Starbound

Starbound

Alpha Worlds
Showing 1-8 of 8 entries
Update: 17 Jun @ 9:43am

🔨 Now it's working! I forgot just two lines of code and then the whole universe was kinda weird LOL.


👟 I've reverted the change regarding ground contact effects. The reason behind this decision is mainly because after trying it for a few hours, the feeling was frustrating most of the time. In my opinion, having an effect that is not explicitly described and that is not avoidable creates a feeling that there is nothing to be done, and the system stops being a "fight between the player and the universe", and becomes just... Well... A slow and boring defeat. But more than that, the main reason for my decision is that I've seen so many different builds from this wonderful community we have, and many of the builds are made with materials that I could never have imagined. Tar, Ice, Sand, Mud, and so many other blocks that would normally be problematic and avoided, at the same time make for great base ideas, and so I want everyone to continue to have the freedom to use these blocks without side effects. I apologize to those who liked the effects, but I hope that you don't stop enjoying Alpha Worlds because of this update.

🌟 It's also important to highlight that we'll still have status effects on some blocks, like biorock causing a Glow effect, and others that I'm still experimenting with interesting implementations, but most of them tend to be positive, and the negative ones will have ways to be avoided, even if it's just a slip effect on ice that can be avoided using specific boots.

Update: 17 Jun @ 9:25am

There's a unexpected critical bug that I'm working on!

Update: 16 Jun @ 12:09am

👟 I've reverted the change regarding ground contact effects. The reason behind this decision is mainly because after trying it for a few hours, the feeling was frustrating most of the time. In my opinion, having an effect that is not explicitly described and that is not avoidable creates a feeling that there is nothing to be done, and the system stops being a "fight between the player and the universe", and becomes just... Well... A slow and boring defeat. But more than that, the main reason for my decision is that I've seen so many different builds from this wonderful community we have, and many of the builds are made with materials that I could never have imagined. Tar, Ice, Sand, Mud, and so many other blocks that would normally be problematic and avoided, at the same time make for great base ideas, and so I want everyone to continue to have the freedom to use these blocks without side effects. I apologize to those who liked the effects, but I hope that you don't stop enjoying Alpha Worlds because of this update.

🌟 It's also important to highlight that we'll still have status effects on some blocks, like biorock causing a Glow effect, and others that I'm still experimenting with interesting implementations, but most of them tend to be positive, and the negative ones will have ways to be avoided, even if it's just a slip effect on ice that can be avoided using specific boots.

Update: 7 Jun @ 8:07pm

🌍 Reverted a change that added Human Camps to Lush planets... This caused an issue where the portal to the Outpost would not appear on a starting planet, and you can imagine the huge problem of not having this portal for a new player who doesn't have their ship repaired. Now Human Camps no longer appear on these planets.

Update: 26 May @ 4:58am

- ENGLISH:
~ Liquid Blood ID changed to not cause compatibility issues with other mods that use the same material ID.
~ A step back in the way the universe is generated. The way I did it before, the mod was too aggressive, and ended up doing a complete replacement, because initially my intention was for Alpha Worlds to be used alone, for balance reasons and such. Today I believe it is better for players to be able to choose to add more worlds, especially since I didn't have time to add more than three new planets based on mini biomes. With that, the mod is now less aggressive, and does not replace world generation, just adds it. The planet climates from the base game, however, have been replaced, so the mod is still not exactly safe to uninstall, but I'm doing the best I can, and I really appreciate the cooperation of this fantastic community!

- PORTUGUESE:
~ Liquid Blood ID modificado pra não causar problemas de compatibilidade com outros mods que utilizem o mesmo ID de material.
~ Um passo pra trás na forma como o universo é gerado. Da forma que eu fiz anteriormente o mod era agressivo demais, e terminava fazendo uma substituição completa, porque inicialmente minha intenção era que o Alpha Worlds fosse utilizado sozinho, por razões de balanceamento e coisas assim. Hoje eu acredito que é melhor que os jogadores possam escolher adicionar mais mundos, ainda mais porque não consegui tempo pra adicionar mais do que três novos planetas baseados em mini biomas. Com isso, o mod agora é menos agressivo, e não substitui a geração de mundos, apenas adiciona. Os climas de planetas do jogo base, entretanto, foram substituídos, então o mod continua não sendo exatamente seguro pra desinstalar, mas estou fazendo o melhor que consigo, e agradeço muitíssimo a cooperação dessa comunidade fantástica!

Update: 24 May @ 12:22am

- ENGLISH:
~ A quick change in the description, with a warning about the need to create a new world, and also a change in the thumbnail size to work better on the home page.

- PORTUGUESE:
~ Uma mudança rápida na descrição, com um aviso pra necessidade de criar um novo mundo, e também uma mudança no tamanho da thumbnail pra funcionar melhor na página inicial.

Update: 23 May @ 5:13am

Update: 23 May @ 5:08am