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I wasn't able to reproduce this
@bunnybun420fml
It has a weight of 10 so 5/24 of a chance to spawn when the game chooses to spawn a structure, and given that there are usually 2-3 structures (I think), there should be a poptop cave on roughly 45% of jungle planets.
It should spawn on the surface (it's in the 'surface' layer), but it seems they appear underground when there is a hill where they want to spawn since they always spawn at a vertical co-ordinate of 1000 according to the log.
@Yeedo as for your boss related issue, there is a user in the chucklefish forum named JosephK. He made bosses for the cancelled sandbox project. So far just the Ixodoom and Ruin. Yes both are functioning as if you're fighting them in the vanilla game. If you're still interested in adding more bosses for Sandbound, you can reach out to him. He loves doing this sort of thing and I'm more than positive he'd be willing to assist you.
You can check the logs and it will probably tell you what went wrong, but don't expect to get this working with FU, that's just not going to happen.
@to spoopy for meh
As with all the old bosses, I don't have access to full animations for them so I would need crazy pixel art skills and also .behaviour files are beyond me. It would probably be considerably easier to rewrite The Ruin's behaviour from scratch (which is also too hard).
See the section called 'Boss Summoning' in the CF forums post
https://community.playstarbound.com/resources/sandbound.5481/
i need to find the way so i can kill them over and over again
It looks pretty good, I guess we should should just wait and see what happens with it. My original motivation for making this mod was purely that I needed something like this for my own playthrough, so if Sandbox takes its place I'm 100% cool with that. At the moment it looks like it lacks some stuff Sandbound has while having some things Sandbound doesn't so it may turn out to be a matter of preference. I've got a few hours free at the moment so I'm going to look into whether they are compatible.
I thought I had answered but apparently I forgot, so here is what I was going to say. My main suspicion is that one of your other mods changes/adds a new SAIL object meaning that it will use the vanilla fix ship quest rather than Sandbound's one, which is impossible to complete with Sandbound's other changes. In hindsight I should have modified the vanilla quest instead of replacing it with a new one, but as I've said before I don't plan to update the mod in the near future.
( \/ in reply to your 2nd most recent post \/)
If you mean the Protectorate mission then I'm pretty sure it has nothing to do with Sandbound, since Sandbound doesn't modify that.
@Ghostemplar
Use the link to the CF Forums post I put above which contains in theory all the information you need. I could spend time summarising particular bits of it for people here but I'd much rather if they could read through the wall of text instead (quicker than waiting for my reply).