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These two mods don't add new biomes afaik, one of them only adds a new star type.
and thanks , for make this mod . starbound needs more logic like this .
Given that its not regional deserts in Starbound but the planet's overall type I went for a slightly colder temperature during the night.
As for FU I am actually hesitating. As far as I am aware it has it's own sort of temperature system. So a patch for FU would probably require extra adjustments to make it fit to the overall experience. So yea...can't promise anything on that one. I'm sorry :c
E.g. a lush planet uses the lush biome as primary one so only effects from the lush biome would be applied to the planet. I then pretty much checked which system provides the best access to needed contexts so I don't need to fiddle with planet effects and it turned out to be the quest system which is in itself pretty limited too at some points. Overall the modding api with its limited contexts on some stuff feels pretty limiting on the overall capabilities so I had to put the mod on halt development-wise. I still occasionally check on how to achieve what I want to achieve with it but I can't find any solution.
I am open for input tho, even if it would require a rewrite of everything.
It not being enforced is intended to give players the option to opt-in.
Also I just noticed I forgot to reply to the previous comment.
Long story short: The quest is used for the script contexts that are accessible through the quest system.
Long story long: I wanted to go with only statuseffects first, but they do not provide access to all contexts that are required so I had to rely on the quest system. I highly doubt that this has changed within Starbound until now given that the last update has been quite a while. In the beginning I tried to go with biome effects but it turned out that these effects are only applied upon planet creation and not being checked afterwards ever again with their correspondenting biome files. Plus there seems to be no possibility to remove said effects afterwards from the files. Also said effects are only applied from the biome files when said biome is the primary one on a planet.
Thank you so much for your help. I really do appreciate it. And though I've come to decide to not use this mod, thank you for making it! I hope you decide to revamp it. I see great potential in it!
All the best!
Resetting your universe means starting from scratch, a new universe by deleting the old one basically. Universe flags however can be kept as they are not affected by the mod at all.
I did read the details, and always do before installing a mod. And I gotta say I really enjoyed the mod for the most part. But I guess I've out grown it simply because of the energy drain.
I did experiment with removing the mod after backing up my storage folder, and of course as you warned it was a no go. All my characters with the mod in effect vanished. So I just used the backup. No problem.
I do want to make sure though I understand you. You're saying if I use an admin command to "complete" or "abandon" the EHT quest with the id IB_EHT, and then intentionally die, upon resurrection the EHT quest effects will be gone?
I'm not a 100% sure how you mean reset my universe (I've used the reset universe flags command once, for a new character to have a complete fresh start).
I do not recommend removing the mod if you want to keep your game as is because I can't guarantee that it'll run stable anymore nor can I guarantee that your characters even load in without editing them. As stated in the description: installing the mod is a one-way trip. It's pretty much the same like mods as for example "Frackin' Universe" and how Starbound handles some things like removed scripts, non-present status effects and so on. You can however brute force the quests after resetting your universe with admin commands to get back to the state where you were at. That'd be pretty much the safest solution.
It would be nice to be able to restore my characters to pre-EHT without progress loss.
Their campfires don't do any toasting up for ya for some reason...
Again, really appreciate your efforts for this mod. I hope there come some big changes.
All the best
Lastly, I find that effects of armour, clothing, vents, fires, etc, for restoring/keeping my character at a healthy exposure level negligible and far too slow to act. By the time my character has "cooled down" it's night time. Why did I bother?
I appreciate the effort, the ideas, etc. But this mod has a long way to go to bring about any realism or immersion to game play.
The only aspect I've run into I like is core of planets is actually dangerously hot. Okay, that makes sense.
But energy drain when you're experiencing hypothermia or hyperthermia? Honestly, I think using a gun would be easier in those conditions than swinging a sword with all your might. It really doesn't make ANY sense what so ever. Why not just have the player move slower, for both hypo and hyperthermia, and maybe a negative buff that detracts from healing. Though I'm not even sure about that last one.
-7C on an ocean planet at night? Ok common that's ridiculous. It's clearly a liquid water world all over.
If we could have something that could work with FU and vanilla base game with as simple as the script reading the weather and turning the formula to:
e.g.
Rain/Night/Planet Type = Cold
6 blocks away from heat source = Safe from cold
Sandstorm/Morning/Planet Type = Hot
Drink something = Hydrated
Hydrated = Safe from heat
Something along these lines.
That way, the script wouldn't need to be too critical that it would run into problems with other mods (Possibly). Simple, and straightforward.
Looking forward to how will this go, and fans are always waiting.
Oh, man, that's one of my favorite mods. I was not aware of the lack of proper integration with FU, but I understand what you mean with the constant, extra work. Is really too much.
I just wonder if would be possible to release a "lite" version, closer to the original vanilla implementation back in the alpha/beta that's more compatible with everything with specific patches, even if you have to remove some features. You know, just to add a new layer for challenge, immersion and excitement.
Thanks anyway for your work.
Thanks for responding ^w^
To add temperature properties to stuff like liquid nitrogen and other FU objects I mean.
So it takes a while for you to cooldown or heat up. It won't be an instant change because this would render some places inaccessible.
status is not avaible through lua for objects - that's sad...
world.sendEntityMessage(player, "applyStatusEffect", "effect")