

You will be able to upgrade your ship to tier 8, but as I set the ships default setting to higher than tier 8's settings there is no real advantage.
STARBOUND HOW TO INSTALL MODS ON SERVER 1.0 MOD
This should revert the game quests back to the default and allow for online game play with your buildable ship.Īlso deleting the entire mod its self will do the same thing, however if you delete the entire mod DO NOT upgrade your ship as upgrading it will move it to a default ship model. This folder -> \Program Files (x86)\SteamLibrary\steamapps\common\Starbound\mods\LANGYSPIMPMYSHIPMOD\Quests Next DELETE the QUESTS folder from the mod's directory When you first use this mod you will receive allot of building blocks from the ships ai after you "boot it up" for the first time (in a new character) once you have done this store the goods in the 2 provided ship lockers or in your personal inventory. player file from the "upgrades" and this leads to unmovable invisible blocks and background objects in your build, removing this data is beyond the scope of this mod.ĪLLWAYS start with a fresh character, there are various ways to transfer your blocks to a new character one would be to log into a server build a planet base dump everything there and go back and get it in the new character.

shipworld file I have found it retains a level of block data in the. Since 1.0 You can not use an existing vanilla game and just replace the. You now will be given a platform, you can fall to your death from this so use some care when first entering the level. Originally I started you out in a ship much like the others started you in a box, however with the new way 1.0 uses ship upgrades as a part of the quest mechanic it soon became obvious that this is a bad idea. Thanks and acknowledgements go out to Princeofmar5 and Skhmt for their respective work that inspired me to make this one. IT is the same idea behind mods like FCSMod and buildaship, Though We each stand alone as separate modders doing very similar things. This mod Replaces the default ship with a "building platform" made entirely from blocks so you may make your own ship from scratch. \Program Files (x86)\SteamLibrary\steamapps\common\Starbound\mods\ If nothing else, knowing this can make it easier to automate adding mods to the list with a script of some kind.Place the mod folder (LANGYSPIMPMYSHIPMOD) in See how nfig is formatted for an example.)Īlso, if it gives you trouble with the relative paths for some reason (it shouldn't, but just in case), you can also use absolute paths like /home/USERNAME/.local/share/Steam/steamapps/workshop/content/211820/1234567 instead.

(Note: leave the comma off of the last entry, whatever it is, or the JSON parser complains. So, what you should be trying is "./././workshop/content/211820/1234567/", for every mod you have installed. Look at the Linux nfig snippet you posted, which has. Path delimiter on Linux, BSD, and other similar systems is a forward slash. Which gets really inconvenient if you have 100+ mods.Īdding ".\workshop\content\211820#" obviously isn't working and I'm a linux idiot. So, each mod will be contained in /steamapps/workshop/content/211820//contents.pak, which means you need an entry for EVERY MOD in the assetDirectories key. Extra effort is required to get new names). (Very few mods upload usefully-named mods, because the normal tools for uploading mods just dumps a contents.pak. Individual mods are each in a separate directory based on its resource ID, usually with the mod itself in a file named contents.pak. That's fine for the mods directory, because you generally just dump extracted mods or foo.pak files into the top level and call it a day.

What should work is adding the workshop folder as an asset directory, but it doesn't because Starbound won't check subdirectories recursively.
