Starbound

Starbound

[Modder Resource] Dungeon Patch Cheat Sheet for Every Planet on the Workshop (with .biome files)
19 Comments
󠀡󠀡 9 Jun @ 3:40pm 
thanks :D
FUS  [author] 9 Jun @ 5:57am 
Dammit, I remember glossing over these 2 because the title said "on Planets" instead of "with Planets". One moment.
Sröt Navas 30 Apr @ 1:18pm 
Got it, thanks. Just wanted to remove all microdungeons and structures from FU.
FUS  [author] 26 Apr @ 12:26pm 
Pt. 3 - And as for the microdungeons, in .biome files paths to the microdungeon lists wary from file to file, could be higher, could be lower.
So you'll have to address them on a case by case basis there. Patch generators help with that a lot.
FUS  [author] 26 Apr @ 12:23pm 
Pt. 2 - The caveat is though, when removing modded entires, say, from a vanilla planet, first you'll have to account for the vanilla entries (i.e. not start from 0, but from whatever the first unused number after them is (in the .config), usually it's 22, but that can vary).

And second, you'll have to do the same test/remove operation on a few more numbers afterwards, because modded entries will shuffle around the list from load order to load order, so you'll have to check a bunch of them for the one you want to delete.

Oh, and don't forget to include the affected mod in the _metadata, otherwise there won't be anything to remove in case it loads after your patch.

It'd be wonderful if there was a more elegant way of doing it, but sadly I'm not aware of any.
FUS  [author] 26 Apr @ 12:23pm 
Pt. 1 - Technically yes, but the patch would be written differently.
For example, to remove an Avian Temple from the Forest planet in vanilla terrestrial_worlds.config:

[
{
"op": "test",
"path": "/planetTypes/forest/layers/surface/dungeons/4",
"value": [1, "aviantemple"]
},
{
"op": "remove",
"path": "/planetTypes/forest/layers/surface/dungeons/4"
}
]
Sröt Navas 26 Apr @ 11:42am 
Can it be used to remove existing structures in mods and micro dungeons?
FUS  [author] 23 Apr @ 5:40am 
Patch generator is your friend there. I have at least 2 listed here.
There's a lot going on inside the .biome files, ores, mobs/critters and microdungeons are all crammed in there, so making a one-fits-all type of patch for them just isn't feasible.
tigerfestival1988 23 Apr @ 2:28am 
Damn, I was excited about this until I saw that the .biome files aren't patched. If they were I'd sooooooo use this mod. Shame :suzusad:
FUS  [author] 22 Apr @ 2:28pm 
Ok done, I also went over the lists again and I think it's done for real this time.
Doubt it'll be very high maintenance in the long term but I won't mind having someone else to keep an eye on it just in case.
gensou ichida 22 Apr @ 12:48pm 
ooo nice! my github username is HALLEYSHURA btw!
FUS  [author] 22 Apr @ 8:44am 
@gensou ichida Since you've asked, I'm gonna field promote you to a Collaborator in the now open repo. But I'm gonna need your username from there to do so.
Or even multiple of those who can work with it, why not, the more the merrier.
Leonard 21 Apr @ 10:31pm 
This is amazing! Thanks.
FUS  [author] 21 Apr @ 4:59pm 
I'll see what I can do by tomorrow, never actually uploaded anything there before
gensou ichida 21 Apr @ 4:49pm 
oooo any chance of a github mirror? O:
Lukiwarble 21 Apr @ 4:08pm 
This is literally the dream :steamthumbsup:
FUS  [author] 21 Apr @ 1:33pm 
Yeah no problem :blissful_creep:

I've missed a few oceanics in FU and Arcana the first time around, so if anyone have saved the patches so far you might want to do a redownload.
AgentKirin 21 Apr @ 12:38pm 
More inter-mod interactivity is always nice. Thanks for this :3