Modding Help Matter Manipulator. Make race specific?

Discussion in 'Starbound Modding' started by Kojin, Feb 25, 2014.

  1. Kojin

    Kojin Orbital Explorer

    I created a race mod with their own version of the matter manipulator which works fine, but I want to make this new mm their 'default' when placing blocks etc as currently it switches back to the default yellow MM graphic.

    Looking at the player.config there's a section for the 'beamGun'. Now I think changing it here would change the default for all races, which I don't want to do. I tried copying the section over to the .species file, altering the image line and although it doesn't throw any errors, it doesn't work.

    Does anyone know if it is at all possible to have a race specific 'matter manipulator' in this manner?
     
  2. The | Suit

    The | Suit Agent S. Forum Moderator

    Default treasure pool is what you are looking for.
     
  3. Kojin

    Kojin Orbital Explorer

    Nah, tried that one, that just allows me to give the characters the new MM I created. No problems there nor even making sure the intro quest points at the right MM.

    The problem is always when placing blocks, for example, the manipulator switches to the default yellow matter manipulator.
     
  4. The | Suit

    The | Suit Agent S. Forum Moderator

    Ah that is what you meant
     
  5. The | Suit

    The | Suit Agent S. Forum Moderator

    You probably forgot to change the image - Gravgun in this folder also
    Code:
    Starbound\assets\unpacked1\humanoid\any
     
  6. Daimoth

    Daimoth Scruffy Nerf-Herder

    gravgun1.png is baked in, unfortunately. This, along with the beam up/down animation, I would reeaally like to see softcoded. Someday, perhaps.
     
  7. The | Suit

    The | Suit Agent S. Forum Moderator

    [​IMG] [​IMG]
    Umm no they are not. - both are quite editable

    Only code is baked not assets.
    You just need to know where to look
     
  8. Daimoth

    Daimoth Scruffy Nerf-Herder

    I disagree.

    He wants different races to use different assets, that's the problem. The same beamgun asset is shared between races no matter what.
     
    Last edited: Feb 25, 2014
  9. The | Suit

    The | Suit Agent S. Forum Moderator

    The matter manipulator is just a normal item just like anything else.
    He was just editing the wrong file.
    The actual file location is
    Code:
    Starbound\assets\unpacked1\humanoid\any
    It is not found in the items folder.
    • All he has to do is for each matter manipulator to point to a different image
    • and give each race - its own matter manipulator
    • and change each quest to point to the different matter manipuilator
    • Also each default treasure pool has to be changed to the new matter manipulators.

    its not a simple one step process.
    Code:
    "image" : "/humanoid/any/gravgun1.png",
    And it is done.
    ===========
    The beam up and Beam down are all tied to a single animation in player.config
    Which is the only right part of the statement.
     
    Last edited: Feb 26, 2014
  10. Daimoth

    Daimoth Scruffy Nerf-Herder

    Unless I'm misunderstanding your point, you're still mistaken.

    The beamaxe.beamaxe is not tied to humanoid/any/gravgun1.png, it's only using it incidentally. The manipulator you appear to be holding when you place objects, etc., is not an item, it's just made to look that way. The line that chooses that image is in player.config - once. And to the best of my knowledge that's the only place you can get to it, and you can't specify more than one.

    You can have a bunch of different custom matter manipulators, but when you go to place a torch or something, the beamaxe you will appear to be holding (which, again, is not an item at all) is the one specified in player.config - no matter what. That's what I meant by baked in.

    To prove my point, code in a manipulator that's a different color than the one in humanoid/any. Then put a torch on your hotbar, and select it. You will appear to be placing the torch with the manipulator graphic in humanoid/any, not your custom manipulator.
     
    Last edited: Feb 26, 2014
  11. The | Suit

    The | Suit Agent S. Forum Moderator

    The item which places objects isn't a matter manipulator.
    The tool matter manipulator and the one placing are not the same.

    They just link to the same image - but actually 2 completely different tools - hence the confusion most people have.

    One item is the Beam Gun - placing objects
    One item is the Beam Axe - Destroys terrain

    Both inncidently use the same graphic - but 2 quite different items
     
    severedskullz likes this.
  12. Daimoth

    Daimoth Scruffy Nerf-Herder

    You're not understanding me here. Also, where is this beam gun item? Are you talking about the beamgun parameters in player.config? I'm not sure I'd call that an item. The thing that appears when you place objects doesn't appear to be an ingame item, you cannot craft it or obtain it.

    And I really don't think you can make it race specific.
     
    Last edited: Feb 26, 2014
  13. The | Suit

    The | Suit Agent S. Forum Moderator

    It is a valid in game item - the graphic used for it is found in the directory I have linked above.
    Both the Beam Axe [ Matter Manipulator ] and [ Beam Gun ] Referenced that image.

    Which is why people confuse it being the same object
    Code:
    "image" : "/humanoid/any/gravgun1.png",
    If you edit the settings in player.config it changes the beam gun settings - but not the beam axe settings.
    The Beam Gun - is Universal as it has no other purpose besides placing objects - hence no more then 1 is required
     
  14. Daimoth

    Daimoth Scruffy Nerf-Herder

    I still wouldn't call it an item. You can't place it in your inventory, that's ultimately what determines that - at least for me.

    And you cannot make it race specific. That behavior (drum roll) is hardcoded. There's only one beamgun to go around. That's been my point this whole time.

    Like, as far as I'm aware, you can't duplicate the beamaxe's code block in player.config and make one for each race.
     
  15. The | Suit

    The | Suit Agent S. Forum Moderator

    But that wasn't the issue -
    The issue with the OP was he was wondering why it switched back.

    He was thinking they were the same item. Which was my point entirely. Your statement just confused the issue due your confusion of the details as well.
     
  16. Kojin

    Kojin Orbital Explorer

    Daimoth is on my wavelength.
    The tool item change is not my issue and I can mod that all I want. The 'placing items manipulator' is my problem. As I feared it might be, it could be baked in currently.

    I was thinking of removing the beamaxe info from the player.config file and placing it in ech race's .species file, but not got around to trying that yet and I'm betting it'll just break it heh.
     
  17. Daimoth

    Daimoth Scruffy Nerf-Herder

    He is very explicitly asking how to make a race-specific version of the item that appears when you place objects. I think the misunderstanding is on you this time.
     
  18. The | Suit

    The | Suit Agent S. Forum Moderator

    It won't work - its a single universal item. Not a separate one
     
  19. Daimoth

    Daimoth Scruffy Nerf-Herder

    I agree. I wish that weren't the case, however. Hell I also wish beamaxes could get their own damage parameter. That would make them, you know, useful.
     
  20. Kojin

    Kojin Orbital Explorer

    You can change the speed of them to make them cut through stuff ridiculously fast if you want. I created a beamaxe+ for a test mod and just simply copied the defaults, renamed them beamaxex and changed the line - "fireTime" : 0.25, to - "fireTime" : 0.02,
     

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