Starbound

Starbound

Planet type and parallax changer + instant terraformer
48 条留言
Qwertypdeb 17 小时以前 
It can't be, as it's a newly generated planet and I haven't removed any dungeon related mods, according to my recorded log of mods I added and removed.
Meteora  [作者] 10 月 29 日 上午 9:52 
@Qwertypdeb from my understanding seems like a residue from some mod you had installed that later you have removed
Qwertypdeb 10 月 28 日 下午 12:16 
it turns out it failed due to the planet having a dungeon that caused the planet to boot me back to my ship. I tried it on another planet and it worked without issue. I have no idea what Caused by: (DungeonException) Unknown dungeon: 'naturalcavemicrodungeons' is, nor what mod it's from, but I just marked the planet and avoided it. Shame too, as it had a cool city on it.

also, I already have OpenStarBound.
Meteora  [作者] 10 月 27 日 下午 3:53 
As the terraforming itself it's handled by the game itself there's no way to check its inner workings but yeah terraforming gradually will help reducing some load on the system.

May I suggest using openstarbound if you haven't tried it yet?
It's an open source project that rebuilt Starbound from scratch and was rewritten using proper optimization strategies and runs a lot better, you may find it here: https://github.com/OpenStarbound/OpenStarbound

As for adding the feature of the graphical representation of terraforming is definitely doable, not sure when I can get the time to add this feature because right now I kinda swamped in my personal life and got too much on my plate.
Meteora  [作者] 10 月 27 日 下午 3:53 
One reason the terraforming could fail if you tried to terraform a planet that has not been explored, since Starbound planets are procedurally generad once you warp on a new planet the game will procedurally generate the surface, and this takes some time, the game will do it just by standing on the planet even if you don't move but unseen regions of the planets will take some more time, you could accelerate the process by exploring the surface (and you'll actually see the planet being generated when you reach a zone that is not yet generated you'll see it blank, the game will pause for a couple seconds and the new blocks will appear)
I can suggest you the mod eplorerpods (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=738601381) to use flying vehicles to move rapidly on the planet.
If you explored a whole planet and still the terraforming fails I suggest you to try again, maybe warping back to the ship and going back to the planet and terraform again.
Meteora  [作者] 10 月 27 日 下午 3:52 
@Qwertypdeb
no functional differences between portable and fixed terraformer.

No way to know what the loading times are for terraforming, unlike vanilla terraformer that purposedly add waiting times to make the illusion that terraforming is gradual for immersion purposes, this mod straight terraforms the whole radius you specified, like if you specified 1000 blocks it will terraform 1000 blocks on the right and 1000 blocks on the left of the player, how long it'll take it is determied by your computer's capability but shouldn't take too long from my tests, the terraforming process is performed by the hardwired world.addBiomeRegion function and its inner low level workings are handled by the game so no way to see in log files if it's working as it is not the mod itself that controls the terraforming, it just kickstarts it and the game takes care of the rest.
Qwertypdeb 10 月 25 日 下午 12:05 
I honestly don't know if my issue applies here, but I might as well see if there is some common or vital info to be aware of or anything.
Qwertypdeb 10 月 25 日 上午 11:05 
I didn't think to include this vital info, but the amount of blocks per normal world with the 5x world size mod is 30000 blocks. My guess is that I'm probably overwhelming the system, but I was able to do it gradually, increasing by 5000 when I did "hive", so idk what's going on.
Qwertypdeb 10 月 25 日 上午 10:59 
so uh, I'm trying to convert an entire planet to cyberspace, for an experiment, but it appears that it sometimes works and sometimes doesn't. By that, I mean sometimes the tool does nothing, and sometimes it functions. Is there any log I can check to tell what's going on? Does /debug provide any relevant info? (not that I'd know how to read /debug, ig)
Qwertypdeb 10 月 25 日 上午 5:48 
btw, are there any functional differences between the portable version and the stationary version? like is the companion able to "die"?
Qwertypdeb 10 月 25 日 上午 5:40 
@Meteora okay so you know the terraformer object? it tells you how much of the planet has been terraformed. I would like to see a bar like that for this. That way, I can tell how much of the planet is changed, without having to explore the entire planet.

Plus I have a mod that makes planets bigger, which means it would take me way too long to check. Plus, what's the point of me exploring the new planet I just changed if I already explored it?

Also, any tips on how to terraform with this mod in a way that is guaranteed to work? Like what number is too big or how long to wait roughly? I've had times where I've done it wrong and it didn't save, or I wait, it tries to do it, but fails and nothing changes. I've only tested this with "hive" and "cyberspace" so far though. Hive has been more successful.
TangibleDestruction 10 月 24 日 下午 6:41 
I think they mean also during the process, as in, the progress of the spread
Meteora  [作者] 10 月 24 日 下午 6:35 
@Qwertypdeb what do you mean exactly? help me understand, you mean a preview of the % of the planet covered by the terraforming process before proceeding?
Qwertypdeb 10 月 21 日 下午 12:22 
is it possible to see a visual representation of the ratio of surface biome spread, when you terraform? I wanna know how much of the planet I've terraformed.
TangibleDestruction 9 月 29 日 上午 4:43 
I see, thanks for answering
Meteora  [作者] 9 月 28 日 下午 2:44 
@TangibleDestruction sorry it seems to be hardcoded in the game that when you change a parallax the whole layer is affected, I experimented a lot with it while making the mod, because for the generated planets that have many sub-biomes if you have the mod "Allow parallax transition" (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1487220181) the parallax will change while walking from a sub biome to the other and I thought it would be cool to only modify a portion of a layer but I haven't been able to find a way to get around this issue.
TangibleDestruction 9 月 26 日 下午 10:45 
Just curious, but is it possible to add a function to only change the parallax of a subregion/biome? I just realized that it seems changing parallax of the layer also overrides other sub biomes, which make them look a little weird when you go there
Meteora  [作者] 7 月 26 日 下午 2:40 
Thanks!🙋‍♀️
Made it like this to accommodate for people who use small resolutions screen, but maybe I can try lowering the buttons to have a little more room.
But you should be able to select all the biomes if you scroll down using the mouse wheel, at least I didn't have that problem, I shall take a look at it.
忆无心(Yiwuxin) 7 月 4 日 上午 5:02 
This is my most frequently used MOD recently, and I would like to make a small suggestion. It would be great if the size of the main UI could be a little larger, because when selecting a biome, sliding down always skips many options.
Meteora  [作者] 6 月 21 日 上午 7:01 
@忆无心(Yiwuxin)for now it is a final release unless there are some bugs to fix that'll pop up
忆无心(Yiwuxin) 6 月 17 日 下午 8:16 
This is a very good MOD for modifying planets. Will you have any updates?
Deus_Ex_Mewkina 2024 年 11 月 4 日 下午 5:33 
@meteora saddly it didn't
Meteora  [作者] 2024 年 11 月 4 日 下午 1:09 
@Deus_Ex_Mewkina never tried with it, you could try see if it works but be sure to backup your world files first
Deus_Ex_Mewkina 2024 年 11 月 4 日 上午 9:25 
Usable on the mod pocket world?
Meteora  [作者] 2024 年 2 月 22 日 下午 1:00 
@GeekyRaptorStudios honestly I really don't know how it will affect shipworlds, if ever.
Made this for planets manipulation in mind.
You could try it yourself placing it on your ship but be sure to backup your character's shipworld file in case things get messed up, if so you can revert the changes, although it should be noted that game time won't tick on shipworld when not orbiting a planet or moon.
GeekyRaptorStudios 2024 年 2 月 21 日 上午 7:01 
thnx, also does shipworlds work with this? It'd be really cool if it did, I kind of want acid rain for my shipworld.
Meteora  [作者] 2024 年 1 月 17 日 上午 11:55 
@GeekyRaptorStudios weather is controlled by the * reported* planet type.
you can change the reported planet type from the mod's console first tab.
Changing reported planet type through this mod will change the weather but not the blocks or the parallax (background).
With this mod you can independently change planet type without changing the parallax and terraforming, or just terraform and not change the planet type and the background, or change the background and leave blocks and planet type as they are.

So if you have a toxic planet with windstorms the game probably sees the planet type as savannah, you should spawn a fixed planet changer console and the change the planet type to toxic and you should have acid rains back.

This is a list of weather for each biome: https://starbounder.org/Weather
Changing the weather of a planet can only be made by changing the reported planet type.
GeekyRaptorStudios 2024 年 1 月 16 日 上午 4:58 
I don't want a toxic planet with wind storms, I was wanting acid rain and I found it's not possible to change the weather. This would be an excellent feature.
GeekyRaptorStudios 2024 年 1 月 16 日 上午 4:57 
could we add custom weather like weather control per planet or even biome? Also naming the planet would be amazing!
♫ Tadpole ♫ 2023 年 10 月 15 日 下午 6:15 
Aw damn, that's a shame :/ thanks for clarifying, though!
Meteora  [作者] 2023 年 10 月 15 日 下午 4:12 
@♫ Tadpole ♫ Now the only thing that would make the parallax change possible would be making a custom mod to make a new planet type (or patch the original one) to reflect the type of sub-biomes you want to have, declaring main biome and sub-biomes, so that it would be spawned on the universe map from the start with the desired biomes.
You also have to be subscribed to the "Allow Parallax Change"
Only downsides is that you will have multiple planets on the map with those features.
Meteora  [作者] 2023 年 10 月 15 日 下午 4:07 
@♫ Tadpole ♫ Hey sorry for the delay in answering!
I'm sorry that seems to be something hardcoded in Starbound engine.

I thought it was possible because there's a mod called "Allow parallax transition" (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1487220181) that makes the parallax change when you travel from one biome region of a planet to another but it seems the parallax change gets triggered only when a planet is generated with additional secondary sub biomes from the start (that would be the case of most vanilla planets eg.: Desert planets have desert, tundra, forest, snow and barren barren as possibile sub biomes)
The number of sub biomes a certain planet type may have depends on its size (declared in terrestrial_worlds.config) and it's chosen randomly from the list of sub biomes, for that particular planet type, also declared in terrestrial_worlds.config
♫ Tadpole ♫ 2023 年 10 月 13 日 下午 10:20 
Update, that does not seem to currently be possible with this mod. Is there any plan or chance of adding a feature that lets the player change the parallax for only a specific area of the planet?
♫ Tadpole ♫ 2023 年 10 月 11 日 下午 2:33 
Is it possible to only change the parallax of a specific part of the planet's surface? I've been wanting to build a city using the Earth City terraformer mod, but I only want it to apply to a specific small part of the planet (because I don't want to have to build a city spanning an entire planet); I was hoping this mod could help make that possible?
Meteora  [作者] 2023 年 10 月 6 日 下午 8:42 
@OfoLaRousse it is possibile but not inside the game, the only way is by making patch to biome files as foliage stems and trees are declared in biome files and that would affect all the biomes of that kind your unverse (it's practically a mod)
@OfoLaRousse @Rnova2 Thanks for the appreciation!
Rnova2 2023 年 9 月 13 日 上午 11:49 
your mod is what i was looking for, i no longerneed to be saving terraformers fromeach planet, or accumulating ridiculous amounts of one type of microformer, thank you very very much:ryankiss:
OfoLaRousse 2023 年 9 月 13 日 上午 10:52 
Works well for me! I would have liked to be able to change the parallax randomized content (type of foliage, stem, hue, stuff like that, but I suppose it's hard to do), but this mod just saved me hours of searching for the perfect planet to install my base, so thank you a lot, it's a game changer !!
Good Game 2023 年 8 月 28 日 上午 8:02 
@Meteora Thank you! It's not urgent of course, just thought it might be easier than adding a search function while still greatly improving QoL.
Meteora  [作者] 2023 年 8 月 28 日 上午 7:22 
@Good Game yes it's possible but at the moment I am working at other stuff, I could do it in the future but can't tell you a precise date
Good Game 2023 年 8 月 28 日 上午 3:49 
Good afternoon! I have a question: Would it be possible to have the biomes sorted alphabetically?
Good Game 2023 年 8 月 13 日 上午 10:51 
Thank you for the detailed reply and the testing! I'll be adding this to my server then.
Meteora  [作者] 2023 年 8 月 13 日 上午 10:40 
@catmanmlio @Good Game Thank you for your appreciation! 🙋‍♀️💞
Yeah as an admin I found it frustrating having to wait for terraforming times and all, I wanted to see if it was possible to have full control on the planet environment and it was indeed possible.

I just made an update, I added the portable version of the console.
For now I consider this mod feature-complete, this is the final update, unless me or somebody else find bugs but so far it works good.
It is stable it has been thoroughly tested, tested on multiplayer with a local server too.

Suggestions are accepted for eventual new features.
Good Game 2023 年 8 月 12 日 下午 1:42 
Thank you for your work! This will be a useful admin/creative mode tool. I'd like to ask how often this will be updated and how stable you think the mod currently is because I am planning to use this on my server.
catmanmlio 2023 年 8 月 10 日 上午 11:37 
Wow, i.. needed this badly, since due to something breaking, my home base's planet (a barren) became for some reason, an astrobelt, and enemies started spawning.
Meteora  [作者] 2023 年 8 月 9 日 上午 11:51 
Major update: added microformer capability, improved autodetection of biomes, improved parallax changing
Meteora  [作者] 2023 年 8 月 7 日 下午 5:38 
@Kjtul I played a bit with parallax changing and it's indeed possible to change the parallax of underground layers, parallax will be applied to the whole layer for all the width of the planet, depending on where you perform the operation of changing the parallax, I'm working on a way right now to autodetect mini-biomes and underground biomes, stay tuned!
Meteora  [作者] 2023 年 8 月 7 日 下午 12:04 
Glad to hear you liked it!
I was already building the microformer tab, expect an update shortly.
As for the search tab there's a lot of work involved code-wise, not sure if it will get implemented.
For changing underground backgrounds I thought of it but haven't tried yet if it works, have to make some attempts.
Kjtul 2023 年 8 月 7 日 上午 10:19 
Absolutely wonderful, let me change my main colony to something with a better background and less resource hogging weather instead of the near perpetual rain. Without having to deal with removing grass from all my buildings.

Is there any chance for a search bar, or that it could be given microformer functionality, with the capacity for changing those backgrounds?
As it stands, underground backgrounds are just kinda set as is.