Starbound

Starbound

A Modicum of Universal Intrigue and Complexity
14 Comments
the_silver_bandit  [author] 14 Jan @ 1:12pm 
I organized the load order based on my experience with modding other games. It is more for organization at this point as I wrote before I knew how starbound loads its mods. I was talking with some other devs about making a load order tool that would load mods based on specified order in a collection, so it will remain.
BITney, The Pixel Heister 14 Jan @ 1:03pm 
My last question was because I saw this in your changelog.

"Mod load order is also configured in collection."
the_silver_bandit  [author] 14 Jan @ 1:01pm 
One cannot specify the load order, unfortunately. That is determined within the mods themselves. load order cannot be specified in steam workshop.
BITney, The Pixel Heister 14 Jan @ 12:47pm 
How do you configure the load order and how do you know which one have to charge fiirst?
WooferWoof 24 Oct, 2024 @ 9:23pm 
Thanks for the suggestion! I'll try that
the_silver_bandit  [author] 24 Oct, 2024 @ 8:24pm 
I am pretty sure the merc rifle is from the Arsenalbound - Lastree Race Mod.

OpenStarbound is pretty great. One thing to note is that you may want to use the mods [oSB] Universal Instant Crafting for All Mods and [oSB] Unlimited Food Stacking in lieu of the mods that add the instant crafting patches and food stacking patches included in this colleciton.
WooferWoof 24 Oct, 2024 @ 6:43pm 
So should I remove the NPC behaviours? they can be really wack and super hard to dealt because their lunge attacks are unpredictable and when they are in a group *OH boi. But I think that's the charm to it. Makes me want to be extra prepared on any encounters.

Sadly the Retired Merc Rifle can't be upgrade using the modules on the tricorder so I was just cruisin abit on the collections on what mod adds the gun to maybe shine light on to upgrade it. This is just mainly for preference but you'll never know if a same player came across the gun and be bummed out if they can't upgrade it lmao and it's a early weapon so maybe i'll find a better find a I play.

I'm also playing it on OpenStarBound so no far no issues and ran greatly compared to the original version(which sucks tbh) and running the game on Linux.
the_silver_bandit  [author] 24 Oct, 2024 @ 4:09pm 
I have not used a few of those. I do know that NPC and Monster Fall Damage could cause an issue where sometimes a monster will randomly die when used with Frackin' Universe. For the retired merc rifle, could you check if the upgrade module's would work? There should be a way to apply them via the personal tricorder, I believe.

It is difficult to alter the difficulty with so many different routes added by some of the mods, but if you got it working on your end with no bugs or errors in the logs, then I say one should mod to the extent that they prefer.

I will also say that this many mods is at the upper end of what should be played with as it becomes more difficult to test if certain mods work well with others.

I am glad you enjoy the pack. I am still keeping it up to date as different mods change their requirements. Please report any issues you might find.
WooferWoof 24 Oct, 2024 @ 9:09am 
Thanks for sharing your handpicked mods they are great!

May I ask if I destroyed some balancing if I installed:
*Extended Story (Voided version)
*Supp's Combat Overhaul (NPC Behaviours Only
*Neo+ Weapons
*Tougher Mobs with better Loot
*Bounty Hunter Rapid Rank Rising *RPG Growth
*NPC and Monster Fall Damage

I mainly added these mods for a more challenging experience on my hardcore playthrough. So far on my playthrough nothing crazy has happened but I do can feel the balancing of weapons I found on early game to be fair and not too overpowered, just tried the avali weapons a moment ago and they are not too powerful on early compared to the Retired Merc Rifle(How do I upgrade it?) I bought on the Ark Outpost.
the_silver_bandit  [author] 16 Oct, 2024 @ 9:46am 
You're welcome!
Jp 16 Oct, 2024 @ 9:25am 
Hey silver bandit, thanks for makin this bruh!
the_silver_bandit  [author] 6 Mar, 2024 @ 8:24am 
Thank you again, the issue is fixed. I have no idea why the official MPI patch is still not working despite being updated recently.
the_silver_bandit  [author] 6 Mar, 2024 @ 7:43am 
Hi @LostVandal,
Thank you for the comment. I am sorry for some reason I never received a notification for comments despite being subscribed to the thread.

I am going to install the mod you recommended and make sure I have the right configuration and then update the collection.
RVT BVSTVRD 11 Feb, 2024 @ 11:39am 
Your problem with the Cyber-Sphere can be fixed with this mod and all the required mods. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818066661
Frackin' and MPI have never played nice. Most people overlook Frackins incompatibility wiki where it clearly states that anything that edits the ship NAV UI is extremely risky, but thankfully we have some determined people in this community willing to fix these issues and publish their results. I've tested EVERY other FU MPI patch, and this is the only one that 100% works. You can waste your time trying to test them yourself, or just take my advice and save yourself the hassle. I've deleted my previous comments in hopes that this comment will be taken seriously.