Starbound

Starbound

bk3k's More Powerful Techs
44 Comments
Leon Dec 21, 2023 @ 7:59pm 
also. it is possible to add some numbers on the icons so the Compact Tech Menu can be use clearly.
Leon Dec 21, 2023 @ 7:52pm 
TY for another great mod. how to use Sustained FTL Boost. can not find them.
Danny089/Odeoron - Brainiac Jan 12, 2021 @ 6:36am 
Yeh... you will have performance issues if you donload the mod that makes planets 100x larger and adds 10x more stars to the universe plus frackin universe and a load of other crafting mods... XD
bk3000  [author] Jan 11, 2021 @ 10:50am 
@Shadrack'Nor Eternityverse
Neat. I guess it makes sense that moving faster could push the engine harder, making load chunks more often. I haven't tested the dragon engine thing, but I never really had performance issues in the first place. I know some people do.

Have the video link?
Danny089/Odeoron - Brainiac Jan 11, 2021 @ 4:06am 
Hehe... found your mod being used by a new youtuber in one of the test videos of futara's dragon engine... Lol!
bk3000  [author] May 30, 2020 @ 8:08pm 
You can open the Starbound folder easily.
From your library, right click on Starbound.
A menu pops up, move your mouse to "manage"
Left click on "Browse local files"
in there is a folder "storage"
In "storage" a file "starbound.log" but with default windows settings it may say "starbound"
Double left click on that to open it.
Select the text, right click, then copy.
Open Pastebin.com
Right click on the big field, Paste
Then click on the button "create new paste"
Leave the link to that here, and I can read it.
But do this after recreating the crash.
bk3000  [author] May 30, 2020 @ 7:11am 
@aWana - READ BIO
1. This mod is not broken. If anything was broken, it would be some sort of conflict. Though I'm curious what would conflict with me creating new techs (rather than modifying vanilla ones as lots of tech mods do). So perhaps whatever problem you where having was never truly this mod to start with.
2. This doesn't make any sort of permanent change to the tech console, but the thing with any tech mod (that adds new techs) is that you need to change to different techs before uninstalling it. Namely vanilla techs.

Regarding #1, I'd like to know in detail what sort of problems you had - and I'd like a log from that time. You should reinstall this and trigger whatever issue(so it gets logged), then get the contents of \starbound\storage\starbound.log
post it onto pastebin and leave the link.
Regarding #2, reinstall the mod, change techs, then remove if you wish.
NJ06 May 30, 2020 @ 5:04am 
this mod is broken, so i uninstalled it, and now the tech console doesnt work for all my characters, is there a fix?
43770gaming Nov 8, 2019 @ 4:44pm 
Well, can I have the tech Id's for the techs
43770gaming Nov 8, 2019 @ 4:43pm 
They don't use custom tech, neither a custom tech interface.
I think it has to do with something that the game starts with the tech
bk3000  [author] Oct 27, 2019 @ 7:49pm 
@43770gaming
1, Just to make sure, restart the computer. This will be sure Steam is started fresh.
2. It has been a while since I looked at anything Avali. Are they using some special tech interface or something? If so, use the tech console at the Outpost to unlock everything. Alternatively
/admin
/spawn techconsole
/admin

I say that because if they're using some special tech interface, I'm not currently hooking into that. Although I could.
43770gaming Oct 27, 2019 @ 11:20am 
I made an avali character and these techs dont appear
『T h e - Z e t t』 Oct 25, 2019 @ 12:41am 
Oh i see , thanks , i don't have a wiring station yet so i didn't find those components :D
bk3000  [author] Oct 24, 2019 @ 3:47pm 
That was a sort of proof-of-concept that techs could require something different than the same old tech chips. A living example. They are indeed can be crafted in the wire station.
『T h e - Z e t t』 Oct 24, 2019 @ 10:52am 
The jump tech says it needs a "booster regulator" i dont see anything written about it , could this be a bug from conflicting ods?
bk3000  [author] Jul 7, 2019 @ 8:37pm 
@Eeveereest
Change each of your techs to a vanilla tech on the tech console. Then click unsubscribe. That's it.
CrowCountess Jul 7, 2019 @ 12:30pm 
uninstall instructions?
Just a tad too many techs for me.
bk3000  [author] Jun 14, 2019 @ 6:18pm 
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  [author] Jan 13, 2019 @ 6:34pm 
If there are problems with the tech ui, you probably are using some ui mod. It looks mostly like vanilla, or at least should.
Honeydew Jan 13, 2019 @ 2:52pm 
The tech panel looks gross!
The broken kind of gross.
PrelawGunmir Jul 25, 2018 @ 6:35pm 
the glitchy kind of terrible
PrelawGunmir Jul 25, 2018 @ 6:35pm 
The changes from your tech helper mod makes the tech console interface look terrible
Serath Jun 14, 2018 @ 4:19pm 
For some reason all the techs seem to be unlocked right at the beginning. Not just visible, but actually useable. I don't need any tech cards, or the new requirements, the ENABLE button is greyed out, because I can already use them.
bk3000  [author] Jan 30, 2018 @ 3:39am 
FYI for those following these comments -
This now incorporates the changes from my "tech helper" mod.
There are new over-bounce techs, and different tiers of "boosted" multijump techs.
Hover mode got traded out for a more satisfying "vBrake" mode.
Arumbi Dec 26, 2017 @ 8:50am 
when i hear/see "tech" i think the battle ready destroyers from the game terratech
Multi Sep 18, 2017 @ 10:54am 
I just had an idea for an original tech! That'd be something that makes you fall upwards/left/right. Sure, might be hard to do, but just think of the convenience! And it should proooooooobably drain energy. Like, a decent amount of it.
What do you think?
An Attic May 30, 2017 @ 10:59am 
Three words. THIS IS AWSOME
who? May 25, 2017 @ 8:40pm 
MAN this is amazing! WOO HOO :steamhappy::steamhappy:
ImMadeOfNinjas Feb 22, 2017 @ 2:40am 
Good gracious! I'm keeping an eye on your progress, then! Keep on keeping on, you legend.
bk3000  [author] Feb 21, 2017 @ 10:42am 
Since I'm getting into GUI(interfaces), a better tech GUI that lets you "configure" certain techs that support it in the way that some Matter Manipulator GUI mods let you change the strength and size of the MM on the fly.

That might involve letting you "upgrade" the techs you have to unlock better settings(like the MM), and let you revert anytime. Stronger techs will of course use more energy.
bk3000  [author] Feb 21, 2017 @ 10:41am 
I could look at a wall jump variant. I was also thinking a wall run variant(where the walls transition via slope) and maybe ceiling sort of sonic the hedgehog style. Also multi-jump variants that add tiered amounts of "boost" to your jumps to help deal with the high gravity in some larger planets(if you have any of the mods that add larger planets with higher gravity).

Currently though I'm restoring some old mods and perfecting a new inventory mod(that gives you not only more space(far more than existing mods), but more actual tabs and better organization too).

Once I clear my plate a little, THIS mod is needing some updates. Better coding and more techs(including some suggested here)
ImMadeOfNinjas Feb 21, 2017 @ 5:51am 
Yunno... as much as I apprecaite people enjoying the freedom of overpowered techs (I do as well, don't get me wrong), there's just a lot of creativity put into these that could be used for... more down-to-earth techs. Would it be possible for you to make a special version of the Walljump Tech that:
1. Refreshes the Double Jump after touching the wall.
2. Allows you to hover (for about a second and a half) similar to Unlimited Multijump + Hover.
3. Refreshes the Hover function after touching the wall.

plz? I hope this isn't too big an ask.
Starry_Dragon Jan 1, 2017 @ 6:16am 
yus

i am tired of that purple-clad bigot easily besting me!

now

i will have my revenge
bk3000  [author] Dec 9, 2016 @ 6:36am 
FYI all my workshop mods work in the current nightly. That doesn't mean much for workshop users yet, except that the mod will continue to work once 1.2.0 hits stable.

Out of all the broken mods you'll have, mine won't be among them.
Lichdemon Dec 9, 2016 @ 6:34am 
She would teleport between the bookcases and the floor, then use her attack dash thing.
bk3000  [author] Dec 9, 2016 @ 6:05am 
A blink isn't so bad. I'll have to fight her again to see if she had anything special, or just classic blink.
Lichdemon Dec 8, 2016 @ 9:11pm 
Is there any way we could get her blink ability? I really miss that from the older Starbound builds. >.<
HyperFrieza Dec 8, 2016 @ 1:51pm 
I can see that happening too.
Blackjack Dec 7, 2016 @ 7:56pm 
That could be cool. Constant drain plus whatever damage, and it requires energy to up at all? Could make for an interesting combat mechanic.
bk3000  [author] Dec 7, 2016 @ 4:39pm 
And yeah I can't see how I'd balance a passive shield. An active shield isn't so bad. Something like energy drain per tic + damage absorbed x 2 etc. And if you don't have the energy, no shield protection.

But probably never mind my commend on disabling players who run out of energy. I don't think I like the idea.
bk3000  [author] Dec 7, 2016 @ 4:36pm 
@Blackjack
I've thought about it. Plus I should get around to some of the other things I was gonna add.

Nox's shield is pretty OP, so I have to think about it. Of course when she runs out of energy, she's helpless... that's a possible consideration(serious downside).
Blackjack Dec 7, 2016 @ 4:07pm 
Could you add Nox's shield too? Maybe it behaves like a normal shield that pops up when you hold the key, but drains your energy to block the damage? It'd work if it was passive too, I just am not sure how balanced a passive one would be.
HyperFrieza Oct 1, 2016 @ 7:58am 
From what I saw, that advanced Rocket Jump may be a cool one if we can multi-rocket jump. Maybe even sustain the jump the longer you hold Jump. :)