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If it does work then are there any issues?
I haven't been active modding Starbound as well, so I can't answer about the issue on Legacy. But I could just change their dependency to this one WIP mod I've been putting on hold for so long (contains resources, etc).
I'm pretty occupied though right now. Money stuff due to covid and all that. And I feel like I have to continuously monitor my mods in SB when I'm pushing new stuff - something I can't afford in this situation. I'll get back to modding SB as soon as things on my life gets better.
Shadow only made mention on the page that ir "might" be required, but never set it as a requirement.
As to the jousters, my mistake then.
Thanks for the info. I thought ShadowWolf added his NPC fixes as Legacy's requirement. I'll add it to the description. The jouster's behavior is intended though!
Without it, xal_dd_glitchjoust causes numerous lua exceptions as the Lord attempts to call dialogue that doesn't exist. Also, a small note on the jousters (regardless of mod requirements): their damage team makes them hostile to the player in addition to each other, and they will attack the player on sight.
Not sure why I only get the notif for your comment today, but the way FU modifies the dungeon spawn for the first planet is quite odd. This mod checks if the first planet has the gate portal on first entry to make sure it can properly spawn its dungeon. However FU replaces the first entry with their own, practically invalidating this mod.
I'll see if I have the time to adjust this mod with FU change again.
@Person with invisible name (I can't mention you):
Nope, not protected at all
@Zurea:
Last I checked I've tried to make it FU-compatible by adding the chance for both FU's dungeon and this dungeon to spawn. I'm not sure if they changed the code again. Vanilla should still work as intended.
No problem thanks for your time
Yup you can! Sorry for the late response.
@vincent-_-:
No additional items unfortunately...
What problems are you having? The dungeons being rare? If so, are you using other mods that add more dungeons?
If the issue happen to persist though, do let me know. User feedback really mean a lot to me and this mod! :) Thanks for the previous feedback, Rockeeb.
Hiya Rockeeb, sorry it took me a while! I've finally found the culprit.
In their latest update FU basically messed the order of which dungeon should appear in vanilla, because they added the scientist alien Vinalisj (the introduction guy) to appear first. This results in inconvenience dungeon spawning... instead of letting the gate/portal have 100% chance of appearing (as should have been guaranteed by this mod), Vinalisj messed up the order and made the mine has 100% chance of appearing.
I mean there are better ways to add Vinalisj without messing up the order. Better ways to make other mods compatible. But I digress. :/
Dungeoneer's Dungeon
Shellguard Expansion
Frackin' Universe
In the meantime I'll check again this mod's dungeon generation. Thank you for your info!
Can you please clarify: what kind of structures are there in your starter planet? Are there only volcano + mine? Volcano + lake? Volcano + mine + lake? Or other combination?
Sorry for the long wait. Here are the dungeon IDs I promised: http://gtm.steamproxy.vip/workshop/filedetails/discussion/1095479103/1470841715947050958/
Anyway, non-Steam download link is available now: http://community.playstarbound.com/resources/dungeoneer-dungeons-redux.4917/