Starbound

Starbound

146 ratings
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1.887 MB
19 Jan, 2022 @ 3:00am
1 Jun @ 8:31am
13 Change Notes ( view )

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Alpha Details

Description
💭 Starbound is a really beautiful universe, extremely vast and full of things to do, collect, learn and build. However, some areas of this universe, some small details, sometimes get in the way of the experience. In addition, there are several aspects that can be polished to ensure gameplay that follows player development, which is why I thought of these changes.

Some of these changes may have already been made by other more experienced and talented modders. Still, I preferred to put my spin on these issues, thinking of both experienced and novice players. Further improvements will still be made, according to your comments, your requests, and with the idea of bringing a little more immersion, comfort, and quality of life to Starbound!
💭



💡 More realistic lighting, with the light aura removed from the player, making darkness a real problem except for the brightest Novakids.
🛡️ Removed invulnerability after taking damage, making combat surprisingly more enjoyable.**
😉 Removed animation of character flickering when taking damage, I believe this animation substantially breaks the immersion in the game.**
🔥 Slightly modified lava damage mechanic, following the change in invulnerability.
🌞 Gravity and duration of days and nights are now relative to the size of planets*.
⛰️ Enabled background transition option in biomes.
🕯️ Torches and vehicle controllers can now be used in one hand.
🔎 Enabled zoom option from Level 1 to Level 8, doubling zoom options.
🍕 Consumption of the food bar going from maximum to zero in 30 minutes**.
🍗 Maximum value of food bar increased by 30% improving the use of food attributes**.
⛏️ Increased efficiency of the Energy Pickaxe, making it a viable tool compared to the Matter Manipulator.
⚙️ Hidden logic gates are now craftable, allowing basic automations in a more discreet way.
(*Because of the way worlds are generated in Starbound, this change only occurs on planets created after installing the mod.)
(**This change will also only be felt by characters created after installing the mod.)



🌟 One last thing! If you have a few coins to spare, you can support me on Ko-Fi:

https://ko-fi.com/thealphadrako


🤝 it may not seem like it, but any amount helps a lot more than you can imagine! Thank you very much in advance!
Popular Discussions View All (2)
6
24 Oct, 2024 @ 12:33pm
PINNED: Bugs and Crashes? You came to the right place!
Alpha Drako
6
13 Nov, 2022 @ 5:29am
PINNED: Any ideas to improve the mod? Amazing, thanks!
Alpha Drako
95 Comments
Humm-Bird 24 Jun @ 8:02am 
though, that number is just a guesstimate.
Humm-Bird 24 Jun @ 8:02am 
Having properly mucked around now, I can definitely say that it feels weird to me that day/night cycles are tied to planet size.
Also, sorry I didn't reply to this sooner, but more variation in gravity and day length sounds real neat to me. That being said, do make sure that gravity on big planets is still low enough to make traversal reasonable. I'd say that around 3 blocks with a single normal jump should be about as high as it gets.
Alpha Drako  [author] 16 Jun @ 9:23pm 
Funny thing... These days I was taking a look about the gravity changes, and it also made me feel like the difference wasn't really noticeable, except if compared between a very small planet and a very huge... And even that case wasn't really that good. So, what if I could put a lot more difference between them in gravity terms, and also do the same about the day/night cycle?

Even if it's my mod, I always want to hear great ideas from users, mostly because other players usually have so many amazing touches that I feel like they make 50% of the work to make the mod great =)
Humm-Bird 16 Jun @ 3:20pm 
though, more difference between the longest and shortest days/nights could be neat
Humm-Bird 16 Jun @ 3:19pm 
Oh, I didn't even know that the day/night cycle was randomized in basegame. huh. Anyways, it's a really small thing, and also it's your mod, so if you don't want to change it don't bother.
Alpha Drako  [author] 16 Jun @ 2:51pm 
Hey Bird, no problem, even if had, I never did it to you =).

About the day/night cycles not being relative to planet size, it was just a tweak that I guess there's no problem in change it back to vanilla cycle, I can even do that these days if you want to. About the OpenStarbound, I'll be very honest and say that OpenStarbound is like cosmic magic to me, so I never really got the time to study their code. I'm pretty sure the way I changed would never be a problem for OpenStarbound, but it super worth the try. Thanks for the comment by the way =)
Humm-Bird 16 Jun @ 2:02pm 
Saw this in the comments earlier and I don't know if you responded to it (so sorry if you did and I missed it), but I like the idea of day/night cycles not being relative to planet size.
Also, do you know if the lighting changes work with OpenStarbound?
Alpha Drako  [author] 21 May @ 2:51am 
Oh, I'm pretty sure it conflicts, but super worth trying! =)
Kinsect 20 May @ 6:28pm 
oh yeah since I have Tanz Hunger Overhaul would it conflict with your food bar changes?
it feel's like it more so overrides your?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=729456269
Alpha Drako  [author] 20 May @ 6:18pm 
Yup, you're correct Kinsect! =)