Starbound

Starbound

bk3k Blocks and Objects
73 Comments
OmegaPaladin 17 Aug, 2021 @ 11:30pm 
Awesome, thank you. I was trying to write a patch to do this, and it was not an easy process.
bk3000  [author] 14 Aug, 2021 @ 8:27pm 
It could be done.
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.
OmegaPaladin 14 Aug, 2021 @ 12:45pm 
Alternatively, if you want to add scripting for a sort feature, that would also do the job - your container is not a standard size for enhanced storage,
OmegaPaladin 11 Aug, 2021 @ 9:55pm 
bk3k, have you looked into doing a patch or update so your warehouse container is compatible with Enhanced Storage? I really miss the whole sorting feature, given how huge it is.
Theo 4 Feb, 2021 @ 11:02am 
try it yourself, upgrade the ship and look next to the teleporter
bk3000  [author] 4 Feb, 2021 @ 11:01am 
@Raylo
It shouldn't though. Could you be more specific about what is broken? Errors? Invisible collisions?
Theo 4 Feb, 2021 @ 10:30am 
this mod seems to break the Hylotl ship.
Bagheera Magaro 17 May, 2020 @ 1:25pm 
Finally! I finally found a mod that grants blocks that block liquids but not solids! Why couldn't I find this years ago? I must have been blind! Can't wait to test this! *Scrambles to dig up formerly abandoned undersea secret fortress plans*
Elex Blue 3 Sep, 2019 @ 4:55pm 
@bk3000
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?
namelessclone 19 Aug, 2019 @ 10:35am 
Thanks :)
bk3000  [author] 19 Aug, 2019 @ 9:17am 
The laser diode still exists as an item in vanilla, but yeah you are right you can't craft it anymore nor does it drop from breaking turrets anymore.

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
bk3000  [author] 19 Aug, 2019 @ 8:45am 
Hmm... this is why I should quit testing things in /admin
namelessclone 19 Aug, 2019 @ 7:34am 
Very cool mod! Thank you!
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?
bk3000  [author] 3 Jun, 2018 @ 7:44pm 
@Nysch
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.

Myst Leissa 3 Jun, 2018 @ 7:26pm 
@bk3000 - know this is a little off-topic but...do you know (since i read your conversation with sayter) if it's possible to "remove" the ship pet? The one i have is constantly getting in the way of my cursor when i goto activate devices i've left near the floor (like campfires, minifrigdes etc)
Sayter 3 Jun, 2018 @ 8:42am 
beauty. thanks man.
bk3000  [author] 3 Jun, 2018 @ 7:25am 
@Sayter
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.
Sayter 3 Jun, 2018 @ 4:37am 
I'm just not sure why it even causes an issue, but I've also not looked at your code. Just seemed odd!
bk3000  [author] 2 Jun, 2018 @ 11:41pm 
@Sayter
Thanks I'll fix it.

I didn't think I'd even implimented that anyhow.
Sayter 2 Jun, 2018 @ 4:27pm 
hey dude, heads up...not sure *why* but this was apparently conflicting with new changes to SAIL in FU. Specifically, something about a petloader? Just letting you know before the inevitable storm of complaints :)
Kadachin 18 Apr, 2018 @ 11:07pm 
I like the mod -- especially the liquid-blocking blocks -- but there's a flaw in the upper-tier Hylotl ships that I've isolated to this mod. The compartments left of the teleporter (between the teleporter and the very tall section, at the level of the teleporter) in tiers 6-8 (might also affect 4 and 5, but it's harder to tell from pictures) don't match the collisions. The vanilla ship has two sections there (including the teleporter), and the mod's maps have three. The mod's dividers are mostly overwritten by background blocks, and the real divider is present as a collision, but invisible. I tried using Ghost Hatch Remover, which got the invisible divider out of my way, but did not permit me to place background blocks there, so there's a permanent bare ship bit left of the teleporter when the mod is active.

I really hope that was coherent and that you can fix it. Thanks for your great mods!
bk3000  [author] 9 Apr, 2018 @ 10:26pm 
They don't do anything special, and aren't terribly remarkable.

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.
Jeremiah Kane 9 Apr, 2018 @ 4:31pm 
Curiosity, though it may have been answereed already, do the farming lights actually have any function or are they purely vanity?
Echo 21 Mar, 2018 @ 12:56am 
Thnx!
bk3000  [author] 21 Mar, 2018 @ 12:02am 
Ah... that's your question. Thats's the Shipyard Rebuilt mod - which requires THIS mod - and has a link in the description here. I'll just leave it again though.

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.
bk3000  [author] 20 Mar, 2018 @ 10:51am 
@Slleriordy
You can find the station that builds this stuff on the inventor's table.
Echo 20 Mar, 2018 @ 12:56am 
How you build non-in ship?
Petralicious 12 Feb, 2018 @ 8:16am 
Thanks!
bk3000  [author] 12 Feb, 2018 @ 8:14am 
Yes
Petralicious 12 Feb, 2018 @ 7:57am 
Is this mod FU-compatible?
Whiffney Houston 2 Feb, 2018 @ 9:44am 
@FRANK
Glad to be of service.
RizzCarlton 2 Feb, 2018 @ 9:43am 
Thank you!
Whiffney Houston 2 Feb, 2018 @ 9:26am 
@FRANK
There's also a dedicated crafting station in the Architect's Table.
RizzCarlton 2 Feb, 2018 @ 7:33am 
@Lemme
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)?
Whiffney Houston 1 Feb, 2018 @ 9:40pm 
@FRANK
There's already a crafting station, if that's what you're asking.
RizzCarlton 1 Feb, 2018 @ 8:35pm 
Any chance of adding this to a crafting station? Sorry if it's been asked already.
Whiffney Houston 1 Feb, 2018 @ 7:49pm 
Ah, thank you.
I'm a sucker for Avian-themed items, so that's why I was asking.
bk3000  [author] 1 Feb, 2018 @ 7:46pm 
Explorer pod
Apparently needs a fix but that fix is linked to on their comment page.
Whiffney Houston 1 Feb, 2018 @ 7:31pm 
I'm referring to the screenshot showing which vehicles can fit in the doors and which can't.
bk3000  [author] 1 Feb, 2018 @ 7:21pm 
The only ship in a screen shot is low tier Novakid
Whiffney Houston 1 Feb, 2018 @ 7:17pm 
What be that Avian ship?
Laurienator 17 Nov, 2017 @ 7:00am 
oh wait wrong page
bk3000  [author] 16 Nov, 2017 @ 9:01pm 
What comments are gone?

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.
Laurienator 16 Nov, 2017 @ 1:13pm 
the shipyards rebuilt crashed the game
Laurienator 16 Nov, 2017 @ 1:12pm 
all the comments are gone
bk3000  [author] 2 Oct, 2017 @ 12:52am 
Attaching my scripts to vanilla doors is probably only possible with me patching vanilla stuff, or using spawn commands.

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.
Khe 2 Oct, 2017 @ 12:40am 
...also...it'd be nice to have doors that both are rail-capable and block water, if they're not already in.
Khe 2 Oct, 2017 @ 12:17am 
that vanilla one, is it craftable? I'm trying to avoid admin magic to get doors like these. XD
bk3000  [author] 1 Oct, 2017 @ 10:54pm 
@Khe
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.