Starbound

Starbound

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1.557 MB
19 Jan, 2022 @ 3:00am
24 Oct, 2024 @ 12:34pm
11 Change Notes ( view )

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Alpha Details

Description
💭 Starbound is a really beautiful universe, extremely vast and full of things to do, collect, learn and build. However, some areas of this universe, some small details, sometimes get in the way of the experience. In addition, there are several aspects that can be polished to ensure gameplay that follows player development, which is why I thought of these changes.

Some of these changes may have already been made by other more experienced and talented modders. Still, I preferred to put my spin on these issues, thinking of both experienced and novice players. Further improvements will still be made, according to your comments, your requests, and with the idea of bringing a little more immersion, comfort, and quality of life to Starbound! 💭




💡 More realistic brightness, with light aura removed from player, making darkness a real issue.
🛡️ Removed invulnerability after taking damage, making combat surprisingly more enjoyable.**
😉 Removed animation of character flickering when taking damage, I believe this animation substantially breaks the immersion in the game.**
🔥 Slightly modified lava damage mechanic, following the change in invulnerability.
🌞 Gravity and duration of days and nights are now relative to the size of planets*.
⛰️ Enabled background transition option in biomes.
🕯️ Torches and vehicle controllers can now be used in one hand.
🔎 Enabled zoom option from Level 1 to Level 8, doubling zoom options.
🍕 Consumption of the food bar going from maximum to zero in 30 minutes**.
🍗 Maximum value of food bar increased by 30% improving the use of food attributes**.
⛏️ Increased efficiency of the Energy Pickaxe, making it a viable tool compared to the Matter Manipulator.
(*Because of the way worlds are generated in Starbound, this change only occurs on planets created after installing the mod.)
(**This change will also only be felt by characters created after installing the mod.)
Popular Discussions View All (2)
6
24 Oct, 2024 @ 12:33pm
PINNED: Bugs and Crashes? You came to the right place!
Alpha Drako
6
13 Nov, 2022 @ 5:29am
PINNED: Any ideas to improve the mod? Amazing, thanks!
Alpha Drako
84 Comments
Alpha Drako  [author] 24 Oct, 2024 @ 8:02am 
Oh, yeah, good points TheSecretPanda, will keep that in mind for the future. By now I need to finish the temperature/worlds mods, which is the biggest thing I've ever done (even if can seems not so huge for the modding scene) and I've been loosing the focus at them for the past 2 years hehe. But your kind of comment really make me extremely exicted to actually back to do the good work! Thank you again =)
TheSecretPanda 23 Oct, 2024 @ 3:10am 
Once again, the only problem would be melee weapon skills that consume the entire energy bar, but since energy can be increased past 120 with tier 3 armor, and the fact that melee skills are meant to be used conservatively anyway, this doesn't strike me as that big a problem.

Either way, this is just a suggestion based on your vision, I personally don't have any issue with how vanilla handles it, but I do agree with your notion that the player should be rewarded for paying attention.
TheSecretPanda 23 Oct, 2024 @ 3:10am 
I know you did just make the patch (and damn, you waste no time, my respect), but if you ever feel like tinkering with the energy system again, and if your main goal for its improvement is to ensure that the player is incentivized and rewarded for preventing the energy from depleting fully, the best thing I could suggest would be to increase the rate at which the player restores energy (I believe the current number is something close to 60/s) when the energy bar is green, and decreasing the rate down to 30/s it is gray. You could alternatively increase the delay time for the energy to start regenerating from 1.5s to 3s when the player runs out of energy.
Alpha Drako  [author] 22 Oct, 2024 @ 6:31pm 
One more thing, for the food item with the same buff... I indeed tought about a mod related to food and cooking, and I'm shocked about HOW AMAZING "Alpha Cuisine" sounds LoL, great name and I'll definitely choose that one when I start to work at this.

About the word salad, be my guest, anytime you want to talk about any of my mods. Thank you very much for the kind words and the interesting comment and the great name idea!!! =)
Alpha Drako  [author] 22 Oct, 2024 @ 6:29pm 
Okie, will be Door 1 so! Will make a patchm like... Today! =)

Oh, Door 3 sounded like a bad idea after all indeed. My point was to actually make the energy something a little more "manageable?" for the player not feel like it's so binary like "I'll have one shot no matter what shot it is, if it's 200 Energy, or 40.000 Energy, I still have that shot. Maybe to improve that I would need to change the cost for all skills to help with that management thing, but still need to think more about it.

About the staff... I guess all my point about this change to the Energy System was to make the "spend all the energy" a little bit more hard for the player, because when we spend all our Energy we need to wait until it's full to recover, right? So, my first idea was to praise the people who can manage the Energy well to never get the cooldown, while the cooldown became a little slower.
TheSecretPanda 22 Oct, 2024 @ 2:08am 
As for door 3, I'm not quite sure what disallowing overflow energy usage would do to improve the energy system overall. As a possible consequence of that (if applied to weapon skills), certain abilities such as Blink Explosion, Blade Charge, Blink Slash, Giant Sword, Flying Sword, and Trail Dash would be impossible to use before at least Tier 2 Armor due to requiring 120 Energy (or 320 Energy in Blade Charge's case). I may have misunderstood what you intended with this idea, and if so, my bad /: and I would love to hear more of the idea.

An interesting thing I found is that any Staff can have the Energy Regen Zone skill attached to it, and while you are in this zone, energy regeneration functions almost identically to this mod. An idea that may extend past the scope of this mod would be to give certain food items the same buff that this skill gives you (maybe if you are ever considering making the Alpha Cuisine mod)

Thanks for your response and sorry for my word salad.Take care!
TheSecretPanda 22 Oct, 2024 @ 2:07am 
I would honestly need to go for door number 1 over door 2. Vanilla Starbound seems vehement on making sure that the energy will never regenerate assuming you hold down the trigger on any firearm, considering the slowest use time for even the slow Sniper Rifles, Rocket Launchers, and Grenade Launchers are all 1.5 seconds, same as the reload delay. Apparently every single weapon skill in the game also has a cooldown of 1.5 seconds or less, though some to have a charge time alongside that. As such, reducing the delay to 1.0 seconds would still make over half of the slower guns still regenerate energy in between shots.
Alpha Drako  [author] 21 Oct, 2024 @ 1:39pm 
Hey TheSecretPanda, you're actually right. What I think is that we have three ways to fix that problem.

Door number 1: We actually removes the energy tweaks, which we can do without affect any user of the mod and I guess is not something people will miss.

Door number 2: We just increases a little bit the energy delay to recover, so instead of 0.4s, it can go to 1.0 (considering that vanilla is 1.5), and that way we can still keep the energy recover slowness (which is just something like 20% slowler than vanilla).

Door number 3: That one is pretty interesting and weird and tricky... We could actually change the way that weapons works! Today, weapons checks if you have "any energy" and consume "x amount of energy". We could make it to check if you have "amount of energy" I guess, but I'm pretty weirded by the implications of compatibility if we do that hehe.

Tell me what you think about these options, and if you have any other idea, I'm here to listen =)
TheSecretPanda 19 Oct, 2024 @ 1:54am 
Is there any method or patch to specifically disable the instant regeneration of energy? All the features are amazing, and for the most part must-haves for me in any modpack, but the energy regeneration does make almost every slower weapon skill and ranged weapon completely free to use, conflicts with some mods that make decreasing energy a punishment, and make it so most methods of specing into energy and energy regen not particularly useful. If not, its not too big a deal. Thank you Alpha for making so many great mods.
Alpha Drako  [author] 10 Sep, 2024 @ 9:03am 
Hey 'JJ, thank you very much for your kind words. I've been trying to find time to get back to modding, for update some stuff and also release the temperature system I've been working on, and comments like yours actually give me a lot of willpower to actually do it. Thank you again =)