Starbound

Starbound

[oSB] Beta Hotbar!
23 Comments
auhrorae 22 Jul @ 6:39am 
So I've recently found out that Kae added a secret setting that allows you to move the action bar to the bottom with this command: /run return root.setConfigurationPath("inventory.bottomActionBar", true) will you be planning to add support for this in the future?

:impressive:
Blackwolf_swe 2 Jun @ 12:42pm 
Would it be possible to mirror the sprites but keep the original quickbar?
I've been looking for a way to swith to a right-handed look instead of ever-yone/thing being left handed :)

I tried this mod but it was not something i can use personally.
Rad Poseidon 20 May @ 8:25am 
Rather than what ninten said, I have a different idea. Right hand memory.
Rather than skipping 2 handed weapons, anytime something two handed is equipped (like the MM for example), it occupies both hands, but when you switch back to something one handed, the right hand returns to it's previous.
This will prevent you from clearing your right hand, while also allowing you to use two handed weapons.
[SUB] WIZ 12 May @ 10:59am 
Could you make a simple mod that would permanently remove items that drop after death, pls
Silver Sokolova  [author] 5 May @ 9:23pm 
Made scrolling the righthand slot skip over twohanded items. Unfortunately this introduces the issue of being unable to get to the other side of the bar by right-scrolling past its limits. ie right-scrolling down from 1 doesn't bring you to 10
Kinsect 4 May @ 5:25pm 
yeah what's a bit annoying is that when I scroll over to a two-handed item I lose whatever side I wasn't using (left or right) resetting it back to before I used it ^^;;

is this a glitch or was this in the regular beta game ^^;; (I never played the beta before)
shy 1 May @ 7:50pm 
holy moly
ninten 1 May @ 3:09pm 
sweet, thanks very much B)
Silver Sokolova  [author] 1 May @ 2:50pm 
@ninten Good idea, I may look into it!
ninten 1 May @ 1:15pm 
took me a minute lol but thanks for the answers, i'll remember those for my current playthrough when i get my hands on it again! i have a small suggestion though, would it be possible to make it so right-scrolling skips two handed weapons? that's the only issue i have with the mod but it's very minor
PterribleDactylus 30 Apr @ 9:11pm 
This is the best mod ever, I've been waiting for someone to remake this for ages. thank you so frigging much man
FUS 30 Apr @ 6:44am 
Yeah that's alright, but let's say, hypothetically, one wanted to look into it on his own time, and assuming it's even possible, what would he need to look for?
Silver Sokolova  [author] 29 Apr @ 10:14pm 
@FUS I can look into the issue. For the second question, if you mean making right click use the left hand weapon, I don't plan to add that
DaniNyo 29 Apr @ 4:48pm 
Hell yeah, glad to finally see it come out
FUS 29 Apr @ 12:19pm 
Loving this using this, but unfortunately I have another bug to report.

If you select only 1 item, swapping it to the other hand with shift won't more it's sprites visually to reflect the change, character will keep holding the item left-handed. This reliably happens if you don't select another slot as an off-hand, if that one's empty then everything works/looks as expected.

On the topic of hands, is there any way to edit which mouse button uses which hand, or is it all hardcoded? Because even if it did make sense with the L/R system they had it never stopped bugging me that you're basically stuck left-handed forever despite every other button being editable.
Caliperstorm 29 Apr @ 6:39am 
To my knowledge I don't have any other hotbar mods installed. After further testing it seems like shift-scroll works as intended on the second hotbar (accessed with default keyind 'x') but not on the first. I think it's because I had two-handed items (a broadsword and torches, respectively) in slots 1 and 0; after removing them I can swap right-hand to those slots as normal. So it seems that my confusion resulted from the known bug you have listed on the bottom of the page.

Good job with this mod, BTW. I was a kickstarter backer, so your work with this and betabound is giving me some serious nostalgia!
Gorigo 29 Apr @ 2:21am 
its confusing as shit, but at same time interesting to see early starbound features
Silver Sokolova  [author] 29 Apr @ 2:11am 
@Caliperstorm It's suppose to select the right-hand item. It works for me. It uses the MM Precision button (shift by default). Are you using any other mods that affect the hotbar?
Caliperstorm 28 Apr @ 7:07pm 
What is scrolling while holding shift supposed to do? For me it seems to be selecting for the left hand, but only for slots 1 through 6 when scrolling down, and only 8 9 and 0 when scrolling up. Is that intentional? Intuitively, you'd think it should select the right-hand item.
Silver Sokolova  [author] 28 Apr @ 12:49pm 
@ninten the old combat music should be possible too. i dont plan to have the knockback, combat music, or temperature in betabound though. i'm glad you like betabound and the master manipulator! the range boosts your block placement range (and iirc scanner flashlight width) when that master manipulator is equipped in the R slot. the speed upgrades do help since it does the same damage per strike as the vanilla manipulator, it just strikes very quickly. you can mostly ignore the speed upgrades unless you plan to mine a lot of hard blocks or want to get break some brains from the ruin or dead core from moons
ninten 28 Apr @ 2:53am 
i don't know anything about coding so that was a neat read, good to know about both. if i knew a thing about it though i'd definitely be trying to make a mod that reimplements the knockback, and the old combat music too (unrelated, just another thing i kinda miss)

also totally forgot you're the person that made betabound, even though that mod never leaves my subscriptions lol. completely unrelated but thank you for making the master manipulator obtainable in it, i always found it silly that it was never obtainable in vanilla, not even as a little cosmetic post-game reskin, so i geeked out a little when i actually did get it. question though, do the range and mining speed upgrades do anything special on the master manipulator, since it already has infinite range and near instant mining speed by default? just a random question i had
Silver Sokolova  [author] 28 Apr @ 2:35am 
@ninten both could be added without oSB. the temperature would benefit way more from using oSB features. the knockback could probably be added back since knockback for players is handled in Lua. unfortunately it's in a rather large function with many other things, so it's not ideal to hook into unless we run the hook's code first, do knockback stuff, then set the grit stat to 1 to prevent the same knockback from being applied again when the vanilla function runs
my Betabound mod restores a ton of other beta stuff, though it's a "what if it got finished?" instead of a reversion
ninten 28 Apr @ 2:27am 
really cool to see a mod like this.. i wonder if openstarbound can be used to re-add other beta features like the less barebones temperature mechanics, or (less minor) that knockback effect of players/npcs sliding across the ground and making dust clouds which looked really cool imo. i'd ask why that was removed but there's like a hundred other things i'd also ask that about :steamsad:

unnecessary yapping aside, good mod. installed openstarbound just to try it and i'm liking it very much