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I have been wanting to get back into modding this game.
I know more about JSON script then I did then but just been busy with other things.
Thankfully the game has not had any major updates for a while so the mods are still stable.
Probably just settings for the distribution of ore, it looks like it would do the same thing but the amount of ore might be different.
When it comes to Balanced Asteroids 2 is not so much focused on asteroids but adds new planets which are basically large asteroids with ore on them. Editing asteroids for the base game is actually harder as it's temperamental about settings so it's limited in that regard planets are easier to work with which is why I made the second version of the mod.
It is possible that may be the reason they do alter the ore generation file.
@gloop
This is mainly due to how asteroids and ore generation works in Starbound, I did make a second version that is planet based which has smaller clumps of ore as planet generation seems to be more stable then asteroids. I will also be working on the biomes and features for that mod in the future. The link is above in the mod description.
I have always had issues balancing the ore values with this mod and it is possible to find oversized clumps from time to time due to how vanilla asteroids generate the ore. It was one of the main reasons why I started working on Balanced Asteroids 2. I think it's just mainly how asteroids are designed to work and are overloaded with too much ore that causes the issues, I don't know how to make my own asteroids clusters so I ended up making planet based asteroids in the second version. I hope that helps a bit.
From testing navigating down the large voids of caves can be deadly but getting back up is way harder. I can also add the ghost thing too as an extra difficulty later on if people find it still to easy to mine but just trying to get down to the ore will be hard enough trust me ;)
I don't have a set release date just yet, I still need to resolve some issues before I can make a commitment for a date.
Asteroids are a hard one to work with I have been working on the second version of this mod that's planet based instead of the limited asteroids. I know enough now where I can fix some of the issues with this mod and I plan to patch a few aspects in the future for the size of ore veins but asteroids are more complex to work with than say a regular planet or moon.
For the other mod Balanced Asteroids 2, I have run into some issues that still need sorting out however there will be dungeons, large caves that can kill you from fall damage and underground structures. Some plant-like can be found on some of these planets and I will have more control over how ore generation will work because it builds onto the game and not edits the code like this one.
Vanilla is unbalanced because you can mine huge amounts of fairly worthless ore, with zero threat. It's unbalanced in what ore you get, and unbalanced in how effective and easy it is.
This is insanely unbalanced because you can mine huge amounts of extremely valuable ore with zero threat. You could just take a starter mech and mine endgame ores straight away.
If there's one thing I'd suggest in that regard, I'd say maybe find a way to change the threat level of asteroids, and find a way for tiered ores to generate in larger quantities depending on the threat level of an asteroid. Otherwise, it's a really good mod.
However, if you don't have something like "Acorn Race" (example) then it could be another mod with any title that has done the same thing for this mod with the metadata. in that case I can try to override it but I would sooner just post a note saying that this mod dose not work with that particular mod as it would I can't see it benefiting either mod trying to fight over priority in that case.
Courtesy of who's community asked for support first I guess.
I could talk the the mod creator still and see if we cant figure out some way to collaborate to fix the issue, some creators may not be willing to do this though.
Sorry for the late reply, Been busy recording videos for my YouTube channel, almost at 1k now.
Do you have other mods installed with FU that could be causing the conflict between this mod?
If you do I will need you to remove one at a time and check to see what one when removed fixes the issue, I can then add support in the metadata file for that mod. I will need to know for sure what mod causes the issue before I push out a patch though.
Also I don't know anything about modding I just get the ones I want/like from the workshop. I wanted to add yours because asteroids are kinda pointless as it stands for me.
https://starbounder.org/Modding:Metadata_file
In the metadata, add the parameter "includes" : ["example1", "example2"] and replace the examples with mods you want yours to be forced to load after, like Frackin' Universe and such. It'll make sure that this always loads after, forcing the changes you made. You can also set the priority with the "priority" value, which can be set high to load last.
If anyone finds any mods that are a root cause I would like to know so I can provide a warning in the description of mods that don't work with Balanced Asteroids.
1. Ore Spawning
2. Asteroid Biomes
3. Asteroid Terrain
You will be looking for a mod possibly with a name with a letter B or A maybe numbers as a mod hierarchy is in alphabetical order from what I understand or have past read trying to resolve some other issues. This may be why our mod works with FU.
I want an actual reason to go to asteroids apart from making a base