
- Mass rename steam starbound mods how to#
- Mass rename steam starbound mods mod#
- Mass rename steam starbound mods free#
If you feel unsure whether it all went fine, just launch the game – if something is wrong, the game will politely (If you can consider crashes polite) inform you on which line of which file it failed to load. Simply scroll down or use search function to find lines like Ronin.rte/Devices/Sprites/AK47.bmp and replace them with new ones, for instance /MagazineAK47.bmp. Yes, remove //, uncommenting is very important. Now, open up the previously created index.ini and change You can have just one, or two, or over nine thousand frames for your gun if you feel like it, just don’t forget to have the 000 numeration thing if there’s over 1 frame, and remember to define amount of frames in data (More about that later).

Also, about AK47000 and AK47001 – these are considered different animation frames of same sprite.
Mass rename steam starbound mods free#
You can try using another weapon too, but note that all weapons have different dependencies and may require different files, not to mention it might make it harder to follow this tutorial, so you can leave that for dessert.īy the way, feel free to rename the sprites (term for, you know, the images 2D game uses) – as long as file path you’ll use refers to the proper thing. Ronin.rte/Devices/Sprites/MagazineAK47.bmp

And that’s bad, m’kay?Īnyways, back to business! Now, I’ll take these files and move their copies into my folder:
Mass rename steam starbound mods mod#
Note that taking and reusing the vanilla (slang for unmodded content) game data when creating objects is a simple way of creating something functional quickly, and taking someone’s else mod content without permission and with intention to upload it is a jerk way. Now, we’ll move on to adding actual content to the mod, and learn about dependenencies on the way there.

If you have tryed launching the game already and it doesn’t crash, good job, your first mod’s foundations are perfectly intact! But don’t worry, that’ll change soon! Also, another important thing – try not to mess up the formating, it is important. And the // before the line simply disables it, seeing as we don’t have any other documents in the mod for game to read. Note that are unnecesseary and just indicate you are free to write anything you want there or have to write down something specific depending on file location/mod name. rte/ModuleIcon.bmp Description = //IncludeFile =.
Mass rename steam starbound mods how to#
All we need to do is learn how to edit file paths.ĭataModule ModuleName = IconFile = ContentFile Path =. I’ll return to it later, for now we got index.ini to edit. bmp and you stick to this palette when picking colours: It doesn’t matter, as long as it can save as. rte folder.įeel free to edit the logo, you can freely do that with MS Paint or whatever raster editor you got out there. You know, Ronins, Techion, Imperatus – it doesn’t really matter. Next thing you have to do is take Index.ini and ModuleIcon.bmp out of any other faction’s base folder.
off, you’ll have the mod disabled, which is handy if you don’t want to have the mod on now, or it refuses to work for you and you don’t feel like repairing or updating it right now. rte or add anything after it, like I do with. rte, you know, like ZombieNinjaCorporation.rte, or Robots.rte. The first thing you need to do is create a new folder for the mod. Also contains some useful links to more advanced tutorials. This guide explains the very basics of Cortex Command modding for newbies by demonstrating how to create a simple gun by reusing game’s data and how to make a standalone mod work.
