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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.
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).
https://youtu.be/aV970sZRyw4
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.
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...
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.
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
Out of all the broken mods you'll have, mine won't be among them.
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.
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.