Starbound

Starbound

422 ratings
[FFS] Feast of Fire and Smoke: Dungeons and Encounters
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
43.965 MB
9 Jun, 2020 @ 5:02am
19 Aug @ 8:31pm
49 Change Notes ( view )

Subscribe to download
[FFS] Feast of Fire and Smoke: Dungeons and Encounters

In 2 collections by Rylasasin
Rylasasin Collection: Non-GiC
85 items
Ryl Single Player
113 items
Description
Are you enjoying FFS and its addons? Wish you could encounter pirates and (FFS) cultists in the main game instead of just in the episodes? Want to continue the fight while you're still waiting for the new Episode? Want an alternate way to gain dollars besides just grinding the same 3 missions excessively?

This is for you!

This mod adds several microdungeons and encounters to world spawns, plus a few space encounters. Encounters are 100% randomized with randomized enemies. That cultist altar might have two regular cultists with AKs, or they could spawn in suiciders or shielders or even Templars!

* Fight randomized enemies on planets and in space.
* Rescue slaves and ritual hostages!
* Space Encounters. Right now they're just retrofitted vanilla ones.
* NEW IN 6.0: Three new factions that were missing from FFS now join the battle: Penguin pirates (they don't get along with the regular ones tho), The Miniknog, and the Apex Rebels. The latter of which is on your side!
* NEW IN 6.0: Cultists, Pirates, Penguins, and MIniknog skirmish! They are no longer in a conspiracy with each other and/or the local wildlife to take you down. They all have their own agendas and alignments, and will fight each other (and the local wildlife) just as eagerly as they fight you!
* NEW IN 6.0: Aquire Miniknog Weapons and Robots: Miniknogs have their own custom weaponry which you may now aquire. You can aquire the miniknog guns from Miniknog enemies. Miniknog Pets can be aquired in one of three ways...
1. Kill Scientists and take their pods. However, these pods are only level 1, and the robots CANNOT be healed. To get healable versions, you must do #2 or #3.
2. Aquire Miniknog Scrap from Miniknog turrets and robots. Take this (and some parts) to Dr. Breadnut, who can then rebuild the robots for you. These will be level 6, and healable. However, he will not do this for free. In fact, it's quite expensive.
3. Do #1, but take it to Dr. Breadnut. Just like with #2, they will be level 6 and healable. This method is cheaper than doing it with scrap...
* NEW IN 8.0: Fight the remants of the USCM! They are sort of like a fightable version of the SRS in that they will use NATO weapons... unless you are running FFS:Extended. If you are, they will be a very different faction to fight!
* NEW IN 9.0: The war heats up! The rebels and the miniknog go to war, while the Occassus rampage across the galaxy. Partake the liberation of miniknog towns, save villiages from occassus aggression, raid Occassus-controlled prisons!

As of this version, encounters include:

* Random two-man pirate and cultist camps
* Tank or Air Vehicle (quite rare, thankfully. These things don't grow on trees, you know!)
* Pirate Camp (same deal as the first part in Ep 0, except the enemies that pop out of the tents are randomized.)
* Cultist Camp (same as Pirate Camp, but with cultists)
* Pirate Sniper Tower
* Cultist Mortar Pit
* Cultist MG Bunker on a hill
* Cultist Altar: Much like the vanilla version, but instead of that healing altar, there's a SRS person kidnapped non-human civilian tied to it, about to be sacrificed.
* Pirate/Cultist slave camp: Similar to the camp, but there are slaves you can save from either a life of slavery, or a (very short) life as a demonic sacrifice!
* Cultist Cache: An inconspicous cave holding a cache of items...

* Miniknog Outposts: Outposts containing some powerful new miniknog opponents with custom weapons!

* USCM Tower: A leftover tower by the supposedly defunct USCM... Yet it's strangely still occupied.

* USCM Outpost: A small building occupied by USCM Remnants.

* Pirate Dinghy: A small boat on the water containing pirates and some loot.
* Ruin Sea Beacon: Is this the end result of cultist sacrifice at sea? It sure looks like it.

* Ultra MG Nest: An ultra-rare encounter that features a very heavily defended mound with six (!) MG nests and a mortar crew. They must be sitting on top of something very valuable to be guarding this...
* Skirmish: A massive battle containing all the factions!

Space Dungeons include:

* Pirate Ship: A vanilla bandit ship, but with FFS Enemies. Might be carrying slaves.
* Cultist Ship: A vanilla cultist ship, but modified with FFS Enemies. Might be carrying slaves.
* Miniknog Prison Ship: A very difficult encounter carrying rebels. Can you free them and save them from a terrible fate?

* USCM Ship: A ship belonging to the supposedly defunct USCM. Comes in two flavors.

Space Encounters (purple swirly encounter) includes:

* Demon-infested USCM ship
* Pirate Asteroid base.

Major dungeons include:

* FFS Cultist Lair: An unused 1.4 vanilla dungeon, retrofitted for FFS use! Bring your best men, and your best weapons. The entrance is VERY well guarded, and the fight inside won't be any easier.
* Miniknog Research Lab: Like the vanilla one, but far less unoccupied.
* Miniknog Base: A back-from-beta major dungeon that may or may not be already under seige by another faction, inlcuding Rebels, Cultists, or Penguins. Join the fight, or use the chaos to kill everyone!
* USCM Bunker: Another back-from-beta major dungeon featuring the clandestine USCM!
* (New in 9.0) 'Under Seige' variants of Vanilla villages. Miniknog Cities (Under seige by Occassus/Rebels), Apex Rebel Camps (Under Seige by Miniknog or Occassus), Hyltol village, Novakid Town, and Floran Hut villages under attack by Occassus.
* (New in 9.0) : Captured Human Refugee camp, Cultist-run USCM prison (also a variant under seige by SRS)

Future Plans:

* Taking suggestions for more random encounter types.
* Ruin Seed (Asteroid that is filled with demons.)
[s]* Make it so once you talk to them, the slaves beam away and leave behind something useful, so that they have a point instead of just being there for good feels.[/s]

Patches:
Races: NO LONGER NECESSARY! Thanks to Mikeneyes!

Hardcore Patch
Hostility Patch
2x Less Common Dungeons Patch
4x Less Common Dungeons Patch


(Integrated More Planetary Info support)
(Integrated Frackin Universe support)
(Integrated Arcana support)
(Integrated Maple32 support)
(Integrated support for various standalone planet mods)
(Integrated Elithian Races Mod support)
(Integrated Support for many races, Including Avali, Felin, Familiar, Kitsune, Galaxyfoxes, Saturnians, and Lucario. Additional races may be added upon request.)

A big thank-you to Nebulox for helping me with lua scripting!

A big thank-you to Mik for helping me with lua scripting with the spawner, which makes the species patches redundant!

A big thank-you to Armok for letting me use and retool the Legacy USCM Ship into the Miniknog Prison Ship!

A big thank-you to TeskR.ExE and Lukea153 for helping me with the Miniknog Robots and Sniper Rifle

A big thank-you to Lao_SJ for allowing me to use assets from FFS:E
Popular Discussions View All (5)
16
26 Jul @ 8:45am
PINNED: Feedback
Rylasasin
2
27 Nov, 2020 @ 1:33am
PINNED: Starting Tips
Rylasasin
2
10 Feb, 2022 @ 12:12am
PINNED: F. A. Q.
Rylasasin
168 Comments
R4skall 5 hours ago 
biggest issue with the mod is most enemies in the mod die completely randomly. just had half the enemies in one of the lush mines from this mod just poof and drop their loot
R4skall 22 Aug @ 10:39pm 
funny thing about that bugfix, i didnt even have the halloween worlds mod? and a friend was crashing by that exact error we think on specifically lush planets
Blackwolf_swe 7 Aug @ 9:08am 
i meant foxtrot as it's working fine since1 aug
Rylasasin  [author] 7 Aug @ 9:06am 
Strange since as I said this mod does not touch the vanilla outpost at all. And the hotfix was to fix yet another spawner on a microdungeon.
Blackwolf_swe 5 Aug @ 1:45am 
That just means you indeed needed to update since you posted it was bugged after the update was already out :P
Foxtrot 4 Aug @ 5:02pm 
It was actually this mod according to logs, and once you rolled the update the bug was gone
First it was on the starter planet beaming me back to the ship, then was the outpost. Unsubscribing and resubscribing did nothing to me, but once the mod got updated 3 days ago, it fixed itself!
Rylasasin  [author] 4 Aug @ 4:54pm 
Guess what... the bug is back, the outpost is fubar and trying to go to the outpost sends me back to ship

The vanilla outpost? Yeah, that's gotta be some other mod confict, as this mod does not change vanilla outpost nor anything in it at all.
Blackwolf_swe 1 Aug @ 6:35am 
@Foxtrot The outpost works fine for me.. maybe you still need to unsubscribe and resubscribe to get it 100% downloaded?
Foxtrot 31 Jul @ 8:59pm 
Guess what... the bug is back, the outpost is fubar and trying to go to the outpost sends me back to ship
Night_Sniper 28 Jul @ 7:31am 
The return of the king.