Modding talk:Materials:Mods
Discussion on limits
Mackinz (talk) 20:18, 31 July 2016 (EDT)
Some on the ##starbound-modding IRC, including myself, got into a discussion regarding the claims on materialID values on this page. One, going by Tiktalik, feels it is not a good idea to allow people to claim large numbers of materialID values for unreleased mods. I disagree, as I believe that such authors could have been developing the mod for a private server and, thus, not for public release, but another user, SupaCure, has said that if 20 people lay claim to 1000 materialIDs each then we're essentially out of room for mod materialIDs. A discussion on limits and possibly time limits for materialID claims needs to take place.
Fevix (talk) 20:28, 31 July 2016 (EDT)
I don't think anyone will need to claim that many matIDs. Even Frackin Universe (Which also combines in assets from Avali) only totals out to 216 .material files, so you'd need almost 100 different mods on the scale of Frackin Universe to reach that limit.
Supacure (talk) 17:41, 3 August 2016 (EDT)
I believe that we should limit modders to 500 each as like Fevix stated even the largest overhaul currently out for the game only implements 216 total at the moment and that's with quite a lot of work into it. Anyone claiming over 500 is just looking to do something that's probably unreasonable and wont use that many block ID's anyways, and of course, if they do, they can just put in another claim.
Reliability
Matt_Rethyu (talk) 8:34, 26 September 2016 (EDT)
Is the list up to date? It claims that vanilla IDs end at 300, but for example Sewer Pipe has materialID 1182
Proposing Clean-Up
There are a LOT of unreleased, WIP, and generally unreliable listings here. If anyone else is tracking this page, I propose a clean-up - remove all listings that are not linked to a mod page. Additionally, to prevent future bloat, including a statement up top that only projects that are currently publicly available should be listed. Azure Fang (talk) 07:47, 29 August 2017 (BST)
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I agree with this, there's a lot of unreleased mods, and a lot of them now conflict with currently released mods. Which seems like a bloat. I also agree that only projects that are currently available should be listed to prevent bloat. Xaliber (talk) 05:03, 29 November 2017 (UTC)
"Deprecated" Mods
First, depreciated is what happens to the value of your car over time. Deprecated is what happens when things (mostly software) become abandoned or fall into disuse over time. That one used to trip me up too ;-)
But more importantly, I'm not comfortable with this recent change in the definitions used on the page. Just because some mod hasn't received an update in several years, doesn't mean it's deprecated; it might just be finished. As an active mod author, I have several mods that I haven't updated in several years, but they're still fully compatible with the base game, and I'd object to them being called deprecated. As long as a mod remains compatible with the current version of the base game (and the current versions of the mod's named dependencies, if any), it should be considered to still be a "released" mod. I'd personally prefer to bring back the old terminology "obsolete", possibly clarifying it to also include mods that are no longer compatible with the current version of the game (or the current version of the mod's named dependencies, if any). Rl.starbound (talk) 21:28, 24 April 2025 (UTC)
That's a fair point. I felt like obsolete as it was before was a useless category to have before as having an entire category for mods no one can even get anymore feels counterintuitive, so i wanted to replace it with released mods that were abandoned. "Depreciated" wasn't ever intended for fully finished mods and I really should've made that clearer in the first place. I went with "depreciated" since I felt like it was less harsh then "abandoned" and had seen it being used for mods no longer receiving updates, but you're right about it being less clear then "Obsolete", although "obsolete" isn't perfect for the new definition either. I wanted to make a category for abandoned/finished mods in the first place so people could know that mods IDs probably wouldn't change, but the definition of a abandoned mod isn't really black and white, since the game basically never updates someone can come back to a mod after 2-3 years and add new ids meaning that if a mod isn't explicitly stated to be abandoned putting "abandoned" on there is kinda useless.
Maybe we should make a new definition category for finished mods? I could replace the "dependent" category with that since it was only ever meant to catch a few odd edge cases, although that kinda leads back into the issue with labeling mods "abandoned" since most finished mods don't explicitly state they're finished.
I like the idea of the new definition of "obsolete" and I'll change it back and edit the description, although maybe instead of putting those IDs on this page we can put them on their own new version pages and link to them at the bottom of the page? like a Modding:Materials:Mods (Cheerful Giraffe), since in most cases those mods won't be compatible with the current base game, which 99.9% of modders are modding, so I feel it kinda defeats the point to have them taking up IDs on this page. (also the wiki won't let me reply to you for some reason so if my timestamp looks weird that's why) INVADA (talk) 21:28, 24 April 2025 (UTC)
