Starbound

Starbound

Dynamic Fuel Hatch
89 kommentarer
Erazil  [skapare] 8 jan, 2020 @ 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 jan, 2020 @ 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  [skapare] 1 okt, 2019 @ 3:02 
if all worl well no :)
Amethyst 1 okt, 2019 @ 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  [skapare] 30 sep, 2019 @ 22:45 
Backup your save before ^^
Erazil  [skapare] 30 sep, 2019 @ 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 sep, 2019 @ 22:24 
Do you know how to remove a mod from a save file without starting over?
Erazil  [skapare] 30 sep, 2019 @ 22:18 
yes, the two mods are not compatible with this mod because they also modify the fuel hatch.
Amethyst 30 sep, 2019 @ 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  [skapare] 29 sep, 2019 @ 20:11 
i understant, sorry for you troube
good game :)
Amethyst 29 sep, 2019 @ 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  [skapare] 29 sep, 2019 @ 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 sep, 2019 @ 7:40 
The fuel hatch is invisible in the current patch.
Nanacho 20 aug, 2019 @ 1:54 
Does it work for the Arachne race? I'd search the other comments, but Steam doesn't let me.
lxMattAranxl 8 maj, 2019 @ 4:52 
Should've been added in the official game. Great attention on this, bro! :)
Erazil  [skapare] 7 maj, 2019 @ 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 maj, 2019 @ 11:56 
Is this mod compatible with the latest starbound update?
Jokiu 26 feb, 2019 @ 19:52 
Could there be a version for the Protectorate ship?
ThatRandomTayto 13 feb, 2019 @ 14:07 
Could you add a Draconis compatibility?
McKaby 5 jan, 2019 @ 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 nov, 2018 @ 9:56 
ah. this is so epic. fucking beatifull for shitty roleplaying. i love attention to small detail.
Dead Cat 2 nov, 2018 @ 17:06 
Make?
Erazil  [skapare] 2 nov, 2018 @ 16:47 
no.
Dead Cat 2 nov, 2018 @ 15:22 
FU support?
Commander Phrog 29 sep, 2018 @ 17:31 
S K A T H
warmainiac 15 sep, 2018 @ 18:36 
galaxy foxes support? as well as arachne and felin?
FPSUsername 27 aug, 2018 @ 6:50 
Oooh okay. Thank you for helping
Erazil  [skapare] 27 aug, 2018 @ 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  [skapare] 27 aug, 2018 @ 5:35 
so I don't know and I can't help you, sorry.
FPSUsername 27 aug, 2018 @ 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  [skapare] 27 aug, 2018 @ 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 aug, 2018 @ 3:58 
https://pastebin.com/Y7pe3Ea6

Line 14 and 55 confirm that this mod is loaded on the server.
Erazil  [skapare] 27 aug, 2018 @ 3:54 
i am not sure but i thinks your server need to have mods to use too
FPSUsername 27 aug, 2018 @ 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  [skapare] 26 aug, 2018 @ 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 aug, 2018 @ 11:49 
Hmm, for me it seems to be crashing on multiplayer: https://pastebin.com/6jA3mt16
Erazil  [skapare] 25 aug, 2018 @ 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 aug, 2018 @ 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  [skapare] 25 aug, 2018 @ 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 aug, 2018 @ 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  [skapare] 25 aug, 2018 @ 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 aug, 2018 @ 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  [skapare] 25 aug, 2018 @ 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 aug, 2018 @ 3:31 
I believe the error comes with this in the log:
https://pastebin.com/3USd8bEs
FPSUsername 25 aug, 2018 @ 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 jul, 2018 @ 8:44 
this is not compatible with frackin since it has a different fuel amount than the defaultgame
Super Brasilis 23 jun, 2018 @ 16:43 
frackin?
Ethan 20 jun, 2018 @ 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 jun, 2018 @ 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  [skapare] 1 maj, 2018 @ 17:40 
@Ser Nexi XVI : Thank you for confirmation :)