Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for armor pieces, perhaps, though Enhancement Packs are there to make you decide whether to use an EPP or an Augment, or even Consumables. Trying to move away from EPPs solving everything.
Couple of minor things:
The new biome-specific ores are a really neat idea. Helps encourage more than just surface exploration. However, they're extremely rare (like, rarer than gold/platinum), and don't seem to be used for much. By the time I find enough to make anything, I've passed their tier right by. Could they be a wee bit more common, and/or have a few more things you can craft from them? They feel more like a side thing than the tier jump-start the description describes.
On any planet with thunderstorms, I keep getting the mild-static notification from SAIL every time I exit a building/cave/what have you during one. Ditto for mild heat/cold weathers. Is there any way this could be mitigated? The repeated alerts are kind of annoying.
The ores are rare enough that you have to actively look for them, but I'll see about maybe buffing their spawn rates a bit more. As well, there are some potential uses for them that might show up, but those are only in the planning phase.
Also, the Thunderstorm thing is because the effect wears off when you enter a structure, as that is how weather works. So the radio message repeats itself, as the effect wears off, all variables relating to it are removed, so I cannot make the radio messages appear any slower.
Making EPPs block only 1 thing at a time AND making it possible for two hazards to show up at once.
Technology to provide air circulation, climate control, and radiation / pathogen blocking all at once already exists in real life. It's called a clean room, and science / medical labs use them all the time.
In the however many thousand years in the future Starbound takes place in, I refuse to believe engineers would not have figured out how to compress this technology into a suit. The Matter Manipulator is basically a pocket dimension gun, for crying out loud.
If you wish to block multiple hazards, you must make logistical decisions and use the other systems in play to block them completely. Equip an augment at the cost of buffs, use more consumables, heck, just don't use an EPP if you want.
The mod itself isn't exactly looking for realism, its like that for gameplay reasons. Every EPP blocks one hazard because its balanced that way with all of the other consumables and augments. Besides, if they blocked multiple then the challenge of Tier 6 would all be for nothing.
I get that people might not like it, but its there to make planets more distinct and feel like you have to conquer them, rather than slap an EPP on as a wall for progression.
Speaking of weather, I feel that thunderstorms could use actual lightning, similar to Maple's thrashed planets and how they handle it, along with the static energy debuff as well as some heavy rain. Otherwise I'd probably go with calling them electrical storms.
Of course, I'm looking at this from a builder's perspective. I like having some of the weather providing extra challenges to build colonies around, though I feel that some planets are made a bit more dangerous than is really necessary.
Interesting take on it, though the issue is that, if there are planets that are less dangerous, what reason would there be to go to more dangerous planets. I can't exactly make them more worthwhile.
The Regulators are there to help mitigate the weather's effects, though they're more midgame to late game.
Some notes/feedback about it:
I feel like the Regulators are too expensive/awkwardly placed in progression. Having essentially finished a run with this mod now, I never once found a good opportunity to use them. By the time I could make them, I could already make an EPP or even an augment, rendering them quite useless. I might suggest finding some way to make them accessible before accessing a planet with a specific Deadly hazard, perhaps using materials from the Mild version of the opposite Hazard. (So like, you would use Rubite to make a Heating regulator, Blue Ice to make a Cooling, etc.) If worried about this invalidating the hazard with some simple break and replace, you could make them not drop when broken, easier to justify with them being cheaper.
This would also serve to give these materials a lot more use, as I ended up just converting all of them into throwing weapons as I had no other use for them (BTW, congrats on making throwing weapons actually viable and fun).
In addition, some of the weird misc. packs like the Hazmat Airtank are found much later than their hazard is relevant. When I finally found one of those, I already had a Toxic Resist augment and was far beyond when I needed to worry about O2.
There is a really annoying S.A.I.L message spam that happens if you're on a planet with a hazard weather. Any time you duck out of the weather for even a brief moment, the SAIL message warning you about the hazard will play again, getting incredibly annoying very fast. Ideally, hazard messages should only display once (per planet? at all?), or at the minimum should be toggle-able in some way.
Lastly, and this isn't on you, but Betabound is listed as a compatible mod but the element resist Nano-Suits from it could do with a patch, if you ever find the time for it. There is an existing patch that allows them to function at all, but it makes them completely break hazard progression because they resist Deadly hazards, and BB gives you them for free.
1. make mitigated deadly hazards a lil bit more interesting, iirc heat and cold are just compounding health loss
2. I like how some unmitigated deadly hazards are survivable but impact gameplay a lot. Heat is a little bit weak for that and cold is utterly unsurvivable, so here's my suggestion for those: make deadly heat just do more damage, and make deadly cold do something else. maybe similar to anabatctic but it instead severely lowers your maxium energy