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Lots. Mainly, coders and testers. The artwork is not a problem bu getting everything to work is always the thing that plagues many mods. That I am engaged with my own project involving GODOT doesn't help.
You need to add lightsabers, and it would be ideal if the player could build it according to these variables:
- The blade length (adjustable)
- The color of the Kyber crystal (varies depending on the race, except for red, which is the Sith's hue)
- The sword design:
a - Normal lightsaber
b - Double lightsaber
c - Inquisitor's spinning lightsaber
d - Crossguard lightsaber
e - Lightwhips (which were very rare, had three tendrils, and weren't as powerful as lightsabers, generally used to contain crowds of enemies or paralyze an object without killing them).
Ever since Jedi Survivor rolled by, and I felt we needed more hostile mobs I've been thinking of adding rogue Nightsisters. That would mean customisation for the Zabrak, of course. But I haven't been able to peel off from other projects to look into it so far. I do have ideas on what I want but so far no dice.
My main focus for this mod now is dungeons and ships as well as vehicles. Trying to get the Imperial scout bike to work properly but to no avail.
The legacy dungeons can still be found here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1303691690
No because these are hygiene updates. The only major update to note is that the 74-Z speeder bike finally has a proper appearance and its type name (as in the canon) added. No detailed notes - I would rather concentrate on cleaning up the wiki instead.
If you are planning to update your ship, please strip your old vessel of everything of value and bank them in your base before you see Penguin Pete.
@NIGHTMARE: And?
-Phox,
- Mephetor,
- Scyphojel,
- Wyvernis,
- Alioz.
The original authors failed to insert proper coding to allow their races to build and use mechs. I have extended Starbound Awakens' system to suit them.
Sith and Wookies are being earmarked for armour. Still unsure how to do it, though....
Then there are race differences which I am still trying to work out ..... preferably without FU even though this mo0d was meant to harmonise with FU.
On a brighter note ..... I've started auditing weapons, and now the Tenloss disruptor rifle works as it should. Unfortunately I had to change its attack damage to "fire plasma" but it makes no sense how you can hit someone with pure energy, and they won't light up. Same goes for th Z6 Baton which now deals shock damage.
@dc: Unfortunately there have been no attempts to harmonise it with FU's system. And, IMHO, "less is more".
http://swm.shoutwiki.com/wiki/SWG_Crafting_Station
The only thing left to do, right now, is to create dungeons.
I am impressed with the patience of Velvetclaw!
Oh dear. Got a starbound.log file?
Do you have a starbound.log file I can look at?
Ancient Forge is actually available from the Crafting Table (not the Equipment Station) so it is all just optics. I did make some changes, but to highlight them I will be writing new content for the Wiki.