Starbound
CityScaper - Building Made Easy!
172 commentaires
Neb  [créateur] Il y a 2 heures 
I would argue a single bug and being a framework doesn't make it terrible. Its a framework, so addons are what are relevant to the mod. The practice is how it feels to use, rather than the amount of content.
xMR_FRODOx Il y a 2 heures 
In premise this is good. In practice it is terrible. Enemies spawn in rooms causing a loop of colonist deaths. There also isn't very many prefabs available.
TheTwilightDancer 1 déc. à 18h15 
https://steamproxy.com/sharedfiles/filedetails/?id=1878418833 I wonder if this mod does anything different because I use it alongside CityScaper, but this one doesn't have monsters spawn inside the structures. I think I might unpack Architect's Desk and see if there's something I can find that doesn't spawn monsters in those structures. Maybe it'll solve CityScaper's monster woes? :steamthis:
BrightwindInk 6 nov. à 0h36 
@RetroRoger thanks! had a feeling it was just needed to be sure XD
RetroRoger 5 nov. à 17h43 
@BrightwindInk yes its that endgame stuff you get at ancient vaults
BrightwindInk 5 nov. à 17h01 
Sorry if this is a dumb question, im still mid-game (Apex boss). Is the "essence" a short version for Ancient Essence or another item altogether?
Randal 1 nov. à 8h32 
sounds great to have the option of blocks or essence :steamthumbsup:
Neb  [créateur] 30 oct. à 15h30 
An idea for how I'm gonna handle costs, there will be a general recipe or a "buy with essence" option, in case you don't wanna fetch hundreds of blocks.
Neb  [créateur] 30 oct. à 15h26 
The Saturnian descriptions mentions something about this.
I believe its world edit for saving builds.
Randal 30 oct. à 9h29 
also could you point me in the direction of the saving builds mod
Randal 30 oct. à 9h22 
i have a question about monster spawning within the build area
basically
how do you stop it?

i used cityscaper for the first time yesterday to create a moth man floaty town thingy

i placed it close to the ground
on a gas giant moon
with a midnight biome / frozen tundra

so there is loads of ghosts and other monsters

i put the prefab in an existing town that had been killed of by the wildlife

placed a load of turrets around place to combat that problem

but

there is always monsters spawned inside the structure of the moth house town thingy

have i just placed it over a spawn point or has the structure got a spawn setting that needs altering

i know the moth add-on is an addition to this mod but i wondered if you might know whats happening
Randal 30 oct. à 9h06 
great to see more creations added

another great addon
Neb  [créateur] 30 oct. à 5h12 
listed it in the addons section!
TheTwilightDancer 30 oct. à 4h50 
https://steamproxy.com/sharedfiles/filedetails/?id=3357162344 After fighting with whatever corrupted my village into crashing the game every time it would spawn naturally or trying to place a blueprint with this mod, I finally got it uncorrupted (somehow) with the help of Sva (Arcana mod author). But anyways, support for Deerfolk Unbound: Fauns and Satyrs and CityScaper has finally been made!
ninjared1212 30 oct. à 0h17 
ah ok, i didnt even know there was another mod that lets you save builds

also good luck on exams neb! hope everything goes well for you
Neb  [créateur] 29 oct. à 15h02 
Saving builds will not be done, since there is already a mod that does that, this is just a prefab builder. Essence changes are coming in a few months once exam periods end.
ninjared1212 29 oct. à 2h50 
ngl i like the idea of this mod, the essence requirement is a big deal breaker for me though, i have been casually playing with a ton of mods including FU and starforge but dont know how to easily get essence so i actively cannot use this mod

also it would be nice to have a way to save a build in your world as a schematic to use elsewhere if that'd be at all possible (maybe with applying a price/block aspect with blocks having a higher price if they have more value)
Neb  [créateur] 23 oct. à 13h43 
I completely agree with the essence thing, the issue is without it, its too cheap (or expensive in pixels) and thus unfair and easy to exploit (turnover is like, more than 5x what you put in sometimes).

Mods like FU and Starforge add ways of getting a lot of essence quickly and early, and considering this game is nigh unplayable without mods its safe to assume something like that would be at play.

Will still be looking into it though, keep an eye out.
Randal 23 oct. à 13h15 
thing is if essence is need it makes this mod end game only

i think that just limits your audience

and as a build mod, i personally don't think that people should be made to complete the quest-tine and go dungeon crawling so that they enjoy the building / creative side of the game


for example i've only just, these last few weeks bothered to complete the quest line...
yet have been playing starbound for nearly 1000 hrs

i just prefer to potter about , mostly farming (which provides the pixels) and building (which i gather materials and go mining for)
im not great at boss battles

it doesnt really mater i suppose, i can always cheat my way to have enough essence.
Neb  [créateur] 21 oct. à 3h31 
Pixel and essence costs are not that much for smaller builds, as seen in the screen shot, only huge dungeons with loot still in them are more expensive. In a run of a vault, or with mods installed, getting 10k essence does not take long. All blueprints take both pixels and essence as its mostly an endgame mechanic.

As for changing the costs, this is a maybe, there might be a patch I release that takes into account block count, and cost of furniture. This will be more costly though, so I may still add essence or another requirement to compensate for the excessive costs. Its hard to find a good balance.

I plan on updating the UI to have a horizontal scroll box for the costs later down the line, which could be better for showing the material costs and allow an indefinite number of materials that can be used for it.
Randal 20 oct. à 11h13 
I've yet to download this mod but i like the idea,

the thing that's putting me off is the blueprint requirements for building.

the images show that they require ancient essence and lots of it. as well as a load of pixels.

this seems like a huge pain in the ass for anyone not cheating to get ancient essence.

do all the building blue prints have this requirement?

if so is there any plan to change the requirements to roughly match the blocks used in the build
Neb  [créateur] 18 oct. à 23h44 
Sounds to me like the mod didn't install correctly.
Peak Imouto 18 oct. à 13h44 
Hmm, not getting the quick access menu, or the planning table in my inventors table :S do i lack some prerequisite mod or do i need to make a new save? Is it only available at a certain point in the game?
middleton42014 4 oct. à 16h12 
thanks
RetroRoger 3 oct. à 17h24 
yah it is
middleton42014 3 oct. à 15h56 
is this FU compatible
CHG 20 aout à 1h02 
I found out 2 things further as I experimented yesterday.

I built a line of outpost rooms underground, and only one of the types spawned monsters despite my fix and that was the outpost bathroom. It lessened when I put more blocks surrounding the room but occasionally still happened until I covered the room in torches, but it might be solved by the second thing I found out.

Experimenting on a barren planet I found out that putting an outpost room down in a tunnel made by a maxed out manipulator spawns an extra sliding door, but only in the direction I'm not standing and if there's room for it. This makes me think that the outpost rooms wants to be "enclosed" within something, and so my next experiment will be various "enclosing" on planets with monsters. Oh, and on the barren planet my outpost rooms get no walling along the entire floor, but full walling in the roof.
Neb  [créateur] 19 aout à 7h58 
ohhh interesting
CHG 19 aout à 6h20 
From the right of a hylotl or outpost room, threre are thin strips of no walling. One block wide and blocks high. Monsters stopped spawning for me when I plugged them, or so it seems so far. :) Had already made a post and a monster spawned, so I deleted the post.

Not sure if there is something hidden added that removes the walling again, keep that in mind.
Neb  [créateur] 18 juil. à 3h32 
obviously
spongbob 18 juil. à 2h59 
so, its works w fu?
Nephirus90 13 juil. à 6h31 
@林一二 I think you can use the blueprint from this mod and then scan the part you want with base in a box, then printing them in the shipworld.
Make sure to backup everything before trying.
Btw I'm working at creating some (FU)BYOS modules and some ship "skeletons" for various races using base in a box, but I don't have an ETA yet because I'm not very good at aesthetics, so I'm slow at creating good designs.
林一二 11 juil. à 9h02 
I was wrong, "base in a box" also need pixel and metal to buy a "box", but it don't provide preview image, also it don't have out of box ship moduies...
林一二 11 juil. à 8h50 
For people want a copy&paste tool, there is a mod call "base in a box", but it seems does not require cost to past, so I think it it too over powered to use. I like this mod ask for pixel when building.
林一二 11 juil. à 8h47 
Very cool mod, remind me of a good old game "Cortex Command". Can this be used in the ship? Because building BYOS (FU) ship is time consuming, I hope I can build the ship with larger building blocks.
Nephirus90 11 juil. à 3h44 
This is amazing why was it abandoned...
Neb  [créateur] 1 juil. à 3h20 
Thats for them to do, as they have no created any modules theres nothing to link between.
Ray 30 juin à 12h13 
Could you please link to other Modules the community may have created?
Neb  [créateur] 7 juin à 2h06 
Won't be necessary since I'm changing it, but thanks for being thoughtful.
Éverton 6 juin à 9h46 
Hello, could you leave information about what essence is in the description in the mod, as there are players who don't know that this is an end-game item. :steamthumbsup:
Neb  [créateur] 30 mai à 23h00 
Its possible yeah
jojoblackFr 28 mai à 9h56 
Hey is it possible to put some material instead of money / essence as a cost ? Like 5 Diamond and 5 Core Fragment for building
A_Random_Tree 27 mars à 15h58 
I've been having an issue with mobs spawning inside the rooms I build, is there a way to stop this?
Nephirus90 17 mars à 4h21 
@galatians310 As Neb said there's already that mod ( Base In A Box ) but it's a little buggy and need some more attention.
-It's perfect for small prefabs but often have problems with big bases.
-It requires a little time to understand and use it well
-It need an external tool to export schematics across multiple savegames (or patience typical of a copypaste maniac)
-It has issues with filled containers, there are workaround but I suggests you to don't put items you care for in containers inside structures you want to scan/copy
-Performance issues during copy and especially during bse/prefab deployment

This mod instead, at least on my pc, des not suffer from all the problems of that one but has a different scope.
I personally use both this and that mod for their own purposes and I suggests you both the mods, they work well together.
Neb  [créateur] 16 mars à 13h02 
There is already a mod that lets you copy parts of a world and place them. I believe its a world edit mod or something but I have never used it before. Perhaps that is more what you are looking for?
Neb  [créateur] 16 mars à 13h02 
@galatians310
That is an incredibly complex mechanic which isn't realistically achievable in base Starbound unfortunately. The issue is you cannot dynamically create dungeons in the game. To achieve a similar effect I would have to manually find individual tiles to place the dungeon, but then previews will look incorrect, and it would be hard to visualise. Not only that but it would require hours of work just implementing every tile, and if a tile is invalid it also may not function. And if the design is too big, it would probably just freeze the game. Then there's the file size of a single blueprint holding hundreds of strings, positional data and colour, etc which would bloat the player file very quickly if saved. There is far too many downsides and time investment for this that the initial commission budget could not have covered and would just be unpleasant to use. There is a dll injection that may make it slightly easier to achieve, but again would still be too costly.
galatians310 16 mars à 11h57 
Hey, I just wanted to say this is a cool idea. But... honestly, I'd really like to design my own prefabs, without any limiters. It would be great if you implemented a UI where all you have to do is click and drag a box around a building, press "save schematic" and you can go back into said UI in order to select the blueprint you just created.

Sadly, however, it disappoints me that I'm unable to. Don't get me wrong, this is a great mod and I really like it. But it's missing that one specific feature of creativity that truly appeals to an audience that is more into copy and pasting their own prefabs. Consider the video game, Mindustry, for instance. I know, it's not a very popular game, it may even be dead. But, it has this option where your able to design a factory of your own, then when finished, you copy and paste it in another place.
PoopieDoopilous 2 févr. à 15h44 
I love this mod, makes city building easier. I'd hate to ask, but since I'm shit at basic programming, could you add the game's default prefabs (Like the abandoned labs, random arcades, or default towns) into the mod's prefab list?
\\,[†],// 27 janv. à 11h07 
hi love your work as i am shit at building but how do i place an elvator on top of another one to make go higher also how do you rotate them as i see the toliets have door on right not left