Starbound

Starbound

Alternative Early-Game Quest Line for the Outpost
27 Comments
Fumiki 7 Jun @ 8:44am 
Hi, I made a plugin to translate this mod into chinese. If you don't mind it I want to keep it on workshop.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3494848685
shadowwolftjc  [author] 1 Jun @ 5:48pm 
@Kinsect: Some collections have mods that may be mutually exclusive, including a few of my own collections.

Also, I've never personally played with the Optional Story mod before, so I had been wondering how well the 2 mods would've actually worked together. (Would the game run, but with the player starting with a fully-repaired ship? Would progress within the game be blocked? Would the game crash?)

Personally, I was under the presumption that the Optional Story mod would've worked fine along with my Alternative Early-Game Questline for the Outpost mod, without crashing or blocking main story progression, but would've prevented players from experiencing my own mod's contents, since I had presumed that it would skip through the early-game questlines to reach the Outpost and get the ship's FTL system repaired.
Kinsect 1 Jun @ 9:19am 
a collection was using it together and I wanted to make sure
shadowwolftjc  [author] 31 May @ 10:17pm 
@Kinsect: Doesn't Optional Story do away with Starbound's main storyline?

If so, then what would be the point using both this mod and it, since this mod is still tied to Starbound's story progression (even if the starting parts have been overhauled a little)?
Kinsect 29 May @ 5:17pm 
Say can this work with Optional Story?
Ilthe 28 Apr @ 7:59pm 
"current version" of the game was here for years, I doubt that this mod was dome for previous one

if it isn't working with no other mods, problem probably is with your installation - try to rehash game files and make sure there is no laftover files from other mods laying around

and steam sometimes fails to download things from workshop properly - try to usubscribe, then wait for some time, and resub again
SALVANTUS 28 Apr @ 7:22pm 
this mod does not work with the current version of the game (tried to run it with zero mods and it didnt work)
Awchen 24 Apr @ 11:58am 
Hii, just wanted to thank you for making this cool mod.
I was getting very annoyed with having to seek out the Gate everytime.
Made a patch mod to remove them from Lush as they are not needed anymore with this.
Kinsect 16 Mar @ 3:14pm 
Surprisingly this can work well with Optional Erchius Mining Facility! o.o
I don't even need to visit the Lush planet with this!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=849971477
LiverFox 15 Mar @ 7:20pm 
Thanks for the great mod! I used this in combination with Tadpole’s Garden Planets to Reclaimed Planets to have an epic start. Thank you!
shadowwolftjc  [author] 12 Mar @ 9:29pm 
@Genbu_Serafino: I presume the patch is working as intended, with regards to dealing with the compatability issues between my mod and that other mod?
Genbu_Serafino 12 Mar @ 5:52pm 
@shadowwolftjc thanks for that patch btw
shadowwolftjc  [author] 10 Mar @ 5:51pm 
@The Caretaker: Indeed. I've been wanting to develop games since I was a child, and modding's the closest that I can get to doing just that (especially without having to deal with the controversies surrounding game development, both past and present).
The Caretaker 10 Mar @ 5:25pm 
you mod starbound more than you play it ?
shadowwolftjc  [author] 9 Mar @ 5:42pm 
@The Caretaker: Sadly, it's not looking likely that I'll be able (let alone willing) to do so, simply because I've yet to play Frackin' Universe at all (which isn't helped further by me spending more time modding Starbound than playing it). As such, my familiarity with that mod is far more limited than my familiarity with vanilla Starbound.
The Caretaker 9 Mar @ 3:23pm 
:D i hope you find a way to make this FU compatible because this is a very interesting way to start the game off.
shadowwolftjc  [author] 9 Mar @ 1:49pm 
@Genbu_Serafino: OK. I've added in an extra patch to hopefully add support for that mod. Care to help me test it out?
shadowwolftjc  [author] 8 Mar @ 7:33pm 
I see the problem, and it's with how that other mod works (in a way that I wouldn't approve of).

Normally, I'd expect modders who add new places to teleport to (like missions, or new hub areas) to put them in the AI folder (where it's accepted that they'll be accessed via SAIL). However, that other mod seems to not bother with looking up what .aimission files are present within the ai folder, and instead just provides a list of which missions to sort into primary and secondary categories.

In short, it lacks a means of automatically detecting .aimission files, and sorting them into a default category.
Genbu_Serafino 8 Mar @ 5:48pm 
Problem is it does work, the mission just doesn't show up in the menu
shadowwolftjc  [author] 8 Mar @ 2:08pm 
@Genbu_Serafino: Do you have a link to the standalone version of that mod? I looked up Ztarbound, and found numerous results.

The regular version that I found seemed to be a mod pack, not unlike Frackin' Universe. For now, I'd rather want to stay out of developing mods specifically for those kinds of mods, and let others add compatability to those mods instead if they like them enough.
Genbu_Serafino 8 Mar @ 11:38am 
also just gonna say this, it doesn't work with Ztarbound interface, I use Silver Sokolova's standalone version
Genbu_Serafino 4 Mar @ 7:05am 
Interesting
shadowwolftjc  [author] 1 Mar @ 9:24am 
@Genbu_Serafino: Scratch that! I might've found a mod that does something along the same lines as what you had asked: Grassland Planet Start - Story Disabler Version .
shadowwolftjc  [author] 1 Mar @ 6:26am 
Even if gateways were not removed from the surfaces of planets (which is a trivial matter that I could probably whip a mod up for in less than a day), I'd imagine the Alternative Early-Game Quest Line for the Outpost mod here would be quite the blessing in mods that, say, increased planet sizes at least 10x, 100x, or even 1000x. Like the following:
- 10x Planet Size
- 100x Planet Size
- 1000x Planet Size
shadowwolftjc  [author] 1 Mar @ 6:26am 
@Genbu_Serafino: Not to my knowledge, at least for the full release of Starbound.

For beta versions of Starbound, I used to develop and maintain a mod at Chucklefish's website that removed ancient gateways from starting solar systems, simply titled No More Gateways [community.playstarbound.com]. If I recall, that old mod enabled players to teleport straight to the Outpost either at the start of the game, or as soon as their ship's interplanetary drive was fixed.
Genbu_Serafino 28 Feb @ 6:50pm 
Is there a mod that removes ancient gateways to use alongside this?