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Aren't there actual mech techs in the game? Or did I make that up somewhere?
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# ? Dec 13, 2013 18:32 |
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# ? Jun 4, 2024 03:45 |
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so I got my bolter in game, complete with exploding rounds Needs a bit of balancing but it works! Also going to swap out the ammo type (right now I'm just using default explosive rounds) to something that looks less like a grenade Now I just need to finish reskinning the space marine armor and then... chainsword? maybe Combat Shotgun fucked around with this message at 18:35 on Dec 13, 2013 |
# ? Dec 13, 2013 18:33 |
dis astranagant posted:Yeah, gassing up the space car gets pretty dull after the first time. It's nothing but pointless busywork. This is about where the current stuff trails off into Mishmash Tier, though.
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# ? Dec 13, 2013 18:37 |
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Combat Shotgun posted:Needs a bit of balancing but it works! Also going to swap out the ammo type (right now I'm just using default explosive rounds) to something that looks less like a grenade Bolter rounds ARE grenades tho! Looks good to me.
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# ? Dec 13, 2013 18:42 |
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Combat Shotgun posted:so I got my bolter in game, complete with exploding rounds Chainsword + bolt pistol for two fisted smashing of heresy
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# ? Dec 13, 2013 18:45 |
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Kikas posted:So how can I check which character data belongs to which character? I have only one save, but 3 sets of character data files in the "player" folder, and I want to try out the Sandbox Ship mod. Open the "PLAYER" file in notepad and search for the character's name using Ctrl+F.
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# ? Dec 13, 2013 18:50 |
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robziel posted:Chainsword + bolt pistol for two fisted smashing of heresy Yeah, making a boltpistol will be easy because the bolter is in place, I might just be lazy and set the bolter to 1-handed though
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# ? Dec 13, 2013 18:55 |
CJacobs posted:I don't understand how to make mods work. Everything has a different install readme and absolutely none of them have done anything so far. Sometimes it tells me to put stuff in 'Starbound/mods', sometimes 'Starbound/assets/mods', sometimes I have to balance on one leg while patting my head and rubbing my tummy and man I just don't get it. Do I have to make a new character for mods to show up? That kinda sucks if so. To install a mod, make a mods folder somewhere (I put it in Starbound/MODS). Whatever the mod maker tells you, you can pretty much just put the mods in that folder. So if you have a mod called "Super Flashlight" you would have a folder in Starbound/MODS/Super Flashlight with all the asset files. Within each mod's folder, there should be a chain of folders for each asset file that mirrors where you would put it in your Starbound/assets folder if it where a normal item. So for a flashlight mod you would have some assets in Starbound/MODS/Super Flashlight/items/tools. If you make the flashlight with a recipe at the crafting table you would also find Starbound/MODS/Super Flashlight/recipes/starter/crafting table. It is highly recommended that you do not put modded files directly into Starbound/assets, especially if they overwrite a default item. If you do put them in your assets folder, it will be more difficult to turn the individual mod on/off. In order to tell the game to use these files you have to add them to your bootstraps.config file which can be found under Starbound/win32 (or linux32, linux64, whatever your OS is). The default file looks like this: code:
code:
Lastly, if the mod includes things that are added to a character at generation, such as starting recipes, you will need to make a new character to activate them. Once people start to learn how to mod better they will add stuff like modding one or more of the ingredients for their new items to add the recipe to your character when the ingredient is picked up, thus allowing old characters to access the new recipes.
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# ? Dec 13, 2013 18:57 |
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Combat Shotgun posted:Yeah, making a boltpistol will be easy because the bolter is in place, I might just be lazy and set the bolter to 1-handed though Now make a Space Marine race that is six blocks tall and three wide.
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# ? Dec 13, 2013 18:58 |
Combat Shotgun posted:Now I just need to finish reskinning the space marine armor and then... chainsword? maybe A power fist that can tear down walled structures easily.
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# ? Dec 13, 2013 19:00 |
Orv posted:Now make a Space Marine race that is six blocks tall and three wide. Doors are 5 blocks tall, good luck with that.
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# ? Dec 13, 2013 19:02 |
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One of my favorite things about Thaumcraft was the furnace that had multiple input and output slots. Like, you could come home, upend your ores into the furnace, and it would churn away smelting everything you gave it, one stack after another. It kind of looks like Starbound modding doesn't allow for screwing with behaviors that much, though. Is that accurate?
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# ? Dec 13, 2013 19:03 |
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CJacobs posted:While in the mech: And F to FIRE ALL THE ROCKETS
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# ? Dec 13, 2013 19:04 |
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Machai posted:Doors are 5 blocks tall, good luck with that. MARINES DON'T NEED DOORS. Orv posted:Now make a Space Marine race that is six blocks tall and three wide. If I was going to do this I would skip the marine and go straight to a terminator with a powerfist Ulvirich posted:A power fist that can tear down walled structures easily. Exactly! Is there fist weapons in this game at all? That might actually be doable.
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# ? Dec 13, 2013 19:04 |
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Machai posted:To install a mod, etc. Thank you, that clears things up. Sucks that it has to be done that way for now but hopefully someone will figure out a workaround so mods can be dropped on existing dudes.
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# ? Dec 13, 2013 19:05 |
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LordSaturn posted:One of my favorite things about Thaumcraft was the furnace that had multiple input and output slots. Like, you could come home, upend your ores into the furnace, and it would churn away smelting everything you gave it, one stack after another. Speaking of this, do not put stuff in the smelter and leave your ship as the stuff will vanish.
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# ? Dec 13, 2013 19:07 |
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Machai posted:
Is this true? With all the stuff I've been modding I just added it as a unlocked tier 1 crafting recipe to player.config and it worked on all my existing characters. If I messed with the item after the fact I would have to re-craft it but it still worked.
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# ? Dec 13, 2013 19:07 |
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ColHannibal posted:Speaking of this, do not put stuff in the smelter and leave your ship as the stuff will vanish. I've left stuff in my smelter and left the ship before. All that happens is it pauses the smelting.
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# ? Dec 13, 2013 19:08 |
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Tuxedo Catfish posted:I've left stuff in my smelter and left the ship before. All that happens is it pauses the smelting. Well I lost stuff, so its a bad practice.
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# ? Dec 13, 2013 19:09 |
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ColHannibal posted:Speaking of this, do not put stuff in the smelter and leave your ship as the stuff will vanish. poo poo, really? I knew that it would stop smelting when you left, but I assumed that I'd already taken my ingots out.
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# ? Dec 13, 2013 19:10 |
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ColHannibal posted:Well I lost stuff, so its a bad practice. You should check if that's reproducible and report it as a bug.
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# ? Dec 13, 2013 19:10 |
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Doc Dee posted:Found a Pulse Jump tech on my starting planet, is there anything I have to do aside from eat the blueprint and go back up to my ship to use it? It doesn't seem to want to let me equip it. Eat Tech Go to Techs on ship Lock it in Open Inventory Select Tech Double Jump.
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# ? Dec 13, 2013 19:16 |
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While I love the lantern on a stick, I'd really love it more if it looked like the hiker's backpack with a lantern hanging off of it .
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# ? Dec 13, 2013 19:19 |
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Is there any armor after platinum? I've got a full plat set and L10 planets still oneshot me, but I can't find any upgrades
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# ? Dec 13, 2013 19:21 |
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KoB posted:Eat Tech
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# ? Dec 13, 2013 19:22 |
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MrTheDevious posted:Is there any armor after platinum? I've got a full plat set and L10 planets still oneshot me, but I can't find any upgrades For some reason Aegisalt at least shows up in the crafting table.
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# ? Dec 13, 2013 19:23 |
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sword_man.gif posted:For some reason Aegisalt at least shows up in the crafting table. Everything after Platinum is on the robo-Table.
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# ? Dec 13, 2013 19:28 |
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LordSaturn posted:One of my favorite things about Thaumcraft was the furnace that had multiple input and output slots. Like, you could come home, upend your ores into the furnace, and it would churn away smelting everything you gave it, one stack after another. I'm sure you could, it just wouldn't be as obscenely easy as other things are. Source files game content are stored in easy to read/edit formats like .png and plaintext, and they're laid out in a well organized, easy to navigate way. Doing something like making a new item or weapon or monster requires basically zero programming knowledge.
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# ? Dec 13, 2013 19:28 |
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sword_man.gif posted:For some reason Aegisalt at least shows up in the crafting table. Oh I still haven't even found any of that ore, guess that'd be it, thanks!
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# ? Dec 13, 2013 19:28 |
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Does anyone have a link to the make your own spaceship mod? I wasn't able to find a download but maybe I'm dumb and haven't slept enough.
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# ? Dec 13, 2013 19:36 |
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The Mattybee posted:Does anyone have a link to the make your own spaceship mod? I wasn't able to find a download but maybe I'm dumb and haven't slept enough. http://community.playstarbound.com/index.php?resources/fully-customizable-ship.39/ That's the one I'm using, seems to work fine other than people in multiplayer can destroy the whole thing and cause you to fall endlessly through space when you beam up from a planet
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# ? Dec 13, 2013 19:40 |
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MrTheDevious posted:Oh I still haven't even found any of that ore, guess that'd be it, thanks! You want TL5 for it.
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# ? Dec 13, 2013 20:04 |
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Combat Shotgun posted:Yeah, making a boltpistol will be easy because the bolter is in place, I might just be lazy and set the bolter to 1-handed though Everyone gets True Grit. Hooray!
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# ? Dec 13, 2013 20:07 |
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MrTheDevious posted:Oh I still haven't even found any of that ore, guess that'd be it, thanks! Aegisalt is on TL5 worlds in Sector X. Cerulium is on TL7 worlds in Sector X. Rubium is on TL9 worlds in Sector X. Each of them have a tech upgrade, but you need to purchase the Durasteel Tech Upgrade first. Durasteel is broken (it works if you modify a file, I think? It just doesn't show up until then).
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# ? Dec 13, 2013 20:08 |
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XboxPants posted:I'm sure you could, it just wouldn't be as obscenely easy as other things are. Source files game content are stored in easy to read/edit formats like .png and plaintext, and they're laid out in a well organized, easy to navigate way. Doing something like making a new item or weapon or monster requires basically zero programming knowledge. At the moment making functional blocks like is pretty limited, compared with, say, MC's Tile Entities. From what I remember, the main reasons for this are a lack of a good way to transfer information between contexts (the Lua global table _G doesn't seem to exist, for example) and limited or no access to the states of other objects. A solid collection of hooks would be nice too. The API is still forthcoming, so I'm cautiously optimistic on that front. But for the moment, asset replacement, numbers tweaks, extra recipes, and new blocks that use old block functionality (putting new recipes on a reskinned refinery, for example) are all pretty easy.
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# ? Dec 13, 2013 20:17 |
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Now that I'm starting to get some data into my form, I'm going to start work on a rudimentary search page, so you can ask for, say, airships in Delta sector and get a list of the relevant planets. I'll keep you posted with any developments! (it turns out it's pretty easy to suck down a Google Doc spreadsheet as a CSV file. Mix in a little cron and PHP and this should be pretty quick) E: So, I'm a dumbass and forgot to have a field in the form for biome data. This has been fixed! DopeGhoti fucked around with this message at 21:21 on Dec 13, 2013 |
# ? Dec 13, 2013 20:19 |
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The more I play the more I'm bothered by one thing. I like that planets have a lot of color variety. You'll have different shades of sand, dirt, cobblestone, etc. That's great, it makes everything feel a little less samey. The thing that sucks about that is that the different shades of blocks are all separate items, meaning they don't stack together. Granted this gets into serious crazy wishlist category, but what if we had blocks in the inventory all stack, but we could cycle the color of a block between ones we have collected with the press of a button? It would be nice not to have 10 different kinds of sandstone blocks.
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# ? Dec 13, 2013 20:23 |
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Anyone know whether it's possible to find Jungle worlds in Alpha Sector? I love Jungle worlds for their massive amount of wood and resources, and I want to dig up/smelt vast quantities of coal so I don't have to worry about it any more. Problem is I can't find any Jungles in Alpha Sector. Do they only come about in Beta or am I just unlucky?
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# ? Dec 13, 2013 20:25 |
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shymog posted:The more I play the more I'm bothered by one thing. You shoulda been here for the Great Dirt Discussion of 2013.
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# ? Dec 13, 2013 20:27 |
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# ? Jun 4, 2024 03:45 |
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Purple Prince posted:Anyone know whether it's possible to find Jungle worlds in Alpha Sector? I love Jungle worlds for their massive amount of wood and resources, and I want to dig up/smelt vast quantities of coal so I don't have to worry about it any more. Problem is I can't find any Jungles in Alpha Sector. Do they only come about in Beta or am I just unlucky? I feel like they only come up in the later sectors (beta, gamma, etc). So you might just have to wait. I agree, I love jungles because of the frequency with which you can get plant fibers for bandages. Does anyone have the coordinates for a cape or scroll, something neat I can put on my back social slot to cover up this janky lantern on a stick?
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# ? Dec 13, 2013 20:31 |