Starbound

Starbound

Craftable Collars + No Diamond Pods
20 Comments
Ruko  [author] 27 Sep, 2017 @ 5:37am 
I have no problems with the mod being uploaded elsewhere, I don't even need to be creditted for it.
Quinch 24 Sep, 2017 @ 10:01am 
Quick question, any chance of a non-Steam version of the mod over at http://community.playstarbound.com/resources/ for those of us who have the GOG version of the game?
Ruko  [author] 1 Jun, 2017 @ 2:44am 
As far as I know, it's not the type of mod that will damage a save so you can try it and let me know if it doesn't.
Charcoal 31 May, 2017 @ 11:26am 
Does this still work
Doctopus 11 Jan, 2017 @ 2:48am 
Ah, yep you are correct! I didn't know that.

Thank you for replying and thank you for making this mod. The collar feature in this game becomes far better with your mod, so I really appreciate it. : )
Ruko  [author] 10 Jan, 2017 @ 12:16pm 
Actually, you purchase the ghostly collar from that vendor in the outpost, if I remember correctly.
I explicitly omitted the collar that's purchasable there, since it does nothing but change the appearance of the pet and was already available at almost any time.

If I do NOT remember correctly, let me know. You do have to progress the story missions
Doctopus 10 Jan, 2017 @ 11:22am 
I'm using the 'combinable collars' mod with this one and it seems there exists a Ghostly Collar in the game, but its not craftable. Can you make the Ghostly Collar craftable?
Taleheart 17 Oct, 2016 @ 1:21pm 
Hi! Would you consider removing the diamond from the pet tether recipe as well? I would love to put my captured pets in a habitat.
Elevas Sunchild 27 Aug, 2016 @ 10:24pm 
I save my tech cards for my alts. I currently have two characters with all the techs unlocked, but I can spare a handful of tech cards for some rank III collars.
VinchenzoTheJackal & Shoon 27 Aug, 2016 @ 10:04am 
Tech Cards are a great idea... love it. I must admit, I found myself with all Techs in the game very quickly, and needed a way to use Tech Cards... this is one nice way to do things. I also have way too many Upgrade Modules, and the description in Upgrade Modules state they are used for both Weapon and Ship upgrades, wouldn't mind if Upgrade Modules were usable, they are worth 0 pixels each sold... so sadly I have hang on to lots of them. Tech Cards and MatterManipulatorModules are both worth a lot of money sold, and are sold often by late game players for money... but if anything, it takes too many MMM to fully upgrade your MM, so I'm happy their not in recipes like these honestly.
Ruko  [author] 27 Aug, 2016 @ 6:19am 
I haven't considered it, no - I'm not sure what would really fit that bill. I went with tech cards as a sort of direct parallel to diamonds, but easier to obtain through general exploration.
Elevas Sunchild 27 Aug, 2016 @ 12:49am 
Subscribing to this just for the capture pod recipe. I originally adminned myself 200 capture pods for use in game... but now that I've run out, I don't wanna admin again. I mean, 3 durasteel is still a heck of an investment for *one* capture pod... So, I feel like removing diamonds is totally reasonable, especially given how crazily underpowered pets are (even with the best collars).

Have you considered something rare but reliably obtainable to replace tech cards in the level 3 recipes? Like something expensive but that can be bought from a vendor?
VinchenzoTheJackal & Shoon 22 Aug, 2016 @ 9:37am 
Tech Cards, Upgrade Modules, and Matter Manipulator Modules, are all items you can completing quests and finding as loot. I might have seen them as super rare originally, but eventually when my colonies got big (10 houses) it was easy to get 'em. Every several quests resulted in one of those three things. Of course, a Diamond, is okay too for select Tier 3 things.
BLUESTORM2112 22 Aug, 2016 @ 7:06am 
Ruko  [author] 22 Aug, 2016 @ 12:14am 
@vinchenzojackal&shoon [gesundheit]

So for example:
Healing I - Leather, Silk or Synthetic Material, Living Root
Healing II - Collar1, Gold Bar, Living Roots
Healing III - Collar2, Tech Cards, ???

I'm cool with adding a cloth to the base collar recipe and bar to second, but I don't really know what qualifies as a rare item for the third level collars that I haven't already used. I'd consider tech cards harder to obtain than any of the unique ingredients I've chosen for the tiered collars :S
VinchenzoTheJackal & Shoon 21 Aug, 2016 @ 7:09pm 
Must admit, this is a good mod, but while the other is way too expensive, this is occasionally too cheap. I think it's logical that every tier 1 collar in this mod should have a leather and fabric to the recipe. I think every tier 2 collar in this mod should add either copper, silver, or gold bar where appropiate. And every tier 3 collar should use an rare ingredient dependant on the collar. The other mod made both low level and high level collars too expensive and too unrealistic... this mod makes all low level and high level collars cheap, though logical recipes. Diamonds are indeed way too rare to use, but other rare things are acceptable. I'm happy with this mod enough to rate up and favorite though.
Ruko  [author] 20 Aug, 2016 @ 5:15pm 
It's a cool mod, but falls under the same problem I mentioned with the uncrafting station - it's not mismatch compatible
BLUESTORM2112 20 Aug, 2016 @ 5:08pm 
May I suggest a mod I use: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=743508148

It's called the Slimey Egg, it adds a pet that can be purchased for 20k pixels and produces 1 diamond every 50-60 minutes. It makes diamond recipes less of a headache without being unbalanced.
Ruko  [author] 20 Aug, 2016 @ 5:00pm 
Diamonds in general frustrate me, and I can't really say that using the rough equivalent of a fullbright command makes me feel good about finding them.

I don't like the uncrafting station because I don't like forcing my friends to install the same mods I have when we play together.
BLUESTORM2112 20 Aug, 2016 @ 4:33pm 
Thanks for this. The other craftable collar mod's Diamond heavy recipes frustrated me.