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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2568667104
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.
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.)
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.