Starbound

Starbound

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Ship Yard Rebuilt - all the vanilla ships AND room to build!
   
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2.003 MB
29 Oct, 2016 @ 8:22pm
25 Dec, 2017 @ 2:30am
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Ship Yard Rebuilt - all the vanilla ships AND room to build!

Description
Coming soon
Better support for custom race pets(one race at at time) and other issues with them as I find them(or they're reported).
Probably some more ships.

Requires(makes use of) my Blocks and Objects mod which you can get here
http://steamproxy.com/sharedfiles/filedetails/?id=757860462

Ever have a hard time deciding between vanilla ships and build-your-own shipworlds? Why not have it all? Replace your ship with every ship and a customizable shipworld plus more.
  • The shipyard has every vanilla race's ship present.
  • Vanilla ships upgrade to T9(as per eLe's original T9 ships).
    • There is a "T10" for (previous T10 character) compatibility reasons, but currently "T10" is just a copy of T9.
  • Fuel capacity increases as you upgrade the ships(as they get larger) up to 65,000.
  • Crews max set at 200.
    • After all you have a silly amount of room to use so there isn't any practical reason to limit this where limited space isn't an issue.
    • I have fixed the upgrade mechanic so that you can do legal upgrades with the regular crew count instead of requiring you to have the maximum(200 LOL)
  • A very large farming dome is provided.
    • Some tilling required but no more fighting birds while farming and you could have a pretty large farming operation going in no time.
    • I was originally going to incorporate the irrigated pipes mod, but that's obsolete so many I can make my own version.
  • You can now fix ship thrusters as soon as you get to the Outpost. This won't fix FTL.
  • Large warehouse with excessively large shipyard lockers.
    • 384 slots per locker so you won't soon run out of storage space here!
    • I recommend a larger stacking mod to compliment.
    • These don't currently have the fancier features of some storage mods, but I may correct that later.
    • You could clear them out and put your own containers if you prefer... like anything else here.
  • Teleporter room doesn't currently have a purpose... but will eventually.
  • Several general purpose rooms are already set up. They could be anything.
  • You can destroy, replace, and/or add to almost any part of the shipyard as you see fit.
    • Even the invisible "ship wall" blocks are technically destroy-able, although you'll need the aid of a mod-tool with enough destructive power like Base-in-a-Box's area clearer, or some seriously overpowered matter manipulator.
    • Yes that will leave the background images in those areas, nothing to do about that!
    • Note that if you use ship bays as building space that could interfere with ship upgrades so I recommend using an empty bay or outside the shipyard, otherwise sticking close to the edges of the ship's bays.

Using other mods with this
  • Compatible with Mad Tulip's ship mod!
  • You wouldn't use T9/T10 ships with this per say, but you don't need to.
    • That mod a fork of eLe's original T9 ships (which I've also incorporated).
    • I also included a (player compatibility fix only) T10 too. The shipyard provides so much extra room, that I can't see much point in expanding beyond T9 ship size.
  • You could choose to spawn on a different ship (or anywhere in the shipyard) with something like my world start modifier mod.
    • Place a flag, wire the top node, send a signal(from a door, switch, etc). You can remove the flag after you're done.
    • The beam up/respawn point is now permanently changed until you change it again or upgrade the ship.
    • This mod works on regular worlds as well to change the beam-down point.
  • I currently have 2 racial support mods for the shipyard(each covering many races).
    • I need to update with some newer races.
    • I intend to support racial pets soon too.
    • Link to my other mods provided below.

Some things you should know
  • For existing ships, DO NOT attempt to upgrade existing ships without reading this - http://steamproxy.com/workshop/filedetails/discussion/789841235/305510202679693995/
  • If you are currently using a build-your-own ship, you could scan it with something like the "Base in a Box" scanner and just deploy it into an empty bay! Not that you couldn't just build a ship in a bay anyhow.
  • This uses blocks from my blocks and objects mod and therefore requires it. Much of that was made specifically for the shipyard but can be used without it.
  • The shipyard is pretty big, and you'll probably want some tech that enables fast travel.
    • such as my own tech mod or others
    • traveling this distance quickly is what prompted me to make my tech mod initially.
    • You could use a vehicle too because the large doors do open automatically for people or vehicles.
    • The small doors are vanilla doors and so require the Automatic Doors mod to open automatically, otherwise needing manually opened.
  • The shipyard isn't accessible until T2 aka when you're ship is repaired enough for system travel.
    • In fact the ship doors are broken until then (as they where pre-release Starbound).

Multiplayer
  • Obviously the shipyard makes a great multiplayer hub... provided the server isn't 100% vanilla!
  • Always ask your server admins what mods are on the server, and don't use this when it isn't supported or you'll PERMANENTLY mess up your ship.
    • Technically you can delete it again and get a new shipyard, but can certainly loose your "stuff".
    • Do not assume. Ask.
  • When servers don't support your mods, make new characters to play on them.
  • A server admin that wants to support Shipyard users (without forcing everyone to use it) can do so easily enough.
    • For this purpose I moved all actual shipyard assets into the prerequisite bk3k's Blocks and objects mod.
    • Server admins need only include that mod. The actual Shipyard mod isn't required for current Shipyard users and thus you won't affect the ship choice of other users.
    • Much of it isn't accessible without having a shipyard of course, but the assets themselves are present.
    • I made sure there is no griefing potential from this mod. The invisible/tough blocks are completely non-craft-able (even with admin commands) because they have no material item.
  • As much as that would make the Shipyard server compatible to only have the prerequisite, you still don't want to upgrade your ship without the actual Shipyard Rebuilt mod present. Do your upgrading on single player to be safe.
  • I probably should incorporate a means of shielding the ship that only its owner can disable.

Check out my other mods too
Popular Discussions View All (6)
13
2 Jun, 2018 @ 4:56am
Possible Future Plans
bk3000
10
11 Jun, 2018 @ 1:10am
Can't run this mod...
ScrambieBambie
8
3 Apr, 2019 @ 10:08am
PINNED: IMPORTANT: For those with existing ships
bk3000
371 Comments
Loona 23 Aug, 2023 @ 3:55pm 
thanks i like it but therea too much space qwq
bk3000  [author] 26 Jun, 2022 @ 4:26pm 
This is a ship replacement mod, but with all vanilla races ships (plus one mod ship) docked to a large (alterable) structure. There is some other stuff like a farming dome, storage area, you can fly around within the starter system as soon as you reach the outpost (prior to completing the moon mission).
Meteora 26 Jun, 2022 @ 9:45am 
I can't really understand what this mod does, can you explain me like I'm 5?
thanks
Dusk_Knight 8 May, 2022 @ 9:23pm 
The 200 crew cap doesn't seem to work?
Tankbusta 14 Sep, 2021 @ 9:58am 
so. where is the shipyard? and how do i get to it? I can't find ANY info about how to find it
BigBigMeow 12 Jun, 2021 @ 12:59pm 
Nice mod! Vanilla ship doesn't have enought space to support FU'machine.Even in the midgame can also improve the space.This mod helpe me a lot.:cryptowink:
bk3000  [author] 26 Nov, 2020 @ 11:39am 
@Lord-Xanthor
Last I checked, the only problem with this and FU is if you wanted to use their BYOS (build your own ship) system. But you can still manually build a ship within a bay anyhow. So that isn't much.

I do plan to fix that little hiccup eventually. Probably refactoring the shipyard to work better with their BYOS. I might even integrate it to a degree.

BTW the prerequisite mod to this shouldn't have any issue with FU at all.

@Pride
I'm late to answer your question, but this reply should answer it. As for accessing the shipyard, you need to reach the outpost, and buy the ship repair kit.

That will fix the thrusters too - allowing you to fly within your solar system (but not use FTL til completing the mining facility mission as per vanilla). Thus this restores the intermediate step that used to exist where your ship was partially fixed. Allowing you to explore more before that mission and prepare for it better.
Lord-Xanthor 24 Nov, 2020 @ 11:58pm 
Hey there bk3000. Been a few years. I'm curious to know if your mod still works with FU. Restarted a new server, and remember back in 2017 the hell I went through to combine your mod with FU to work correctly.
YoRHa No.13 Type S 24 Sep, 2020 @ 10:59am 
question: this can by use on FU? and how i can have accest to it?
FleetOfWarships 1 Sep, 2020 @ 12:56pm 
This obviously increases the size of the shipworld, would it be possible to do the same thing but standalone without the shipyard and ships (just increasing the space) to provide a lot more buildable for BYOS mods like FU?