Starbound

Starbound

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Repair FTL Before Erchius Mission
   
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17 Feb @ 9:00pm
2 Mar @ 4:55am
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Repair FTL Before Erchius Mission

In 1 collection by shadowwolftjc
Alternative Story Progression Mods
10 items
Description
Makes the Erchius Mining Facility mission non-mandatory for repairing the ship's FTL drive (but still makes it as necessary for story completion as the artifact hunt quests), instead replacing the questline with a more simplistic fetch quest for some materials to repair the ship's interplanetary drive, followed by some more materials from tier 2 planets and moons to repair the ship's FTL drive. (Also, Esther will supply Erchius Crystals to repair the ship's FTL drive, only to later request more from the Erchius Mining Facility in order to open the gate to the Ruin power a secret weapon to defeat the Ruin.)

The shops that normally unlock after completing the Erchius Mining Facility, such as Frögg Furnishing, Terramart, and 2 Stop Teleshop, along with the Peacekeepers' Poster, will instead be unlocked as soon as the player reports to Esther that their ship has been fully repaired.

License: CC0

Suggested Mods:
- Larger Quest Windows, in combination with a mod like 1x UI Scaling
- Non-Linear Artifact Quests (which does exactly what it says).
- Level 3 Artifact and Erchius Missions (which adjusts the threat levels of the artifact and erchius missions to level 6, ideal if you'd like for those missions to be equally challenging, even with late-game gear).
- Level 3 Artifact and Erchius Missions (which adjusts the threat levels of the artifact and erchius missions to level 3, ideal if you're not only using the Non-Linear Artifact Quests mod, but are also using the Extra Dungeons Questline Incorporation mod).
- Alternative Early-Game Quest for the Outpost (which replaces the need to find and repair an ancient gateway on a Garden planet with a simpler quest to repair the ship's long-range teleporter to enable teleportation to the Outpost directly via SAIL).
- Unlock Vaults Before Ruin Destruction (which requires the player to delve into Ancient Vaults before they can take on the Ruin).
- Modular Starting Systems - Vanilla Starting System (Use this, or other mods within the Modular Starting Systems collection, to help ensure that your starting system has a moon and a desert planet within it, in case you're using a mod that changes starting system parameters like TrueSpace.)

Supported Mods:
- Anom's Outpost Overhaul
15 Comments
Kinsect 16 Mar @ 8:20am 
That's pretty awesome! Thanks ^^
shadowwolftjc  [author] 16 Mar @ 3:02am 
@Kinsect: I've largely finished work on the Modular Starting Systems collection. I'd recommend checking it out if you're looking for a more customizable starting system.
shadowwolftjc  [author] 16 Mar @ 1:42am 
@Kinsect: Alright. You've convinced me to start work on a series of mods to allow finer customization of starting solar systems.

For now, here's Modular Starting Systems - Vanilla Starting System . Enjoy! (Still, you'd probably need to purge your universe files, so that your player's ship can be reset in orbit around a new starting system.)
Kinsect 15 Mar @ 11:26pm 
If you can Shadowwolftjf can you update this mod or make a separate mod that accounts for mods that removes that desert planet spawn?
like everything you can get is from your starting Lush planet?

I did noticed that you can get Tungsten from other planets or asteroids but it's requires some hard work to put in like Planets that have hazardous weather effects or requiring a Mech (which is made even harder if you have Mech Overhaul since you also need to get Urchius fuel for it ^^;;)
Kinsect 15 Mar @ 10:35pm 
It also might be awkward for races ships who don't start with a broken fuel hatch ^^;;
Kinsect 15 Mar @ 10:31pm 
Yeah I'm running with Starburst Rework, Arcana, and The Starforge (nor what ShyDispatch recommends in their collection)
so that's more than likely changing the planet generation
shadowwolftjc  [author] 15 Mar @ 10:18pm 
One example of a mod that could produce this kind of softlock would be, surprisingly, TrueSpace, which, although it makes planet generation more realistic based on distances from their star, for some reason, the mod developer(s) had decided to do away with the requirements for

Unfortunately, this mod was designed with vanilla Starbound in mind, so it was assumed that players would start with a desert planet and a moon within their starting solar system. (It was also assumed that other mods that alter planet and star generation would've been considerate about vanilla Starbound progression, assuming that they were developing for vanilla Starbound in mind 1st and foremost.)
shadowwolftjc  [author] 15 Mar @ 10:17pm 
@Kinsect: Thanks for the feedback.

As for your softlocking issue, it's most likely a different mod that's responsible, especially one that does away with vanilla Starbound's need for players to specifically start in orbit above a lush planet, with a forest and desert planet, along with a moon, within the same starting solar system (all of which can be seen in "universe_server.config", except for moons, which were set within "celestial.config" to nearly always spawn within star systems that could harbor a lush, forest, and desert planet anyways).
Kinsect 15 Mar @ 7:52pm 
Yeah I'm softlocked if I can't get any glass of any planets have any sand
Kinsect 15 Mar @ 7:29pm 
It isn't guarantied to spawn a Dessert planet making glass very hard to obtainable