Starbound

Starbound

CityScaper 2.0 - Building Made Easy!
225 kommentarer
Neb  [ophavsmand] 11. nov. kl. 19:10 
About 3 were removed, and remade due to some problems with the files. It wasn't any more or less interesting since the same rooms were added just slightly cleaner, there's also more options now because of it.
PRUFR 11. nov. kl. 10:14 
Why were the old buildings removed?
It was much more interesting, but now there's a poor choice.
Neb  [ophavsmand] 30. okt. kl. 9:57 
As I said before, it doesn't matter since they're dungeons. The image is the exact same in function as a Tiled json file, meaning the game does not give a remote ♥♥♥♥ whether its an image or json. the Tiled just makes it easier for a person (human) to create the dungeon, using visual aides and such for easier understanding, while the image method is less intuitive if you are not familiar with the format. My system doesn't interact with jsons, or image dungeons, it specifically interacts with the dungeon file itself, as that is what defines a dungeon in Starbound.

The only thing that changes is the preview, as Tiled allows for an easy export, you cannot do that with an image. Thus you lack an automated preview, you would need to manually use it, or just use the image from the dungeon as a general guide for the player to see (will not look like blocks though).
Qwertypdeb 30. okt. kl. 6:22 
it's just random curiosity. I wouldn't even know how to implement it. But I would guess that it probably isn't designed to be compatible with the legacy image system, plus I suppose why would it be? lol.

Then again, since Starbound does understand the image system, depending on what the mod does and stuff, aand I'm gonna stop typing this as now I'm rambling, lol.

It's just passing curiosity over info I'll be doing nothing with and forget the next day, lol.
Neb  [ophavsmand] 29. okt. kl. 7:46 
Doesn't really matter, since at the end of the day its just dungeons, the only part that would be awkward there is displaying it, but you can always just 8x the image for the preview and get a rough idea where blocks go.
Qwertypdeb 29. okt. kl. 7:00 
oh yeah, now that I think about it. How compatible is the mod with the old dungeon system that used images? I'm curious now. No idea how practical such would be but curiosity is curiosity.
Neb  [ophavsmand] 29. okt. kl. 5:04 
Most of the issue is; it can't automatically preview, so you have to manually go into tiled, export the dungeon image, and then add it to the mod. Otherwise that's the only limit really!
Qwertypdeb 28. okt. kl. 12:28 
ah okay. so if I follow the instructions, which I assume exists. I think there were some, I forgot. I'll check whenever I feel like it, lol. I'd theoretically be able to add any dungeon file I want to work with the mod, therefore allowing me to use the mod to preview me placing any dungeon, if I were to add every single dungeon and microdungeon. neat! :3

It would be cool if the mod already included the ability to spawn in every base game dungeon and microdungeon, but ur retired so I'd probably have to do it myself, lol.

I have no idea if that requires code or anything, but if I do feel like it, I'll get around to it. Either way, this mod is pretty cool.
Neb  [ophavsmand] 26. okt. kl. 22:44 
Yeah it uses exactly dungeon files, that is entirely the point of the mod, its the dynamic ingame scan a bunch of tiles etc that is outside of scope. A module is just the side button that lets you self categorise your own dungeons!
Qwertypdeb 26. okt. kl. 7:12 
update: I just read the tutorial. nvm turns out the question was already answered and you already provided a tutorial on how to make our own blueprints.

or at least I'm guessing so as my brain isn't in the right mood to fully read it, so I gave it a quick skim before my brain turned into mush.

I'm guessing it's probably similar to the dungeon format file system that starbound uses, or is the exact same thing. I'll probably tell myself to read it later, then forget to later, lol.

Anyway, have a great retirement!
Qwertypdeb 26. okt. kl. 7:09 
ah so, you're saying that it's not in the scope of the mod for it to make a blueprint dynamically ingame? Makes sense ig. I'd also guess it's probably a lot of work to also make your own mod that can create a way to create blueprints, when tiled already exists for people to do that.

or in other words, something already exists that performs a function, therefore there is probably no need to reinvent the wheel ig.

Also, have a great retirement! :3

Also, if I wanted to add my own blueprint, does this mod support ones made with Tiled or does your mod use it's own system for blueprints?

or for reference, like how ABC files are similar to Midi and perform a similar function. So does your mod accept blueprint files (whatever file format they are) from Tiled or do you use your own format?
Neb  [ophavsmand] 20. okt. kl. 23:15 
The entire workload of a system that achieves the same goal, but measurably less efficient and immensely more costly on time kind of lead it further in the no direction despite the benefit of your own blueprints. If someones willing to invest in a commission where I can experiment with it, I may consider it though.

Please forgive the massive essay of a response haha, its not like I am shooting the idea down out of nowhere, I have given it an immense amount of thought, start to finish.
Neb  [ophavsmand] 20. okt. kl. 23:15 
Some other thoughts I had are; saving your own blueprints dynamically, like with an ingame tool has its own issues, anything larger than a small area would be pretty laggy, previews would be kind of confusing also since it would need dynamic rendering and placement. Not to mention it would need to be saved inside the player to keep, which can be incredibly laggy for the character files, since you can't dynamically save files or store information in other ways. Also, it would not work very well in multiplayer settings (in my testing) with many inconsistencies with that method with desync, lagging, crashes and things not placing at all. It would also require some pretty tedious work just to add premade ones, and also have issues with that.
Neb  [ophavsmand] 20. okt. kl. 23:14 
The main issue is making your own blueprints with some kind of copying system would require scanning each tile, and various other things which are difficult or impossible under Starbound standards in a way that wouldn't be incredibly information dense or laggy. Though with oSB (which didn't exist during the making of the mod) and shipwright or whatever the new and better BYOS mod was called its a lot more doable now, though no one is commissioning it for me to work on it. Also I am mostly retired at this point, taking only a select few commissions so that paired with extremely limited time from studies, I don't really have the available time to make something like that.
Neb  [ophavsmand] 20. okt. kl. 23:14 
The scope of the mod was a set of premade dungeons to easily place and preview, so yes place dungeon with preview. I don't see how its confusing regarding that. It was a commission so I followed what was requested there.

The make your own blueprints thing isn't within scope since this mod can't do that dynamically which is how people want it, and another mod does it already. Realistically you can make your own blueprints with Tiled, but not many people know how to use that, and the addon guide explains how to do that anyway.
Qwertypdeb 20. okt. kl. 11:37 
I'm confused on how being able to make your own blueprints is not within the scope of the mod. Obviously there is a way to create a blueprint. I would assume that a person would create whatever type of file or whatever that the mod recognises as a structure/blueprint.

So with this in mind, what does it use? Is this mod just /placedungeon but with the ability to preview the placement?
Son Of The Radiance✨Seer🌙 9. okt. kl. 15:41 
builds
Son Of The Radiance✨Seer🌙 9. okt. kl. 15:41 
is there a mod where its natural
Chet Walters 6. okt. kl. 3:33 
Being able to make your own blueprints definitely sounds like a great idea. Hope you can add it in some day!
The Boyses 14. sep. kl. 7:36 
understandable! i cant wait to see all the things you will add :)
Neb  [ophavsmand] 9. sep. kl. 21:55 
theres hylotl atm, but havent had time to do more
The Boyses 9. sep. kl. 13:17 
is there avali/racial themed buildings?
Neb  [ophavsmand] 25. aug. kl. 13:43 
That isn't within the scope of this mod, and has been done by other mods. Perhaps if I were commissioned to I could!
koraidonfan19 25. aug. kl. 12:41 
Can you make it possible for people to create their own blueprints, and delete them to save space, without using Tiled? Like, add a Blueprint item (possibly made with Paper + Blue Dye) that lets you select an area and make a blueprint of it that you can use later.
Neb  [ophavsmand] 6. aug. kl. 7:56 
I will need more explanation than that, where, when, was there a generator? etc
Cus by default, you can break em, nothing should be stopping you.
S.W.Δ.T 6. aug. kl. 5:50 
Why can't i break the blocks of my own cityscraped strcutures i put down?
Neb  [ophavsmand] 14. juli kl. 5:03 
What?
+ 13. juli kl. 21:01 
(The web adress at the bottom of page don't seem to be in the right order)
Neb  [ophavsmand] 30. juni kl. 18:28 
With tiled, yes. Ingame, no.
koraidonfan19 30. juni kl. 9:27 
Question: Can you make your own custom rooms?
Neb  [ophavsmand] 29. maj kl. 22:22 
I could make an addon, and just use the assets from architects desk (it would still require the mod if thats fine)
Kinsect 29. maj kl. 18:09 
Say can you add all of the build-able structures from Architect's Desk?
Neb  [ophavsmand] 26. maj kl. 16:45 
Copying structures is not what this is for, theres other mods for that, and its not practical for a mod like this.

Will have to check the planning table stuff.
kirb 26. maj kl. 15:39 
There also doesn't seem to be a planning bench in the inventor's table.
kirb 26. maj kl. 15:38 
So is it not possible to copy your own structures and use them as prefabs in this?
RiptoTheSorcerer 30. apr. kl. 20:26 
I tested and my addon still works flawlessly. Older placed structures will still have monsters in them sadly, but it can be fixed now by crafting and placing the dungeon sections over top of the ones that are there already. The replacement structure will no longer spawn new monsters inside of them. :) I can't figure out why some of the dungeon sections are being offset when I place them though.
Kinsect 5. apr. kl. 9:42 
Say would it be ok to include some Apex/Miniknog structures?
been trying to make some laboratories ^^;;
Ilthe 23. mar. kl. 23:05 
omg I need new glasses I guess lol
thanks for the good work, I love using this mod for simplified building, since my building talents are lacking
Neb  [ophavsmand] 23. mar. kl. 22:25 
Yeah, as it says in the description and discussion, old addons still work! They just won't be as detailed as the new stuff.
Ilthe 23. mar. kl. 20:39 
Would old addons work with this new update, or I'll need to wait for the addon author to update to the new system?
Holla Back Dad 23. mar. kl. 15:16 
I wish I was better at building so I could make an addon for this mod. I love the concept and the prefabs that are included with this mod. It has been a staple in my modded Starbound worlds for over a year now. Thank you for making this, Neb!
Neb  [ophavsmand] 23. mar. kl. 5:55 
Githubs also been updated, for both the main mod and template
Neb  [ophavsmand] 23. mar. kl. 3:13 
Nephirus90 23. mar. kl. 3:07 
Oh, nice to know :)!
About the additions the ones I created are created using "Base in a box/Modules in a box" framework mod, not this one. Plus I'm not very good at building/aesthetics and I'm quite ashamed to make them public XD
Neb  [ophavsmand] 23. mar. kl. 3:01 
Nephirus, there is huge cost differences in the types now, I'm updating screenshots but take a look! Also if you have content additions, I heavily suggest creating addons publicly, and I can advertise them here! You're just in time for the party too lol
Neb  [ophavsmand] 23. mar. kl. 3:00 
Update released!
Nephirus90 23. mar. kl. 2:51 
Yeah I think this cost method is more balanced, it was strange to me the use of essences.
This is more in line with the costs I gave to the blueprints I created and saved with "base in a box" and I always appreciate the consistency in my game runs :)
I know it's a bit late for further edits but if possible make a clear cost difference between big and small "dungeons/rooms/prefab" or atleast between the 3 categories.
Thanks for everything
Neb  [ophavsmand] 23. mar. kl. 2:31 
Update dropping later today!
Neb  [ophavsmand] 16. mar. kl. 3:25 
Alright, update should be coming this month, with:
- Fixing the monster spawn issues
- A UI update, fixing some problems and adjusting the cost system
- Cost rework; will now cost a small amount (max of 50) of the main blocks in the build (not the detail blocks), along with an upgrade module and some pixels completely eliminating the old essence cost
- New rooms, prefabs and dungeons

Give me thoughts about this cost system since its more balance side and accessible throughout the entire game.
darkness tank 21. jan. kl. 2:48 
ton mode es super je me crée des building de fou merci:steamthumbsup: