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Outdated Creative Mode - Complete control over your experience. 1.4.5

A mod that allows modifying the game experience through in-game items.

  1. Rossomak

    Rossomak Void-Bound Voyager

    There's no ultimate table in the crafting menu. I fallowed installation instructions on forum. Any suggestions? I have the latest version of Starbound, maybe that's the problem? Is there a way to downgrade my version or..?
     
  2. Crazybanks

    Crazybanks Space Hobo

    Small problem, I placed down the creative box once, and tried to use it, it disappeared, now it just disappears from my inventory when I try to place it, any ideas why?
     
  3. tazz1313

    tazz1313 Space Spelunker

    is there away to get this on multiplier server?
     
  4. aMannus

    aMannus Space Kumquat

    Quite honestly, I want to update the mod with some stuff I have in mind, but I'm not really finding team to work on it. I mostly want it to be a more valuable tool for modders alike. I know there's various tools already that are both in CM and also other mods, but going the extra little stretch to make it just a bit more easy to work with (while working on a different mod) would be awesome. That said, I still hardly find time to work on this stuff.

    After thinking a lot about it, I'm still not sure if I want to add a filter button for items that mods add (think Tabula Rasa but less advanced) so they don't have to have both neccesarily if someone is testing a mod. Example: You mod in an item, you make a recipe for it, you set the category to "CM" or "mod" and it would show up in the ultimate box. I still kinda want to talk to SnoopJeDi about this to make sure he's fine with it as well, but given I'm only on IRC... once a month, I hardly think it'll happen soon.

    For people having problems, I'm sorry for the lack of responses. I hope you sorted out whatever problems you had with the mod by now.
     
  5. SlimedGamer1

    SlimedGamer1 Void-Bound Voyager

    My game crashes on the loading screen beacause of a file called acidshot.projectile
    help!
     
  6. Wasted507

    Wasted507 Void-Bound Voyager

  7. Corvid

    Corvid Space Spelunker

    Question: Is it possible to spawn items from Mods? If so, how? I installed a few mods that require modded materials that I'd rather not go out and find.
     
  8. laz2727

    laz2727 Phantasmal Quasar

    You can either duplicate items or add new recipes. No easy way.
     
  9. Unibu

    Unibu Phantasmal Quasar

    I installed this mod just so I can easily build my ship with FCS mod. But I also got all the blueprints, techs and tools I didn't want to keep so I wanted to uninstall this mod after I was done witht the ship, now I can't access that character. I tried to remove the mod tech and items but it still doesn't work. Is there a way to reset some parts of my character? Like the blueprints and techs?
     
  10. Yuppa64

    Yuppa64 Void-Bound Voyager

    Please make it incompatible with multiplayer. It is somewhat cheaty...
    Or at least make it fair.
     
  11. Unibu

    Unibu Phantasmal Quasar

    If it should be multiplayer incompatible, it would have to use only custom assets or something like that. I guess it's possible but I doubt the mod dev will do it.
     
  12. Disco2

    Disco2 Existential Complex

    Good work!
     
  13. Minipistol

    Minipistol Big Damn Hero

    For some reason when I create new characters, It doesn't allow them to have the ultimate box.
     
  14. Minipistol

    Minipistol Big Damn Hero

    For some reason the mod only works for old characters and not new ones.
     
  15. That's strange, when I made a new character I was able to use it.
    Were you using a modded race, or any other mods? One might be interfering.
     
  16. vwert

    vwert Void-Bound Voyager

    it already is multiplayer incompatible because it uses custom assets so it disappears if you go on a server that doesn't have the mod
     
  17. KonTheDon

    KonTheDon Void-Bound Voyager

    How to add items from a mod?
    I dont know if im right but can i simply copy the recipe files into the spawningtable folder? or do i have to change all of the recipe files and add a "spawningtable" to the group?
     
  18. Crow Shadowhawk

    Crow Shadowhawk Scruffy Nerf-Herder

    I can't get the Mod to work on any of my characters, and i'm running a completely vanilla version of the game, no previous mods at all.
    Anyone have an idea as to what's up?
     
  19. lessismore

    lessismore Space Hobo

    dl the creative zip extracted the folder andd all contents to the mods folder start game press c and nothing shows up so i have to do something to activate the mod
    Update v. Enraged Koala 26/04/2014 is is working with this update?
     
  20. Zero the Reploid

    Zero the Reploid Big Damn Hero

    I could be quoting everyone else with this problem as well, but eh.

    Anyway, I figured out how to add mod recipes! After a few hours of tinkering, research, and a couple hundred pointless edits, I've found that it IS possible. Open the spoiler to find out. I'll be updating this as I know more to make the process easier. KonTheDon seems to have an awesome solution for adding other modded content to the CM spawning boxes, so I'll include that once he/she's explained it.

    Step one: Copy over the recipe(s) from your mod under starbound/mods/modname/recipes, or something similar, over into the recipes folder of the creative mode mod, under the spawning box you want it in.

    I know, this next step may look a little intimidating, but don't worry, I'm just going into detail so you understand what is what, and have a clear reference if there's a mistake made that causes the recipe to not be read.

    Step two: Use an advanced text editor like Notepad + + (my personal favorite. It's non-intrusive, installation is easy. Just get it, you'll thank me later) to open the recipe file, and find where is says "groups". Here it will list things like "tools", or "anvil", or "craftingtable". These are the categories that the recipe will show under, which is somehow the same thing as what crafting device you use. Anyway, you'll want to add the name of the spawning box it's going to be in, and the subcategory if you want. Where it would previously say ""groups" : [ "anvil", "tools", "all" ]", you would want it to say something like ""groups" : [ "spawningtable", "techy" ]" . One of the KEY differences is to make sure you remove any group names that are not used for the CM mod, otherwise they might appear in other, vanilla crafting tables without their proper ingredient requirements. Make sure there is a single space after the first bracket and before the last one. Keep the syntax the same, each term should be in quotes, with a single comma and space following it. Now the recipe will appear in the spawning box, under the techy subcategory.

    Step three: Remove the input requirements. You'll see another group of text under the name "input". this is basically what the recipe will require you to give up in order to craft the item. You have to make sure this is perfect, or it won't work. Remove all content under this list other than ""input" : [ ]," . There is ONE space between the brackets.

    Here's a example of what a completed .recipe file might look like:

    {
    "input" : [ ],
    "output" : { "item" : "diamondaxe", "count" : 1 },
    "groups" : [ "spawningtable", "tools" ]
    }



    If you only change what I listed, and didn't do any experiments (I went through all that trouble for you, though if you really want to, go for it. Just make sure you make backups along the way so you don't have to go back on an edit that broke everything), then your mod item should appear in its proper place! It's a bit of an involved process, and for that I apologize. I'm doing this for all the furniture, blocks, and vanity items in the Avali race mod, as well as a few others. I feel your pain. Unfortunately, I can't get the "__merge" command to work. Either I'm not using it right, or the creative mode mod doesn't support it. If I could pull it off, changing the "groups" would be as simple as copy and paste.

    Happy configuring!
     
    Last edited: Jul 18, 2014

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