Starbound

Starbound

Many Tabs (1/2)
42 opmerkingen
Bromo Sapien 2 dec 2023 om 14:05 
That is why there is not internal naming in several of the more complex of system effecting mods. as well as why many "don't work" they "do" they just can't hook, hooks are gone or renamed or something like this was not designed in pre/init/post type cylcles, or its simply missing tests in the patches and so fails or never applies the mod because well it tried before the thing it effected existed or before another mod then erased the item and replaced it.
many mods work just fine, but some other mod overrides it.
My current collecting is around 1000 mods (Many "obsolete or broken" that I have maintained/repaired/updated) but I have been rewriting them all into about 100 Bromoverse mods ordered into the load order of starbound. so tech all together, blocks together, planets together, this way everything (all 1.85gigs) loads in under 45 seconds, with 3 dup items and 4 broken recipes ;)
Bromo Sapien 2 dec 2023 om 13:58 
Parts one and two are explained somewhere in a thread. Part one is setting the basic availability for this mod to effect the list/array of the containers. Part two loads late and does the patching itself. This was to make it ready available to other mods that internally contained resources to apply. This allows mod makers to make the patch themselves. There is an issue with Metadata names and the whole internal external load orders of the game the patches and steam if its in the mix... I am currently working on a rewrite of this mods functions and a GUI refit.
Ninja-454 30 nov 2023 om 18:13 
@Corbent -
More often than not, one pack is resources, functions, system files, etc.

Secondary pack is commonly where the Dev adds the last few plug-ins & ensures everything connects properly, as well as provides the 'access point' for other mods to also be included.

Any more after that, & it's typically different files separated for posterity by the mod team(s)
themselves, (coming from being constantly around XCOM 2 mods)
Zombie_W33D 17 jul 2023 om 21:42 
from my experience in other modding communities generaly a mod is split up in 2 when you have functions you built in one that may be needed by multiple of your mods without wanting to force you to use all the diff ones at once. (dunno if that is the case here.) (normaly you would call one of them a library or lib.
Corbent 1 apr 2023 om 18:24 
Question not directly related to the mod itself. As a modder, I am very curious as to the why does this mod need to be divided in two parts. Can you tell me why would it fail if it was a single pak?
KatanaDrama 4 nov 2022 om 2:50 
Any help would be greatly appreciated.
KatanaDrama 4 nov 2022 om 2:49 
I am trying to get the module tab to open up in the 'mech parts crafting" in the (mechoverhaul) mod and its not appearing. I do see other tabs for other mech parts crafting. I do see the available expansion slot to add the modules in the "mech assembly station". But have no way to access or craft the modules. I am receiving the module blueprints but don't have a tab to craft them. I'm assuming its cause I am not using (quick bar mini deprecated) and instead using (stardust core lite).

I have mods that require (stardust core lite) to work but in the description of (quick bar mini deprecated) says I cant use both (stardust core lite) and (quick bar mini deprecated). Do you know of anything that I can do? Can I uninstall (stardust core lite) and install (quick bar mini deprecated) without any issues?

I do see a (mech overhaul many tabs patch) and wondering if I can work that in. Can I uninstall (stardust core lite) and install (quick bar mini deprecated) without causing any issues?
Sundering Sober Sonder Sun 26 aug 2022 om 19:59 
Any compatibility patch for the FU races? Because I can't find and the read the Codex from FU anymore, even if I had discovered it.

So would this mean I have to manually add a race tab to codex window instead?
Corsair 28 mei 2022 om 6:06 
this mod remove upgrade button:winter2019sadbulb:
Davoker 15 mei 2022 om 18:05 
Does anyone know what is the limit of tabs you can add with many tabs to the spinning wheel for example?

And another doubt, is it possible to add a tab, that when clicked opens other tabs? for example, the "Custom collection UI" mod does that, is it possible to do that in the spinning wheel for example?
Lexár 1 mei 2022 om 13:59 
ERROR!
This mod removed the upgrade button from Inventor's Table!
AnomNom 6 mei 2021 om 11:53 
I know you might not respond to this, but it's work asking anyways. Is there a way to remove a default tab? I'm trying to make some changes to the Inventor's table, and want to remove the default tab to replace it with some different ones, but I cannot seem to do it.
AnomNom 6 mei 2021 om 10:28 
@123456:
You know there's patches for Frackin' Universe and this mod, right?
Hazearil 20 feb 2021 om 12:00 
@Nemeryel yea, nevermind the fact that even the official frackin server has this mod listed as a recommended client-side mod.
Nelayel 20 feb 2021 om 10:41 
dont use frackin with this
test 22 dec 2020 om 2:12 
this is very annoying i installed this mod as needed by some other mod but found out this mod incompatible wth frackin universe but i dont remember what mods needed this mod so that i can uninstall it
test 22 dec 2020 om 1:53 
why did i need many tabs i forgot which mod needed it
Anter583 5 okt 2020 om 2:06 
@Hazearil: super late responce, but the 1st part runs before mods that use this and adds some infrastructure that's needed for mods to be able to actually detect many tabs and log their own tabs, 2nd part runs after that and is what detects those logs and turns them into tabs.
Hazearil 26 aug 2020 om 9:10 
Why does this mod actually need to be separated in 2 mods if you have to use both anyway?
AbyssStarer 15 dec 2019 om 19:22 
Could you make this work with Mech Overhaul?
Azathoth 3 okt 2019 om 18:09 
Seems to be incompatible with Better (C) Interface: https://steamoss.com/sharedfiles/filedetails/?id=1550987556
AnomNom 10 jul 2019 om 22:10 
@THE ENTIRE KEKISTANI REPUBLIC:
@Jokiu:

I just uploaded a patch that fixes the FU Mech UI. As for the Lab Directory, that does not even remotely seem to have a conflict with this mod.
Jokiu 19 jun 2019 om 12:58 
Sayter mentioned that Many Tabs unfortunately breaks two things in FU, the Lab Directory and Mech UI.
I hope there will be a patch for that in the future since I NEED this mod for the codex menu to not be a mess...
Jazz 6 apr 2019 om 19:41 
The codex being all messed up was driving me insane! I couldn't for the life of me figure out what was causing it until I found this mod. Thank you so much!
Kolljak 25 mrt 2019 om 18:22 
For some reason this mod doesnt play nice with 1080p Starmap. i was using the [dark] edition. it causes the minimap to be small in the bottom left of the large 1080p full screen galaxy map.
Itwas acthually30million 22 mrt 2019 om 11:12 
does this work with frackin univers?
Immirik 6 jan 2019 om 11:02 
"Fully functional with Extended GUI but tabs currently start in the middle of the screen instead of top."

I tested a few things in the craftingfurnace.config.patch in Many Tabs 2/2 and managed to get the tabs on top while using Extended GUI (keeping all as it was otherwise, of course, and adding the couple additional modtabs that the this allows):

Before:
Default
Extended

After:
Extended
With all possible modtabs
Not Extended, all modtabs

Here's how the file looks: https://pastebin.com/S538yTjg (parts added by me marked with "ADDED")

Would it be an interesting idea to make this addition?
Neko Boi Nick 13 dec 2018 om 13:53 
Also subs in no way matter, with the starbound workshop, you cannot make any money off of any of your mods, even if it's hosted somewhere else but steam.
Neko Boi Nick 13 dec 2018 om 13:52 
@Majora's Puppet, if you'd care to learn how mods, work and not directly asume things like my ex, you'd realize that the second part has a patch that needs to do a second round of patching and cannot normally do that when every mod had loaded in before hand.
Lucky 12 okt 2018 om 14:54 
why is it 2 halfs you could have just put it in one mod or are you greedy and want twice the subs?
16BitPotato 25 aug 2018 om 20:14 
Installing causes crash on startup. https://pastebin.com/2k6cMFQ9
DJSwayZ 28 mei 2018 om 16:32 
im having that same issue plz help
RDKateran 9 mei 2018 om 22:59 
Not sure if this is causing it but on the Forge, there's a pickaxe symbol floating in the middle of the menu, near the +New icon would be. Looks like it should be a tab. Any idea what's causing it, or if it's a mod conflict? http://puu.sh/Ajsxw/99643cfc9f.png
Spacebound Garbage 31 mrt 2018 om 20:02 
Okay this mod is amazing, first off. Its really helpful when you have Elithian races installed and you like to read lorebits.

Problem is it, for some reason I cant think of, conflicts with Tails for Novaskin. (http://steamoss.com/sharedfiles/filedetails/?id=1232803783) As in it removes the tail and body decals added by it. Not sure how many people would use them together but I do and it's odd that it conflicts like that.
Kurzidan 7 feb 2018 om 3:55 
well I mean. I have it installed now but neither part is subscribed startinng.........one.... now. (unsubbing from both one at a time)

That's because I've instructed the game to properly read the subscribed folder from within mods, so i don't need it subbed. ... so In the event steam still screams bloody murder for having more than 100 subscribed items - I remain unaffected, plus, I can simply run the game, with or without steam and it'll load them.
pointbeing 2 jan 2018 om 17:45 
at this moment, there arre 1,125 people who have this installed but not part 2...

*facepalm*
LeviThePants 26 sep 2017 om 12:22 
I was going to ask a question about syntax and such, but I found this mod works much better when you have the part two as well. :3
This is great, thanks for making a my modding job easy!
v6  [auteur] 24 aug 2017 om 11:29 
You should install both
GoldeatH 24 aug 2017 om 11:23 
so if i just want the same mod as the part 2 i dont need to download this one ?
v6  [auteur] 24 aug 2017 om 9:33 
Also, Steam workshop is really bad at handling multiple mods in the same workshop item.
v6  [auteur] 24 aug 2017 om 9:32 
From the changelog


Mod has been split into 2 mods.

Many Tabs 1 will load before all mods and add /manytabs:true to all .config files that Many Tabs modify.
This will make it possible for modders to detect if the mod is present inside their own patch files.

Many Tabs 2 still does all of the replacing but relies on that part 1 has loaded.
Xaliber 24 aug 2017 om 9:28 
Just curious: why do you separate the mod into two parts?