So, for anyone familiar with my work.. I love to compose ABC song files for Starbound as well as mod files and add custom content. This was especially true for the Server I ran, and I had a talk with a few folks today whom seemed to like a particular idea I had in mind; I like to speak to other modders involving their mods, love to create my own content and all.. so I was wondering if you all would like me to make a mod for this Server that converts a vanilla item into a crafting table that allows them to spawn building blocks? Thus it would be 100% vanilla compatible! It would ONLY be building blocks, and not materials.. therefore those who want the mod will be able to access all building blocks, platforms and other goodies without having the ability to spawn in raw or refined materials like Solarium. What do you all think? Yay/Nay?
The converted item could cause additional server strain. And the server is already unstable enough. Better refrain from using mods mods on the server and spawn items in single player.
My Creative Mod would not apply any strain on the Server. The Server does not check for any inconsistencies involving player recipes or player interactions with objects. A client that has a mod attached that allows them to interact with an already interactable item will not affect the server, even if given a ton of recipes because recipes are stored client-side on the player themselves. The only 'strain' that comes from using the spawnable item mods is the addition of extra featuers; such as spawning armor, weapons and materials- something that my mod would remove entirely- which diminishes the value of items entirely on the Server.. because then how important is pixels if you can just spawn in several thousand 10k Voxels? Not to mention the ability to extend your 'reach' indefinitely and modify your stat values to impossible levels.. or even fly. The addition of custom 'crafting tables' that are their own unique items also cause discrepancies which can crash a client that gets close enough. I know what I am doing.. and I will work closely with Kazyyk to ensure that there are 0 errors when this mod is used on the server.. which should be as easy as applying the new recipes to an already existing craft table, and giving it some unique tags to make it easy to browse through.
why is this necessary we have CES: http://community.playstarboundrp.com/threads/creativity-enhancement-supplement.8176
In that case yay. CES is laggy clientsite one crafting table for block / platforms alone would be great .
I'd be all for this if it had the armor, furniture, and weapons because every 7 out of 10 times that I use the spinning wheel in CES it crashes me due to the lag.
I figured for a Roleplay Server that has no meta-currency, that uses materials to mainly barter.. may enjoy a more legitimate form of item spawning mod that allows for strictly building blocks and objects to be made, rather than the raw materials needed to create them. One made specifically for the server would also draw more interest to the server, whilst also cutting back on the 'what creative mod can I use to build' question by allowing the Server to have one mod it may favor. In fact.. I could tailor make a mod pack that is completely optional that would allow for a larger chat box on top of the proposed buildables spawner.. adding in skyrail sits (with mod owner's permission of course) as well.. that would be of no hindrance to the client or the server- regardless of whether or not you use the mod or not. So truly it is up to you all, I am willing to make the mod for the Server.. honestly I have already started working on it so I can use it on my own end- because I much rather use a tool I created than rely on another when it comes to updating or functionality.
In case anyone is wondering why I love modding Starbound.. it is because strange stuff like this can happen;
So as it stands currently.. I have a functioning mod that allows you to spawn all Biome Specific Items on the Wooden Crafting Table, and then all Blocks/Platforms on the Stone Furnace. Of course, I removed Ice Spikes and any other questionable ones that could be used for griefing, and will not include the ability to generate water/lava/poison for obvious reasons. If people want to fill up a lake or anything else for that matter, they will have to get the liquid themselves. I am currently working on the Items, which is by far the most numerous change.. as there are over 1,300 items present in the game, as opposed to around 350 biome specifics and blocks combined. Should be done by tonight though, and with zero errors at that.
Anything like materials that you restrict spawning of in the thing, can just be spawned in single-player via /admin. Loopholes everywhere, gluck.
If I walked around with that sort of view on everything, I wouldn't bother doing anything. Yes, someone can do that.. does it make it right? In my eyes, no.. and does it make it right for them to compromise the server using creative mods that are not truly compatible or stable with the server? Definitely not. The fact this mod will be more reliable than what you can find out there is good enough for me.
I really don't see what ground you have to call CES non-compatible when the only lag it causes is client-side due to a cluttered UI. There is nothing unstable about it, as it uses fully vanilla items. Sure, make your mod or w/e, but don't claim that the others ones are unstable.
Okay, sure.. if you want to call lagging out your client something stable. I already finished the Mod, it is fully functional and has zero lag, and zero errors client-side, going to do a test server to see if it functions just as nicely there as well.
Have you even tried using CES? If your computer isn't a toaster, it's a second or two before being fine again. Seriously.
The goal is to make a creative mod that does not allow material/equipment/pixel spawning for servers that use materials as a way to barter. I could care less for any other creative mod out there, alright? So you can leave it at that. Mod has been given to Staff to test.