Starbound

Starbound

Dynamic Status Effect Objects
5 Comments
rl.*****  [author] 28 Jun @ 8:10am 
Oh, I see. Please see the modder's guide [github.com]. In short, you'd add this mod as a requirement of your mod, and then add the light script and dynamic status effect properties to your mod's objects. (Or, if your objects are not lights, or are more complicated than an on/off light, you'll need to implement your own equivalent of the light script for those objects.)

Keep in mind, you should not copy my player primary script into your own mod. That's the part that's "heavyweight" and having multiple mods implementing the same script over and over again will quickly add lag to the game. If you make my mod a requirement of your mod, then you can benefit from the "price" of that function at no "extra cost".
Robur Velvetclaw 27 Jun @ 6:24pm 
Nothing like that. I have an object that could use the same treatment as this, and would also like to increase its AoE radius of a little bit. I want to know if I can absorb your code for this purpose.
rl.*****  [author] 27 Jun @ 9:52am 
What seems to be the problem? It would help if you could provide a Starbound log and/or screenshots showing how this is incompatible with Starbound Awakens.
Robur Velvetclaw 26 Jun @ 4:22pm 
Can you help with work on Starbound Awakens?
rl.*****  [author] 21 Jun @ 8:07pm 
Dynamic Status Effect Objects v1.0.0 accidentally broke energy regen. I made a last minute change before releasing it, and forgot to turn off admin mode while testing. Apologies for any inconvenience. I have fixed the issue in v1.0.1. Please upgrade as soon as possible.