Starbound

Starbound

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Redone Ship Encounters - Names, Icons, Descriptions, and Horizons
   
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20 Jan, 2020 @ 8:46pm
12 Aug @ 6:14pm
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Redone Ship Encounters - Names, Icons, Descriptions, and Horizons

In 2 collections by AnomNom
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Description


Have you ever been frustrated with the lack of details provided in the Navigation Menu? This is the mod for you.

Maybe you're looking for a particular enemy ship to attack and clear. Maybe you're looking for a specific merchant ship. Either way, the vanilla game isn't very good at telling you what kind of ship you're going towards, and many mods copy this pattern. Fear not, reader of this description, for I have brought you a solution - I present to you, Redone Ship Encounters!

With this mod, many ships have been given a unique name, description, icon, and horizon. Now, not only can you tell what ship you're going to be flying towards, but once you arrive, you can see what they actually look like as well - no more of the same ship image showing up every time. I've also removed asteroids from several horizon images that didn't need them, such as Space Stations, Anomalies, and the Generic Ship horizon.

This mod is completely compatible with Detailed Ship Encounters. In fact, it is recommended that you use that mod in combination with this one for the time being. Support for Redone Ship Encounters is very behind due to a long period of no updates being provided, and Detailed Ship Encounters will cover the ones I have yet to patch.






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All ship encounters are stored in the file system_objects.config. This includes their names, descriptions, icons, and horizon images, despite all of them using roughly the same ones in the vanilla game. All that I have done is create new horizons and icons, then patched the file to replace the existing ones, as well as give them more specific names and unique descriptions. For example, here's what I did for the Pirate Ship.

//----------- //PIRATE SHIP //----------- { "op": "replace", "path": "/pirateship/parameters/displayName", "value": "Pirate Ship" }, { "op": "replace", "path": "/pirateship/parameters/description", "value": "The crew of this ^red;Pirate Ship^reset; has been raiding other ships. They won't give up their stolen riches without a fight." }, { "op": "replace", "path": "/pirateship/parameters/icon", "value": "/celestial/system/ships/re_icons/re_pirateship_icon.png" }, { "op": "replace", "path": "/pirateship/skyParameters/horizonImages/0", "value": { "left": "/celestial/system/ships/re_horizons/re_pirateship_horizonleft.png", "right": "/celestial/system/ships/re_horizons/re_blankhorizonright.png" } },

Built-in support is handled similarly. Patches with multiple patch arrays in them are separated by brackets. At the start of these arrays, a simple test patch can determine whether or not the whole array is going to be run. You could do tests for every single ship type added by a mod, but simply testing for one of them is all that's really necessary. For example, here's the part of the patch where I test for More NPC Ships, and proceed with the patch if it's present.

/* ==================== */ /* MORE NPC SHIPS PATCH */ /* ==================== */ [ //TEST { "op": "test", "path": "/spacemerchant" }, //------------- //MERCHANT SHIP //------------- { "op": "replace", "path": "/spacemerchant/parameters/displayName", "value": "Merchant Ship" }, { "op": "replace", "path": "/spacemerchant/parameters/description", "value": "The lone captain of this ^#E5BB00;Merchant Ship^reset; has invited you aboard to trade." }, { "op": "replace", "path": "/spacemerchant/parameters/icon", "value": "/celestial/system/ships/re_icons/re_merchantship_icon.png" }, { "op": "replace", "path": "/spacemerchant/skyParameters/horizonImages/0", "value": { "left": "/celestial/system/ships/re_horizons/re_blankhorizonleft.png", "right": "/celestial/system/ships/re_horizons/re_felinship_horizonright.png" } },






Thank you to Gainem, who painted the desgins of several ships for me. I don't know where Gainem is anymore - they've left the Starbound community, and I have no way of contacting them or tracking them down - but I will be forever greatful for their contributions to this project. I miss you, old friend. I hope you're doing well, wherever you are.

And, of course, thank you to all of the wonderful people using this mod. Your love and support means the world to me. I hope you're doing well, too.

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Popular Discussions View All (2)
3
16 Mar @ 5:19pm
PINNED: Mods In Need of Support
AnomNom
0
27 Jan, 2021 @ 8:53am
PINNED: Bugs & Grammatical Issues
AnomNom
188 Comments
Davoker 12 Aug @ 12:05pm 
That error has already been fixed, but I think you've left another one?

[20:45:03.998] [Error] Could not load image asset '/celestial/system/ships/re_icons/eyefortress.png', using placeholder default.
(AssetException) No such asset '/celestial/system/ships/re_icons/eyefortress.png'

😁 I think that only the name of the png in “system_objects.config.patch” should be “re_eyefortress_icon.png”? The same name as the icon in the “re_icons” folder.

PS: Oh, and this is silly, just a quirk of mine, but you have two “Thumbs.dll” files in the folders, which increase the size and don't do anything for you, so you might want to remove them. Sorry, I can't help myself, I just had to say it.
AnomNom  [author] 12 Aug @ 10:07am 
@Davoker
fixed that, my bad. i switched the name of that one and the industrial pirate ship to have merchant at the start so they were grouped together in my files, but i must've forgotten to edit the icon patch to actually use that name

@ZombifiedRootBeerRanger
i can't help you narrow down what's causing that crash without a log
ZombifiedRootBeerRanger 12 Aug @ 3:44am 
also my game crashes when i exit the ships inculding mods :0
Davoker 11 Aug @ 8:35pm 
I get this error

[05:17:32.550] [Error] Could not load image asset '/celestial/system/ships/re_icons/re_astromerchantship_icon.png', using placeholder default.
(AssetException) No such asset '/celestial/system/ships/re_icons/re_astromerchantship_icon.png'

There is no image with that name in your files. Is something missing? Or do you have any idea what might be causing the error?
ZombifiedRootBeerRanger 13 Feb @ 12:22pm 
im not a hacker
Davoker 13 Feb @ 11:40am 
It's a strange request, it's very rare, accept Anom, it could be a hacker, you don't want to piss him off... (joke 😂😂)
ZombifiedRootBeerRanger 13 Feb @ 4:30am 
plz
ZombifiedRootBeerRanger 13 Feb @ 4:30am 
hey AnomNom can i be friends with you because your mods are amazing
Nachi 4 Feb @ 2:47pm 
Pretty awesome, are the unsupported mod just are the default ship or it's random ?
BITney, The Pixel Heister 18 Jan @ 10:09am 
Hey Anom, I was searching for USCM ship, from the mod "Legacy USCM ship", and even that it states that it have a custom background made by you it seems that its using the default ship encounter.