Starbound

Starbound

Hull Plating Blocks and More - revived!
226 Comments
Zinael 1 Oct, 2024 @ 3:32pm 
just a question, love the mod, did you ever just think about a version of the engines that have no glow? we can slap a booster flame on the end that animates. looks a lil weird if you slap a booster flame on the end with the way they are now tho lol. the double flicker draws the eye. well, my eye anyway.
MegaMato 7 Aug, 2024 @ 5:12pm 
I think I fixed the aegisalt chair crash error.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3304886272
AxelTheSimp 25 Feb, 2024 @ 1:38pm 
hey, question; is there a version of this mod that only includes the beta ore variants of blocks? Like cerulium, rubium, and impervium (along with the three other main ones violium, aegisalt, ferozium)? I want to get this mod for the special ore variants but i dont want to have all the extra stuff, thanks if you see this
bk3000  [author] 6 Dec, 2023 @ 6:08pm 
I don't have anything setup for Tiled, sorry. Tiled was something I figured I'd get around to playing with eventually, but never have.
Shanker Red 28 Nov, 2023 @ 3:20am 
Hey man! I'm trying to use the program tiled, the editor used to make dungeons and stuff. Can we get in contact? I want to know if you have any of your assets set up for tiled? As in if you've got a tileset folder and stuff maybe set up from past development? It would save me a lot of time, thank you.
bk3000  [author] 25 Aug, 2023 @ 3:31pm 
Yeah. Won't have the effects that it would under FU's version. Just decorative in that case. Likewise you can use it with MadTulip or other various build your own ship mods.

This itself isn't such a mood, but many of the things inside it are intended to be used with one. Unless you are building a landed "ship" planetside.
man_off_the_grid 23 Aug, 2023 @ 3:24pm 
hey, quick question, this mod says it works with the FU version of BYOS, but does it work with the standalone BYOS? Wanted to check so I wouldn't screw up my shipworld file
ForwardHost 1 Oct, 2022 @ 2:54pm 
Hi! I was wondering where do I buy/craft the trim tools? I already got the recipe from the blueprint
Aile 4 Aug, 2022 @ 7:25pm 
Hello, i was wondering which of the plans i need to buy to use the slime blocks from the more craftable blocks mod that was combined into this?
bk3000  [author] 21 Jun, 2022 @ 9:57am 
Scroll up to the description to the section: Getting Started
space is cool 20 Jun, 2022 @ 12:45am 
how do I make the huge thrusters?
Borealis 14 Nov, 2021 @ 10:24am 
I wonder if someone will make racial addons for this, that would be nice.
Pawism 30 Mar, 2021 @ 9:43am 
Yeah I fixed it, I'm pretty sure the second issue happened, was extremely weird but if it ever happens again I know how to fix it. Thanks for the outline though.
bk3000  [author] 29 Mar, 2021 @ 6:23pm 
@Paws
Basically collisions for objects in the game are handled by placing metamaterial blocks. If you are colliding, you're hitting an invisible/invincible block. Objects automatically place them, and automatically clean them up if you remove the object through normal in-game methods.

What it sounds like is either you removed the mod, or for some reason Steam didn't load it. I'm guessing the 2nd option. The objects then blinked out of existence (because that's how Starbound handles undefined objects). And that's why the command didn't work, since the object itself is already gone. However the collisions etc are vanilla (metamaterials) so the game engine didn't clean those up. So you get leftover collisions.

So what you'd probably need is the invisible collisions remover mod to clean those up. Then assuming you're still using this mod, I guess you'd have to replace what blinked out. You *may* have to restart Steam if not your computer to get mods to show up again.
Pawism 29 Mar, 2021 @ 9:00am 
Got on today and the large / small thrusters disappeared visually but still take up an invisible space in said area they disappeared on. /entityeval object.smash() doesn't work for whatever reason. Anyone know the deal?
p_trevogin 10 Jan, 2021 @ 1:09pm 
It's a really big shame that there isn't any diagonal blocks in this mod. Then again, it is a remaster of a mod that is old as heck, there wasn't any diagonal blocks even planned back then...
MiniQueenieGames 1 Oct, 2020 @ 4:35pm 
So as long as I don't paint cobble stone and mix it with organic soup it should be fine. :O
Will be subscribed to this thread incase there are any updates. :)
MiniQueenieGames 1 Oct, 2020 @ 4:27pm 
I can confirm it does crash when you paint cobble stone and pure organic soup on it... it does crash.
Khe 1 Oct, 2020 @ 4:10pm 
the reason why it caused the crash was due to the renderer template not having handling for the transition from paint-supported tile to non-paint-supported tile. also, i'm the one who determined the incompat, after playing with friends on a server -.-
Khe 1 Oct, 2020 @ 4:03pm 
hi. the reason why the original is incompatible is due to a very specific interaction.
painted cobblestone interacting with organic soup, which turns into purple crystals in FU. this causes the game's renderer to crash.
PoweredByNeon 5 Aug, 2020 @ 6:01pm 
I've been looking for mods to help me deck out a space station i'm building, and I hadn't considered looking into one that adds blocks for BYOS! This mod is great, much thanks for putting it together :D
bk3000  [author] 18 Jul, 2020 @ 10:14pm 
I don't even know where they got the idea that this is incompatible. Just scanning IDs in files? Some dubious report without really investigating? I don't know, but they are flat wrong. It isn't incompatible, and it never was. I fixed all that before initial upload.

I don't blame you of course. They're the ones confusing people needlessly and pointlessly. And they have never said a word to me about it. But there isn't a single thing to fix in the first place. If there was a problem, I'd fix it.
bk3000  [author] 18 Jul, 2020 @ 10:09pm 
@Hark
That isn't even correct. Here is the thing - the original HPB mod (from early beta days) was "free use". The revival is the same. Anyhow FU did indeed use a few tiles from it (free use = permission in advance so that's fine).

FU SHOULD HAVE long ago reserved a range of materialIDs and stuck to that. There is a Starbounder page for that. But when they added a few from the original mod, they did not change the internal name, materialID, anything. They did add some liquid interactions though. Thus it was a problem for me when reviving the mod for modern Starbound. I resolved it by adding their liquid interactions (FU liquids so it doesn't matter otherwise). I also kept the old file names for just those ones. Thus the data between the tiles in common are the same in both. No conflict.

I use both and have NEVER had a problem - nor even 1 user report any actual problem. I even added FU-BYOS stats to the thrusters/boosters from this in the last update LOL.
Hark 18 Jul, 2020 @ 8:30pm 
Love the potential. Unfortunately, FU's wiki indicates this mod has Broken IDs, do Not use with FU. Has this issue been verified, addressed?
MegaMato 11 Jul, 2020 @ 11:57pm 
I totally understand. It is a lot of work to re adjust all those files. I appreciate that you did the thrusters. I'm learning how that code works too.
bk3000  [author] 11 Jul, 2020 @ 6:59am 
@MegaMato
Certainly it can be done. I already converted the thrusters. In truth I've been too lazy and really just forgot about converting the boosters too.

They are setup the way it used to work in an older beta version of SB. It doesn't cause problems per say now, but doesn't swap animations anymore.
MegaMato 10 Jul, 2020 @ 11:56am 
I'm currently trying to figure out if I can get the boosters to animate when you take off.
p_trevogin 12 Jun, 2020 @ 7:39am 
Aw, come on. My list of craftable blocks in workbench is already that big that I cannot navigate through it properly, and now this! I understand that you made special Plans, but it is even less convenient, in my opinion.
Although, if the plans unlock whole categories, and not single elements. If "single elements" is the case, well, I'm taking my words back, it is pretty convenient. Not in terms of resourses, though...
Daijin 12 Jun, 2020 @ 7:29am 
May I ask where do you craft the booster engines because I just can't find them anywhere?
Raiizy 20 May, 2020 @ 2:57pm 
Thanks!
bk3000  [author] 20 May, 2020 @ 11:30am 
@xRaiizy
Ah we have the same filenames. I think I can resolve that by renaming a file. So that should be on the next update too.
Raiizy 20 May, 2020 @ 11:13am 
Breaks Rubium ore from Betabound.
MegaMato 18 May, 2020 @ 6:35pm 
Cool! Thanks for checking on it. :)
bk3000  [author] 18 May, 2020 @ 10:28am 
@MegaMato
Found the problem. In 1.3, there was a change in navigation interfaces. I corrected the captain's chairs... except I missed the aegisalt one still attempts to call the old interface. I just double checked the rest too. So the next update will have that fix.
MegaMato 17 May, 2020 @ 9:03pm 
Weird thing happened to me. The aegisalt captains chair makes my game crash. I'll stop using it but I am trying to figure out why.
bk3000  [author] 6 May, 2020 @ 1:06pm 
@MyWeapon
Hours on Google? Did you try the very top comments? Because I mentioned where to start the very comment before yours.

That said... you do have a point. I really should add that into the description itself.
MyWeapon 6 May, 2020 @ 11:15am 
Instructions??? One hour looking in google and Im still not able to get one single object of this mod...
bk3000  [author] 7 Apr, 2020 @ 1:29pm 
For those asking, I'm not planning on reversing all the thrusters at this time. Maybe at a later time, but not too soon.

@Seikikai
Get the mail order catalog.
Seikikai 7 Apr, 2020 @ 11:41am 
Where To Get The Blueprints?
wiv 2 Apr, 2020 @ 3:18pm 
Like the last comment asked... Is it possible to flip the back thrusters so that they're facing right, instead of left? I've got the same on-planet ship build problem. Figured I'd ask even if nobody's commented here for a few months
Aloe Vaera 23 Dec, 2019 @ 5:26am 
Is it possible to have the back thrusters face the other way for on-planet ship builds? I rebuilt an avian airship out of stronger materials and don't want to have to redo it all.
Nemo Jr. 22 Oct, 2019 @ 3:36pm 
I found the problem, and the culprit. In some of the .matitem files, there's an unnecessary "learnBlueprintsOnPickup" entry (which isn't present in most other .matitem files). The file itself is named "HPB_whatever" but the recipe it tries to teach the player is named "whatever".

I tested 3 of them in game (shipengineblock, shiphatchframe, shipdoorframe) and, when you pick them up for the first time, you get "Learned to craft: Perfectly Generic Item". This is also the point you get the error in the log.

FYI there are 24 .matitem files with the "learnBlueprintsOnPickup" entry, but I haven't checked all of them, in-game or otherwise. Some of them are "trim" materials and I don't know if any of them actually need to be learned on pickup, nor if they are indeed misnamed. The rest is up to you. ;)
bk3000  [author] 22 Oct, 2019 @ 1:10pm 
I don't think that's my error though. For one thing I don't have "shipengineblock" I made the IDs for everything "HPB_whatever" to avoid conflicts.

Though there is a mod that has a few blocks intended to match this one. It could be from that.
Nemo Jr. 22 Oct, 2019 @ 10:50am 
[Error] Could not instantiate item '[shipengineblock, 1, {}]'. (ItemException) No such item 'shipengineblock'

Just a bunch of these -- I think one line per every block placed (or removed?). It was just an example, I haven't tested the mod thoroughly yet. I would, if I were to get into the nuts and bolts of the mod. If you'd like to do the bugfixing yourself, in the base mod, then I could forward all the bugs I find (if any) to you, perhaps in a discussion thread.

This mod is currently first on my "to do" list, but sadly I can't give an exact date as to when I'll get to it. When I do, I wouldn't mind "outsourcing" the bugfixing to someone else -- less stuff for me to worry about. x)
bk3000  [author] 21 Oct, 2019 @ 12:02pm 
Now that I think of it, I guess there is no reason you can't just edit the .recipe files if you wanted. Normally patching would be the way, but .recipe files are very simple files that it won't really hurt to just replace.

Now that said, you mentioned some errors? Could you throw your log onto Pastebin and leave the link here? I have seen no errors related to this mod myself, but if there was then I certainly want to fix them.
Nemo Jr. 20 Oct, 2019 @ 10:19am 
Actually, your reply perfectly explains why I asked what I asked. :)
i.e. I figured it would be a lot of busywork and didn't want to get involved if something was already made, or in the works (since it seemed like you were still active in modding).

But if you're not fully committed to the idea yet, this could be a chance for me to learn how to write a script like the one you described. :)

While at it, I could also fix a few minor bugs I've encountered (like the upgraded catalog showing the wrong preview image while placing the object, and the Ship Engine Block throwing up a lot of errors into starbound.log).
bk3000  [author] 19 Oct, 2019 @ 7:00pm 
@Nemo Jr.
If you're asking if I'd be offended, no I would not. You don't really need permission to patch someone else's mod. That said I was thinking of totally retiring the recipe system at some point.

But before that if you wanted to, you'd be patching those .recipe files (and quite a few of them at that) to replace the vanilla categories with new categories that are only intended for use in a new crafting interface. I think it is the sort of thing you'd want to make a script that generates the .patch files or otherwise you'd have a lot of manual work to do.
Nemo Jr. 19 Oct, 2019 @ 4:59am 
I love all the craftable stuff this mod adds, just not where it adds them... The vanilla crafting stations are already crowded enough, even without mods. (I believe this is the reason for the blueprints, so people can pick and choose..?)

Is there an add-on mod or something that moves all the new stuff to a separate, new station? Perhaps even into the catalog itself? If not, would you consider making it? And if not, would you mind if I take a crack at it?
bk3000  [author] 12 Oct, 2019 @ 2:11pm 
See I checked and the few materials we have in common are identical - except for they have a pointlessly renamed material configuration. Material configurations are for graphical things anyhow like how tiles look next to other tiles. It has nothing to do with liquid interactions. Their liquid interaction data and mine are identical - so if there is an interaction issue in this mod - the same problem exist in FU as well.

I have never had an issue using the two together (I always run both and several more), so I can only assume a mistake was made by whomever said that. But if there was a change needed on my end (and I don't think there is), they could just tell me? Provide a log or... something? I'd be glad to fix any actual problem if where indeed ever was one.

For now I can only write off what their discord says as nonsense.
A-Vladimir 5 Oct, 2019 @ 5:15pm 
I have no idea i just saw it on their discord. "sayter [De Dampkring]08/25/2019
Hull Plating Blocks and More - revived! - causes permanent crash fora liquid interaction due to overriding an ID for a tile" Thats all the info i got on that.