Starbound

Starbound

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Starburst Rework
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Starburst Rework

Description


[discord.gg]

[ko-fi.com]



It is recommended to backup your player and universe files before downloading. As your universe will break when removing the mod from your list.


What is Starburst?
Starburst is a mod that aims to improve the game dramatically without losing the feel of Starbound itself. Reworking old and new content to fit into an improved framework and adding new content when needed. Making things more challenging, unique, and distinct. Explore a new cosmos that is more varied and vast than before, with many new hazards to overcome, and lots of unique things to find.

How Do I Get Started
It is recommended to start a new game and universe when starting the mod, but it will still work if you don't. Once you make it through your first planet, create a Hazard Lab Table to grant you items to survive on the newly overhauled planets. After that, well, continue onwards as you would normal Starbound.


New Hazard System
The hazards on planets have been extremely overhauled, with new hazards, mild hazards, and new methods of staving them off. EPPs have been relegated to the end of a tier rather than the start. You can even try to survive by mitigating them or even going in without protection. Really makes you feel like you're conquering new worlds.

New Hazards
Many hazards have been added to add in more of a difficulty curve. Mild versions of all hazards have been implemented to planets starting at Tier 3, easy to stave off. As well, 2 new hazard types have been added: Toxicity and Static. Both have unique ways of keeping you on your toes.

Hazardous Weather
Many weather patterns have been changed and added to become hazardous. These weather patterns give you Mild versions of the hazards they belong to and start as early as Tier 2. They aren't too dangerous, they last only for a little while and taking shelter blocks them entirely without any hazard mitigation.

New Mitigation Methods
With the new Hazard Lab Table and its upgrade, you can obtain new Hazard Blocking consumables and augments. Consumables are what you start off with and only last a limited time before needing to be reapplied, Augments are permanent blockers but require something to install them on to work. EPPs have been reworked to be an end of tier addition and no longer block every hazard, just the one they're built for.

New Progression System
Progression as a whole has been changed to a new mold, with new hazards, reworked stars, and planets shifted around to better fit each one. They follow a strict progression that helps build up difficulty as you progress through the game.
  • Tier 1-2
    Gentle Stars
    None/Hazardous Weather
  • Tier 3
    Temperate Stars
    Mild Hazards
  • Tier 4
    Hazardous Stars
    Deadly Toxicity and Radiation
  • Tier 5
    Chaotic Stars
    Deadly Heat, Cold, and Static
  • Tier 6
    Bleak Stars
    2 Deadly Hazards At Once


Equipment Visual Overhauls
Many unique weapons have had new improvements to their sprites and even include a new tooltip that shows off their new descriptions. As well, randomized melee weapons have new sprites and palletes to be more visually pleasing. Many throwing weapons also have a new look to them.

Planet Improvements
All planets now have their own unique biome spawns and dungeon spawns entirely unique to them, ones that fit the planet themselves, no longer homogenized. The biomes themselves have been improved with new looks in certain places, with new objects, plants, weathers, and even improved parallaxes on some. As well, they have their own new cave structures below the surface with new things to find.

...along with multiple other reworks to the game itself.


There are many new additions to make the game better and make everything more unique. From new equipment to things completely unique to certain planets.

New Biomes
There are many new biomes added to this mod, many of which are there to make things more interesting, from planet specific cave types, to new planet types entirely, complete with their own unique spin on things. As well as new dungeons to be found on them.

  • 1 Planet
  • 3 Surface Biomes
  • 16 Underground Biomes
  • 2 Dungeons

New Resources
With a progression overhaul, you bet there's a lot of new materials. Every planet has their own unique material that you can make many things with, predominantly, new pieces of equipment to speed you along to the next tier that are stronger than their base counterparts. Some even returning from beta!

  • 11 New Ores
  • 1 New Monster Drop

New Equipment
There are many new pieces of equipment to keep you going along, new unique weapons, new tools. Many new things to create and find. Some crafted from materials. Some are planet specific, only can be found in a certain biome and very powerful once found. Who knows, there might even be some you didn't expect...

Enhancement Packs
There are even new kinds of equipment known as Enhancement Packs, back items that give you a myriad of powerful buffs and can even accept Augments. Many cosmetic back items have been converted into enhancement packs.

  • 20+ New Craftable Weapons
  • 11 New Craftable Throwing Weapons
  • 10+ New Craftable Shields
  • 5 New Craftable Tools
  • 25+ Biome Unique Weapons
  • 4 New Unique Weapons
  • 10+ Enhancement Packs


Q: Is this compatible with Frackin' Universe?
A: Yes, this mod has made accomodations to fit in Frackin' Universe, however, it likely won't work too well. It won't break anything though.

Q: Will this mod be updated?
A: Yes, there are many things that I want to add that I haven't yet. I will attempt to update this mod regularly with new additions that will hopefully improve the game or even make things work differently.


If you have any questions, bug reports or feedback, please direct them to my own personal discord server. Mod updates will be posted there and if you'd like to help out, that'd be great.

Discord
[discord.gg]

Github Page
[github.com]

Forums Page
[community.playstarbound.com]

Pixelflame's Ko-fi
[ko-fi.com]


Glowing Ores Patch

This mod is compatible with:
  • Frackin Universe
  • Betabound
  • Arcana
  • Maple32
  • True Space
  • More Planet Info
  • Project Ancient Cosmos
  • Oceanic World Caves
  • ...and many more not listed here.



Credits
Imbion, for helping me come up with this mod and playtesting it in its early stages. ❤

Silver Sokolova, for helping me with many compatibility issues during development as well as helping with many pieces of code.

Raiizy, for helping me with gun sprites, and even allowing me to use one of his own sprites.

...and everyone who supports me and my mods.

Please share the word and give this mod support if you enjoy it. Thank you for reading this far. 🐱
Popular Discussions View All (2)
25
24 May @ 7:37pm
PINNED: Bug Reports
Pixelflame
13
30 May @ 9:44am
PINNED: Feedback
Pixelflame
132 Comments
I can't think of a name 14 Jun @ 7:29pm 
I've always wanted a more complex environment hazard system without installing something like FU, gonna try this mod right now.
Ferguson 10 Jun @ 12:51am 
Hi, I've been struggling to enjoy this mod when it's paired with mods such as extended story or shellguard to to them either having unique epps or unique hazards that can overlap in priority for this mod's hazard system. I'd love to have the ability to configure what hazards are active when to mitigate this issue since I really enjoy this mod, it just fights for priority with other mods.
Thenewguyinred 31 May @ 1:40pm 
Should I back up my saves before downloading this mod?
Nofe 9 May @ 5:03am 
@Pixelflame Oh, good to know
Pixelflame  [author] 8 May @ 8:45am 
@Nofe The Lantern Stick was not removed, it is now found in the Anvil, not the Foraging Table.
Nofe 8 May @ 7:22am 
@Pixelflame This mod removes lantern stick? I can't complete FU's tutorial. Have to remove this mod to craft lantern stick...
stranger1-5 30 Mar @ 7:31am 
@Fixelflame ...I play this mod with Extra Dungeons. I couldn't find the teleportation radar from Extra Dungeons in this mod's specific caves (you can get into the challenge labs by the teleportation radar , like FU), though I can found it in the vanilla Underground areas.
I also couldn't dig the ores from other mods easily. Although I can find some ores in the core layer, but it's truly inconvenience for me.
(...alright, I know this is could not to be a good reason, and I also couldn't come up with a good reason to persuade you, because I even couldn't persuade myself ┑( ̄Д  ̄)┍. Actually, I think the specific caves is very good, it gives every planet uniqueness, even though it sometimes could give me a little discomfort. So you can ignore what I ask (* ̄▽ ̄)( ̄▽:;.…::;.:.:::;..::;.:... )
(I'm sorry for my poor English)
Trixelized 24 Mar @ 7:47am 
Loving this mod a lot :tabbycat:
Pixelflame  [author] 23 Mar @ 10:00am 
@stranger1-5 That would have to be on a mod to mod basis, and there are so many mods out there that I would need a reason to do so, whether it be size or some kind of incompatibility.
stranger1-5 22 Mar @ 11:33pm 
(My English is not good, sorry :( )