Starbound

Starbound

Dynamic Difficulty
29 Comments
Thelema 19 Jul @ 8:03am 
Spike Shields from your BL3 mod deal way to much damage with this mod on.
白鈴 24 Jun @ 8:30am 
Hi, your mod seem to auto sort containers upon first time opening them within a map. This behavior also applies to player's own storage and factories. Can you please remove this behavior?

This is scrambling up sorted containers.
This also applies to factories that need to have specific item in specific slot, (namely factories with item slots from FU mod) causing these factories to be jammed with incompatible items.
Genbu_Serafino 8 Jun @ 5:34pm 
Chest loot leveling should be one level above yours, so early game isn't spent getting useless tier 0 weapons.
[SUB] WIZ 27 May @ 7:53am 
pls
[SUB] WIZ 27 May @ 7:52am 
you could create a mod to remove items after death, its working principle is quite simple, but it would give a completely different approach to the game, if all items from the inventory were completely removed after death, it would create a positive circulation of weapons and armor, which would equalize the balance of resources and items in large modpacks
Jesus Fish 5 Apr @ 2:25pm 
found something interesting, the scaling seems to only go to a max of 8.5 even if you have a mod or two that gives you the ability to go beyond.
Chalupa Supreme® 3 Apr @ 6:45pm 
wow... just wow, a difficulty mod that doesn't break game flow but instead enhances it like I fully went in with this mod expecting the enemies to do too much damage and take too little(they do just in a good way) but this made it so most enemies are more fun to deal with instead of just one M1 and moving on also I've found out that crew members quite a lot stronger than everything else including the player so unfortunately taking crew to planets is still a no go for me, I would love it if someone could make a patch that made crew members more inline with everyone else(my problem could be due to Earth's Finest - Crew Improvements)

I give this mod a 9.5/10
A-Vladimir 1 Apr @ 3:15pm 
I have Stardust Lite and it seems to work
Ƨuǵurᶖ»ℓ♡ѵè 31 Mar @ 10:37pm 
do you know if this would still "technically" work with Stardust Lite?
A-Vladimir 26 Mar @ 11:27pm 
It looks like the mod goes crazy when you set the Max/Min tier to higher values then +1/-1 :(
Jesus Fish 26 Mar @ 7:00pm 
ALL damage sources get modified with this mod enabled not just the mobs themselves.
got hit by a mob that inflicts poison and saw literal hundred plus damage get ticked on me.
worst part it was on a moon, thanks frackin for the weird peblit.
A-Vladimir 24 Mar @ 9:25am 
I have a problem when you start a new character that all the enemies 1 shot me with this mod (doesn't happen without it).
Pifilix.SVK 18 Mar @ 8:45am 
and how does the game recognize for example above T6 armor for apropiate level?
Pifilix.SVK 18 Mar @ 8:26am 
ahh i assume when fighting the boss, i am supposed to turn it off so the boss is the tier they supposed to be? as it appears loot dropped by the boss is based off its tier, IE...lvl 2 player ends up with lvl 2 boss drops
Pifilix.SVK 13 Mar @ 6:00am 
i dont know how to feel about the difficulty changes in early game with it feeling off
AgentKirin 8 Mar @ 3:06pm 
Would it be possible to separate NPC level from monster level so you don't end up with lone outlaws being even more OP than usual?
Lumi 4 Mar @ 10:49am 
really enjoying the mod, gives a lot of sandbox vibe to the game in conjunction to story removal/restructure
i am curious about is whether it would be possible to change around scaling on in space encounters, seems like hp/defense/damage is scaled based on player equipment, so when you do get a mech you start out OP, basically one shotting everything, for as long as you use lower tier armor
Would be nice having a bottom ground, maybe an option for those encounters to not go lower than T2/T3 or just have mech armor be included in the scaling

That being said dunno if its too big of a request, aint a modder so but i know it can be a headache and truth be told the only (hardly)unavoidable place this problem arises is a mech tutorial
444monty 23 Jan @ 1:57am 
What does "Modify enemy tier by" end up doing? It feels like I am still obliterating monsters and npcs.
KitsukiKit 20 Jan @ 6:13pm 
does this also affect npcs? I dont want my npcs to get outleveled by the monsters
MeXaniK 17 Jan @ 4:28am 
Great mod, with which you can create a real hell in the galaxy! But please fix the fall damage on high tiers:SBpenguin::SBmm:
Jesus Fish 3 Jan @ 11:09am 
DO NOT FALL AT HIGH TIERS! this mod modifies fall damage, that shouldn't happen.
ErickD 2 Jan @ 9:26am 
@FelmastProMcLane limit the item max level relate to the planet level should be fine
FelmastProMcLane  [author] 2 Jan @ 9:15am 
@Kukagres: Hopefully,I do need to upload a couple fixes but should be fine.

@ErickD: Oh, those measures are to avoid "Free" level ups of items you already own, though, I'm considering limiting the maximal level-up to around +0.5 of player level.
(For progression's sake and avoid the behavior of changing the offset right before looting to get high tier items)
ErickD 1 Jan @ 10:54pm 
@FelmastProMcLane because you said take measures to limit the item level up.lower the higher tier items drop rate maybe ?
Kukagres 1 Jan @ 1:23pm 
its compatible with FU?
FelmastProMcLane  [author] 1 Jan @ 10:21am 
Sure, though, what do you mean by "balance the gear leveling up"?
It tries to level the items to the selected difficulty (you can set it to tier 8 and it will be tier 8)
ErickD 1 Jan @ 7:29am 
good work! hope we could find a way to balance the gear leveling up.and plz notice me when dropped loot duplicate issue be fixed
licflagg 1 Jan @ 6:58am 
@Mabra From testing, it does work on unique weapons.
Mabra 1 Jan @ 2:32am 
Does the chest loot leveling work on unique weapons, or just procedurally generated weapons ?