Starbound

Starbound

Belter Dungeons
24 Comments
Gorigo 6 Jun @ 9:58pm 
yep
Kinsect 6 Jun @ 8:37pm 
Eyy now we got tiered ore generation :D
Gorigo 16 May @ 6:01pm 
@TMBCyberman the meme dealer
Yeah the arrow is part of the mech deployment code. But I'm sure other types of vehicles could also be patched to detect and use it.
TMBCyberman the meme dealer 16 May @ 5:28pm 
Random fringe edgecase question but does the arrow only show up if you are in a mech? I oftentimes find myself without the mech flying around with the phase distortion mod or a Shuttlecraft instead so will it still show up there?
Ewok116  [author] 10 May @ 5:15pm 
i would love to see patman do that xD
MegaMato 10 May @ 4:53pm 
Personally, I think it's ok that the MPI doesn't detect the dungeons but the text is altered so you can still tell. It's very clever. Maybe another modder will find a way to make it work in that way. Possibly patman, but then he will probably make it say peepeepoopoo or something in which case I will probably laugh but then make a fix for the fix.
MegaMato 10 May @ 1:24pm 
I love the shielding mechanic.
Ewok116  [author] 10 May @ 5:43am 
About shielding, all of the shielded dungeons except the ancient ruins have a shield switch in them, usually somewhere protected like the bridge. (If there's a ship near a dungeon, it has its own separate shield and shield switch.) In some of them, the switch isn't directly interactive, in those cases you need to shut off any nearby consoles to deactivate the switch.

About More Planet Info -- unfortunately I doubt this will ever be possible. More Planet Info gets its info from the celestial database. The celestial database can only be written by the core engine, and the core engine cannot generate dungeons for asteroid belts. My whole mod basically hacks around this limitation to generate its dungeons, and I think it does a nearly perfect job replicating dungeon generation on asteroid belts, but one of the tradeoffs is that the celestial database is bypassed, so mods like More Planet Info won't see anything there.
Kinsect 9 May @ 9:45pm 
Say with all of it's new dungeons is it compatible with MPI (More Planet Info?)
Circe 9 May @ 2:35pm 
Are any of the dungeons either unshielded or with a shield generator that can be removed by the player? Something I like to do is refurbish dungeons as bases, see.
Commander 8 May @ 1:45am 
This is so cool, I've got to try it!
oinko sploinko 7 May @ 9:34pm 
what a name
Gorigo 7 May @ 5:54am 
@Kinsect
For Better but not Broken Asteroids, dev thinks Belter Dungeons (mostly) removes the need for it. The star system threat level should handle progression more fairly than a random threat level assignment, and Belter Dungeons does add Scandroids as random mobs in belts. and he is not really a fan of adding other random flyers from the base game in belts, but if someone has modded monsters, it'd be a pretty simple compatability patch to add them.
Gorigo 7 May @ 5:54am 
@Kinsect As for the other requests, for Asteroid Ores, dev of mod don't plans on adding additional ores in belts directly, for progression reasons, but the 1.2.0 version will add the ability for higher tier ores to spawn in higher tier belts, so it should remove the need for Asteroid Ores.
Gorigo 7 May @ 5:46am 
@AgentKirin hello this is https://github.com/rl-starbound/rl_belterdungeons/blob/main/modding-guide.md github for belter dungeons guide which explains how this mod works so you can train from it + make patches in future to combine your mod with this one
AgentKirin 6 May @ 8:38pm 
How do you make the threat levels match the star system? That's the one thing I really wanted to do with my asteroid mod but couldn't (at least not without making an entire copy of the asteroids for each tier).
Kinsect 6 May @ 4:23pm 
Oh yeah also More Planet Info for the new dungeons ^^;;
Kinsect 6 May @ 4:04pm 
Say can this work with something like Asteroids OreSteroids (this one just add's more ores to Asteroid belts)
and Better (but not broken) Asteroids? (this one makes it so that it can generate threat levels 1-6, Each threat level has appropriate ore distribution, More things spawn there besides Skimbus)

Also but probably won't show up regardless Planet Transponder
Gorigo 6 May @ 12:17pm 
@COVID-19
well balanced asteroids arent compatible with mods asteroid mods, meanwhile this mod tries to be compatible as much as it can, if theres an issue there will be patch in future
COVID-19 6 May @ 12:15pm 
This looks really cool. I'm guessing it's not compatible with something like balanced asteroids since both change asteroid generation?
Gorigo 6 May @ 1:59am 
lol, thats placeholder for rn, but i have nothing against it if it looks cool
AbyssStarer 5 May @ 6:41pm 
Starbound is akin to the Painted World of Ariandel but instead of rot consuming it, instead we have AI "art" while other places on the workshop snuff that :missing: out when it appears.
Gorigo 5 May @ 2:37am 
I did consider adding microdungeons that spawn on the interior of asteroids and spawn tier-appropriate ores. However, I decided against this because it would be a really easy way for beginner players to skip right over the progression and mine higher tier ores at very little risk to themselves. The occasional random level 6 skimbus or scandroid isn't much of a threat to even a lowly tier 2 mech.

That said, I do appreciate the note, and I'll consider adding those ore-bearing microdungeons if I can figure out a fair way to ratchet up the difficulty for mining belts in higher tier star systems. I'm currently hacking on an efficient way to dynamically add status effects to worlds. Assuming I get this working well, I'm going to add biomeradiation to tier 4 asteroid belts, biomecold to tier 5 belts, etc., which would force players to upgrade their mechs before going to higher tier belts.
Gorigo 5 May @ 2:37am 
In reply to a question about why asteroid belt worlds add iron and tungsten, but not higher tier ores, I'll give my thoughts.

The base game asteroid belts are always tier 1, and provide only copper, silver, and gold ores. But, you have to be at least to tier 2 to get a mech, and the mech starts at tier 2, so I bumped up the hard-coded threat level of asteroid belts to tier 2. As such, adding iron and tungsten ores seemed appropriate. It's also appropriate because those ores should be super common in real life asteroid belts.