Starbound

Starbound

Project Irisil (v1.5.11.3)
 This topic has been pinned, so it's probably important
LoftyLoftyLoftyLoftyLofty  [developer] 7 Jun, 2023 @ 6:46am
Suggestions
Post suggestions here!

PLEASE READ THIS BEFORE YOU SUGGEST THINGS:


The goal of Project Irisil is to add one monster species to Starbound.
I want this integration to be as complete and thorough as possible, and it is my goal to do so in the spirit of the vanilla game experience.

This includes:
-> The monster itself
-> Crafting additions (food recipes, other items)
-> Environmental additions (dungeons, microdungeons, fossils)
-> Furniture additions (decorations)
-> Lore additions (codex entries, dialog, names, fossils again, etc)
-> Activity additions (bounty board, npc quests)

This does NOT include:
-> Overhauls to core game mechanics (adding leveling systems, etc.)
-> Adding entirely new planet types or biomes
-> Adding entirely new factions, playable races, etc
(if you make this kind of stuff and want to collaborate though, let me know )



Starbound officially released version 1.0 seven years ago, but still has a lot of vanilla content that needs love and care to reach its full potential. Irisil were originally created to make the eyepatch biome more interesting, and the project has expanded to include improvements to other aspects of the vanilla gameplay experience to more fully integrate Irisil into Starbound's universe.

If you feel that your suggestion will help this project reach its goal while remaining true to what makes Starbound a great game, I am happy to consider it!

...and when this project is complete, maybe I will accept a vote on which biome is next to make another creature \o/
Last edited by LoftyLoftyLoftyLoftyLofty; 7 Jun, 2023 @ 7:16am
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Showing 1-13 of 13 comments
Lieutenant Suisei 14 Jun, 2023 @ 11:22pm 
I have a couple of ideas that might work: One idea is a food recipe called the Irislushie which would require one Irisil Eye, one snowball, and one alien fruit; the other idea is a couple of furniture items such as an Irisil plushie, a lamp made from the eye, and an Irisil figurine
LoftyLoftyLoftyLoftyLofty  [developer] 15 Jun, 2023 @ 7:25am 
Originally posted by Lieutenant Suisei:
I have a couple of ideas that might work: One idea is a food recipe called the Irislushie which would require one Irisil Eye, one snowball, and one alien fruit; the other idea is a couple of furniture items such as an Irisil plushie, a lamp made from the eye, and an Irisil figurine

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!
Last edited by LoftyLoftyLoftyLoftyLofty; 15 Jun, 2023 @ 7:25am
Lieutenant Suisei 15 Jun, 2023 @ 6:24pm 
Originally posted by LoftyLoftyLoftyLoftyLofty:
Originally posted by Lieutenant Suisei:
I have a couple of ideas that might work: One idea is a food recipe called the Irislushie which would require one Irisil Eye, one snowball, and one alien fruit; the other idea is a couple of furniture items such as an Irisil plushie, a lamp made from the eye, and an Irisil figurine

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
Armok 13 Jul, 2023 @ 4:41pm 
With the latest update of the K'Rakoth mod introducing the Infinity Maze, which is comprised of challenge rooms, a good deal of which are variants to the vanilla challenge door rooms, perhaps there should be an infinity maze variant to the Irisil challenge door encounter? It should be quite doable to build in a K'Rakoth mod patch like this into this mod here after all.

(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)
Last edited by Armok; 13 Jul, 2023 @ 4:41pm
LoftyLoftyLoftyLoftyLofty  [developer] 13 Jul, 2023 @ 6:33pm 
@Armok the players on our server are still learning and exploring the new K'Rakoth content!
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
LoftyLoftyLoftyLoftyLofty  [developer] 13 Jul, 2023 @ 6:42pm 
btw whoever made the Pleaps mod if u ever read this ur mod is broken as hell dude I basically had to fix the entire thing
Armok 13 Jul, 2023 @ 11:40pm 
Originally posted by LoftyLoftyLoftyLoftyLofty:
@Armok the players on our server are still learning and exploring the new K'Rakoth content!
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.

(snip)

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.
ComradeCorvus 11 Feb, 2024 @ 2:31pm 
Perhaps adding compat for Anom's Outpost Overhaul? I've noticed that when both this mod and that one installed, the little Irisil merchant is just floating up in some random spot outside the outpost on those platforms. I don't *think* that's the intended position lmfao.
LoftyLoftyLoftyLoftyLofty  [developer] 11 Feb, 2024 @ 9:18pm 
Originally posted by ComradeCorvus:
Perhaps adding compat for Anom's Outpost Overhaul? I've noticed that when both this mod and that one installed, the little Irisil merchant is just floating up in some random spot outside the outpost on those platforms. I don't *think* that's the intended position lmfao.

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.
Last edited by LoftyLoftyLoftyLoftyLofty; 11 Feb, 2024 @ 9:18pm
Kinsect 3 May @ 11:48am 
saw that you updated it to add in races who didn't have any encounters before into the Irisil's encounters
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
LoftyLoftyLoftyLoftyLofty  [developer] 3 May @ 5:50pm 
Originally posted by Kinsect:
saw that you updated it to add in races who didn't have any encounters before into the Irisil's encounters
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
Short question, long answer :os_ram:

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:
  • Mod-friendly NPC Spawner
  • Dynamic Village Spawner

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:
  • copypaste one lua file (probably the Renamon one)
  • replace "renamonlk" with "slime"
  • apply a patch to the spawner's .object file to add your script

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.
Last edited by LoftyLoftyLoftyLoftyLofty; 3 May @ 6:09pm
Kinsect 3 May @ 9:34pm 
Thank you Lofty though I never modded Starbound before ^^;;

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 ^^;;)
Last edited by Kinsect; 3 May @ 10:04pm
LoftyLoftyLoftyLoftyLofty  [developer] 4 May @ 12:40am 
Originally posted by Kinsect:
(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 ^^;;)
There are a lot of good modding tutorials for Starbound. The ideas that live in your head are relying on you to make them happen!

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.
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