Starbound

Starbound

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Build Mode
   
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20 Nov, 2016 @ 8:21pm
3 Feb, 2021 @ 3:01pm
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Build Mode

In 1 collection by Ilazki
Ilazki's Starbound mods
108 items
Description
New: Works with Starbound 1.4, maximum optics range and overload power multipliers increased.

Build Mode

Build Mode adds a new setting to the Matter Manipulator that greatly increases its range and adds hotkey control over its size and power. Unobtrusive when disabled, it's intended to improve the building experience without affecting normal gameplay. When enabled, build mode allows the player to focus on building by adding extra manipulator controls and reducing the need to move the player while building. It also has a secondary goal of attempting to make the manipulator's optics upgrades more appealing.

This mod was made to allow more convenient use of a graphics tablet for building; if you have one, give it a try.

Build Mode now works with Starbound 1.4.4. Unfortunately the hotkey zoom had to be removed due to changes in the Starbound API but other features still work like before.

What it Does
  • Adds a checkbox to the Matter Manipulator upgrade screen to toggle build mode.
  • The matter manipulator's range is greatly increased in build mode. This range increase is affected by your optics upgrades: higher optics gives greater range increases.
  • If the character has a head tech (one of the four sphere techs), manipulator settings can be controlled by hotkeys.
  • With fully upgraded optics and matter proc unit, dig and paint size can be adjusted from 1x1 to 8x8.
  • Adds an overload mode toggle that increases the manipulator's tile damage when activated.
  • A build mode status effect provides visual feedback. It appears under the hunger bar like any other status effect.
With the benefits it provides, it's tempting to leave build mode active all the time. To discourage this and add a measure of risk to using it in the wild, build mode also adds a few negative effects:
  • Movement speed is reduced. The speed decrease is similar to that of the 'Walk / MM Precision' key binding.
  • Damage is reduced to 10%.
  • Defense is halved.
Further adjustment may be required, but the idea is that it's supposed to be build mode, not dig mode: use at your own risk when spelunking.

How to Use Build Mode
A new checkbox labeled 'Build Mode' can be found in the Matter Manipulator upgrade pane beneath the Optics section. It remains greyed out until you have unlocked at least one optics upgrade. Once unlocked, it can be enabled without restriction. When enabled, the effects listed above become active for the duration of its use.

Its most basic feature, the range increase, needs no further interaction and has no special requirements. To use the more advanced features, you have to have a head tech (one of the spheres) equipped to enable the hotkey handling. This is a limitation of the game, unfortunately, rather than a design decision.

Once build mode is enabled and a head tech is equipped, the following key combinations are usable:
  • activate head tech + up: Increase dig and paint radius.
  • activate head tech + down: Decrease dig and paint radius.
  • activate head tech + jump: Toggle overload mode. Dig power is greatly increased when enabled.

Compatibility
  • Should work with other MM mods. Build Mode restores the manipulator's settings to those defined in the game's files when the MM Upgrade interface is opened, so anything patching in new values (such as Overpowered Matter Manipulator) should be unaffected.
  • Exception: build mode will not work with Enhanced Matter Manipulator. EMM completely changes the GUI and upgrade scheme. I won't be supporting this, sorry.
  • I use and explicitly tested against Matter Manipulator Manipulator and Quickbar Mini. Others should work but haven't necessarily been tested.
  • It should be noted that build mode disables one minor feature of the Matter Manipulator Manipulator mod: lowering the manipulator's size with MMM's spinners will no longer provide a power increase. Use the overload toggle instead.
  • For technical reasons, build mode adds hooks into certain tech and crew/pet scripts. This should cause no problems with other mods but is listed for completeness. For example, I use Improved Techs and have no problems.
  • Mods that replace any of the four head techs should still work as expected.
  • Mods that add additional techs will work, but build mode's hotkeys will only work when using one of the four vanilla techs.

Notes and Warnings

If you decide to uninstall this mod, TURN OFF BUILD MODE FIRST on any characters using it. Since build mode uses a custom status effect, any character with the effect still active after removal will disappear from the selection screen until the mod is reinstalled.

Miscellaneous

More adjustments and improvements to build mode may be made later. Range values may need adjustment, I'm still looking for a way to dynamically change the size of block placement from the 2x2 default, and I have a few ideas for other features as well.

For anyone interested, source and technical detail on how Build Mode works can be found at https://github.com/Ilazki/build-mode.

Popular Discussions View All (5)
11
24 Jul, 2017 @ 10:32pm
PINNED: Bug Reports and Problems
Ilazki
4
20 Jun, 2017 @ 12:48am
Cheese
Emily Mewens
3
27 Nov, 2016 @ 7:42am
hi
Megagamer2564
102 Comments
November 23 Jun @ 10:27am 
Is there a way to toggle block placement size? I saw a few other mods that do it 5x5 7x7 etc, but they can't be toggled and you have to unsub to get back to 2x2.
slithery snek 30 Apr, 2023 @ 11:15am 
Same button as turning into a ball, F by default
AnimatedTerror 23 Feb, 2023 @ 4:34pm 
i'm a little confused by the 'head tech' where do i find that?
Hyperspec 16 Nov, 2022 @ 7:12am 
also i didnt know better matter manipulater existed
and i have no mods that change the functionality of the mtter manipulater.. only the astechics
Hyperspec 16 Nov, 2022 @ 7:11am 
YOOOOOOOOOOOOOOOOOOOOOO
i already wanna favourite this mod after seeing the pictures
i will ADORE this mod so much...
now just to add freecam and noclip for admin to make it perfect
Ilazki  [author] 30 Sep, 2021 @ 6:04pm 
> You are actually really spot on with that answer

Does that mean it's working? Great! I tried hard to make BM play well with other mods, so I was wondering wtf could have messed that up.

> coding weapons

Weapons are JSON data IIRC, but I'm guessing you mean adding scripting. It helps to have programming familiarity; Lua's simple but learning it in context of a game is harder. Plus Starbound's odd: its modding is powerful because it's mostly in Lua and "modding" is just overwriting stuff.

Try playing with something simpler like TIC-80 to start, then Starbound modding later. Or if you need beginner programming learning, look up "How to Design Programs", then try Lua after. Not Lua, but a good beginner book.

Also, extract base game assets and mods, learn from them. For BM it's even easier: follow github link and read it. I included lots of comments explaining what/why, and an "Implementation" doc with an overview of what's going on because I did some unusual stuff to make it work.
Jase Vendor 30 Sep, 2021 @ 11:20am 
You are actually really spot on with that answer, and i see what you mean, my apologies.

As for your second question, it was coding weapons, i tried replacing a Sniper Rifle and thought i did right but sadly i didn't either it did not appear with crafting or /spawnitem and if i tinkered around more it would crash SB so i gave up with trying that.
Ilazki  [author] 30 Sep, 2021 @ 1:40am 
Oh, in the off chance this might help: keep in mind that you have to have the MM upgrade panel closed for the BM hotkeys to work. It's a safety measure to keep MM size from getting broken/out of sync in a way that's not hostile to other mods.

> Besides, you dealt with something I tried messing with once, and I refused to ever touch again.

Yeah? Now I'm curious, what part was it you tried to mess with, and what made you never want to try again?
Ilazki  [author] 30 Sep, 2021 @ 1:40am 
> Well it's more of the mod that does load but your tech takes the higher priority which disables the mod i'm using

Out of curiosity, what mod? "Aurora's SB 1.4 mod"? If so, I just installed it to test, and it + improved techs + build mode all existed in harmony: using distortion sphere, when build mode is toggled off in the MM panel, Aurora's noclip and teleport work, and when it's toggled on, the up/down resizes the MM instead. And since Aurora doesn't touch the other spheres, they just swap between normal behaviour and BM size changing.

The monkeypatching worked, only down side is you can't use noclip and build mode simultaneously; the noclip disables temporarily while noclip is on for some reason, which is a minor inconvenience but at least they don't break each other.

Not sure if you're using a different mod, or if there's something else at play here.
Jase Vendor 30 Sep, 2021 @ 12:18am 
Well it's more of the mod that does load but your tech takes the higher priority which disables the mod i'm using, i use it for noclipping n' such but unfortunately with it lacking priorities i can't, i understand not redoing the mod for the sake of some folk so do please have a good time! Besides, you dealt with something I tried messing with once, and I refused to ever touch again.

You're welcome, I've been a gentleman to the people who make these tools for convenience and will continue, even if people use this characteristic against me.