Starbound

Starbound

Build Mode
Emily Mewens 7 Jun, 2017 @ 10:24am
Cheese
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=941851495
This should be all of my subscribed mods, not sure if you can see it without publishing it though.. But it comes with links and stuffs! so.. i figured that would be more helpful :V

In either case, the only thing i can think of is space isnt triggering the command. I mean while it may be all or nothing, if the key for it isnt the correct key for one reason or another, it wouldnt trigger right? :P But thats the only idea i can come up with, aside from the obvious mod conflicts.
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Showing 1-4 of 4 comments
Ilazki  [developer] 8 Jun, 2017 @ 1:18pm 
Can't see the list, you'll have to make it public for it to be visible I believe. :/

if the key for it isnt the correct key for one reason or another, it wouldnt trigger right? :P

Some explanation and context of what's going on with these key bindings:

Starbound's handling of keys is...weird. If you're in certain parts of the UI you can get any key on the keyboard, but outside of that the only way to access keypresses is through techs, and techs don't get direct key info, they just get a list of things like "up" "down" "jump" "primaryFire" etc. that have on/off status.

The nice thing about this is it means you don't have to worry about key rebindings and the like, because they automatically "just work", but it also means getting keypress info is...hacky would be an understatement. I had to hook into the default tech scripts and have my tech script addition check if build mode is enabled, and if so, pass the keypress info on to another BM script to handle them. If BM disabled, pass them on to the functions that normally handle techs.

It works, but it's fragile, because there's always the possibility that another script might also hook into techs and catch jump, or do some other weird thing.

And on top of that, now apparently Chucklefish removed part of the Lua API that I need to make the zoom in/out keys work, so I guess now I'll have to remove that feature entirely. Grumble grumble. Time to complain to CF about that, I guess. >:(
Emily Mewens 19 Jun, 2017 @ 11:39pm 
Ahhhh i see. Yeah, from personal experience, checks like that tend to be fragile xD The most basic way to ensure that check gets through is if it checks again.. but at the same time, this is just a button press so... thatd be really difficult and lead to input lag :V

Also ill set the thing up to public in a moment.

Also also, details.. Uhmm.. From what i recall, it just simply didnt work. On the ship, planet side, etc. With inventory up, or down, in a chest, not in a chest.. etc. Mind you this was last update, things may have changed

Edit: I think.. its published... Im not sure
Last edited by Emily Mewens; 19 Jun, 2017 @ 11:42pm
Ilazki  [developer] 20 Jun, 2017 @ 12:13am 
I can see it now. I'll give it a look after I figure out what to do to fix what 1.3 broke; I know they took away API access that was needed for the zoom keys, but I haven't had a chance to figure out what else went wrong with this update. I've been trying to communicate with someone from CF to see if they're willing to find a better workaround for the problem they tried to "fix" by removing the API calls I needed, but so far no luck.

For all I know, I may have to abandon everything but the range increase that the mod started with...though I'm hoping that isn't the case. :/
Emily Mewens 20 Jun, 2017 @ 12:48am 
awww.. hopefully the access to all the items will still be available too :c
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