Starbound

Starbound

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Limako
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File Size
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3.487 MB
17 Oct, 2023 @ 10:44pm
18 Mar @ 8:48pm
13 Change Notes ( view )

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Limako

In 2 collections by AgentKirin
Starbound Enhanced in a Handful of Not-So-Little Ways
234 items
Frack It All
686 items
Description
This is my first species mod, and by far my biggest Starbound mod despite still being very much a WIP. However, it's in a playable state, so I figured I'd share what I've got so far!

The Limako are mollusc-like beings who make extensive use of virtual reality and cybernetic augmentation. Formerly led by a dictatorship offering comfort within the simulation in exchange for their obedience, they now use their newfound freedom to pursue artistic endeavors and experience the outside universe.

Currently, the species has:
- A handful of customization options
- A few cosmetic outfits (with support for the fullbright shader where applicable!)
- Ship structure (the sprites are VERY incomplete, though; use Syovere's CYOS mod in the meantime)
- Racial mech
- Custom scan dialogue for most vanilla objects
- A Race Traits patch
- Basic tenants

TO DO, roughly in order of priority:
- Armors (in the meantime they use the Apex armors, since Apex rebels introduced them to space travel)
- Ship sprite and pet
- More customization options
- Furniture
- Give the scan dialogue another once-over, to cram some more worldbuilding in there and make it more consistent
- Weapons
- Settlements/Dungeons/NPCs
- Scan dialogue for objects from some other mods I use
- something i blanked out on as i was writing this list
- Add a plume of gills to the body sprite (they're based on nudibranchs)

I couldn't have made this mod without DrPvtSkittles' species template. Well, I could've tried to, but I'd have gotten overwhelmed and lost motivation within a week. I'd also like to thank pixel.doge for freely allowing the use of their Colorbound palettes. Their Hylotl colors add some much-needed variety.
Popular Discussions View All (1)
2
14 Dec, 2023 @ 3:47pm
Troubleshooting
AgentKirin
44 Comments
Lemon Drops 15 Jul @ 7:47pm 
the canopy being a force field that melts open and closed would be cool
AgentKirin  [author] 15 Jul @ 7:19pm 
@Lemon Drops Good to know; I think what happened was I wasn't sure how I wanted to go about it, went and did something else, and forgot about it. Def something I'll keep in mind whenever I come back to this mod.
Lemon Drops 14 Jul @ 11:18pm 
You missed making the light on the front of the mech glow, only the canopy and the antenna do.

Also it would be really cool if you would make it so the canopy can "open" and "close", but I know animation's a pain.
AgentKirin  [author] 18 Mar @ 8:50pm 
@Lemon Drops Try it now; I found a step I'd missed before.
Lemon Drops 18 Mar @ 8:40pm 
I'm just gonna live with it until you update since it's just a bit of logspam
AgentKirin  [author] 18 Mar @ 8:22pm 
@Lemon Drops I did add Armor Adapt support, but iirc AA support is designed to not break without AA installed. I'll look into how to fix it, but rn the only solution I can suggest is to install AA if you haven't already. (If you have... that makes the issue even more confusing.)
Lemon Drops 18 Mar @ 7:09pm 
It's logspamming right now, something about armorAdaptBuilder
AgentKirin  [author] 26 Feb @ 9:20pm 
@Emerald Not yet, although it is planned, once I actually figure out how to use Tiled without wanting to throw something lol. In the meantime, though, they do occasionally appear in Apex rebel camps, helping out the resistance.
Emerald 24 Feb @ 11:12pm 
Does your mod have Towns/Villages?
AgentKirin  [author] 14 Feb @ 11:35am 
@Naii Starwing Good to hear!

I try to make sure I test things on my local install before uploading the changes to the Workshop, so fewer issues crop up. So far the only things that have gotten past that were shiplocker refrigeration and a case of terminal dialogue failure, both of which have since been fixed.