Starbound

Starbound

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K'Rakoth Mod
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35.655 MB
Sep 17, 2021 @ 8:39am
Nov 14, 2024 @ 10:45am
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K'Rakoth Mod

In 1 collection by Angry Turret
Angry Turret's Starbound Mods
10 items
Description
K'Rakoths, the Lords of the Cosmos

This mod adds dungeons, biomes and lore related to K'Rakoths, an old aquatic race that used to have advanced technology, expanded knowledge of the universe and several servant species. However, no matter what they did, they were always overshadowed by the Ancients and with each generation, they grew envious of them. In a desperate attempt to outclass the Ancients, K'Rakoths declared the arms race that somehow ended in their downfall. Whatever had happened to them, it's up to you to find out!

Planets
- Ashy - relatively young planets known for moderate volcanic activity yet safe to traverse even when you don't have heat protection. Multiple Glitch fortresses can be found there, as well as two unique mini-biomes.
- Boiling - high-tier planets once occupied by the K'Rakoths. Here you can find their ruins and large amounts of Chthonic Scraps you can smelt into alloys. Moreover, there are two unique mini-biomes: you may either run into a deadly minefield or discover a sponge-infested ocean floor.
- Chthonian - an uncommon type of moon found around fiery stars. While it offers more resources than regular moons, it also has more dangers such as increased gravity, hard rocks and more hostile erchius entities.

Dungeons
- Glitch Devout Tower. A certain Glitch kingdom was among the four servant races uplifted by K'Rakoth people. To show their loyalty, Glitch built tall temples across their realms. Most of those temples were lost forever, but some of them are still intact and can be explored. Be wary, though: more often than not, the towers are protected by force fields that can be deactivated, but to do so, you must fight off the remaining Glitch servants.
- Underwater Ruins. A little that has left of K'Rakothan underwater cities. Many years ago, those cities were densely populated, and the local architecture looked nothing like anything built by the other races. As much as centuries of abandonment worn down most buildings, many K'Rakothan relics survived thanks to some unknown materials, and any brave soul can attempt to recover them if they are ready to face hostile underwater fauna and naval mines.
- Area 48. A top-secret military base where the Miniknog scientists research all sorts of technology recovered from ancient ruins. Some tech has already been reverse-engineered, while many other objects still puzzle the Apex and are kept in secure hangars, where no unauthorized personnel can see them. The area is protected by heavily armed guards, and the entrance is littered in land mines.
- Church of Ri'shaan. Ri'shaan is believed to be an elder deity some K'Rakoths used to worship. Naturally, they constructed spacious churches where they could pray to him undisturbed by non-believers. Each church goes deep underground, and no one is sure what lies on the bottom floor. While most of them are abandoned and infested by Batongs, they still tend to attract cultists of all sorts.
- Terraforming Laboratory. Once ago, K'Rakoths raided one of the Ancient Vaults and recovered some technologies, including terraformers. These technologies are still kept in vast underground complexes filled with water, security robots and all sorts of elder machinery. Keep in mind that they are also protected by force fields.
- Submerged Citadel. A massive fortified structure hidden below the waves of Boiling planets. Due to its great importance to the K'Rakoths, it is guarded by advanced security robots, and many of its passages are normally blocked off. You will need the Distortion Sphere tech to traverse it.

Mini-Biomes
- Radiotrophic, an irradiated forest of short but durable trees. Spawns on Alien planets.
- Hunger Grove, an overgrown terrain infested by countless predatory plants. Spawns on Jungle planets.
- Ancient Necropolis, a remnant of once grand city built by the Ancients. Spawns on Midnight planets.
- Glaciovolcanic, an icy biome rich in ores and crystals. Spawns on Tundra planets.
- Polluted, a ruined settlement left behind by a forgotten race. Spawns on Scorched planets.
- Ship Graveyard, a barren wasteland littered with space debris. Spawns on Scorched planets.
- More cave variants, including the counterparts of the aforementioned mini-biomes.

Other features
- K'Rakoth codex entries. Unlike the contemporary races, K'Rakoths used their own language. Before their codices can be read, you must translate them using a device that can be obtained from the Relic Seekers.
- Speaking of the Relic Seekers, they are a new friendly faction that will occasionally show up in space. They will give you different rewards if you bring them K'Rakothan artifacts. They will also provide you with hints if you don't know where to search for the mod's content.
- Various traces of the three extinct races that served K'Rakoths: fossils, small ruins and other minor things. No, they will not be playable, that ruins the whole premise of the mod.
- New food and catchable fish with corresponding collection entries.
- New furniture and tenants to make your colonies more diverse.
- Many new microdungeons for different biomes.

Compatibility and Recommended Patches
- Material IDs: 62100-62121. In the future updates, it will be expanded to 62100-62125.
- More Planet Info and TrueSpace: Compatible.
- Enhanced Storage: Also compatible.
- Frackin' Universe: Generally compatible but it's highly recommendable to install this addon first.
- Arcana: Compatible but there is a patch to make new dungeons spawn on Arcana planets.
- Project Ancient Cosmos: Compatible. While optional, you can install this integration patch.
- Project Redemption: Compatible. You can also install this patch.
- Extended Story: Compatible but requires this patch if you want new dungeons and mini-biomes to spawn on ES planets.
- Maple32: Compatible, has an optional patch.
- MYSTIC MIRROR: There is a patch that enables 2 more sandboxes.
- Many Tabs: Install this if you want a separate K'Rakoth codex tab.
- Tanz Lighting Overhaul: This patch turns K'Rakoth Mod light sources dynamic.

Notes and Links
- K'Rakoth dungeons are more likely to spawn on higher-tier planets.
- Some sprites are placeholders that will be improved later.
- You can download the GitHub version here[github.com]. There is also a Wiki page[github.com] with some useful info on the mod.

Credits
- Armok - provided many fixes and helpful suggestions; made a base for the Chthonic Spear.
- Silver Sokolova - provided the script to make the Enhanced Storage compatibility possible.
- Nebulox and Apple - both made the Chthonic Spear's alt ability work properly.
Popular Discussions View All (7)
1
3 hours ago
The Outdated Starmap Upgrade
Jonypotato
11
Oct 30, 2024 @ 9:33am
Bug: Crashed on beam to Ashy planet
Unadjectivable
4
Feb 25 @ 12:39am
Donations
Robur Velvetclaw
679 Comments
PIROJOPER 5 hours ago 
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