Starbound

Starbound

Project Irisil (v1.5.12)
122 Comments
LoftyLoftyLoftyLoftyLofty  [author] 3 hours ago 
@Ikal
you can use the /startquest command:

/startquest lofty_irisil_techscientist1

if that doesn't work, add single and doublequotes, like this:
/startquest '"lofty_irisil_techscientist1"'

Then go visit Elliott at the Outpost
Ikal 29 Sep @ 9:12pm 
hi :LittleGoblin: Is there a way to enable the lil creatures tech without defeating the ruin?
LoftyLoftyLoftyLoftyLofty  [author] 5 Sep @ 10:33pm 
I'm glad you like the prototype shizu village!

The money trees give a 10k voxel and cost 9750 pixels to buy saplings for, so at 250 pixels per tree, you'd need an awful lot of trees to really farm them and get ahead, especially considering they don't (or at least shouldn't) drop viable saplings.

I want to build one more large structure for the shizubelle village, and then I gotta' make some ruined / destroyed versions in case the village spawns on an incompatible planet type.

I don't know if it'll be ready for 1.15.12 but it will probably be in 1.16.
Hyperdino 5 Sep @ 10:29pm 
Yooo this is cool as fuck. I'm excited to see when they eventually get enabled!

Also those money trees are. Incredibly busted.
LoftyLoftyLoftyLoftyLofty  [author] 5 Sep @ 10:45am 
@hyperdino a lot of the shizubelle village content is ready-to-go, but is not yet fully enabled.

If you want to view the shizubelle content, beam down to a forest planet and use this command:
/placedungeon lidv_mostlyflat_1
Hyperdino 5 Sep @ 10:24am 
This mod has encouraged me to install the Shizubelle mod bc I'm really curious to see what the updates you've made are. :chicory_calm:
LoftyLoftyLoftyLoftyLofty  [author] 3 Aug @ 9:33pm 
I am not an expert on how CCR handles the bugnet damage type.
Apart from the visuals, it is identical to a vanilla bug net. Feel free to try to capture critters with it- depending on how CCR set up their mod, it might just work.
Wakazu 3 Aug @ 6:01pm 
So just a pretty cosmetic? Ok, that brings up a question of: will it inherit changes brought in by other mods? Like, CCR allows nets to capture critters, if it is installed alongside this mod - will your net be able to catch critters too?
LoftyLoftyLoftyLoftyLofty  [author] 3 Aug @ 3:01pm 
@Wakazu it functions the same as a regular bug net.

The Irisa merchant sells it as a backup option in case players miss it during their playthrough of the Irisa Morph Tech mission.
Wakazu 3 Aug @ 11:29am 
What is so special about the blue bug net that merchant irisa sells? Is it just a recolor or are there actual new functions?
LoftyLoftyLoftyLoftyLofty  [author] 25 Jun @ 2:32am 
If you are unable to see Nicemice on the workshop, you'll need to adjust your content settings to allow nsfw mods to show in search
LoftyLoftyLoftyLoftyLofty  [author] 25 Jun @ 2:21am 
because Nicemice updated
Mabra 25 Jun @ 1:35am 
Why did the loading Irisil move ?
LoftyLoftyLoftyLoftyLofty  [author] 22 Jun @ 1:32pm 
Yes, about 4 comments down
Wespy 22 Jun @ 9:59am 
Is there a way to remove the thing from loading screen?
Delta D99 21 Jun @ 11:22am 
Ah ok, thanks for the info.
LoftyLoftyLoftyLoftyLofty  [author] 21 Jun @ 4:41am 
@Delta D99
The morph tech becomes available after defeating the Ruin
Delta D99 20 Jun @ 8:03pm 
So how do I get the tech? I went to Eliott but they haven't given me any quest related to the tech so I don't know if I'm missing anything or not.
LoftyLoftyLoftyLoftyLofty  [author] 17 Jun @ 8:52pm 
Try this and let me know if it works for you
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3502314208
d41337n8r 17 Jun @ 8:19pm 
If I did the former, wouldn't I have to repeat the process every time the mod updates? I'd be interested in the latter but the extent of my modding experience is following a tutorial to give plasmoids the avali alt ship, I have no idea how to patch something like this.
LoftyLoftyLoftyLoftyLofty  [author] 17 Jun @ 7:55pm 
@d41337n8r
It is simple and easy for you to remove the loading screen irisa
The file you are looking for is /cinematics/splash.cinematic.patch

Simply remove this file from the unpacked mod and it will no longer display on your load screen

Alternatively, you can also apply a patch of your own to remove the panel from the load screen, you'd just need to op-test for the image in the panel data in your patch
d41337n8r 17 Jun @ 5:59pm 
I would like for there not to be a little guy on my loading screen. Unfortunately it doesn't seem there's a patch to remove that, or if there is I couldn't find it.:debug:
Dogga 7 Jun @ 8:49pm 
Hoi
LoftyLoftyLoftyLoftyLofty  [author] 4 Jun @ 5:03pm 
ATTN:
If you've manually spawned any of the unreleased Shizubelle trees, remove them from your worlds, because I've made changes to them which will brick planets that have the old versions
LoftyLoftyLoftyLoftyLofty  [author] 16 May @ 2:21pm 
@Kinsect
long story super short, the mod conflict was not with Enternia
it did get resolved though
Kinsect 16 May @ 1:42pm 
I saw that you were looking into fixing a conflict with My Enternia 2.4: Alta Hobbies last month
has that been fixed? ^^;;
Kyler Underwood 14 May @ 2:14pm 
@LoftyLoftyLoftyLoftyLofty
I'm looking forward to seeing what you come up with! Speakin of which I should probably join your discord
LoftyLoftyLoftyLoftyLofty  [author] 14 May @ 1:25am 
@Salomon
I don't mind. Feel free to dm me if you need any details about their anatomy.

@Kyler Underwood
Tenants are one of the places where Project Irisil doesn't add anything yet.
The Shizubelle mod doesn't add very many objects that have the appropriate tags for a tenant - I am pretty sure it only adds the flag.
I will make sure that the Shizubelle villages come with some unique furniture items that can be used. Two or three people have requested the Froggy Chair in our Discord server and that's definitely getting added haha
Kyler Underwood 14 May @ 12:06am 
Ohhh nice, thank ya~

Though if possible I'd still love a colony deed in the future just to give a bit more versatility/control over using them in a player made settlement. The NPC spawner is a nice temporary substitute, but being able to collect rent from them, have them affected by furniture, request new furniture, and have their own designated space would be super nice~
Salomon 13 May @ 5:41pm 
Would you mind if we did a sexbound support for Irisil?
LoftyLoftyLoftyLoftyLofty  [author] 13 May @ 2:44am 
You can also use this:

/spawnitem lofty_irisil_modfriendlynpcspawner 1 '{ "offscreenOnly" : true, "spawner" : { "offset" : [ 0.0, 0.0 ], "possibleVariations" : [ { "intendedUsage" : "shizubelle_villager", "scriptedTargetTags" : [ "faction:animalcrossing", "species:shizubelle", "friendly"], "npcSpeciesOptions" : [ "shizubelle" ], "npcTypeOptions" : [ "villager" ], "npcParameterOptions" : [], "npcSeedOptions" : [] } ] } }'
LoftyLoftyLoftyLoftyLofty  [author] 13 May @ 2:40am 
@Kyler Underwood
There is a Shizubelle village in progress which will be ready in 1.5.12
You can see the WIP version with:

/placedungeon lidv_mostlyflat_1
Kyler Underwood 13 May @ 1:28am 
I love that this mod adds a little support for some more "forgotten" races. Is there any chance we could get some tennant spawners that work with the supported optional races as well? I'd love to be able to make a proper shizubelle settlement
LoftyLoftyLoftyLoftyLofty  [author] 7 May @ 3:15pm 
Confirmed that loading issues are fixed for Irisil for users that have removed the startup splash
AGiantPie 7 May @ 11:32am 
@Lofty Sounds good. The only reason I even thought this mod might be the conflicting one is because it adds the Irisil monster to the loading screen. Maybe that has something to do with it?
LoftyLoftyLoftyLoftyLofty  [author] 6 May @ 11:07pm 
@AGiantPie
I have heard of this happening with other mods
I will look at how they fixed it and apply the same changes to Project Irisil
I'll get a fix out soon
AGiantPie 6 May @ 10:47pm 
Hi, I'm reporting an incompatibility with the following intro splash removal mod, causing infinite load when both are used: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1772263578

It took a bit to diagnose since it's kind of random.
LoftyLoftyLoftyLoftyLofty  [author] 25 Apr @ 12:35am 
For now I've adjusted the script in the Irisa Mobility Augment (S) to simply apply the swimboost status effect if you have improved swim physics turned on.

These changes will be in version 1.5.7.
LoftyLoftyLoftyLoftyLofty  [author] 25 Apr @ 12:06am 
@Wespy @Mabra
I tested the improved swimming physics mod with and without the Irisa Mobility Augment (S).
As far as I can tell, the augment simply doesn't change your swimming speed.

Without improved swimming physics, the Irisa Mobility Augment (S) reduces your friction in water, allowing you to run at approximately normal speed while submerged.

Have you seen any strange behavior while using Irisa Mobility Augment (S) ?
Wespy 24 Apr @ 9:07am 
Hi, has the conflict with the improved swim physics mod been fixed?
LoftyLoftyLoftyLoftyLofty  [author] 24 Apr @ 3:30am 
Thank you!
Ceterai 24 Apr @ 3:03am 
This looks cute and beautiful~ You've even thought of the bounty hunter mechanic ^^ Amazing work, Lofty! :8bitheart:
LoftyLoftyLoftyLoftyLofty  [author] 20 Apr @ 1:42am 
@Mabra
Hey friend! I don't use the improved swim physics mod, so I'm not sure how the dander augment will interact with it, sorry.

I will set up a dev environment for testing later. Thankyou for letting me know!
Mabra 20 Apr @ 1:30am 
The swimming augment doesn't work well with the improved swim physics mod.
LoftyLoftyLoftyLoftyLofty  [author] 13 Apr @ 5:58pm 
I appreciate the kind words, thank you!
MarshCreature 13 Apr @ 4:31pm 
I got to say i enjoyed that quest a lot more than i thought i would. The animations are incredibly well done and it's clear a lot of effort went into making it. Really good job
LoftyLoftyLoftyLoftyLofty  [author] 13 Apr @ 4:13pm 
VERSION 1.5
Finished Irisa Morph tech v1.
Go cause mischief! Chew on wires!
LoftyLoftyLoftyLoftyLofty  [author] 10 Apr @ 11:38am 
Version 1.4.6 has a transponder to spawn the new space station. If you're still having trouble finding the stations, the Irisa Merchant at the Outpost can hook you up.
LoftyLoftyLoftyLoftyLofty  [author] 10 Apr @ 9:41am 
@MarshCreature
Scyphojel Void Villages are content from the Scyphojel race mod. Their villages act like space stations and can occasionally be found in star systems.

I was hoping that you had seen one before because it has the same rarity as the Exotic Animal Goods stations.

These are rarer than normal space stations, though, so you may need to search a few systems before one shows up. I will look into adding a transponder item for these stations, too.
MarshCreature 10 Apr @ 7:51am 
So whats a Scyphojel Void Village? and where do i find them?