Starbound

Starbound

Ship Yard Rebuilt - all the vanilla ships AND room to build!
bk3000  [developer] Oct 30, 2016 @ 2:16am
Possible Future Plans
*The blocks connecting ships to the shipyard are just placeholders until I create proper docking objects that match the ships themselves.
*expand the station areas
**Probably a bridge
**setup residential/tenant area(deeds and furnature not included)
**obviously you don't NEED to use it if you don't prefer it

*optional bar and bazaar/market areas
**optional by way of placable objects which spawn "micro-dungeons".
**the various bazaar merchants would mostly get added by finding them in the universe and doing quests to have them open up shop.
**similar to how the Outposts gets changed after you do some missions.
**I would just probably add the merchants to microDungeons but their quests don't get offered unless you build the bazaar area.

*probably expand the shipard itself with more bays, possibly to the point of wrapping around on itself.
*Make the teleporter room functional
**So you can quickly warp around the shipyard
**not with a menu or warp animations, but rather instantly like "blink".
*include a control room with shield generator and private teleporter.
**So that multiplayer people can properly control access to different areas/prevent theft/vandalism.
**That would be one shield generator placed during ship world construction(so that the dungeonID matches)
**and one placed automatically by an object shortly after(will have the player's own dungeonID).
**That will cover initial and player edits. But you'd need to turn them off before changing anything.

*add/dock some mod ships in.
**sadly some of my favorites are not open permission but others are.
**I could add some modded races support easily.
**I'll make that an external patch mod though in the event you only want this for your vanilla races.
**I would need to know the names - internally used names - of the races I was going to add.
*I may or may not add a "wonkavator" type vehicle to get around faster.

*Possibly other versions of this mod which use other mod assets(beyond my own) as part of the build.
**For example the farming dome was actually setup to use an automatic irrigation mod - which sadly I don't believe is up to date so I changed to heavy pipes.
**The shafts IMO could possibly use more attractive blocks than they do now. Possibly someone has a good suggested build, send me a screen shot.
**Possibly also other themed builds where as this one is heavy on lunar base stuff.
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Showing 1-13 of 13 comments
Sharkboi Owen Oct 30, 2016 @ 2:54am 
So there could possibly be a Hylotl Themed Shipyard?
bk3000  [developer] Oct 30, 2016 @ 3:09am 
Yes I could do that. Feel free to build a small section that shows off a good looking Hylotl theme, send me a screenshot, and I could make that happen.

That could even include mod added Hylotl tiles etc, but if so point me to the mod in question so I could add it as a dependency.

As for screenshots. Any image hosting site, or posting to the steam community section would work. Just shoot me the link.
Sharkboi Owen Oct 30, 2016 @ 3:36am 
I'll make it when I get the time, though I want to know how to access the Shipyard.
bk3000  [developer] Oct 30, 2016 @ 3:57am 
It becomes available at T2. Or rather after you gain the ability to travel between planets in the same system.
Sharkboi Owen Oct 30, 2016 @ 4:24am 
Reached T2, don't know where to go now.
Onixiom Mar 21, 2017 @ 9:12am 
Do you yhink that in the future (when the new navigation update comes out) you could make this a space station?
bk3000  [developer] Mar 21, 2017 @ 9:28am 
I don't yet know the specifics of the update. Like everyone else I just have speculation, guesswork, and hype. They haven't let the new content slip into nightly yet.

But my guess is the navigation will be inter-system and they won't change the ship system itself, or not much anyhow.
TheDarkJediKnight Apr 12, 2017 @ 5:48pm 
If anything, the "themed spacestation" should have it default on being Protectorate, it would make much more sense since dispite what race the player starts as, they are still a part of the same group.

Also, maybe a few wandering units onboard (like the ones at the Outpost) would be great to add more interest to the immersion.

You could even have some side-quests (like a job-board), a bit of lore, and interactions like a shop. Alot of work, though it also would make this mod so much more popular too. Hopefully I'm not being too 'head in the clouds' with the potential your mod has...
bk3000  [developer] Apr 12, 2017 @ 10:57pm 
@TheDarkJediKnight
The shipyard does indeed need some kind of story - explaining why you have it. And maybe something to justify it.

It doesn't necessarily NEED to be a protectorate station to start off. Also the Protectorate wasn't a thing when this was made anyhow.

But that suggestion isn't a bad one. I might have to think about a protectorate themed station - where I'd probably need to make some new tiles to supplement - yet with the same look. If I do that, it would be an alternate choice rather than a universal replacement.

As for what I was thinking, it could be a slightly run down station to start (and you would have access to it from the start, but not the other ships yet).

To dock though(once I make the docking objects), you'd need to pay the shady penguins a modest docking fee. The other ships you can gain access to by buying them off shady penguins who "own" them (don't mind the blood stains). You know I should add a SAIL option for setting the beamup/spawn point too thus letting you "pick a new ship".

The dome might have some weeds/vegetation to clear out at the start(in the tradition of Harvest Moon). Maybe a mini-quest to fix the dome light controller too(otherwise lights flicker).

The Shipyard might even be shielded to start? Buy the Shipyard from the Penguin "captain" to gain access to the shield generator room. Or maybe win it cheaper in a gambling etc mini-game? Perhaps complete some morally questionable quest to get it discounted? Obviously a shield generator would be useful for multiplayer(if your server supports this mod). And I want different optional upgrades you can add that aren't "ship upgrades" at all.

But would everyone like that? I'd keep this exact mod a "no fuss" shipyard(mostly as is now), and publish a separate version you have to work on to really earn it (which I think that would feel more rewarding and be more immersive).
Last edited by bk3000; Apr 12, 2017 @ 11:00pm
TheDarkJediKnight Apr 12, 2017 @ 11:58pm 
^ This.

+1
Vanessa Reyes May 16, 2017 @ 9:23am 
obout the docking, you could develop a mod that add a sort of hatch to the bottom of your ship and then make a IF statement that checks the tier of the ship to make the docking bridge long enough get to it
Vanessa Reyes May 16, 2017 @ 9:56am 
maybe something waaaayyyyyy smaller so you can take away the TP room well i mean something for people that dont like moving around too much and then you could only place your ship (race) and another ship dipending on the version of the mod

e.g.
station with hoylot ship
station with glich ship

and on and on

maybe you can put the farming dome on the OUTSIDE on the station like a small branch then i dont like the fact that the WHLOE station moves with your ship



if you EVER need ideas then ask my friendship on steam and a can give you mounteins of ideas
test Jun 2, 2018 @ 4:56am 
check this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=729469608 - it adds tier 9 and tier 10 ships and you could probably integrate it into your mod
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