Starbound

Starbound

Frackin' Universe
Dolgihav May 1, 2019 @ 6:29am
About removing unwanted madness
The new system of research based on madness is very interesting, but has one repulsive defect. In theory, madness should be harmful to its owner and quickly disappearing resource. If the player has a lot of madness, then it really quickly disappears and does not allow itself to accumulate. However, if for example a player got some unwanted madness, it will grow with time and it cannot be removed. This is not a very big but annoying problem that is easy to solve. I propose to make the madness fall to zero over time and not grow at low values. Additionally, you can add a research that allows player to create "antimadness pills". To make a reason to use these pills on high values of madness,it would be good to make the madness more deadly and add more interesting or funny negative effects to it.
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Showing 1-6 of 6 comments
Sayter  [developer] May 1, 2019 @ 8:28am 
for now, you can craft things to reduce madness, and the Counsellor crews will be fixed in todays update, which will mitigate those effects substantially.

there will be ways to kill madness as well.
Dolgihav May 1, 2019 @ 9:07am 
What items can already reduce madness?
CarThief May 1, 2019 @ 10:20am 
Neat! Right now it's a pain to remove Madness and get it to 0 so it stops doing creepy/weird ♥♥♥♥ to you. Looking forward to that!
It's fine as a intentional effect when really stacking up, but... Well, sometimes it's unwanted, so it should be easy to remove, probably even for newer players should they make the mistake of gaining a bunch on say, a first-time visit on an Athropus planet (and should be easy to figure out too, such as having S.A.I.L mention a easily-crafted cure).

That or it'd be neat if it didn't do weird stuff to you as long as it was low/empty and always lowered to a "safe" threshold with no unwanted creepy or counter-productive effects. Not everyone likes going mad, with hearing like mine, those whispers and heartbeats get very... stressful... :P

For now my solutions to removing it have revolved entirely around spending it so there's 0 left. Such as gaining enough to do a new research, like needing say 1200 for a research, so i get like 1230, i wait a bit and let it drop to 1200 (it appears to only start dropping once you get past 1000 or so) and do the research and end back safely to 0!
Or making stuff that spends madness helps reduce it, although this is harder to do due to resources. Remarkably difficult too, to get to a round number so i can craft to spend it back to 0.

Hm, though so far i haven't found ways to accuire Madness beyond exploring maddening places, using those crafted lab notes, and autopsies on corpses...
Last edited by CarThief; May 1, 2019 @ 10:21am
Sayter  [developer] May 1, 2019 @ 10:22am 
That wont be a problem in the update coming now.
Dolgihav May 1, 2019 @ 11:32am 
Good update, problem solved.
Dolgihav May 1, 2019 @ 11:43am 
I noticed that the new system of psychologists has a bug. If the level of madness is less than the psychologist removes in one tick, it can not be reduced. Of course it now does not grow over time and this is not a big problem, but it is desirable to solve it.
Last edited by Dolgihav; May 1, 2019 @ 11:45am
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