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EDIT: Here's my mod showcase that is full of mods for my server. A hunch of mine suggests Extra Tech Key Binds. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770722293
Anyway, just to be certain, you're not having any trouble with enabling build mode and getting the range increase, correct? If that part is working but the hotkeys aren't, then it's probably another mod interfering with one of Build Mode's script hooks.
Making key bindings change the manipulator required some...creative workarounds to bypass restrictions Chucklefish put into the Lua API, so I had to make the mod hook into two places: the four vanilla head techs to capture the keypresses, and the crew/pet scripts to modify the manipulator. The tech scripts are the most likely culprit, so when I have some time, I'll start with them and go from there.
Also, I'd like to check your starbound.log for errors if you don't mind. Could you 1. start the game, 2. enable build mode, 3. attempt to use a build mode shortcut, 4. exit the game, and then 5. upload the starbound.log file for me? It's in SteamApps/common/Starbound/storage, and you can either use something like pastebin or create an issue on the build mode github page[github.com] and attach the file to it.
It wasn't doing this before, so it's related to something that has changed in the last MUI update. I'm going to check the MUI source and see if I can figure out what changed and why it's exploding now.
Edit: yep. If I switch the order of two lines, hotkeys enable correctly despite the MUI error. Doesn't fix the underlying problem but makes it less noticeable if something breaks. Probably better to do it that way anyway, actually, so that Build Mode is less susceptible to other mods' uninit hooks causing issues.
Still looking into why this started happening.
So, you should be able to use hotkeys again, but there will still be a freeze when closing the manipulator UI window for now. I can't deal with that part just yet because I need to contact the Manipulated UI dev about the underlying problem; it seems to have been introduced by changes made to MUI in the past few weeks, and I don't want to just make random band-aid changes that could cause worse problems.
Anyway, let me know if that helped.
EDIT: Jumped the gun. It works fine now, minus that one freeze you mentioned. Other than that, works good.
It should be a number matching your current zoom, but if it's something weird, like nil, it'll help me figure out if I need to set up some additional failsafe code for weird situations.
Also, Extra Zoom Levels is the entire reason I added the zoom hotkeys. I like to swap to 1x to check how a build looks, then go back to 2x for the actual building, and after I figured out how to rig the hotkeys I decided I needed zoom keys. :) So when I added it, I made sure they handle arbitrary zoom levels gracefully, even up to ridiculous values. You can even manually set it to something past the slider's range, such as /eval root.setConfiguration("zoomLevel", 30) to set a 30x zoom, and it'll handle it. (Just don't try to use a decimal, Starbound's engine breaks horribly if you try. Been there, done that, game crashes if you do.)
Thanks again for this amazing mod!
Hi.
My friend and I use the exact same list of mods, isntalled at the exact same times.
When we installed this mod, everything except Zoom Levels worked (including Manipulator size hotkeys. Five minutes into using it, his Zoom Levels began to work, but mine do not. We use Extra Zoom Levels, but according to the description this should be compatible. Any idea what I might be doing wrong?
Also happy people are liking the mod. I almost didn't put it on the workshop but figured others would get use out of it too :D
* Technically it uses some temporary state to communicate hotkey data but that's not relevant. :p
Edit: if either of you happen to figure out a way to reproduce the zoom thing reliably, or catch what's causing it, please let me know. It's bugging me that I can't reproduce it.