- 1Quick Navigation
- 1.1Step 1 - Unpacking Assets
- 1.2Step 2 - Modding
- 1.3Step 3 - Setting Up Your First Mod
- 1.4Step 4 - Packing your mod
- 1.5Step 5 - Publishing
.shipworld - Starbound Ship Data. The SHIPWORLD game data files are related to Starbound. SHIPWORLD file is a Starbound Ship Data. Starbound is an action-adventure video game developed and published by Chucklefish Games. Jul 31, 2016 If /debug does not work for you, manually set allowAdminCommandsFromAnyone to true in your /storage/starbound.config. To use WEdit, the dash tech must be active on your character, so make sure you have the this tech equipped. Obtaining the Tools. Craft the WEAllInOne item from your crafting menu (C by default). Using the Tools. The shipworld file extension is associated with the Starbound, an indie 2D platform action adventure game for Microsoft Windows, OS X (macOS) and Linux. The shipworld file stores some kind of data related to game world.
This article will show you the steps you need to take before you can start actually modding, and also the steps you can take after you are done modding, to pack and publish your mod.
You will need a text editor that is not the Windows included notepad.exe, as it does not support UNIX line endings. Do not use a word processor such as MS Word instead of a text editor. Only UTF-8 is supported, other encodings are likely to cause crashes. Optionally, for easier packing and unpacking of mods and assets, you may use ModPackHelper (available for Windows and Linux) or PAK GUI.
Step 1 - Unpacking Assets
Furious Koala introduced a .pak format which improves loading times and eases mod distribution. This means we need to unpack the assets before we can start modding.
Note - This step will not remove or change your packed.pak file, but simply extract its content for use as reference material. Unpacked assets may be safely left in ..assets and changes you make to the unpacked assets will have no effect on your game as Starbound will prioritize the use of assets.pak (unless the unpacked _metadata is deleted).
Windows
Current as of Version 1.4.3, June 27th, 2019
- Open up the main directory folder for Starbound.
- Shift + right-click within the folder and select Open Command Prompt/Windows Powershell or equivalent (depends on Windows version).
- Type the following into Command Prompt/Windows Powershell:
.win32asset_unpacker.exe '.assetspacked.pak' '.assetspacked'
- Command Prompt/Windows Powershell will do nothing until asset_unpacker.exe has finished, this will take a while on most computers.. There are no progress updates.
- Once Command Prompt displays a message equivalent to this, 'Unpacked assets to Packed in 250.063s,' you can close the program and move on to creating mods.
Notes
- If purchased from Steam, the location of the main Starbound directory folder typically looks like this:
SteamsteamappscommonStarbound
- The text typed into Command Prompt are three directory locations:
- The location of asset_unpacker.exe, which is the program that does all of the unpacking.
- The location of Starbound assets, or Mod assets, to be unpacked.
- Where you want the unpacked assets to be dumped. This third string can be changed to whichever location or name you prefer. However, dumping into ..assetspacked will make assets more readily available to Tiled.
- The command can be stored as a batch file for faster unpacking whenever a new game version is released.
It is advised to read the Unofficial Modding E-book instead, available on Chucklefish Forums. http://community.playstarbound.com/resources/unofficial-modding-ebook-2-0.2930/
Mac
Current as of version 1.3.0, June 13th, 2017
If you have purchased Starbound from Steam, then these instructions will work. Otherwise you will have to find your Starbound assets folder and apply the file paths to these instructions.
- Open Terminal.app in OS X (hopefully you have 10.7 or higher)
- Type
cd ~/Library/Application Support/Steam/steamapps/common/Starbound/assets
Now you are in the assets folder. - You need to create a new folder here where you want your unpacked assets to end up. Type
mkdir unpacked
- Now you need to navigate to the asset_unpacker. Type
cd ../osx
- Type
./asset_unpacker ../assets/packed.pak ../assets/unpacked
(The asset_unpacker should finish anywhere from 1 to 500 seconds depending on your computer, so let it work. If it takes longer than 20 minutes, quit Terminal.app and start over. If retrying doesn't work, then you have an issue external to the asset_unpacker.) - In Finder browse to your unpacked folder by clicking on 'Go' on the menu bar, holding the [alt/option] key on your keyboard (this will show Library, which is usually hidden), clicking on Library, then browsing to -> Application Support -> Steam -> steamapps -> common -> Starbound -> assets -> unpacked (sound familiar?).
It is highly recommended that you make a backup copy of your original, working packed.pak before you mod and pack.
To pack, do exactly the same steps as mentioned above (minus making a new folder 'unpacked'), but when you get to step 5, where you actually unpack the packed.pak file:
- Type
./asset_packer ../assets/unpacked ../assets/packed.pak
Linux
Current as of version 1.2.3b, May 26th, 2017
- Open the main directory of starbound in your shell (i.e. ~/.steam/steam/steamapps/common/Starbound if purchased on steam)
- Type the following into your shell:
linux/asset_unpacker assets/packed.pak unpacked_assets
- linux/asset_unpacker is the path to the executable
- assets/packed.pak is the path to the packed assets
- unpacked_assets is the name of the directory, where it'll extract the files in. If the directory doesn't exist, it'll be created.
- There is no progress bar while unpacking, but after completion, it'll print something like this:
Unpacked assets to unpacked_assets in 70.0567s
- After that message appears, you can close the shell and start creating mods.
Step 2 - Modding
Tutorials
Reference Pages
If you did everything right, Starbound should load your new mod the next time you run it. If the game crashes, or your changes are not found in the game, check your starbound.log file.
Step 3 - Setting Up Your First Mod
_metadata file
- Full Article: Metadata file
The metadata file (usually named _metadata
) is a completely optional file that contains your mod's name, description, and more. If using the Steam Uploader Tool, a basic metadata file will be generated for you. While optional, it is recommended to have at least have a name set in the metadata in case a companion mod ever needs to require or include your mod, and to make your mod more easily identifiable within the game log should any errors occur.
Step 4 - Packing your mod
Before publishing your mod, it is recommended to pack it as a single .pak
file. This simplifies installation (drop the file in the Starbound/mods/ folder). The alternative is to just put all the files into an archive for distribution which will need to be unpacked by end users to install.
Steam
The mod uploader included with the Steam version of Starbound will automatically pack your mod into a pak file when it uploads to the workshop. If you subscribe to your own mod, you may copy this pak from the workshop folder for redistribution through other channels, or you may follow standard packing methods. Linux users may use Proton to launch the mod uploader.
Alternately, all users may use the SteamCMD method as per this guide by The | Suit. This is the only reliable option for Mac users.
General
To pack your mod into a pak file, you may either manually use asset_packer.exe as included with Starbound, or you can automate it with PAK GUI or ModPackHelper.
Manual Method
- Create a metadata file for your mod if you intend to include one.
- For ease of use, ensure your mod folder is in ..Starboundmods
- Open a command prompt as described in Unpacking assets.
- Run the following command:
.win32asset_packer.exe .mods .mods.pak
(substitute with your mod's folder and with whatever you wish) - Once finished, your .pak will be in the ..Starboundmods folder and is ready to publish.
PAK GUI
- Create a metadata file for your mod if you intend to include one.
- Extract PAK GUI anywhere and run it.
- Point the 'Path to Starbound' to the base Starbound folder.
- Either click 'Pack...' or drop your mod's folder onto PAK GUI and follow the prompts.
Windows/Linux with ModPackHelper
- Unpack ModPackHelper directly into ..Starboundmods and run it.
- When script is launched, choose action 1.
- Then select the mod you want to pack (If your mod folder does not contain a _metadata or legacy .modinfo file, it will not show as a choice).
- Press Enter. The mod is available in the Starbound/mods/ folder as .pak.
Step 5 - Publishing
Only one thing left to do - publish your mod!
Steam
Once you have all desired fields filled in the uploader, hit 'Upload to Steam'. When the status bar vanishes, you're done!
Chucklefish
Go to the official modding forums, select 'add mod' in the upper right hand section, select the category of your mod, fill out the information form and hit save. It is that easy.
Other Services
Publishing methods for other services, such as NexusMods, may vary. Please refer to the individual service for more information. Otherwise, your mod's folder or pak file may be distributed as you choose.
External links
- Chucklefish Forums: How to successfully pack and unpack .pak files
- Chucklefish Forums: Getting started in making mods for Starbound
- Chucklefish Forums: Unofficial Modding Ebook 2.0
- Chucklefish Forums: ModPackHelper
Interacting with the captain's chair will bring up the Navigation Console, which allows the player to set a ship's destination. Player-specific planetary homes may also be set via the Navigation Console, then returned to from anywhere using the teleporter.
After repairing the ship, Fuel is required to activate the FTL jump drives in order to fly outside the local solar system. After a destination has been reached, the ship will remain in orbit until directed to a different location via the Navigation Console or directly via the Coordinates system.
Ships can be used as a home base, containing storage and crafting apparatuses that follows the player from planet to planet. Developing a customized ship layout that works for the player is part of the game; the back walls, the door, the lights and such can all be safely destroyed and replaced if the player chooses to do so.
After repairing the ship FTL drive players will open a variety of missions that will allow them to upgrade the size of their ship. These quests are given at the outpost.
See the Ship Upgrades page for a detailed breakdown of what the upgrades look like, how much they cost, and what they unlock.
Ship Components
Shiplocker
The shiplocker is a storage container where players can store items on their ship. By default the shiplocker has 64 inventory slots.
New players will find these items within the Ship Locker:
Fuel Hatch
The fuel hatch is how players can refuel their ships. It will break down Crystal Erchius Fuel and Liquid Erchius Fuel to fuel which refills the ships fuel gauge and allows it to travel. These resources can be gathered on moons. Traveling to planets within the same solar system has no fuel cost.Teleporter
S.A.I.L. Station
The SAIL Station is the main interface for your ship computer which provides missions and is also used to view and manage crew member details.Ships
Racial Starter Ships
See Ship Upgrades for details on expanding to larger ship sizes.
Apex
The Apex starter ship is ultramodern, with a smooth, streamlined shape and elegant electric lights. It looks the most futuristic of the available ships at launch. Or a space shuttle. When fully upgraded the Apex ship has 3,730 blocks, being the second smallest ship.Avian
The Avian starter ship resembles the ancient theme of the race, even appearing to be powered by a large red crystal which is seen frequently in Avian Villages as torches. When fully upgraded the Avian ship has 3,762 blocks, making it second largest ship.Floran
The Floran starter ship has design influences from other races' ships. The reason is rooted in Floran lore, which defines the race as scavengers, stealing technology from other races. When fully upgraded the Floran ship has 4,013 blocks, making it the largest ship.Human
The Human starter ship looks very militaristic, with a flat gray color and red accents. When fully upgraded the Human ship has 3,752 blocks, making it the median ship in terms of size.Hylotl
The Hylotl starter ship resembles a large fish. When fully upgraded the Hylotl ship has 3,450 blocks, making it the smallest ship.Glitch
The Glitch starter resembles a castle with turrets and a (non-functional) cannon. When fully upgraded the Glitch ship has 3,735 blocks, making it the third smallest ship.Novakid
Ship World File Starbound 1
The Novakid starter ship resembles an old steam locomotive, to fit with the race's wild west-themed culture. The ship contains a small deck on top, but it is inaccessible. It was added after the other six racial ships in update. When fully upgraded the Novakid ship has 3,760 blocks, making it the third largest ship.Unimplemented Ships
Human Mothership
This is a large-scale ship whose textures are currently in-game, but has not fully been implemented. The ship contains a bridge, factory, hangar, creature laboratory, docking room, engine room, bar, sickbay and a viewing deck.Ship World File Starbound Free
Trivia
- The original model for the Floran ship was an Apex ship covered in vines. While not identical to the Apex starter ship, it was very similar in shape and design, and when the pilot seat was examined, Floran characters would observe that it 'smells like Apex butt'.
- The original model for the Hylotl ship was completely different from the current one; while the current ship only vaguely resembles a fish, the original Hylotl ship was blatantly a large koi fish, complete with scales, fins, and an eye. The lighting inside the ship was provided by five Traditional Paper Lanterns, keeping in line with the stylistic theme of the race.
- The back thruster of the original Hylotl ship can be found at the outpost near Penguin Pete's Vehicle Lot in a pile of ship parts along with a Hylotl lantern hanging from the main part of the shop.
Starbound Ship Mod
- According to the Starbound Chronicle, powering up the ship's FTL drive in the atmosphere causes a massive explosion on the planet, but the ship survives.
- When you start travel to next planet/system, you can see (when sitting captain's seat) 'Timestep - 2.0' This means, you fly 0,5 of light speed.
- As of 1.3, it is now possible to see both Player and NPC ships as white ship icons on the Navigation Console, NPC ships being the only ones able to be interacted with however.
If you did everything right, Starbound should load your new mod the next time you run it. If the game crashes, or your changes are not found in the game, check your starbound.log file.
Step 3 - Setting Up Your First Mod
_metadata file
- Full Article: Metadata file
The metadata file (usually named _metadata
) is a completely optional file that contains your mod's name, description, and more. If using the Steam Uploader Tool, a basic metadata file will be generated for you. While optional, it is recommended to have at least have a name set in the metadata in case a companion mod ever needs to require or include your mod, and to make your mod more easily identifiable within the game log should any errors occur.
Step 4 - Packing your mod
Before publishing your mod, it is recommended to pack it as a single .pak
file. This simplifies installation (drop the file in the Starbound/mods/ folder). The alternative is to just put all the files into an archive for distribution which will need to be unpacked by end users to install.
Steam
The mod uploader included with the Steam version of Starbound will automatically pack your mod into a pak file when it uploads to the workshop. If you subscribe to your own mod, you may copy this pak from the workshop folder for redistribution through other channels, or you may follow standard packing methods. Linux users may use Proton to launch the mod uploader.
Alternately, all users may use the SteamCMD method as per this guide by The | Suit. This is the only reliable option for Mac users.
General
To pack your mod into a pak file, you may either manually use asset_packer.exe as included with Starbound, or you can automate it with PAK GUI or ModPackHelper.
Manual Method
- Create a metadata file for your mod if you intend to include one.
- For ease of use, ensure your mod folder is in ..Starboundmods
- Open a command prompt as described in Unpacking assets.
- Run the following command:
.win32asset_packer.exe .mods .mods.pak
(substitute with your mod's folder and with whatever you wish) - Once finished, your .pak will be in the ..Starboundmods folder and is ready to publish.
PAK GUI
- Create a metadata file for your mod if you intend to include one.
- Extract PAK GUI anywhere and run it.
- Point the 'Path to Starbound' to the base Starbound folder.
- Either click 'Pack...' or drop your mod's folder onto PAK GUI and follow the prompts.
Windows/Linux with ModPackHelper
- Unpack ModPackHelper directly into ..Starboundmods and run it.
- When script is launched, choose action 1.
- Then select the mod you want to pack (If your mod folder does not contain a _metadata or legacy .modinfo file, it will not show as a choice).
- Press Enter. The mod is available in the Starbound/mods/ folder as .pak.
Step 5 - Publishing
Only one thing left to do - publish your mod!
Steam
Once you have all desired fields filled in the uploader, hit 'Upload to Steam'. When the status bar vanishes, you're done!
Chucklefish
Go to the official modding forums, select 'add mod' in the upper right hand section, select the category of your mod, fill out the information form and hit save. It is that easy.
Other Services
Publishing methods for other services, such as NexusMods, may vary. Please refer to the individual service for more information. Otherwise, your mod's folder or pak file may be distributed as you choose.
External links
- Chucklefish Forums: How to successfully pack and unpack .pak files
- Chucklefish Forums: Getting started in making mods for Starbound
- Chucklefish Forums: Unofficial Modding Ebook 2.0
- Chucklefish Forums: ModPackHelper
Interacting with the captain's chair will bring up the Navigation Console, which allows the player to set a ship's destination. Player-specific planetary homes may also be set via the Navigation Console, then returned to from anywhere using the teleporter.
After repairing the ship, Fuel is required to activate the FTL jump drives in order to fly outside the local solar system. After a destination has been reached, the ship will remain in orbit until directed to a different location via the Navigation Console or directly via the Coordinates system.
Ships can be used as a home base, containing storage and crafting apparatuses that follows the player from planet to planet. Developing a customized ship layout that works for the player is part of the game; the back walls, the door, the lights and such can all be safely destroyed and replaced if the player chooses to do so.
After repairing the ship FTL drive players will open a variety of missions that will allow them to upgrade the size of their ship. These quests are given at the outpost.
See the Ship Upgrades page for a detailed breakdown of what the upgrades look like, how much they cost, and what they unlock.
Ship Components
Shiplocker
The shiplocker is a storage container where players can store items on their ship. By default the shiplocker has 64 inventory slots.
New players will find these items within the Ship Locker:
Fuel Hatch
The fuel hatch is how players can refuel their ships. It will break down Crystal Erchius Fuel and Liquid Erchius Fuel to fuel which refills the ships fuel gauge and allows it to travel. These resources can be gathered on moons. Traveling to planets within the same solar system has no fuel cost.Teleporter
The teleporter is used to travel to and from a ship. You will appear in the teleporter when returning to your ship or when teleporting to another player's ship. You also have the option to warp to different locations, if you placed a flag or teleporter bookmarks.S.A.I.L. Station
The SAIL Station is the main interface for your ship computer which provides missions and is also used to view and manage crew member details.Ships
Racial Starter Ships
See Ship Upgrades for details on expanding to larger ship sizes.
Apex
The Apex starter ship is ultramodern, with a smooth, streamlined shape and elegant electric lights. It looks the most futuristic of the available ships at launch. Or a space shuttle. When fully upgraded the Apex ship has 3,730 blocks, being the second smallest ship.Avian
The Avian starter ship resembles the ancient theme of the race, even appearing to be powered by a large red crystal which is seen frequently in Avian Villages as torches. When fully upgraded the Avian ship has 3,762 blocks, making it second largest ship.Floran
The Floran starter ship has design influences from other races' ships. The reason is rooted in Floran lore, which defines the race as scavengers, stealing technology from other races. When fully upgraded the Floran ship has 4,013 blocks, making it the largest ship.Human
The Human starter ship looks very militaristic, with a flat gray color and red accents. When fully upgraded the Human ship has 3,752 blocks, making it the median ship in terms of size.Hylotl
The Hylotl starter ship resembles a large fish. When fully upgraded the Hylotl ship has 3,450 blocks, making it the smallest ship.Glitch
The Glitch starter resembles a castle with turrets and a (non-functional) cannon. When fully upgraded the Glitch ship has 3,735 blocks, making it the third smallest ship.Novakid
Ship World File Starbound 1
The Novakid starter ship resembles an old steam locomotive, to fit with the race's wild west-themed culture. The ship contains a small deck on top, but it is inaccessible. It was added after the other six racial ships in update. When fully upgraded the Novakid ship has 3,760 blocks, making it the third largest ship.Unimplemented Ships
Human Mothership
This is a large-scale ship whose textures are currently in-game, but has not fully been implemented. The ship contains a bridge, factory, hangar, creature laboratory, docking room, engine room, bar, sickbay and a viewing deck.Ship World File Starbound Free
Trivia
- The original model for the Floran ship was an Apex ship covered in vines. While not identical to the Apex starter ship, it was very similar in shape and design, and when the pilot seat was examined, Floran characters would observe that it 'smells like Apex butt'.
- The original model for the Hylotl ship was completely different from the current one; while the current ship only vaguely resembles a fish, the original Hylotl ship was blatantly a large koi fish, complete with scales, fins, and an eye. The lighting inside the ship was provided by five Traditional Paper Lanterns, keeping in line with the stylistic theme of the race.
- The back thruster of the original Hylotl ship can be found at the outpost near Penguin Pete's Vehicle Lot in a pile of ship parts along with a Hylotl lantern hanging from the main part of the shop.
Starbound Ship Mod
- According to the Starbound Chronicle, powering up the ship's FTL drive in the atmosphere causes a massive explosion on the planet, but the ship survives.
- When you start travel to next planet/system, you can see (when sitting captain's seat) 'Timestep - 2.0' This means, you fly 0,5 of light speed.
- As of 1.3, it is now possible to see both Player and NPC ships as white ship icons on the Navigation Console, NPC ships being the only ones able to be interacted with however.
Ship World File Starbound 2
History
- Perturbed Koala: Added
- Rampaging Koala: Enabled Ship Upgrades