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Irislushie is really good. I can try to add that in the next update \o/
Irisa plushie has been a popular suggestion from friends and is already finished.
It will be in the next update.
There is already an Eye Trophy which displays the Irisa Eye, but it is not craftable.
It can be found in Irisil dens.
Irisa action figure / figurine is already in the mod, along with an Irisa statue. Seek and ye shall find
I appreciate the feedback, thank you!
You're welcome! Can't wait to see the update
(I could also get you in touch with Angry Turret if you think you may need their assistance and/or input on this as well, or you can contact them here on steam)
I have not encountered an infinity maze yet and only just earlier discovered a C'thonian planet for the first time.
I would really like to do cross-compatibility collaborative stuff with different mods, though. I am still not sure on what the requirements are for stuff like that, or how mods recognize that other mods are installed. I would also like to finish Project Irisil's 1.5 update before I start reaching out to other mod makers for collab stuff.
One of the things that might have been a bad decision was installing mods in large groups on our server. When you add 50 mods at a time, it's difficult to tell which mod adds which items or features. We've been doing a lot of after-the-fact documentation on the different mods we have installed and keeping notes on which ones aren't worth keeping if we ever have to reset the universe on the server.
I feel that it is an unfortunate eventuality that one of these mods is gonna' update, do something stupid, and toast our universe. So at least when that happens we'll know which mods we're not restarting with lol.
ANYWAY </rant> tl;dr I'm not familiar enough yet with a lot of the mods we're using to even know who to reach out to for collab stuff anyway lol
Completely fair haha, in this case it should be quite easy, just like patching the vanilla challenge doors in fact (although an includes for the K'Rakoth mod in your mod's metadata file may be necessary too), you may need Angry Turret's help if you want to implement the minor RNG elements the Infinity Maze introduces especially for the doorway at the end to lead further into the maze.
I don't use Anom's Outpost mod, so I'm not sure how they implemented their changes.
I'd suggest pinging them over in the comments or discussions on their mod for further assistance.
would it be ok to add in the Slime's? I think they can fit in with some of the slime-like themed structures
(unless this goes against your rules? ^^;;)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=866175420
In the past we've had users on our multiplayer server that used the slime race mod.
It's been a long time, but if I remember correctly, the progression for it wasn't complete - so you had to rely on other players on the server to do things like craft basic armor because the slime race didn't have any racial recipes.
There are two tools that I've been developing in Project Irisil that are useful for adding the kinds of stuff you're asking about, whether it's just npcs or things like encounter dungeons:
The mod-friendly npc spawner uses scripted hooks to add or remove races from the options it can pick from at runtime, if they are available/installed. If you unpack Project Irisil and look in /objects/spawner/spawners, you can take a look at the scripts for adding modded races. I did my best to document everything!
All you would need to do to add the Slime race to the Hylotl Post Office is:
The dynamic village spawners are still WIP. I've gotten a lot of work done for them over the last few days, but they use the same scripting tricks that the spawners use to verify whether or not you have specific races installed.
Dynamic village spawning uses a system with tags and rules that is similar to the way the game normally spawns microdungeons, and uses the world.placeDungeon script hook to place structures into a bunch of empty template-villages that can spawn the same way normal villages do.
Because it makes these choices at runtime, the village spawning system can decide whether or not it's appropriate to spawn a particular set of buildings depending on which races you have installed, which planet type you're on, which biome you're standing in, and which template-village is being used. I know this is kind of a big technical detail dump, sorry if it's a lot lol.
The reason these spawners, both for npcs and villages, are being developed is to unabandon the race mods that we use on our multiplayer server, as well as give other modders the tools to add this kind of content to their mods without the requirement of a patch mod for every race that they happen to enjoy.
I think that a prototype version of the village spawners will be ready in version 1.5.11 or 1.6.0.
For right now, I've already got a list of 9 or 10 races sitting in line to have proper content additions added (along with K'Rakoth stuff planned and other crossover content), but if you want to experiment with the npc spawners or the (coming soon) village spawners, I'm happy to provide any technical support necessary to get you started.
Hope this helps, please let me know if you have any other questions- I'm also open to hearing any other suggestions for races that need to be unabandoned or specifics about what kinds of tools you'd be interested in for helping to facilitate that.
I did want to make my own Slime race expansion (remake?) with my own slime super villain oc Cherri and her own factions plus maybe even port over some slime stuff from Frakin Universe to be available for everyone since from my guess it's finished there but not only is my idea extremely ambitious (including a lot of pink stuff related to Cherri such as a outpost/colony, factions, a second race, planets?, encounters, Crew, satellites, ships and so on-) but I'm not sure I wanna touch FU with a 50 foot pole ^^;;
(you can tell I'm in a building mood XD, I got a lot of ideas but no idea on how to put them in ^^;;)
I would suggest starting with a small mod - a good starter project would be learning how to unpack the game's assets, then creating a simple hat for yourself.
Once you're able to admin-spawn your hat, you could make a recipe for it and add that recipe to the Spinning Wheel, etc.
When it comes to modding Starbound, nothing is hard to do. It simply needs to get done.
Something like making your own race is a lot of work, but none of it is difficult work.