Starbound

Starbound

Searchable Tenant Tags [1.3]
73 Comments
Super Degenerate 16 Jun @ 12:15am 
I made an updated version of this mod: [oSB] Searchable Colony Tags .
Major Poison 2 Nov, 2024 @ 8:53pm 
seems to be a lot of items that lack tags in the current version. possibly update?
Fuyuno 10 Oct, 2019 @ 9:28pm 
does it work on 1.4.4?
Pesto Posta 21 Jun, 2019 @ 2:34am 
I think this mod needs updating, as it seems to be missing furniture.

Cheers love this mod.
Mozetronick 25 Nov, 2018 @ 12:49pm 
Didnt work witn another language, Mod replace it to English. Follow/Unfollow not fix this mistake
[UA]BorealStargazer 21 Jul, 2018 @ 4:17pm 
Could you please reupload this new version on playstarbound?
Loose Moose  [author] 15 Jul, 2018 @ 5:56pm 
@frozenLake That's how I went through and generated the mod files. I used C++ though. If there's a way to do that 'on the fly' using LUA, let me know. I'm happy to transition what code I have to someone else.
frozenLake 8 Jul, 2018 @ 8:57pm 
(though, additional code would need to be added to ensure that items descriptions are not processed multiple times)
frozenLake 8 Jul, 2018 @ 8:56pm 
Could this be made to work with modded items, by, instead of having a bunch of patches for each and every item, a lua script is made to modify the description of every item to be like:

item.description() = item.description()+root.itemTags(itemName)
Reynbowz 18 Jun, 2018 @ 2:06pm 
I noticed furniture items added by other mods don't have the tags added to the description by this mod and so are not searchable by tags. Is that something that has to be fixed by the person whose mod added the new furniture, or is that only fixable by you?
Thanks for this mod btw, I use it constantly when doing builds <3
Loose Moose  [author] 22 Dec, 2017 @ 12:27am 
Yes, forum version is very out of date.
Sentient Cookie 21 Dec, 2017 @ 7:44am 
I just subscribed to this instead of using the version from the forums and it's working normally. Either the version I had from the forums is out-of-date or it's the one with the error.
Sentient Cookie 20 Dec, 2017 @ 3:47pm 
I thought I was on the latest version. I was also using the one from the Chucklefish Forums, if that makes a difference.
Loose Moose  [author] 20 Dec, 2017 @ 2:34pm 
Sentient Cookie, that's a fairly old bug that should be fixed. Are you on the newest version?
Sentient Cookie 20 Dec, 2017 @ 7:42am 
Somehow, this mod is causing problems when trying to teleport to the Ruin mission; it causes the player to force-teleport back to the outpost after failing to generate the Ruin mission instance. It may be a conflict with FU as well. Once I uninstalled this mod, the mission loaded up as normal. Here is my log if you're interested in making it compatible: pastebin.com/maEGd5BS
Loose Moose  [author] 11 Dec, 2017 @ 11:28pm 
@BioVenom Not really possible. Game has the entirity of that textbox hard-coded for size and such. Only thing that can change is color and positioning.
BioVenom 8 Dec, 2017 @ 12:28pm 
Is it possible to have the tags smaller than the description text? Like small and in gray instead of bright green? It distracts the player from the description text, which is often interesting.
Use our names in these comments with the timestamp as an example comparison.
Loose Moose  [author] 4 Dec, 2017 @ 12:00am 
@BioVenom Good to know, thanks!
BioVenom 26 Nov, 2017 @ 11:16pm 
Works with 1.3
伊芙利特 18 Jul, 2017 @ 4:58am 
could work with 1.3?
PyreStarite 20 Jun, 2017 @ 1:14pm 
Compatible with 1.3?
warmainiac 17 Jun, 2017 @ 10:52am 
could you make this compatable with mods that add in tennants (example's; orcana race, new tenants)
runtime error 15 Nov, 2016 @ 9:12am 
Hey?
runtime error 5 Nov, 2016 @ 2:32am 
Personally, I'm fine with text clipping. Invisible tags could be an option, but for me been able to read tags myself is as important as search for them.
Alessondria 4 Nov, 2016 @ 10:13pm 
Ah... I for one like that best about the mod even though it can misbehave. I vote to keep it. For a new version? well that's your call. I can see some wanting that as a seperate add-on or seperate mod.
Loose Moose  [author] 4 Nov, 2016 @ 10:11pm 
Making the tags be included in the description but the "color" of the text be clear so you can't see it. You could still search for everything, but you would not see the tags shown in the description
Alessondria 4 Nov, 2016 @ 6:31pm 
explain invisible tags please?
Loose Moose  [author] 4 Nov, 2016 @ 1:24pm 
What would people's thoughts be on a secondary version with invisible tags (No awkward clipping outside of box)
Loose Moose  [author] 4 Nov, 2016 @ 1:23pm 
I can work on updating this somepoint soon. Kinda stopped playing so limitied motivation but I'll work on it this weekend!
runtime error 2 Nov, 2016 @ 12:51am 
Any hope for the mod to be upgraded to the current game version?
For now, new items (like Novakid themed furniture) do not have tags in description.
deeeeg 2 Sep, 2016 @ 10:31am 
We've discovered a conflict with the Named Saplings mod. The issue is sapling.object.patch is overwriting the changes Named Saplings makes when the sapling objects are built. Since saplings have no tags, would you be averse to removing the sapling patch in this mod?
BLUESTORM2112 22 Aug, 2016 @ 7:32am 
MysticMalevolence 18 Aug, 2016 @ 1:21pm 
This appears to break figurine and bug descriptions.
狂气的土狗 13 Aug, 2016 @ 3:03am 
thanks,I like it very much.It's very helpful for me.
Alessondria 11 Aug, 2016 @ 10:06am 
Hey Mooseeeeey,

Could you please post when you upload the Pixel Goods add-on? Thanks for making this mod!
HappyHead 10 Aug, 2016 @ 4:43am 
Thanks bro ^_^
Loose Moose  [author] 9 Aug, 2016 @ 10:19pm 
I'll get out Frackin' Universe and Pixel Goods ASAP, but I'm very busy next few days!
Ravayen 9 Aug, 2016 @ 1:46pm 
in frackin universe i think it actually has new tenants tht can spawn aswell.
HappyHead 9 Aug, 2016 @ 5:39am 
right
Loose Moose  [author] 8 Aug, 2016 @ 10:15pm 
The different tags for these mods actually affect the tenant that spawns there, right?
HappyHead 8 Aug, 2016 @ 8:05pm 
Pixel Goods and Frackin would be definite musts.
Besides that, the popular race mods have custom race furniture that could use labeling also...
Ravayen 8 Aug, 2016 @ 5:49pm 
I would request...

Frackin universe (has tags including i believe new ones)
Castlevania (if it actually has tags)
Pixel goods store (definately has tags)
Chase 8 Aug, 2016 @ 4:35pm 
All of FrakinUniverse xD No one should go through that torment
Loose Moose  [author] 8 Aug, 2016 @ 3:48pm 
@Ravayen Not a problem at all!

@HappyHead If you give me the name(s) of mod(s) you would like, I can make "addon" packs to post on the official forum (Link in description)
HappyHead 8 Aug, 2016 @ 6:50am 
I too would be interested in availability for modded content.
Daberoni 8 Aug, 2016 @ 3:13am 
Why isn't this in the base game?
Ravayen 7 Aug, 2016 @ 11:15pm 
kinda sucks it has to be done that way but i get it would have been cool to be able to simply 'read' tags even new mod added ones and just footnote attach them to an existing description now that you've explained it it sounds like a compatibility issue is slim at best so gonna try it out, thanks for being patient and taking the time to explain it for me :)
Loose Moose  [author] 7 Aug, 2016 @ 10:57pm 
The way that Starbounds modding system works is very limited in some regards. It's nearly impossible to modify code or add functionality to core features in the game. That is to say that the game's code that handles descriptions is very set in stone. It's not currently possible to write a code that gets executed every time an item description is needed to be displayed. However, what we can modify is the actual stored value for things (In this case, what the description that the game displays).

Because of this, I essentially "outsourced" the code that makes a new description and used the patch files to make it displayable by the game's engine.
Ravayen 7 Aug, 2016 @ 8:42pm 
oh lol then i am guilty of misreading again, im not really the most technically minded person but may i ask why it doesn't also read the items added by mods by default? is it because they are stored elswhere?
Loose Moose  [author] 7 Aug, 2016 @ 8:40pm 
@Ravayen The patch file ONLY affects the description field, so it is very safe.

And yes, the way I created everything was with a C++ script that reads in the file, pulls out the description and colony tags, parses it all together, and then feeds back the "updated" description into a template patch file.