Starbound

Starbound

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[Modder Resource] Dungeon Patch Cheat Sheet for Every Planet on the Workshop (with .biome files)
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12.132 MB
21 Apr @ 8:43am
9 Jun @ 6:41am
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[Modder Resource] Dungeon Patch Cheat Sheet for Every Planet on the Workshop (with .biome files)

In 1 collection by FUS
All mods what add Planets or Moons
64 items
Description
Now on GitHub: https://github.com/FUS132/Starbound-Planets

Got really bored one evening, decided to catalogue all planets ever released on Steam Workshop and assemble them in terrestrial_worlds.config patches, I guess as a way to encourage people make their mods more interactive with each other.

Disclamer: The mod does nothing on it's own.

But inside of it there are 3 terrestrial_worlds.config.patch files you can pick-and-choose the contents from to make patches for your own mods, 1 for land planets, 1 for moons, and 1 for oceanic planets, all categorised, and in places with additional comments.

Eternally WiP, as more planets will (or will not) come in eventually and have to be added, but for everything else what's already in there it's pretty much done and ready to be used (assuming I didn't miss any mods, of course).

  • As an extra, I've included all .biome files I could find in related mods, also categorised, just in case you need to add critters or microdungeons to them or something (will have to make .patch files for those on your own though I'm afraid);

  • No terraformers were included which didn't had a patch to make them spawn around the universe (so basically all of them but 1), and no parallel dimensions, for obvious reasons;

  • For the included mods see the attached collection;

  • Mod thumbnail was found on Freepik as "8 bit planet", no author was provided.


Enjoy
19 Comments
󠀡󠀡 9 Jun @ 3:40pm 
thanks :D
FUS  [author] 9 Jun @ 5:57am 
Dammit, I remember glossing over these 2 because the title said "on Planets" instead of "with Planets". One moment.
Sröt Navas 30 Apr @ 1:18pm 
Got it, thanks. Just wanted to remove all microdungeons and structures from FU.
FUS  [author] 26 Apr @ 12:26pm 
Pt. 3 - And as for the microdungeons, in .biome files paths to the microdungeon lists wary from file to file, could be higher, could be lower.
So you'll have to address them on a case by case basis there. Patch generators help with that a lot.
FUS  [author] 26 Apr @ 12:23pm 
Pt. 2 - The caveat is though, when removing modded entires, say, from a vanilla planet, first you'll have to account for the vanilla entries (i.e. not start from 0, but from whatever the first unused number after them is (in the .config), usually it's 22, but that can vary).

And second, you'll have to do the same test/remove operation on a few more numbers afterwards, because modded entries will shuffle around the list from load order to load order, so you'll have to check a bunch of them for the one you want to delete.

Oh, and don't forget to include the affected mod in the _metadata, otherwise there won't be anything to remove in case it loads after your patch.

It'd be wonderful if there was a more elegant way of doing it, but sadly I'm not aware of any.
FUS  [author] 26 Apr @ 12:23pm 
Pt. 1 - Technically yes, but the patch would be written differently.
For example, to remove an Avian Temple from the Forest planet in vanilla terrestrial_worlds.config:

[
{
"op": "test",
"path": "/planetTypes/forest/layers/surface/dungeons/4",
"value": [1, "aviantemple"]
},
{
"op": "remove",
"path": "/planetTypes/forest/layers/surface/dungeons/4"
}
]
Sröt Navas 26 Apr @ 11:42am 
Can it be used to remove existing structures in mods and micro dungeons?
FUS  [author] 23 Apr @ 5:40am 
Patch generator is your friend there. I have at least 2 listed here.
There's a lot going on inside the .biome files, ores, mobs/critters and microdungeons are all crammed in there, so making a one-fits-all type of patch for them just isn't feasible.
tigerfestival1988 23 Apr @ 2:28am 
Damn, I was excited about this until I saw that the .biome files aren't patched. If they were I'd sooooooo use this mod. Shame :suzusad: