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and i have no mods that change the functionality of the mtter manipulater.. only the astechics
i already wanna favourite this mod after seeing the pictures
i will ADORE this mod so much...
now just to add freecam and noclip for admin to make it perfect
Does that mean it's working? Great! I tried hard to make BM play well with other mods, so I was wondering wtf could have messed that up.
> coding weapons
Weapons are JSON data IIRC, but I'm guessing you mean adding scripting. It helps to have programming familiarity; Lua's simple but learning it in context of a game is harder. Plus Starbound's odd: its modding is powerful because it's mostly in Lua and "modding" is just overwriting stuff.
Try playing with something simpler like TIC-80 to start, then Starbound modding later. Or if you need beginner programming learning, look up "How to Design Programs", then try Lua after. Not Lua, but a good beginner book.
Also, extract base game assets and mods, learn from them. For BM it's even easier: follow github link and read it. I included lots of comments explaining what/why, and an "Implementation" doc with an overview of what's going on because I did some unusual stuff to make it work.
As for your second question, it was coding weapons, i tried replacing a Sniper Rifle and thought i did right but sadly i didn't either it did not appear with crafting or /spawnitem and if i tinkered around more it would crash SB so i gave up with trying that.
> Besides, you dealt with something I tried messing with once, and I refused to ever touch again.
Yeah? Now I'm curious, what part was it you tried to mess with, and what made you never want to try again?
Out of curiosity, what mod? "Aurora's SB 1.4 mod"? If so, I just installed it to test, and it + improved techs + build mode all existed in harmony: using distortion sphere, when build mode is toggled off in the MM panel, Aurora's noclip and teleport work, and when it's toggled on, the up/down resizes the MM instead. And since Aurora doesn't touch the other spheres, they just swap between normal behaviour and BM size changing.
The monkeypatching worked, only down side is you can't use noclip and build mode simultaneously; the noclip disables temporarily while noclip is on for some reason, which is a minor inconvenience but at least they don't break each other.
Not sure if you're using a different mod, or if there's something else at play here.
You're welcome, I've been a gentleman to the people who make these tools for convenience and will continue, even if people use this characteristic against me.
It patches all vanilla spheres, not just default, so you should already be able to use any of them. It's the same Lua script applied to each vanilla sphere, so they retain normal behaviour while also passing on keypress data.
It should even work with your modded sphere, since it monkeypatches functions by storing the originals and calling them so that original behaviour is not lost. That's why it can use the same 100-line script for all four vanilla spheres with no code duplication. I don't support arbitrary mods because I can't troubleshoot for everyone, but I know it works in general because I use Improved Techs and it's fine.
The only reason it shouldn't work is if the other mod has an even higher priority value than Build Mode, replacing it completely. I gave it a priority of 9999 intending to avoid that, but maybe something else went even higher. You can try unpacking the BM pak and raising the _metadata priority some more.
Finally, thanks for the kind words :D
You think it'd be hard to make it happen for another sphere? Just curious is all.
> thanks for sharing your source on github.
No problem at all. I did some unorthodox things to make the hotkeys feature work so it seemed obvious I should post the code so that I could also document the approach I took alongside it. Though TBH, not sharing it is kind of pointless in Starbound; it's all there and extractable in the downloadable mods anyway.
THIS IS 100% NEEDED.
NOW I JUST HOPE THAT THIS ISENT THE MOD THAT CRASHES THE GAME BEFORE THE CHUCKLEFISH(AS IN TOO MANY MODS)
From the description above: "[Build Mode] adds an overload mode toggle that increases the manipulator's tile damage when activated." Also, if you hover over the [?] next to the build mode toggle in the Matter Manipulator UI in-game it's described there as well. What that means is when you activate the overload effect, the matter manipulator removes blocks much faster.
If you're asking why it exists as a toggle, it's because I wanted an optional block destruction speed increase that, when active, destroys nearly any block almost instantly to speed up things like reshaping caves or fixing mistakes made with blocks that are slow to remove normally.
It's enabled separately of the build mode toggle because instant block removal makes it easier to accidentally do undesirable things like destroy part of a building or flood an ocean base with a misclick, so it's better to use it responsibly and only turn it on when needed.
The bad news is Chucklefish never did add anything to the API to cover the missing functionality they gutted in 1.3, so the zoom hotkey feature is gone forever. There's just no way to get at the zoom setting to modify it programmatically any more. I'm still annoyed about that, but it could be worse; at first it looked like they killed off the trick I used for hotkeys as well, but that still worked after figuring out what they changed.
TL;DR: I fixed it so the mod should work again for everyone.
Ultimately, I made the mod to make building more fun to me without breaking normal gameplay, so losing it made building a lot less fun, and I eventually quit playing the game as a result as well. :/
Pls don't dis am just wondering ( I've never used/downloaded a mod before...)
If somebody else wants to release a neutered version, there's nothing stopping them; I've had the source up with a link from the summary since I put the mod online. I'm just not interested in doing it, preferring to wait and see what (if anything) comes along to replace the missing config API.
Another, less time-consuming way, would be to have the setConfiguration and getConfiguration calls only return a whitelisted subset of configuration options that are safe for mods to toggle. The problem was that it was exposing the entire config JSON structure to mods, but there's no reason it MUST do that, it was just the easy way out. Exposing a safe subset via the (ex-)existing API calls would work equally well with much less work than trying to add new API calls for every possible config setting.
I tried suggesting this before, because I believe that's what they should have done instead of throwing the baby out with the bathwater by removing everything, but I guess it got lost.
Regardless, thanks for trying. I'm still hoping they eventually figure out the above ^ and re-instate the necessary configuration knobs, but it's not something I expect to happen any time soon.
It's a shame that it broke your mod, which was completely safe, but at least it's a reason. He also explained that "it should have just been replaced with a bunch of small API calls that allow all the safe things from the configuration to be accessed and modified, but that's probably a lot of work."
Regardless, I hope they add some sort of replacement for that API call in update 1.4!
The problem is that, as of 1.3, Chucklefish made changes to Starbound that broke Build Mode in a way I can't fix until they re-implement some API calls they removed. Nothing to do with other mods, I just have no desire to "fix" the mod when the only fix it currently is to neuter it by removing much of what makes it useful. I tried communicating with CF hoping to get the necessary functionality restored to the game, but I never got a response and gave up after a few months of trying.
Build Mode's full functionality requires those functions, and I had some plans that also needed them, so I'm stuck. Fixing things means removing much of what made the mod interesting, and I don't want to do that. I added hotkey zoom adjustment because it felt like a necessary part of improved building, and without it the whole thing just feels incomplete. :/
I keep waiting, hoping for something that will make it possible to keep things working the way they're supposed to, but so far, nothing. Maybe 1.4…
There's one thing that seemed to have some promise, but I didn't get anywhere with it. I mentioned changing build size with a config.patch: that's done with the "blockRadius" and "altBlockRadius" keys in /items/defaultParameters.config. I originally wanted to change those defaults temporarily, but it turns out there's no way to do so in-game.
Anyway, since it's a list of all the default settings for items, it MAY be possible to take an existing block type (e.g. dirt), override the default blockRadius with a custom value on-the-fly, and create, essentially, a new block type that can be placed in larger chunks.
No idea if that will work, though; I didn't pursue it further because mangling item types was way, way out of build mode's scope. Even if it works, it may do weird things. Completely untested.
There might be some kind of hackjob workaround for it with some clever trickery to make it happen, but it's not something to get hopeful about. I did something like that to get hotkeys+zoom working and Chucklefish broke it on me with 1.3. Still trying to get someone to communicate with me about that so I can hopefully save the feature, but no luck so far. :/