Starbound
CityScaper 2.0 - Building Made Easy!
201 comentarios
Neb  [autor] 6 AGO a las 7:56 a. m. 
I will need more explanation than that, where, when, was there a generator? etc
Cus by default, you can break em, nothing should be stopping you.
S.W.Δ.T 6 AGO a las 5:50 a. m. 
Why can't i break the blocks of my own cityscraped strcutures i put down?
Neb  [autor] 14 JUL a las 5:03 a. m. 
What?
+ 13 JUL a las 9:01 p. m. 
(The web adress at the bottom of page don't seem to be in the right order)
Neb  [autor] 30 JUN a las 6:28 p. m. 
With tiled, yes. Ingame, no.
koraidonfan19 30 JUN a las 9:27 a. m. 
Question: Can you make your own custom rooms?
Neb  [autor] 29 MAY a las 10:22 p. m. 
I could make an addon, and just use the assets from architects desk (it would still require the mod if thats fine)
Kinsect 29 MAY a las 6:09 p. m. 
Say can you add all of the build-able structures from Architect's Desk?
Neb  [autor] 26 MAY a las 4:45 p. m. 
Copying structures is not what this is for, theres other mods for that, and its not practical for a mod like this.

Will have to check the planning table stuff.
kirb 26 MAY a las 3:39 p. m. 
There also doesn't seem to be a planning bench in the inventor's table.
kirb 26 MAY a las 3:38 p. m. 
So is it not possible to copy your own structures and use them as prefabs in this?
TheTwilightDancer 30 ABR a las 8:26 p. m. 
I tested and my addon still works flawlessly. Older placed structures will still have monsters in them sadly, but it can be fixed now by crafting and placing the dungeon sections over top of the ones that are there already. The replacement structure will no longer spawn new monsters inside of them. :) I can't figure out why some of the dungeon sections are being offset when I place them though.
Kinsect 5 ABR a las 9:42 a. m. 
Say would it be ok to include some Apex/Miniknog structures?
been trying to make some laboratories ^^;;
Ilthe 23 MAR a las 11:05 p. m. 
omg I need new glasses I guess lol
thanks for the good work, I love using this mod for simplified building, since my building talents are lacking
Neb  [autor] 23 MAR a las 10:25 p. m. 
Yeah, as it says in the description and discussion, old addons still work! They just won't be as detailed as the new stuff.
Ilthe 23 MAR a las 8:39 p. m. 
Would old addons work with this new update, or I'll need to wait for the addon author to update to the new system?
Holla Back Dad 23 MAR a las 3:16 p. m. 
I wish I was better at building so I could make an addon for this mod. I love the concept and the prefabs that are included with this mod. It has been a staple in my modded Starbound worlds for over a year now. Thank you for making this, Neb!
Neb  [autor] 23 MAR a las 5:55 a. m. 
Githubs also been updated, for both the main mod and template
Neb  [autor] 23 MAR a las 3:13 a. m. 
Nephirus90 23 MAR a las 3:07 a. m. 
Oh, nice to know :)!
About the additions the ones I created are created using "Base in a box/Modules in a box" framework mod, not this one. Plus I'm not very good at building/aesthetics and I'm quite ashamed to make them public XD
Neb  [autor] 23 MAR a las 3:01 a. m. 
Nephirus, there is huge cost differences in the types now, I'm updating screenshots but take a look! Also if you have content additions, I heavily suggest creating addons publicly, and I can advertise them here! You're just in time for the party too lol
Neb  [autor] 23 MAR a las 3:00 a. m. 
Update released!
Nephirus90 23 MAR a las 2:51 a. m. 
Yeah I think this cost method is more balanced, it was strange to me the use of essences.
This is more in line with the costs I gave to the blueprints I created and saved with "base in a box" and I always appreciate the consistency in my game runs :)
I know it's a bit late for further edits but if possible make a clear cost difference between big and small "dungeons/rooms/prefab" or atleast between the 3 categories.
Thanks for everything
Neb  [autor] 23 MAR a las 2:31 a. m. 
Update dropping later today!
Neb  [autor] 16 MAR a las 3:25 a. m. 
Alright, update should be coming this month, with:
- Fixing the monster spawn issues
- A UI update, fixing some problems and adjusting the cost system
- Cost rework; will now cost a small amount (max of 50) of the main blocks in the build (not the detail blocks), along with an upgrade module and some pixels completely eliminating the old essence cost
- New rooms, prefabs and dungeons

Give me thoughts about this cost system since its more balance side and accessible throughout the entire game.
darkness tank 21 ENE a las 2:48 a. m. 
ton mode es super je me crée des building de fou merci:steamthumbsup:
Neb  [autor] 6 ENE a las 3:23 a. m. 
I wonder if this has something to do with whether the player placed it or not? The monster fixes I'm looking into tonight.
Saturn's Ring 5 ENE a las 7:57 a. m. 
Playing with this more, it seems monsters aren't the only thing that can get in despite the prefabs being sealed. Snow coverage builds up in the Outpost rooms, even though I am walling off the sides with doors I'm not using as well as placing several partly below the planet surface. Presume the same would happen with sand and other weather effects.
Saturn's Ring 4 ENE a las 6:06 p. m. 
I also feel a little let down myself, as there's very few prefabs to use (I am very thankful most of them are Outpost themed at least, I love the style of the tiles for it). Addons would be the lifeblood of this mod, but the only 3 available addons are for mods I don't run myself. I'd love to see more vanilla buildings made available to use for the mod, or at least more in the Outpost style. But I do really love this mod, I always prefer using prefabs & plots similar to Fallout 4's famous Sim Settlements mod as opposed to building from the ground up one thing at a time and this lets me do just that.

As for the monster spawns inside the prefabs, how would one prevent/combat this until a bugfix? I'm not familiar with how Starbound spawns in monsters so I'm unsure if it would be as simple as keeping rooms well lit or above a certain height, etc.
Neb  [autor] 21 DIC 2024 a las 9:16 p. m. 
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 21 DIC 2024 a las 8:51 p. m. 
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 DIC 2024 a las 6:15 p. m. 
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:
Brightwind 6 NOV 2024 a las 12:36 a. m. 
@RetroRoger thanks! had a feeling it was just needed to be sure XD
RetroRoger 5 NOV 2024 a las 5:43 p. m. 
@BrightwindInk yes its that endgame stuff you get at ancient vaults
Brightwind 5 NOV 2024 a las 5:01 p. m. 
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 2024 a las 8:32 a. m. 
sounds great to have the option of blocks or essence :steamthumbsup:
Neb  [autor] 30 OCT 2024 a las 3:30 p. m. 
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  [autor] 30 OCT 2024 a las 3:26 p. m. 
The Saturnian descriptions mentions something about this.
I believe its world edit for saving builds.
Randal 30 OCT 2024 a las 9:29 a. m. 
also could you point me in the direction of the saving builds mod
Randal 30 OCT 2024 a las 9:22 a. m. 
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 2024 a las 9:06 a. m. 
great to see more creations added

another great addon
Neb  [autor] 30 OCT 2024 a las 5:12 a. m. 
listed it in the addons section!
TheTwilightDancer 30 OCT 2024 a las 4:50 a. m. 
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 2024 a las 12:17 a. m. 
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  [autor] 29 OCT 2024 a las 3:02 p. m. 
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 2024 a las 2:50 a. m. 
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  [autor] 23 OCT 2024 a las 1:43 p. m. 
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 2024 a las 1:15 p. m. 
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  [autor] 21 OCT 2024 a las 3:31 a. m. 
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 2024 a las 11:13 a. m. 
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