Starbound

Starbound

Ship Yard Rebuilt - all the vanilla ships AND room to build!
371 Comments
Loona Aug 23, 2023 @ 3:55pm 
thanks i like it but therea too much space qwq
bk3000  [author] Jun 26, 2022 @ 4:26pm 
This is a ship replacement mod, but with all vanilla races ships (plus one mod ship) docked to a large (alterable) structure. There is some other stuff like a farming dome, storage area, you can fly around within the starter system as soon as you reach the outpost (prior to completing the moon mission).
Meteora Jun 26, 2022 @ 9:45am 
I can't really understand what this mod does, can you explain me like I'm 5?
thanks
Dusk_Knight May 8, 2022 @ 9:23pm 
The 200 crew cap doesn't seem to work?
Rikko Sep 14, 2021 @ 9:58am 
so. where is the shipyard? and how do i get to it? I can't find ANY info about how to find it
BigBigMeow Jun 12, 2021 @ 12:59pm 
Nice mod! Vanilla ship doesn't have enought space to support FU'machine.Even in the midgame can also improve the space.This mod helpe me a lot.:cryptowink:
bk3000  [author] Nov 26, 2020 @ 11:39am 
@Lord-Xanthor
Last I checked, the only problem with this and FU is if you wanted to use their BYOS (build your own ship) system. But you can still manually build a ship within a bay anyhow. So that isn't much.

I do plan to fix that little hiccup eventually. Probably refactoring the shipyard to work better with their BYOS. I might even integrate it to a degree.

BTW the prerequisite mod to this shouldn't have any issue with FU at all.

@Pride
I'm late to answer your question, but this reply should answer it. As for accessing the shipyard, you need to reach the outpost, and buy the ship repair kit.

That will fix the thrusters too - allowing you to fly within your solar system (but not use FTL til completing the mining facility mission as per vanilla). Thus this restores the intermediate step that used to exist where your ship was partially fixed. Allowing you to explore more before that mission and prepare for it better.
Lord-Xanthor Nov 24, 2020 @ 11:58pm 
Hey there bk3000. Been a few years. I'm curious to know if your mod still works with FU. Restarted a new server, and remember back in 2017 the hell I went through to combine your mod with FU to work correctly.
YoRHa No.13 Type S Sep 24, 2020 @ 10:59am 
question: this can by use on FU? and how i can have accest to it?
FleetOfWarships Sep 1, 2020 @ 12:56pm 
This obviously increases the size of the shipworld, would it be possible to do the same thing but standalone without the shipyard and ships (just increasing the space) to provide a lot more buildable for BYOS mods like FU?
bk3000  [author] May 13, 2020 @ 1:22pm 
I would say I probably figured out what I missed before. But I need to test properly before updating.
Fi May 13, 2020 @ 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, 2020 @ 8:36pm 
@Fi
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, 2020 @ 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.
https://steamcommunity.com/workshop/filedetails/discussion/804707802/1638662230385542974/
Illusia 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.
bk3000  [author] Sep 20, 2019 @ 9:15pm 
@Fuyuno
(part1)
I can't speak to having more room, because I never tested the outer limits of FU BYOS. Here you start with a very large shipyard with the vanilla ships (plus Vepr ship) already there. You can of course build your own as well. And it has as very nice (if I do say so myself) farming dome,

Also note that I recently upgraded the Hull Plating Blocks and More mod. The engines and boosters from that mod are now FU BYOS functional parts.

Shipyard will "conflict" in that vanilla races will have a shipyard rather than getting a BYOS ship. If you currently have a BYOS ship, well you'd keep it unless you did something to upgrade the ship tier. FU BYOS sits in Tier 0 (pre-reboot). FU keeps you in Tier 0 anyhow. They simulate the upgrades through other means. This mod can be temporarily removed without loosing anything in a shipyard since I keep the actual assets in the prerequisite mod - in case you wanted a new vanilla character without it.
bk3000  [author] Sep 20, 2019 @ 9:13pm 
@Fuyuno
(part2)
Now if you really wanted to move your BYOS ship to the shipyard, my recommendation is the Base in a Box mod. Although I understand there is some other similar type of mod that uses a tech or something to copy structures. BiaB is what I use. Scan your ship with it, and use the object you get to "print" your ship where ever you like. If it is REALLY big, perhaps you want to print it outside the shipyard. Above/below/left/right.

1. Backup your .shipworld file and .player file too. Just in case.
2. Install BiaB.
3. Scan your ship with BiaB.
4. Install this mod.
5. Delete your .shipworld file, and Starbound will generate a new one.
6. Use the base printer item you got to print your ship where you want it.
Fuyuno Sep 20, 2019 @ 5:30pm 
would this conflict with BYOS somehow? i remember i used to use this mod instead of byos before, but i already started a huge project on byos xD; i love this mod, but it sounds to me like it does exactly what byos does, but with more shipworld space? (any truth to that?)

lastly, if it isn't conflicting, how would i get my ship into one of the bays in this?
bk3000  [author] Aug 14, 2019 @ 4:38pm 
@Race9000
Better Ships is a total ship replacement.
This is a total ship replacement.
Therefore I'm going to say the answer is no.
But could it be integrated in some way? Probably.

This already supports Mad Tulip's from long ago. Allowing you to build your own ship in a bay our outside the Shipyard itself if you prefer.
Better Ships has another take on building your own more vanilla-like ships from what I've seen.
So as long as I make sure this loads after - and if you can get the parts from Better Ships - then you could build your own in a bay. That would probably be easy on my end (but I'd need to check their mod to be sure).

What would be a lot more work would be making these existing ships into something you can take apart. Effectively re-doing most the mod. So if I found myself doing that, I'd really just make a new version of this mod that requires Better Ships and perhaps a few other mods I'd integrate too.
Race9000 Aug 14, 2019 @ 4:01pm 
Is this mod compatable with Better Ships?
Lord-Xanthor Jul 22, 2019 @ 5:16pm 
Something else was messing up. I got their ship to load in with my file renamed to their account info, yet fuel and ftl still remained broken. I did a complete check of file structure, including mods I modified to work with FU, and discovered despite being unsubscribed to about 17 mods that havent been updated since 2016, discovered that Steam still downloaded them. I removed them yet again, but this time moved the mod section to a stand alone non steam server version, and starting fresh, the above issues were no longer present.
In case you haven't heard, I found out the hard way myself, you can't run both the Steam Starbound server and game client the same time. Game never allowed you to do this before, and most like myself took advantage of using Penguin GUI, which overrode the restriction.
Lord-Xanthor Jul 22, 2019 @ 5:16pm 
Unfortunately, despite both running, the client and server were throwing errors. Since I own both Steam and Humble Bundle versions, Moved the mods to non steam server, and since then no issues except for the little bit of chaos above. As I copied over each mod, I renamed them with mod name and number Steam assigns, so know when to copy over updates, or in my case, found mods that redownloaded that shouldn't. I unpacked your mod today to look at it. Been using it since it came out, and would love to move the FU ship into it as they really go together quite well. Thanks for getting back to me too btw.
bk3000  [author] Jul 22, 2019 @ 8:58am 
@Lord-Xanthor
The method of sending the .shipworld file is the correct one. Make sure it was the right file belonging to the right character though. To do that I'd log into that character, then exit so they're the most recent.
View your folder as details and sort by date.
Then you can tell the most recent .shipyard file is the one you want.
They should need to do the same thing on their end so they're sure they're replacing it for the right character.

Thinking of things that could go wrong...
They'll need the prerequisite mod too in case they don't have it.
It could be you haven't upgraded all the way? The upgrade level is stored in the character data itself and Starbound will automatically apply them it their .shipworld isn't upgraded all the way. Make sure that you have before sending them the file.
Lord-Xanthor Jul 22, 2019 @ 8:16am 
Is there a way I can add this shipyard to another race? Been using this with FU and after not playing 2 years an update messed up a race where their ship fuel cant be accessed, and after they saw my shipyard, attempted to send them my save and told them to rename it after emptying their ship out. They logged into the same type ship so not sure if I sent wrong file or there is another way.
MegaMato Jul 10, 2019 @ 8:41pm 
Nah, you aren't trash at art. The art is good and the designs are solid. Plus you are some kind of code wizard.
bk3000  [author] Jul 10, 2019 @ 8:33pm 
@caljar22
Yes the shipyard is just one giant shipworld.

Yeah no particular reason to remove it. I was going to get around to making some objects for retractable airlocks or something, but never got around to it. I'm trash at art anyhow.
MegaMato Jul 10, 2019 @ 8:02pm 
I just realized. You probably don't have any reason to remove the black glass right?
MegaMato Jul 10, 2019 @ 7:44pm 
Forgive me for asking silly questions, but is the shipyard basically one giant shipworld and you just appear to be on the ship when you remove the glass? and are there any good ways of making a barrier that blends in so I don't fall off the front of the ship?
YoRHa No.13 Type S Jun 20, 2019 @ 1:20pm 
still nothing man, i do the indications....maybe its not compatible whit other mods
YoRHa No.13 Type S Jun 2, 2019 @ 12:39pm 
i cant found the shityard, i try whit a new char
YoRHa No.13 Type S Jun 1, 2019 @ 10:19am 
me its not the normal one its the one you can craft
bk3000  [author] Jun 1, 2019 @ 10:14am 
To the right of the captain's chair. After fixing the ship.
YoRHa No.13 Type S Jun 1, 2019 @ 6:51am 
question: where i have to go to accest this place?
Kitty Cassandra Apr 30, 2019 @ 10:58am 
The only problem I noticed was the crew capacity did not change (stuck at the highest vanilla level) and nor did the fuel capacity (1000)
bk3000  [author] Apr 29, 2019 @ 5:50am 
Yes basically swap the files. Although fully upgrade it first. If you upgrade from the non-supported character, you'd end up back with their ship.
Kitty Cassandra Apr 28, 2019 @ 10:01am 
So basically create a new character that is vanilla and swap the shipyard files.
Kitty Cassandra Apr 28, 2019 @ 6:47am 
Ok, thanks
bk3000  [author] Apr 27, 2019 @ 8:13pm 
5. Open \starbound\storage\player\
6. Back those files up just in case you mess up. Copy them elsewhere.
7. Right click and "view as details".
8. The most recent character (probably your main) will be the last modified. Delete that character's .shipworld file.
7. The new character should be the 2nd most recent one. Rename that ,shipworld file to match the one you just deleted.

That should allow an unsupported race to use the shipyard.
bk3000  [author] Apr 27, 2019 @ 8:09pm 
1. Make a new character as a vanilla race. What you select will affect the ship you'll start on.
2. enter these commands
/admin
/spawnitem shipT9
/admin
3. That will spawn an upgrade item where you mouse is pointing. Use it and your shipyard would be fully upgraded.
4. Empty your other character's ship of everything you want to keep.
bk3000  [author] Apr 27, 2019 @ 8:06pm 
@Californian Camel
I don't think that's one of the races in one the support patches. I made those quite a while ago and a huge number of races have come out since.

Thus I need to make more patches. That in turns means downloading every race mod (finding them all is a huge enough task) and extracting their data to build patches with, That isn't something I'm likely to get on too soon. However I can give you another option.
Kitty Cassandra Apr 27, 2019 @ 3:51pm 
Hello?
Kitty Cassandra Apr 3, 2019 @ 10:36am 
Does this work with the Kitsune race mod? It uses the default Hytol ship. At this moment I have the mod but no options to upgrade the ship any farther
SKUNK Jan 14, 2019 @ 3:59pm 
@bk300 that makes sense, I figured that was the case. Thanks for this mod anyhow, at least i can use a different ship! Keep up the good work!
bk3000  [author] Jan 14, 2019 @ 3:37pm 
@Nezza
Nope. Ships are not dynamic things. As implimented, they aren't truly even vehicles. They're an illusion. You have a background image (possibly a foreground image too), invisible metamaterial tiles (indestructible normally), and objects. In a way you could see it more like a dungeon or something.

The shipyard is a replacement for a ship - itself containing all the vanilla ships + 1. As a novakid, you could just pick another ship to use, or build your own (probably with a mod adding ship parts) in an empty bay.
SKUNK Jan 14, 2019 @ 3:01pm 
is this compatible with custom ship mods? Im mainly asking about a mod that changes the final state of the nova kid ship to something more appealing.