Starbound

Starbound

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Battered Koala - Restored Beta Dungeons
   
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13.237 MB
2 月 12 日 上午 10:10
5 月 10 日 下午 2:00
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Battered Koala - Restored Beta Dungeons

在 FUS 的 1 个合集中
I can't believe it's not Vanilla!
317 件物品
描述
引用自 Big Boss
We won't scatter their sorrow to the heartless sea...
We will make diamonds from their ashes.

Initially started as a dungeon port from an actual Beta version of Starbound I came across on Archive org. Only to later pivot into fixing/bundling together the Shadowwolftjc's Legacy collection of mods instead, after getting sick enough of crashes due to asset mismatches (no regrets).

Note: While I did playtest it extensively, due to sheer amount of files involved there's a potential non-zero chance that something did get past my attention, so please do report any crashes in the comments.

Warning: incompatible with "Legacy Microdungeons" duo of mods, "Legacy Dungeons (NPCs/Objects/Biomes)" are fine, however.

Features:

  • 7 major dungeons;

  • 20 microdungeons with countless sub-variations (most of which were not even in that beta copy I had, so thanks again to Shadowwolftjc for those);

  • Merged microdungeons with their modified version from the Legacy Pack, as well as done some touch-ups on a bunch of them;

  • Reimplemented dungeon NPCs with some changes and additional gear variations added to fit the theme better;

  • 4 reimplemented dungeon monsters, 3 robots from the human bunker, and a Shroomling from the Mushroom biome;

  • 1 restored cave biome - Abandoned Mines, with reimplemented "MoleCave" microdungeon residing in it (It's a long horisontal mineshaft. Took some notes from Betabound's "CoralTemple" implementation and just iterated on it.
    Original version of that microdungeon is in this mod's files as well, but not set to spawn anywhere as it's basically identical and too intrusive to do anything with, spawnable with "/placedungeon bk_coraltemple");

  • 1 "rare" terrain feature, "Platforming" for surface biomes what didn't have them;

  • More Planet Info icons and descriptions.

Technical differences from the Legacy Pack (Non-Exhaustive):

  • Were here at some point, but gotten so big that I decided instead to just put them as a .txt file inside the mod itself, for those who really want (or need) to see it.

Enjoy
19 条留言
FUS  [作者] 10 月 5 日 下午 2:58 
@Azure Fang This mod doesn't affect generated mobs, it adds 4 uniques but those shouldn't be related to the random ones.
And with merchants I know there's some kind of issue, don't know if it's the same one you have but that one I couldn't pinpoint, the forum post I made about it is still up and haven't seen a solution yet outside of just bumping the mod priority way up.
Azure Fang 10 月 5 日 下午 2:01 
With this installed, I get a LOT of lua exceptions, usually around generated merchants and monsters, but I can't be certain if it's this mod specifically or an interaction between this mod and other mods that I have installed.
FUS  [作者] 5 月 11 日 下午 2:53 
@Fojus It's technical name is "floranhell", and yes it's included in here too.

P.s. On that note, to the people who asked, I've dug around and did some research on the shivs and floran prods.
Basically, I could just port my version over right now and release it (as I've got an alright-looking adaptation working in my dev build), but the thing is, Betabound is already working on all of these weapons, (with 90% of them being already in there functional and authentic), so it'd be completely redundant for me to reimplement them on this end (and could also break things if I were to remove them later).
Another issue as of this writing, floran prods haven't been fully ported yet, but the shivs are, so I'm kinda just stuck here in limbo waiting for that other weapon to release which would let me assemble them all into a compatibility patch without the need to patch the patch later.
Fojus 5 月 11 日 下午 2:04 
Maybe this was alredy answered but, aren't you missing the old floran prision dungeon?
FUS  [作者] 3 月 5 日 下午 1:01 
Thanks for reporting that. It was 2 things actually, for one I did wrote "Encounter" uncapitalised, and yet for two there aren't actually any biome microdungeons assigned to the Scorched biome, the terraformed one specifically as it's different from the Scorched City version.

So I have removed that part from the patch, try it now and it should work (or at least the error should change).
LilacDragon 3 月 5 日 上午 11:55 
having this mod installed causes one of voyage's (arcana's addon) missions to no longer be accessible due to a possible typo in one of this mod's files
log for reference: https://pastebin.com/wuqkngGU
FUS  [作者] 3 月 2 日 上午 8:34 
Though with the dungeons specifically it'll just make the game sometimes spawn 2 slightly different versions of the same dungeon on a single planet.
As well as brick every ocean-lava-poison planet out there, because those as far as I know aren't supposed to have any land-based dungeons on them, but the Legacy Collection adds major dungeons to every planet indiscriminately, which evidently isn't working out. Someone probably have found a way to do that at this point, but I'm not aware of any.
FUS  [作者] 3 月 2 日 上午 8:21 
Those won't interfere with it, as per the description, "Legacy Dungeons (NPCs/Objects/Biomes)" are fine to keep installed.
Elpel 3 月 2 日 上午 8:15 
That is absolutely awesome! I have "Dungeoneer Dungeons Redux (Non-FU)" installed and it has "Legacy Monsters & NPCs" as a dependency. Should I unistall "Legacy Monsters & NPCs" or can I keep it on? Cuz that and "NPC Fixes" are the only Legacy collection mods I have. Sorry about all the questions lol
FUS  [作者] 3 月 1 日 下午 12:28 
Every single one, and when comparing the files with the originals I even found some missing ones for whatever reason and included those too.