Starbound

Starbound

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Flashlight Buttons (replacer)
   
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59.990 KB
11 Nov, 2020 @ 2:55am
17 May @ 8:34am
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Flashlight Buttons (replacer)

Description
Modifies all the vanilla flashlights (& the explorer's lantern) to have an on/off switch.


Notice:
Mods that modify the vanilla flashlights won't change anything.

Basically treat this mod like if it added new items that happen to show up in place of the normal flashlights.


In order to make this mod possible, I had to turn all of the flashlights into activeitems, I did so by making activeitem replicas of all flashlights, changing the original tool's id and giving its old one to my items, SB can't tell the difference and automatically switches between the 2 when you install/uninstall this mod.
And yes, this means that technically you can spawn in the unmodded version of each flashlight if you figure out their new id.


Here's the item version.

Addons:
[Flashlight Buttons] Battery drain
[Flashlight Buttons] Half capacity
[Flashlight Buttons] Double capacity


Special thanks to zachery who came up with the idea.
22 Comments
Mr.Derp 17 May @ 9:57am 
Oh, right. Sorry. Thank you! :D
Anter583  [author] 17 May @ 9:20am 
Yeah, that's why I wanted you to use a text sharing site, like pastebin, the log doesn't fit in a comment and it messes with Steam's formatting.


One of the potential causes for that error is if FU somehow loads after this mod.

Weirdly enough, I didn't put FU in my mod's includes list and left the priority value set to 0, probably forgot to do so, as the FU flashlights were late additions.


I just updated the mod and its addons to have a higher priority and to load after FU.

Unsub and resub to the mod to force steam to download the latest version and tell me if the error is still there.
Mr.Derp 17 May @ 7:51am 
Oh. I think it has to do with "(ItemException) Duplicate item name 'flashlight_new' found". Also, the files are too big to upload here, sorry.
Anter583  [author] 16 May @ 9:17pm 
You can post it here, afaik there isn't anything too private in it, past your computer specs, mods list, character names and server info.
Mr.Derp 16 May @ 12:47pm 
Oh. Sorry, let me send them through DMs.
Anter583  [author] 13 May @ 5:00pm 
Can't help you without any context.


I will need your game log of a session where the crash/error happens to be able to fix anything.

You can find it by going into your game files, entering the storage folder and opening a text file named starbound.log .
If you see multiple files with that exact same name and are using Windows, then press the button View at the top of the window and tick the File name extensions option to show the full file names.

Then, copy the file's contents into a file sharing site, like pastebin and post a link to it here.

Some extra info on the nature of the issue will be helpful, like at what screen a crash happens, what the symptoms of a script error are, etc.
Mr.Derp 13 May @ 4:25pm 
Lol, this makes my game not start with frackin'.
Gorigo 26 Apr @ 6:16am 
because yeah before when i modded skyrim i was like "ow shiet, this mod is for legendary version, well i got anniversarry, oh this one is bad, oh this one needs this, this one works well with that" not to mention mods sorting etc
Gorigo 26 Apr @ 6:09am 
i copied all mods folders into starbound mods folder, but yeah rn im trying to rename every .pak with mod name, because before i read all guides which said "now install mods on server, play" or "just copy workshop mods folders into starbounds mods folder and start server" and i was reading alot of steam discussion and someone pointed at their own guide where they said each pak has to be renamed, and theres some smart stuff like scripting every .pak into auto mod id1.pak etc, that modding sucks ngl
Anter583  [author] 26 Apr @ 6:06am 
Never encountered that error before and idk what the game means by "NetElement".


Though the way the game is loading the mods is very odd, it's not registering any mod IDs and all source paths look like folders rather than pak files.


Just to to make sure, you did copy the pak file within each workshop mod's folder into your mods folder rather than the entire workshop folder as is, right?

Because in the latter case, SB doesn't load the mods properly.