Starbound

Starbound

LostBound [v1.1.1 - Revamped]
Jean1337_  [developer] 9 Mar @ 3:00pm
suggestions
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Showing 1-15 of 36 comments
Jean1337_  [developer] 9 Mar @ 3:11pm 
OK!
FUS 9 Mar @ 4:36pm 
Maple32 integration at some point would be huge. The megastructure dungeon fits like a glove in this. As well as some other city themed dungeons it has.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2568667104
Last edited by FUS; 9 Mar @ 4:37pm
As requested, I've moved my suggestion here:

Have you ever been into a mushroom biome, and noticed how those mushroom houses populated by Agarans seem to pop up everywhere? Well, instead of adding full-fledged dungeons, what if you made sub-biomes that're populated with those ruined buildings? (I'm currently working on one such mod that adds sub-biomes populated by particular races or dungeon set pieces (such as Apex towns or Avian villages) to help alleviate the need for dungeons to spawn for artifact hunting quests.)

If you're wondering where you can create new biomes, take a look at "terrestrial_worlds.config". There, you can define new planet types, along with new secondary biomes for existing planet types, and even new sub-biomes to go with your major biomes (such as mushroom forests being a possible sub-biome of forest biomes).

Also, if you're creating new biomes, look in the biomes folder. If you open up one of the .biome files, as you scroll down, you'll notice there's "surfacePlaceables" and "undergroundPlaceables". Within them, you might notice that microdungeons are among said placeables.

I'll leave you to discover and experiment.
Alejvip 10 Mar @ 2:33pm 
Reduce the number of NPCs that spawn on the USCM ship, because I’m not sure if I just got lucky or something, but there’s a massive amount of them—literally every bed is filled. I have an RTX but this slows down Starbound, even with OpenStarbound installed. Also maybe add more variety for the NPCs in the ship since they all wear the same outfit and weapon.
I've decided to start playing with this mod installed. However, I'm already working with several mods already installed, so I may end up trying to add compatability between this mod and those other mods.

For now, here are the mods that I plan on working compatability into:

- TrueSpace (Makes planets of various types spawn in more realistic orbits, based not only on distance from the star, but also the star's luminosity. The plan here would be to add this mod's planets to planet pools that would correspond to certain temperature levels.)
As I started combing over your mod, I had noticed that it included what seemed to be a copy of "/tilesets/packed", with all the files there. Now assuming that your mod hasn't altered anything (if it did, then that'd be bad practice that'd break not just many mods, but potentially vanilla Starbound itself), then your mod shouldn't need to bring a copy of those assets with it.

If any of those tilesets were altered from their vanilla versions, then perhaps it'd be better if they were renamed (and the .json files within the mod's dungeons altered to use those renamed tilesets), so that they wouldn't conflict with vanilla Starbound assets, along with everything that depends on them.

For my Fireproof Dungeons mod, I made copies of vanilla Starbound dungeons, along with copies of "materials.json" and "supports.json" that were edited to have flammable tiles replaced with non-flammable substitutes, so that Starbound could opt to use the unedited tilesets along with the renamed and edited tilesets.

In short, unless something's changed, I'd recommend getting rid of the tilesets within your mod. Keeping them's not just unnecessary, but also potentially mod-breaking.

On the other hand, if something has been changed, then I'd recommend renaming it, then updating your .json files to use those renamed tilesets instead.

P.S., Under "/biomes", I noticed what seemed to be an unnecessary "_metadata" and "_previewimage" file. I'd recommend removing those also.

P.P.S.: I noticed that the dialogue in "cockpit.config" was typed in what seems like Brazilian. You could keep it as is if you'd like, and rely on a patch translating it into other languages, including English, or you could translate those into English, and save the original dialogue for a Brazilian translation of your mod.
Jean1337_  [developer] 10 Mar @ 4:33pm 
@Alenjvip Very good suggestions, I'll reduce the number of NPCs. It was supposed to be a little challenging
Jean1337_  [developer] 10 Mar @ 4:34pm 
@shadowwolfjc Your mod looks really cool =)
Jean1337_  [developer] 10 Mar @ 4:36pm 
@shadowwolfjc Great, thanks for letting me know, in the next update I'll remove them from there.
I think this mod could use the dungeon to help fit it's theme more https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2878558339
Jean1337_  [developer] 10 Mar @ 4:43pm 
@tigerfestival1988 I really like this mod but it has a lot of incompatibilities, including with parallaxes, but I can make a patch for it.
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