Starbound

Starbound

Maple32
797 Comments
Nofe 2 hours ago 
I am using "Improved Food Descriptions" mod. Maple32's food seems not showing food spoil time with this. Or those food won't be rotting?
Comito Oct 9 @ 9:15pm 
Darn, thanks for answering though!
Lemon Drops  [author] Oct 9 @ 9:12pm 
no
Comito Oct 9 @ 9:10pm 
Does the break room show up if you have Anom's outpost overhaul?
Grendain Oct 7 @ 4:32pm 
whaaaatttt D:
Lemon Drops  [author] Oct 7 @ 4:31pm 
your other comment is still being checked by steam for harmful links so I can't read it
Lemon Drops  [author] Oct 7 @ 4:31pm 
no need for payment
Grendain Oct 7 @ 4:28pm 
"my" simple idea depends of how much hard become made the submod is > a mod will add only the 7 new planets/moons type's in the base game. Of course i will pay you a game on steam for the work <3
Grendain Oct 7 @ 4:19pm 
wanna talk private ?
Lemon Drops  [author] Oct 7 @ 4:18pm 
I could however make a patch mod that removes certain things that you dislike, if you just want some particular thing removed
Grendain Oct 7 @ 4:17pm 
mh mh, understand :sphere: :c . Still chad mod :VBCOOL:
Lemon Drops  [author] Oct 7 @ 4:15pm 
so basically if I did this it would JUST be the planets, not any of the good stuff.
Lemon Drops  [author] Oct 7 @ 4:15pm 
The weathers also use added projectiles
Lemon Drops  [author] Oct 7 @ 4:15pm 
not only that but the monsters, and even the trees on some too.
Lemon Drops  [author] Oct 7 @ 4:13pm 
If I do I'd have to gut the planets, since they're full of dungeons that have the other content in em. they'd just be bare planets if I did this.
Grendain Oct 7 @ 4:08pm 
Very cool mod. Just ask for curiosity but > Is possible made a submod will adding only the new planets types on the base game ?
oh my god bruh Aug 22 @ 2:20pm 
Ah yeah it does use vanilla wind system and logic. Thanks for the answer! The planets in the mod are fantastic.
Lemon Drops  [author] Aug 21 @ 6:18pm 
no idea but maybe. IDK if fu uses the vanilla wind speed value.

If so then yeah. If not then no.
oh my god bruh Aug 21 @ 3:52pm 
Are the weathers exclusive to this planet's mod, such as the new wind weathers on your planets, compatible with FU's wind turbines?
Lemon Drops  [author] Aug 11 @ 9:50am 
no, but someday I'm going to make either a recipe or a merchant that always sells them.
SealonBoard Aug 11 @ 6:59am 
Is there any way to make rogue biotes cures? I never see li-XXX(Don't remember the number) at the medical station. And there is no recipe file(ex.rmaliciousbiotesmed.recipe) inside the mod files. It's only in the treasure pools.
mikuhisui Aug 7 @ 5:54pm 
Ahh, I see, thanks
Lemon Drops  [author] Aug 7 @ 11:35am 
Carl-

Only some of the biomes have terraformers. So far there are: aeolian, bioindustrial, steppe, thrashed, safe moon, and shattered terraformers.

In true Starbound fashion, they are not labelled with the same name as the biome.


Mikuhisui-

If you mean the race traits mod, I will have to request they add something or just add +0 to a bunch of stuff.

If you mean on its own, they actually do: they can drink goju without being poisoned and they do not need a heat protection pack.
Carl Aug 7 @ 6:29am 
Does anyone have terraformers for these planets? I'd like to unterraform one that I turned into tundra.
mikuhisui Jul 27 @ 6:17am 
Hi, deadbeats don't have racial bonuses. It just doesn't show or is it intended?
Lemon Drops  [author] Jul 3 @ 10:29pm 
(Which will be at the furnace not the sewing machine)

(Also there's no need to apologize for asking questions in the question asking place)
Lemon Drops  [author] Jul 3 @ 10:28pm 
craft some ceramo-magnetin composite and it will unlock the recipe for you
whlightnin Jul 3 @ 8:42pm 
Hi, sorry to ask here but how am I supposed to acquire "anti-albedo nanosilk?" I checked the wiki but it's not listed there, and it's not available in my fully upgraded sewing machine.
Velocity Jun 17 @ 3:22pm 
oh okay :steamthumbsup:
Lemon Drops  [author] Jun 17 @ 3:21pm 
Ok I looked at it and it probably won't work without at least overriding M32's added deadbeat dialog, since the dialog I added is put in a different place and in that mod it's put in the npc directly.

So they won't work together unless the author of that mod changes how they go about adding the dialog.
Velocity Jun 17 @ 8:37am 
ight good to know :happymoon:
Lemon Drops  [author] Jun 17 @ 8:35am 
probably, but my guess is it would just override m32 if it loaded first, and would get added to if m32 loaded second (the last one I am less sure of until I crack open that mod to see)

Adding a load order thingy to either mod would probably fix it
Velocity Jun 16 @ 11:07pm 
would this mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1988101942) cause any conflicts with deadbeats? I'm not sure if Maple42 has done anything with deadbeat dialogue
Lemon Drops  [author] Jun 16 @ 8:20am 
What
Revalopod Jun 16 @ 2:25am 
lemon
Alejvip Jun 15 @ 3:30pm 
p
Lemon Drops  [author] Jun 13 @ 12:06am 
p
Blackwolf_swe Jun 12 @ 11:47pm 
Thank you for your continued work on this awesome mod :D
Lemon Drops  [author] Jun 2 @ 12:49pm 
there's also just waiting it out like one does with a cold, and dying and respawning if you're not in hardcore.
Lemon Drops  [author] Jun 2 @ 12:48pm 
It is not craftable, but you can find it in certain crates and chests. It's not exactly common outside a few dungeons.

You can also use GY-015 which is a somewhat common quest bag reward if I remember correctly
Azuli-Bluespots Jun 2 @ 12:05pm 
been trying to figure out how to get rid of the rogue biotes besides having to sleep for 10 minutes, and while the wiki says using "Ii-221" would cure it, I can't find it at the medicine table.
ImagineWagons Jun 1 @ 6:13pm 
I just defeated a pirate cargo ship, and the loot room was completely empty. Do you know if you put loot in them, or am I bugged somehow?
ImagineWagons Jun 1 @ 5:49pm 
I've also noticed no loot in moon bases. Generally, Its very rare to find loot in one of these structures lol
Lemon Drops  [author] Jun 1 @ 1:28pm 
I'll go put loot in those, thanks for the heads up
ImagineWagons Jun 1 @ 12:52pm 
I'm new to the mod pack so I apologize for not knowing the names of the structures.

There was a Nuu mountain with a waterfall, and a hylotl castle with a pool near the entrance; There might be more but those were the only ones I noticed.
Lemon Drops  [author] Jun 1 @ 12:21pm 
Which ones? Some structures don't have loot, but the majority should have some at least
ImagineWagons Jun 1 @ 10:54am 
Are the structures supposed to not have any loot? Or is it a bug? Or maybe a conflicting mod?
Oмεяυıп May 24 @ 3:25pm 
@Lemon Drops
I know, :dos2skull: it's just courtesy. Thanks!
Lemon Drops  [author] May 24 @ 2:26pm 
I'm not your dad, your boss, or your king.
Oмεяυıп May 23 @ 10:32pm 
May I add my random-gen moths to the biomes in this mod for my (WIP) moth mod (internal support)?
They won't be super common, will only spawn at night, and will be in their own separate monster pool so they won't affect other monsters' spawn rates. Since they're random gen, they'll use colors listed under monsterParameters in the biome file - and if not, there's a default vanilla one.

Reasoning: These giant moths are super hardy thanks to some Miniknog experimenting, and can survive pretty much anywhere.