Skip to content

Conversation

@SilverSokolova
Copy link
Contributor

  • Moved SIP's category buttons to its own file, like how modded categories are handled. This way, SIP automatically arranges the buttons instead of needing to be told where to place this. This also allows mods to add their own buttons under SIP's default categories!
  • "blueprint" category items (vanilla has them for the random mech blueprints) go under the upgrades tab. Pretty sure they didn't go anywhere before
  • OpenStarbound postload script to add any unadded items. If a mod or SIP adds an item, oSB will add it
  • Moved some item category buttons to be under a generic 'equipment' button rather than being all alone in their own nearly-empty group

SilverSokolova and others added 8 commits September 14, 2024 00:06
* Allows other mods to add their own filters under SIP's default ones. ie a new group under "Weapons"
* Automatically adds the buttons based on the order they are in the file instead of requiring manually typed positions
* Blueprint items (vanilla has the "random mech blueprint" items) show in one of the categories
* Merged instrument, tools, consumables, and activatables categories. No need for an entire row for just a single group!
@Silverfeelin
Copy link
Owner

Great work!

Something I'm a little worried about is broken items in mods. If I recall correctly the fan-made FU patches specifically left out some key items because they could easily corrupt the game. By adding all mod items automatically this issue could present itself once more. Do you know of any possible way to safeguard against this?

@SilverSokolova
Copy link
Contributor Author

I haven't heard anything about any mod having items that can corrupt the game, and any character bricks caused by trying to load a non-existent script on an item is fixed by OpenStarbound (which simply doesn't load the script if it does not exist).

The Steam description for the FU patch doesn't say which items cause issues, but I think they're either talking about harmless unfinished items or the vanilla ship upgrade/license items, which can cause issues if used with an FU 'build your own ship' ship (it places the standard ship over your custom one), which can be fixed by resetting the ship world. I doubt a mod would unintentionally keep a game-corrupting item for very long, honestly.

We could easily have the mod check for a "noSIP" value for each item it checks, and skip adding it if the value is set, but this relies on mod authors manually adding this value and using it responsibly instead of slapping it onto everything to prevent players from spawning their items.

I'd suggest checking if the item's animation and scripts exist, though I don't think it's necessary because oSB just doesn't try to load non-existent scripts and the game tends to roll back worlds a bit if it crashes due to a placed object, and not many mods at all have broken objects in my experience. Unfortunately, without any actual examples of game-breaking items, I can't accurately have the mod check for them.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants