Starbound

Starbound

Colony Tweaks
274 Comments
☥¤§ÑîGHTMÃRɧ¤☥ Nov 21, 2023 @ 8:30pm 
I think your mod broke or is breaking my game! It's conflicting with tenant quest giving mods.
bk3000 Aug 22, 2021 @ 11:27pm 
With the exception of quests ( which has "script": " ", instead of "scripts": [], ), there is a way.
You can patch whatever it is to add your script to the end of the "scripts" array. Then instead of replacing whole scripts, you hook the functions you need. For example

--backing up the previous functions
local old_init = init
local old_update = update


--replacing the functions
init = function()
--added code here
old_init() --call old function
--added code here
end


update = function(dt)
--code here
old_update(dt)
--code here
end


Many mods can hook the same thing in this way. If any mod is over-writing the whole thing, control load order to load your mod after it via _metadata
Long Bong Dong Chong  [author] Aug 21, 2021 @ 10:12pm 
Honestly I'm surprised this even still works for people considering I haven't touched it in years. Adding mods is always a risk since as a user you can never be certain which ones are modifying the .lua files. Mods that modify the same .lua files will always be incompatible without a patch. Unfortunately the developers never gave the community a good solution for getting around such problems before they moved on.
bk3000 Aug 21, 2021 @ 7:46pm 
If you have errors like that, copy the logs onto Pastebin and post the link here. Could be a compatibility issue with another mod for one thing.
☥¤§ÑîGHTMÃRɧ¤☥ May 8, 2021 @ 4:47pm 
so u can make this mod edit something like pay rent with poop nice!
Wubba Lubba Dec 5, 2020 @ 9:40pm 
Dose This Work With ShellGuard NPC?
Xaliber Nov 11, 2020 @ 9:57pm 
Whoops, sorrry! Posted the wrong link. Thanks by the way!
Long Bong Dong Chong  [author] Nov 7, 2020 @ 7:10pm 
Edit: I found the correct link through your steam workshop and I've updated the post.
Long Bong Dong Chong  [author] Nov 7, 2020 @ 7:07pm 
@Xaliber I am happy to comply but it appears the link to the patch mod you've posted is incorrect. When I try to follow it it just redirects back to this page.
Xaliber Nov 2, 2020 @ 9:54pm 
Hi all,

I've received information that Colony Tweaks is incompatible with Supper's Combat Overhaul. So I made a "patch" (read: merge the conflicting file, that is monster.lua) here: https://steamcommunity.com/sharedfiles/filedetails/?id=755833356

Drayne Johnson, do you mind adding the info for the compatibility patch on the description?

Thanks in advance!
Nin-Sama Dec 24, 2019 @ 6:52pm 
I wonder, what about when we are building tenant houses on our ship? (With a build-your own ship mod). And how important is planet threat in the rating? does it make up a lot of the money, or only small amounts compared to the other criteria?
Long Bong Dong Chong  [author] Jul 12, 2019 @ 2:49pm 
If you pay close attention to some of the furniture certain types have a lot more tag categories than others which means they scale faster for the same physical space. It's written that way because it's quick and dirty but also because it means you should try different stuff and exploit the scaling as much as you feel like you want to, lol. If this game had used a language I was more comfortable with or a cleaner API it would be written a lot better than it is.
Spyyre Jul 10, 2019 @ 3:31pm 
Just wanted to add that i made another room with a single table with 2 chairs and received almost 600 pixels for rent. It scales that quickly or is it just not working?
Spyyre Jul 10, 2019 @ 2:59pm 
Just because it isnt too clear, im going to ask: is this working properly in 1.4? Ive successfully set up a couple of really low tier shite rooms and spawned tenants, and theyre paying me ~20-25 pixels rent. But im more concerned about the new tenants and guards that are added.
Robur Velvetclaw Jun 29, 2019 @ 7:58pm 
Anyway let me reiterate it once more - this was a fun mod. I built a pleasure resort on an ocean planet, with 4-storey rooms, and they habitually earn me 1k pixels a pop, lol B-)
Robur Velvetclaw Jun 29, 2019 @ 6:00pm 
I suppose I could help with the debugging process, if you like ..... you just concentrate on the tweaks and rent part, I can handle the tenants section. I have done tenants and NPCs (by far my fave part of SB). Maybe I should showcase what I've done although TBH it's backbreaking work. But here you goes. =))

https://ccccc-wiki.webnode.com/weaponmerchant/
Long Bong Dong Chong  [author] Jun 29, 2019 @ 8:38am 
Guess I'm going to need to make time to go back through this and re-learn SB internals in the near future.
Robur Velvetclaw Jun 24, 2019 @ 4:22am 
I just checked your mod now that you've updated it, and must admit, the new low-tier guards are bugged. I spawned in Level 5 guards with the Executive set, yet they were wearing the wrong kind of armour (purple not black). Is this a bug?
Long Bong Dong Chong  [author] Jun 19, 2019 @ 3:01pm 
Thanks Robur. I haven't had time/patience to go back and check the new version of SB. If they changed any of the Lua files that this mod has to change in order to work then it will break the mod or break the update. Sadly they never bothered to implement patching for Lua files...

Load order of mods can affect things also and even though I had this one set to a late priority trying to have it defer to everything else Starbound never seemed to truly give a damn about that setting.
Robur Velvetclaw Jun 19, 2019 @ 12:36am 
Okay, news flash too everyone else:
If you are having problems (starbound.log generates a 'setPersistent' error before crashing your game), try unsubbing and re-subbing, after adding all other mods back into the game. This worked for me, and I can say that my tenants are working fine for me once more.
Robur Velvetclaw Jun 19, 2019 @ 12:16am 
@Death Profit:
Can you try to test your game and see what mods don't agree with Colony Tweaks? will it run with FU, or is it a compatibility issues related to 1.4 itself?
LordDeTracy Jun 14, 2019 @ 7:39pm 
Update please. 1.4 just dropped and im getting compatabilitiy errors from different mods.
Logik Feb 21, 2019 @ 8:08am 
[Error] Could not apply patch from file /items/materials/bamboo.matitem.patch in source: ..\mods\colonytweaks.pak. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) Could not find "price" to remove
Same issue for;
/items/materials/jellyblock.matitem.patch
and
/items/materials/supermatter.matitem.patch

Those are the only 3 on newest update with Frackin' Universe. Also using Theme Deeds Patch.
Not game breaking.
Long Bong Dong Chong  [author] Feb 6, 2019 @ 4:21am 
There is a secondary patch mod available that you install alongside this one. It will still work assuming that person never did anything extra crazy out of the ordinary since I produced it ages ago. Any new deeds they added past the initial 44 or so that existed when I made the patches won't work. I never checked back to add new ones and frankly I've forgotten how I did most of this to begin with.
GalaxyMii Feb 4, 2019 @ 8:25pm 
I have a question. Is this mod compatible with the other themed colony deeds? The one by mrpiggy 22
Morfs Jan 6, 2019 @ 2:10am 
Just confirmed after an hour of annoyance, this mod is incompatible with the Orcana Race mod. It was causing my game to Crash to Desktop immediately upon first load.
All of this over one little weapon merchant.
However, it doesn't have problems with FU.
♠ ♣ Jester ♥ ♦ Nov 17, 2018 @ 6:36am 
Hate to ask this, but is this mod compatible with FU?
Long Bong Dong Chong  [author] Nov 15, 2018 @ 3:33pm 
I mean I haven't played SB in such a long time that I wouldn't know any steps to cause that. Little one off bugs like that in this game are stupidly difficult to track down and fix unless they happen to a majority of people a majority of the time. :L
todfox Nov 14, 2018 @ 9:18am 
I had the same problem as @thedummy420: I was given an impossibly high level wand by a tenant.
Mr. Buckaroo Aug 31, 2018 @ 3:43pm 
Well there be changes in rent based on Race? I imagine Novakid would be okay with hot and desert planets, with most other being on mild planets, and hyltol being most comfortable on water-y planets

Other planets like Toxic and other crappy places to live would be unsatisfactory to all...unless you include modded races and then woo, then we get down to business (to defeat disatisfaction)
PerturbedPat Aug 23, 2018 @ 7:40am 
A tenant gifted me a tier 12 dagger. Is this a bug? Other tennant related mods installed include: More Tenant Species, Themed Colony Deeds, and the addon that mkaes the Themed Colony Deeds work with this mod. Does it have something to do with me building my colony in a dungeon?
Robur Velvetclaw Jun 23, 2018 @ 7:50pm 
@les8ean: Unless there is an error with said furniture (ie files not properly coded) it will work just fine. On the other hand, if the furniture is properly tagged, it will allow you to summon the tenants of this mod pack fairly easily.
@LBDC: Do you need any dialogue done?
Long Bong Dong Chong  [author] Jun 23, 2018 @ 11:43am 
It should probably just work outright with no issues
les8ean Jun 23, 2018 @ 3:49am 
how does this mod work with furniture added from different mods? will the mod furniture just not be accounted for or...?
Long Bong Dong Chong  [author] Jun 17, 2018 @ 5:16pm 
@Robur Velvetclaw The best way to handle patches is to release a seperate addon mod on the workshop that contains the patches. Like what I did to add support for the themed colony deeds. It's a seperate mod and in theory it's configured to defer load priority to the mod that it overwrites. This avoids cruft and weird behavior and makes the patches easier to maintain. Plus you can do whatever you want with it and not have to be waiting on me to use your work.
Robur Velvetclaw Jun 16, 2018 @ 9:05pm 
LBDC:
https://scontent.fkul13-1.fna.fbcdn.net/v/t1.0-9/35357413_10216861615198685_3933757308001058816_n.jpg?_nc_cat=0&_nc_eui2=AeHS7X3S2yMf7nI_Km_W62ltYZfVu-KDaHApE79_Fzd4134KkExZAM28hMaXxvKdsY-ILFD95SVpckhlctjozlq45_kqDXsh_zvnD9NIdnlR_g&oh=152f835d9bbeb0195eadb6ff6283bad7&oe=5BC2AFE7
Behold, here is the very first complex item I minted for my mod. I subsequently wrote a patch to have the Gothic merchant sell it.
Feel free to decide on how interested you are with regards to my proposal.
Long Bong Dong Chong  [author] Jun 3, 2018 @ 9:54am 
If Starbounds was written better it would be a non-issue but as it stands now I just won't ever have the patience to fix it.
A-Vladimir Jun 3, 2018 @ 9:52am 
@Long Bong Dong Chong So basicly your mod will never be compativle with FU. :( Too bad
Long Bong Dong Chong  [author] Jun 3, 2018 @ 9:37am 
Other mods that add tenants or change the way monsters or NPCs behave in-code are likely to cause this mod not to work as a result of how the game's API works and how I had to add features. Mods can't share modified base game Lua files because there is no support for merging them. If two mods need to modify the game's Lua then someone has to make a patch which combines relevant code from the two mods together after both have been loaded.
A-Vladimir Jun 3, 2018 @ 6:33am 
@Long Bong Dong Chong Can you pls check the "Bugs and Compatability" discussion.
Reynbowz May 30, 2018 @ 10:26pm 
I got it from a new tenant from after I downloaded your mod. However, said tenant was from the Mech Tenants mod, so maybe it's crossed wires from this mod and that one?
Long Bong Dong Chong  [author] May 28, 2018 @ 6:37am 
Something broke. Colony Deeds that existed before you add the mod tend ot do that.
Reynbowz May 27, 2018 @ 9:38pm 
So after I downloaded this mod, I ended up somehow getting a lvl 12 (?!) broadsword from a tenant. Is this supposed to happen or did something break?
MECK May 18, 2018 @ 3:50pm 
such is the way of the steam, as it seems to be i was correct on the lastree mod being the root of the issues, ill bring somthing up with him to see if he has a fix or not but else wise thanks for the time to look in the problem
Long Bong Dong Chong  [author] May 18, 2018 @ 3:22pm 
Unfortunately Steam mods give the download folders garbage number names instead of the actual mod name or I'd tell you to just compare mod folders using a search to find ones that use the same name .lua files.
MECK May 18, 2018 @ 1:55pm 
after a hour or so of modding im thinking its neither your mod nor the avali mod, but the lastree race, im gona have to dick around with it some more
Long Bong Dong Chong  [author] May 18, 2018 @ 1:52pm 
It could definitely be Avali. I vaguely remember that mod adding tenants so if they modified any of the scripts that I also had to modify then that would break it.

The other thing that happens is sometimes when you add this to a pre-existing world the game just doesn't take it well for some reason and any tenants or deed objects that existed before will be wonky.
MECK May 18, 2018 @ 9:23am 
Hey im not sure what i have done lol (im 90% sure its my fault in the end) but when ever i have this mod on and use any of the colony deeds they just walk over to the deed as they should and then die, im guessing its becuase i have a fuck ton of shit that i have stacked on but i was wondering if you would have any idea of what would cuase that? my best guess is the avali mod thingy i tossed on for shits n gigs
Reynbowz May 13, 2018 @ 8:00pm 
Okay, I asked the author of the other mod and they said it's compatible. They didn't say whether their mod changes the Lua files since I didn't ask.