Starbound

Starbound

Frackin' Universe
23,747 Comments
Adonis 16 hours ago 
did any of my mod conflict with this mod or does this mod make the caves much darker
Xoff 18 Oct @ 12:33am 
I did not play Starbound for years and come back there a couple of weeks ago.
A huge thanks for FU, this is so great, I really enjoy it.
Sayter  [author] 17 Oct @ 4:33am 
Shallchoir : That gun hasnt been changed in years. It is exactly as its been.

someker: there are literally dozens and dozens of paths through FU content. We arent trying to force anything. I don't even know what you are talking about. Nothing has been gated behind main quests, other than a few secrets stashed into them that aren't mandatory for any sort of progression. Agency is the bread and butter of FU.

Painkiller: If something is borked, follow the instructions on the main page for reporting. A vague, undetailed account tells us nothing when it is almost certain that you installed mods without reading details and have conflicts, but without a log nobody can check.
Painkiller 13 Oct @ 9:10am 
looked fine till game crashed and now i cant even launch it everythings screwed up all my work is gone and the game wont work all my characters and all my time is wasted
someker 12 Oct @ 9:00am 
The reason this is problematic is that it significantly reduces player agency. The very essence of a sandbox game like Starbound is the freedom to choose your own path and set your own goals. The most important rule of game design is to avoid telling the player how to play, but rather to enable them to play. By adding increasingly complex and tedious steps—from the research point system to these mandatory fetch-quests—the mod unfortunately diminishes that sense of freedom and exploration. It doesn't make the game more engaging; instead, it tests the player's patience.

I'm not sure what the vision is behind these changes, but if the goal is to avoid player criticism, please consider that forcing a single, rigid path is more likely to generate frustration. I genuinely hope future updates can focus on expanding possibilities and tools for the player, rather than building walls and checklists around the content.

Thank you for your time and consideration.
someker 12 Oct @ 8:59am 
Hi Sayter and the FU team. First of, thank you for the incredible amount of work and passion you've poured into this mod. The sheer scope is amazing.

However, I'd like to respectfully offer some feedback regarding a recent design direction that I find concerning. There seems to be a growing trend in FU towards forcing players into specific questlines and grind-heavy processes, such as the mandatory collection of FU-specific items to progress. A recent example is the change to how dungeon content is gated, moving it from organic discovery on the star chart or planet surfaces to a NPC-driven main quest.
赛德希 12 Oct @ 7:28am 
How to resolve the issue if racial talents disappear or become ineffective?
Shallchoir 11 Oct @ 5:11pm 
hii, ive been using this mod for a while now but only just now on a new playthrough realized that the hunting rifle's projectile seems to be a little shower than i last remembered it.. was wondering if there were any changes made on that end recently, or if its perhaps because im on a new computer or some? i have a couple of other mods, but i haven't added any new ones since i reinstalled the game, and i recall the projectiles going kinda fast back then (as in like two months ago).
Sayter  [author] 7 Oct @ 7:35pm 
I'll need to do another upload to correct that - the contributor in question had accidentally placed it in the wrong folder - so you're technically getting the old dungeon still. I'll hopefully get to that on the weekend.
etihwsac 7 Oct @ 2:37pm 
just a question, does the drop from the Erchius horror that prevents the ghost from spawning (the drop that requires not using the lasers) does it drop in the first fight or is it something you can gain in a rematch? (i want to know so that when i restart a play through i will know if i just have to just be very patent or if i can just fight the Erchius horror a second time if i want the drop)
Sayter  [author] 6 Oct @ 6:50pm 
You just....shoot it a lot. That's it.
etihwsac 6 Oct @ 10:22am 
thanks both of you. as for the fuel options i mostly just go with liquid fuel from moons (it can be gathered in a greater quantity than most other fuel options to a degree where 1 moon can usually be almost enough fuel to fill up half way or more. and later try to go for bio-fuels, but never radioactive Materials because those radioactive Materials can be saved for other stuff), also i was referring to the Erchius horror in regards to how to defeat it without the Lasers (the part about the ghost was that a reward for defeating the Erchius horror without the Lasers includes an item that prevents the ghost from spawning)
Sayter  [author] 6 Oct @ 4:30am 
Yes, it is possible. We wouldnt put in a reward for it if it werent. However, what you refer to are Erchius Ghosts, not the Erchius Horror. They are not the same creature. Ghosts you just...shoot till they die. Really quite simple. They will, however, very quickly respawn. Also, the mod doesnt "do" that with the Ghost...that is a vanilla feature that has always existed. You cannot kill it in vanilla, though.
Bob of Mage 5 Oct @ 10:29pm 
There is tons of other options for fuel in FU. You got to try things out. Radioactive materials, and bio-fuels are two options.
etihwsac 5 Oct @ 9:51pm 
is there any way to actually defeat the Erchius Horror without using the Lasers?, i don't want to have to use a different mod to prevent the ghost from spawning whenever i need fuel in the early game (i get that the point of the mod doing this is to make people be more careful about being on a moon. but it is really annoying to have to constantly go back and fourth when gathering fuel for the ship, even more so because the ghost can eventually go fast enough to basically be a jump scare)
Bob of Mage 4 Oct @ 8:14pm 
No manner how advanced tech becomes, simple human error will still happen.

One of the reasons I don't have much faith in this new AI age solving all the world's woes. Even if the AI tools are used by smart people, they will still do make mistakes. Even taking humans out of the equation won't help since everything will have been built by humans (that's why chatbots have a habit of telling racist jokes, or convincing kids to kill themselves).
Tzyder 4 Oct @ 10:00am 
thanks for continuing to update!
Blackwolf_swe 4 Oct @ 7:33am 
Oh well that makes more sense XD
Sayter  [author] 4 Oct @ 7:32am 
ah, no, its because when i uploaded i forgot to remove something. will reupload. Steam has to have me remove the git directory. That explains why it was so long uploading. my bad!
Blackwolf_swe 4 Oct @ 7:20am 
This is a really welcome change for me as i usually never bother with the space cops :)
Blackwolf_swe 4 Oct @ 7:19am 
Possibly thanks to steam issues wit hmods so the entire FU pack had to be re-downloaded anew to make sure everything works 100%
杰sir 4 Oct @ 7:11am 
Why did this mod file suddenly become so large?
Bob of Mage 28 Sep @ 2:26pm 
Due to it affecting a bunch of stuff, I don't think they were ever able to change from one ship to another without breaking the game. Once you pick a character's ship type, it is set in stone for that character.
Rayvelup 28 Sep @ 9:46am 
curious ,.if.possible to change from vanilla to byos one or reset ship to be vanilla again ?
Bob of Mage 27 Sep @ 7:11pm 
You need to give more info. The most likely issue is that you missed the changes to EPP packs, and assume they have features that were changed. Are they giving you everything that the FU, not the vanilla, description says they should?
Karma 27 Sep @ 7:04pm 
My EPP pack isn't working
Sayter  [author] 26 Sep @ 7:12pm 
The answer to your question is in bolded letters right near the top of the mod description, dude. Please read the mod page for any mod you decide to install, for this very reason.
??? 26 Sep @ 8:57am 
Hello.
Do i lose any progress if i unsubscribe from this mod and then subscribe again? Or do i have any other problems with my FU character after that?
Sayter  [author] 25 Sep @ 7:38pm 
I just answered you. This is by design. That, or you have some odd mod interactions, or openstarbound or something.
Thánato 25 Sep @ 9:23am 
I meant all 1handed weapons, not just shortswords/daggers/rapiers i used them as example. Even Katanas have crazy high attack speed and the 1handed axes are also charging attacks VERY rapidly, literally skipping the "charge" part from how fast they are. Rapiers are attacking 6 times in a second too.


I had a modpack that was normal, then after closing/booting the game again the 1Hweapons became much faster, did a clean install with FU only and its still crazy fast like that. Is this normal? Do i send some log in the discord server for help to fix it?

2H weapons had no speed change.
Sayter  [author] 25 Sep @ 4:14am 
daggers and shortswords work different in FU, as do fist weapons. Rapiers are supposed to be fast, so yea...this is as expected.
Thánato 24 Sep @ 6:28pm 
Did you guys increase vanilla/random 1handed weapons' attack speed? For some reason the Shortswords and Rapiers have CRAZY HIGH attack speed. I've uninstalled everything and did a clean install twice, even verified integrity and the weapons are still fast asf, is this intended?
wesley 23 Sep @ 11:07am 
it was a mech mod
Sayter  [author] 23 Sep @ 11:07am 
wesley: because you installed conflicts or didnt do the tutorial to see that they operate differently in FU.
skumbag raccoon 21 Sep @ 6:03pm 
love
wesley 21 Sep @ 4:36am 
why the mech no work
wizard2890 20 Sep @ 12:34pm 
thanks
Sayter  [author] 20 Sep @ 10:35am 
No, as that would require code that doesnt exist in the game, or for the creature to technically be a vehicle, which requires more code and sprites :)
wizard2890 19 Sep @ 5:42pm 
is there a way to ride captured monsters. Im a big fan of creature collecters and new to the mod
染瞳的褐 18 Sep @ 7:33am 
永远的神
Sayter  [author] 17 Sep @ 6:37pm 
Basian: if you are not seeking comment from the team, then dont use the Comments section. Click the Discussions tab and use the forums there : That's why they exist!
Sayter  [author] 17 Sep @ 6:36pm 
Yes, its simply not updated as frequently as it used to be, being a decade old and largely complete.
Castiel 16 Sep @ 7:54am 
will the mod get another update?
BasianHacep 12 Sep @ 2:33am 
Hi, I'm looking for mods / commands / guides for direct file editing to help increase the speed of extractors, centrifuges, and smashers. Yes, I am okay with feeling "cheaty" about it but not to the extent of engaging with spawnitem commands.

Yes, you the one that will inevitably complain about how this will 'ruin the experience', you are the coolest bestest player ever! good for you, now get off my query and let someone useful answer :SBpenguin:
Sayter  [author] 5 Sep @ 9:07am 
Please read the information right at the top of the mod page. It directly tells you to back up your existing data, and start a fresh universe and character for a reason.
Fresh_Bread11 5 Sep @ 4:49am 
I have a question.
I already have 1 mod on another world but to use this one I need to get rid of it. If create another world only activating the mod for that world, will this break them?
Endermnus 2 Sep @ 7:50am 
No,not unlimited, just puddle of it (maybe just huge). only unlimited source of helium-3 - gas giants
Bosh 1 Sep @ 10:32am 
Are cyber spheres supposed to have an underground sub-biome that is just unlimited helium-3?
Crack Smoker 29 Aug @ 9:10pm 
One of the best workshop mods ever made. Turned Starbound from an immense dissapointment to 180 hours of gameplay and going.
Mechanos 23 Aug @ 8:56pm 
@Aurelia - Regarding the DMCA stuff.. this was bound to happen. Both from a security standpoint, and a political standpoint.

When you give corporations the power to make copyright claims (and the power to just force out competition, if we're being real), then they continually push for years to have online tools available to make these DMCA complaints fast and streamlined - this is what happens when people (and corporations, look at youtube) figure out they can exploit those tools.

Don't take that as I'm saying I support what's happening btw. It sucks. It's just.. how the internet works currently, in favor of those with money (and trolls exploiting those systems). I would guess that it's setup so the people making the DMCA complaints, can't be held liable, without some sort of costly counter suit to prove damages or something. Random example -

https://old.reddit.com/r/COPYRIGHT/comments/1fc5e3t/

+1 FU Best Starbound Mod