Starbound

Starbound

LR's Storage Dimension general patch
18 Comments
NXGHTMVRX 30 Aug @ 4:23pm 
Patch for SCS stations or ability to include multiple inside one terminal would be amazing. Also being able to click on crafting components to quickly open them for crafting. Stellar work, had big headaches with similar mods before found this one
Linkronny  [author] 19 Jun @ 10:14am 
It's been a while since I looked into this patch in specific, I remember trying with the recipes that were already provided but couldn't get it to work, there was a reason but honestly I cannot remember the details , for now it's most definitely outdated and needs an update but can't promise that to be any time soon
Silver Sokolova 16 Jun @ 9:06pm 
The reason its recipes don't need to be translated is because Starbound already does it when loading recipes. The copied recipes are also why the game crashes without Betabound installed
Silver Sokolova 16 Jun @ 8:26pm 
Hi, this causes issues with Betabound's tech development console because the copies of Betabound's recipe files which are in this mod (why??) don't have parameters specified for the tech recipes' ingredients, which causes this issue
I can work with you on fixing this. When using OpenStarbound without this mod, the recipes work fine, so I don't think there's a need for this mod to have 'translated' versions of Betabound's recipes
Zetlin 7 May @ 11:20pm 
Hi, had a similar sort of error (crash to main menu) on one of the Arcana crafting tables - something about "sb-smoothconcrete". Installing Betabound fixed it.
Linkronny  [author] 4 May @ 12:07am 
After some testing, I noticed that this will throw said errors without Betabound , such as the "C crafting" window issue, so I have added it as a requirement for now until I find a workaround
Dybrav 2 May @ 4:11pm 
Try to test it in the admin mode. I'm fine in normal mode, but in developer mode (when all recipes are not hidden), manual crafting crashes and crashes. Apparently some recipe is failing.
Linkronny  [author] 16 Mar @ 3:15am 
@The Harbinger, my apologies for late response, I tried the scenario but could not get the game to crash upon opening the hand crafting, I'm trying this together with storage dimension + patches + 90 other mods alongside, and seems to be functional on my end, if you have any more details to share please let me know!
Linkronny  [author] 6 Mar @ 12:54pm 
oooh that's one I haven't heard of nor experienced, will look into it when I next get the chance in case it has something to do with this mod
The Harbinger 6 Mar @ 11:40am 
Not sure if anything else breaks this, but when I add this, pressing C to open the hand crafting (didn't try it with anything else) crashes the game. At least the base version works
Linkronny  [author] 28 Feb @ 12:56am 
That's a genius idea! Thank you for the suggestion, I shall give this a go once I get the chance, got a busy weekend coming up but hopefully this modification will be pretty straight forward, famous last words
Silver Sokolova 27 Feb @ 3:28pm 
Yes! That's what I'm suggesting. I did something similar for the Spawnable Item Pack mod's postload script, where it loads the config file then adds items to it, but skips adding an item if it's already in the file
Linkronny  [author] 27 Feb @ 12:44pm 
Was actually not using the postload function so trying to implement a method with it, having a bit of a struggle but this might be due to my lack of lua knowledge (or Starbound's implementation with it)
To give some insight: the recipes (from recipeLoader.config ) are currently launched at the core terminal's initiation due to me not knowing how to create a global variable that could be read across files (I feel like I'm missing something obvious, if there is a way to make global variables then that would simplify this process).
If I were to add an openStarbound process during this initiation I believe it would throw errors for non-openStarbound users...
Although after re-reading your response I feel like I misunderstood your suggestion, are you suggesting I use the postload function to modify recipeLoader.config before it makes it to the terminal? :SBpenguin:
Silver Sokolova 26 Feb @ 2:29pm 
You could have the oSB postload function load the files that get patched then see if what it wants to add already exists before adding it. Postload scripts run after all mods are loaded, so you don't have to worry about Mod B patching the file after the postload runs and adding redundant data
Linkronny  [author] 26 Feb @ 2:23pm 
That would be the ideal scenario if I figure out how to merge them correctly haha
Silver Sokolova 26 Feb @ 2:05pm 
Ooh, nice. I think it'd be better to merge the two since the oSB postload function simply won't run if oSB isn't installed. makes it easier for users, too
Linkronny  [author] 26 Feb @ 4:41am 
Thank you for the suggestion! Funnily enough I've been in the process of making an OpenStarbound version of the mod and managed to get a decent amount of it done, currently tweaking things around and hopefully will have something ready soon, probably will release it as a separate mod so then both the OpenStarbound and the non-OpenStarbound version can co-exist
Silver Sokolova 25 Feb @ 8:47pm 
You could use an OpenStarbound postload script to automate gathering recipes. postload scripts run after the game loads assets and before the title screen