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I do not understand why Chucklefish deleted monsters' unique sound effects. Just one among so many of their utterly senseless removals of *fun*.
Anyway, thanks for this mod, because it really was amazing before I got to end of the first story mission. Sigh....
This issue is also present with the Multiplayer Fix Replacement.
Removing the mod from both the server and clients fixes the issue entirely, which doesn't make sense how a mod that adds sounds to monsters based on their appearance causes strange networking issues that the game thinks there's a mismatch of mods.
This issue occurs both on vanilla and modded clients like OpenStarbound and xStarbound (xSB-2).
Strangely enough, the issue is inconsistent and usually plagues Windows clients but not all Linux clients. A universal solution to fixing this mod if you want to use it is to have the .pak file/a symbolic link of the mod's .pak file into your client's mods folder.
If you hang out around Nexus Mods (forums.nexusmods.com) you'll find cool authors to chat with. You can also join The Arcane University to learn about ethics and general modding tips (https://discord.gg/arcaneuniversity) .
They're not specifically about Starbound though, even leaning more to, again, Elder Scrolls games and Fallout games.
If you want to learn specifically about the technical stuff in Starbound modding, there's an Unofficial Modding Ebook https://community.playstarbound.com/resources/unofficial-modding-ebook-2-0.2930/ the wiki also helps: https://starbounder.org/Modding:Modding_Basics
Basically it boils down to either you open your mods to everyone and never claim authorship, or you claim authorship and respect boundaries. Starbound modding leans toward the strange middle way where people integrate others' creation and claim it as their own. I suspect the role of some certain famous mod author kinda contributed to this normalization.
Other important principle that I learned, especially if you're just starting, is: keep it small and modular. Decide something very specific you want to do and keep it at that. Over-ambitious projects tend to have feature creeps and can become difficult to manage, especially if you're new to modding. If you want go big you have to plan it well, or you'll risk yourself burning out. Modularity is also important because it gives most freedom for users to mix and match. Easier to troubleshoot as well (I think I already said that).
[continued ...]
Yes there sure is modding ethics! I learned most of the ethics stuff from asking people around and listening to experienced authors in Elder Scrolls modding community (Skyrim, Oblivion, Morrowind). The community has been going on for 20 years and they're the best place to learn about a lot of things modding.
The ES modding scene however has turned out a bit worse (IMO) due to Patreon (paywalling mods) and Discord (gating open knowledge behind server invites) but still compared to other modding communities they're the most established and you can still learn a lot from the veterans.
This is not ethics per se, but this classic article (written in 2005) on parlor vs cathedral modding is one thing that every modder should read: https://wryemusings.com/Cathedral%20vs.%20Parlor.html
[continued in the next comment]
That's interesting... there's kind of modding ethics are there? I mean, I've picked up that there some, much like any sort of artistic endeavour, say song writing, or story telling.
On the practical side you have some very good points.
Just curious though, you have any recommendations for sources on how to learn modding (websites, pdfs, etc) including the do's and don't's and grey areas of creating your own works, tributes, using other people's content, etc?
I'm interested in getting into modding, largely for Starbound, and maybe some others. And I would like to make sure I'm doing things right and respectfully to others and the community as a whole.
Oh right, I forgot there was that mod. Been a while since I played Starbound. I used that mod too.
I won't be merging that author's mod into mine since that's not the best modding practice even with the author's consent (not sure why it's normalized in Starbound though). It's cooler (more modular) and more respectful to have two different mods doing similar but different things working together. :) Easier to troubleshoot too in case of errors.
But anyway thanks for mentioning it!
this mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=750554965&searchtext=unique+sounds
this mod here has a growly sound effect for "unique" mobs, but that's all. Better than nothing.
And well, this mod works well with yours.
I thought I'd just post this in case you wanted to merge the two mods if the other author was cool with it.
Additionally I thought maybe this mod can lead the way to other such sound files...
@Zazen:
good point, but the thing is in beta Starbound they had no sound too. If someone can direct me to relevant sound files I might consider doing it.
@kokoapadoa:
Anything with FU should be taken with caution. Mod is too big and it had been really hard to keep my mods compatible to them. There's no issue with vanilla.
@Ashtar:
yes you can use both.
https://steamhost.cn/steamcommunity_com/app/211820/discussions/3/1728701877488285583/
or can i use both together?
'Screams'
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=740824742
ty very much i love you great mod.
Please read description.
Both client and server need to have this installed.
You and your friends need this mod.
This is a mod for people who don't use Supper's Combat Overhaul. :)
It's making the Ixodoom walk back and forth into a wall and sometimes not even dies when it reaches low health, due to being stuck in a walking loop.
Thank you so much for making this , never understood why they removed it.