Starbound

Starbound

93 ratings
Platform Teleporters
 
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0.023 MB
Jul 22, 2016 @ 11:17am
Jul 27, 2016 @ 3:30pm
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Platform Teleporters

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Description
Changes all vanilla ship teleporter collisions to platform, allowing liquids and people to pass through them.

Before asking questions, please read my mod FAQ: http://tanznuketerror.com/modfaq

If you want to help out, I have a Patreon: https://www.patreon.com/TanzNukeTerror
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32 Comments
AtomicBaconBits Nov 30, 2017 @ 12:32pm 
I saw your earlier comment addressing this, after I posted mine. But, I'll look forward to it.
Keep it up.
TanzNukeTerror  [author] Nov 30, 2017 @ 10:42am 
>Be nice if it was for actual placed teleporters from the 2 Stop Teleshop. Can this be edited to do that?

That's the plan! I've been on a bit of a hiatus. But I'm slowly getting back into the swing of things.
AtomicBaconBits Nov 30, 2017 @ 10:27am 
Be nice if it was for actual placed teleporters from the 2 Stop Teleshop. Can this be edited to do that?
lobotomizedgoat Mar 26, 2017 @ 3:04am 
+1 for affecting all teleporters
TanzNukeTerror  [author] Feb 19, 2017 @ 4:37pm 
>make a version that affects all teleporters?

Will add it to my list of things to do. Will probably get around to it soonish. Apologies for the delay.
yhtflkc Dec 29, 2016 @ 11:55pm 
make a version that affects all teleporters?
h0ax Aug 5, 2016 @ 10:10am 
Yeah, didn't mean to go off on that much of a tangent; my parents left bVerboseLogging = 1 in during compile and I still haven't worked out the bugs on my internal filter. My apologies.
TanzNukeTerror  [author] Aug 5, 2016 @ 8:51am 
None of that has anything to do with Platform Teleporters, but is good information in general, I suppose.
h0ax Aug 5, 2016 @ 6:24am 
I'm curious as to whether setting "Multiplayer Via Steam Friends" to off makes the game not run an "internal server" separate from the "internal client", though, and admit to only coming up with the thought after typing up that previous comment. In theory, that could prevent crew cloning in solo play, if it does, as all calculation about the crew's health would presumably then be done in one place rather than two (and therefore no longer operate on the two watch principle: a man with one watch knows the time; a man with two watches is never quite sure.). But, that's just conjecture.

Regardless, wonderful mod, a nice simple QoL tweak. :D
h0ax Aug 5, 2016 @ 6:19am 
The crew duplication issue, if I've guessed right based on what I've seen when it happens to me, has something to do with the game seeing the crew members as "dead" when they're not--specifically, caused by inconsistencies when syncing between the client and server--and respawning them. Incidentally, solo play, believe it or not, still does have a client and server involved; that's why people can join you via Steam without having to run a dedicated, separate server.

For non-Resident crew (IE crew you can take on away missions) you can simply fire them at the SAIL console and then tell the duplicates to follow you by speaking to them; this re-adds them to your crew automatically. As for Resident crew (Tailor, Quartermaster if you're using Earth's Finest--any crew member that can't simply "follow" and "wait" on command) your only recourse is to isolate the duplicates from the originals and kill them. Lava's best for that: "Melting" debuff doubles damage per tick.