Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. Detect if a cert mod exists
2. If so, load their script.
I did something similar with with HPB+ to detect FU a while back and operate as their ship parts if so.
I'm not really doing anything with SB at the moment, but I'll try to get around to that at some point.
It shouldn't though. Could you be more specific about what is broken? Errors? Invisible collisions?
I love your mod but I must ask if you can also make Angled Airlock doors that you can place on background please? or how you made the doors work like that?
I figured out you can craft the laser diode (and the phase matter) in FU, though I never intended this to require FU. So I'll add a recipe to the wire station. The phase matter is a monster drop so at least that one is okay.
You can do this for now
/admin
/spawnitem laserdiode 100
/admin
One problem I encountered though: The recipe for Etherial Platform requires a Laser Diode. From what I understand the laser diode has long been disabled ingame. Can you possibly change the recipe or do I need to spawn it with admin commands?
Not that off topic though. The techstation (aka SAIL) is the object that spawns your pets.
Now pet remover mods do exist. I know of one or two that simply remove the pet by removing the script running. Another does this, but also adds purchasable pets and objects to spawn them. But these mods might not work with the new FU changes without some changes of their own.
It was a project to detect the race of the ship's owner, write this data to world properties, and spawn the correct pet. But also accept changing the pet by external means. Instead of the having a fixed pet per techstation.
IIRC it was 90 percent done. I didn't intend to release it currently but I must have. I now removed the patches adding the loading script. So that should fix things on my end.
Thanks I'll fix it.
I didn't think I'd even implimented that anyhow.
I really hope that was coherent and that you can fix it. Thanks for your great mods!
I though about making them function as sprinklers. but then I forgot all about them. They're just something I slapped together for the Shipyard mod's(a mod that requires this one) farming dome.
http://sp.zhabite.com/sharedfiles/filedetails/?id=789841235
All the vanilla ships (+ Vepr) ships docked in an expandable/destroyable shipyard. So getting to the outside of the ship is no big deal.
You can find the station that builds this stuff on the inventor's table.
Glad to be of service.
There's also a dedicated crafting station in the Architect's Table.
I know that Tabula Rasa is what the MA refers to- to craft these blocks and objects. There is also the Vepr ship, but for those that have a server and simply can't have balance breaking things like these is there another option (Sorry if I missed the obvious, I'm like that)?
There's already a crafting station, if that's what you're asking.
I'm a sucker for Avian-themed items, so that's why I was asking.
Apparently needs a fix but that fix is linked to on their comment page.
Shipyard Rebuilt shouldn't be crashing the game unless you forgot to subscribe to this mod too. Technically that issue should be posted in the page for that mod, but they're both mine so it is fine.
To determine what may have happened (be it my own issue or not) I would need you to go into \starbound\storage\starbound.log, and post the contents on pastebin, and drop a link to it.
I had planned to make a door station that lets you change parameters on any doors to customize functionality, add any platforms you like, etc. Then I forgot about the project like many others LOL. I do that, and maybe come back to it later if I remember at the right time.
Water blocking AND rail capable... not currently in the mod. Might be possible in a sense but I'd essentially need to make a new block that's supposed to act as both, patch rail.config, and instead of matching any rail type, I'd necessarily need to place my own. Plus fill the rest with the current water blocking type. That wouldn't be a terribly difficult adaption.
Those doors I actually made for my Shipyard Rebuilt mod but can be used for anything they fit in.
Suppose I could do that to some other doors fairly easily.
And with my scripts could be added to regular doors easily enough using spawn commands. For example I think this one fits.
/admin
/spawnitem outpostairlocklarge 100 '{"scripts":["/scripts/bk3k/inc_door.lua","railDoors.lua"]}'
/admin
Also I hadn't noticed til just now, but there is a vanilla outpost airlock with rails too. That's in a fixed position while mine should adapt to your rail setup and will match whatever sort of rail you're using.