Starbound

Starbound

142 ratings
Hylotl Megacities
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.721 MB
22 Aug, 2024 @ 12:48pm
25 Feb @ 6:18am
10 Change Notes ( view )

Subscribe to download
Hylotl Megacities

In 1 collection by FUS
I can't believe it's not Vanilla!
309 items
Description
I don't remember where I saw it, but someone wanted to make Hylotl Ocean Cities spawn on the surface but had an issue with the water spawning in as well while doing so.
And I thought to myself, that'd be cool, I want that.

*a few hours in Tiled later*
Presenting to you: Hylotl Megacities

Features:
- Edited entrances as to accomodate for the surface dwellers;
- Two custom decorative middle areas;
- Update2: A brand new Landing Pad roof variation for airborne vehicle access!
- Generator-powered block protection (find it on one of the roofs and turn it off to edit the layout);
- CityBound and Another City Terraformer support;
- Update1: Added support for Arcana and Maple32 planets, too many to list here, so check the changelog to see the ones where Megacity can now spawn on!
- Custom Icon and description in More Planet Info;
- Spawns on all vanilla non-ocean planets including Lush (on that one so long as the dungeon limit is removed by any other mod), with a spawn chance of 1.

There are no hard dependencies in this mod, let me know if you encounter any issues though.

Hope you enjoy
24 Comments
FUS  [author] 29 Dec, 2024 @ 11:23am 
They spawn randomly on planets, like their default underwater version on Oceanics. Planet from the screenshots is this mod.
Angel0! 29 Dec, 2024 @ 11:19am 
are these citys in like there own planets? or they jst spawn in normal planets?
FUS  [author] 12 Nov, 2024 @ 7:52am 
Anytime
LkySosa 11 Nov, 2024 @ 7:56pm 
Thanks, I will def put some time into this
FUS  [author] 11 Nov, 2024 @ 12:01pm 
They aren't for me, on the last 2 screenshots you can see people walking around who were in range at one point or another. One of the mods in your install is most likely screwing either with turrets or the npc files.
Peter 11 Nov, 2024 @ 9:56am 
Turrets in the city are killing hitols!:sentry::sentry:
FUS  [author] 8 Nov, 2024 @ 6:22pm 
Oh, and .dungeon files what tell the game which rooms combine with what you'll have to copycat from the unpacked game files.
FUS  [author] 8 Nov, 2024 @ 6:21pm 
This is the tutorial what I followed:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1660027998

For this "dungeon" in particular it has 2 "layout" prefabs with an x amount of "room" slots inside those prefabs.
Rooms are designated by invisible spawn blocks what you can place inside the Tiled map editor, bottom, middle, and top rooms respectively (or start, middle and end). And also can have a sub-variatinon with some furniture changed around.

The best way to figure this stuff out would be to just unpack main game's files, and open the dungeon .json's from there using Tiled, and look at how Chucklefish did it, as well as read the guide what I posted.
Also fyi, your dungeon too must be inside the 'dungeons' folder of that unpacked stuff so that the map editor can load all the game files for you to use. And just copy it over into another folder (with preserved folder path up to but excluding "unpacked") when posting to Steam.
LkySosa 8 Nov, 2024 @ 5:46pm 
how do you go about making a mod like this? structure generation?
calamity 3 Oct, 2024 @ 3:53pm 
Cool mod looks good