Starbound

Starbound

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Customization guide!
By Mr. NEWBΛBES
Hej! First of all, my knowledge is the data received from other custom makers who helped me on my way of creating a huge amount of items supported on servers. This guide is for users who had just began their adventure in world of vanillä. If I used your IP and doesn't leave any credits PLS DM me.
This is not final version! Notify me if you want smthng to add.

Planned content:
- Custom food (idk this is an Ultimate customization guide)
- Vehicle guide and custom tram.
- Talking furniture and NPC.
- Particle guide.
- Everything is lounge.
   
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Programs
Before we start with customization, you will need the following programs:

1. PaintNet[www.getpaint.net] or any other image editor. (For example: Photoshop, Aseprite[www.aseprite.org]) - for PixelArt.
2.a. Drawables Generator[github.com] by Silverfeelin[github.com] - for converting image into code.
2.b. Online Drawables Generator[rexmeck.github.io] by Rexmeck - same but online.
3. Starcheat[github.com] by wizzomafizzo[github.com] - for editing your char.
4.a. Starbound OutfitGenerator[github.com] by Silverfeelin[github.com] (Optional) - for cool items.
4.b. Online Outfit Generator [krashv.github.io] by Degranon[github.com] - same thing but online.
4.c. Online outfit generator[silverfeelin.github.io] by Silverfeelin[github.com] - Outfit generator, where you can make shirt from sleeves and chest.
4.d. Starbound Hatter[silverfeelin.github.io] by Silverfeelin[github.com] - for custom hats.
4.e. Starbound Advanced Hatter[krashv.github.io] by Degranon[github.com] - for animated custom hats.
5. Starbound Animated Signs[github.com] by Silverfeelin[github.com] - for animated objects.
6. Lu-Animator v2[github.com] by Degranon[github.com] (Optional) - for custom animation and preview.
7. ShopGenerator[github.com] by Silverfeelin[github.com] - for your own market.
8. Notepad++[notepad-plus-plus.org] (Optional) - for editing raw code.
9. The original font Hobo you can take from packed.pak - for fancy looking letters.
10. RexMeck Classique & Rexmeck Editor Pro by Rexmeck - for editing items in-game.
11. Vehicle Mod[ilovebacons.com] by Degranon [ilovebacons.com] - for custom Vehicles.
12. Mod unpacker[github.com] by Degranon [ilovebacons.com] - for unpacking (lol).
13. SpawnableItemPack by Silverfeelin[github.com] - for spawn items in-game.
Hat
Ok! We have all things that we need so let's draw something cool starting with... custom hat.

1. First you need to get the [pdn] file (polylayer image supported by PaintNet) from StarboundHatter[silverfeelin.github.io]


2. Next we open this file in PaintNet and draw some fancy cool hats


3. Once you'll finish with hat - delete first layer and then save your hat in [png] format.


4. Next you load your image and choose, will it remove original hair or/and make body invisible.


5. After you'll finish customizing description and name you need to save it in [txt] format by clicking on "Generate Command File". After opening [txt] file you need to copy everything (CTRL+A, CTRL+C) and go to single player.

6. Choose your character, and when game starts, press ENTER and type command /admin. That will give you admin privilege. Next you need just to open chat once again and just CTRL+V your hat. It will appear at the end of your cursor.

Done! In-game look of hat.

In-game hair
And it's heckin possible! Just follow this instruction:

1. First,ya need to download Starbound Extensions mod (KrashV on github, the link and how to install it is above). Find the /starbound/storage/player folder and click on your [.player] file.

2. Convet it in json.


3. Open it with any text-reader (I use Notepad++ bcos it help to hide useless content) and search for
"hairDirectives" :

!SO HECKIN IMPORTANT!: If you have any amount of crew members, you need to find IDENTITY section. This is where your hairDirecitves lies.



4.a. Open Online Drawables Generator, select your hair image and copy. There will be window with code. Delete /assetmissing.png and add quotes at start and end then copy.


OR
4.b. Open Starbound Hatter[silverfeelin.github.io], upload your hair and spawn command file. After that open it and copy section below (it starts after "directives": and ends before "description".)



5. Copy that code and replace previous code after (:) with code from Single texture directives/Command file.



6. Save this file and before making it versioned json delete previous [.player] file. Else it will generate it's copy.



7. Done! Looks good with any hats.


Clothes (sleeves+chest)
Yeah, finally, some time ago it became possible. Now you can wear normal outerwear with sleeves and separated from pants. Here how it works:

1. You need to draw your custom clothes, but with three base templates, which you can find in first section of this guide: bsleeves.png, chestm/chestf.png and fsleeves.png. (The order in which you will draw them is not important, but, as far as I know, you can make only female OR male clothes.)



2. I will use basic templates to avoid copying, so here we save them as [png] files, then simply put them into Online outfit generator[silverfeelin.github.io] by Silverfeelin[github.com]. fsleeves in front sleeves section and bsleeves in back sleeves section.


3. Next, you should click "Generate" button. The site will generate [json] file.




4. Open it with any text editor and copy everything from the file. Then there are 2 path how you can put it in the game.



4.a. STARCHEAT ver. (For those who have no problems with starcheat)

4.a.1. Open starcheat, then open your char. Tap on any empty tile and tap on "Edit JSON" button.



4.a.2. There will be window with two fields. In first field (red) you need to paste item's name from your custom file. The converter uses aviantier6schest, so should you. In second (green) field you need to paste content that you copied previously. This will look like this:



4.a.3. If you do everything right, the Starcheat will see no problem to save your character. After you open inventory in game, the clothes will appear. Enjoy your masterpiece!



4.b REXMECK ver. (For those, who have issues running starcheat or simply don't like it)

4.b.1. Find aviantier6schest in game (doesn't matter how) and open it with any RexMeck. Open it with [Raw JSON] or [Raw edit] button and delete everything. After that, convert the text into line in text editor by using CTRL+A, CTRL+J. (Somehow Starbound don't like indents. lol)





4.b.2. After hard work, save the file and enjoy your masterpiece.

5. If you want, you can fix inventoryIcon by simply rename fsleeves in chestm/f.

Furniture
Hecking love to draw!! I have my own furniture sprite, sad, that i can't import it into the game...
Who said? Yes, yo can! That's pretty simple.

IMPORTANT THING! When editing specific object USE ORIGINAL SPRITE WIDTH AND HEIGHT PROPERTIES. One more pixel and game will not read your image.

1. Okay, we start with that cool thing called "Sprite". You can import only furniture, that has same width and height with one of in-game sprites (no). For example I will take Outpost Desk.

2. First, you need to draw the sprite you want to import.

3.[!!!] Old version, that causes errors in logs [!!!] In Drawables Generator take its Single Texture Directives. Because of work with recoloring in fact we don't really need to place "/assetmissing.png" and delete setcolor. Just place quotes at the start and the end of code and copy it.

3. Instead of that you should place quotes like this and change "scalenearest=1" to "scalenearest=5" (If there is any other number, you should multiply it by 5).


4. Launch game and spawn game furniture-prototype (I'm using SpawnableItemPack so I don't need to write "/spawnitem"). Open it's code with RexMeck. Mostly they don't have directive "color", so just add it by clicking CROSS in the RexMeck Interface.


5. Open the directive and simply replace 1st stroke with your code.


Done. You can see the original Outpost Deck and "Recolored".

(almost) Everything is TELEPORT
Ye, gurl, you know what It means. HECKING EVERYTHING (almost)

This idea came to me once I have a problem with traveling between different hubs. Like, hey, they can't cross and I'm too lazy for traveling between them. So, I checked teleport [object] file with Notepad and try to copy the properties to the chair... and it worked!

So, ya need:

1. Lets see. I will work with Cyclone Coding Teleport made by Inferion, bcos it already has all that i need to show you. (You can find it on Bacon's mod shop)

2. We need just two of its directions to copy. I already did that, so you can just copy them from my guide


3. From interactData we need to copy everything


{ "canBookmark" : false, "destinations" : [{ "icon" : "outpost", "planetName" : "LowerText", "warpAction" : "CelestialWorld:here_lies_the_world_coords=pos.coor", "name" : "UpperText" }], "includePlayerBookmarks" : false, "includePartyMembers" : false}

3.a. Making "includePlayerBookmarks" true allows you to see your bookmarks, while making "includePartyMembers" true allows the player to teleport to party members from this teleport.

3.b. Simply adding comma after ..."name" : "UpperText" }, {second bookmark with same properties}] will make you add more bookmarks. You can add as much as you want.

4. From interactAction we copy "OpenTeleportDialog"

5. Next we need to assemble coordinates.

5.1. here_lies_world_coords - you can obtain by using command /whereami. YES, THIS VERY LONG SEQUENCE OF NUMBERS - IS COORDS. ALL OF THEM. Yo need to rewrite them.

5.2. pos.coor you can obtain by using /debug. You can use one of this strings:

5.2.a. player_aim - is where your cursor right now.

5.2.b. player_pos - is where you standing.

!IMPORTANT! Pls, use integers and only, rounding down.



(( I only try it with lounge obj (chairs, sofa etc.), signs, afk-teleports (like ancient console, broken ark teleport etc.) and pictures, so i CAN'T really say is it works for other, but hypothetically it works with everything. ))

6. For next step we will spawn Industrial Chair and open it with RexMeck PRO. Add both of directives (to normally paste interactData you need first to CTRL+V it to clipboard below, then CTRL+V it in code area, it will save your precious time).


7. This will look like this.



Market Guide
The guide will consist of 2 different section: Code and Main. In code i will leave raw code for editing, so you can easily copy and edit it by yourself. This isn't standard guide comparing to other sections, but I think you would like it that way.

To make it spawnable you need to [CTRL+J] (it will remove any paragraphs).
You can copy it also from my github repository[github.com].

Code section
/spawnitem marketstall1 1 '{
"interactAction" : "OpenCraftingInterface",
"interactData" : {
"config" : "/interface/windowconfig/craftingmerchant.config",
"recipes": [{
"input": [{
"name": "silverore",
"count": 1,
"parameters": {}
}],
"output": {
"name": "copperore",
"count": 1,
"parameters": {}
}
}
],
"paneLayoutOverride" : {
"windowtitle" : {
"title" : "Market's name",
"subtitle" : "Description",
"icon" : {
"file" : "/interface/crafting/other.png"
}
}
}
}
}'

Guide section

PINK: name and quantity of spawnable item. You can change it to any other furniture-id without already existing directives interactAction and interactData. (Need to be confirmed)

ORANGE: Here lies any recipes that will appear in your market. To add new recipe, you need to repaste YELLOW section and add between them comma.

YELLOW: single recipe section.

BLUE: The thing that you need to convert from. Here you can add several positions by copying that section and adding commas between them. You can simply paste item parameters from starcheat and RexMeck's editor.

PURPLE: However you can only convert into one item. You can edit everything inbetween round bracers, just like in Blue section, so it supports any custom items.

DARK RED: Here lies name of the Market and its description.

LIME: Works like inventoryIcon. You can draw your custom icon and add it here.

Credits
1. Circle behind Hades is created by Venry in RWBY Weapon Mod .

2. With tram & transport section helped Lairon.

3. With market section helped Petardew.
26 Comments
SpiceBot 31 Aug, 2022 @ 7:26am 
ma brain dont handle this :SBpenguin: :SBmm:
Mr. NEWBΛBES  [author] 6 Jul, 2021 @ 10:19am 
Strange thing, i really remember to rewrite this section with rexmeck's online generator lol
whtvr
mikypoo 6 Jul, 2021 @ 10:02am 
You used rexmeck editor to spawn in the object, that is not the same thing as generating drawables from rexmeck. The drawables generated in your case image-wise, were from Silverfeelin's Drawable Generator tool, as opposed to Rexmeck's Drawable Generator web-based generator (which can be downloaded and ran locally in your browser).

That said, I understand! I hope the mod with Lenore works out well! :)
Mr. NEWBΛBES  [author] 6 Jul, 2021 @ 12:37am 
Thanks, but I'm afraid that i already stated that fact and redone the info so the guide uses generation from rexmeck's
Anyway, we working on Custom Object Creator mod with Lenore so this guide i think will no longer be updated.
mikypoo 5 Jul, 2021 @ 1:26pm 
Steam wouldn't let me post the whole message in a row, and it posts in reverse order!
mikypoo 5 Jul, 2021 @ 1:25pm 
The complication, is that you need to put the resulting code onto color in a specific way. Remove the /assetmissing.png line, and append the code onto the end of the frame. For example "color":"default<placedrawableshere>" but without the <> and crucially without the /assetmissing.png line that is provided in the Rexmeck Drawable Generator output.

Keep the Source Image Path as /assetmissing.png when generating the initial code, just omit the /assetmissing.png line when appending to "color".

For animated objects it might be default.1<placedrawableshere>.
Which stands for default.frame1. To check that you would need to unpack files and check the .frames file of the object you're changing, but generally speaking it's either default, default.0 or default.1 - there are deviations, but they aren't too common.

I am writing this as if you already know what I'm talking about, with some explanations here and there. If you're unsure about anything, please ask!
mikypoo 5 Jul, 2021 @ 1:23pm 
Hello Hades! I'd like to add an update to your furniture segment of this guide.

The Silverfeelin Drawable Generator draws a mask over the sprite, which can break the boundaries of the original image and spam the starbound.log file with junk data.

This is because Starbound doesn't take kindly to building data outside of the sprite's initial size. This means that using Silverfeelin Drawable Generator, you must use objects that are either bigger or identical size to what you wish to draw.

The workaround, is someone who uses a different method, known as the Rexmeck Drawable Generator - which removes error messages from furniture items - but it is a little bit more advanced. This method however, lets you make any size you want from my own testing, from even the smallest pixel object in-game, without errors.
Void 37 13 Apr, 2021 @ 11:23am 
Hi, sorry but I'm affraid I won't be able to chat on discord. Its not such a big problem after all - most likely its just me being stupid as sual. I've recorded the issue if it could be of some use https://www.youtube.com/watch?v=XGW9soIqoao
Mr. NEWBΛBES  [author] 12 Apr, 2021 @ 2:13am 
Hi! find me in a discord HΛDES#5699 try my best to help you. But maybe there's an issue with resolution of sprite? Or even misplaced sleeves.
Void 37 11 Apr, 2021 @ 1:40pm 
Hi, there's an issue with front sleeves. for some reason it replaces the crouch animation with walking one (above the character), and the last frame of falling is also replaced with walking (behind the character), have anyone also ran into same error?