TheOzoneHole Posted March 23, 2018 Share Posted March 23, 2018 I have a feeling that a lot of people just moved on to other games when CF kept breaking everything with every update. That is one of the disadvantages of early access; people try to mod it before it's done and then don't like the final product because of developer changes. The game did have potential, which makes it an even bigger shame. 3 Link to comment
bradstion Posted June 22, 2018 Share Posted June 22, 2018 I Will admit that I am nowhere near a pro. when it comes to making mods but I dug through the mod individually testing the folders to see what works and what doesn't I have managed to make a version that has the most of the original files along with the patch that was made for it. my specific computer no longer CTD's on launch my characters are capable of buying the slave shop how ever when I try to access it crashes giving the error code failed to locate item sexslavemanual5Codex I played around with the item naming in the codex folder but it did not fix the problem I looked in the error log but I really couldn't understand it if anyone could provide assistance that would be greatly appreciated. ExoticGoodsRevamp.zip starbound.log 2 Link to comment
DeadSomething Posted June 30, 2018 Share Posted June 30, 2018 the 1.3 folder structures are different to it predecessors, so you might need to update the files' locations and update all calls/mentions in all files. that will be a lot of work. also it could be possible the mod calls for files that no longer exist in the game and would need to be remade. Link to comment
DeadSomething Posted July 14, 2018 Share Posted July 14, 2018 What would be interesting would be a mod or series of mods turning starbound into a world similiar to that of "trials in tainted space". Link to comment
ryukamikage Posted September 6, 2018 Share Posted September 6, 2018 On 6/22/2018 at 3:58 PM, bradstion said: I Will admit that I am nowhere near a pro. when it comes to making mods but I dug through the mod individually testing the folders to see what works and what doesn't I have managed to make a version that has the most of the original files along with the patch that was made for it. my specific computer no longer CTD's on launch my characters are capable of buying the slave shop how ever when I try to access it crashes giving the error code failed to locate item sexslavemanual5Codex I played around with the item naming in the codex folder but it did not fix the problem I looked in the error log but I really couldn't understand it if anyone could provide assistance that would be greatly appreciated. ExoticGoodsRevamp.zip starbound.log will someone who knows how rez this mod? T_T Link to comment
antediluvian Posted September 11, 2018 Share Posted September 11, 2018 All codices in Starbound are named "[id]-codex" as far as the game is concerned. For instance, if your file was named "fnord.codex", with the internal ID "fnord" in the JSON, you would spawn it in-game with "/spawnitem fnord-codex". This is because the generator for the game automatically appends "-codex" to the ID for every codex object, like the blueprint generator appends "-blueprint" to all generated blueprints. Inside the slavenetmanual5.codex file, remove the "codex" part after the "id" to leave it as "slavenetmanual5", matching the filename. In the slavenetmanual5.recipe, ensure you're targetting "slavenetmanual5-codex" exactly.  In short, the .codex file should be named "slavenetmanual5", and the recipe should target "slavenetmanual5-codex". Just a quirk of the Starbound engine. It makes sense when you understand the guts of the runtime object generation process, but boggles the mind otherwise.  I've never seen a .codexitem file before, so that file's probably not necessary. Link to comment
DeadSomething Posted September 23, 2018 Share Posted September 23, 2018 i started by editing some minor textures and some object files. the wicker screen in floran villages now has some transparancy as i just deleted every second line of pixels where appropriate. i added some transparancy to the hylotl shoji screen too (although i couldnt test this one yet.) edit: this was also done by another mod before... i was dumb. Â i removed the blanket from the tarbed and added a tarslow-effect to the player when using the bed. i added nudity to the human torturebed. Â if anyone is interested, i could upload those. 1 Link to comment
LuceoX30 Posted April 25, 2019 Share Posted April 25, 2019  On 9/11/2018 at 10:55 AM, antediluvian said: All codices in Starbound are named "[id]-codex" as far as the game is concerned. For instance, if your file was named "fnord.codex", with the internal ID "fnord" in the JSON, you would spawn it in-game with "/spawnitem fnord-codex". This is because the generator for the game automatically appends "-codex" to the ID for every codex object, like the blueprint generator appends "-blueprint" to all generated blueprints. Inside the slavenetmanual5.codex file, remove the "codex" part after the "id" to leave it as "slavenetmanual5", matching the filename. In the slavenetmanual5.recipe, ensure you're targetting "slavenetmanual5-codex" exactly.  In short, the .codex file should be named "slavenetmanual5", and the recipe should target "slavenetmanual5-codex". Just a quirk of the Starbound engine. It makes sense when you understand the guts of the runtime object generation process, but boggles the mind otherwise.  I've never seen a .codexitem file before, so that file's probably not necessary. Is there a working file I could download? Link to comment
DeadSomething Posted April 26, 2019 Share Posted April 26, 2019 none for the current version. Link to comment
whateverdontcare Posted April 26, 2019 Share Posted April 26, 2019 On 9/23/2018 at 1:35 AM, DeadSomething said: i started by editing some minor textures and some object files. the wicker screen in floran villages now has some transparancy as i just deleted every second line of pixels where appropriate. i added some transparancy to the hylotl shoji screen too (although i couldnt test this one yet.) edit: this was also done by another mod before... i was dumb. Â i removed the blanket from the tarbed and added a tarslow-effect to the player when using the bed. i added nudity to the human torturebed. Â if anyone is interested, i could upload those. Sure that sounds cool. 1 Link to comment
LuceoX30 Posted April 27, 2019 Share Posted April 27, 2019 On 4/26/2019 at 8:07 AM, DeadSomething said: none for the current version. No, I mean that fix right up there. Antediluvian didn't explain it very well. Link to comment
DeadSomething Posted April 28, 2019 Share Posted April 28, 2019 On 4/26/2019 at 9:16 PM, whateverdontcare said: Sure that sounds cool. then i'll do so. need to find out how to use the .patch files - don't want to overwrite files there. Link to comment
pokemonty Posted June 16, 2019 Share Posted June 16, 2019 On 5/7/2017 at 12:52 PM, salco666 said:  I've change some name in the mod and it's seems to work well, the problem was just misspell "Hylotl".  Have fun ! ExoticGoodsRevampV1.0.2.rar 78.83 kB · 863 downloads Does this still work with the latest version of the game? Link to comment
salco666 Posted June 24, 2019 Share Posted June 24, 2019 @pokemontyI've not tested but you can try and tell the result. It should work I think (for what I remember) it was only internal stuff that I fix. Link to comment
DeadSomething Posted July 4, 2019 Share Posted July 4, 2019 as far as i remember it is incompatible with 1.3x Link to comment
LuceoX30 Posted May 26, 2020 Share Posted May 26, 2020 Okay, as far as I've found out over this - wow - year, I've figured out that I just had to change the mod info file to a .metadata file of Exotic Goods. Queue revival of this thread? Link to comment
mrhealthinspector16 Posted March 5, 2021 Share Posted March 5, 2021 So THIS is the post that started it all... nice. Link to comment
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