Starbound

Starbound

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Scripted Artificial Intelligence Lattice (Customisable A.I.!)
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1.794 MB
15 Jun, 2017 @ 8:56am
21 Oct, 2019 @ 4:28am
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Scripted Artificial Intelligence Lattice (Customisable A.I.!)

In 1 collection by 🐱
Scripted S.A.I.L. A.I. chips
45 items
Description


2018-06-14: when using FU (or ztarbound) and a modded specie, please now also install this mod! https://steamproxy.com/sharedfiles/filedetails/?id=1411331676

Short description:

Good stuff:
- Allows you to easily change your ship's S.A.I.L. with A.I. chips, which can also easily be created by other modders
- Each chip slot overwrites it's left neightbors, which allows for multiple chip combos
(Eg. A.V.I.A.N.'s dialogs with the Felin's visuals, or the old Hylotl A.I. with japanese dialogs)
- You can get more A.I. chips in the collection this mod's in (the link's just above), or with this mod:
http://steamproxy.com/sharedfiles/filedetails/?id=947922190
- Allows to change the object's sprite to any other installed techstation
(you gotta spawn them (for now), eg. /spawnitem aviantechstation)
- It should work with any specie and ship on the workshop! If not, you're going to see a big "FAILSAFE ACTIVATED" when interacting with S.A.I.L.; please do tell which specie you're using in the forum thingy below so that I can make a patch for it! ( http://steamproxy.com/workshop/filedetails/discussion/947429656/2119355556498832921/ )

"Bad" stuff:
- It won't change radiomessages (bottom-left corner messages, eg. in missions) because starbound doesn't allow me to do this
- It *should* display your missions properly, but if it doesn't you can use the "Fallback" S.A.I.L. (the vanilla one) which'll see all your missions via the button in the settings window. Please do tell in the forum thingy bellow what quests aren't displaying, and if possible from what mod, so that I can patch them in! (The failsafe will last until you quit your ship)
- If for some reasons your ship pet is outdated, chances are it'll crash the techstation, and thus this mod won't save the tech chips. If that happens, please do tell it in the discussion thingy and I'll make a fix for it!

Multiplayer compatible / "vanilla friendly":
Probably needs everyone involved to have the mod installed for it to work in multiplayer.


Long description:

(just look for the gifs really)

I took the hardcoded vanilla S.A.I.L. interface and rewrote it's logic in Lua, thus giving me the ability to add some fancy features, but most notably, to allow easy S.A.I.L. changes and modding via config chips. (it also has some cool animations for buttons)

More specifically, this S.A.I.L. will take it's configuration from the defaults, then from the specie's defaults, then from each of it's A.I. chip slots. Each of these configuration is merged, where latest overwrites oldest if configs 'collide'. This allows, for example, to have that cute Felin S.A.I.L. overwrite the appearance of A.V.I.A.N., that overwrites the dialogs of your vanilla yellow glitch bald thingy.

The mod itself comes with chips to change the appearance to the older S.A.I.L. versions, but I've stolen (literally) a good load of other mods' S.A.I.L.s and made chips for them there: http://steamproxy.com/sharedfiles/filedetails/?id=943637272

I've also added a kind-of-still-WIP (it works but I'm not sure of the implementation) ability to change the appearance of the S.A.I.L. object itself to another one, with it's animations and everything. It should work with any techstation you can find that is somewhat similar to the vanilla one, but you'll probably need to spawn it yourself via an admin command.


This mod has some caveats though

The main one is the fact that we cannot read the player's available missions via Lua. Because of this, this S.A.I.L. have to "guess" which missions the player has, based on their quests.
From what I've tested this works okay, but it means that I have to manually add the quest <-> mission thing in some table. (tho if I ever stop updating it, it's quite easy to patch them in yourself)
In case of it not seeing a mission, I've set up a "fallback to vanilla S.A.I.L." button that will temporarily bring back the old S.A.I.L., which will see all of your quests. (It'll go back to the scripted version once you quit then come back to your ship!)
Hopefully we'll have the required Lua bindings soon.......

Another problem is that the radiomessage thingies' face are hardcoded and I cannot easily script them. This means that, even if you have a cute anime S.A.I.L. in your ship, when you run down the lunar base, the good ol' bald S.A.I.L. will appear to notify you of the danger.

If you want to go multiplayer with this, everyone participating will probably have to download this mod, and the S.A.I.L. config chips you've subscribed to; or they'll crash when entering your ship.

Possible incompatibilities:

- this mod overwrites /quests/scripts/main.lua and /quests/scripts/portraits.lua. Any mod that does the same will result in one of the two mod's script to not exist. Likely the others', since this mod loads after a lot of mods and thus has more chances to overwrite stuff. Regardless, this is a pretty non-critical component so nothing very big will break.
The only mod I know that does this is the A.V.I.A.N. S.A.I.L., but I forgot what it does with it; my guess is that it replaces the S.A.I.L. icon to A.V.I.A.N.
If this mod's script is overwritten, it'll result in S.A.I.L.'s icon in the quest log to not match your custom S.A.I.L..

- Any mod that touches the vanilla interface might make the "failsafe S.A.I.L." look different.

- Any mod that overwrites /ai/*.png and /ai/portraits/*.png (basically any "SAIL mod" that doesn't use a chip) might result in missmatching S.A.I.L. visuals.

- Playing with FU without having support for FU's BYOS might leave you with the vanilla failsafe S.A.I.L.; if so,please subscribe to this: https://steamproxy.com/sharedfiles/filedetails/?id=1411331676
A workaround (keeping it here just in case, someone found it useful to have the command to spawn unbreakable stuff) could be to spawn another techstation; safe bets are any of the vanilla ones ("humantechstation", "aviantechstation" etc.), FU's techstation ("fu_byostechstation"), and this mod's techstation that I was using for tests ("customtechstation"). To spawn a techstation, type
/admin /spawnitem customtechstation 1 '{"unbreakable": true}' /admin
To break the default unbreakable techstation, hover over it with your cursor, then type
/admin /entityeval object.smash() /admin
Note that you can generally only have one techstation up at a time in the same world, because they all share the same uniqueEntityId; trying to place another will boot you out of the game (but shouldn't screw up anything).

That should be everything. Sorry for the inconveniences!



Many thanks to Storm_UK and his hobo.lua script, Magicks and the others at the starbound discord's modding channel, and all the people I stole their S.A.I.L. from who haven't killed me yet.
(And you for using this?!!)


Also available on github: https://github.com/xn-5o8h/sbmod_scriptedsail
If you wanna make your own A.I. chip, here's a template: https://github.com/xn-5o8h/sbmod_scriptedsail_templateaichip/releases
Popular Discussions View All (14)
200
28 Oct @ 11:04pm
PINNED: "Why is there a big 'FAILSAFE' on my S.A.I.L.?" (Specie and ship mod support requests)
🐱
3
7 Aug, 2019 @ 12:06am
Found a way to solve your radio problem.
[Np]Tonton[V2]
4
17 Jul, 2017 @ 7:26pm
Slight problem
Tri-Enclave President CEO
579 Comments
Deus_Ex_Mewkina 3 Nov @ 7:51am 
how to desactivate the fail safe i activated it by error?
Ceterai 18 Jun @ 2:05am 
NinjaKitty this looks like Hood With Ears, id is kathoodhead
NinjaKitty 7 Mar @ 1:46am 
anonymously101605? what's the item id then?
anonymously101605? 5 Mar @ 11:16pm 
ninjakitty it already in the game it is just rare to find it
suedcrown 9 Feb @ 7:18am 
when I use the chips and change the sail's interface, it won't show the different interface for the interface, and it's really annoying.
skipplenanifram 14 Jul, 2023 @ 5:28pm 
How do I get interface chips?
Princess Lily 2 Jul, 2023 @ 9:06am 
any chance you can get compatibility with bennacht?
Saucin' D 12 Jun, 2023 @ 11:59am 
Is this compatible with FU?
Drallicat 31 May, 2023 @ 11:11pm 
quick update, I'm using a build your own ship mod so I went ahead and just broke the panel I had and placed a new one lmao idk how I didn't think of that sooner, but still if we could get some help for all the other folks who can't do that. also for people who don't want to do /admin stuff is it possible to craft a screwdriver?
NinjaKitty 31 May, 2023 @ 6:55pm 
just reiterating, those cat ears are very cute, and I would still like to know which mod they're from