Starbound

Starbound

Alpha Details
95 Comments
Spelltrackpad Humm-Bird 24 Jun @ 8:02am 
though, that number is just a guesstimate.
Spelltrackpad Humm-Bird 24 Jun @ 8:02am 
Having properly mucked around now, I can definitely say that it feels weird to me that day/night cycles are tied to planet size.
Also, sorry I didn't reply to this sooner, but more variation in gravity and day length sounds real neat to me. That being said, do make sure that gravity on big planets is still low enough to make traversal reasonable. I'd say that around 3 blocks with a single normal jump should be about as high as it gets.
Alpha Drako  [author] 16 Jun @ 9:23pm 
Funny thing... These days I was taking a look about the gravity changes, and it also made me feel like the difference wasn't really noticeable, except if compared between a very small planet and a very huge... And even that case wasn't really that good. So, what if I could put a lot more difference between them in gravity terms, and also do the same about the day/night cycle?

Even if it's my mod, I always want to hear great ideas from users, mostly because other players usually have so many amazing touches that I feel like they make 50% of the work to make the mod great =)
Spelltrackpad Humm-Bird 16 Jun @ 3:20pm 
though, more difference between the longest and shortest days/nights could be neat
Spelltrackpad Humm-Bird 16 Jun @ 3:19pm 
Oh, I didn't even know that the day/night cycle was randomized in basegame. huh. Anyways, it's a really small thing, and also it's your mod, so if you don't want to change it don't bother.
Alpha Drako  [author] 16 Jun @ 2:51pm 
Hey Bird, no problem, even if had, I never did it to you =).

About the day/night cycles not being relative to planet size, it was just a tweak that I guess there's no problem in change it back to vanilla cycle, I can even do that these days if you want to. About the OpenStarbound, I'll be very honest and say that OpenStarbound is like cosmic magic to me, so I never really got the time to study their code. I'm pretty sure the way I changed would never be a problem for OpenStarbound, but it super worth the try. Thanks for the comment by the way =)
Spelltrackpad Humm-Bird 16 Jun @ 2:02pm 
Saw this in the comments earlier and I don't know if you responded to it (so sorry if you did and I missed it), but I like the idea of day/night cycles not being relative to planet size.
Also, do you know if the lighting changes work with OpenStarbound?
Alpha Drako  [author] 21 May @ 2:51am 
Oh, I'm pretty sure it conflicts, but super worth trying! =)
Kinsect 20 May @ 6:28pm 
oh yeah since I have Tanz Hunger Overhaul would it conflict with your food bar changes?
it feel's like it more so overrides your?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=729456269
Alpha Drako  [author] 20 May @ 6:18pm 
Yup, you're correct Kinsect! =)
Kinsect 20 May @ 4:19pm 
We probably don't need Allow Parallax Transition since this has it's own version of it huh? ^^;;
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1487220181
Alpha Drako  [author] 24 Oct, 2024 @ 8:02am 
Oh, yeah, good points TheSecretPanda, will keep that in mind for the future. By now I need to finish the temperature/worlds mods, which is the biggest thing I've ever done (even if can seems not so huge for the modding scene) and I've been loosing the focus at them for the past 2 years hehe. But your kind of comment really make me extremely exicted to actually back to do the good work! Thank you again =)
TheSecretPanda 23 Oct, 2024 @ 3:10am 
Once again, the only problem would be melee weapon skills that consume the entire energy bar, but since energy can be increased past 120 with tier 3 armor, and the fact that melee skills are meant to be used conservatively anyway, this doesn't strike me as that big a problem.

Either way, this is just a suggestion based on your vision, I personally don't have any issue with how vanilla handles it, but I do agree with your notion that the player should be rewarded for paying attention.
TheSecretPanda 23 Oct, 2024 @ 3:10am 
I know you did just make the patch (and damn, you waste no time, my respect), but if you ever feel like tinkering with the energy system again, and if your main goal for its improvement is to ensure that the player is incentivized and rewarded for preventing the energy from depleting fully, the best thing I could suggest would be to increase the rate at which the player restores energy (I believe the current number is something close to 60/s) when the energy bar is green, and decreasing the rate down to 30/s it is gray. You could alternatively increase the delay time for the energy to start regenerating from 1.5s to 3s when the player runs out of energy.
Alpha Drako  [author] 22 Oct, 2024 @ 6:31pm 
One more thing, for the food item with the same buff... I indeed tought about a mod related to food and cooking, and I'm shocked about HOW AMAZING "Alpha Cuisine" sounds LoL, great name and I'll definitely choose that one when I start to work at this.

About the word salad, be my guest, anytime you want to talk about any of my mods. Thank you very much for the kind words and the interesting comment and the great name idea!!! =)
Alpha Drako  [author] 22 Oct, 2024 @ 6:29pm 
Okie, will be Door 1 so! Will make a patchm like... Today! =)

Oh, Door 3 sounded like a bad idea after all indeed. My point was to actually make the energy something a little more "manageable?" for the player not feel like it's so binary like "I'll have one shot no matter what shot it is, if it's 200 Energy, or 40.000 Energy, I still have that shot. Maybe to improve that I would need to change the cost for all skills to help with that management thing, but still need to think more about it.

About the staff... I guess all my point about this change to the Energy System was to make the "spend all the energy" a little bit more hard for the player, because when we spend all our Energy we need to wait until it's full to recover, right? So, my first idea was to praise the people who can manage the Energy well to never get the cooldown, while the cooldown became a little slower.
TheSecretPanda 22 Oct, 2024 @ 2:08am 
As for door 3, I'm not quite sure what disallowing overflow energy usage would do to improve the energy system overall. As a possible consequence of that (if applied to weapon skills), certain abilities such as Blink Explosion, Blade Charge, Blink Slash, Giant Sword, Flying Sword, and Trail Dash would be impossible to use before at least Tier 2 Armor due to requiring 120 Energy (or 320 Energy in Blade Charge's case). I may have misunderstood what you intended with this idea, and if so, my bad /: and I would love to hear more of the idea.

An interesting thing I found is that any Staff can have the Energy Regen Zone skill attached to it, and while you are in this zone, energy regeneration functions almost identically to this mod. An idea that may extend past the scope of this mod would be to give certain food items the same buff that this skill gives you (maybe if you are ever considering making the Alpha Cuisine mod)

Thanks for your response and sorry for my word salad.Take care!
TheSecretPanda 22 Oct, 2024 @ 2:07am 
I would honestly need to go for door number 1 over door 2. Vanilla Starbound seems vehement on making sure that the energy will never regenerate assuming you hold down the trigger on any firearm, considering the slowest use time for even the slow Sniper Rifles, Rocket Launchers, and Grenade Launchers are all 1.5 seconds, same as the reload delay. Apparently every single weapon skill in the game also has a cooldown of 1.5 seconds or less, though some to have a charge time alongside that. As such, reducing the delay to 1.0 seconds would still make over half of the slower guns still regenerate energy in between shots.
Alpha Drako  [author] 21 Oct, 2024 @ 1:39pm 
Hey TheSecretPanda, you're actually right. What I think is that we have three ways to fix that problem.

Door number 1: We actually removes the energy tweaks, which we can do without affect any user of the mod and I guess is not something people will miss.

Door number 2: We just increases a little bit the energy delay to recover, so instead of 0.4s, it can go to 1.0 (considering that vanilla is 1.5), and that way we can still keep the energy recover slowness (which is just something like 20% slowler than vanilla).

Door number 3: That one is pretty interesting and weird and tricky... We could actually change the way that weapons works! Today, weapons checks if you have "any energy" and consume "x amount of energy". We could make it to check if you have "amount of energy" I guess, but I'm pretty weirded by the implications of compatibility if we do that hehe.

Tell me what you think about these options, and if you have any other idea, I'm here to listen =)
TheSecretPanda 19 Oct, 2024 @ 1:54am 
Is there any method or patch to specifically disable the instant regeneration of energy? All the features are amazing, and for the most part must-haves for me in any modpack, but the energy regeneration does make almost every slower weapon skill and ranged weapon completely free to use, conflicts with some mods that make decreasing energy a punishment, and make it so most methods of specing into energy and energy regen not particularly useful. If not, its not too big a deal. Thank you Alpha for making so many great mods.
Alpha Drako  [author] 10 Sep, 2024 @ 9:03am 
Hey 'JJ, thank you very much for your kind words. I've been trying to find time to get back to modding, for update some stuff and also release the temperature system I've been working on, and comments like yours actually give me a lot of willpower to actually do it. Thank you again =)
'JJ 10 Sep, 2024 @ 6:56am 
thanks for still maintaining this mod, its much appreciated.
Wespy 15 Nov, 2023 @ 8:33pm 
Parabéns pelo mod!
Alpha Drako  [author] 10 Sep, 2023 @ 10:50am 
Yay, that's good to hear, thank you very much <3! Let me know if the performance is still not good with the update! o/
StealthSuperset 10 Sep, 2023 @ 10:07am 
Thank you, this is definitely a permanent addition to my mod list <3
Alpha Drako  [author] 10 Sep, 2023 @ 9:41am 
Yeah, I'll change it today. I lived like... 90% of the time in my life that I had a computer with a potato computer, so performance is today a "Top 3" priority on everything I do, because I suffered a lot with the "sad for you if you don't have a good pc" haha. And yeah, good you found out the cause. I'm updating right now!
StealthSuperset 10 Sep, 2023 @ 7:03am 
I understand that, I didn't notice much of a difference until my friend with the potato pc said that the game was running slower. It took a but to find that it was this, glad I found what was causing it. Thanks for replying and considering changing it :steamhappy:
Alpha Drako  [author] 10 Sep, 2023 @ 6:35am 
Oh, StealthSuperset! Thank you very much for the hint. I'll remove that part of increased area rendered on the next update, because it kinda doesn't worth the performance. I'm sorry for the inconvenience, and thank you for bring that to my attention, becasue these days I'm with a better PC than I used to have, so points like that sometimes got harder to see (and performance is indeed one of my main goals u.u). Thank you for the comment =)
StealthSuperset 9 Sep, 2023 @ 11:44pm 
So far I like and enjoy the changes this makes, however I noticed that performance slightly drops while using this mod, I imagine it's because of the larger rendered area. A friend of mine has a potato pc and he noticed a larger performance impact.
Alpha Drako  [author] 19 Aug, 2023 @ 11:51am 
Thank you very much! I'm trying to finish a mod that overhauls a little bit the worlds with some new weathers (some edited from Diverse Weather tho), some new planets (nothing really too complex), but with the huge addition of a complex temperature system that I'm still building, with warm food, warm campfires, warm sunlight, different temperature effects, and more stuff like that. Everything I make is tested and usually never requires a new savegame, so, I hope I can work on this at the end of the month and you could (if you like that kind of stuff) have some fun with that too =)
StealthSuperset 19 Aug, 2023 @ 7:41am 
Awesome, I'm going to start a new character with this mod then.
Alpha Drako  [author] 19 Aug, 2023 @ 5:56am 
Hey StealthSuperset, it is exactly that, it's a single line of code that for some reason the devs set as "false" instead of "true" so I also added on the Details that the mod covers. When I update the description I'll try to make it a little clearer, thank you for the comment! =)
StealthSuperset 18 Aug, 2023 @ 4:10am 
I have a question, what is the "background transition option"? Is it something like the mod "Allow Parallax Transition" or something else?
Alpha Drako  [author] 10 Apr, 2023 @ 9:45pm 
Yeah, I remember that drkanbs! Is exactly what you said, they're not exactly compatible, but I always make all of them to not break anything even if not compatible, so, in the worse case I'm always trying to make it safe for use and remove without break any savegame! Thanks for remind that =)
drkanbs 10 Apr, 2023 @ 8:24am 
except, if you don't recall, I was using Alpha details along side FU, and it was working fine for me. Recall Alpha I tested your mods for you along side FU and most worked, even if they aren't exactly compatible. ;)
Alpha Drako  [author] 10 Apr, 2023 @ 2:35am 
I agree, to be honest if your game isn't crashing, I guess it will not be really a problem, at least for all I know =)
Flannel 10 Apr, 2023 @ 12:33am 
Fair enough! A little sad they don't seem to be compatible, but depending how badly it's broken I might also just bare with it. If it's just food that's an outstanding issue, then that's fine with me because at the very least food will still be filling.
Alpha Drako  [author] 7 Apr, 2023 @ 4:36pm 
One thing that I want to say: My mods aren't, and probably will never be, compatible with Frackin Universe. To be very honest I really don't like 90% of what Frackin brings to the game, which is a huge pain because I love the other 10% so, so much! Most of my mods are based on a vanilla-like environment, because it's easier to control, adapt, and being honest, organize.

Starbound is by far my favorite game, and I just loved to play for one year before actually try any mod and discover the world of Starbound modding, and I always think that mods that respect the vanilla part that took my heart since the begginning are always the better.

That said, the only way to fix your problem will probably be chosing between my (and most very talented people) mods, OR the Frackin. Or make two savegames for each situation. No matter what option you choose, you have my support, go have fun with our loved game! I hope this solution works for you, and if you have any other comment, I'm always here =)
Alpha Drako  [author] 7 Apr, 2023 @ 4:29pm 
Oh! I guess I found it! I see by your log that you use Frackin Universe, and for all I know (not much), Frackin does something about the characters, like, to make all the fancy and complex systems of Fracking working they needed to change A LOT about how the character works, and probably they changed the food system too! So, that's probably what's happening: Alpha Details tries to patch a vanilla-like food system, and Frackin has their own system for food, so when Alpha Details tries to patch, it just don't find what to patch! I could try to fix that putting Alpha Details to load before Frackin, but I think this could break other even more important parts of their code!
Flannel 6 Apr, 2023 @ 11:01pm 
Still working on a solution, unfortunately! Here's my starbound log files if these will help you find the problem at all. (Since I'm also trying to troubleshoot the big problem mod still...) https://www.dropbox.com/s/aps1ddsvglue95f/starbound%20log.rar?dl=0
Alpha Drako  [author] 6 Apr, 2023 @ 10:01pm 
Modding for Starbound gives me lots of fun, and I want to be back here more often as soon as possible, until there, I guess that error only can be fixed by removing the mod that is removing the maxValue of the player belly. Thanks for the comment I hope you find the solution on your modlist, if you need something I'm always here! =)
Alpha Drako  [author] 6 Apr, 2023 @ 10:01pm 
Hey Flannel, is there something on your modlist that makes any changes related to food/belly/player status or something like that? The Alpha Details uses the player.config file to find the base value of food on the player (vanilla is 70 if I remember correctly), and then the mod replaces it with the new value (100 because I think it's more understandable and easier to deal with inside the game). So if any of your mods is acting like that, maybe is that the problem. Sorry I can't help more. I guess I need to rework all my mods adding the "test" line to make the file actually test if the value exists to avoid that kind of situation where it tries to replace a value that not exist, you know? But it can take some time as I'm working more than ever in my life these days to keep the food on the table.
Flannel 6 Apr, 2023 @ 4:07am 
Been seeing this error a handful of times in my starbound log file while trying to figure out what's been conflicting in my mod setup.

"[Error] Could not apply patch from file /player.config.patch in source: [-]steamapps\workshop\content\211820\2724552848\contents.pak. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) Could not find "maxValue" to remove"
Alpha Drako  [author] 6 Sep, 2022 @ 3:56pm 
Hello The Wither129, I will do that soon, indeed the gravity too strong is kinda harsh, I felt that in my gameplay and I kinda want it to be a little lighter too, thanks for the comment =)
TheWither129 4 Sep, 2022 @ 11:39pm 
itd be nice if you lowered gravity all around just a little, it overall feels a bit too harsh imo
Alpha Drako  [author] 15 Aug, 2022 @ 1:49pm 
Hey Midas, to be honest I was totally without motivation to continue, but I got messages like yours and I will release soon my project of changes to worlds, and also one project about the monsters that I want to make it without give too much power to them. Thank you again Midas, thank you very much! =)
Midas 14 Aug, 2022 @ 10:31pm 
Hey I just wanted to say I absolutely adore all of your mods and I really hope you continue! ♥
Alpha Drako  [author] 31 Jul, 2022 @ 6:13am 
That's nice! Modding is pretty easy, specially when you take other mods to understand how is made, but also find ideas that fit well to the original game aesthetics is the complicated part. Me and the cats and the wife we're all okay now, we're back to the old place which is bad but we discovered that isn't that bad, we can be happy here. About the constancy I was saying only about the fully random day length, the tidally locked is just one of the coolest ideas I've seen about planets. Thank you for the kind words and for all the interest on that mod, I hope you start too soon =)
Grand Poo-Bah de Canadiannaise 31 Jul, 2022 @ 1:01am 
Oh ps, I thought your idea of losing high tech armour in lava, but it sparing your life if you're quick enough pretty cool!
Grand Poo-Bah de Canadiannaise 31 Jul, 2022 @ 12:52am 
I am interested in modding in the future. Perhaps we can collab. Though I can't promise anything at the moment, as I will be changing work soon, and probably some other life details soon enough. And, I don't know how effective/good of a modder I will find myself to be. Though I can say I've got some other ideas I want to through out there.
A significant angle I might like to take with modding is science-based/realism. Hence why I suggested tidally locked, day/night variances, etc. Also why I never saw day/night variation-constancy an issue. I suspect that some people might find it actually interesting, especially if they know it's grounded in reality. :)
Hoping all the best with your moving and cats and such :D