Starbound

Starbound

Dynamic Fuel Hatch
89 kommenttia
Erazil  [tekijä] 8.1.2020 klo 3.01 
@Starblast16 agree, is not compatible with all mods that change/modify the vanilla fuel hatch (I thought it was obvious. But it's always good to be reminded of it. Thank you.)
Starblast16 7.1.2020 klo 11.25 
Not sure if anyone mentioned it yet but this does not play nice with FU. FTL fuel hatches have a tendency to become invisible.
Erazil  [tekijä] 1.10.2019 klo 3.02 
if all worl well no :)
Amethyst 1.10.2019 klo 0.17 
I'll give it a try and let you know. Though I already unsubscribed -- is there anything else I need to do to remove it?
Erazil  [tekijä] 30.9.2019 klo 22.45 
Backup your save before ^^
Erazil  [tekijä] 30.9.2019 klo 22.45 
i dont know sorry , maybe try for remove this mod with Build Your Own Ship mod installed :
remove your fuel hatch
save / quit
remove this mod
run starbound
install a new fuel hatch

(i really dont know if is work sorry, let me know )
Amethyst 30.9.2019 klo 22.24 
Do you know how to remove a mod from a save file without starting over?
Erazil  [tekijä] 30.9.2019 klo 22.18 
yes, the two mods are not compatible with this mod because they also modify the fuel hatch.
Amethyst 30.9.2019 klo 22.02 
No worries. I do have a bunch of mods, including Frackin' Universe and its Build Your Own Ship mode. So it's entirely reasonable to imagine it's a mod conflict.
Erazil  [tekijä] 29.9.2019 klo 20.11 
i understant, sorry for you troube
good game :)
Amethyst 29.9.2019 klo 16.56 
It's possible. Sadly, I don't have the time or energy to spend finding said conflict, and while it's invisible, it still functions, so I'll probably just throw it down on a spot of different-background blocks while I am building my ship XD
Erazil  [tekijä] 29.9.2019 klo 10.02 
@ღ 𝓛𝓮𝔁𝔂 ღ : i make a fresh install and i just activate this mod for test and all seem worlks well
( tested with Apex ship only )

maybe a conflict or incompatibility with another mod
Amethyst 29.9.2019 klo 7.40 
The fuel hatch is invisible in the current patch.
Nanacho 20.8.2019 klo 1.54 
Does it work for the Arachne race? I'd search the other comments, but Steam doesn't let me.
lxMattAranxl 8.5.2019 klo 4.52 
Should've been added in the official game. Great attention on this, bro! :)
Erazil  [tekijä] 7.5.2019 klo 12.17 
@jon yes (normally, i stopped to play at starbound, but the last time i have played all work good, and that is after the 1.3.3 Hotfix Patch )
Jon 7.5.2019 klo 11.56 
Is this mod compatible with the latest starbound update?
Jokiu 26.2.2019 klo 19.52 
Could there be a version for the Protectorate ship?
ThatRandomTayto 13.2.2019 klo 14.07 
Could you add a Draconis compatibility?
McKaby 5.1.2019 klo 17.17 
Anyone planing to come up with a "Protectorate Ship" variant, as I use the Human Protectorate Ship mod myself and the fuel hatch from this stands out a bit.
The Blue Hat 8.11.2018 klo 9.56 
ah. this is so epic. fucking beatifull for shitty roleplaying. i love attention to small detail.
Dead Cat 2.11.2018 klo 17.06 
Make?
Erazil  [tekijä] 2.11.2018 klo 16.47 
no.
Dead Cat 2.11.2018 klo 15.22 
FU support?
Commander Phrog 29.9.2018 klo 17.31 
S K A T H
warmainiac 15.9.2018 klo 18.36 
galaxy foxes support? as well as arachne and felin?
FPSUsername 27.8.2018 klo 6.50 
Oooh okay. Thank you for helping
Erazil  [tekijä] 27.8.2018 klo 6.24 
so after test , its works but you NEED add my mod in the Mods directory, the include the path to the workshop folder and load the workshop mods in sbinit.config is not enough.
Erazil  [tekijä] 27.8.2018 klo 5.35 
so I don't know and I can't help you, sorry.
FPSUsername 27.8.2018 klo 5.02 
That's an old method. The new method includes the sbinit.config in the win32 and win64 folders. Here you can include the path to the workshop folder and load the workshop mods. I already tried what you suggested by using only your mod, but that gives me the same issue (I also have an issue when I use the tech control swap mod.
Erazil  [tekijä] 27.8.2018 klo 4.36 
i dont know but in previous post :

NobleFurLyfe 21 mars à 0h43
tested -- the server has to have the mod if anyone was wondering

after little seach
https://www.youtube.com/watch?v=Grvv8XUHSZ4

else , you have try with ONLY this mod active ?

FPSUsername 27.8.2018 klo 3.58 
https://pastebin.com/Y7pe3Ea6

Line 14 and 55 confirm that this mod is loaded on the server.
Erazil  [tekijä] 27.8.2018 klo 3.54 
i am not sure but i thinks your server need to have mods to use too
FPSUsername 27.8.2018 klo 2.30 
Well no. The server is vanilla and I play with the mods. At least that's what I think. The server and the gane run from the same pc. I play sb using steam and the server using the provided .exe file. One of the server config files has the paths to load workshop mods, so in theory there shouldn't be a mismatch.
Erazil  [tekijä] 26.8.2018 klo 12.37 
i dont know if works for multi player ( i never try ) but you are sure all players are the same mods?
FPSUsername 26.8.2018 klo 11.49 
Hmm, for me it seems to be crashing on multiplayer: https://pastebin.com/6jA3mt16
Erazil  [tekijä] 25.8.2018 klo 12.15 
good new :)
for info in modding (I don't master all), ask your question on the official forum ( modding part ) alot people help another
FPSUsername 25.8.2018 klo 11.35 
It's working. I'm curious how to do partial overlay mods instead of replacing the whole texture.
SB apparently doesn't stack textures (which is a good thing for the game itself).
Erazil  [tekijä] 25.8.2018 klo 9.24 
normaly yes , in your mod ( compatibility patch ) you need just the your png ( but you need with same structur of directory than starbound )

Let me know if it works... or not.
FPSUsername 25.8.2018 klo 8.37 
Okay, so I should have my normal mod first with prio 201, then load your mod which is 202 and make a compatability mod with prio 203 which only includes the PNG files, but not your scripts. (it's because the comp mod will have a black theme). Anyway, thanks for explaining how to make this compatible.
Erazil  [tekijä] 25.8.2018 klo 6.13 
No Permissions for redistributing any assets included in this mod on steam or in another platforme !
but you can make a submod loaded after your and my mod for overwrite novakidfuelhatch.png and novakidfuelhatchlit.png with yours png

my priority mod is set a 202

set in your _metadata of "black novakid ship" :
"priority" : 201,
(or lower number) for his loaded before mine

set in _metadata of the compatibility mod :
"priority" : 203,
(or higher number) for his loaded after mine

normally it should work. ( dont forget the local mod is loaded before the steam mod , for real test with a mod patch you need use steam vertion of the mod. Well, if that hasn't changed since last time.)
FPSUsername 25.8.2018 klo 4.54 
Okay, I unpacked my mod, deleted the fuel hatches and installed it. It seems to be working fine now.
Is it okay if I embed your mod into mine and update it on steam?
Erazil  [tekijä] 25.8.2018 klo 3.52 
i look the img of the mod "black novakid ship" of FPSUsername and he modify the fuel hatch skin, its not compatible with my mod (this mod modify too)

for your err log, my mod dont change /interface/inventory/
FPSUsername 25.8.2018 klo 3.31 
I believe the error comes with this in the log:
https://pastebin.com/3USd8bEs
FPSUsername 25.8.2018 klo 3.24 
I'm getting this error when joining a multiplayer world. I do have a ship mod, but it's only texture based (black novakid ship)

Exception caught in client main-loop (MapException) index 18446744073709551615 out of range in OrderedMap::at()
cringeybabey 26.7.2018 klo 8.44 
this is not compatible with frackin since it has a different fuel amount than the defaultgame
Super Brasilis 23.6.2018 klo 16.43 
frackin?
Ethan 20.6.2018 klo 14.19 
Erazil, can you figure out a workaround for getting the FTL Drive (starter hatch from default ship) onto FU BYOS system?
diannetea 6.6.2018 klo 18.47 
I know this is asking a lot, but could this be made to work with Recolored Ship Objects?

https://sp.zhabite.com/sharedfiles/filedetails/?id=742560187
Erazil  [tekijä] 1.5.2018 klo 17.40 
@Ser Nexi XVI : Thank you for confirmation :)