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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.
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 =)
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 =)
Also, do you know if the lighting changes work with OpenStarbound?
it feel's like it more so overrides your?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=729456269
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1487220181
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.
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!!! =)
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.
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!
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 =)
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 =)
"[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"
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