Starbound

Starbound

Starbound Awakens - A continuation for the Star Wars Community Mod
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Update: 7 Mar, 2024 @ 5:57pm

Update: 6 Mar, 2024 @ 6:30pm

Star Fortress Stasis Bunk Beds found to cause crashes - namely placing the item causes Starbound to crash. Remedial action is required but uncertain at this point.

Update: 1 Mar, 2024 @ 11:47pm

Update: 1 Mar, 2024 @ 6:49am

Update: 24 Feb, 2024 @ 5:08pm

Update: 23 Feb, 2024 @ 6:59am

Update: 21 Feb, 2024 @ 7:03am

[v1.23.5]
- Fixed some Starbooze/Frackin' Universe issues related to booze: old booze items picked up and updated/discardeed.
- Cantina mini-bars now work but a system allowing players to craft/upgrade them is still not there yet.

Update: 20 Feb, 2024 @ 6:09am

V 1.23.4
- Cantina minibar units coded in but there are no proper recipes, or proper pricelists for them.
- Issue reported by dc on duplicate ID issue fixed - I think. This was done by re-uploading with Steam (1.23.3 could not be backed up into the system)

Update: 19 Feb, 2024 @ 9:47pm

Version 1.23.3

Phase 1 of adding new vaporators and booze-based items started.
So far,

Countertop, cabinet for cantina done.

To -do

Cantina minibars - no decision made yet on their contents or what NPCs spawn out of them. Ideally should be Human, or Outerworlder.
Vaporators - no decision yet, especially on how to make Mk 1 fragile and inferior.

Other priorities:

Torguta starship (based on Ahsoka's T6) not done. Ideally the lowest tier iterations of this unit reflect the original LucasArts model (how?)
Aquaish / SSarasinor not done.

Update: 14 Feb, 2024 @ 8:04am

Learnt about a new means of combining differentmerchant pools in Starbound vanilla to form new basic merchants for Starbound Awakens. It would obviate the need to create multiple entries, instead having, for instance, a Utapaun sell both geode AND Bone-based material together. Ideally the new vanilla merchants should reflect the stock associated with the subbiome tags attached to each race, eg:

"oasis" / "colourful" for Togruta
"swamp" for Rodian

This however requires us to rewrite some of the tenant code to reflect the biomes of each and every tenant. May be more advisable to write this in as a submod.