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Author Topic: Starbound - We have lift off.  (Read 923913 times)

Gentlefish

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Re: Starbound - We have lift off.
« Reply #5505 on: December 12, 2013, 11:02:02 pm »

How do you mod these things, Blackflyme? I'd love a mushy farm.

BlackFlyme

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Re: Starbound - We have lift off.
« Reply #5506 on: December 12, 2013, 11:11:05 pm »

How do you mod these things, Blackflyme? I'd love a mushy farm.

You'll need a program that can edit code, such as Notepad++.

You can find all the files in your starbound folder. You'll have to go through your steam files if you installed it from there.

My directory looks like Steam\steamapps\common\Starbound\

Then just go into assets/objects/farmables this is where every plant will be, including non-farmables such as flowers and mushrooms.

The only thing preventing mushrooms and flowers from being farmable is the fact that they don't drop their own seeds. I'd show you what I've done, but I'm not sure if it works yet. I can't seem to find a flower for the life of me.

E: I went and broke it. Will try try again.
« Last Edit: December 12, 2013, 11:18:18 pm by BlackFlyme »
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majikero

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Re: Starbound - We have lift off.
« Reply #5507 on: December 12, 2013, 11:20:47 pm »

Looking at the asset files, there are flowers in the farmable items. I guess the seeds aren't ingame yet but you can pick the petals in jungle worlds I believe.
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Frumple

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Re: Starbound - We have lift off.
« Reply #5508 on: December 12, 2013, 11:26:13 pm »

Pick up petals wherever flowers grow. Pretty sure I've seen 'em outside of jungle worlds. Did have one critter that landed on a planet with huge honking fields of the bloody things. Collected something like 6-700 petals before I got bored of it.

... still haven't crafted any dye. Or figured out how to use the ones I've picked up in chests...
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BlackFlyme

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Re: Starbound - We have lift off.
« Reply #5509 on: December 12, 2013, 11:29:33 pm »

There are seeds, it's just that they don't drop. At least, I think.

Looking at other plants, it seems that the files are the seeds themselves, it's just that they aren't an item that can be dropped by flowers or mushrooms. I think I found where I messed up. Since I didn't give the new farmable variants their own separate objectName, the game had a fit when it saw a duplicate.

At least, I think that's what caused it. I didn't alter the original flowers, I only added in seeds as a drop. And I made sure to close all brackets properly. I'll have to test some more.

E: I broke it again. Now whenever a flower appears on the screen I get teleported straight back to my ship without warning.

E2: I think I have mushrooms working. I can't tell, though. I planted some, but mushrooms have the longest grow time that I've seen so far, so it'll be a while before I can tell if they are growing.
E2.1: It grew slightly. Success!

E3: I'm just going to go to bed now, before I lose my sanity staring at mushrooms hoping they grow.
« Last Edit: December 13, 2013, 12:44:42 am by BlackFlyme »
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Deon

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Re: Starbound - We have lift off.
« Reply #5510 on: December 13, 2013, 12:59:59 am »

Incoming!

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Tiruin

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Re: Starbound - We have lift off.
« Reply #5511 on: December 13, 2013, 01:02:33 am »

Sooooo, how do mods work and where to insert the files?

Deon's work looks spiffingly awesome.  :D
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Max White

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Re: Starbound - We have lift off.
« Reply #5512 on: December 13, 2013, 01:02:47 am »

Any chance of a 'War of the world' tripod?

Deon

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Re: Starbound - We have lift off.
« Reply #5513 on: December 13, 2013, 01:29:39 am »

Sooooo, how do mods work and where to insert the files?

Deon's work looks spiffingly awesome.  :D
The mech is not complete yet, but my armors can replace any clothing/armor when you just replace art assets (and that's all that matters since you can wear say copper armor as a vanity item on top of any other armor).

As I said I am not doing any other mods but spriting for now due to a lot of updates coming out. Once the beta settles down a bit, I will move onto modpack creation and some coding stuff.

Any chance of a 'War of the world' tripod?
It's quite tall, isn't it? I am now interested to see how would it turn out.
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Max White

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Re: Starbound - We have lift off.
« Reply #5514 on: December 13, 2013, 01:44:05 am »

I don't know, how much control do you have over modded in vehicles? Can you make it shoot laser beams and fly, or just reskin them?
Actually if you are limited to reskins, you could make a Starcraft Thor, and add the marine armor to match.

Deon

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Re: Starbound - We have lift off.
« Reply #5515 on: December 13, 2013, 01:49:18 am »

You can do a lot, but it requires a lot of time as well. I can do "reskins" only right now because I don't have too much time to spare during the work days. And it's not just reskins, it's whole animating stuff :D. It reminds me of old Fallout 2 modding days where you had to sprite every pose with every weapon to make a new armor.
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Sean Mirrsen

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Re: Starbound - We have lift off.
« Reply #5516 on: December 13, 2013, 01:55:29 am »

Forget the Starcraft Thor, make a Summoner. Or a Timber Wolf. Hell, I'll take a Marauder.
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MaximumZero

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Re: Starbound - We have lift off.
« Reply #5517 on: December 13, 2013, 01:58:45 am »

So, I created a new character due to the latest patch, and walked my entire starting world without ever seeing another soul. There was, however, an outhouse with a sewer attached, that held untold legions of poo-men, mechanical spiders, and flies.
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Mech#4

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Re: Starbound - We have lift off.
« Reply #5518 on: December 13, 2013, 02:07:04 am »

Forget the Starcraft Thor, make a Summoner. Or a Timber Wolf. Hell, I'll take a Marauder.

The loader from Alien? Alien VS Predator 2 had one with a flamethrower and a machine gun attached. Or, well, a combat model personal walker.
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Ibid Straydrink

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Re: Starbound - We have lift off.
« Reply #5519 on: December 13, 2013, 02:08:41 am »

Make a Zaku II! :P
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