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Starbound Mod Manager [Deleted]

Discussion in 'Outdated Mods' started by KrazyTheFox, Dec 13, 2013.

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  1. Gyumaou

    Gyumaou Scruffy Nerf-Herder

    1. Download and extract the Mod Manager.jar file to a folder of your choice.
    2. Make sure you have Java installed and properly configured - 4 ways to verify.
    3. Run the Mod Manager
      1. Choose your operating system
      2. Select main game directory location ( steamapps/common/starbound )
    4. Now in the mod manager folder you'll be looking at something like this:
      Code:
      |-- Mod Manager
      |  |-- config.ini
      |  |-- database
      |  |-- Mod Manager.jar
      |  |-- Mods
      |  |  `-- zip archives
    5. Make sure your mods are prepared as outlined in the mod overview and placed in Mod Manager/Mods
    6. If all went well your mods will now appear in the manager list ready to be installed
    However, if this is your first time playing Starbound then it might be better to play vanilla for a bit (especially if you don't have experience with Terraria or similar), even if only to appreciate the difference once you add some mods. It might also be easier to just mod Starbound manually if you only want a few mods - it's just a copy-paste to the right folder. Unlike other highly-moddable games Starbound does not yet have a solid manager that can match its scene. For that we need to wait for 2.0 of this manager.
     
  2. graycatgrayhat

    graycatgrayhat Pangalactic Porcupine

    Latest release hangs on my system when installing mod(s), the other updates installed them swiftly.
     
  3. Jinfinity

    Jinfinity Intergalactic Tourist

    Got it working thanks! :D
    They moved the library on OS X
     
  4. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    What mods are you using? I've been trying to pin down the cause of this and have thus far been unsuccessful. Having a list of things to test might help.

    Is it when installing any mods or when it's merging them? Mod merging takes a fair amount of time with just a couple mods, and quite a bit longer for larger/more mods.
    If it's hanging when installing any mod or it never completes merging, let me know which mods you're trying to use and I'll have a look at them.
     
  5. Gyumaou

    Gyumaou Scruffy Nerf-Herder

    Maybe release a temporary debug version with enhanced logging? You'd only have to add/modify some exception handlers to spit out some logs. Then you can have users like lanflow run it and send you back the logs.

    Until 2.0 rolls in with full logging this might give you some data to work with.
     
  6. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    That's not a bad idea. I'm taking the day off, as it's my birthday (and the update for Starbound hasn't hit yet), but I'll see if I can get that together tomorrow.
     
  7. DoomGoddess

    DoomGoddess Star Wrangler

    Yeah everytime I tell it to install a mod, the program completely freezes

    And now I can't even get it to open.
     
    Last edited: Feb 17, 2014
  8. Ianflow

    Ianflow Big Damn Hero

    Personally when I tried, I installed just a few. I got it to run a 2nd time, but it seems each time it is unzipped, each one only works once for me. The 2nd time was after extracting it to a new location, so I'm not sure if the mods added are relevant
    Since I can't see what I've actually added to the game from a list, here is the list of mods I planned to add:
    Bear Grylls Cameraman
    Same, but Pet Edition Q
    Angeling Poring
    Description plates 2.6 Q
    Equipment Recycling
    Equilibrium Pets
    Kids Community MOD
    OKEA Kiosk 1.06 Q
    Planetside Teleporters 2.10
    Print and Pack 2.2 Q
    reaspmablebanking Q
    ROKafra 1.0
    Tabula Rasa 2.0 Q
    Way of the Warrior
    Vanity Blueprints
    Your Starbound Crew

    I did manage to add a few for sure, the ones added are marked with a Q
     
  9. RyuujinZERO

    RyuujinZERO Supernova

    Out of curiosity, how does the mod manager work? - I'd assume it just copies the mods in or out of the mod folder, since file merging is handled at an engine level now using merge___

    Because I've had to put up a warning way back telling people not to use mod manager with my race mod, because far as I can tell, every single time they do, it breaks. But, I can't for the life of me figure why mod manager is editing any of the files contained in my mod, it's 100% clean and uses merge__ functions. Yet it seems player.config, villagers.npctype and planetgen are getting busted up. (And I can verify it is NOT a dirty mod that is causing the problem, because if I tell them to stop using mod manager, and install the same mods manually, the problem goes away)

    I've met a fair few other authors with 100% clean mods, that just stop working when people use mod manager with it, but work fine installed manually.
     
    Last edited: Feb 18, 2014
  10. Ianflow

    Ianflow Big Damn Hero

    On playing, I noticed a few things turn to Perfectly Generic Items : /
    In terms of what I can craft. For example, some of Description Plate's little plates are pgi's with no clue to what they were. Then there is the item in the robotic crafting table with the same problem : c
    Right now my concern is how to update my game, when it comes to the new mods and such. Then, trying to get modloader to work heh
     
  11. jacobsand

    jacobsand Void-Bound Voyager

    Could someone please tell me the name of the folder it automatically is set to to open up the mod manager? I've installed it but I cannot seem to find the launcher for the mod manager again. Thank you!
     
  12. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    The mod manager shouldn't be editing any files in your mod manager unless there's an actual conflict detected between installed mods. A conflict is determined as follows:
    • The file is JSON
    • The file does not contain "__merge" anywhere in its contents
    • Two or more mods edit the same file
    If all three of those conditions are met, the mod manager will generate a patch for that particular file. Assuming that people are having difficulties with installing the mod on its own through the mod manager, then there's definitely something wrong with the mod manager. I just downloaded your race mod and will be using it to test the mod manager before releasing an update for this latest version of Starbound. The current version of the mod manager is a complete mess of code, which is why I'm coding version 2 right now. Unfortunately, I haven't had near enough time to develop this (it would have been out by now otherwise), but it should be done by the end of the month and will fix many of the problems with installing mods.

    I haven't had time today to look at the update (or anything else), but barring natural disasters, I'll be able to test out the mods you listed and hopefully fix bugs before I release the update for this Starbound update.

    The mod manager doesn't install anything anywhere. It's wherever you extracted the .zip file to, then you just need to double-click the .jar file.

    Is it any mod? I'll have an update out tomorrow/Thursday with fixed up logging, so I should be able to figure out what's causing it to hang.


    ----


    I'll be working on adding support for the latest version of Starbound tomorrow. This will also include .pak support. Should be done tomorrow or Thursday. With any luck, I'll be able to nail some bugs, too.
     
  13. Gyumaou

    Gyumaou Scruffy Nerf-Herder

    I just hit the exception at launch issue as well. And unlike others (no offence) I actually got some logs. The log is enough to clearly identify the cause (highlighted section) but for the sake of good practice here's a summary of my testing:

    The exception occurs at start when there are mod zips in the \mods\ dir that have not been added to the database. So far I tested with 4 mods:
    • Blastfurnace
    • Lightdrones
    • Madtulip's starship mod
    • Variety is the spice of the Universe
    Blastfurnace, Lightdrones, and VitsoU cause exceptions (even if these are the only mods in the folder). Madtulip's only uses paks and so is not parsed and doesn't cause an exception.

    Based on my testing I can gather the following:
    • having an extra folder in the zip doesn't matter. Both are fine:
      Code:
      |-- Mod.zip
      |  |-- random files
      |  |-- some_dir
      |  |  |-- mod files
      |  |  `-- modname.modinfo
      mod.zip\modname.modinfo
      
      |-- Mod.zip
      |  |-- mod files
      |  `-- modname.modinfo
    • There is no indication when a mod is ignored because it contains modpak files. These appear in the list just like any other mods.
    • Using the "add mod" button from the manager does not cause any exceptions with the above mods.
    • Once a mod is added as above it no longer causes exceptions at launch.
    So it seems that whatever function parses the zip files at startup is at fault here. If this function encounters a mod that is not in the database then it proceeds to fully parse it and fails - as evidenced by the logged null pointer exception in the input stream.

    I'm assuming this function and the one called by the "add mod" button are two separate functions? Might be worth comparing them in details, perhaps it's just a typo somewhere.
     
  14. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    I actually just started working on identifying things that need updating/fixing and was also able to replicate the bug (finally!). I also just fixed it. The problem was when archives were being read and JSON files were being searched for the presence of "__merge", folders were being incorrectly labeled as JSON files. Folders don't contain any data, so trying to retrieve that data threw a NullPointerException. I'm not sure why this didn't break for every mod (I suspect it has to do with a space in the folder name), but adding a !isFolder() check fixed it.

    ---

    I just got a whole bunch of other work dumped on me, courtesy of my family, so the update will be out later than sooner. Sorry guys. :(

    ---

    Oh, and can someone help me out? I'm trying to figure out all the different ways mods can be packed, and I just want to make sure I don't miss one. I have the following:

    (Ignoring folders higher than the .modinfo folder)

    Code:
    mod.zip
    |-mod.modinfo
    |-assets (folder)
    Code:
    mod.zip
    |-mod.modinfo
    |-assets (files in root directory)
    Code:
    mod.zip
    |-mod.modinfo
    |-assets.pak
    Code:
    mod.zip
    |-mod.modinfo
    |-assets/assets.pak
    Code:
    mod.pak
    |-pak.modinfo
    |-assets in .pak
    Code:
    modcollection.zip
    |-mod 1 folder
    |  |- any of the above
    |-mod 2 folder
    |  |- any of the above
    
    Code:
    modcollection.zip
    |-mod1.pak
    |-mod2.pak
    
    Code:
    modcollection.zip
    |-mod1.modinfo
    |-mod2.modinfo
    |-mod 1 assets folder
    |-mod 2 assets folder
    
     
    Last edited: Feb 19, 2014
  15. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    KrazyTheFox updated Starbound Mod Manager with a new update entry:

    Enraged Koala + .pak + .rar + .7z support + major bug fixes.

    Read the rest of this update entry...

    Edit: Sorry for the duplicate notifications. Forums lagged out a bit.
     
  16. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    I've identified several bugs that need fixing. Patch coming soon.
     
  17. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

  18. Kitanaa

    Kitanaa Orbital Explorer

    Hi, i recently downloaded this mod for me and a friend as we play together. My friend intalled and launched this just fine, where as when i installed mine and tried to launch it i just keep getting an error and then it tell me that starbound needs to be terminated. i will attach both the errors so that you may see, i hope you can help me as i would really like this mod to work. Also im not very good at cutting images and cropping them, sorry.
     

    Attached Files:

  19. KrazyTheFox

    KrazyTheFox Scruffy Nerf-Herder

    How recently is "recently"? The latest update was yesterday evening (EST) and is an important one. The mod manager shouldn't be touching your starbound.log file anymore. If you do have the latest version, is there an errors.log file where you installed the mod manager? You might also try deleting your starbound.log file in your Starbound directory (on Windows, "Steam\steamapps\common\Starbound\starbound.log").
     
  20. Kitanaa

    Kitanaa Orbital Explorer

    I downloaded a fresh version this morning, deleted the old version and reinstalled it, also tried deleting my log folder. I deleted my log folder and when i try to use the mod manager it still gives me the same error. As far as i can see there is no error.log file. This is everything in my starbound folder.
     

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