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And if you don't find anything different in that planet's core within the first 10 minutes, move onto the next planet.
If you have frackin universe installed, the GPS can be used to quickly tell you, if an Armol biome is on the planet.
The Core Village Biome is identified by it's ash piles, normal colored Magma Rock, trees, and inhabited obsidian structures. It only has friendly Armol.
Some Armol bandits can be armed with weapons crafted from the Armol Altar.
This was made to add a little more chaos to that biome.
Have fun :)
*Above the surface, they suffer stat penalties, beneath the ground they receive greater stat bonuses... something like that.
*They also do well in hot environments like the core biome.
*Their diet consists of meat, mushrooms, and glitch-related food items(It's the reason for their metal-like bones).
*They have poor vision, and rely on their tendril noses to detect the environment around them.
Overall, they are a species well suited for underground mining.
I don't know how feasible most of these are, but you are free interpret them in anyway that works best with the mod.
Someone requested to have your race supported for my Race Traits mod! I wanted to ask you if you want to give your race specific stats and bonuses?
You can check out the public stat Google sheet and comment there! Race Traits - Stats Sheet [docs.google.com]
There is also the user-friendly form you can submit as well. (This option is easier to understand and navigate.) Race Traits - Race Support Application [forms.gle]
I'd love to have your official support! I'd prefer if we can talk on Discord and not on Steam, if necessary.
You're welcome to make a patch for this mod, and I'll review it.
How does that sound?
Compatibility patch for anyone who needs it.
I would change it myself, but I don't want it to nuke people's saves...
A separate patch is probably the safest option, go ahead.
The goal of this mod was to add a species of Mole People that wouldn't feel too out of place in Starbound, while at the same time adding content to biomes that I feel are often under-utilized.
I hope I was successful in that regard.
Plus this is going to keep reminding me of the underminer from the incredibles haha xD
Can't wait to check out your balloon race mod ^_^
So npcs shouldn't be randomly dying anymore.
Cultists should be similar to the other related converses in that the Armol portion should be in the path, not in the value.
Starforge just does that. More specifically it can spawn mini dungeons on forest planets. And lush planets have forest sub-biomes. Any chance that you didn't encounter them pre-Armol installation was likely just a coincidence.
- Xander's anonymous brother