Starbound

Starbound

Rivvy Rebalance
39 Comments
1st.Fleet 29 Jun @ 6:08am 
No pressure and completely understandable I have modded before as well just ensuring no one has to go through headache of figuring out which mod is causing issues. I appreciate your contribution to improving the game and hope the best for you.
Riverina  [author] 28 Jun @ 9:25am 
Completely understandable comment, due to a myriad of issues in life I have limited passion or time to fix this mod, Until I either get into a position where I have the free time to work on this and of course the passion to do so again I'm inclined to agree with mister first fleet, for now it's a mod that is going to go un-updated. I encourage anyone else who likes the concept to grab the mod and make their own version with fixes included.
1st.Fleet 24 Jun @ 1:21am 
I would advise no one to use this mod as the issue with large monster was never fixed and if you come across one will force you off the planet when it attacks. It unclear if he disabled large monster but there may be other mods which re-enable large monster again. After turning this off I do not have the issues with large monsters.
NonstickSQYD 20 May, 2023 @ 7:46pm 
compatible with that one combat mod but just npc behaviour?
Riverina  [author] 13 Sep, 2022 @ 4:39am 
Current Progress Update-
Figured out what caused the game crashes with large generated monsters disabled that until I can fully resolve it and re-enable their alternate attacks.
Working on Vox not standing there for 8 seconds when the fight starts but that's on the back burner because I did an oopsie.
The Oopsie- Confused the game engine by messing with Max Health and Max Energy Augments, goal was to make them a % multiplier instead of flat modifier similar to the Rage Augments. dealing with that bug at the moment.
Lukiwarble 9 Sep, 2022 @ 7:38am 
F
Riverina  [author] 9 Sep, 2022 @ 6:36am 
Expect an update here early-to-mid next week guys, Unemployed right now YA YEET.
LukeniteGamer 7 Sep, 2022 @ 8:58am 
Great mod, definitely makes the game feel more difficult, only thing I would change is decreasing the damage output by 10-15%. Really like the boss changes that make the fights last a little longer.
Lukiwarble 4 Sep, 2022 @ 12:13pm 
and another one: animator.lua error: could not set state melee for type body, for entity type largequadrupedminiboss
메망 25 Aug, 2022 @ 1:40am 
i wait for you fix miniboss :steambored:
메망 20 Aug, 2022 @ 12:21am 
i really fxcking need mod like this From early on:steamthumbsup:
Lukiwarble 7 Aug, 2022 @ 10:39am 
i deleted the large biped folder to be able to play the game while waiting for the fix
Riverina  [author] 8 Jul, 2022 @ 11:48am 
@lukiwarble
Interesting, I'll start looking into it asap, but work's got me pinned down right now, in the coming weeks business may slow down enough for me to have additional days off to start working on this mod more often.

I appreciate the feedback and bug report!
Lukiwarble 8 Jul, 2022 @ 8:41am 
My game keeps crashing whenever " largebipedminiboss " spawns in
Lukiwarble 8 Jul, 2022 @ 8:39am 
[Info] animator.lua error: could not set state firewindup for type body, for entity type largebipedminiboss of id 997

[Info] animator.lua error: could not set state melee for type body, for entity type largebipedminiboss of id 522
Bullet 23 Jun, 2022 @ 2:57pm 
This looks really good. Definitely going to use it sometime.
Riverina  [author] 20 Jun, 2022 @ 10:26pm 
@-Z-E-A-L-O-S- You're welcome friendo!
-ZEAL0S- 20 Jun, 2022 @ 6:04pm 
I fear for my life again! Thanks! :D
Riverina  [author] 12 Jun, 2022 @ 10:58am 
@Communist Zote
Absolutely not the only one, it's been an issue for a while and chucklefish has just never fixed it. So I'm changing it's files anyway, we might as well insert the 'Fine, I'll do it myself' meme here.

@Kirbcake
This absolutely works with the RPG Growth mod, that's one of the mods We've tested for for it, the two should mesh seamlessly!
kirb 12 Jun, 2022 @ 10:08am 
does this work with RPG growth?
Carl 12 Jun, 2022 @ 8:48am 
So I'm not the only one who the Ixodoom bugs out for?
Sir Tibia The 1th 11 Jun, 2022 @ 12:18pm 
:steamthumbsup::steamthumbsup::melon: fock ye man
Riverina  [author] 11 Jun, 2022 @ 7:56am 
@Soup Time
Yeh! Icatova made that one, she asked me what monster had already gotten the biggest buff,I told her probably the guardians and then she came up with that.
Sir Tibia The 1th 10 Jun, 2022 @ 9:24pm 
i fucking love the image
Riverina  [author] 9 Jun, 2022 @ 12:36pm 
@Sempire most likely not as it's directly editing Vanilla monster, NPC and Crew Files... Speaking of...

So this is something I forgot to mention but non-combat Crew members get a buff in this mod, I'll likely add it into the description next time I update, so chemist buffs last considerably longer after You beam down so You can actually get some use out of them, Engineers increase Your ship speed a bit more and Mechanics reduce fuel cost of ships by 20% instead of 10%, This was done to make them worth while to get instead of stock piling janitors to get the next tier of ship. pick and choose Your crew members wisely!

For those watching the mod's progress my week's full of testing this mod and others for compatibility as well as well, work! and the weekend is D&D, so next week I'm going to start working on ye' ol Crystal boi (The first boss) and adjusting his attack patterns and likely adding a couple of new ones.
⛧Bl2-Azure⛧ 9 Jun, 2022 @ 12:33pm 
it is most definitely not compatible and i can confirm this both mods change key monster files and with the way frakens coded they whould clash 100% and seeing how me and rivvy feel about frakens i whouldent bet on a port to it either especially since it would require rewriting a majority of the mod. frakens tends to replace and change key vanilla files witch is why it breaks most mods...even if the dev doesnt want to admit it, its pretty much the calamity of starbound very hyped very loved but its a bit of a mess behind the scenes.
Sem 9 Jun, 2022 @ 12:05pm 
compatible with frackin?
bo$$m£n 8 Jun, 2022 @ 8:23am 
Aight, noted.

Good luck!
Riverina  [author] 8 Jun, 2022 @ 7:30am 
@pikmin189 I do have something I want to do with the Erchius Crystal, I kind of wanna give it an alternate attack pattern which is a burst of five projectiles that move at a medium velocity as to not be unavoidable in such a small room, these projectiles won't hurt too bad but they'll slow You down if you fail to evade them making it's other attack patterns more effective!

@Chymmoro I shall try! but I do work full time, even pulled something in my arm at work today and it hurts a lot, but I'll be fine and resume work tomorrow on my day off!

@LosAlamosBodySnatcher You should, while modifying the Generated Monster Files I found that ChuckleFish commented out their special skill table, some of these skills seem to have issues in the current version of the game so I intend to fix those abilities then re-enable them, that mod and this one would be altering the same files.
bo$$m£n 8 Jun, 2022 @ 6:02am 
So I should uninstall mods that add more attacks to monsters if I wanna download this? or is it fine?
Abnormal Bones 7 Jun, 2022 @ 8:00pm 
This is definitely a mod I am going to keep a close eye on
As of right now the difficulty of my mod set up is mostly fine and I don't want to tip the scales any further for now - but I really want to see where this goes because it all sounds great so far.

Keep up the good work! c:
pikmin189 7 Jun, 2022 @ 6:51pm 
Small thing I think you might want to add to the whole bosses thing, I think the bullet sponge mechanic might actually be useful for some bosses (like erchius crystal, stationary so it kinda needs it). There is the Fortress AI boss battle from shell guard which makes it completely stationary but features a large health pool which depletes semi quickly as it summons drones, and its more like balancing the fights difficulty by making you manage what summons to kill as the fight progresses.
The survivor boss is also nice, constant flurry of attacks, small openings, always vulerable to damage(rather than blandly dodging the same attacks till its exposed), but always dangerous to warrant not "unga bunga" and rush him down.
also, I like this mod :)
Riverina  [author] 6 Jun, 2022 @ 12:08pm 
Pssst, pro tip to anyone down here in the comment section- try using capture pods, they're actually worthwhile with this mod << >>
Riverina  [author] 6 Jun, 2022 @ 12:03pm 
@Lukiwarble
As long as another mod doesn't directly interfere with the Vanilla Monster files or scaling files it should be fine, even mods that add entirely new monsters work just fine with it, an example is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1117792278 which me and a friend did a test run to find possible issues, although bare in mind Pandora's box did water down the number of creatures with modified attack patterns and aggression with creatures from it's own selection so you could find creatures from ether mod. We've also tested it along side the RPG Growth mod and Arcana as well, seemed to work flawlessly but if there's any issues let me know!
Lukiwarble 6 Jun, 2022 @ 7:15am 
but the question is, how does it work with other mods? because i also have over 1500 hours and i agree
Riverina  [author] 6 Jun, 2022 @ 3:52am 
Patato Waffles seems like it'd be something I add in the more equipment mod I have planned for after this one is finished lol
@Kronolos
Aethis 5 Jun, 2022 @ 8:51pm 
can we have a mod that makes every mob drop a potato grid? its essentially a waffle, we dont have any good ol hylian waffles in starbound...

also nice job on passing the 1500 hr mark, ive just recently breached 1000
Lukiwarble 5 Jun, 2022 @ 6:36pm 
interesting
⛧Bl2-Azure⛧ 5 Jun, 2022 @ 2:32pm 
first >:3