Starbound
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Limako
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17 OCT 2023 a las 22:44
18 MAR a las 20:48
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Limako

En 2 colecciones creadas por AgentKirin
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Descripción
This is my first species mod, and by far my biggest Starbound mod despite still being very much a WIP. However, it's in a playable state, so I figured I'd share what I've got so far!

The Limako are mollusc-like beings who make extensive use of virtual reality and cybernetic augmentation. Formerly led by a dictatorship offering comfort within the simulation in exchange for their obedience, they now use their newfound freedom to pursue artistic endeavors and experience the outside universe.

Currently, the species has:
- A handful of customization options
- A few cosmetic outfits (with support for the fullbright shader where applicable!)
- Ship structure (the sprites are VERY incomplete, though; use Syovere's CYOS mod in the meantime)
- Racial mech
- Custom scan dialogue for most vanilla objects
- A Race Traits patch
- Basic tenants

TO DO, roughly in order of priority:
- Armors (in the meantime they use the Apex armors, since Apex rebels introduced them to space travel)
- Ship sprite and pet
- More customization options
- Furniture
- Give the scan dialogue another once-over, to cram some more worldbuilding in there and make it more consistent
- Weapons
- Settlements/Dungeons/NPCs
- Scan dialogue for objects from some other mods I use
- something i blanked out on as i was writing this list
- Add a plume of gills to the body sprite (they're based on nudibranchs)

I couldn't have made this mod without DrPvtSkittles' species template. Well, I could've tried to, but I'd have gotten overwhelmed and lost motivation within a week. I'd also like to thank pixel.doge for freely allowing the use of their Colorbound palettes. Their Hylotl colors add some much-needed variety.
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14 DIC 2023 a las 15:47
Troubleshooting
AgentKirin
44 comentarios
Lemon Drops 15 JUL a las 19:47 
the canopy being a force field that melts open and closed would be cool
AgentKirin  [autor] 15 JUL a las 19:19 
@Lemon Drops Good to know; I think what happened was I wasn't sure how I wanted to go about it, went and did something else, and forgot about it. Def something I'll keep in mind whenever I come back to this mod.
Lemon Drops 14 JUL a las 23:18 
You missed making the light on the front of the mech glow, only the canopy and the antenna do.

Also it would be really cool if you would make it so the canopy can "open" and "close", but I know animation's a pain.
AgentKirin  [autor] 18 MAR a las 20:50 
@Lemon Drops Try it now; I found a step I'd missed before.
Lemon Drops 18 MAR a las 20:40 
I'm just gonna live with it until you update since it's just a bit of logspam
AgentKirin  [autor] 18 MAR a las 20:22 
@Lemon Drops I did add Armor Adapt support, but iirc AA support is designed to not break without AA installed. I'll look into how to fix it, but rn the only solution I can suggest is to install AA if you haven't already. (If you have... that makes the issue even more confusing.)
Lemon Drops 18 MAR a las 19:09 
It's logspamming right now, something about armorAdaptBuilder
AgentKirin  [autor] 26 FEB a las 21:20 
@Emerald Not yet, although it is planned, once I actually figure out how to use Tiled without wanting to throw something lol. In the meantime, though, they do occasionally appear in Apex rebel camps, helping out the resistance.
Emerald 24 FEB a las 23:12 
Does your mod have Towns/Villages?
AgentKirin  [autor] 14 FEB a las 11:35 
@Naii Starwing Good to hear!

I try to make sure I test things on my local install before uploading the changes to the Workshop, so fewer issues crop up. So far the only things that have gotten past that were shiplocker refrigeration and a case of terminal dialogue failure, both of which have since been fixed.