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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3494848685
Also, I've never personally played with the Optional Story mod before, so I had been wondering how well the 2 mods would've actually worked together. (Would the game run, but with the player starting with a fully-repaired ship? Would progress within the game be blocked? Would the game crash?)
Personally, I was under the presumption that the Optional Story mod would've worked fine along with my Alternative Early-Game Questline for the Outpost mod, without crashing or blocking main story progression, but would've prevented players from experiencing my own mod's contents, since I had presumed that it would skip through the early-game questlines to reach the Outpost and get the ship's FTL system repaired.
If so, then what would be the point using both this mod and it, since this mod is still tied to Starbound's story progression (even if the starting parts have been overhauled a little)?
if it isn't working with no other mods, problem probably is with your installation - try to rehash game files and make sure there is no laftover files from other mods laying around
and steam sometimes fails to download things from workshop properly - try to usubscribe, then wait for some time, and resub again
I was getting very annoyed with having to seek out the Gate everytime.
Made a patch mod to remove them from Lush as they are not needed anymore with this.
I don't even need to visit the Lush planet with this!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=849971477
Normally, I'd expect modders who add new places to teleport to (like missions, or new hub areas) to put them in the AI folder (where it's accepted that they'll be accessed via SAIL). However, that other mod seems to not bother with looking up what .aimission files are present within the ai folder, and instead just provides a list of which missions to sort into primary and secondary categories.
In short, it lacks a means of automatically detecting .aimission files, and sorting them into a default category.
The regular version that I found seemed to be a mod pack, not unlike Frackin' Universe. For now, I'd rather want to stay out of developing mods specifically for those kinds of mods, and let others add compatability to those mods instead if they like them enough.
- 10x Planet Size
- 100x Planet Size
- 1000x Planet Size
For beta versions of Starbound, I used to develop and maintain a mod at Chucklefish's website that removed ancient gateways from starting solar systems, simply titled No More Gateways [community.playstarbound.com]. If I recall, that old mod enabled players to teleport straight to the Outpost either at the start of the game, or as soon as their ship's interplanetary drive was fixed.