Starbound

Starbound

CityScaper 2.0 - Building Made Easy!
203 Comments
Neb  [author] Aug 25 @ 1:43pm 
That isn't within the scope of this mod, and has been done by other mods. Perhaps if I were commissioned to I could!
koraidonfan19 Aug 25 @ 12:41pm 
Can you make it possible for people to create their own blueprints, and delete them to save space, without using Tiled? Like, add a Blueprint item (possibly made with Paper + Blue Dye) that lets you select an area and make a blueprint of it that you can use later.
Neb  [author] Aug 6 @ 7:56am 
I will need more explanation than that, where, when, was there a generator? etc
Cus by default, you can break em, nothing should be stopping you.
S.W.Δ.T Aug 6 @ 5:50am 
Why can't i break the blocks of my own cityscraped strcutures i put down?
Neb  [author] Jul 14 @ 5:03am 
What?
+ Jul 13 @ 9:01pm 
(The web adress at the bottom of page don't seem to be in the right order)
Neb  [author] Jun 30 @ 6:28pm 
With tiled, yes. Ingame, no.
koraidonfan19 Jun 30 @ 9:27am 
Question: Can you make your own custom rooms?
Neb  [author] May 29 @ 10:22pm 
I could make an addon, and just use the assets from architects desk (it would still require the mod if thats fine)
Kinsect May 29 @ 6:09pm 
Say can you add all of the build-able structures from Architect's Desk?
Neb  [author] May 26 @ 4:45pm 
Copying structures is not what this is for, theres other mods for that, and its not practical for a mod like this.

Will have to check the planning table stuff.
kirb May 26 @ 3:39pm 
There also doesn't seem to be a planning bench in the inventor's table.
kirb May 26 @ 3:38pm 
So is it not possible to copy your own structures and use them as prefabs in this?
TheTwilightDancer Apr 30 @ 8:26pm 
I tested and my addon still works flawlessly. Older placed structures will still have monsters in them sadly, but it can be fixed now by crafting and placing the dungeon sections over top of the ones that are there already. The replacement structure will no longer spawn new monsters inside of them. :) I can't figure out why some of the dungeon sections are being offset when I place them though.
Kinsect Apr 5 @ 9:42am 
Say would it be ok to include some Apex/Miniknog structures?
been trying to make some laboratories ^^;;
Ilthe Mar 23 @ 11:05pm 
omg I need new glasses I guess lol
thanks for the good work, I love using this mod for simplified building, since my building talents are lacking
Neb  [author] Mar 23 @ 10:25pm 
Yeah, as it says in the description and discussion, old addons still work! They just won't be as detailed as the new stuff.
Ilthe Mar 23 @ 8:39pm 
Would old addons work with this new update, or I'll need to wait for the addon author to update to the new system?
Holla Back Dad Mar 23 @ 3:16pm 
I wish I was better at building so I could make an addon for this mod. I love the concept and the prefabs that are included with this mod. It has been a staple in my modded Starbound worlds for over a year now. Thank you for making this, Neb!
Neb  [author] Mar 23 @ 5:55am 
Githubs also been updated, for both the main mod and template
Neb  [author] Mar 23 @ 3:13am 
Nephirus90 Mar 23 @ 3:07am 
Oh, nice to know :)!
About the additions the ones I created are created using "Base in a box/Modules in a box" framework mod, not this one. Plus I'm not very good at building/aesthetics and I'm quite ashamed to make them public XD
Neb  [author] Mar 23 @ 3:01am 
Nephirus, there is huge cost differences in the types now, I'm updating screenshots but take a look! Also if you have content additions, I heavily suggest creating addons publicly, and I can advertise them here! You're just in time for the party too lol
Neb  [author] Mar 23 @ 3:00am 
Update released!
Nephirus90 Mar 23 @ 2:51am 
Yeah I think this cost method is more balanced, it was strange to me the use of essences.
This is more in line with the costs I gave to the blueprints I created and saved with "base in a box" and I always appreciate the consistency in my game runs :)
I know it's a bit late for further edits but if possible make a clear cost difference between big and small "dungeons/rooms/prefab" or atleast between the 3 categories.
Thanks for everything
Neb  [author] Mar 23 @ 2:31am 
Update dropping later today!
Neb  [author] Mar 16 @ 3:25am 
Alright, update should be coming this month, with:
- Fixing the monster spawn issues
- A UI update, fixing some problems and adjusting the cost system
- Cost rework; will now cost a small amount (max of 50) of the main blocks in the build (not the detail blocks), along with an upgrade module and some pixels completely eliminating the old essence cost
- New rooms, prefabs and dungeons

Give me thoughts about this cost system since its more balance side and accessible throughout the entire game.
darkness tank Jan 21 @ 2:48am 
ton mode es super je me crée des building de fou merci:steamthumbsup:
Neb  [author] Jan 6 @ 3:23am 
I wonder if this has something to do with whether the player placed it or not? The monster fixes I'm looking into tonight.
Saturn's Ring Jan 5 @ 7:57am 
Playing with this more, it seems monsters aren't the only thing that can get in despite the prefabs being sealed. Snow coverage builds up in the Outpost rooms, even though I am walling off the sides with doors I'm not using as well as placing several partly below the planet surface. Presume the same would happen with sand and other weather effects.
Saturn's Ring Jan 4 @ 6:06pm 
I also feel a little let down myself, as there's very few prefabs to use (I am very thankful most of them are Outpost themed at least, I love the style of the tiles for it). Addons would be the lifeblood of this mod, but the only 3 available addons are for mods I don't run myself. I'd love to see more vanilla buildings made available to use for the mod, or at least more in the Outpost style. But I do really love this mod, I always prefer using prefabs & plots similar to Fallout 4's famous Sim Settlements mod as opposed to building from the ground up one thing at a time and this lets me do just that.

As for the monster spawns inside the prefabs, how would one prevent/combat this until a bugfix? I'm not familiar with how Starbound spawns in monsters so I'm unsure if it would be as simple as keeping rooms well lit or above a certain height, etc.
Neb  [author] Dec 21, 2024 @ 9:16pm 
I would argue a single bug and being a framework doesn't make it terrible. Its a framework, so addons are what are relevant to the mod. The practice is how it feels to use, rather than the amount of content.
xMR_FRODOx Dec 21, 2024 @ 8:51pm 
In premise this is good. In practice it is terrible. Enemies spawn in rooms causing a loop of colonist deaths. There also isn't very many prefabs available.
TheTwilightDancer Dec 1, 2024 @ 6:15pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1878418833 I wonder if this mod does anything different because I use it alongside CityScaper, but this one doesn't have monsters spawn inside the structures. I think I might unpack Architect's Desk and see if there's something I can find that doesn't spawn monsters in those structures. Maybe it'll solve CityScaper's monster woes? :steamthis:
Brightwind Nov 6, 2024 @ 12:36am 
@RetroRoger thanks! had a feeling it was just needed to be sure XD
RetroRoger Nov 5, 2024 @ 5:43pm 
@BrightwindInk yes its that endgame stuff you get at ancient vaults
Brightwind Nov 5, 2024 @ 5:01pm 
Sorry if this is a dumb question, im still mid-game (Apex boss). Is the "essence" a short version for Ancient Essence or another item altogether?
Randal Nov 1, 2024 @ 8:32am 
sounds great to have the option of blocks or essence :steamthumbsup:
Neb  [author] Oct 30, 2024 @ 3:30pm 
An idea for how I'm gonna handle costs, there will be a general recipe or a "buy with essence" option, in case you don't wanna fetch hundreds of blocks.
Neb  [author] Oct 30, 2024 @ 3:26pm 
The Saturnian descriptions mentions something about this.
I believe its world edit for saving builds.
Randal Oct 30, 2024 @ 9:29am 
also could you point me in the direction of the saving builds mod
Randal Oct 30, 2024 @ 9:22am 
i have a question about monster spawning within the build area
basically
how do you stop it?

i used cityscaper for the first time yesterday to create a moth man floaty town thingy

i placed it close to the ground
on a gas giant moon
with a midnight biome / frozen tundra

so there is loads of ghosts and other monsters

i put the prefab in an existing town that had been killed of by the wildlife

placed a load of turrets around place to combat that problem

but

there is always monsters spawned inside the structure of the moth house town thingy

have i just placed it over a spawn point or has the structure got a spawn setting that needs altering

i know the moth add-on is an addition to this mod but i wondered if you might know whats happening
Randal Oct 30, 2024 @ 9:06am 
great to see more creations added

another great addon
Neb  [author] Oct 30, 2024 @ 5:12am 
listed it in the addons section!
TheTwilightDancer Oct 30, 2024 @ 4:50am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3357162344 After fighting with whatever corrupted my village into crashing the game every time it would spawn naturally or trying to place a blueprint with this mod, I finally got it uncorrupted (somehow) with the help of Sva (Arcana mod author). But anyways, support for Deerfolk Unbound: Fauns and Satyrs and CityScaper has finally been made!
ninjared1212 Oct 30, 2024 @ 12:17am 
ah ok, i didnt even know there was another mod that lets you save builds

also good luck on exams neb! hope everything goes well for you
Neb  [author] Oct 29, 2024 @ 3:02pm 
Saving builds will not be done, since there is already a mod that does that, this is just a prefab builder. Essence changes are coming in a few months once exam periods end.
ninjared1212 Oct 29, 2024 @ 2:50am 
ngl i like the idea of this mod, the essence requirement is a big deal breaker for me though, i have been casually playing with a ton of mods including FU and starforge but dont know how to easily get essence so i actively cannot use this mod

also it would be nice to have a way to save a build in your world as a schematic to use elsewhere if that'd be at all possible (maybe with applying a price/block aspect with blocks having a higher price if they have more value)
Neb  [author] Oct 23, 2024 @ 1:43pm 
I completely agree with the essence thing, the issue is without it, its too cheap (or expensive in pixels) and thus unfair and easy to exploit (turnover is like, more than 5x what you put in sometimes).

Mods like FU and Starforge add ways of getting a lot of essence quickly and early, and considering this game is nigh unplayable without mods its safe to assume something like that would be at play.

Will still be looking into it though, keep an eye out.
Randal Oct 23, 2024 @ 1:15pm 
thing is if essence is need it makes this mod end game only

i think that just limits your audience

and as a build mod, i personally don't think that people should be made to complete the quest-tine and go dungeon crawling so that they enjoy the building / creative side of the game


for example i've only just, these last few weeks bothered to complete the quest line...
yet have been playing starbound for nearly 1000 hrs

i just prefer to potter about , mostly farming (which provides the pixels) and building (which i gather materials and go mining for)
im not great at boss battles

it doesnt really mater i suppose, i can always cheat my way to have enough essence.