Starbound

Starbound

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Crispy! Burning monsters drop cooked meat
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29 Apr @ 12:32am
15 May @ 2:45am
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Crispy! Burning monsters drop cooked meat

In 1 collection by LoftyLoftyLoftyLoftyLofty
Project Irisil - Multiplayer Server Modpack
130 items
Description
Version 1.4 released 2025 May 15



Something that's been missing from Starbound since the game's release was interactivity between fire weapons and the meat that monsters drop.

This sounded like a simple thing to fix. Just add a loot table for fire, right?
Wrong.

There are 12 different types of fire damage in vanilla Starbound!
(...and "heat" damage, which also counts, I think. )

I decided to make each fire damage type link to a loot table for cooked meat for each monster type in the game (where appropriate - some monsters don't drop meat). While I was looking through the loot tables for all the different monsters I also fixed other mistakes or inconsistencies that I found.

This mod does not modify the drop rates for alien meat.
Alien meat, raw poultry, etc will still drop at the normal rates.
If you used a fire weapon, the drop will be cooked.



Crispy makes the following changes:
  • Generated flying, swimming, and ground monsters drop appropriately cooked meat when defeated with fire weapons
  • Generated swimming monsters now have hunting loot tables
  • Unique monster loot tables have been updated to support the many fire damage types
  • Farming monster loot tables have been updated to support the many fire damage types
  • Several missing hunting tables have been added
  • Rare monster variants now drop appropriate loot items
  • All of the vanilla fish types that you can catch with a rod will now drop cooked fish if you immolate them

Crispy adds support for the following fire damage types:
  • fire
  • fireaxe
  • firebarrier
  • firebow
  • firebroadsword
  • firedagger
  • firehammer
  • fireplasma
  • fireplasmabullet
  • fireplasmashotgun
  • firespear
  • flamethrower
  • heat

Crispy also adds hunting loot tables for the following damage types:
  • electricbow
  • icebow
  • poisonbow



Additional details:

The rare monster variants shared their loot tables with their common counterparts. This would occasionally create situations where an Electric Snaunt would drop a Venom Sample instead of a Static Cell, etc. All of these inconsistencies have been corrected and elemental monsters can now drop the appropriate elemental crafting material.

Parasprite's hunting table has been corrected to improve the action figure drop rate instead of reduce it. I am pretty sure this was a developer oversight.

Hunting loot tables for the Cosmic Intruder, Nutmidgeling, Poison Nutmidgeling, and several other monsters have been added where they were missing from vanilla.

Monopuses have had their alien meat drop replaced with raw or cooked tentacle where appropriate.

The electricbow, firebow, icebow, and poisonbow damage types are for elemental crossbow bolts. All of these damage types now appropriately link to a hunting loot table. The firebow type in particular will also drop cooked items from the hunting table.

Crispy only changes the drops for vanilla monsters. If you want monsters from other mods to also drop cooked meat, ask the creators of those mods to make the same changes to their monsters.

If your mod adds other fire damage types, feel free to let me know what those are and I can add them to the vanilla creatures without hurting anything. You'll still need to fix the loot tables for your own custom monsters, though.



This project took several days and involved tedious editing of thousands of lines of text in multiple loot table files.

Please let me know in the comments if you find any mistakes!



Discord server if you want to come visit:
https://discord.gg/A2UgshjkJ2

Send me a direct message or join the Discord server if you're interested in playing on our multiplayer server!

Check out my other mods, too!

GitHub:
https://github.com/LoftyLoftyLoftyLoftyLofty/sb_crispy

ko-fi if you enjoy my work ♥
https://ko-fi.com/loftyloftyloftyloftylofty
18 Comments
LoftyLoftyLoftyLoftyLofty  [author] 16 Jun @ 5:31pm 
1000 subs! :os_ram:
LoftyLoftyLoftyLoftyLofty  [author] 15 May @ 2:46am 
Fixed ty
Lemon Drops 15 May @ 12:32am 
[00:24:43.651] [Error] Could not apply patch from file /monsters/walkers/peblit/icepeblit.monstertype.patch in source: C:\Program Files (x86)\Steam\steamapps\workshop\content\211820\3472592141\contents.pak. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) Could not find "bow" to remove

Found a bug to whack
[SUB] WIZ 13 May @ 11:48am 
Well, I'm frankly very far from coding, my most productive attempts to make a mod involve copying scripts from chatgpt (it turned out lousy), but thank you at least for your attention, most of those I asked didn't even reply
LoftyLoftyLoftyLoftyLofty  [author] 13 May @ 8:43am 
My current Starbound projects include a large dungeon and dynamic towns for Project Irisil, as well as a new race/species mod that I started working on a few days ago which is currently receiving most of my attention.

If you have some spare time, maybe try experimenting with some simple player status effect scripts and see if you can detect the player's HP going below 0. If you get that working, deleting items in a nearby area shouuuld be pretty simple, I think.
LoftyLoftyLoftyLoftyLofty  [author] 13 May @ 8:43am 
I have two thoughts on your request!

1.

I think what you want is possible, but I am not 100% sure. The approach that I would suggest for experimenting with this is creating a zone or stagehand that follows the player around, and if the player's health is <= 0, delete any entity/items within x tiles of that stagehand.

2.

The long-term accumulation of massive quantities of resources is mostly because items in Starbound generally don't use durability mechanics, ammunition mechanics, etc. We do have drills and food, but those items seem to be exceptions rather than the standard.

Lack of durability in any video game will rapidly create economic upheaval and massive resource inflation. It's one of those mechanics that everyone hates, but is also necessary to maintain some semblance of a gameplay loop that requires regular participation from the player.

Minecraft has the same issue as soon as players have access to Mending enchantments.

---
[SUB] WIZ 13 May @ 7:51am 
I once tried to make such a modification, but I don't have the proper skills. If all the items in the inventory disappeared forever after death, there would be a constant loss of resources and armor, there would be point in accumulating them and storing them, and this would create more pressure on the player, and the desire not to die.
[SUB] WIZ 13 May @ 7:47am 
player
LoftyLoftyLoftyLoftyLofty  [author] 12 May @ 1:33pm 
After the player dies or after monsters die?
[SUB] WIZ 12 May @ 10:59am 
Could you make a simple mod that would permanently remove items that drop after death, pls