Starbound

Starbound

Syovere's CYOS - Choose Your Own Ship
486 kommentarer
Circe  [skapare] 13 timmar sedan 
If you wanted to change your ship, then yes I would absolutely encourage you to pick everything up before you do so, and would recommend assuming that if you don't do that it's lost.
stylus 17 timmar sedan 
so dumb question here, I have a decent amount of stuff on an already existing ship, would I need to move all of it somewhere else and move it into the new ship I got if I use this mod?
Gedz 14 jun @ 9:29 
Trying to find that Better Ships compatibilty comment but there's 49 pages to get through... any idea which one it's on?
AgentKirin 30 maj @ 10:42 
Hmm. The Peglaci ship does have a rather non-standard layout, with all the ship-function stuff crammed into a smol, elevated room. Seems like there'd still be a consistent anchor or something, though.
Circe  [skapare] 29 maj @ 22:40 
should correct previous remark: the *colors* for the blockkey could potentially misplace things, but I don't touch those, just the Residual settings.

being slightly wrong was bugging me lol
AgentKirin 29 maj @ 20:59 
Huh. Maybe it's an issue with the base Peglaci ship then?
Circe  [skapare] 29 maj @ 19:27 
@AgentKirin: That's really weird, especially since I don't edit any of the native ships except to set objects non-residual. As far as I know, moving them would need an edit to the blockKey or the blocks.png, neither of which I touch.
Breloomish 29 maj @ 18:31 
Oops, sorry, just found the list. I didn't realize Technitoon was that obscure before installing it :'v
Breloomish 29 maj @ 18:11 
Is there a list of races compatible with this mod? BYOS isn't compatible with the race I want to play with but I'm agonizing over how much i don't like the ship it DOES come with ;v;
AgentKirin 29 maj @ 17:48 
I've noticed some oddities with the Peglaci Rebirth ship when its tier increases. Rebooting SAIL leaves the Peglaci character stuck in the floor until beaming down. Upgrading the ship leaves placed objects where they are, but offsets the ship for some reason, so those objects may end up floating or overlapping a wall.
freyjasvalkyrie13 9 apr @ 13:38 
You're welcome ^_^ I'm glad it didn't affect anything then
Circe  [skapare] 9 apr @ 13:34 
Turns out I shouldn't have to do anything! As far as I can tell, the added parameters shouldn't interfere with the specific ones being patched, and you didn't add any new objects in the middle of the ones I patched so the ordering didn't change.

Thanks, though, makes it a lot easier when I know to check.
freyjasvalkyrie13 9 apr @ 12:05 
You're welcome ^_^ Okay, cool. Just updated!
Circe  [skapare] 9 apr @ 10:58 
Thanks for the heads up! The images don't matter, the only thing in a supported race's ship files I touch is the blockKey.
freyjasvalkyrie13 9 apr @ 10:55 
Hi there! I wanted to let you know that I do actually have to post an update for the Viera and Moogle ships that alters their block images and the blockkey.config for a necessary fix. I'll likely have it ready in a bit and will confirm when its updated on my end.
Nur1 6 apr @ 11:29 
No problem, this mod is a great little thing so I'm happy to help fix it.
Circe  [skapare] 6 apr @ 9:20 
Yep, that's what it was. Thank you for the detailed report, that made it a lot easier to figure out!
Circe  [skapare] 6 apr @ 9:10 
Hrm. I suspect I know what's going on - if it's the human ones, then one of the ships in the selection between your present ship and the ship being chosen has them not set to objectResidual:false. Should be an easy fix, just a matter of checking blockKeys
Nur1 6 apr @ 1:27 
Apologies if this is a known issue, or is needed for some reason or something, but whenever I use a token to swap ships, there's always oddly placed human ship parts.

Notably, there'll usually be one human locker and one human FTL inside of the ship. and one human locker completely out of bounds that can be seen with some ships (such as the Floran t5) just using the regular camera, though some also have to pan to it to see it.

I initially found this with the De'neluan, though I tested with Avian and it also appears for them, so I presume it's a mod issue as I have no mods that (knowingly) touch ships.

Again, I apologise if this is already known or needed for some reason, or if this comment is hard to read. I'm not the best at making my texts understandable.
Circe  [skapare] 28 mar @ 22:30 
3. You should be able to claim a CYOS of your choice from any ship tier that's fully functional. In other words, whenever you can travel to another star. At this point it should be safe to buy token, warp planetside, eat token, get ship.

4. If using the token does not change you to the correct CYOS ship upon beaming back up, either I did something wrong (hope not!) or you have another mod that's changing ships and isn't compatible with CYOS.
Circe  [skapare] 28 mar @ 22:29 
I genuinely have no idea what you're trying to ask here. So I'll try to summarize exactly how CYOS works; if this answers your question, awesome. If it does not, can you try rephrasing it?

1. The base game's upgrade system still functions for vanilla ship tiers up to 8, including for supported race mods. Race mods that have tier 9 and 10 ships built in (but not through an addon) also have their T9s and T10s supported here.

2. The selectable CYOS ships occupy additional tiers, in a technical sense, but you do not upgrade vanilla-style - you buy the token from the console (see first screens). Each also includes a (small) image showing the basic shape and colors so you can tell at a glance.

Because steam is stupid and has a character length limit, the rest will be in the next comment.
Eboy Plays Doorman 28 mar @ 21:04 
So only ships that are t8 works even modded ones as long is a T8 not T9 or 10?
Circe  [skapare] 28 mar @ 9:54 
You don't upgrade past T8 for CYOS options. That particular kind of upgrading wasn't implemented because, could you imagine having to go step-by-step all the way up to tier 90 (Slime T8)? That'd suck.

The screenshots are a step-by-step guide, note the chat bubbles.
Eboy Plays Doorman 28 mar @ 1:52 
So i'm confused to get my new ship i tried to upgrade tier 10 but upgrades to a t8 human ship, what should i do to get a t10 ship like in ascending order or sticking with a T8 vanilla ship
Azuli-Bluespots 25 mar @ 3:58 
This is seriously a great option to a modlist without frackin universe tho. I only know it because FU itself was a mess last time I checked and I wanted some easy ship options.

Now I need to go back and fix FU myself.
Mobius 24 mar @ 18:51 
That's fair, thanks for the answer!
Circe  [skapare] 24 mar @ 17:50 
Yeah it's not gonna work with FU. I'm not even clear on where someone would start to make it work, and I'm not particularly interested in sorting it out myself.
Mobius 24 mar @ 16:48 
Apologies if this has been asked before or if it's obvious: Am I correct in concluding that this is not compatible with Frackin' Universe, or at least not intentionally due to the amount of work it would take?
Circe  [skapare] 24 mar @ 12:30 
Assuming I didn't balls it up (which is itself a dangerous assumption), it's done! Easier than expected, didn't realize I'd just have to put a replacement blockKey.config.patch together.

As noted in the Change Notes, the old one is still present in an inactive folder. For those still using the standalone moogle mod, you can swap the old one back in, instructions in the changelog.
Circe  [skapare] 24 mar @ 12:16 
Alright, I'm getting this sorted out today.

WARNING : I am removing compatibility with the standalone Moogles from the Chucklefish forums. That mod wasn't posted anywhere else and hasn't been updated in six years, so I have a suspicion that not many of you are using it, and it's now outright incompatible with The Viera of Ivalice.

If there's a need, I should be able to get an addon patch made to replace VieraMod!Moogle support with Standalone!Moogle support, but [s]I don't wanna[/s] it seems unlikely that it'll be needed.
Azuli-Bluespots 23 mar @ 21:04 
Heh, I can understand the "not tonight" vibe. Gotta fix one of my mods, and probably, PROBABLY make another...
Circe  [skapare] 23 mar @ 20:36 
They're unfortunately completely different interpretations of moogles - different ships, different items, different size even. The only things they share are the inspiration and the internal ID ("moogle", of course)

what I'm probably going to do is separate the standalone moogle mod's support out into an addon patch, since that's only on the Chucklefish forums and hasn't updated in six years, so that one's probably used by far fewer people, and in a practical sense you can no longer really use the Viera mod and the standalone Moogles together.

just, not tonight.
Azuli-Bluespots 23 mar @ 20:20 
Same ID? Shouldn't they be... well, interchangeable in some way? Maybe you can get some patches to load depending on which mod is loaded?

Then again, that's still an incompatibility to keep in mind.
Circe  [skapare] 23 mar @ 18:43 
Hm. Viera updated, added Moogles, and they have the exact internal ID that the standalone Moogle mod did. Right now, if you're using Viera, their moogles should be assumed incompatible with CYOS.

still need to figure out how I'm going to resolve this one.
Palladium346 3 mar @ 17:51 
Will do as I was gonna do test of them before streaming some playtime in the current test build of my pack
Circe  [skapare] 3 mar @ 14:01 
It's actually not that hard to add race support, just a little tedious. Adding new ships at this point, though, that's miserable. Still not hard, just way more tedious.

Anyway! I think] I should correctly have support for Arcanians (already present), Gilten, and Gelsemis (playable via Voyage)!

Let me know if I cocked something up though.
Palladium346 3 mar @ 4:37 
Take your time. I understand that modding is not an easy thing and if done wrong could break other stuff in the process.
Circe  [skapare] 3 mar @ 0:47 
Alright, it'd be kinda screwed up to only half-support the mod lol. I should be able to get that done before too long. Hopefully later Monday but no promises.
Palladium346 2 mar @ 8:15 
So... Arcana has a new race in it's mod that isn't supported yet...
No rush, just... anything you have to say about it?
Humm-Bird 6 nov, 2024 @ 13:52 
Alright, thanks for the clarification! I *might* look into helping with this whenever (if) I get started modding games, it's pretty cool.
Circe  [skapare] 6 nov, 2024 @ 13:03 
That was a bugfix for a reasonably important issue that I apparently forgot to include a changelog for, but was also an easy fix.

Updates are suspended in the sense of, I've hit peak burnout for adding content. But if something's broken, I should be able to fix it.
Humm-Bird 6 nov, 2024 @ 12:57 
I see that you updated on the 2nd. Was that a bugfix, or something else? I just want a bit more clarification on what the whole 'updates suspended' thing means
TMBCyberman the meme dealer 23 okt, 2024 @ 14:59 
If you ever decide to pick this up again could you add support for the Troll race from the Trollbound mod?
endermako64 4 okt, 2024 @ 9:04 
oh ok sorry
Circe  [skapare] 4 okt, 2024 @ 8:27 
wait what the hell happened to my discussions posts there was a ship list in there oh what in the ass

ANYWAY

Actually the USS Polaris is already present!
🦊 Hermit 4 okt, 2024 @ 7:41 
Ender, read the first paragraph in the mod description. :104:
endermako64 4 okt, 2024 @ 2:58 
could the uss polaris be added?
Circe  [skapare] 3 okt, 2024 @ 13:35 
... wow. I have no idea why I was so certain it was t3, or how this mod's been up for this long without anyone else catching that error, but yeah I just looked it up and you're right. Fixing that in the description.
Dudeknightz 3 okt, 2024 @ 11:20 
The first fully functional ship is called t2. The one that you wake up on is t0
Sariphus 2 okt, 2024 @ 15:31 
It's alright~.