Starbound

Starbound

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AR Kashmir
   
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105.946 MB
10 月 10 日 上午 9:48
11 月 16 日 下午 8:22
18 项改动说明 ( 查看 )

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AR Kashmir

描述
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AR KASHMIR Mod Description

The mod was specially created by me to provide more time and permanence on the first planet, to give a sandbox sense of freedom, while still allowing you to follow the Story Mode in the future. The extra time on the first planet would allow for greater exploration and full use of the functionalities of every tool, item, animal, object, weapon, and crafting station created. Finally, it aims to enable the use of every system (mod) created by me. One of these is the introduction to the BASIC SKILL TREE (AR RESEARCH STATION), which consists of a very basic model of a skill tree, and the purchase of learning books that teach the recipes for items present in the game and the mod using a currency called knowledge, which can be found in chests throughout the world or created through generation machines.

Do you want to learn about tier 1 armor? tier 2? Buy the knowledge book and they will all be unlocked. Yes, I know some people dislike this type of progression because it takes a lot of time and requires another type of grind that just slows down access to an area, region, or mission, but you don't have to give up on the mod just yet. Right?
The mod itself has a universal currency system (called AR CUSTOM CURRENCY). This means you can convert the money acquired in the game—found in chests, by selling items, or through gathering, etc.—into this new knowledge currency. And not only that, you can convert it to other types of currency and from other mods as well.

After the introduction of the SKILL TREE, the player will have to engage with AUTOMATION (AR FACTORY STATION). This automation is done through the creation of basic items in large quantities and in a continuous, serial manner. This means... there will be machines to create items that will need to be loaded with a quantity of basic items to create the item or object in question. All of this without using the wiretool. In short, the automation will be physical, using pipes and conveyor belts to move items to the next machine to create an item, which will then be ejected, collected, and taken to another machine or a final container.

The FACTORY STATION has 4 workbenches: 1 bench that creates machines for item creation or generation, and 3 other benches that create pipes and conveyor belts in 10 seconds, 5 seconds, and 1 second. These pipes and belts come in different sizes and functions. For example, pipes that eject items, collect items, or transport them to a specific position, etc....

Remember that some of these machines use electrical energy to operate, and with that, we move on to the next system the player will have to interact with. In the mod, there is electrical energy (AR EP ENERGY POWER OBJECT). This energy is generated in various ways: by burning fuel, through wind power, solar power, pressure, etc...

This energy can be stored in batteries or used instantly. Also, remember that all objects that provide light within the game need this energy, okay? This energy will also be used to power these machines, and with these machines, it will be possible to create the GALAXY GATE, which is the item needed to open the portal and start the story mode.
So, even after everything has been explained and you are aware of what awaits you... if at any point, as a player, you feel stuck, or are in a bad mood or... you simply want to travel to other planets or experience the game's story, see people, kill people, or see different landscapes or just use other mods.

There is a key already created, found in your ship's storage. YES, that's right.
YOU ARE FREE TO USE IT!! BECAUSE THE GAME... IS YOURS!!! hahaha USE IT!!!
I hope you enjoy my mod, and all the features I made to entertain you and add new ways and means of playing. And if you don't like it... know that you are free to play your own way and that it is not essential for your enjoyment of the game.

Have a great game and thank you!!!

Thank you for playing my mod; I spent a lot of time creating it the way I wanted.
I hope you have as much fun playing it as I had creating it.
Your support, criticism, and praise are of great value to me.

Finally, enjoy your game. And use the key if you need to!!!

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WHAT THE MOD OFFERS

7600 mounts
2160 generated farmable monster divided in 5 types 432 each
38 flufalos
38 bees
130 tiles own
15 planet / 15 biome
56 trees ( 24 own trees / 32 custom trees )
13 creature cages for farmable monsters
32 Legs
20 Booster
26 Body
288 Wired Doors

10/10/2025
AR Liquid Metal
AR Gas Metal
AR Powder Metal
AR Gas Station
AR Molecular Station
AR Monster Spawner
AR Skill Cards
AR Fossil Station
AR Natural Geodes
AR Energy Power Object
AR Custom Currency
AR Planet
AR Fluffalo
AR Farming Monster
AR Bees
AR Iddle Factory Vanilla
AR Nature Stones
AR Lost Vaults
AR Placeables

27/10/2025
AR Bigger Scanner
AR Elevators and Bridges
AR Explosive Station
AR Holoruler
AR Industrial Fan
AR Conveyor Belt
AR Megadrain
AR Piston
AR Secretwall
AR Smokespout
AR Temporary Bridge
AR Vaccum Voyage
AR Wired Zone
AR Working Mining Laser

28/10/2025
AR Eletronic Station
AR Plate Station
AR Tube Station

29/10/2025
AR Dimension Room
AR Letter Neon Station
AR Mech Display AR PK PS PR FU
AR Neon Screen
AR Tile Foreground
AR Trap Station
AR Turret Station
AR Universal Duplicator
AR WiredTeleporter with Relay Doors
AR Mechs AR PK PS PR FU

01/11/2025
AR Mount

??/??/2025
AR Logistic --- not added yet
AR Factory Station --- not added yet
AR Research Station --- not added yet

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RECQUIRED ADDONS:
TerraLib -- adds new monsters (highy recquired)
The Game Hunter -- adds new turret
Supper Combat Overhauls -- adds monster spawner
The Naked Gun -- adds new turret
Mech Overhaul -- adds new chips / news mechs parts (highy recquired)
Matter Duplicator -- adds new duplicator (highy recquired)
Elithian Races Mod -- adds wiredteleporter (highy recquired)

SUPPORTED ADDONS:
Growing Trays -- adds new fertilizer

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P.S:
I hope you understand. The mod will be released in a beta state and may have bugs, okay? Therefore, I ask that you start a new save to avoid losing your game progress. It's not necessary to install all the required mods, only those that are highly demanded, as they can cause crashes on startup. The other mods only add new recipes. Okay?
DO NOT USE WITH "MECH DISPLAY VANILLA / MODDED / RACE / FU" THIS MODS as they are already included in the mod.

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Please check the discussion tab to learn more about all the systems added in the AR Kashmir mod.
热门讨论 查看全部(49)
0
11 月 1 日 下午 4:53
WIKI - AR MOUNT
1100Ross
0
11 月 1 日 上午 8:51
WIKI - AR MECHS AR PK PS PR FU
1100Ross
0
10 月 29 日 下午 8:29
WIKI - AR WIRED TELEPORTER WITH RELAY DOORS
1100Ross
54 条留言
1100Ross  [作者] 11 月 15 日 上午 11:33 
Good evening @Silver Sokolova. Thank you very much for the help, it may not seem like it to others, but you did a lot for me. Thank you. I will make these changes to the mod and hope that no more errors and misinterpretation happen.
Silver Sokolova 11 月 14 日 下午 10:01 
Likewise, 'Weapons from Mod A use the weapon dyeing code from Betabound', requires both Mod A (provides the weapons) and Betabound (provides the weapon dyeing code) to function, would not require permission. And, if the mod is simply changing which files Mod A reads and does not actually include files from either mod, would not require permission or credits. But of course, just because it doesn't require credits doesn't mean the author is right to go, "Look! I made dyeable weapons!" because they did not make dyeable weapons, they made it possible for weapons from one mod to use the dyeable weapon code somebody else made.
Silver Sokolova 11 月 14 日 下午 9:59 
I think very small mods that do a single thing and require the original mod to function typically do not require permission. Like a "faster axes for Betabound" mod that changes the custom Betabound axe code, or "Betabound Alien Burger but purple" that changes an image, both require Betabound, and would not require permission because it is extremely clear that it is a modification of a mod and is a dedicated single thing. "Betabound axes but without Betabound" would not be okay without permission because it does not require Betabound and could be seen as an attempt for someone to leech off another's work.

The 'modification of a mod' idea applies to your Reborn mods- the authors can't be contacted, but are credited heavily, it is very clear that you are not the original author, and it is not part of a larger work (ie Frackin Universe taking old mods and putting them into itself)
Silver Sokolova 11 月 14 日 下午 9:58 
@1100Ross I don't mind helping you. I'd do it at my own pace, when I have time, energy, and feel like it, of course, so don't worry about robbing me of my own desires.

Setting the priority to -1 should have worked for overwriting the files, not sure if or why it doesn't work in this case. There doesn't need to be a blank file.

I might not really be the best person to ask about credit stuff since I very often do things alone, but I always try to contact the person whose code/images/assets/whatever I want to include in my mods and ask them what name they want to be credited under, and I list the credits in either the mod's description on Steam or in a Github page and have a link to it in the Steam description. If I can't contact them, I don't include their stuff. Of course, this only applies to actually putting things inside the mod, not having functionality if both mods are installed.
1100Ross  [作者] 11 月 14 日 下午 1:27 
The only thing I'm going to ask you, if you can, is about a quick explanation, it could be via Steam/Discord, about how I should behave here with giving credits, using scripts, etc. To be honest with you, I feel that this is a hostile community. And yes... I know a little about Starbound's history... anyway, if you can help me with this it will be very valuable. And sorry, I don't want to and am not being proud in accepting your help with the mod, but as I said, time is something very precious, even when it's for a good cause. I don't feel so valuable or deserving, that's it. I hope you understand. Thank you. Have a good afternoon and I hope for a new betabound update kkk
1100Ross  [作者] 11 月 14 日 下午 1:26 
Regarding betabound, when I return home I will see what files of theirs I have saved and if you want I'll upload it to you, okay? Ahhh those blank files, I thought that because they were all located in the same path, the information would be the same... so I did that, I added blank files and lowered the mod's priority to -1, so that the mod that had the true file had more priority and would be the one that was read. In the tests I did here it worked, so I thought I could use that artifice kkk But apparently... it doesn't work and causes more headaches. You don't need to worry about it and I don't want to take up your time and energy, time is very valuable and our energy should not be given to just anyone. The good thing is that we can only give what we have. I thank you from the bottom of my heart for the help.
1100Ross  [作者] 11 月 14 日 下午 1:26 
Good afternoon @ Silver Sokolova. Everything okay, sorry for the delay in responding, the day was long today and don't worry about it and sorry for the inconvenience I caused and also sorry for thinking the DMCA was yours, okay? I understand the limits very well and I know why they exist and the need for them in the Starbound community. Don't worry, you are right!! I removed the brainextractor.lua yesterday and added betabound as a requirement; if I had known that, I would have added it before, it's much more practical and I always play with betabound. The other files you mentioned,I also removed and it had no negative effect on the mod because there were already requirements for it. I think I removed everything from third parties, I hope I didn't forget anything. But I think I will also remove support for other mods, it's not valid or rewarding for me right now. Unfortunately, everyone loses.
Silver Sokolova 11 月 13 日 下午 6:42 
I can give you a visual example sometime on why not to use blank files.
Silver Sokolova 11 月 13 日 下午 6:41 
I hope you also have a good night, despite this. I can help you fix issues with your mod.
Silver Sokolova 11 月 13 日 下午 6:41 
If you want, you can make this mod require Betabound to be installed, but this is optional and solely your choice. This would be the easiest way to make the least amount of changes in your mod, as you would only need to delete "brainextractor.lua", "brainextractor.statuseffect" and change your "brainextractorshock.projectile" to apply the "sb_brainextractor" status effect instead of the "brainextractor" status effect. If Betabound is installed, your mod can apply 'sb_brainextractor' without having Betabound code in your mod.

What do you mean by adding a blank file? The game can only have one copy of a file loaded. So if Mod A adds file.config, and Mod B also adds file.config, only one will exist- they will not be combined. If Mod B wants to access file.config, it can do so without having its own copy, as long as Mod A provides a copy and is installed. Therefore, it would be better to not even have the file in this mod, because a different mod can provide the file.