Starbound

Starbound

Starbound: Universal Expansion (Alpha)
bconlon  [developer] 19 Jun, 2018 @ 9:31pm
Suggestions
This discussion is for suggesting features for the mod. Note that suggesting something doesn't mean it will get in the mod, it just means I will consider the idea.
Last edited by bconlon; 19 Jun, 2018 @ 9:33pm
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Showing 1-15 of 47 comments
ApparentEcho 22 Jun, 2018 @ 9:33pm 
now, I want to see this mod in action, but is it possible to make it work at all with F.U.

I assume not, but I still encourage you to try
bconlon  [developer] 23 Jun, 2018 @ 7:22am 
I mean I should work with FU but would probably have a lot of duplicate items, then again I haven't tried to run them both at the same time yet. I might make an FU compatible version in the future.
Sunny 27 Jun, 2018 @ 7:50pm 
IDEA!
Why not full protectorate stuff? (shields, armor, hammers, ect.)
bconlon  [developer] 27 Jun, 2018 @ 8:47pm 
I feel like having too many protectorate weapons and stuff doesn't seem right.
Sunny 27 Jun, 2018 @ 8:52pm 
ok then
Sunny 27 Jun, 2018 @ 8:52pm 
well at LEAST a shield
MECHARAUSER 28 Jun, 2018 @ 6:05am 
A major problem I have with this mod: The module fragments.
It sounds like a really cool idea at first, however it is greatly flawed.
These module/tech fragments take up regular looting space.
So that means that a usefull item may be taken up by some crappy module fragments instead.
I had games without this previously, and I can tell you that with this mod on, the amount of matter manipulator modules you get from each city and such lootable place, is greatly decreased, which is quite oxymoron, as the point of the fragments is probably to increase the module yield from adventuring and such? It unnecessarily decreases the worth of looting and the amount of valuable goods you get, which is something that Starbound really doesn't need as of now.
The second part which is why they are terrible right now, is that they are over-expensive.
Tech cards used to cost 3 of those chips and NOTHING MORE.
Now? TEN of those with a DIAMOND? Sorry mate, but I'll be selling my liver first than make that deal.
The matter manipulator one is correct and honest to it's old one. What a shame that it still isn't worth it, since the mod overall reduces the amount of MM modules you get from looting, basically greatly reducing something that requires hunting and looting already, and then asking for way too many resources for even a bit more. Also, the amount of fragments you get is very poor.
After so many settlements and chests have been sacked in my misadventure, I still only have a handful of those things, barely allowing me to make like 6-7 MM modules. And each for a diamond too.
This requires rework/removal, as it is terribly broken and discouraging right now. I'm contemplating the idea of leaving this mod behind, although that would hurt greatly, as this mod is perfect in all other aspects.
A minor suggestion is to increase the module/tech bit amounts you get from chests and loot, and also balance out the recipes, by making them more worthwhile to craft. The tech chips are really not worth the diamond. The MM modules maybe, although if you gave all those core fragments a use in the MM module recipe, rather than a diamond, then that would fix things greatly.
Last edited by MECHARAUSER; 28 Jun, 2018 @ 6:07am
bconlon  [developer] 28 Jun, 2018 @ 10:04am 
Thank you for explaining this, I will make sure to rework them as much as I can. So would it be better to have them be less common (maybe half the probability of them appearing?) to make it so you're more likely to get other loot but also increase the amount if you were to find them? Also I will tweak the tech card recipe, I must've missed what the old recipe was and thought it was the same as the manipulator module.
Last edited by bconlon; 28 Jun, 2018 @ 10:07am
MECHARAUSER 28 Jun, 2018 @ 10:17am 
Something like that, yes.
What I'd personally recommend is this:
Make them spawn rarely from Chests and other loot containers like that. But in these they should have great numbers (around 4-6, but still not enough for one whole module)
And instead add them as uncommon loot for monsters. (Something like 1 module after each 8th monster killed, perhaps more common with hunting weapons)
Even in the old versions the main purpose of the module fragments was to add an additional reason to farm monsters, by making them drop some of the goodies that you could only acquire through dungeon hunting/Colonization.
If it is not possible to add the fragments to mosnter loot pools, then the general idea that comes up is to make them rarer, with greater amounts per group.
Also to explain why I think the tech chips aren't worth at the moment.
Tech chips are things that aren't really required in massive amounts, but you get them in big amounts regardless.
Unless you are going for big tech versatility/trying out all the techs to see which ones you like/just unlocking them for that 100% feeling, you most likely will have 55+ cards in your locker by the end of the run. As such, asking a diamond for something so easily and steadily available seems useless. For those who are inexperienced and those who mine a ton, this can be usefull, but for anyone even just mildly experienced this is unexplainably useless.

As a side note, thanks for your quick response. I hope I can provide assist in hopes that this mod doesn't go the way of the Perfect Armor.
Last edited by MECHARAUSER; 28 Jun, 2018 @ 10:23am
bconlon  [developer] 28 Jun, 2018 @ 10:21am 
There will be more techs in the mod so you'd have more use for tech cards but I will make sure to change its recipe to requiring only 3 tech chips, and I feel like monsters dropping the components doesn't seem right so I'll just make the components spawn in greater numbers.
bconlon  [developer] 28 Jun, 2018 @ 10:24am 
What if I made them spawn less at higher tiers, so you'd be more likely to get the better loot of actual components instead of the parts. Would that make sense?
Last edited by bconlon; 28 Jun, 2018 @ 10:24am
MECHARAUSER 28 Jun, 2018 @ 10:24am 
Originally posted by BconlonGaming:
There will be more techs in the mod so you'd have more use for tech cards but I will make sure to change its recipe to requiring only 3 tech chips, and I feel like monsters dropping the components doesn't seem right so I'll just make the components spawn in greater numbers.
The main reason why I brought the monster dropping up is because it was a well designed system in the beta versions of SB, so I thought you could use that.
But if you do not Feel like it, then sure.
bconlon  [developer] 28 Jun, 2018 @ 10:26am 
Maybe I could add it, it wouldn't be hard
bconlon  [developer] 28 Jun, 2018 @ 10:27am 
Actually now that I think of it it makes sense, considering theres some other things monsters can drop that doesn't make the most sense.
MECHARAUSER 28 Jun, 2018 @ 10:28am 
Originally posted by BconlonGaming:
What if I made them spawn less at higher tiers, so you'd be more likely to get the better loot of actual components instead of the parts. Would that make sense?
Could work. Such upgrade goods are more needed in lower levels of the game anyways.
The one most important goal to have is to not decrease the module yield, as that is the worst possible outcome.
Starbound already has a sizeable amount of unnecessary features, basically taking away from a pool of resources, only to re-add it with the added hassle of sacrificing expensive materials is a bad choice.
What I'm saying is: If you we got 3 MM modules plus 7 extra fragments from your mod, then everything is right.
If we got 1MM module and 20-24 extra fragments, then the overall hassle and the point of adventuring is made really uninteresting and mostly useless, as the player will then need to acquire expensive diamonds and the like, not to mention the loot that could've spawned in place of the fragments, because it pushes out other loots as well, which can cost a lot.
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