Starbound

Starbound

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1000 times bigger planets
   
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22 Oct, 2018 @ 11:28am
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1000 times bigger planets

Description
At this point even I think this is ridiculous, and I'm the guy that made the "100 times bigger planets" mod
I wouldn't have made it but somebody jokingly asked me to make it and I decided to just for a joke actually make it so... here you go
Also... if for some reason you do install it and play with it, expect disk space issues after fully exploring a few planets
70 Comments
johnald the awesome 20 Jul @ 4:48pm 
i mean seriously i was just joking but hey good job this made me happy to look at
johnald the awesome 20 Jul @ 4:45pm 
wait...you actually made it?...i..am surprised.
shadowwolftjc 3 Apr @ 4:36pm 
While playtesting my own mod, I ended up spawning on a planet coordinate of around 7,200,000, which apparently results in movements becoming quite buggy. Case in point: my player character couldn't move unless running on a straight line horizontally, and the monsters weren't able to move, unless they did things that gave them a lot of velocity (like the Poptop's lunging bite attack).

As such, I've had to start dialing back the scale of my planets to no higher than 2 million blocks (and even that might be too big).
shadowwolftjc 22 Mar @ 11:09pm 
After finishing work on all those quest mods, I've finally started work on my bigger worlds project, as will be present within my newest collection: Epic-Sized Worlds Collection , of which this mod would be included within.

In addition to the Alternative Early-Game Quest Line for the Outpost mod that I've mentioned before, I've recently released a new mod that'll make dungeons more plentiful, yet no longer resource-intensive, for these kinds of epic-sized worlds: Village and Dungeon Biomes .

Stay tuned for more mods to come!
shadowwolftjc 9 Mar @ 3:15pm 
@The Caretaker: There are a few things to keep in mind if wanting to play with different-sized worlds:

1. Within "terrestrial_worlds.config", world sizes can be increased (obviously), and/or you can define new size categories.

2. Within "celestial.config", worlds are scaled based on which size category (out of the ones defined within "terrestrial_worlds.config") they are.

3. Within "systemworld.config", worlds can be defined to appear as different sizes based on their block widths. You can also assign sizes to worlds that can't be visited.

4. Within "interface/cockpit/cockpit.config", planets, as they appear on the ship's cockpit, can be scaled based on their size, both when zoomed out to system view, and when zoomed in to planet view.

That's what I know about adjusting planet sizes, both in terms of exploring them on the surface, or viewing them from away from the planet (whether in space or on the surface of another nearby planet).
The Caretaker 9 Mar @ 2:47pm 
size 700k wouldnt be to big since planets are 200k
The Caretaker 9 Mar @ 2:46pm 
in the game it showed the belt was size 7000 in its vanilla form
The Caretaker 9 Mar @ 2:45pm 
hey shadow so how did you make the planets bigger ? maybe i could figure out how to make the asteroid belts in the solar systems bigger
shadowwolftjc 1 Mar @ 8:54am 
@The Caretaker: I'm not 100% sure, but I believe that your best bet would be to edit "planetSizes" within systemworld.config, so that they appear smaller in proportion to the vastly increased block spaces.
shadowwolftjc 1 Mar @ 6:31am 
Well, I think I've finally found (or rather made) a mod that could make this mod more desirable to play:

Alternative Early-Game Quest for the Outpost , which replaces the quest to search for and repair ancient gateways on the surface of garden planets with a quest to repair the ship's long-range teleporter (which would still require core fragments), which would grant the player the ability to teleport to the Outpost using SAIL, the same way they could teleport to mission locations.