1. Please be advised of a few specific rules and guidelines for this section.

Starbound Mod Manager [Deleted]

Discussion in 'Outdated Mods' started by KrazyTheFox, Dec 13, 2013.

Thread Status:
Not open for further replies.
  1. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    Yeah, it is mostly a moot point, as I've already coded in a lot of the error handling for invalid files/mods into version 2. What I haven't done yet is code in .pak support for that version either, as I've been re-structuring the entire code base again to be even more maintainable, faster, and lightweight. Once I get the .pak support in there, I'll start filling out the error messages (which now exist), so it'll no longer silently fail to add mods.
     
    PabloM likes this.
  2. Gyumaou

    Gyumaou Scruffy Nerf-Herder

    Just tried your app, ran into a wee snag. I followed the prompts and selected
    Code:
    Steam\steamapps\common\Starbound
    as the game dir but found the mod list empty (though I have a few). I checked the config file and found that the mod path was set to
    Code:
    Steam\steamapps\common\Starbound\mods\mods
    . Just a FYI.
     
  3. PabloM

    PabloM Pangalactic Porcupine

    KrazyTheFox, how is version 2.0.0 coming along?

    Looking forward to the version checker feature! :)
     
  4. Poundcake

    Poundcake Phantasmal Quasar


    How does one 'merge' mods?
     
  5. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    Where do you have the mod manager installed? If it's in your Starbound's mods\ directory, it'll create another "mods\" folder to store its own mods. You can change this to be somewhere else if you want.

    Slowly, but surely. There's a lot of work to do.

    That's a question better asked in the modding help forum.
     
  6. collystiger

    collystiger Void-Bound Voyager

    I have your mod manager and I don't know how to mod plus this computer isn't the best Windows laptop either. So can you or anyone that you know tell me how to mod and give me some tips on how to work the mod manager?
     
  7. PabloM

    PabloM Pangalactic Porcupine

    1) Go to the Mods section of the forum
    2) Download whatever mods you like
    3) In order to work in this Mod Manager, mods should:
    • Be in a ZIP folder (This is a compressed folder) Not RAR, not 7Z!
    • Contain a .MODINFO file with the same name as the mod
    • Not contain PAK files, as these aren't supported (yet)
    • Note: MM is a java applet, so you need to have java enabled
    4) Open and install the mods in Mod Manager:
    1. In MM, click Add New Mod
    2. Find and select the mod's ZIP folder and click Open. This adds the mod to the list
    3. Now you need to Install the mod by selecting it (It'll go bold) and clicking Install Mod
    4. The mod in the list goes green. Congratulations! Your mod is installed!
    5) Open Starbound and enjoy the modded-ness of it all!

    Note: Mod Manager is due to be upgraded to version 2.0.0 very soon!


    To actually make mods is far more difficult, and you need to know a lot about the different file and asset types, etc. i don't know anything aboutthat side of it, but you should be able to find some information in the modding help section of the forum.
     
    KrazyTheFox and intervencion like this.
  8. Ljoes

    Ljoes Space Hobo

    Im trying to use your app but everytime i try to use it after telling it where my starbound folder is it doesnt run it just creates and error log
    here is that log

    [February 04, 2014 at 15:12:00]
    [System: Windows 7]

    [Mod Manager Version: 1.5.10]

    [Uncaught Exception]

    java.lang.RuntimeException: Exception in Application start method
    at com.sun.javafx.application.LauncherImpl.launchApplication1(LauncherImpl.java:867)
    at com.sun.javafx.application.LauncherImpl.access$000(LauncherImpl.java:56)
    at com.sun.javafx.application.LauncherImpl$1.run(LauncherImpl.java:158)
    at java.lang.Thread.run(Thread.java:724)
    Caused by: java.lang.NullPointerException
    at java.io.ByteArrayInputStream.<init>(ByteArrayInputStream.java:106)
    at net.krazyweb.starmodmanager.helpers.NewFileHelper.fileToJSON(NewFileHelper.java:130)
    at application.Mod.loadMod(Mod.java:588)
    at application.Configuration.load(Configuration.java:136)
    at application.ModManager.start(ModManager.java:74)
    at com.sun.javafx.application.LauncherImpl$5.run(LauncherImpl.java:810)
    at com.sun.javafx.application.PlatformImpl$6.run(PlatformImpl.java:260)
    at com.sun.javafx.application.PlatformImpl$5$1.run(PlatformImpl.java:226)
    at com.sun.javafx.application.PlatformImpl$5$1.run(PlatformImpl.java:223)
    at java.security.AccessController.doPrivileged(Native Method)
    at com.sun.javafx.application.PlatformImpl$5.run(PlatformImpl.java:223)
    at com.sun.glass.ui.InvokeLaterDispatcher$Future.run(InvokeLaterDispatcher.java:95)
    at com.sun.glass.ui.win.WinApplication._runLoop(Native Method)
    at com.sun.glass.ui.win.WinApplication.access$300(WinApplication.java:39)
    at com.sun.glass.ui.win.WinApplication$3$1.run(WinApplication.java:101)
    ... 1 more

    I have tried deleting the mods folder as well as redownloading your launcher yet it still doesnt work
     
  9. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    Where are you running it from? It appears to be a security issue with Windows, so try putting it on your Desktop or in your My Documents folder, then running it.
     
  10. Dat Miyamoto

    Dat Miyamoto Orbital Explorer

    It ran for me the first time but after that i just get the error "exception while running application"

    *edit* looks like i just loaded a mod that wasn't compatible deleting mods folder and starting over fixes it ;)
     
  11. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    It's been a couple of days without an update, so I figured I'd fill you all in on what I've been working on.

    I've looked at the requirements for .pak support and it seems fairly trivial to implement, with the exception of being able to identify conflicting mods that use .pak files. I'm following a project that's working on decoding these files, so once that's ready, I'll be integrating it with version 2.

    I've also been tuning the memory usage of the program. It currently runs at about 130MB of consistent usage, but that's also without any styling, which will likely add a bit on to that. It's still far better than the 1GB+ version 1 can use. Lower memory usage also reduces the maximum size allowed for mods significantly, but I don't anticipate any problems. I've yet to see any mods over 6 or 7MB and the limit is currently somewhere around 80MB. This will be adjusted more as the project nears completion. I'll have a better idea of the memory requirements at that point. The maximum mod size will likely directly correlate to the amount of memory the program uses, but this is easily adjustable.

    A side effect of the memory reduction will make native binaries mandatory. Version 2 will ship as platform specific executables, provided I can get that working correctly. This should also prevent problems with .jar association. In the future, this will also allow for automatic updates to the mod manager if I can get a system together for that. It won't be part of the initial release, but the possibility is there.

    I'll see about getting an update for version one out in the next couple days to support .pak files.

    Aside from all that, I've finished nearly all of the major code rewriting and I'll be able to start fleshing out the features real soon and start bug testing for them.
     
    PabloM likes this.
  12. dhalgren151

    dhalgren151 Void-Bound Voyager

    Sweet.. I'm very much looking forward to the release of v2.0! Makes managing mods so much easier.. I just wish all the mod creators would properly support it, though! (Though at least all the bigger mods do. Mostly.)
     
  13. SmaugTheDragon

    SmaugTheDragon Scruffy Nerf-Herder

    Very good to hear, does version 2.0 support installing multiple mods at once/ in batch ?
     
  14. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    Once the initial release of version 2 is out, I'll be looking at adding additional tools to it, such as one to customize .modinfo files easily for mods that don't have certain fields.

    That's the plan, but I'm still figuring out how to work that into the interface cleanly. Worst case scenario, you hold a key while clicking a mod to queue it up, then click the last one to install them all. (Until I do figure that out, at least.)


    In further news, I've ported over a python library that extracts files from the assets.pak file one at a time, and in memory. I'll be using this new version of the library to add mod merging support back into mods that use .pak files, and since it's so similar to the python version, it'll be easy to keep up to date. There's currently a bug(?) with Chucklefish's SHA-256 algorithm implementation (when compared to other implementations, it appears to work for them) that I'm going to see about bringing to their attention that prevents certain files from being able to be retrieved, but other than that, it can fetch everything.
     
    Last edited: Feb 7, 2014
  15. RizingAzure

    RizingAzure Orbital Explorer

    Well, it's not just the solarium mod. I tried adding about 4 different mods. None of them showed up in the window. I followed the instructions (or lack thereof) for installing a mod, but none are being recognized. Had to eventually do it manually by just extracting the contents into the mod folder. :l Is there something I'm not getting?
     
  16. PabloM

    PabloM Pangalactic Porcupine

    I tried that Solarium mod, and it works fine! You need to copy the ZIP file as is (Don't unzip it!) into whatever folder you're using. Open Mod Manager and click Add New Mod. Select the ZIP file and okay. Then it should show up in the list.

    [Edit: Another thing I just thought of: When you start Mod Manager and it asks for your "game folder", you need to point it to your Starbound folder under Steam. This should be
    C:/Program Files (x86)/Steam/SteamApps/common/Starbound or the equivalent in your system. Please check this first! If this part isn't correct, Mod Manager will try to install your mods to the wrong place.]

    If you're having problems, check all the mods in that folder, to make sure none are RARs or 7Zs etc, and that none contain PAK files. Make sure the ZIP contains a MODINFO file with the same name as the ZIP file.
    Try adding one mod at a time, and see if any of them appear.
    If all else fails, try deleting and redownloading the Mod Manager (get rid of all associated files, but leave mod ZIPs if they're okay as above) and try again.

    Hope that helps! ;)
     
    Last edited: Feb 9, 2014
  17. bluejoe44

    bluejoe44 Void-Bound Voyager

    I keep getting "Exception while running application", I have updated Java and it still does not work. plz help!
     
  18. PabloM

    PabloM Pangalactic Porcupine

    See my previous reply. I had the same problem, but after checking the above it's working fine!
     
  19. bluejoe44

    bluejoe44 Void-Bound Voyager

    No but like i cant even install the mod manager, it wont install. I get to find starbound folder then it just says "Exception while running application".
     
  20. Gyumaou

    Gyumaou Scruffy Nerf-Herder

    • Try running the .jar from a command prompt window. This way if you run into any exceptions you should get some more details printed to the cmd window.
      1. press WInKey + R (or Start Menu -> Run) and type cmd
      2. in the cmd window navigate to the directory where Mod Manager.jar is located
      3. type java -jar "Mod Manager.jar"

    • Alternatively, read here how to enable the java console. Details of any errors/exceptions should also appear there.
    Once you have the exception log post it here.
     
Thread Status:
Not open for further replies.

Share This Page