Starbound

Starbound

Vanta Race
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Update: 11 Jul, 2018 @ 10:50pm

Removed the .git folder that was doubling the size of the mod because wtf was that even in there for

Update: 11 Jul, 2018 @ 10:33pm

A LOT of work has been done here.

- Updated preview image

- Tier 5&6 armors now accept augments
-- Added custom tooltip UI component for augment armors

- Added a fix for the standard armor tooltip UI (alignment of stats were off with the background in the core asset files, confirmed this in both Unstable and v1.3.3)

- Added new items and recipes

- Updated Nightar male and female namegen

- Added new hair styles for both male and female
-- By popular demand, more hair colors have been added! \o/

- Added new starter outfit

- Fixed S.A.I.L. mission log sprite

- Codex/Lore overhaul

- Fixed ship image layers

- Nightfort mission is temporarily unavailable (This is intentional, as I'm working on new method of that particular mission's method of acquisition; i.e., working on a cinematic for the Nightfort mission similar to how Artifact missions are acquired. The default Lua scripts were throwing exceptions for trying to add Nightfort this way)

- Currently re-working Legendary (Ancient) Nightar Blade upgrade progression

I uploaded this from a different folder that's separate from my active working space; I'm hoping this time the duplicate asset/material ID issue is fixed, though those never should have been issues in the first place, considering there were no duplicates to begin with. As always, report bugs to the bug report thread (and please try to include a copy of your log, I can't troubleshoot effectively if I can't see what's going on)

Update: 1 Jul, 2018 @ 8:56am

Update: 1 Jul, 2018 @ 8:00am

Okay. I've gone through once more and recompiled everything from scratch, and removed a few unnecessary assets (technically nothing wrong with them, they just weren't being used at the moment). I've tested this against both the stable and unstable builds, and I didn't even get so much as a warning, so it SHOULD be in working order. If not, try unsubscribing, removing the directory manually from your steam installation's workshop folder (workshop > contents > 211820 > 132568658) and then try re-subscribing. Alternatively, if for some reason the Steam version isn't working, you can pick up the mod files directly from the official Starbound Forums (https://community.playstarbound.com)

Update: 1 Jul, 2018 @ 7:59am

Update: 27 Jun, 2018 @ 4:41pm

Hotfix v0.4.1

I went through and started a character fresh and upgraded the ship, didn't realize that the 'unlit' layers were HELLA off. That's been fixed and shipworlds should be rendering normally now.

In regards to those who have encountered errors where there is a mismatching material ID for the Nightar Castle Block 2 (matID 3602), I have no idea what could cause that to happen. I have double- and triple-checked the material IDs in question and there aren't any duplicates or mismatched pointers. The only conclusion I can come to is that there has to be another mod that is causing a conflict with material IDs; mine are properly registered and can be reviewed on the official Starbound Wiki https://starbounder.org/Modding:Materials:Mods#Released_Mods_and_Vanilla.

I haven't given up on the issue, however; I will continue to troubleshoot as best as I can. I sincerely apologize for the various issues that have arisen over the course of the updates thus far, I try to test things as thoroughly as I can, with and without mods, and with different environments (i.e., the Unstable/Dev release and the v1.3.3/Stable/Production release).

As always, please report any and all bugs in the Bug Report thread, and I will do what I can to troubleshoot and resolve the issues.

Update: 27 Jun, 2018 @ 10:06am

Well, after some thorough testing, I finally have a pretty good update for you!

New Biome: "Blackened"
-- "Many worlds were ravaged by war as the Night King set out for a galactic conquest. With the devestation wrought by the Night Kings forces, many worlds became scorched beyond all recognition, leaving them blackened. Very little light now penetrates the atmosphere, and a lingering fog perpetually covers these planets."

New Weapon: "Nightar Handgun"
- Probably the ONLY firearm I'm going to make for the Nightars, as I don't want to deviate TOO much from what has already been established by the previous author's lore. This can be crafted at the Nightar Replicator.

New matmod item: "Nightium"
- Rather than having to enter the Nightfort over and over to harvest Nightium Shards, Nightium clusters can now appear on Blackened planets. Currently, only Blackened planets generate Nightium Shards naturally (I plan on changing this later on~)

New Fuel Type: "Liquid Noxeum"
- Liquid Noxeum litters the surface of blackened planets; unlike Erchius, Noxeum comes only in liquid form, but is much more efficient in units of fuel.


Closing notes:

IMPORTANT: Please be sure to make a backup of your universe files, as you may have to clear them in order to get the new biome to spawn in properly, unless you want to search the system endlessly for the new biome.

As always, please report any bugs/concerns to me on the Bug Report discussion thread. Let me know how this turns out for you all!

Update: 18 Jun, 2018 @ 10:39pm

Update: 26 Mar, 2018 @ 2:38pm

Hey all!

I fixed a very aggravating bug regarding the vanilla races' ships. I was trying to configure a custom starter treasure pool for the Nightars and ended up botching the vanilla races ship lockers and teleporters instead. I sincerely apologize for that mishap. Instead of configuring the default starter pool file, I configured the starter pool in the Nightar Ship's blockkey configuration instead, which seems to have cleared up quite a bit of the mess. I'll have another small update out soon-ish, with a couple of more custom/themed weapons. Stay tuned!

Update: 26 Mar, 2018 @ 2:32pm