Starbound

Starbound

bk3k's Tech Helper
25 kommentarer
patman 7. maj 2023 kl. 18:14 
dont? thanks
patman 7. maj 2023 kl. 17:59 
why are you adding techs that dont exist to modTech
NihilRetnar 8. juni 2021 kl. 18:27 
Pat actually did error: https://pastebin.com/JYwcQtTH
NihilRetnar 7. juni 2021 kl. 22:16 
Everything looks fine on my end so far, as for other tech spots, I was thinking more along the lines of using them as hidden slots but this is mainly interface changes so... ya...
bk3000  [ophavsmand] 7. juni 2021 kl. 22:14 
As for pat's changes - I just glanced at the mod page. Assuming they're patching properly and not doing something silly like replacing the whole vanilla script, it should work fine. But I didn't download and unpack to see. If someone reports that's an issue, I can fix it easy enough.

As for the implants, yes that seems to work. Betabound is doing that, with the old beta UI (no conflict with this mod). IIRC they aren't using any of the code here, but of course they're welcome to whatever seems useful to them.

So I could add implants to this mod, but that means major UI changes. And nothing outside Betabound would use them, with them already having a solution within Betabound. Unless I made a bunch of other slots available too, but what would use them?
NihilRetnar 7. juni 2021 kl. 22:13 
I'll do some testing on my end.
bk3000  [ophavsmand] 7. juni 2021 kl. 22:07 
Previously it worked with FU, with the only thing being that this isn't using FU's sort (which uses a config file for a pre-defined order on FU's techs) rather than mine (alphabetical). Which I think is a non-issue.

I haven't played in a bit, Just browsing over the FU github, it seems about 3 months ago they changed the PNGs - though at a glance those look like vanilla PNGs - so I'm not sure what's the point? They still aren't editing the interface config (except to add their sort script and that hasn't changed in like 4 years). Since they aren't editing the config, those would have to be vanilla sized PNGs.

The worst case is them loading after this (I can fix that easily if so) and replacing my own slightly longer PNG replacements - It would look slightly off. No one is telling me that's the case.
NihilRetnar 7. juni 2021 kl. 21:41 
Does this work with FU and pat's changes?

And I see that you hint at the possibility of having techs in more than just the normal slots?... Which I can understand why that is just an idea... but an interesting and useful idea...
bk3000  [ophavsmand] 7. juni 2021 kl. 21:37 
@Nihil
Should still work fine, thanks.

And if you have any questions on how to use or feature requests, let me know.
NihilRetnar 7. juni 2021 kl. 19:14 
OMG thank you! This is god tier if it still works!
DANNY1(#FIXTF2) 14. juli 2020 kl. 19:18 
"During beta we had "implant" too, and maybe more would work. Obviously that means notable UI changes/supplimentary UI screen. If could open up the possibility for modifiers too - like a tech that increases energy capacity/improves regen but also increases hunger, weapon type specific techs, elemental specialization, etc. This is just an idea currently."
WELL ITS A GOOD ONE
Carlucci, Ace 5. maj 2020 kl. 18:26 
For all you Bk3k Fans, there is a little secret unreleased mod by Bk3k that you can only get from becoming a member of our Discord. Come join us, follow progress, report bugs, see new ideas develop. All users that are "active" members are included in a monthly drawing for a free steam gift card. > https://discord.gg/9G9u6Bz
smug cheese 15. juni 2019 kl. 5:55 
damn 1 year ago? time really flies.
bk3000  [ophavsmand] 14. juni 2019 kl. 18:02 
Minor update: The interface changed a bit in SB 1.4, causing a minor error.

I added the same highlighting frame vanilla now has, thus fixing it. Plus I like the highlighting too.
bk3000  [ophavsmand] 7. dec. 2018 kl. 19:42 
It doesn't change the scripts for any techs.
Vanessa Reyes 7. dec. 2018 kl. 10:29 
does this change the dash lua scripts?
smug cheese 22. juli 2018 kl. 8:34 
Oh okay, thank you! [That was a really late reply its olmost funny lol]
bk3000  [ophavsmand] 21. juli 2018 kl. 23:28 
@The Bork GOD
I think I forgot about your comment. Maybe a little late... but this should help - https://steamcommunity.com/sharedfiles/filedetails/?id=1447482198
smug cheese 9. mar. 2018 kl. 7:41 
Can you make a tech quest skipper? It's nearly impossible to do it if you have a bad computer. I want this so my brother can use Tech aswell, it would be nice. thank you if you read this.
bk3000  [ophavsmand] 3. feb. 2018 kl. 19:27 
I need to check the current code to be sure but I think hidden techs are already supported, however useless that is at the moment. That ties into what I was thinking for upgradable/configurable techs.

Techs that are instantly equipped for a race... Depends what you mean. Currently everything happens once you interact with the tech console (or bring it up by other means). Equipping a tech from the moment you start a character would require either a quest(what I'm trying to get away from) or a player init hook. The latter world slightly increase the scope of the mod a bit but I could do easily.
Null_Error 3. feb. 2018 kl. 17:53 
Would it be possible to add the option for a tech to automatically be not only enabled but equipped to members of certain species? Along with the option to make certain techs not visible in the tech selection screen, this would allow for streamlined use of tech-based functionality to make modded species more unique.
bk3000  [ophavsmand] 30. jan. 2018 kl. 3:18 
FYI: Any modders following this will want to look at the Change Notes.
bk3000  [ophavsmand] 30. jan. 2018 kl. 0:47 
@Xaliber
Well I was thinking to add access to more slots. I need to experiment at first and make sure it works. I don't have it all figured out how it should work - the GUI mostly. Probably would pull up another GUI rather than cram too much into this one. Adding a button on this one to pull up another would be okay maybe.

And the case is similar for supporting "upgradable/configurable" techs. But I want to do this. Gotta work out the details still.

For now I'm about to push a new version soon.
Xaliber 30. jan. 2018 kl. 0:33 
@MTJP
CMIIW, but that sounds like a very different mod altogether. To my knowledge, this mod doesn't add any new slot. It's a framework for other modders to work with, by giving flexible options when and how a new tech is activated.
MTJP 25. jan. 2018 kl. 6:27 
I really like the idea of adding more tech slot. Could you maybe add a ''Sphere'' slot? The community has often made very fun mods, but if they're not side- or -upgrades from Jump and Dash they get automatically stuffed in the head slot. So you have to give your acces to shortcuts and secrets if you want to equip anything for fun.
Or maybe remove the specific slots entirely, so we can pick the techs we want, without having to choose between the jump tech, the dash tech, and the sphere/other tech.

I look forward to hear more from this mod!