Starbound

Starbound

bk3k_playerStart_modifier
22 Comments
FezzedOne 16 Apr, 2024 @ 10:08am 
Just tested multiplayer compatibility. Both the server *and* the client must have the mod installed in order for the client to be able to place or even be present near flags (otherwise the client will get kicked) — i.e., if the mod is installed on one end, it *must* also be installed on the other.

As for uninstallation, it *is* safe to uninstall the mod if you have flags placed, *as long as you don't have the flags wired to anything* — the flags will simply lose their wire nodes. If a flag *is* wired when you uninstall the mod, the client will CTD upon rendering the flag, but the server will keep the wiring as it is without any server-side errors; this does mean you will crash in single-player though. So make sure you disconnect the wires *before* uninstalling the mod.

Now as bk3k mentioned, any newly set beam/respawn points on a world will remain after the mod is uninstalled, even when the flag's wires are disconnected after using the flag to set a beam or respawn point.
Jumper 7 Apr, 2022 @ 5:40pm 
@bk3000 Okay, thanks for the answer.
bk3000  [author] 5 Apr, 2022 @ 7:38am 
@Jumper
It won't do anything for other race's flags. The vanilla flags have no script at all, therefore this isn't replacing nor hooking any scripts. I'm adding a script to something that didn't have it.

It would be extremely simple to add other race's patches if you unpack the mod. Basically just duplicating any of the vanilla patches and renaming them to match the other race's object. The path should match whatever the race mod uses too.

I suppose you want to account for load order too. So you add this in _metadata
"includes" : [ "Avali", "Elithian_Races_Mod" ],
for example. would make sure your patch loads after Avali and Elithian Races (if present).
Jumper 4 Apr, 2022 @ 6:32pm 
Just a question: does this support mods that add race flags of their own (assuming they use the same script that Vanilla Flags do)?
Vrishnak92™ 24 Feb, 2019 @ 11:34am 
Should've mentioned your first death was five minutes in
Ariloum 24 Feb, 2019 @ 11:15am 
I got it now, thanx. Looks like respawn is server-wide, we've made 2 flags, and my spawn moved to last switch-activated flag.
https://youtu.be/aV970sZRyw4
bk3000  [author] 22 Feb, 2019 @ 9:34am 
With this mod, you should see wire nodes added (when equipped with the wire tool) on all the vanilla flags themselves. At the top and bottom. Wire a single switch to both top and bottom. Then activate the switch once.

After that, you don't need the switch or flag anymore unless you're doing something like wanting to dynamically change respawn locations via some wiring scheme. The last one active is going to be the current respawn location.
Ariloum 22 Feb, 2019 @ 3:18am 
Hey bk3000, thanx for explaining this part, I have wiring tool and all buildings upgraded to max, the part I didn't understant is what exactly I need to wire.
So I'm placing the Flag to some planet's surface and need to add some switch to it with wiring?

I'm trying to achieve some kind of pvp, there is old PS3 game named Littlebigplanet 2, one of maps was funny pvp rockets mode, you can see it there: https://www.youtube.com/watch?v=-jsUPTS4foY
I'm trying to achieve same kind of gameplay but with more extended options, for this I need to have resp points on planet's surface...
bk3000  [author] 21 Feb, 2019 @ 8:51am 
@Ariloum
That presumes you'd be familiar with the very basics of wiring in Starbound.

You need to unlock the wiring tool that's part of the Matter Manipulator. That is done on the vanilla Matter Manipulator upgrade screen. Then selecting the tool on your hotbar. With that tool selected, you can see the wiring nodes on some objects as well as placing them with a left click, or disconnecting them with a right click.

Switches etc can be made at the wiring bench. Even before getting that, doors have an output node at the bottom of them so they can be used as a switch of sorts.

Ariloum 21 Feb, 2019 @ 5:32am 
Can you please explain more clearly(step by step) what I need to do to spawn at planet's surface after death? I didn't get what does this means "wire a switch to the spots & flip it on". What switch? What spots? How to wire?
Vrishnak92™ 28 Jan, 2018 @ 8:57am 
thanks
bk3000  [author] 28 Jan, 2018 @ 8:56am 
Yes
Vrishnak92™ 28 Jan, 2018 @ 8:04am 
By “sending a signal,” does that mean I need to wire a switch to the spots & flip it on?
bk3000  [author] 17 Dec, 2016 @ 8:43pm 
Yes you can. But not everyone messes with admin commands, and using them is somewhat immersion breaking.

This mod is simple but takes away the need for admin commands. Plus a server could have this so that players could change their spawn point(since I don't believe they would have admin commands). It certainly wouldn't alter the balance of the game, and doesn't even add new objects.

Also I don't think /setspawnpoint has the optional ability to let you spawn planetside after death. If so this isn't documented in help.config
ZePenuin 17 Dec, 2016 @ 8:27pm 
or you can just use the command /setspawnpoint
bk3000  [author] 9 Dec, 2016 @ 6:37am 
FYI all my workshop mods work in the current nightly. That doesn't mean much for workshop users yet, except that the mod will continue to work once 1.2.0 hits stable.

Out of all the broken mods you'll have, mine won't be among them.
bk3000  [author] 28 Oct, 2016 @ 9:06pm 
Yeah I originally tried to clone a translocator before realizing that this implementation didn't have access to world functions. I realized objects do and flags are pretty accessible to anyone and fairly related already to what I wanted to do.

This is better anyhow because I wouldn't have had an optional way to include the planetside spawning with my first attempt. With wire nodes... it is easy and simple.

Cloned translocators as spawners... now that has mod potential. Except I need access to the world functions still. Maybe using the messaging system to contact a companion object is the solution?

Anyhow that would be a separate unrelated mod if I ever make it.
tinyplasticgreyknight 28 Oct, 2016 @ 4:53pm 
I liked your idea of using wired flags for this, a nice neat solution.
V 28 Oct, 2016 @ 4:02pm 
this mod looks good and i also hate spawning on the other side of the planet sow subed:steamhappy:
ChewedPencil 23 Oct, 2016 @ 4:05pm 
I came in here about to say "Hey dont flags do this thing anyways?" then I read it and am glad I didnt make a fool of myself. I am definetly gonna pick this up!
bk3000  [author] 21 Oct, 2016 @ 5:59pm 
@Snow
Well I thought about just doing that to a teleporter, however...
1. Teleporters by default get destroyed when you try to pick them back up
2. There is a wired teleporter mod I would be interfering with. But I have never heard of a mod adding wire nodes to flags.
3. Flags are cheap and accessible to an early game player. All else they'd need is ANYTHING with an output node. A door would do.

I figured the flags made the most sense.

Now if you don't WANT a flag in that location, just remove it after. Put a teleporter in that spot if you like. That would look pretty good.
*Yuki* 21 Oct, 2016 @ 5:40pm 
intresting. Maybe add separate item for that, other than flag? With texture like ship teleporter's platform