Starbound

Starbound

Compact Storage (now with Avali and Viera support)
47 Comments
Nanemae  [author] 8 Aug, 2020 @ 2:11am 
@Twisted_Code Thanks for pointing out where I can find that, one of the big things I like about SB is how even if you don't know much lua's pretty easy to figure out what's important and what's not. If you think you have the know-how to go for making it an actual monster, then more power to ya!

For an example, Dark Souls lets you throw a Lloyd's Talisman at them while they're resting so you can open them safely; the Symbol of Avarice is a monster drop from killing them instead, iirc. There are status effects you can apply to monsters using the secondary on some weapons, maybe something like that to keep them from moving and let you take their item?

The Fluffalo might be a good place to look, I think they're classified as a passive monster that you can interact with to get their elemental fur.

Whatever your plan is, if you need any help with it feel free to reach out to me. I'm not much for scripting, but if you need some basic animation work done I could try to whip something up.
Twisted_Code 30 Jul, 2020 @ 9:24am 
I get what you're saying, and I did take a look at Status Pod's assets (including the script it calls) after reading your message. Thanks to that, I have a little bit better understanding of how lua scripting works in this modding API, but I think I'm still going to go my own way with it. I could, as you suggested, call world.spawnProjectile like statuspod apparently does, but I don't think it would be that much more complicated to create my own monster and call world.spawnMonster to spawn that instead.Then I just have the chest self-destruct, and voilà.
(you can find all the lua documentation, at least for functions the game adds, in Starbound/docs/lua/, FYI)

Depending on how this all goes, I might also add a way that you can "disarm" the mimic with dentistry tools or something, but one step at a time :P
Nanemae  [author] 30 Jul, 2020 @ 2:38am 
@Twisted_Code

Thinking on it, isn't the Status Pod sort of this thing? It has a basic animation loop, an interaction state, and it behaves like a static object unless you break it or use it. It also applies an effect to the player character, so you could have it be an instant death-level of damage alongside an animation of the mimic chest attacking. Of course, if you wanted to treat it like a creature that might not work. Unfortunately I didn't get too involved with that aspect of SB's scripts.

Of course, I'm a newbie to most of this, I couldn't even get the append scripts to add the race-based chest recipes without clumsily replacing the whole race file effectively. You're probably better off talking to someone about it who knows more about working with that end of it.

You'd also need to be able to add it to the world gen, right? I think most chests and pods work off that, if I remember correctly.

Still though, it's a neat idea!
Twisted_Code 29 Jul, 2020 @ 1:22pm 
I know right? I'm considering making such a mod myself, seeing as that search failed. It can't be too hard to script an alternate version of various chests that has an additional "on interact" script or something like that, right?... Even if I wouldn't consider myself particularly good with Lua (I much prefer Python as far as scripting languages go)
Nanemae  [author] 24 Jul, 2020 @ 7:57pm 
@Twisted_Code

Sorry to hear that. A mimic monster for Starbound would be great! (especially if it was spawned by the Ruin, that'd help tie it in).
Twisted_Code 24 Jul, 2020 @ 7:33pm 
dang it, I searched the workshop for "mimic" hoping to find a chest monster but instead I find this (you have the word mimic in the paragraph right above the update 1.1 heading), something else I was looking for but not what I was actively looking for?? Go figure :winter2019joyfultearssnowman:
Nanemae  [author] 31 Jan, 2020 @ 1:55pm 
@RYUUJI
Great to hear! When I do I'll be sure to drop you a message. :D
Ry 27 Jan, 2020 @ 11:46am 
@Nanemae
No problem. Feel free to drop me a message some time if you feel ready to continue working on this. For now I have plans to add more storage solutions and expand the mod to the masses! You're credited too!
Nanemae  [author] 21 Jan, 2020 @ 1:36pm 
Thanks for doing that, RYUUJI! I haven't had much time lately to work on this, so feel free to keep that up for now.
Ry 18 Jan, 2020 @ 11:54pm 
For those interested I've re-uploaded this mod with Fevix's suggested fix and a patch for Enhanced Storage support. All credit goes to Nanemae and they're welcome to take over the upload or remove it at any time. This was originally for my personal use but I thought I'd share.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1973027459
goreae 20 Oct, 2019 @ 1:17pm 
Yeah like Whitebr said, I play using the argonian race mod (as you can see by my avatar) and the lockers aren't showing up. I have to use /admin to access them. The mod just uses the floran ship and unlocks floran ship assets, so my suggestion is to both make the a race non-specific locker like Whitebr suggested, (like the kind you find on hostile ships maybe) and link the compact locker recipe to the normal locker recipe. So if locker A is craftable, then compact locker A will also be craftable.
Whitebr 20 Oct, 2019 @ 12:04pm 
Hey, could you please add a non-racial specific version or versions based off of the other lockers in the game so other modded races can make use of this mod? I would greatly appreciate it!
Nanemae  [author] 27 Aug, 2019 @ 7:22pm 
Ah, understandable. I'll edit it out for now then. Thanks for doing as much as you have so far, I really appreciate it.
Fevix 27 Aug, 2019 @ 10:55am 
There's some error I have no clue how to address with the patch mod. For the time being, I'm taking it down.
Nanemae  [author] 2 Aug, 2019 @ 5:22pm 
No, I really appreciate that you pointed it out! I've switched computers a little recently, so I don't have the mod files set up to work on (it's been a little crazy lately). Your hotfix is a great stop-gap until I get this sorted.
Fevix 2 Aug, 2019 @ 7:32am 
I'm not trying to stop you from updating your mod to fix it without the patch.
Nanemae  [author] 2 Aug, 2019 @ 1:42am 
Oh snap, thanks for catching that. I'll leave it up this way and provide a link to your patch.
Fevix 31 Jul, 2019 @ 9:14pm 
I have created and published a patch for this mod to fix the reported issue: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1821528617
Fevix 31 Jul, 2019 @ 9:05pm 
The avali compact locker has an error:
In line 26 of \objects\avaligeneric\compactavalilocker.object:

"imageLayers" : [ { "image" : "compactavali.png:<color>.<frame>"
should be
"imageLayers" : [ { "image" : "compactavalilocker.png:<color>.<frame>"

Or rename compactavalilocker.png to compactavali.png, that'll work too.

This issue is causing crash on boot and should be fixed ASAP.
Nanemae  [author] 20 May, 2019 @ 3:47am 
I did make one that was compatible with Cutebound, but it's been a while since I've been able to take a crack at working with Starbound's scripting. I can probably do what I did there unless I did it in a really hacky way.
Algester 20 May, 2019 @ 2:34am 
I see so thats why huh... it'll be hard work if you have intentions of making it work with custom races
Nanemae  [author] 20 May, 2019 @ 12:14am 
Sorry, I don't think I made a version of this for the Arachne race. For now you'll have to work with them using the Admin mode, I might make one Arachne-compatible if I get the time sometime soon. Sorry I couldn't give you better news. :/
Algester 19 May, 2019 @ 8:04am 
PS: I'm currently playing with an Arachne race
Algester 19 May, 2019 @ 8:03am 
how do I legitly unlock the recipe if I go into admin mode I can see them in the industrial workbench I already got solarium stars and durasteel
Nanemae  [author] 4 Jun, 2018 @ 3:48am 
Thanks, if you find anything feel free to point it out if it's on my mod's end.
t0h 3 Jun, 2018 @ 11:45pm 
Alright. I'll have a look into it, see what i can find.
Nanemae  [author] 3 Jun, 2018 @ 1:14am 
That's a bit weird, I haven't heard of the Everis mod. Not sure how that's doing that though, it shouldn't be pulling those at all.
t0h 2 Jun, 2018 @ 2:48am 
Either it was just a bit of conflict with the Everis race mod, or just a glitch the mod has, the ship's locker spawns with all the race lockers inside of it.
Nanemae  [author] 17 Sep, 2016 @ 1:28am 
No problem! I hope you enjoy it.
Bits 16 Sep, 2016 @ 3:07pm 
It only transfers stuff from 1 place to another, thanks for responding
Nanemae  [author] 16 Sep, 2016 @ 2:58pm 
So long as Smart Tubes doesn't alter the vanilla species in any way, then it should work fine. It's only dependent on those.
Bits 16 Sep, 2016 @ 2:55pm 
If so, this is a mod i will be using a lot
Bits 16 Sep, 2016 @ 2:55pm 
Is compact storage compatible with Smart Tubes
Nanemae  [author] 16 Sep, 2016 @ 2:53pm 
Compact Storage is a mod I've made to make it possible to store more items into a smaller area. The cost is higher and uses end-game resources to balance out the direct benefits of the storage capacity. Each storage locker is designed to work similar to the normal racial storage lockers, and is tied to the species in the same way. You can make them by using the Industrial workbench the same way you'd make the normal lockers.
Bits 16 Sep, 2016 @ 1:53pm 
what is compact storage
Nanemae  [author] 16 Sep, 2016 @ 11:54am 
I've sent them a question about it, so we'll have to wait and see. If they approve then I can upload a compatible version using theirs and it should work fine.
RainDreamer 16 Sep, 2016 @ 7:57am 
Hmm, maybe a compatibility patch? You only need to use the avian species file from Cutebound for the compatibility patch.
Nanemae  [author] 14 Sep, 2016 @ 5:02pm 
Unfortunately, in order to make it race-specific (in order to make it as close to vanilla gameplay as possible), the race documents are necessary. If I can come up with anything else I'll try it.
Nanemae  [author] 14 Sep, 2016 @ 12:30pm 
It should be possible, although it would be less than ideal if the only way to make it function is to involve every race getting a recipe for each locker. I'll see what I can do, maybe it can be tied to something else.
RainDreamer 14 Sep, 2016 @ 9:00am 
Hey! I really like the compact lockers, especially the Avali one, but this mod has been conflicting with another mod I really like:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=761242493

So I was wondering if there is a way to only add the recipe in without modifying "species" files of the races?
Nanemae  [author] 7 Sep, 2016 @ 5:57pm 
There we go, that should work fine. Tested it for a while and they work fine.
Nanemae  [author] 7 Sep, 2016 @ 12:50am 
I'm happy you like it! I do too, and the normal ones are just too bulky for me. :/
Lance 7 Sep, 2016 @ 12:40am 
Thanks alot!! I'd be SO psyched XD haha. I like to super organize everything, and storage lockers in the wall like this is so awesome.
Nanemae  [author] 5 Sep, 2016 @ 5:39pm 
I don't see why not. I'll look into it and see what I can do. I haven't worked with non-vanilla races, so I can't promise anything. If I do, I'll put it up.
Lance 5 Sep, 2016 @ 3:14pm 
Hello <3 not showing up for viera, and I loooove this mod idea. Can you include vierra (and maybe avali since its popular?) give them a best fitting option.. and I think that will also make your mod popular in returen :3
Nanemae  [author] 29 Aug, 2016 @ 1:22am 
It should. I can't think of anything that the lockers coding that could muck something like that up. The lockers don't use data from other objects, they each have the normal coding for an actual item. If you come across anything I would have a tough time figuring out what went wrong. :/
*Yuki* 29 Aug, 2016 @ 12:08am 
will it work with mods, that change storage size of other items? (I think, its made to work with them, coz otherway its OP)