Starbound

Starbound

Enhanced Temperature
393 Comments
Max Payne 13 Jan @ 10:56am 
thanks!
Mia  [author] 13 Jan @ 9:27am 
Don't know how these mods handle stuff. If their biomes are not recognized then they probably change the biome identifier, hence why the 25° fallback is used.
Max Payne 13 Jan @ 7:54am 
Hi, can Vanilla World Variety or Varied Starting Worlds break this mod? The starting planet and one planet to which I travelled within this system have a contant temperature of 25. That means they're not recognized by this mod, right?
These two mods don't add new biomes afaik, one of them only adds a new star type.
Manuel 29 Dec, 2023 @ 9:51am 
hello . you can make a compatibility patch for the legacy pack , please ?
and thanks , for make this mod . starbound needs more logic like this .
Dorito DeVito 12 Dec, 2023 @ 2:16pm 
Is this mod visible on github? I revisit Starbound every year or two to see what's been done for the removed temperature feature and would love to take a look at this.
SlootyMudkips01 21 Nov, 2022 @ 1:19am 
could you update this mod to be compatible with mods like varied planets or atmosphere plus?
Mia  [author] 13 Nov, 2022 @ 5:37pm 
Yes they affect it underground. No it's intended that desert planets become quite cold during the night. Data for Earth which only has regional effects based on location: https://earthobservatory.nasa.gov/biome/biodesert.php
Given that its not regional deserts in Starbound but the planet's overall type I went for a slightly colder temperature during the night.
xpali2 13 Nov, 2022 @ 4:52am 
Is it normal for desert planets to get to -10 in the nights? Or are some of my mods interfering with other mods?
xpali2 13 Nov, 2022 @ 4:50am 
Do fires, beds, tents, being inside or underground affect how quickly your temperature drops or rises?
horseyzero 8 Aug, 2022 @ 2:51pm 
Alright, that's okay <3
Mia  [author] 7 Aug, 2022 @ 7:52pm 
Thing is I have no clue on how FU is working these days and the modding API of Starbound is still very limited when it comes to extracting actual information from the planet files themself e.g. what sub-biome you're currently in. With this access I could do so much more. Q_Q

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
horseyzero 7 Aug, 2022 @ 9:41am 
Do you think you could make a patch for frackin' universe planets/biomes? I know this'll work with them anyway but I think it would be cool (haha punny-) to have dark planets be naturally colder due to having less light
Tmerus 13 Jul, 2022 @ 11:53am 
hm... well there is some way to show info in separate window... Minimap mod do that. But I don't fully understand lua lang so can't fully understand the code behind it... Also it seems that "no updates" is better for mod development because some fundamentaly (for starbound...) new things show up from time to time
Mia  [author] 10 Jul, 2022 @ 7:15am 
(2/2)
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.
Mia  [author] 10 Jul, 2022 @ 7:15am 
(1/2)
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.
Him 9 Jul, 2022 @ 1:34am 
Request: If you can force this to start up for players. I have slick players that try to bypass the system to avoid temperature. Love the mod but It has to be enforced.
Tmerus 17 Nov, 2021 @ 9:45pm 
Can someone make a better UI for this?... Great mod but needing of quest tracking (that has only one slot...) for info is uncomfortable...
Grand Poo-Bah de Canadiannaise 13 Oct, 2021 @ 4:53am 
So I backed up my storage folder, used the debug mode completequest command and bam! It worked! No more effects. There's still a little thermometer by my character's icon/health bar, but that didn't bother me in the least. In fact it actually disappeared after I reloaded the game for a 2nd test load up. So, things seem fine so far. I'll let you know if anything happens.
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!
Mia  [author] 12 Oct, 2021 @ 2:46am 
The quest handles the whole exposure effects and applies them as necessary. Abandoning the quest via an admin command will stop the system. Any effects applied will then vanish once you die because they won't be re-applied. The mod however uses a custom resource for the character so it might be possible that the character still wouldn't load in.
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.
Grand Poo-Bah de Canadiannaise 11 Oct, 2021 @ 8:20pm 
I really appreciate your response, thank you!
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).
Mia  [author] 11 Oct, 2021 @ 5:18pm 
The mod adds a script to covered heat sources so it's most likely that your planets would crash and instantly pop you back up to your ship. You can however disable/stop the quest via an admin command which will stop the whole system (the quest ID is: IB_EHT), tho the status effects would still be active until you die iirc.
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.
Grand Poo-Bah de Canadiannaise 11 Oct, 2021 @ 4:41pm 
hmm.... Is there any way through modding or otherwise, to safely remove EHT or its effects? Namely the energy drain.
It would be nice to be able to restore my characters to pre-EHT without progress loss.
Mia  [author] 9 Oct, 2021 @ 6:48pm 
But yea, won't happen anytime soon. I wouldn't necessarily say it's abandoned, more like development is halted until better modding capabilities are available (mainly the opportunity to get the current biome/sub-biome based on the position queried).
Mia  [author] 9 Oct, 2021 @ 6:47pm 
I haven't worked on this mod any further due to modding API limitations as well as quite some performance issues with Starbound on my end. Can't say for now if I'll continue working on this but I'll deffo keep it online for those who still want to use it. At least that's the current state as of now and it's been quite a while since I actively played Starbound. Will most likely take a look at it again IF Starbound gets another update, hopefully giving a bit more opportunities regarding the whole modding capabilities. As of now my focus is more on other games (mainly FF14 with a new addon coming out in November) so don't expect any updates soon. Given there is still some uh "demand" regarding this mod, I'll put it back on my todo list, tho most of the planned features I had in mind will probs be cancelled due to said limitations.
Fuyuno 9 Oct, 2021 @ 9:50am 
iris did say a new version is on the works.. even though it's been a while. (about 3 years now i think - honestly, i think the project was abandoned by now lol) it Should more or less cover at least most of your points. i suggest subscribing to the thread (and not the mod itself - hopefully you kept a backup of your save files) until something's announced.
Grand Poo-Bah de Canadiannaise 9 Oct, 2021 @ 2:36am 
a patch with Tiered Food Progress would also be nice.
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
Grand Poo-Bah de Canadiannaise 9 Oct, 2021 @ 2:34am 
And then being soaking wet has virtually no effect on how the cold or heat affects you. Soaking wet at the temperatures even on a Lush planet at night could get you seriously ill. Something should said for that. And in more extreme circumstances, in the cold, doesn't seem to bring in any dire death factor, and with the heat, doesn't seem to bring that refreshing reprieve that water does in real life...
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.
Grand Poo-Bah de Canadiannaise 9 Oct, 2021 @ 2:34am 
I don't know what the beta temperature system was like, never played then, but I gotta say, this mod leaves a lot to be desired....
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.
Tedlil 2 May, 2021 @ 10:43am 
@Somecraft I didn't work on that mod, but as far as i know devs removed totally those mechanics and with actual avaible functions for modders it is heavily limited. That's why it's impossible to make it the same way it was in beta version of the game.
Somecraft 1 May, 2021 @ 4:09pm 
I do hate sounding picky but could you probs port in a more basic variation that more closely resembles the temperature system from beta? this version of the mod seems to conflicts with a few other mods and no not talkin about frackin that mod causes even more trouble than this mod again sorry if this sounds picky or rude it's just the beta variant is greatly missed.
Ohmyori 23 Nov, 2020 @ 4:15pm 
If this could be something as simple as the temperature system we had back in Beta, this would be the ideal mod. Many people didn't like it when the feature got removed back then, and for some reason no modder ever bothered again with this.

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.
A-Vladimir 20 Oct, 2020 @ 9:51am 
@Iris Blanche Long time mod follower (sadly no longer using it), keep up the good work and I hope we can get the updated version of the mod at some time (no rush, have been waiting for years can wait longer if that is needed).
Daevinski 20 Oct, 2020 @ 9:34am 
Only if you have the time and the interest. A lite version, compatible with everything, with the basics and information on screen (icons, numbers and etc) would be more than enough. :SBchicken:
Mia  [author] 20 Oct, 2020 @ 8:39am 
I can try finding a solution later on, but I really can't promise anything. :c I haven't even done much with the mod either in the past few months tbh. ^^'
Daevinski 20 Oct, 2020 @ 8:32am 
So... no official FU integration? :steamsad: :winter2019saddog: :winter2019sadsnowman:

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. :cozyjunimogreen:
Mia  [author] 15 Oct, 2020 @ 5:09am 
Thanks for your understanding. (〃^▽^〃)
Flicker_Fall 14 Oct, 2020 @ 11:11pm 
nah, it's ok, and pretty understandable. Would be a bit absurd to try and get full compatibility with FU, given how many things are in it.

Thanks for responding ^w^
Mia  [author] 14 Oct, 2020 @ 8:34pm 
There is no FU patch planned. FU is being developed constantly and gets new stuff over and over again. Everytime something is changed, added or removed i would have to adjust everything to fit the mechanics, balance and probably even the lore to not mess up things with it, as well as checking references to the affected objects in order to not cause a crash. If i would adjust it to FU then i would have to check every single FU update for the changes, additions and so on and adapt the patch to that if necessary. I simply dont have the time nor motivation to deal with that because it's a shitload of additional work. Sorry. :c
Flicker_Fall 14 Oct, 2020 @ 7:12pm 
Any chance of a FU patch being created?
To add temperature properties to stuff like liquid nitrogen and other FU objects I mean.
Mia  [author] 1 Sep, 2020 @ 4:11pm 
Your exposure changes slowly depending on your current gear as well as the used EPP.
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.
Mia  [author] 31 Aug, 2020 @ 11:37pm 
Yes. The mod has a built-in failsafe that will apply to any planettype that is not added by the config. Instanced worlds like the dungeons and so on have been excluded from temperature changes too so that you don't need to worry about burning alive or freezing to death during a bossfight.
turner148 28 Aug, 2020 @ 8:27am 
Does this still even work after the 1.4 update?
A-Vladimir 11 Jul, 2020 @ 6:44am 
@Walker #14747 [oOGretuxOo] It shouldn't conflict, you would just get the standard temperature (neutral).
Gh0st4rt1st 11 Jul, 2020 @ 6:37am 
Soo I have question, I have mod that adds varied weather to planets will that mod conflict with this temperature mod? And will it conflict with mods that add custom planets?
Mia  [author] 13 Jun, 2020 @ 10:52am 
Yup. The whole mod is controlled by the quest.
Tedlil 13 Jun, 2020 @ 10:05am 
oh, ok. You are using it though quest, right?
status is not avaible through lua for objects - that's sad...
Mia  [author] 12 Jun, 2020 @ 7:37pm 
I am using status.addEphemeralEffect
Tedlil 12 Jun, 2020 @ 2:10pm 
do you use this?
world.sendEntityMessage(player, "applyStatusEffect", "effect")
Mia  [author] 12 Jun, 2020 @ 12:00pm 
Never had any freezes with the effects. And i never received a report from anyone that it does.
Tedlil 11 Jun, 2020 @ 6:56am 
By the way. Did you have a problem with applyStatusEffect that if you keep sending it for a some time to keep effect on the game slows down with time? Or when it will be refreshed many times and finally gets to the end of the status the game freezes for a while?