Starbound

Starbound

'Screams'
41 Kommentare
Solzucht 12. Apr. um 1:10 
not to my knowledge
Mabra 12. Apr. um 0:39 
Does this breaks the ixodoom like monsters unique sounds does ?
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 4. Dez. 2021 um 15:10 
This is an okay mod, but i would only use Monsters Unique Sounds. It's better than this one in evey way, and is the real thing while my mod here is a derivative and only mimics the sounds.
Ashtar 3. Dez. 2021 um 17:22 
Hello,
Great mod and i can use it together with
Monsters Unique Sounds (SFX from Beta)?
The Funkiest Dwarf 1. Feb. 2020 um 8:55 
Now you can feel 80 percent worst then when you killed a bunny on accident.
Bits 9. Jul. 2018 um 14:26 
Thx man!
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 9. Jul. 2018 um 14:00 
It's said earlier in the comments, friend! But for your convenience, "Player UI Redone"
Bits 9. Jul. 2018 um 12:31 
What is the HP bar mod you are using?
Jeano 7. Jan. 2018 um 11:30 
Thx, now I need to read through the 50+ mods in my friends modpack ;-;
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 7. Jan. 2018 um 11:04 
There ya go!

Glad you found it X3
Jeano 7. Jan. 2018 um 11:03 
Ah, found it "Player UI Redone"
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 7. Jan. 2018 um 11:00 
It is and was, however I can't quite remember what mod it was.

It's easy to search up though, the bar appears on the add-on's thumbinal.
Jeano 7. Jan. 2018 um 10:56 
Heres my real question, is that a custom health/energy UI, it looks more streamlined and I want it
Solzucht 10. Okt. 2017 um 1:40 
yea still one of the ebst mods :D
Solar Inferno 10. Okt. 2017 um 1:35 
Okay, I cannot say how fast I clicked download. I was, and still am pissed at the stupid freakin' bloop the creatures ALL make.

You, sir, are a god. Thank you.
top 10 mario nosebleed moments 29. Sep. 2017 um 13:05 
i'm getting veitnam flashbacks to when the game crashed if you tried to beam down...
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 4. Aug. 2017 um 8:08 
Great, thank you for the confirmation, Xaliber! X3
Xaliber 3. Aug. 2017 um 22:44 
Definitely works with 1.3 :)
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 3. Aug. 2017 um 21:54 
I haven't tested it with 1.3, sadly. But if 1.3 hasn't messed with any creature sound scripts at all then it should, definitely!
Enderzilla747 3. Aug. 2017 um 20:42 
Does this work with the latest 1.3 update?
Xaliber 20. Jan. 2017 um 7:35 
Whops, wasn't aware of that. Thanks!
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 20. Jan. 2017 um 7:18 
Xaliber 20. Jan. 2017 um 2:43 
Hiya! Is there any plans to upload this to Chuckle Fish official forums? :) Would also work for non-Steam download.

http://community.playstarbound.com/resources/categories/starbound.21/
p6kocka 23. Aug. 2016 um 23:24 
I uploaded my mod Unique monster sounds as extension to your mod.
http://steamproxy.net/sharedfiles/filedetails/?id=750554965

BLUESTORM2112 22. Aug. 2016 um 6:56 
Hi, I've included your mod as part of my mod collection: http://steamproxy.net/sharedfiles/filedetails/?id=748797522&savesuccess=1
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 12. Aug. 2016 um 14:06 
As far as I'm aware.. it doesn't alter any server scripts, and makes clean .patch edits to the monster files. Now.. I can't be entirely sure, but I'll guess that since it only edits what sounds monsters play, It should work fine with multiplayer.

Feel free to test that yourself, though, if I'm wrong, then I apologize.
Arata Prime  12. Aug. 2016 um 14:05 
Is it client side?
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 10. Aug. 2016 um 14:09 
You're welcome! ^.^
Alessondria 10. Aug. 2016 um 14:07 
Thanks for the very detailed reply. In this case its good enough xD
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 10. Aug. 2016 um 13:39 
Considering the game uses .lua, there probably is, but I haven't taken the time to learn lua yet so as of now, no.

You can lock one sound to each type of procedural, Large Biped, Small Biped, Large Quadruped, and Small Quadruped, but it'd prevent any randomization and they'd all have the same kind of sound.

it's a 'give or take' system, you trade certain things for others. If you want to have more diversity, you can randomzie them but you can't have the same monster stay consistent with their sounds.

If you don't want them to be inconsistent each type can keep their single 'group' of sounds but they'd never change. LoPhatKao had plans with what I saw in his .lua work that could allow this, but I'm not sure how successful it ultimately was, I've been slowly looking into it myself to see if I can somehow get it to work, but I can't make any promises.
Alessondria 10. Aug. 2016 um 13:37 
Is there any way you can lock 1 sound to each generated species?
Solzucht 10. Aug. 2016 um 12:27 
awesome :)
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 10. Aug. 2016 um 12:25 
@Solzucht
The unique monsters are left untouched, no worries. This only works on procedural monsters ^.^
Solzucht 10. Aug. 2016 um 12:24 
omg i didnt even notice that they were removed :o
are they? got to check that tomorrow...if they are your mod is subbed :D
Edit:
Do they add the sounds to the individuals too? cause they could stay as they are :o
Alessondria 10. Aug. 2016 um 3:00 
This is a cool mod. Awesome work LoPhatKao and •♦♠ Daяk Acheron Sunsєt ♠♦• for the update polish. Really adds depth! Shame they took this out :(
lophatkao 9. Aug. 2016 um 23:34 
cool beans :D
mod is all yours - see my post in discussions here
Demonlord Dragonoid Rozza 9. Aug. 2016 um 22:11 
why is this live bar so big?
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 9. Aug. 2016 um 20:03 
Added videos!
Wex 9. Aug. 2016 um 19:26 
Sure thing. No rush.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗  [Autor] 9. Aug. 2016 um 19:23 
Oh yes.. I do.
Can do, though. I'll work on trying to record some footage of it in action (though I'm not sure when I'll get that up, I'll sure try.)
Wex 9. Aug. 2016 um 19:22 
Sound samples please. I don;t know if it 'SOUNDS' good if I can't hear it. (Get the joke)