Starbound

Starbound

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Hylotl Megacities
   
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1.721 MB
22. aug. 2024 kl. 12:48
25. feb. kl. 6:18
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Abonner for at downloade
Hylotl Megacities

I 1 samling af FUS
I can't believe it's not Vanilla!
318 genstande
Beskrivelse
I don't remember where I saw it, but someone wanted to make Hylotl Ocean Cities spawn on the surface but had an issue with the water spawning in as well while doing so.
And I thought to myself, that'd be cool, I want that.

*a few hours in Tiled later*
Presenting to you: Hylotl Megacities

Features:
- Edited entrances as to accomodate for the surface dwellers;
- Two custom decorative middle areas;
- Update2: A brand new Landing Pad roof variation for airborne vehicle access!
- Generator-powered block protection (find it on one of the roofs and turn it off to edit the layout);
- CityBound and Another City Terraformer support;
- Update1: Added support for Arcana and Maple32 planets, too many to list here, so check the changelog to see the ones where Megacity can now spawn on!
- Custom Icon and description in More Planet Info;
- Spawns on all vanilla non-ocean planets including Lush (on that one so long as the dungeon limit is removed by any other mod), with a spawn chance of 1.

There are no hard dependencies in this mod, let me know if you encounter any issues though.

Hope you enjoy
26 kommentarer
FUS  [ophavsmand] 10. sep. kl. 7:14 
Most likely yes. Ungenerated planets would probably be fine, but the visited ones with it on would have to be nuked from the universe folder (or just put the mod back).
Spirit Eagle 9. sep. kl. 19:37 
dose this affect the universe and will it brake if i uninstall it after use?
FUS  [ophavsmand] 29. dec. 2024 kl. 11:23 
They spawn randomly on planets, like their default underwater version on Oceanics. Planet from the screenshots is this mod.
Angel0! 29. dec. 2024 kl. 11:19 
are these citys in like there own planets? or they jst spawn in normal planets?
FUS  [ophavsmand] 12. nov. 2024 kl. 7:52 
Anytime
LkySosa 11. nov. 2024 kl. 19:56 
Thanks, I will def put some time into this
FUS  [ophavsmand] 11. nov. 2024 kl. 12:01 
They aren't for me, on the last 2 screenshots you can see people walking around who were in range at one point or another. One of the mods in your install is most likely screwing either with turrets or the npc files.
Немного уважаемы 11. nov. 2024 kl. 9:56 
Turrets in the city are killing hitols!:sentry::sentry:
FUS  [ophavsmand] 8. nov. 2024 kl. 18:22 
Oh, and .dungeon files what tell the game which rooms combine with what you'll have to copycat from the unpacked game files.
FUS  [ophavsmand] 8. nov. 2024 kl. 18:21 
This is the tutorial what I followed:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1660027998

For this "dungeon" in particular it has 2 "layout" prefabs with an x amount of "room" slots inside those prefabs.
Rooms are designated by invisible spawn blocks what you can place inside the Tiled map editor, bottom, middle, and top rooms respectively (or start, middle and end). And also can have a sub-variatinon with some furniture changed around.

The best way to figure this stuff out would be to just unpack main game's files, and open the dungeon .json's from there using Tiled, and look at how Chucklefish did it, as well as read the guide what I posted.
Also fyi, your dungeon too must be inside the 'dungeons' folder of that unpacked stuff so that the map editor can load all the game files for you to use. And just copy it over into another folder (with preserved folder path up to but excluding "unpacked") when posting to Steam.