Starbound

Starbound

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bk3k_playerStart_modifier
   
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21 Oct, 2016 @ 5:08pm
2 Jan, 2018 @ 11:28am
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bk3k_playerStart_modifier

Description
Allows you to change your beam down/spawn destination.
No admin mode required and therefore suitable for servers. No commands to remember either.

Allows you to optionally set planetside respawning for that world.
If used, you will respawn at that location should you die (on that world only) instead of respawning on your ship. Handy if you have a base. Admin commands do not have this option (as far as I'm aware) but this mod does. You can also use it on your ship to change your beamup/respawn location if you desire.

How this works
This adds 2 wire nodes to flags. When you send a signal to the top wire node, the location of the flag will now be used as a beamdown point.
At that point it will check for a signal to the bottom wire node, and (if active) it will set the player to respawn at that location (instead of the ship) if you die on that world.

You may then remove the flag if you wish. The results are permanent for that world.
You can put a teleporter or something there. Maybe a clone vat if that's a respawn point too. Or have nothing there. Point is, you aren't stuck with having a flag there.

To change the spawn point, you'll need to repeat the process at a different location.
Planetside respawning can be cleared this way as well simply by not using the bottom wire node.

Note that this doesn't modify the regular behavior of flags in any way. Interacting with flags will yield the regular result. I added the wire nodes as to not conflict with the regular usage of flags.

Multiplayer?
I have not tested this for multiplayer, but I believe I know exactly what to expect.
  • The flags are vanilla objects, so unlike mod content objects, they won't disappear or become a "perfectlygenericitem" no matter what mods the server may or may not run. So that should not present an issue.
  • However while on a server, the flags won't have the ability to change spawn locations. Unless of course the server uses this mod too.
  • Despite that fact, spawn locations already set will still apply. Likewise for planetside respawning. So this mod can still be of use - especially for hub worlds, large shipworlds (such as my Shipyard Rebuilt mod), etc.

Check out my other mods too
http://steamproxy.net/id/bk3000/myworkshopfiles/?appid=211820&p=1&numperpage=30

For those that prefer to download from the official Starbound Forums
http://community.playstarbound.com/resources/authors/bk3k.395551/
22 Comments
FezzedOne 16 Apr, 2024 @ 10:08am 
Just tested multiplayer compatibility. Both the server *and* the client must have the mod installed in order for the client to be able to place or even be present near flags (otherwise the client will get kicked) — i.e., if the mod is installed on one end, it *must* also be installed on the other.

As for uninstallation, it *is* safe to uninstall the mod if you have flags placed, *as long as you don't have the flags wired to anything* — the flags will simply lose their wire nodes. If a flag *is* wired when you uninstall the mod, the client will CTD upon rendering the flag, but the server will keep the wiring as it is without any server-side errors; this does mean you will crash in single-player though. So make sure you disconnect the wires *before* uninstalling the mod.

Now as bk3k mentioned, any newly set beam/respawn points on a world will remain after the mod is uninstalled, even when the flag's wires are disconnected after using the flag to set a beam or respawn point.
Jumper 7 Apr, 2022 @ 5:40pm 
@bk3000 Okay, thanks for the answer.
bk3000  [author] 5 Apr, 2022 @ 7:38am 
@Jumper
It won't do anything for other race's flags. The vanilla flags have no script at all, therefore this isn't replacing nor hooking any scripts. I'm adding a script to something that didn't have it.

It would be extremely simple to add other race's patches if you unpack the mod. Basically just duplicating any of the vanilla patches and renaming them to match the other race's object. The path should match whatever the race mod uses too.

I suppose you want to account for load order too. So you add this in _metadata
"includes" : [ "Avali", "Elithian_Races_Mod" ],
for example. would make sure your patch loads after Avali and Elithian Races (if present).
Jumper 4 Apr, 2022 @ 6:32pm 
Just a question: does this support mods that add race flags of their own (assuming they use the same script that Vanilla Flags do)?
Vrishnak92™ 24 Feb, 2019 @ 11:34am 
Should've mentioned your first death was five minutes in
Ariloum 24 Feb, 2019 @ 11:15am 
I got it now, thanx. Looks like respawn is server-wide, we've made 2 flags, and my spawn moved to last switch-activated flag.
https://youtu.be/aV970sZRyw4
bk3000  [author] 22 Feb, 2019 @ 9:34am 
With this mod, you should see wire nodes added (when equipped with the wire tool) on all the vanilla flags themselves. At the top and bottom. Wire a single switch to both top and bottom. Then activate the switch once.

After that, you don't need the switch or flag anymore unless you're doing something like wanting to dynamically change respawn locations via some wiring scheme. The last one active is going to be the current respawn location.
Ariloum 22 Feb, 2019 @ 3:18am 
Hey bk3000, thanx for explaining this part, I have wiring tool and all buildings upgraded to max, the part I didn't understant is what exactly I need to wire.
So I'm placing the Flag to some planet's surface and need to add some switch to it with wiring?

I'm trying to achieve some kind of pvp, there is old PS3 game named Littlebigplanet 2, one of maps was funny pvp rockets mode, you can see it there: https://www.youtube.com/watch?v=-jsUPTS4foY
I'm trying to achieve same kind of gameplay but with more extended options, for this I need to have resp points on planet's surface...
bk3000  [author] 21 Feb, 2019 @ 8:51am 
@Ariloum
That presumes you'd be familiar with the very basics of wiring in Starbound.

You need to unlock the wiring tool that's part of the Matter Manipulator. That is done on the vanilla Matter Manipulator upgrade screen. Then selecting the tool on your hotbar. With that tool selected, you can see the wiring nodes on some objects as well as placing them with a left click, or disconnecting them with a right click.

Switches etc can be made at the wiring bench. Even before getting that, doors have an output node at the bottom of them so they can be used as a switch of sorts.

Ariloum 21 Feb, 2019 @ 5:32am 
Can you please explain more clearly(step by step) what I need to do to spawn at planet's surface after death? I didn't get what does this means "wire a switch to the spots & flip it on". What switch? What spots? How to wire?