Starbound

Starbound

Defender Drones DELUXE (Outdated)
Xaliber 4 Mar, 2017 @ 12:58am
Bug Fix and Compatibility Issue
Hello shiny gallade. I want to help fixing the bugs you have in the mod.

First is the bug that you can't craft unless you use /admin. This bug is fixable. This happens because you don't have player.config.patch in the root of your mod folder. This file is used to add your recipes into the vanilla game.

Add player.config.patch with this codes inside:
[ { "op": "add", "path": "/defaultBlueprints/tier1/0", "value": { "item" : "dronesstation" } }, { "op": "add", "path": "/defaultBlueprints/tier1/0", "value": { "item" : "advtriplod" } }, { "op": "add", "path": "/defaultBlueprints/tier1/0", "value": { "item" : "basicdrone" } }, { "op": "add", "path": "/defaultBlueprints/tier1/0", "value": { "item" : "basicdrone2" } }, { "op": "add", "path": "/defaultBlueprints/tier1/0", "value": { "item" : "dronetank" } }, // etc ]

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Second, I see that you have "screenshot" folder inside your mod. That folder is not needed. It only makes the mod's file size larger. My suggestion is you can remove the folder.

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Third, you don't need to copy paste the vanilla assets if you want to use it. I see that you have pathing.lua in your scripts folder. You don't need to copy that into your folder. The game will refer to the game assets just fine.

It is advised to remove them if you're not going to modify them, as it can cause compatibility issues.

.

Speaking of compatibility...
Fourth... is the larger issue. Compatibility issue.

I see that you replace vanilla monster skills (monster/generated/skills/). This can cause issues with another mods that modify the skill or even the vanilla game itself when they update the skills.

If you want to make new skills for your drones, I'd suggest you to make a new file. Don't replace vanilla files. You can make new files such as drone_waterGunAttack.monsterskill for example.

At the very least, if you just want to modify vanilla skills, you can use the patching system. With the patching system, you could change only the lines you want to change instead of replacing the whole file. That's what I did with player.config.patch above. See the tutorial here: community.playstarbound.com/threads/basic-patching-now-with-path-guide-v1-9.84496/

I also see that you modify util.lua. Unfortunately, .lua cannot be patched. So you have to be really sure that you modify the script for very good reason, because it will affect ALL objects (monsters, npcs, items, etc) that use util.lua, not just your drones. Be careful.

.

I'm eager to see this mod develops, so I hope you're going to fix those issues first before adding new stuff.

If you have questions feel free to ask me, or the official modding community here: community.playstarbound.com/forums/modding.111/
Last edited by Xaliber; 4 Mar, 2017 @ 8:13am
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Showing 1-13 of 13 comments
Xaliber 4 Mar, 2017 @ 1:00am 
There is a modding ebook that is useful for modders, you might want to read it too for tutorials:
http://community.playstarbound.com/resources/unofficial-modding-ebook-2-0.2930/
Veltarden  [developer] 4 Mar, 2017 @ 12:27pm 
so, i have to create player.config.patch, then copy the code?
пubbiп 4 Mar, 2017 @ 8:17pm 
Yes dronez! :B1:
Xaliber 4 Mar, 2017 @ 10:29pm 
Originally posted by shiny gallade ᕦ(ò_óˇ)ᕤ:
so, i have to create player.config.patch, then copy the code?
Yup, among other things. That only fixes one bug.

As for the compatibility issue, you need to do several things.

First you should delete all files that you don't modify. Those files are:

scripts/pathing.lua
scripts/stateMachine.lua
scripts/vec2.lua
monsters/generated/skills/ranged/plasmaTorpedoAttack.monsterskill
monsters/generated/skills/ranged/shockingBoltAttack.monsterskill
monsters/generated/skills/ranged/shockingWaveAttack.monsterskill

Second you should move these, from here to there (or anywhere else that don't replace vanilla files)

scripts/idleState.lua >>>>>>> scripts/defenderdrone/idleState.lua
scripts/wanderState.lua >>>> scripts/defenderdrone/wanderState.lua
scripts/util.lua >>>>>>>>>>> scripts/defenderdrone/util.lua

Third you should rename these files, for example to these

bubbleBlastAttack.monsterskil >>>>>> droneBubbleBlastAttack.monsterskill
burninghaloAttack.monsterskil >>>>>> droneBurninghaloAttack.monsterskill
eyeballSprayAttack.monsterskill >>>> droneEyeballSprayAttack.monsterskill
gasBelchAttack.monsterskill >>>>>>> droneGasBelchAttack.monsterskill
rainbowVomitAttack.monsterskill >>>> droneRainbowVomitAttack.monsterskill
staticDischarge.monsterskill >>>>>>> droneStaticDischarge.monsterskill
waterGunAttack.monsterskill >>>>>>> droneWaterGunAttack.monsterskill

Fixing the compatibility issue is important to make sure your mod will be compatible with other mods and the Starbound's future updates.
Last edited by Xaliber; 4 Mar, 2017 @ 10:44pm
Veltarden  [developer] 5 Mar, 2017 @ 12:20pm 
thankssssss :3
Xaliber 5 Mar, 2017 @ 10:40pm 
Don't forget to rename the skill name too inside the .monsterskill files.

I'd really suggest to read the modding ebook for more basic explanations. :)
Veltarden  [developer] 6 Mar, 2017 @ 9:17am 
the new update can be released today or tomorrow, do you want to me to put you as a colaboration?
Xaliber 6 Mar, 2017 @ 10:45am 
Originally posted by shiny gallade ᕦ(ò_óˇ)ᕤ:
the new update can be released today or tomorrow, do you want to me to put you as a colaboration?
Eh, no need to, the work is mostly yours. I only point the way. :)
Veltarden  [developer] 6 Mar, 2017 @ 11:30am 
ok :3
Veltarden  [developer] 8 Mar, 2017 @ 1:50pm 
FIXED EVERY THING :D

thanks for helping me fixing those issues. (still the waterdrone spawner is invisible)
Xaliber 8 Mar, 2017 @ 9:09pm 
Good to hear. I'll let you know if there's more problem.
Tairanos 23 Apr, 2019 @ 11:47am 
I think there is a problem with the wiring of the drone totems, they wont activate no mater what, i can only activate them manualy, was trying to conect it to a proximity sensor, it shows that it is conected and that the signal is being sent, but no activation
Veltarden  [developer] 24 Apr, 2019 @ 8:43am 
@Tairanos, They are made to be only activated manually, but if i got time to make a little patch for the wiring tool i may do it.

howerver, i can't update the mod until i obtain some of the lost files and get into modding again.
when ever i can, the update will be given, but for now its only to wait
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