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e.g. between characters with & without the mod ?
perhaps with "allow mismatch asset" enabled ?
the point would be :
-since I can't migrate the char, maybe I could transfer objects & also planet locations ?
Then with your new character(once you can travel), put those coordinates in your navigation. That world should be how you left it(thus with your stuff).
Alternatively it would probably work to make a new character, delete their (brand new) shipworld, copy the old character's shipworld file but rename it to the new name the (deleted) world had. You could experience some weirdness from this method (I don't know for sure what would happen when you upgrade). Maybe better to just do the first idea aka put it on a planet.
At the very least, no one has told me it doesn't work. Try it and let me know.
Also, I'm currently hoping the devs silently fix the migration issue. I've seen no mention of this for the next update, but you never know with how tight-lipped they are now with the finer details(and the lack of a real nightly build).
hats off :)
Might work the other way too. (#2 -> #1)
Had a vanilla save on one computer and on another computer, the big ~264 mod collection (which included this mod).
Steam synced the mods... and the vanilla save got corrupt upon starting the game. Last backup - ~25 game hours old.. :|
What I did:
Opened both saves using 010 binary editor and by using this template with it[github.com],
I could copy-paste the itemBags values part from the modded one onto the vanilla one. (copy pasting as hex).
Result: A _lot_ of green generic items (eg missing mod items) in the bags but everything else seems to work.
It might be possible to use a working vanilla save file instead and copy those bags onto a modded one, to migrate #2 -> #1. Combined with dumping all items on a planet before the write, nothing should disappear?
I really disliked the mod collection because of all imbalance between all the different mods, everything went EZ mode..
But this mod is a must-have :)
Neither is true at the current time.
1. First, empty your inventory. No need to remove the equipped items, but leaving anything in the bags will not only make it harder to find the piece of data you need to replace, anything left in the bags will also be lost after this procedure is done.
2. Go to the Starbound\storage\player folder and find which of the files ending in .player is the one you want to convert. If you just emptied the character's bags it should be the newest file. Just to be safe, make a backup of the file.
3. Use the dump_versioned_json.exe tool in the Starbound\win32 folder to generate a plain text version of your character file. It's a command line tool, so double-clicking it isn't going to work; one way to do this on Windows is to open the "Run" window (press <windows button>+R); delete anything in the "Open" field; drag to that window the file dump_versioned_json.exe, the player file you found in the previous step twice; go to the end of the line you see and change ".player" to ".json"; then, finally, press enter. You should now have a file ending in .json inside your Starbound\storage\player folder.
4. Open the .json file on your favorite text editor (I recommend Notepad++), then find the following json structure in the file:
Replace it with:
(This is why you should empty your bags first, we are replacing all bags at once with empty ones.)
5. Use the make_versioned_json.exe tool in the Starbound\win32 folder to recreate your .player file. It's also a command line tool. You can do that by opening a Run window, clearing the "Open" field, then dragging to it in sequence the make_versioned_json.exe file, the .json file you just edited, and the .player file. I might use the chance to remind again about backups, as this is the step where the original file is lost; if you didn't make a backup and did anything wrong with the procedure, your character might be lost.
6. Install the mod and enjoy your old character with the new bags.
The procedure to remove this mod is about the same, just the bits of json code for what you find and what you replace it with will be reversed.
I wonder if my problem was when I did step 3 with a copy of the player file I made on the desktop (I was gonna use that as a backup, but as mentioned earlier, the run command has a character limit for some reason) and moved the json file into the player folder in order to do step 5.
And that item would also undo the changes if needed.
This way, characters always start with a normal inventory, therefore every character is compatible.
And to make them compatible again, after uninstalling this mod, you just have to reset the inventory. And this will also make you save the items that would be lost otherwise.
recent blog posts by chucklefish point out to yet again workshop/modding improvements so maybe there is hope in that for 1.4, however I wouldn't expect it before at least 6 month.
There does exist a backpack mod, but that's an active item which you equip and it brings up a container interface, rather than a true inventory expansion. Kinda neat, but not the same thing at all.
I dowlaoded this mod then unintalled it and now if i pick and item the game closes itself
What does your log say when that happens? Well it might not matter, I'm just curious.
If you can open your inventory without crashing, try to empty it into containers to keep your stuff. Then try fabio.capela's direction above.
If you can't open the inventory either, call your stuff a loss and follow those directions anyhow. It won't look extact as your stuff isn't null.
Either way you are replacing the entirety of "itemBags" with what they provided there. Notepad++'s bracket match highlighting is pretty useful there so you can know where it starts and ends.
And reinstall the mod after converting the character.