Starbound

Starbound

K'Rakoth Mod
683 Comments
pig in a pumpkin Aug 23 @ 10:27pm 
Thanks so much for the response I LOVE your mod.
Angry Turret  [author] Aug 23 @ 7:34am 
@pig in a pumpkin You can go back there in admin mode by typing /warp InstanceWorld:atprk_devoutattackmission.
pig in a pumpkin Aug 23 @ 4:22am 
Is it possible to re-trigger the one time mission using commands? I'm trying to rebuild the "ship" and I need to take more screenshots of it at a higher resolution.
Angry Turret  [author] Jun 26 @ 12:12pm 
@PIROJOPER It's because mini-biomes don't have their own tracks and backgrounds by default, FU changes this. I'll try to fix this later as part of FU integration patch.
PIROJOPER Jun 23 @ 5:43pm 
I don't know what the problem might be, but I don't have music in mini biomes (radiotrophic, ship graveyard). Playing with openstarbound, FU+patch, M32+patch
Oмεяυıп May 24 @ 7:23am 
@Angry Turret
Most likely not, as it'll all be handled on my side, but thank you! :demonsheep::maniac_wanted:
Angry Turret  [author] May 24 @ 1:59am 
@Oмεяυıп Sure, why not. Let me know if you need any help or if there's anything that needs to be done on my mod's end for compatibility to work.
Oмεяυıп May 23 @ 10:34pm 
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.
Armok Apr 12 @ 10:25pm 
@A Fox on the Internet you just need to add rare to the end of the monster id actually, assuming you know the normal variant ids themselves here, they should be easy to find on the github here [github.com] actually
A Fox on the Internet Apr 12 @ 9:09pm 
Reason I ask is because I'd like to use some of them in a build I'm working on.
A Fox on the Internet Apr 12 @ 9:01pm 
Cool. On a different note, I would like to know the spawn IDs for the rare forms of the monsters(Electric Algeist, Poison Ambyro, Premium Androne, Ice Clamia, Poison Crawleech, Poison Duodung, Premium Oculopter, Shapeless Roxmol, Shapeless Sapphase, Ice Shruberserk, Electric Trictooth, Fire Xenoprobe). While the monsters themselves are listed on the wiki, their spawn IDs are not. And I have attempted to spawn them, but whatever their IDs are, they're not as simple as /spawnmonster atprk_{rareformname} .
Ilthe Apr 11 @ 2:01pm 
Oh cool! I'm waiting patiently :happykoala:
Angry Turret  [author] Apr 11 @ 11:40am 
In case anyone wonders, the next major update (1.5) is still in development, even though progress is not as quick as it used to be. If everything goes as planned, it should be ready and out this summer.
Armok Apr 2 @ 12:01pm 
@fallengrace it's basically infinite yeah
fallengrace Apr 2 @ 11:31am 
i need to know is there an end to the infinite portal or is it truly infinite?
Armok Mar 30 @ 10:28am 
@The_Vakarian you'll be able to revert translations in the next update
The_Vakarian Mar 30 @ 8:44am 
is there some way to revert a translated codex item to the untranslated version? feel like I'm beating my head against a wall to find another Tau Codex for the quest.
Angry Turret  [author] Mar 18 @ 11:49am 
@Cgoober2000 This won't change much really but maybe at some point the recipes will be moved to the main mod.
Cgoober2000 Mar 8 @ 12:23am 
I have a small suggestion: move the small Weapon Upgrade Anvil and small Heart Forge recipes from the addon mods they are in, into the main mod, since there are other mods than the specific ones those addons are for that allow you to obtain them, and I feel that it is a better idea for it to just give you the recipe for the smaller version as soon as you pick up the base item... especially since as far as I can tell from the github, those items already exist in the base mod, it's just the addons that add the recipes.
Kaibyo Feb 24 @ 3:41pm 
I have fixed the issue with my Aetherium Engine mod and Ashy planets from this mod, and will be uploading the fixed version shortly. I apologize for how long it took, but I finally figured it out.
Angry Turret  [author] Feb 24 @ 9:06am 
@Emerald No, there aren't any friendly settlements.
Emerald Feb 23 @ 9:01pm 
Does your mod have towns/villages?
Atrius Feb 20 @ 7:16pm 
@Angry Turret That actually makes a lot of sense, I just never got around to doing that. Thanks!
Angry Turret  [author] Feb 20 @ 10:05am 
@Atrius The Cultivator Statue is already craftable at the Reconstruction Table, but you need to craft the Ancient Statue first to unlock its recipe. Everything else you listed will be properly added in the next update.
Atrius Feb 19 @ 5:11pm 
@Armok Thank you for the reponse! Looking forward to it!
Armok Feb 19 @ 3:45pm 
@Atrius many of those are objects that'll be introduced in the next update
Atrius Feb 19 @ 3:40pm 
I noticed a few items on the github that I'm not 100% sure are obtainable, but they don't have the 'smash on break' code so I can only assume they are- They seem to be associated with the mini biomes, but I've scoured said minibiomes for a few hours with no luck. How do you get the Big Fenron Statue/Fenron button, totem torch, and wall torch, the Annelisk mining items, the Noolith magical items (telescope, planet plaque, etc) and the Cultivator statue that isn't smashable? There are probably others, but those are the ones I would really love to get my hands on ^^
A Fox on the Internet Feb 12 @ 8:23pm 
@Angry Turret Oh ok.
Angry Turret  [author] Feb 12 @ 10:23am 
@A Fox on the Internet This is normal, the vanilla challenge rooms spawn across all dimensions as intended. The custom rooms are less common simply because there is less of them so far.
A Fox on the Internet Feb 12 @ 7:21am 
In the Infinity Maze, It seems like the sections aren't properly formatted. I got way more normal challenge room challenges (not unknown dimensions internally, it seems like the abandoned and forgotten dimensions have the unknown dimension challenges) than I should be. If you need screenshots, I can take and provide them.
A Fox on the Internet Feb 12 @ 7:09am 
I wasn't sure if there was a dedicated place for bug reports or not.
Armok Feb 11 @ 6:40pm 
@A Fox on the Internet I mean, you can just report it right here?
A Fox on the Internet Feb 11 @ 11:56am 
Where should I report it?
A Fox on the Internet Feb 11 @ 11:55am 
I would like to report what seems to be a bug involving the Infinity Maze.
Armok Feb 10 @ 4:02pm 
@A Fox on the Internet You should be able to find that here [github.com]
A Fox on the Internet Feb 10 @ 10:35am 
I do have another question; Is there a complete detailed list of what unique monsters spawn in each biome, mini-biome, and dungeon anywhere online? if so, may I have a link?
A Fox on the Internet Feb 10 @ 10:28am 
@armok Thanks
Armok Feb 10 @ 9:02am 
@Cgoober2000 ah, fair lol, best guess I can offer is that one of your mods was introducing smaller oceanic planet sizes, as they really don't work well with smaller sizes then they're specifically given in vanilla
Cgoober2000 Feb 10 @ 2:57am 
actually, testing it a bit more, it appears that it wasn't Starburst Rework... and in fact, I cannot reproduce it, so I am kinda tempted to think it was merely just some strange combo of mods, or some obscure mod I was using that I then uninstalled, or possibly even a previous version of a mod I still currently have installed that got fixed and I just didn't notice due to not exploring far enough away for freshly generated boiling planets to spawn... I dunno, but whatever the case I guess it's fixed...?
Armok Feb 10 @ 12:43am 
@Cgoober2000 I'm kinda surprised Starburst rework is causing issues there, but I guess it's also not too surprising with how much it changes planet generation. I'll try and look into it myself soon.
Cgoober2000 Feb 9 @ 11:45pm 
I *think* I worked out what mod was making Boiling Oceans generate with the ocean floor high above the ocean surface (I visited a second one and found it had the same bug), when I changed my mod list and quickly checked on a fresh universe and found that the bug didn't occur:
Starburst Rework, although it could have been one of the other mods that I removed, since it wasn't a test specifically to figure out the culprit of boiling ocean bug, I just wanted to remove some mods I wasn't really a fan of and decided to test if the bug still happened real quick using admin mode to rush to a boiling ocean, though I doubt it was one of those other mods since none of them really would have messed with planet generation as much as Starburst Rework... someone else can probably chime in if they happen to be using both mods, to see if the bug happens to them too, or if it happens without Starburst Rework.
Armok Feb 7 @ 9:25pm 
@A Fox on the Internet it's atprk_xenoprobe
A Fox on the Internet Feb 7 @ 9:14pm 
I would like to inquire on what the Xenoprobe's spawn ID is.
Δ-k180 Feb 6 @ 7:35pm 
E
Angry Turret  [author] Feb 1 @ 2:50am 
@Cgoober2000 Fair enough, I'll consider this.

The planet bug is uuuuuuuuuuuuuuh... I'm not even sure how planetary layers could suddenly switch places but this is NOT something that happens normally. The closest thing that comes to my mind is when you play with FU and visit oceanic planets that are too small (FU adds more planet sizes iirc).
Cgoober2000 Feb 1 @ 2:08am 
@Angry Turret Just noticed that you mentioned "being required for a quest" as a reason to not allow it to be pixel printed, in which case the Elder Armor Stand probably shouldn't be Pixel Printable either
Cgoober2000 Feb 1 @ 1:31am 
okay, now I have encountered something truly funny: I visited a boiling ocean planet, and noticed that it appeared to not have an ocean floor, instead going directly to underground biomes... I dug down, and just found regular underground biomes, and after circling the whole planet, I was thinking "man, I don't even get any dungeons!?"...

Then I decided to build up from the surface to see if anything was up there... it was the ocean floor. It had generated in the sky above the surface of the ocean.
Angry Turret  [author] Jan 31 @ 8:18am 
@Cgoober2000 Unlike the reverse-engineered cannon, the hoverpad is not required for any quest so this is why it can be printed. I'll fix the other two objects though, they're not supposed to be printable.
Cgoober2000 Jan 30 @ 10:13pm 
oh, just noticed that the Large Eldritch Crate can also be made at the Pixel Printer after being scanned
Cgoober2000 Jan 30 @ 4:25pm 
I guess I should also mention that the Reverse-Engineered Hoverpad can also be printed, which isn't really THAT bad compared to the cannon, but also probably not intended