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Scripted Artificial Intelligence Lattice (Customisable A.I.!)
2018-06-14: when using FU (or ztarbound) and a modded specie, please now also install this mod! https://steamcommunity.com/sharedfiles/filedetails/?id=1411331676
Good stuff:
— Allows you to easily change your ship’s S.A.I.L. with A.I. chips, which can also easily be created by other modders
— Each chip slot overwrites it’s left neightbors, which allows for multiple chip combos
(Eg. A.V.I.A.N.’s dialogs with the Felin’s visuals, or the old Hylotl A.I. with japanese dialogs)
— You can get more A.I. chips in the collection this mod’s in (the link’s just above), or with this mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=947922190
— Allows to change the object’s sprite to any other installed techstation
(you gotta spawn them (for now), eg. /spawnitem aviantechstation)
— It should work with any specie and ship on the workshop! If not, you’re going to see a big «FAILSAFE ACTIVATED» when interacting with S.A.I.L.; please do tell which specie you’re using in the forum thingy below so that I can make a patch for it! ( http://steamcommunity.com/workshop/filedetails/discussion/947429656/2119355556498832921/ )
«Bad» stuff:
— It won’t change radiomessages (bottom-left corner messages, eg. in missions) because starbound doesn’t allow me to do this
— It *should* display your missions properly, but if it doesn’t you can use the «Fallback» S.A.I.L. (the vanilla one) which’ll see all your missions via the button in the settings window. Please do tell in the forum thingy bellow what quests aren’t displaying, and if possible from what mod, so that I can patch them in! (The failsafe will last until you quit your ship)
— If for some reasons your ship pet is outdated, chances are it’ll crash the techstation, and thus this mod won’t save the tech chips. If that happens, please do tell it in the discussion thingy and I’ll make a fix for it!
Multiplayer compatible / «vanilla friendly»:
Probably needs everyone involved to have the mod installed for it to work in multiplayer.
(just look for the gifs really)
I took the hardcoded vanilla S.A.I.L. interface and rewrote it’s logic in Lua, thus giving me the ability to add some fancy features, but most notably, to allow easy S.A.I.L. changes and modding via config chips. (it also has some cool animations for buttons)
More specifically, this S.A.I.L. will take it’s configuration from the defaults, then from the specie’s defaults, then from each of it’s A.I. chip slots. Each of these configuration is merged, where latest overwrites oldest if configs ‘collide’. This allows, for example, to have that cute Felin S.A.I.L. overwrite the appearance of A.V.I.A.N., that overwrites the dialogs of your vanilla yellow glitch bald thingy.
The mod itself comes with chips to change the appearance to the older S.A.I.L. versions, but I’ve stolen (literally) a good load of other mods’ S.A.I.L.s and made chips for them there: http://steamcommunity.com/sharedfiles/filedetails/?id=943637272
I’ve also added a kind-of-still-WIP (it works but I’m not sure of the implementation) ability to change the appearance of the S.A.I.L. object itself to another one, with it’s animations and everything. It should work with any techstation you can find that is somewhat similar to the vanilla one, but you’ll probably need to spawn it yourself via an admin command.
The main one is the fact that we cannot read the player’s available missions via Lua. Because of this, this S.A.I.L. have to «guess» which missions the player has, based on their quests.
From what I’ve tested this works okay, but it means that I have to manually add the quest mission thing in some table. (tho if I ever stop updating it, it’s quite easy to patch them in yourself)
In case of it not seeing a mission, I’ve set up a «fallback to vanilla S.A.I.L.» button that will temporarily bring back the old S.A.I.L., which will see all of your quests. (It’ll go back to the scripted version once you quit then come back to your ship!)
Hopefully we’ll have the required Lua bindings soon.
Another problem is that the radiomessage thingies’ face are hardcoded and I cannot easily script them. This means that, even if you have a cute anime S.A.I.L. in your ship, when you run down the lunar base, the good ol’ bald S.A.I.L. will appear to notify you of the danger.
If you want to go multiplayer with this, everyone participating will probably have to download this mod, and the S.A.I.L. config chips you’ve subscribed to; or they’ll crash when entering your ship.
— this mod overwrites /quests/scripts/main.lua and /quests/scripts/portraits.lua. Any mod that does the same will result in one of the two mod’s script to not exist. Likely the others’, since this mod loads after a lot of mods and thus has more chances to overwrite stuff. Regardless, this is a pretty non-critical component so nothing very big will break.
The only mod I know that does this is the A.V.I.A.N. S.A.I.L., but I forgot what it does with it; my guess is that it replaces the S.A.I.L. icon to A.V.I.A.N.
If this mod’s script is overwritten, it’ll result in S.A.I.L.’s icon in the quest log to not match your custom S.A.I.L..
— Any mod that touches the vanilla interface might make the «failsafe S.A.I.L.» look different.
— Any mod that overwrites /ai/*.png and /ai/portraits/*.png (basically any «SAIL mod» that doesn’t use a chip) might result in missmatching S.A.I.L. visuals.
— Playing with FU without having support for FU’s BYOS might leave you with the vanilla failsafe S.A.I.L.; if so,please subscribe to this: https://steamcommunity.com/sharedfiles/filedetails/?id=1411331676
A workaround (keeping it here just in case, someone found it useful to have the command to spawn unbreakable stuff) could be to spawn another techstation; safe bets are any of the vanilla ones («humantechstation», «aviantechstation» etc.), FU’s techstation («fu_byostechstation»), and this mod’s techstation that I was using for tests («customtechstation»). To spawn a techstation, type
Note that you can generally only have one techstation up at a time in the same world, because they all share the same uniqueEntityId; trying to place another will boot you out of the game (but shouldn’t screw up anything).
That should be everything. Sorry for the inconveniences!
Подпишитесь, чтобы загрузить
Scripted Artificial Intelligence Lattice (Customisable A.I.!)
2018-06-14: when using FU (or ztarbound) and a modded specie, please now also install this mod! https://steamcommunity.com/sharedfiles/filedetails/?id=1411331676
Good stuff:
— Allows you to easily change your ship’s S.A.I.L. with A.I. chips, which can also easily be created by other modders
— Each chip slot overwrites it’s left neightbors, which allows for multiple chip combos
(Eg. A.V.I.A.N.’s dialogs with the Felin’s visuals, or the old Hylotl A.I. with japanese dialogs)
— You can get more A.I. chips in the collection this mod’s in (the link’s just above), or with this mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=947922190
— Allows to change the object’s sprite to any other installed techstation
(you gotta spawn them (for now), eg. /spawnitem aviantechstation)
— It should work with any specie and ship on the workshop! If not, you’re going to see a big «FAILSAFE ACTIVATED» when interacting with S.A.I.L.; please do tell which specie you’re using in the forum thingy below so that I can make a patch for it! ( http://steamcommunity.com/workshop/filedetails/discussion/947429656/2119355556498832921/ )
«Bad» stuff:
— It won’t change radiomessages (bottom-left corner messages, eg. in missions) because starbound doesn’t allow me to do this
— It *should* display your missions properly, but if it doesn’t you can use the «Fallback» S.A.I.L. (the vanilla one) which’ll see all your missions via the button in the settings window. Please do tell in the forum thingy bellow what quests aren’t displaying, and if possible from what mod, so that I can patch them in! (The failsafe will last until you quit your ship)
— If for some reasons your ship pet is outdated, chances are it’ll crash the techstation, and thus this mod won’t save the tech chips. If that happens, please do tell it in the discussion thingy and I’ll make a fix for it!
Multiplayer compatible / «vanilla friendly»:
Probably needs everyone involved to have the mod installed for it to work in multiplayer.
(just look for the gifs really)
I took the hardcoded vanilla S.A.I.L. interface and rewrote it’s logic in Lua, thus giving me the ability to add some fancy features, but most notably, to allow easy S.A.I.L. changes and modding via config chips. (it also has some cool animations for buttons)
More specifically, this S.A.I.L. will take it’s configuration from the defaults, then from the specie’s defaults, then from each of it’s A.I. chip slots. Each of these configuration is merged, where latest overwrites oldest if configs ‘collide’. This allows, for example, to have that cute Felin S.A.I.L. overwrite the appearance of A.V.I.A.N., that overwrites the dialogs of your vanilla yellow glitch bald thingy.
The mod itself comes with chips to change the appearance to the older S.A.I.L. versions, but I’ve stolen (literally) a good load of other mods’ S.A.I.L.s and made chips for them there: http://steamcommunity.com/sharedfiles/filedetails/?id=943637272
I’ve also added a kind-of-still-WIP (it works but I’m not sure of the implementation) ability to change the appearance of the S.A.I.L. object itself to another one, with it’s animations and everything. It should work with any techstation you can find that is somewhat similar to the vanilla one, but you’ll probably need to spawn it yourself via an admin command.
The main one is the fact that we cannot read the player’s available missions via Lua. Because of this, this S.A.I.L. have to «guess» which missions the player has, based on their quests.
From what I’ve tested this works okay, but it means that I have to manually add the quest mission thing in some table. (tho if I ever stop updating it, it’s quite easy to patch them in yourself)
In case of it not seeing a mission, I’ve set up a «fallback to vanilla S.A.I.L.» button that will temporarily bring back the old S.A.I.L., which will see all of your quests. (It’ll go back to the scripted version once you quit then come back to your ship!)
Hopefully we’ll have the required Lua bindings soon.
Another problem is that the radiomessage thingies’ face are hardcoded and I cannot easily script them. This means that, even if you have a cute anime S.A.I.L. in your ship, when you run down the lunar base, the good ol’ bald S.A.I.L. will appear to notify you of the danger.
If you want to go multiplayer with this, everyone participating will probably have to download this mod, and the S.A.I.L. config chips you’ve subscribed to; or they’ll crash when entering your ship.
— this mod overwrites /quests/scripts/main.lua and /quests/scripts/portraits.lua. Any mod that does the same will result in one of the two mod’s script to not exist. Likely the others’, since this mod loads after a lot of mods and thus has more chances to overwrite stuff. Regardless, this is a pretty non-critical component so nothing very big will break.
The only mod I know that does this is the A.V.I.A.N. S.A.I.L., but I forgot what it does with it; my guess is that it replaces the S.A.I.L. icon to A.V.I.A.N.
If this mod’s script is overwritten, it’ll result in S.A.I.L.’s icon in the quest log to not match your custom S.A.I.L..
— Any mod that touches the vanilla interface might make the «failsafe S.A.I.L.» look different.
— Any mod that overwrites /ai/*.png and /ai/portraits/*.png (basically any «SAIL mod» that doesn’t use a chip) might result in missmatching S.A.I.L. visuals.
— Playing with FU without having support for FU’s BYOS might leave you with the vanilla failsafe S.A.I.L.; if so,please subscribe to this: https://steamcommunity.com/sharedfiles/filedetails/?id=1411331676
A workaround (keeping it here just in case, someone found it useful to have the command to spawn unbreakable stuff) could be to spawn another techstation; safe bets are any of the vanilla ones («humantechstation», «aviantechstation» etc.), FU’s techstation («fu_byostechstation»), and this mod’s techstation that I was using for tests («customtechstation»). To spawn a techstation, type
Note that you can generally only have one techstation up at a time in the same world, because they all share the same uniqueEntityId; trying to place another will boot you out of the game (but shouldn’t screw up anything).
That should be everything. Sorry for the inconveniences!
Starbound мод scripted artificial intelligence lattice
For exemple : The race Elduukhar (add by fracking universe) have a station named : elduukhartechstation.object [path : frackinguniverse\objects\ship\]. And in the fracking universe folder, you have also a file named : ai.config.patch [path : \frackinguniverse\ai\] and that file overwrite/replace all the editing (.patch seem to be a special extension who allow that). And after some search i found where the sail portrait are. In [frackinguniverse\ai\] and in [frackinguniverse\ai\portraits\]
I put my folder my mod folder in my *\Starbound\mods.
And it work perfecly well. Here a screenshot
I just found one issue, cause my mod editing it’s not good enough for found a solution. For work, i was forced to add an metadata file with a command : «priority» : 99
For forced Starbound to load my mod in last.
—————————-
I strongly believe, there is variable command, who can found the original value (while you play the game) and change it. Cause i found in frackinguniverse mod, an object who work exactly like your mod. The racialiser object. He can be found here [\frackinguniverse\interface\objectcrafting\fu_racialiser\] we can found some files who can edit the default value. Like pet, i change the value and use the same trick as before [NameModTest\interface\objectcrafting\fu_racialiser] and it work too. I was able to change the pet of any races.
In conclusion, i think if you find a way to change the original file with a copy/replace variable command and keep the same name. Or, make a new station who overwrite the older station with your chip value, using the variable command (like race info,ect. ) you will be able to change the radio message or anythink you want.
Sorry for the long message, hope i was able to find a solution with you 🙂
Starbound мод scripted artificial intelligence lattice
2018-06-14: when using FU (or ztarbound) and a modded specie, please now also install this mod! https://steamcommunity.com/sharedfiles/filedetails/?id=1411331676
This mod adds S.A.I.L. A.I. chips out of Antyrus’s Lamia specie mod that work with my Custom S.A.I.L. mod.
Full credit goes to the original mod’s original author. If you do like it, go give them a thumbs up!
-> http://steamcommunity.com/sharedfiles/fil.
This mod adds S.A.I.L. A.I. chips out of S00perEPICMrFox’s Kirhos Reloaded mod that work with my Custom S.A.I.L. mod.
This mod adds S.A.I.L. A.I. chips out of ShadedBlade (& partially MereLyap)’s Alternate Glitch SAILattice mod that work with my Custom S.A.I.L. mod.
Full credit goes to the original mod’s original author.
-> http://steamcommunity.com/sharedfiles/filede.
This mod adds S.A.I.L. A.I. chips out of Notameme / Meme Trash’s Draconis specie mod that work with my Custom S.A.I.L. mod.
Full credit goes to the original mod’s original author. If you do like this, go give them a thumbs up!
-> http://steamcommunity.
This mod adds S.A.I.L. A.I. chips out of Jokerswildnight & NukerNoah’s Playable Umbreon mod that work with my Custom S.A.I.L. mod.
This mod adds S.A.I.L. A.I. chips out of Marinebeast’s Inklings mod that work with my Custom S.A.I.L. mod.
Full credit goes to the original mod’s original author; if you do like it, go give them a thumbs up!
-> http://steamcommunity.com/sharedfiles/fil.
This mod adds S.A.I.L. A.I. chips out of Hiuki’s Kazdra mod that work with my Custom S.A.I.L. mod.
I wrote a message to the origina.
This mod adds S.A.I.L. A.I. chips out of RoboticMasterMind’s Xenos Irken mod that work with my Custom S.A.I.L. mod.
This mod adds S.A.I.L. A.I. chips out of Frigadae, TheViewerMarcus & Nintyuk’s ASRIEL SAIL Total replacement mod that work with my Custom S.A.I.L. mod.
Full credit goes to the original mod’s original author.
-> http://steamcommunity.com/sharedfiles/fil.
This mod adds S.A.I.L. A.I. chips out of Barbariank & Hdoomguy’s cutebound / Make the universe a cuter place mod that work with my Custom S.A.I.L. mod.
Full credit goes to the original mod’s original author.
-> http://steamcommunity.com/sharedfiles/fil.
*que fanfare*
R A L S E I J O I N E D Y O U R A I C H I P C O L L E C T I O N
Chip version compatible with Scripted Artificial Intelligence Lattice (aka Scripted SAIL) of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=155586984.
A mod that adds a SAIL Chip for Mynt from Paraphore!
Requires the Scripted Artificial Intelligence Lattice mod, which is in the required files.
Requires 1 Interface Chip to make, same as all other SAIL Chips, and made in the Chip Crafting menu in the SAI.
Scripted Artificial Intelligence Lattice (Customisable A.I.!)
Uploaded · Published July 23, 2018 · Updated June 22, 2019
Author: 😺
Last revision: 22 Jun, 2019 at 09:52 UTC (4)
File size: 1.7 MB
Description:
2018-06-14: when using FU (or ztarbound) and a modded specie, please now also install this mod! https://steamcommunity.com/sharedfiles/filedetails/?id=1411331676
Good stuff:
– Allows you to easily change your ship’s S.A.I.L. with A.I. chips, which can also easily be created by other modders
– Each chip slot overwrites it’s left neightbors, which allows for multiple chip combos
(Eg. A.V.I.A.N.’s dialogs with the Felin’s visuals, or the old Hylotl A.I. with japanese dialogs)
– You can get more A.I. chips in the collection this mod’s in (the link’s just above), or with this mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=947922190
– Allows to change the object’s sprite to any other installed techstation
(you gotta spawn them (for now), eg. /spawnitem aviantechstation)
– It should work with any specie and ship on the workshop! If not, you’re going to see a big «FAILSAFE ACTIVATED» when interacting with S.A.I.L.; please do tell which specie you’re using in the forum thingy below so that I can make a patch for it! ( http://steamcommunity.com/workshop/filedetails/discussion/947429656/2119355556498832921/ )
«Bad» stuff:
– It won’t change radiomessages (bottom-left corner messages, eg. in missions) because starbound doesn’t allow me to do this
– It *should* display your missions properly, but if it doesn’t you can use the «Fallback» S.A.I.L. (the vanilla one) which’ll see all your missions via the button in the settings window. Please do tell in the forum thingy bellow what quests aren’t displaying, and if possible from what mod, so that I can patch them in! (The failsafe will last until you quit your ship)
– If for some reasons your ship pet is outdated, chances are it’ll crash the techstation, and thus this mod won’t save the tech chips. If that happens, please do tell it in the discussion thingy and I’ll make a fix for it!
Multiplayer compatible / «vanilla friendly»:
Probably needs everyone involved to have the mod installed for it to work in multiplayer.
(just look for the gifs really)
I took the hardcoded vanilla S.A.I.L. interface and rewrote it’s logic in Lua, thus giving me the ability to add some fancy features, but most notably, to allow easy S.A.I.L. changes and modding via config chips. (it also has some cool animations for buttons)
More specifically, this S.A.I.L. will take it’s configuration from the defaults, then from the specie’s defaults, then from each of it’s A.I. chip slots. Each of these configuration is merged, where latest overwrites oldest if configs ‘collide’. This allows, for example, to have that cute Felin S.A.I.L. overwrite the appearance of A.V.I.A.N., that overwrites the dialogs of your vanilla yellow glitch bald thingy.
The mod itself comes with chips to change the appearance to the older S.A.I.L. versions, but I’ve stolen (literally) a good load of other mods’ S.A.I.L.s and made chips for them there: http://steamcommunity.com/sharedfiles/filedetails/?id=943637272
I’ve also added a kind-of-still-WIP (it works but I’m not sure of the implementation) ability to change the appearance of the S.A.I.L. object itself to another one, with it’s animations and everything. It should work with any techstation you can find that is somewhat similar to the vanilla one, but you’ll probably need to spawn it yourself via an admin command.
The main one is the fact that we cannot read the player’s available missions via Lua. Because of this, this S.A.I.L. have to «guess» which missions the player has, based on their quests.
From what I’ve tested this works okay, but it means that I have to manually add the quest mission thing in some table. (tho if I ever stop updating it, it’s quite easy to patch them in yourself)
In case of it not seeing a mission, I’ve set up a «fallback to vanilla S.A.I.L.» button that will temporarily bring back the old S.A.I.L., which will see all of your quests. (It’ll go back to the scripted version once you quit then come back to your ship!)
Hopefully we’ll have the required Lua bindings soon…….
Another problem is that the radiomessage thingies’ face are hardcoded and I cannot easily script them. This means that, even if you have a cute anime S.A.I.L. in your ship, when you run down the lunar base, the good ol’ bald S.A.I.L. will appear to notify you of the danger.
If you want to go multiplayer with this, everyone participating will probably have to download this mod, and the S.A.I.L. config chips you’ve subscribed to; or they’ll crash when entering your ship.
– this mod overwrites /quests/scripts/main.lua and /quests/scripts/portraits.lua. Any mod that does the same will result in one of the two mod’s script to not exist. Likely the others’, since this mod loads after a lot of mods and thus has more chances to overwrite stuff. Regardless, this is a pretty non-critical component so nothing very big will break.
The only mod I know that does this is the A.V.I.A.N. S.A.I.L., but I forgot what it does with it; my guess is that it replaces the S.A.I.L. icon to A.V.I.A.N.
If this mod’s script is overwritten, it’ll result in S.A.I.L.’s icon in the quest log to not match your custom S.A.I.L..
– Any mod that touches the vanilla interface might make the «failsafe S.A.I.L.» look different.
– Any mod that overwrites /ai/*.png and /ai/portraits/*.png (basically any «SAIL mod» that doesn’t use a chip) might result in missmatching S.A.I.L. visuals.
– Playing with FU without having support for FU’s BYOS might leave you with the vanilla failsafe S.A.I.L.; if so,please subscribe to this: https://steamcommunity.com/sharedfiles/filedetails/?id=1411331676
A workaround (keeping it here just in case, someone found it useful to have the command to spawn unbreakable stuff) could be to spawn another techstation; safe bets are any of the vanilla ones («humantechstation», «aviantechstation» etc.), FU’s techstation («fu_byostechstation»), and this mod’s techstation that I was using for tests («customtechstation»). To spawn a techstation, type
To break the default unbreakable techstation, hover over it with your cursor, then type
Note that you can generally only have one techstation up at a time in the same world, because they all share the same uniqueEntityId; trying to place another will boot you out of the game (but shouldn’t screw up anything).
That should be everything. Sorry for the inconveniences!
Many thanks to Storm_UK and his hobo.lua script, Magicks and the others at the starbound discord’s modding channel, and all the people I stole their S.A.I.L. from who haven’t killed me yet.
(And you for using this. )
Revisions:
Old revisions of this mod are available below. Click the link to download.











