Starbound

Starbound

Maple32
Showing 1-10 of 126 entries
< 1  2  3 ... 13 >
Update: May 29 @ 4:50pm

Greeting chance for villagers and village guards have been lowered to 0.3

Added unique quest flavor text for kidnapping and escort quests specifically for nuu

Golchari Lowwaymen (nuu bandits) can now appear as quest threats

Update: May 14 @ 1:16am

Added new "Red Rocks" cave biome to steppe planets, is now the default layer 1 biome.

Fixed klutzy fuck-up breaking monster collection entries

Nuu girder block now is on a lower z level than iron blocks.

Added "Cool Day" weather to steppe planets that blocks deadly chill for a time

Changed critter varieties on steppe planets

Tintic web throws now spawn web blocks if they hit the ground (they do not do so if they hit the player or the air)

Tintics web throws now apply glue slow when hitting the player, and have a white particle emitter as they fly

Tintics and electric tintics are no longer immune to burning so torch as you deem necessary

Normal tintic touch damage reduced from 10 to 9, electric tintic still does 10 touch damage

Rotated an object in a microdungeon.

Added thief dialog to nuu and glutt because apparently I forgot to. (I will never recover from this)

When shot or slashed at, some icicles (specifically "icestalactite1") will fall as a damaging projectile.

Update: May 2 @ 7:59pm

New voltip variant that will only appear in the power lines dungeon.

Seamine paratails (aquatails) no longer unlock paratail collectible when captured.

Some other M32 monsters now have collectible entries as well

2 new nuu crate rack variants, old crate rack has also been changed to be 2 blocks taller and has been altered to look better. You can now craft crate racks.

2 new nuu crate variants.

Modified the nuu glide script and wing glide script a bit, now there's an acceleration cutoff at 150 either direction.

Tried something else that will hopefully prevent the previously mentioned icon flickering on linux, don't know if it will work this time either but one can hope.

Added hydroponics tenant that requires 75 nature objects (hydroponics trays give 25 each) and a door, no light required because hydroponics trays emit light.

New icons for some objects, replacing placeholder icons.

Update: Apr 10 @ 11:09pm

Arc grenades slightly modified.

Stalactite bolts are now piercing (they go through enemies.)

Treasure pools on the electrical towers changed so you will no longer get glow potions and stormgrass seeds and instead get varying amounts of electrical components.

Increased time of a status effect related to medical scanners from 0.6 to 0.7 which will hopefully prevent the status icon from flickering (for some reason it was only happening on linux, I don't even know.)
^(THE FIX DIDN'T WORK FUCK)

Replaced tooltip for anti-albedo nanosilk preventing text overflow

Slightly changed some microdungeons in Cold Catacombs biome

Sushi+ recipe is now unlocked by picking up sushi

Sushi+ lunge status effect now lasts 120 instead of 100

The price of salt was lowered, selling it for pixels was kinda broken.

Changed crouching leap crouch timing from 0.15 to 0.08

Changed how added space dungeons (stations and stuff) generate so that it doesn't conflict with other mods.

Lowered chances of component merchant ships, tiny ships, and pirate flagships generating so they don't overwhelm.

Changed description and title of thread to lessen any confusion with string.

Added one block climbing to m32 steamspider variants.

Other things that aren't finished yet and/or I forgot.

Update: Mar 31 @ 8:38pm

Possible drop quantities of toxic waste is now higher for funkgus.

There's a broken vanilla "vr headset" in the scorched city biome objects and I patched it to make it work how it was probably supposed to. I also improved it a bit.

Added a new microdungeon to scorched cities that contains the vr headset.

Added 5 lore codices that give these scorched planets some history. They can spawn in the microdungeon.

Replaced protectorate capsules on scorched planets with empty bottles.

Replaced grassmod variants on scorched planets with a different one that I liked better.

Made deadbeats an actual species instead of just a mask for humans to wear. They are not playable currently.

Added some deadbeat npc types that are currently not used.

Added some items for deadbeat npcs but aren't used currently.

Deadbeat scroungers can't be accidentally shot anymore, and have had a slight wardrobe shift.

Added rare message in a bottle to oceanic planets.

Removed a few unused things.

Replaced the old "Doubled Bolts" ability with "Second Barrel", does what you think it does.

Modified how the red stalactite variant works.

Made dread lotuses less dreadfully picky, their liquid requirements changed from max 0.6^- min 0.3^- to max 0.75 min 0.5 (which is far easier to automate with a liquid sensor despite being a smaller tolerance.)

Added harvesting noises to certain m32 crops.

Changed illuminator crewmember uniform from a grey protectorate uniform to a black protectorate vest and jeans.

Added a fake moon light to the outdoor set at frogg furnishing, so now you can make nighttime themed rooms or something.

Modified vanilla junkstorms (scorched city weather with the newspapers) to prevent the newspapers from flying through blocks, also made some other modifications like a slight bump up in maximum wind speed and how the newspapers despawn (instead of vanishing they shrink in a more immersive manner.)

Some other things I forgot about/are too small to mention.

Update: Mar 20 @ 9:24pm

Made a new codex available.

Added a new furniture: wooden stool with cussion.

Removed an old encounter dungeon from generation that was not good enough to pass by current standards.

Added a new encounter dungeon. The new stool exists in it.

Added two new hylotl oceanic microdungeons to generation.

Added some old vanilla terrain dungeons to certain m32 cave biomes.

Removed two underground biomes from generating in the top layer of bioindustrial planets. I did this because it was clogging and making the computer corridors biome impossible to find unless you waste an hour or something ridiculous like that.

Computer corridors now have 4 rare microdungeons that can appear. (They're honestly not very interesting or even good but I did add this so I have to put this here.)

Disabled a specific microdungeon that didn't work (I fixed it somewhat but now it hogs dungeon space so I commented it out)

Fixed misaligned hylotl symbol on the top of two vanilla hylotl oceanic houses because Tiy Chucklenuts won't do it.

Further altered vanilla coconut block so it looks more like a fallen coconut.

Added a cheaty item to make testing easier that allows you to swim really fast, but you have to spawn it in with "/spawnitem m32coralhorns". You can also just use it for cosmetic reasons though.

Changed how the lightning strikes work slightly, and added a status effect that makes you flicker when hit by lightning like a cartoon character.

Stuff I forgot about/stuff to small to mention.

Update: Feb 2 @ 6:03pm

Removed the ability for m32 industrial microdungeons (the ones on bioindustrial planets) to sometimes generate on garden, forest, jungle, desert, snow, tundra, volcanic, and savannah biomes. They will still sometimes generate in scorchedcities

Modified some tracks on some added planets and biomes so that they don't loop infinitely.

Changed how seamine paratails work, spawn, and also changed their name as well to "Aquatail".

Also changed other monster generation things related to thrashed planets.

Added bushes and such things to certain parts of the nuu farms dungeon.

Safe moons no longer generate coal ore at surface level, instead generating only copper and iron.

Fixed multiple typos in outpost.json.patch, so it actually works with anom's outpost overhaul now.

Golek's placeholder dialog has been replaced with new, more boring placeholder dialog, never mentioning the ark in case outpost overhaul is used.

Added overcastness to haze parallax.

Station medical scanner now cures m32 diseases when at full health, making cheesing easier if you have one.

Safe moons made a bit rarer by increasing chances of normal moons a tiny bit.

Removed added chances of oceanic/toxic/magma/thrashed planets being gas giant moons because that makes them generate stupidly and I hate it.

When the liquomorph set is used with oil, it now lowers friction allowing you to slide around.

Tungsten ore added to safe moon surface layer.

Added a new type of lantern and lamppost to replace the oil ones in the Cold Catacombs biome, they shimmer rainbow.

Added a new sword, "Hateblade" and a recipe for it using a heart of hatred. It has a slightly longer range with the first swing than normal swords.

Changed some recipes.

Changed some item descriptions.

Other small things here and there that aren't worth mentioning or that I forgot happened.

Update: Jan 9 @ 1:45pm

Modified Trudger and Visage mech body sprites.

Some foods have been moved to campfire crafting from normal food crafting.

Doubled bolts now do more damage but are less accurate.

Added a magmallow crate so you have an excuse to make magmores

Added sideways smashable litter bottles based on vanilla smashable bottles.

Glutt portraits now have different clothes.

Improved how the vanilla barrel fire looks by making the flame fullbright and adding sparks. I did not add cookability to it though since there's already a mod that does that.

Fixed sporgus crop seed icon related logspam.

Cleaned up industrial tree top sprite a bit.

Changed thrashed and aeolian parallax to be overcast, also fixed the empty parts of thrashed oceans on 1440p monitors.

Diver thugs no longer drop pixels but instead drop weeping pearls.

Hostile turpentiners now drop oil cans instead of money and have had their nectar drop amounts increased.

"Sushi+" now gives a crouch jump status effect instead of no status effect.

The vanilla hylotl radio has been modified so that it's off by default instead of on by default.

Replaced liquid erchius in the infinity express with compressed fuel blocks, preventing fuel duping until after you go to a moon. I'm not so sure about this change though, tell me if it sucks so that I can separate it into a different mod.

Added winds that can push the player around to aeolian blizards, aeolian shard storms, and thrashed storms.

Nuu glide effect now is affected by wind, so you fall slightly slower when gliding into the wind, although it's harder to move forward. You will also glide faster when gliding away from the wind.

Gallonglass now lowers friction to mess with platforming (since it is a gallon of alcohol)

That one really tall nuu city thing has been slightly modified

Added abandoned vanilla feature: random coconuts on ocean planets.

Made fully compatible with Racial Chef Clothes mod

Other small things here and there that aren't worth mentioning or that I forgot happened.

Update: Nov 25, 2024 @ 1:36am

Updated a few sprites including one that hadn't been updated since prerelease

Made biotes recipe more expensive, but also produce more at once.

Applied defense reduction from stygosalt dagger, concussor, snowflake splitter now lasts 2 seconds instead of 1.

Reenabled iron filings bar recipe

modified damage output for the concussor and hecatonchire

Added a new possible microdungeon to drowned depths biome.

Added 2 new microdungeons to salt flats to break up monotony.

Resprited the surge mech body.

De-infuriated the switches for the elevators in some nuu microdungeons, slightly modified others.

Added a new type of lamp that you can build with. It doesn't do anything special yet and probably won't ever.

Changed recipes for autoinjectors, also made all the m32 stims into autoinjectors.

Gave fullbright to the cracks in quaking cracks subbiome. This will only take effect on newly generated ones.

Added a faint flickers to wispers because they just seem like they should glow a bit. They have also been given an armor boost.

Patched vanilla party time status effect animation to look better

Autoinjectors now do an insubstantial amount of damage when injected so you cry out in pain.

Gloom shroom lights are now fullbright, this may be undone though.

Modified how the shield stim works so it looks cool and it also protects from knockback. It's still not too easy to get your hands on, though.

Nuu hydroponics trays will now be tended to by npcs, and when done, tiny herbs will generate inside.

Replaced the traps in that one bandit tower encounter dungeon so they aren't plain as day.

Added underground encounter dungeons to some M32 biomes because I'm a dunce and forgot to put them in.

Noosefruit now show how rotten they are

Patched and resprited vanilla avian ship steering wheel to look more like a ship steering wheel, and fix the npc interaction.

Fixed the underground ocean and arctic biomes' parallax so there aren't holes in the ocean when zoomed out on 2560x1440p monitors. This will only affect newly generated planets.

Funkgus poison spore clouds are now indiscriminate so you can pop them to poison enemies.

Gave scandroids a fullbright visor made them faintly glow.

Disabled certain microdungeons from generating on verdurous planets, because there aren't supposed to be giant crystals growing out of wood. If I missed one yell at me.

Autoinjectors should be more common and plentiful due to treasurepool change. There were other treasurepool changes too.

Upgraded the nuu mansion dungeon to modern standards. It also now includes some previously unobtainable furniture objects that were rotting in the back of this mod.

Other small things here and there that aren't worth mentioning or that I forgot happened.

Update: Nov 14, 2024 @ 1:09am

Fixed typo causing logspam.

Fixed memory skill issue regarding adding the November reward promised in the sack description. Now you can turn 10 bags of candy into 1 diamond.

Added another thing to use sizeable catches for.

Other small things here and there that aren't worth mentioning or that I forgot happened.



Apologies for this insultingly small update