among the loot from random ships in space. Or grind the erchius mission to sell that loot. Or mix all those ways. The sand is often found underground the starter planets even if you don't have any on surface. You can luck out of underground oil - some times there is some, most times not tho - but it is not nessesary to leave the starter system.
borsk 8 Dec, 2024 @ 2:34pm 
@Thecreative8 desert and forest planets in the starter system aren't necessary to progress. You can get a free mech and use it to mine fuel, and then jump to a system with whatever planet you need
Mabra 8 Dec, 2024 @ 1:27am 
Fun act, TrueSpace's level 2 threat stars will spawn space encounters that will never drop mech blueprint.
Thecreative8 7 Dec, 2024 @ 11:55pm 
havent installed this mod yet because:
i really want there to be all necessary (so desert, moon etc) planets in the starter system needed to progress
borsk 7 Dec, 2024 @ 9:56pm 
Now that you seem to have picked up this mod, is there any chance you would make it compatible with FU?
AGiantPie  [author] 7 Dec, 2024 @ 7:42pm 
@Mr. Thiccums - This mod should be compatible with TrueSpace patches, yes. Do not install TrueSpace alongside this mod, it's currently a replacer for TrueSpace.

@borsk - Yes, peeking at your files from Barren Universe I think I see the idea behind making it using the patch method. I'd basically have to re-make this mod though especially since I make some bugfix edits and minor changes to TrueSpace, so I think I probably won't bother since the only benefit would be to prevent issues if people have also downloaded the original TrueSpace mod.
borsk 7 Dec, 2024 @ 6:32pm 
You mentioned that you weren't sure if there was a way to implement it as a patch. I think it should be possible to do that. You could add dependency on TrueSpace and tweak their values in the same way as my mod tweaks FU's values (if you want to see them, they are at the end of my celestial.config.patch)
borsk 7 Dec, 2024 @ 6:19pm 
As the author of barren universe, I think you are incredibly based for making this mod. I'll add a link to it on my mod's page
ABlueHairedFox 7 Dec, 2024 @ 5:33pm 
Should I still have Truespace installed? Do Truespace patch mods work with this mod?
AGiantPie  [author] 7 Dec, 2024 @ 11:09am 
@Mr. Thiccums - This mod is standalone. I am planning on making a more advanced version hence why I named this the "Lite" version.
ABlueHairedFox 7 Dec, 2024 @ 12:30am 
Does this require RealSpace or is it its own thing?
FUS 5 Dec, 2024 @ 2:20pm 
Thank you so much, and yeah the "name" in _metadata is basically a 'system' name the game uses internaly (and submods through the "includes" parameter in _metadata), while the "friendlyname" is a human-readable version for the Workshop title and the in-game menu.

I thought I'd suggest it just so you don't have to waste your time going through the same hoops I went through in the past, and people won't need to ask for compatability patches as a result either, win-win.
AGiantPie  [author] 5 Dec, 2024 @ 1:59pm 
AGiantPie  [author] 5 Dec, 2024 @ 1:39pm 
@FUS - Reasonable requests. I didn't know the name parameter was relevant for dependencies, thanks for telling me. I'll upload the bugfix as a separate mod shortly.
FUS 5 Dec, 2024 @ 12:29pm 
Without looking into the files myself, if there's no plans in running it side by side with Truespace, might be useful to keep the "name" parameter the same in _metadata (while "friendlyname" can be whatever) so that TS submods could find their dependency without the need to make one change to them all for a new mod.

And as a personal request, can you make a version with just the bugfixes implemented? Because I'd like to have the mod functioning properly, but the barren planets don't really do anything for me. No need to even update it afterwards if you don't want to, since that mod's scope would just be the bugfixes to TrueSpace, which you have ofc done already.