Starbound

Starbound

Syovere's CYOS - Choose Your Own Ship
 This topic has been pinned, so it's probably important
Circe  [developer] 1 Mar, 2022 @ 6:17pm
FAQ
Q: Why are there hazard blocks and ship lights outside of my new ship?
A: Either I missed a spot or you're playing one of the races that had compatibility complications. In the former case, please state your race and I will try to fix it, though it won't fix your save; you can remove the extra outside blocks with /admin.

Q: Something's missing from my ship!
A: That's probably bad! Unless it's your lights, that was unavoidable. Please report this, including what race you were, what tier you upgraded from, and what ship you switched to. If you use the vanilla upgrade process and don't want to risk some of your lights and such not spawning, or if I somehow broke something more significant, you can extract the .pak, found in \steamapps\workshop\content\211820\2770190868, go to \ships\[yourrace]\, and delete the blockKey.config.patch. Also, if I broke something, please report this! I have encountered oddities and fixed them to the best of my ability, but may have missed some.

Q: Wait, why am I losing my lights?
A: To make Hazard blocks and ship lights not spawn outside of a selected CYOS ship, I had to set their foregroundResidual/objectResidual to "false". This unfortunately means some of them just won't spawn.

Q: Can you make this mod modular?
A: No. I mean, I could, but A: I'm not maintaining that many separate patches, and B: that many individual mods would seem to play hell on Starbound's already-questionable performance. I could be convinced to release a separate version without the blockKey.config.patches if they prove to cause problems, though.

Q: Can you add [mod ship]?
A: Maybe. I prefer to have permission from the mod creator, if they're still in the community. Most ship additions are quite easy; on a technical level, nothing's stopping me.

Q: I made a ship! Can you include it?
A: Probably! Send it to me via Omeruin's Modding Cave and I'll have a look.

Q: Can you add compatibility for [mod race]?
A: Most likely. Race mods are pretty easy to add compatibility patches for, usually. I will not personally patch FU races, as I don't have the means to test such a patch.

Q: What's with the ship names?
A: Ships from mod-added races are named to avoid a lore mismatch in any given player's game. If you don't have the De'nelaun in your universe, it doesn't make sense to have a ship attributed to them. This way you can just headcanon it as them being made by some unknown manufacturer, if such things matter to you.

Q: Okay, but what about the Advanced Logistics Frigate?
A: Compare that thing to any other ship in Starbound. There's no way that's only a frigate.

Q: Can I buy a different ship after I already bought one?
A: Not recommended. If the new ship is of a lower tier than the old one (which won't usually be intuitive), the token won't work at all.

Q: Can I return to a vanilla ship?
A: Ship tiers are stored in the character savefile. I'm not sure if there's a way to edit that.

Q: Will your ships overwrite any mods or vanilla content?
A: Nope! All of the added ships in CYOS, including the buyable vanilla ones, are in a separate /ships/syovere/ subfolder specifically to avoid any file collisions.

Q: How'd you do this?
A: Technically, by expanding the vanilla upgrades. I have filler ships for some races (including all vanilla ones) on tiers 9 and 10, to account for races that use ten-tier ships by default; all added, buyable ships start as Tier 11. The system is easily expanded from here, as Starbound does not seem to have an upper limit for ship tiers; the standalone BYOS system used Tier 69. For the curious, I've simply duplicated the Hylotl T8 for the dummy slots. (it also shows up as an actual entry, don't worry)

Q: Will any of your added items conflict with my mods?
A: Shouldn't, except for the ship tokens, but most mods don't expand those anyway (see compatibility note re: Kitsune). All other added items are prefixed syo_ specifically to avoid item ID collisions. Added SAILs from other races remain under the original name, and as such I may need to update them when their source mods update.

Q: Oh god the Advanced Logistics Frigate is huge
A: Yes. Yes it is.
Last edited by Circe; 28 Jul, 2022 @ 4:55am