Starbound

Starbound

Legacy Dungeons - Cut Dungeons
25 Comments
Mama Milka 25 Apr @ 4:38pm 
Alright, I'll keep lookin' for 'em then! :peace:
shadowwolftjc  [author] 25 Apr @ 3:07pm 
@Canadian Zebra: I believe I've set these human bunkers to spawn on any planet by default, but that garden, moon, barren, ocean, toxic, arctic, and magma planets have been overridden to not spawn them (like with the majority of vanilla Starbound's dungeons).
Mama Milka 24 Apr @ 1:49pm 
Alright, good to know, thanks! Can USCM bases and bunkers can spawn on any planet?
shadowwolftjc  [author] 24 Apr @ 1:17pm 
For now, look out for any unrecognized dungeons (the ones listed as yellow warning signs) that list in their descriptions the prefix "swtjc_lp_", which is a prefix that I use personally as a trademark for my mod assets (the 1st half of which lists me, the mod author, and the 2nd half of which lists the mod that the asset originates from). For Human Bunkers specifically, look out for "swtjc_lp_humanbunker".

BTW, Frackin' Universe also does prefixes like this for much of its own original modded content. ("fu_", or "ff_" for Frackin' Flora, which it originally started off as.)
shadowwolftjc  [author] 24 Apr @ 1:17pm 
@Canadian Zebra: Ah, I see that you were relying upon More Planet Info for trying to find those Human Bunkers.

Although, for the time being, it doesn't seem like these dungeons are being recognized by the More Planet Info mod, fortunately, that mod does include some troubleshooting tools to help identify dungeons that the mod doesn't recognize (plus other mods could add patches to it, if they're designed to detect that mod's assets).
Mama Milka 24 Apr @ 12:51pm 
Yeah I have some of those, 'must be that then

Do they appear on the displays the mod "more planet info" offers?
shadowwolftjc  [author] 23 Apr @ 12:26pm 
@Canadian Zebra: They should, unless you're running some other mod that overwrites which dungeons spawn with their own dungeon lists for planets.
Mama Milka 19 Apr @ 12:02pm 
Can USCM bunkers and bases spawn? 'cause I've explored dozens of planets with this mod and I couldn't find any... :((
shadowwolftjc  [author] 9 Mar @ 6:35pm 
To everyone that's posted here during my absence, I've decided to return to modding Starbound after a long hiatus. Although I've started by developing a few new mods regarding quest progression and star distribution, during my hiatus, I've been doing some small bug fixes in the background while I was working on some more ambitious projects that, sadly, I'm not ready to reveal.

Anyways, for starters, those bugs regarding certain dungeons not spawning have been fixed. However, there might be some other bugs that I'm not yet aware of. (I've gotten a bit rusty, OK?)
Tynorg 8 Oct, 2021 @ 4:54am 
I'm assuming it's this mod that's responsible for breaking oceanic planets (ocean, toxic, arctic, lava, etc.), because every time you try to beam down to one, the log reports "Unknown dungeon: apexresearchlab" or "Unknowndungeon: apextowerblock", and rather than just generate the world without that dungeon, the game insists on trying to do it every single time, and when it can't, it just kicks you back to your ship.

Aside from those, the legacy pack works totally fine.
AshtonBlair 27 Sep, 2020 @ 8:53pm 
can this be compatible with More Planet Info?
A man 4 Aug, 2019 @ 9:52am 
One of the toxic biome dungeons called toxicplains causes crashes. Also Toxicflies dont load in right.
lratchetl 18 May, 2019 @ 1:11pm 
So the ID for the Main Photo Page is ?
Ginji23 13 Mar, 2019 @ 8:23pm 
[Info] Placing dungeon swtjc_lp_swtjc_lp_apexresearchlab
[Error] UniverseServer: error during world create: (WorldServerException) Exception encountered initializing world
[0] 7ff664208f63
[1] 7ff664207cee
[2] 7ff664207dd8
[3] 7ff66473bb00
[4] 7ff6649f0d61
[5] 7ffedc18c2e0 _C_specific_handler
[6] 7ffedc182a23 _FrameUnwindFilter
[7] 7ffee1bd43f3 RtlCaptureContext
[8] 7ff6647553ce
[9] 7ff66473b9b0
[10] 7ff664689053
[11] 7ff664693af1
[12] 7ff66467dbdf
[13] 7ff664684a66
[14] 7ff664680b89
[15] 7ff664696ca6
[16] 7ff664695ca7
[17] 7ff664693dd2
[18] 7ff6641ffce2
[19] 7ff66420531e
[20] 7ffedf641fe4 BaseThreadInitThunk
[21] 7ffee1b9cb31 RtlUserThreadStart
Caused by: (DungeonException) Unknown dungeon: 'swtjc_lp_swtjc_lp_apexresearchlab'
Star-X 15 Jan, 2019 @ 7:40pm 
Any chance you could remove the mole cave dungeon, or release an alternate version in which that awful piece of crud is removed?

Seriously, pretty much every planet I go to has that abomination eating up vast quantities of my planets' underground space, making underground exploring much more annoying due to the horribly monotenous layout. Every other dungeon is fine for the most part...just that one needs to frick off. Doesn't help that it usually causes MASSIVE amounts of open space above the wooden highway, so much so that jumping back towards the surface is impossible without tossing several additional platforms and/or blocks into place, and making survival mode super painful.
greensniperhat 14 Nov, 2018 @ 5:56am 
found a crashy bug: apex research lab is wrongly declared in terrestrial_worlds.config.patch

Caused by: (DungeonException) Unknown dungeon: 'swtjc_lp_swtjc_lp_apexresearchlab'
MintyFresh™McGee 29 Jan, 2018 @ 7:44pm 
Yo. Ma homie. my game is crashin on launch, yo. Could a homie help out his homie-brethren? Here are tha two of ma mods which would probably affect it, yo.
Shadow Wolf TJC's Legacy Pack
Dungeon Dungeoneers Redux


Sinnroy 10 Nov, 2017 @ 10:05am 
what's the spawncode for uscm bunker (P.S its U.S.C.M Venkazi, not judging)
VenKazi 13 Oct, 2017 @ 8:02pm 
Does that include the usmc bunker?
ITL3 15 Jul, 2017 @ 12:19pm 
Ah... its nice to see this dungeon again...
shadowwolftjc  [author] 20 Mar, 2017 @ 12:12am 
@Yuki: I'm about allowing others to cherry-pick which of my mods they'd like to use (as opposed to offering up one single massive mod with potentially-undesirable features tacked on, like Frackin Universe), and I'm also about making sure that my mods are as compatable with other mods, including eachother, as can be, even if it meant splitting them up into multiple smaller mods (including utility mods) so as to eliminate redundancies that would cause compatability issues (like trying to add something that was already added, or removing or replacing something that was already removed, both possibly due to some other mod already accomplishing the same thing).
*Yuki* 19 Mar, 2017 @ 9:11pm 
@shadowwolftjc, are you about different versions of same mods, or just about your mods in general? I see some in dependencies, so - they shouldnt break, if you will merge them
Bloðbrand 19 Mar, 2017 @ 3:12pm 
I LOVE the idea behind the legacy mods @shadowwolftjc; I honestly feel that you and the other legacy modders're fixing an immersion crack by reintroducing this cut beta content. There's just something I'm wondering about your legacy dungeon pack.

Some of the dungeons in the beta were U.S.C.M (United.Systems.Colonial.Marines) Bases, but the U.S.C.M was replaced by the Terrene Protectorate; which's why I get it's being cut from the final game. Do you have a lore-friendly explanation for the U.S.C.M's reintroduction? (No disrespect intended; keep up the good work)
shadowwolftjc  [author] 19 Mar, 2017 @ 9:16am 
@Yuki: Sadly, it's impossible to do without KILLING these mods' ability to be compatable with eachother, and with other mods. Unlike the Starbound mod page, I can't exactly bundle multiple individual mods into single downloadable packages.

What I have done to better organize them for quick downloading convenience is that I added all of my mods into one or more of my collections. There, you're able to subscribe to all of the mods within a collection with just the press of a button.
*Yuki* 19 Mar, 2017 @ 5:39am 
do you have plans to merging em all into one megamod?