Starbound

Starbound

Frackin' Universe
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How to get the the "Char Aura" back?
There's any addon or manual (easy) tweak to make the char glow again?

Thanks!
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Showing 1-12 of 12 comments
Sayter  [developer] Feb 9, 2017 @ 6:42pm 
nope. Nor will I add one, because there is no need for it.

1. There are dozens of lighting options, at least 4 of which are available at the first tier of play
2. after your tier 2 , lighting is essentially no longer an issue, as many suits have built in lighting or you can simply use light packs, augments, etc.
76561198029797964 Feb 10, 2017 @ 1:24am 
The problem here is the first part of the game, where we don't have nothing to make light around the char, but only in front of the char... what can make exploration and plataforming a pain in the ass in certain maps most of the time.

So you should consider release an add-on or maybe give us instructions of how to edit it manually in the mod files, no matter your personal opinion about it.

Thanks!
Munancho Feb 10, 2017 @ 8:04am 
If you are using the non-steam version, you can remove the folder "player" located in /Starbound/mods/FrackinUniverse
76561198029797964 Feb 10, 2017 @ 8:17am 
Originally posted by Ozon SF:
If you are using the non-steam version, you can remove the folder "player" located in /Starbound/mods/FrackinUniverse

I'm using the Steam version, with mods installed via Workshop. :/
xBleedingSoulx Feb 10, 2017 @ 8:58am 
If you're really that desperate, create a folder in your mods folder called, my mod, inside that create a folder called player and inside that create a text document and put:
[ { "op": "replace", "path": "/lights/glow/active", "value": true } ]
rename the file to stat_primary.animation.patch and then start the game.
76561198029797964 Feb 10, 2017 @ 10:53am 
Originally posted by xBleedingSoulx:
If you're really that desperate, create a folder in your mods folder called, my mod, inside that create a folder called player and inside that create a text document and put:
[ { "op": "replace", "path": "/lights/glow/active", "value": true } ]
rename the file to stat_primary.animation.patch and then start the game.

Doesn't work. I follow your instructions and I can see the mod in the mods list in game... but is not replacing the "rule" set by the "Frackin' Universe" mod.

If we can make it work I upload on the directory for more people who wants the Aura back.

Thanks!
Sayter  [developer] Feb 10, 2017 @ 2:21pm 
Originally posted by Davi de Assis:

So you should consider release an add-on or maybe give us instructions of how to edit it manually in the mod files

No I shouldn't, as it is counter to my design goals for the mod. Darkness is an important part of FU and I will not be providing an addon.

That said, there is already a mod on the workshop that does exactly this.
Last edited by Sayter; Feb 10, 2017 @ 2:23pm
76561198029797964 Feb 10, 2017 @ 2:33pm 
Originally posted by Sayter:
Originally posted by Davi de Assis:

So you should consider release an add-on or maybe give us instructions of how to edit it manually in the mod files, no matter your personal opinion about it.

No I shouldn't, as it is counter to my design goals. That said, there is already a mod on the workshop that does exactly this.

Doesn't works. I already tried all mods related to glow/aura. There's something related to shadows too, 'cause the game is now darker than the vanilla version and with any "glow" mod enabled the shadows still cover everything.

Anyway, if you don't want to do it, okay... at least give us some coordinates, so anyone else can solve this. I'm already trying here, but I can't figure it out 'cause I'm not a "modder".

And, of course... you can't force people to accept your "design goals" if it make the experience unconfortable or even annoying, even real game developers know that. So just be mature and try to be friendly about it... I'm just asking for some directions, so I can do it by myself and even upload the "fix" for the community. ;^)
Sayter  [developer] Feb 10, 2017 @ 4:20pm 
Originally posted by Davi de Assis:
And, of course... you can't force people to accept your "design goals" if it make the experience unconfortable or even annoying, even real game developers know that. So just be mature and try to be friendly about it... I'm just asking for some directions, so I can do it by myself and even upload the "fix" for the community. ;^)

That is horrendously bad logic. I can, and I will, make the product the way I choose to do so in order to reach my design goals. Which is exactly what "real game developers" do for their product. They have a design doc they stick to, and deviate only in the event of changes or re-scoping. If developers put out patches/edits for everything someone took issue with there wouldn't be a single full game on the market that was unmodified. Which is precisely why there are essentialy zero examples of this ever occuring.

I am not obligated to make any changes whatsoever. I owe no one anything. I do this as a hobby, for fun, for free. I am not making a light patch for FU. Ever. It doesn't need one, because I have designed the product around a wealth of lighting options.

I should note: By adding a light aura you run the risk of making certain dungeons *impossible* to finish in FU. There are many with very specific light/darkness based traps and switches. If you cannot shut all light off to a specific area: Guess what? You're stuck there forever or forever unable to complete the dungeon. So bear that in mind before even considering making the change.


Also : I am not responsible for teaching you how to mod the game. That is your responsibility , and there is a wealth of information available via steam, the chucklefish forums site, and google (not to mention the /modding discord channel for starbound, and reddit). Utilize this wealth of information and teach yourself.

What you are proposing is literally about 6 lines of code. Total. A single patch file for a single value. Best of luck.
76561198029797964 Feb 10, 2017 @ 5:00pm 
Originally posted by Sayter:
That is horrendously bad logic. I can, and I will, make the product the way I choose to do so in order to reach my design goals. Which is exactly what "real game developers" do for their product. They have a design doc they stick to, and deviate only in the event of changes or re-scoping. If developers put out patches/edits for everything someone took issue with there wouldn't be a single full game on the market that was unmodified. Which is precisely why there are essentialy zero examples of this ever occuring.

I am not obligated to make any changes whatsoever. I owe no one anything. I do this as a hobby, for fun, for free. I am not making a light patch for FU. Ever. It doesn't need one, because I have designed the product around a wealth of lighting options.

I should note: By adding a light aura you run the risk of making certain dungeons *impossible* to finish in FU. There are many with very specific light/darkness based traps and switches. If you cannot shut all light off to a specific area: Guess what? You're stuck there forever or forever unable to complete the dungeon. So bear that in mind before even considering making the change.


Also : I am not responsible for teaching you how to mod the game. That is your responsibility , and there is a wealth of information available via steam, the chucklefish forums site, and google (not to mention the /modding discord channel for starbound, and reddit). Utilize this wealth of information and teach yourself.

What you are proposing is literally about 6 lines of code. Total. A single patch file for a single value. Best of luck.

Considering you're modifing a game to achieve (and share) a "best" and bigger experience, is really ironic (and kind of sad) you're refusing to help someone else do the same, even if goes against your so called "design goals".

In fact, you don't have any obligation whatsoever to teach anybody anything... but, since you're the author of the mod I reach you expecting some orientation trough the mod files and the mod logic, since no one else will be able to do it and since I'm unable to do it by myself. I was expecting just a more open-minded and friendly support and nothing else (nor even you changing the mod at each request or only for me).

The point here is: that's a bad decision that you didn't think straight from the start. Removing the "char aura" is unconfortable and annoying, especially for people who have bad sight and that use glasses and/or have a bad and small screen. Maybe works for your "special dungeons", but for people starting the game without extra mods to compensate that and having a hard time with this "small change"... that's a real problem.

You can share your vision, following your "design docs" and everything else... but if your vision, at any moment, ends up with a bad decision in favor of a personal opinion (even if it's based in a so caled "challenge"), you should consider you're wrong about it. A lot of big games fail because stubborn and childish developers who delivers a "half-there" product.

Like I said, you don't owe nothing to anyone... I was just trying to get some nice directions... but being so narrow-minded and hostile like that, dude, you're the only one losing here.

Anyway, nevermind.

If you prefer to stick with your bad decision... cof-cof... "design goals", I mean, maybe expecting the Starbound devs look at your work and hire you or wherever, okay... but it's a bad start with this attitude. ;^*
Last edited by 76561198029797964; Feb 10, 2017 @ 7:30pm
You could install Frackin' Races and play as Novakid
Sayter  [developer] Feb 11, 2017 @ 9:24am 
Originally posted by Davi de Assis:

Considering you're modifing a game to achieve (and share) a "best" and bigger experience, is really ironic (and kind of sad) you're refusing to help someone else do the same, even if goes against your so called "design goals".

how is it my responsibility to provide a mod that does something I don't want my mod to do? How is pointing you in the right direction to do it yourself "sad" ? Just because *you* don't like the lighting change does not mean a thing. Opinions exist for a reason. You have yours. I have mine. Neither is wrong.

since you're the author of the mod I reach you expecting some orientation trough the mod files and the mod logic, since no one else will be able to do it and since I'm unable to do it by myself. I was expecting just a more open-minded and friendly support and nothing else (nor even you changing the mod at each request or only for me).

You expect wrong. I taught myself to mod. You can do the same for such a simple change without any real effort on your part. Simply use CF forums, steam discussions, the modding Discord channel, and google. Start by extracting the game assets.

The point here is: that's a bad decision that you didn't think straight from the start. Removing the "char aura" is unconfortable and annoying, especially for people who have bad sight and that use glasses and/or have a bad and small screen. Maybe works for your "special dungeons", but for people starting the game without extra mods to compensate that and having a hard time with this "small change"... that's a real problem.

And as stated repeatedly, there are two dozen ways around the issue. Most are available with little effort. The mod needed deeper darkness to be what I needed it to be. So it has more darkness. That's as straighforward as I can be about it.


You can share your vision, following your "design docs" and everything else... but if your vision, at any moment, ends up with a bad decision in favor of a personal opinion (even if it's based in a so caled "challenge"), you should consider you're wrong about it. A lot of big games fail because stubborn and childish developers who delivers a "half-there" product.

No, it's not "wrong" any more than liking Tacos instead of Burritos is "wrong". You can always not use the mod if its such an issue. Or you could take the few seconds required to craft one of the numerous lighting items and your issue is solved ten minutes into the game. Lantern pack, light augment, mining hat, flashlight, crystal light, oonforta plants, flares, torches....all are pretty much available from the get go provided you have the resources to create them. Heck, even making the Mining Laser can do the trick due to the light it produces when fired. And that's before you even get to your second, potentially third planet, dude. Or play novakid, and always have the glow as a racial ability.


I was just trying to get some nice directions... but being so narrow-minded and hostile like that, dude, you're the only one losing here.

Narrow-minded? I straight up told you how to find help on modding it yourself so that you could facilitate this change for your own playthrough. Not doing it *for* you is not narrow-minded. I have crap to do. This is not one of those things. I am not losing anything, here.

If you prefer to stick with your bad decision... cof-cof... "design goals", I mean, maybe expecting the Starbound devs look at your work and hire you or wherever, okay... but it's a bad start with this attitude. ;^*

I talk to the starbound devs all the time. They look at my work and quite appreciate it. I don't want to uproot my life to move to the UK to work.

There was no attitude to speak of, so much as saying "no, im not making an add-on mod that defeats the purpose of my main mods goals because one dude doesn't like it and is whining about it"

What you are doing is trying to make me into some villain for not going out of my way to do this for you, when you can easily do it yourself in a few moments...and then for some reason thinking this is a valid reason to attack my character. Not playing that game, kiddo. You talk about attitude...look at your own. This discussion is done.

Either use the provided light items to defeat the darkness, use admin mode command /fullbright, make a quick mod that changes that factor on the player or don't use the mod. I'm not arguing with passive-aggressive nonsense.
Last edited by Sayter; Feb 11, 2017 @ 9:29am
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