Starbound

Starbound

K'Rakoth Mod
680 Comments
Angry Turret  [author] 26 Jun @ 12:12pm 
@PIROJOPER It's because mini-biomes don't have their own tracks and backgrounds by default, FU changes this. I'll try to fix this later as part of FU integration patch.
PIROJOPER 23 Jun @ 5:43pm 
I don't know what the problem might be, but I don't have music in mini biomes (radiotrophic, ship graveyard). Playing with openstarbound, FU+patch, M32+patch
Oмεяυıп 24 May @ 7:23am 
@Angry Turret
Most likely not, as it'll all be handled on my side, but thank you! :demonsheep::maniac_wanted:
Angry Turret  [author] 24 May @ 1:59am 
@Oмεяυıп Sure, why not. Let me know if you need any help or if there's anything that needs to be done on my mod's end for compatibility to work.
Oмεяυıп 23 May @ 10:34pm 
May I add my random-gen moths to the biomes in this mod for my (WIP) moth mod (internal support)?
They won't be super common, will only spawn at night, and will be in their own separate monster pool so they won't affect other monsters' spawn rates. Since they're random gen, they'll use colors listed under monsterParameters in the biome file - and if not, there's a default vanilla one.

Reasoning: These giant moths are super hardy thanks to some Miniknog experimenting, and can survive pretty much anywhere.
Armok 12 Apr @ 10:25pm 
@A Fox on the Internet you just need to add rare to the end of the monster id actually, assuming you know the normal variant ids themselves here, they should be easy to find on the github here [github.com] actually
A Fox on the Internet 12 Apr @ 9:09pm 
Reason I ask is because I'd like to use some of them in a build I'm working on.
A Fox on the Internet 12 Apr @ 9:01pm 
Cool. On a different note, I would like to know the spawn IDs for the rare forms of the monsters(Electric Algeist, Poison Ambyro, Premium Androne, Ice Clamia, Poison Crawleech, Poison Duodung, Premium Oculopter, Shapeless Roxmol, Shapeless Sapphase, Ice Shruberserk, Electric Trictooth, Fire Xenoprobe). While the monsters themselves are listed on the wiki, their spawn IDs are not. And I have attempted to spawn them, but whatever their IDs are, they're not as simple as /spawnmonster atprk_{rareformname} .
Ilthe 11 Apr @ 2:01pm 
Oh cool! I'm waiting patiently :happykoala:
Angry Turret  [author] 11 Apr @ 11:40am 
In case anyone wonders, the next major update (1.5) is still in development, even though progress is not as quick as it used to be. If everything goes as planned, it should be ready and out this summer.
Armok 2 Apr @ 12:01pm 
@fallengrace it's basically infinite yeah
fallengrace 2 Apr @ 11:31am 
i need to know is there an end to the infinite portal or is it truly infinite?
Armok 30 Mar @ 10:28am 
@The_Vakarian you'll be able to revert translations in the next update
The_Vakarian 30 Mar @ 8:44am 
is there some way to revert a translated codex item to the untranslated version? feel like I'm beating my head against a wall to find another Tau Codex for the quest.
Angry Turret  [author] 18 Mar @ 11:49am 
@Cgoober2000 This won't change much really but maybe at some point the recipes will be moved to the main mod.
Cgoober2000 8 Mar @ 12:23am 
I have a small suggestion: move the small Weapon Upgrade Anvil and small Heart Forge recipes from the addon mods they are in, into the main mod, since there are other mods than the specific ones those addons are for that allow you to obtain them, and I feel that it is a better idea for it to just give you the recipe for the smaller version as soon as you pick up the base item... especially since as far as I can tell from the github, those items already exist in the base mod, it's just the addons that add the recipes.
Kaibyo 24 Feb @ 3:41pm 
I have fixed the issue with my Aetherium Engine mod and Ashy planets from this mod, and will be uploading the fixed version shortly. I apologize for how long it took, but I finally figured it out.
Angry Turret  [author] 24 Feb @ 9:06am 
@Emerald No, there aren't any friendly settlements.
Emerald 23 Feb @ 9:01pm 
Does your mod have towns/villages?
Atrius 20 Feb @ 7:16pm 
@Angry Turret That actually makes a lot of sense, I just never got around to doing that. Thanks!
Angry Turret  [author] 20 Feb @ 10:05am 
@Atrius The Cultivator Statue is already craftable at the Reconstruction Table, but you need to craft the Ancient Statue first to unlock its recipe. Everything else you listed will be properly added in the next update.
Atrius 19 Feb @ 5:11pm 
@Armok Thank you for the reponse! Looking forward to it!
Armok 19 Feb @ 3:45pm 
@Atrius many of those are objects that'll be introduced in the next update
Atrius 19 Feb @ 3:40pm 
I noticed a few items on the github that I'm not 100% sure are obtainable, but they don't have the 'smash on break' code so I can only assume they are- They seem to be associated with the mini biomes, but I've scoured said minibiomes for a few hours with no luck. How do you get the Big Fenron Statue/Fenron button, totem torch, and wall torch, the Annelisk mining items, the Noolith magical items (telescope, planet plaque, etc) and the Cultivator statue that isn't smashable? There are probably others, but those are the ones I would really love to get my hands on ^^
A Fox on the Internet 12 Feb @ 8:23pm 
@Angry Turret Oh ok.
Angry Turret  [author] 12 Feb @ 10:23am 
@A Fox on the Internet This is normal, the vanilla challenge rooms spawn across all dimensions as intended. The custom rooms are less common simply because there is less of them so far.
A Fox on the Internet 12 Feb @ 7:21am 
In the Infinity Maze, It seems like the sections aren't properly formatted. I got way more normal challenge room challenges (not unknown dimensions internally, it seems like the abandoned and forgotten dimensions have the unknown dimension challenges) than I should be. If you need screenshots, I can take and provide them.
A Fox on the Internet 12 Feb @ 7:09am 
I wasn't sure if there was a dedicated place for bug reports or not.
Armok 11 Feb @ 6:40pm 
@A Fox on the Internet I mean, you can just report it right here?
A Fox on the Internet 11 Feb @ 11:56am 
Where should I report it?
A Fox on the Internet 11 Feb @ 11:55am 
I would like to report what seems to be a bug involving the Infinity Maze.
Armok 10 Feb @ 4:02pm 
@A Fox on the Internet You should be able to find that here [github.com]
A Fox on the Internet 10 Feb @ 10:35am 
I do have another question; Is there a complete detailed list of what unique monsters spawn in each biome, mini-biome, and dungeon anywhere online? if so, may I have a link?
A Fox on the Internet 10 Feb @ 10:28am 
@armok Thanks
Armok 10 Feb @ 9:02am 
@Cgoober2000 ah, fair lol, best guess I can offer is that one of your mods was introducing smaller oceanic planet sizes, as they really don't work well with smaller sizes then they're specifically given in vanilla
Cgoober2000 10 Feb @ 2:57am 
actually, testing it a bit more, it appears that it wasn't Starburst Rework... and in fact, I cannot reproduce it, so I am kinda tempted to think it was merely just some strange combo of mods, or some obscure mod I was using that I then uninstalled, or possibly even a previous version of a mod I still currently have installed that got fixed and I just didn't notice due to not exploring far enough away for freshly generated boiling planets to spawn... I dunno, but whatever the case I guess it's fixed...?
Armok 10 Feb @ 12:43am 
@Cgoober2000 I'm kinda surprised Starburst rework is causing issues there, but I guess it's also not too surprising with how much it changes planet generation. I'll try and look into it myself soon.
Cgoober2000 9 Feb @ 11:45pm 
I *think* I worked out what mod was making Boiling Oceans generate with the ocean floor high above the ocean surface (I visited a second one and found it had the same bug), when I changed my mod list and quickly checked on a fresh universe and found that the bug didn't occur:
Starburst Rework, although it could have been one of the other mods that I removed, since it wasn't a test specifically to figure out the culprit of boiling ocean bug, I just wanted to remove some mods I wasn't really a fan of and decided to test if the bug still happened real quick using admin mode to rush to a boiling ocean, though I doubt it was one of those other mods since none of them really would have messed with planet generation as much as Starburst Rework... someone else can probably chime in if they happen to be using both mods, to see if the bug happens to them too, or if it happens without Starburst Rework.
Armok 7 Feb @ 9:25pm 
@A Fox on the Internet it's atprk_xenoprobe
A Fox on the Internet 7 Feb @ 9:14pm 
I would like to inquire on what the Xenoprobe's spawn ID is.
Δ-k180 6 Feb @ 7:35pm 
E
Angry Turret  [author] 1 Feb @ 2:50am 
@Cgoober2000 Fair enough, I'll consider this.

The planet bug is uuuuuuuuuuuuuuh... I'm not even sure how planetary layers could suddenly switch places but this is NOT something that happens normally. The closest thing that comes to my mind is when you play with FU and visit oceanic planets that are too small (FU adds more planet sizes iirc).
Cgoober2000 1 Feb @ 2:08am 
@Angry Turret Just noticed that you mentioned "being required for a quest" as a reason to not allow it to be pixel printed, in which case the Elder Armor Stand probably shouldn't be Pixel Printable either
Cgoober2000 1 Feb @ 1:31am 
okay, now I have encountered something truly funny: I visited a boiling ocean planet, and noticed that it appeared to not have an ocean floor, instead going directly to underground biomes... I dug down, and just found regular underground biomes, and after circling the whole planet, I was thinking "man, I don't even get any dungeons!?"...

Then I decided to build up from the surface to see if anything was up there... it was the ocean floor. It had generated in the sky above the surface of the ocean.
Angry Turret  [author] 31 Jan @ 8:18am 
@Cgoober2000 Unlike the reverse-engineered cannon, the hoverpad is not required for any quest so this is why it can be printed. I'll fix the other two objects though, they're not supposed to be printable.
Cgoober2000 30 Jan @ 10:13pm 
oh, just noticed that the Large Eldritch Crate can also be made at the Pixel Printer after being scanned
Cgoober2000 30 Jan @ 4:25pm 
I guess I should also mention that the Reverse-Engineered Hoverpad can also be printed, which isn't really THAT bad compared to the cannon, but also probably not intended
Cgoober2000 30 Jan @ 4:21pm 
another oversight in regards to the Pixel Printer: the K'Rakoth Lord Statue can be Printed, and I know it is almost certainly an oversight because no other K'Rakoth object (that I have scanned) can be Printed.
Armok 27 Jan @ 1:02am 
@Marek1shtar try searching Ri'Shaan churches, which are most common on midnight planets, as the codex can also be found there
Marek1shtar 26 Jan @ 9:39pm 
I've been on the search for a Codex Upsilon after accidentally translating one I've found and I cannot find another one on any boiling planet. Ive been searching the underground mini-biomes too for it and no dice. Is there something wrong with the spawn rate, I keep leaving planets with dozens of Codex Tau's