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Starbound profile launcher (deprecated; MultiBound 2 is out)

Home Page: https://github.com/zetaprime/MultiBound2

License: MIT License

C# 100.00%

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multibound's Issues

Hardcoded directory separators: ‘\’

Depending on environment and Mono settings, this could break things, with Multibound trying to access an object named ..\assets in the current directory rather than one named assets in the directory above.

http://www.mono-project.com/docs/advanced/iomap/ describes this and means of working around this, but as that page says, it's better to use Path.DirectorySeparator and Path.Combine.

(I understand that Windows copes with mixing \ and / as directory separators. Given that, you could, in practice, get away with using / everywhere)

Modpack loads with some text areas not rendering correctly.

I am not sure what is causing this, but when launching my game in Multibound with a mod collection I added, the font for some text areas seem to have changed whilst not having a single language mod installed.
I am not sure what is causing this, this isn't an issue when launching the game with close to the same setup outside of multibound.

Here are some screenshots of the issue:
image

Here is the instance.json also
https://gist.github.com/f3d7c245c729dbeede4fe3f3be94cfc2

Again I am not sure what part of the instance is causing it.
But any help would be good.

Dependency documentation?

To compile Multibound on Debian, Ubuntu and similar operating systems, you will need:

  • mono-xbuild
  • mono-devel
  • libgtk3.0-cil-dev

To compile it, xbuild MultiBound.sln. Compilation will fail in the presence of libglib2.0-cil-dev.

To run it, edit ExampleRoot/multibound.config to point at “…/SteamApps/common/Starbound/linux/starbound” (adjust path as needed) then

cd ExampleRoot
../MultiBound/bin/Debug/MultiBound.exe

If that causes an exec format error (e.g. your kernel isn't built with binfmt_misc support), you'll need mono ./MultiBound/bin/Debug/MultiBound.exe instead.

Mod load issue

Whatever I choose, Steam always loads all mods.
Is there anyway to solve the problem?

Doesn't work.

Alright, let me get straight to the point.
I have Windows 10 64-bit, and I followed every instruction.
I changed the target folder (where my Starbound is located)
and after I did, the program runs in background eating 40% of my CPU.

I tried all versions except the first one.

Fails to find the right “Starbound” when walking up the executable pathname

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.DirectoryNotFoundException: Directory '…/Starbound/testing/Starbound/linux/starbound/../../workshop/content/211820' not found.

Issue is that it's looking (case-insensitively) for leafname == “starbound”, and the executable name happens to match. Easiest is to edit MultiBound/Config.cs:
StarboundRootPath = StarboundPath.Up();
However, to do this properly, a check needs to be made that the path is currently pointing at a directory.

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