141 ratings
Ship Yard Rebuilt - all the vanilla ships AND room to build!
File Size
1.910 MB
Oct 29, 2016 @ 8:22pm
Dec 25, 2017 @ 2:30am
6 Change Notes ( view )

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Ship Yard Rebuilt - all the vanilla ships AND room to build!

Coming soon
Better support for custom race pets(one race at at time) and other issues with them as I find them(or they're reported).
Probably some more ships.

Requires(makes use of) my Blocks and Objects mod which you can get here

Ever have a hard time deciding between vanilla ships and build-your-own shipworlds? Why not have it all? Replace your ship with every ship and a customizable shipworld plus more.
  • The shipyard has every vanilla race's ship present.
  • Vanilla ships upgrade to T9(as per eLe's original T9 ships).
    • There is a "T10" for (previous T10 character) compatibility reasons, but currently "T10" is just a copy of T9.
  • Fuel capacity increases as you upgrade the ships(as they get larger) up to 65,000.
  • Crews max set at 200.
    • After all you have a silly amount of room to use so there isn't any practical reason to limit this where limited space isn't an issue.
    • I have fixed the upgrade mechanic so that you can do legal upgrades with the regular crew count instead of requiring you to have the maximum(200 LOL)
  • A very large farming dome is provided.
    • Some tilling required but no more fighting birds while farming and you could have a pretty large farming operation going in no time.
    • I was originally going to incorporate the irrigated pipes mod, but that's obsolete so many I can make my own version.
  • You can now fix ship thrusters as soon as you get to the Outpost. This won't fix FTL.
  • Large warehouse with excessively large shipyard lockers.
    • 384 slots per locker so you won't soon run out of storage space here!
    • I recommend a larger stacking mod to compliment.
    • These don't currently have the fancier features of some storage mods, but I may correct that later.
    • You could clear them out and put your own containers if you prefer... like anything else here.
  • Teleporter room doesn't currently have a purpose... but will eventually.
  • Several general purpose rooms are already set up. They could be anything.
  • You can destroy, replace, and/or add to almost any part of the shipyard as you see fit.
    • Even the invisible "ship wall" blocks are technically destroy-able, although you'll need the aid of a mod-tool with enough destructive power like Base-in-a-Box's area clearer, or some seriously overpowered matter manipulator.
    • Yes that will leave the background images in those areas, nothing to do about that!
    • Note that if you use ship bays as building space that could interfere with ship upgrades so I recommend using an empty bay or outside the shipyard, otherwise sticking close to the edges of the ship's bays.

Using other mods with this
  • Compatible with Mad Tulip's ship mod!
  • You wouldn't use T9/T10 ships with this per say, but you don't need to.
    • That mod a fork of eLe's original T9 ships (which I've also incorporated).
    • I also included a (player compatibility fix only) T10 too. The shipyard provides so much extra room, that I can't see much point in expanding beyond T9 ship size.
  • You could choose to spawn on a different ship (or anywhere in the shipyard) with something like my world start modifier mod.
    • Place a flag, wire the top node, send a signal(from a door, switch, etc). You can remove the flag after you're done.
    • The beam up/respawn point is now permanently changed until you change it again or upgrade the ship.
    • This mod works on regular worlds as well to change the beam-down point.
  • I currently have 2 racial support mods for the shipyard(each covering many races).
    • I need to update with some newer races.
    • I intend to support racial pets soon too.
    • Link to my other mods provided below.

Some things you should know
  • For existing ships, DO NOT attempt to upgrade existing ships without reading this -
  • If you are currently using a build-your-own ship, you could scan it with something like the "Base in a Box" scanner and just deploy it into an empty bay! Not that you couldn't just build a ship in a bay anyhow.
  • This uses blocks from my blocks and objects mod and therefore requires it. Much of that was made specifically for the shipyard but can be used without it.
  • The shipyard is pretty big, and you'll probably want some tech that enables fast travel.
    • such as my own tech mod or others
    • traveling this distance quickly is what prompted me to make my tech mod initially.
    • You could use a vehicle too because the large doors do open automatically for people or vehicles.
    • The small doors are vanilla doors and so require the Automatic Doors mod to open automatically, otherwise needing manually opened.
  • The shipyard isn't accessible until T2 aka when you're ship is repaired enough for system travel.
    • In fact the ship doors are broken until then (as they where pre-release Starbound).

  • Obviously the shipyard makes a great multiplayer hub... provided the server isn't 100% vanilla!
  • Always ask your server admins what mods are on the server, and don't use this when it isn't supported or you'll PERMANENTLY mess up your ship.
    • Technically you can delete it again and get a new shipyard, but can certainly loose your "stuff".
    • Do not assume. Ask.
  • When servers don't support your mods, make new characters to play on them.
  • A server admin that wants to support Shipyard users (without forcing everyone to use it) can do so easily enough.
    • For this purpose I moved all actual shipyard assets into the prerequisite bk3k's Blocks and objects mod.
    • Server admins need only include that mod. The actual Shipyard mod isn't required for current Shipyard users and thus you won't affect the ship choice of other users.
    • Much of it isn't accessible without having a shipyard of course, but the assets themselves are present.
    • I made sure there is no griefing potential from this mod. The invisible/tough blocks are completely non-craft-able (even with admin commands) because they have no material item.
  • As much as that would make the Shipyard server compatible to only have the prerequisite, you still don't want to upgrade your ship without the actual Shipyard Rebuilt mod present. Do your upgrading on single player to be safe.
  • I probably should incorporate a means of shielding the ship that only its owner can disable.

Check out my other mods too
Popular Discussions View All (6)
Jun 11, 2018 @ 1:10am
Can't run this mod...
Jun 2, 2018 @ 4:56am
Possible Future Plans
Apr 3, 2019 @ 10:08am
PINNED: IMPORTANT: For those with existing ships
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bk3000  [author] May 13 @ 1:22pm 
I would say I probably figured out what I missed before. But I need to test properly before updating.
Fi May 13 @ 4:35am 
#1 - I assume .logs gets larger and larger the longer Starbound is played for that particular session before it creates a new log and backs up the old one for the next session—erasing the oldest .log in the process.

If that is the case, I figured that particular log might be helpful to you since it contains the entirety of the time I spent playing for that session, but I can quickly launch and close Starbound if you want a much shorter .log; I only stole a glance, but I think my .log managed to reach ~1000 kb—double Pastebin's file size limit of 512 kb.

#2 - No problem! Hiccups happen, and I didn't get far on that character anyway. I wonder... is it possible to revert back to T0 via "/spawnitem shipT0" to get my B.Y.O.S. ship back? If so, I can do that and wait for a patch/updates to Shipyard Rebuilt since I am in no hurry to play and have no intention of uninstalling the mod because it seems like it would be a rather interesting addition to F.U.'s B.Y.O.S., @bk3000
bk3000  [author] May 12 @ 8:36pm 
Well lets see.
1. Pastebin is generally free up to some limit or another. Something is very wrong if your logs have grown larger than that. Otherwise you can just click Create Paste without logging in.
2. It sounds like something happened that should not have happened, sorry about that! Namely it sounds like your ship upgraded. FU-BYOS requires you to stay on Tier0. It probably has to do with a quest, but IIRC I had it look for a FU-BYOS related quest and abort if it was running. Or so I thought was the case.

When I have time, I'll check it out and get it fixed. I kinda meant to make this mod more FU-BYOS friendly anyhow (such as you getting the BYOS option for vanilla races too). Maybe some other form of integration.

So I don't know if I didn't test well enough, or something changed. Again sorry about that.
Fi May 11 @ 11:16pm 
Hi bk3000,

Do you know why my custom ship resets to my chosen race's default ship upon accepting or completing a quest from Esther Bright or Penguin Pete?

After entering my ship for second time after character creation to narrow down the cause, I selected the B.Y.O.S. option via S.A.I.L., and I noticed that after talking to Esther Bright or Penguin Pete—whichever "repairs" or offers to repair my ship, my custom ship would be no more.

My race is an Angel , and despite having the race's B.Y.O.S. patch installed , this is the only other mod I had recently installed that seems to alter player ships within their entirety alongside Frackin' Universe's built-in B.Y.O.S.

I have the .log file if needed, but I could not paste it in Pastebin due to its... paywall, so if you know of an alternative you consider safe and trustworthy, let me know.
bk3000  [author] Sep 22, 2019 @ 7:19am 
Yeah vanilla species, unless you have one of the patches. But i did those so long ago that tons of species have no patch available.

I did make this if you feel like patching your favorite species.
Cosmic Sep 22, 2019 @ 6:38am 
So it has to be a vanilla species for the ship to replace the ship, correct? I may have to jury-rig a bit of something... Anyways I was hunting for this specific ship for awhile! Glad its still alive!
Fuyuno Sep 21, 2019 @ 4:06pm 
that's one heck of a way to do it lol - how long do you think it might take you?

on an unrelated note, i started a new peglaci character, but the ship is... human. (i'm using both of the addons for this mod)
and once i was able to unlock the rest of the shipyard, the shipyard itself wasn't there
so i skipped around using techs (in admin mode, because of energy depletion) and found the other ships, but the yard itself only had the bridges connecting to the ships and.. that's it.

... there's also a random white ship without anything to step on all the way to the top somewhere. took me a while to find it but now i can't find it again lol
bk3000  [author] Sep 21, 2019 @ 1:44pm 
As far as integrating, I'd first need to move the things that happen in Tier 0 (the shipyard being initially placed) into Tier 1. To let vanilla races have a pure BYOS option that they choose when making a character - rather than defaulting to the Shipyard. Although I usually assume people installed this because... they intend to use it LOL. Still it would be better to ask at the beginning like FU does now.

The next thing is like with Mad Tulips - I detect if FU is running or not. If so spawn anything needed from the BYOS locker. I can also do the same sort of shipworld data alterations FU BYOS is looking for. Plus the BYOS ship is pure blocks + objects. I could do a one-time spawn of those tiles and objects, and set the player spawn point there and teleport the player there if they choose the BYOS option.

And maybe tweak mission/dialog as needed. Since right now it mentions the shipyard no matter what.
Fuyuno Sep 20, 2019 @ 11:50pm 
thanks for the steps ^^ i'll do that for now
having the integration might be really nice though - how would you do that?
bk3000  [author] Sep 20, 2019 @ 9:17pm 
It might be possible for me to integrate FU BYOS better into this if I get the time - the same way I did Mad Tulip's ship mod.