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Pandora's Box (Legacy) V4.0.2-Final

This aims to add variations to unique monsters, add uniques of it's own, and other little tweaks!

  1. Pandora's BOx V2.7

    ManicRykker
    2.7 CHANGELOG

    (Developer note:

    I will be doing this rework stuff in stages. The vanilla monster reworks are being pushed in this update, but next update I will be tackling reworks of my own monsters. (to make sure nothing is too strong, when they're not supposed to be too strong)

    It's also worth noting that this doesn't mean I am completely finished with the vanilla unique monsters. Some monsters may get some minor adjustments overtime as they are used and tested (and sometimes may get some new behavior entirely, if I find the time.))


    --Created a new starting codex: The Monster Guide Book. This codex will be replacing a few codexes in the mod (Which will be rendered unobtainable as of this update.)

    It offers information on monsters, capturing said monsters, as well as utilizing your captured monsters.

    --Implemented Pet Healer

    The Pet Healer is a gun designed to heal your pets. It heals five health per shot, but be aware that it costs energy to use. You can craft one up at a Capture Station.

    --Implemented Monster Chipper.

    Monster Chippers are weapons designed to deal as little damage as possible. They are generally intended for monster catchers who may want a weapon that's a little more gentle with it's target.

    Whether you're wearing Solarium tier armor, or no armor at all, you can count on these weapons to do smaller amounts of damage than your other weapons at the equivalent tiers.

    You'll receive a Monster Chipper in your starter grab bag, but later on you will be able to craft it, as well as four elemental versions of the weapon at a Capture Station. (Each Chipper applies it's own respective status effect. The basic Monster Chipper slows down enemies for a brief moment. It's perfect for holding off the monster for a moment so you can switch to your capture pods or capture cannon.)

    --Implemented new personalities: hyper, robotic, and flirt

    --Nerfed the regen on a couple of personalities

    --Pet Panels can now despawn their pets when interacted with, allowing you to
    cycle through the pet's variations if you want a certain one (without breaking and
    placing the object a dozen times!)

    --The Capture Station has gone through a bit of a redesign. Hopefully it'll make it's use a little more obvious.

    --The Capture Cannon mecharm now has mechMass, for more compatibility with Frackin Universe.

    --Fixed a bug with Octotop and Tentatop

    --Apparently forgot to add the Protectorate Drone pod to the starter bag. Whoopsie doopsie. Sorry guys
    :rofl:

    --Fixed a Frackin Universe compatibility issue with the albino and chocolate Mother Poptop variants.

    UNIQUE MONSTER REWORKS

    Many monsters are being changed this update, to make them a little more viable,
    and more threatening.

    ---A majority of vanilla unique monsters have been given a slight bit of health regen.

    (This base healthregen is fairly slow. It also may be influenced by their personality
    when they become your pet!

    If you're curious on how this will affect healing:

    The pet healing station will still be viable, as dead pets can't regenerate health, and maybe you want to just fully heal a monster with a large health pool without using a max pet pill.

    Pet pills still have their uses too. They will be handy when you're in a fix (the monster is in a dangerous area, and they aren't regenerating fast enough), or when you don't want to wait.)

    ---Many vanilla unique monsters retaliate to being attacked now, like some of my PB monsters do (Retaliation makes monsters a little more responsive than they originally are, and it also provides a way for punishing reckless attack spam (ie the player relying too heavily on stun-locking))

    CRAWLERS

    CRUSTOISE

    --Crustoise now lean more to the tanky side of things.

    ---Their base health is 100 instead of 50
    ---They have a physical resistance of 0.5
    ---They now take next to no damage to fire attacks. Don't
    even bother anymore.
    ---Crustoise will now tend to retaliate to being damaged with it's charge.

    IGUARMOR

    --Iguarmor shall be a non-aggressive species. They won't attack unless they're attacked.

    ---Those spikes hurt now. Base touchdamage is 14 instead of 5... so on par with a Poptop
    ---Base Health bump from 70 to 80

    OCULOB

    ---Health bumped from 65 to 75
    ---Their grit is 1.0, so they take no knockback. (They'll stick to surfaces like glue!)
    ---They are now highly resistant to poison (they were resistant to poison before,
    but now they are resistant to it even more) and electricity.
    ---On the flipside, they've gained a weakness to ice... so they are weak to both
    fire and ice. Talk about a double whammy!

    PULPIN

    ---Are now resistant to knockback (due to their sticky texture)
    ---Health bumped from 40 to 70
    ---They're a water based organism, and will take next to no damage from fire now.
    ---They are now weak to poison damage in addition to their vanilla weakness to electricity
    ---Now retaliate to being damaged: They will fire a flurry of bubbles in different directions!

    SNAGGLER

    --Snaggler has gone through some changes too. Their damage is a little lower, but they're very tanky..

    ---Base touch damage decreased from 9 to 6
    ---It's immune to knockback, like other crawlers I've adjusted now.
    ---Base health increased from 65 to 95
    ---It's pretty resistant to physical damage now, so you might not want to rely on crummy non-elemental
    weapons.
    ---They take next to no damage to electricity.
    ---They now have a weakness to ice, in addition to their vanilla weakness to fire.

    TINTIC

    --Tintic armor may not look like much, but it's woven out of it's own silk, which is VERY strong.

    ---Base Health increased from 55 to 75
    ---It's tough silk armor makes it highly resistant to pure physical attacks.
    ---It is now weak to fire damage, rather than resisting it (This is in addition to it's weakness to electricity)
    ---It now takes next to no damage to poison based attacks.
    ---It will now be able to retaliate with it's spit attack when you damage it.


    FLYERS

    AGROBAT

    ---Agrobat will now swoop in retaliation to being damaged.
    ---Base health increased from 35 to 65

    BATONG

    --Batong is a fairly balanced flier. It has no notable weaknesses or resistances.

    ---Batong are now non-aggressive. They'll only aggro when attacked.
    ---Batong will no longer just brute force damage: Damaging it will cause it to swoop at you.
    ---Base health increased from 50 to 80

    BOBFAE

    --Bobfae is an interesting monster. It's not particularly strong, and it's a weak flier.
    Naturally, I need to give the poor thing something to work with...

    ---Base touchdamage decreased from 10 to 8
    ---Base health increased from 65 to 85
    ---Now has a smidge of regen.
    ---It has a veeeeeeeeeery slight resistance to elemental attacks.. but not enough to be overly
    efficient.
    ---With this rework, the Bobfae finally have something going for them: They're immune to various
    status effects. (You can't set them on fire, poison them, etc.)

    MONOPUS

    ---Base health increased from 48 to 74
    ---a little regen
    ---Will now retaliate to damage with it's spinattack

    ---Adjusted it's attack soundeffects

    PARATAIL

    --Paratail has gone through heavy changes. It now no longer completely dies when it explodes.

    ---Paratail base health increased from 50 to 100
    ---Paratail is now weak to fire
    ---On death, rather than dieing, it spawns a new monsters called a "Spent Paratail".

    ---Spent Paratail is capable of flying just a bit faster. Albeit, a spent Paratail is not
    capable of exploding.

    PTEROPOD

    ---Will retaliate with it's spit attack when attacked.
    ---Base health increased from 48 to 75
    ---Is now extremely resistant to poison (even more so that it already was)
    ---Has gained a weakness to electricity (In addition to it's vanilla fire weakness)

    SCANDROID

    ---Now retaliates to taking damage with it's shock attack
    ---Base health increased from 30 to 70
    ---Now takes next to no damage from poison.


    GHOSTS

    GOSMET

    --Gosmet has become a tanky ghost monster.

    ---Now has a swoop attack to work with
    ---It will also use this swoop to retaliate against your attacks
    ---Health increased from 40 to 110
    ---Touch damage decreased from 10 to 8

    IGNOME

    ---Will use it's charge to retaliate against attacks
    ---Health increased from 50 to 70
    ---Is now extremely resistant to fire

    LUMOTH

    ---Base health increased from 30 to 60
    ---Takes next to no damage from poison now (Was already resistant before, but...
    how exactly do you expect to poison a lightbulb? rofl)

    NAUTILEECH

    --Nautileech aren't currently implemented into the game, but for the sake of variety,
    I will be adjusting and implementing them as ocean spawns. (If adjustments to the vanilla
    monster occur in the future, I can always adjust to compensate.)

    ---Added a proper description
    ---Increased health from 48 to 95
    ---Removed weakness to fire
    ---Now weak to electricity and ice
    ---Now highly resistant to poison
    (Eventually, I want to make it actually drain health, but I can't do that quite yet.)

    PYROMANTLE

    --I've actually already made some changes to Pyromantle in the past! So I'll just show all of em.

    ---I gave it soundeffects
    ---It has fullbright and glows
    ---Touching it sets you on fire. Kind of a given...
    ---Now retaliates to being attacked with it's flamecloud attack
    ---Health increased from 48 to 88.
    ---Has physical resistance now.
    ---Now takes next to no damage from fire attacks.
    ---It's primary attack has been replaced with a magma rock projectile (think
    the wisper's iceshot, except it sets you ablaze :D)

    SKIMBUS

    ---Now retaliates to damage with it's charge
    ---Base Health increased from 55 to 60

    SPOOKIT

    ---Touch damage decreased from 9 to 6
    ---Utilizes it's invulnerability state a little differently than before.
    (It has two potential invulnerability states when attacked:
    The first one is it's basic, but it now has a cooldown. The second
    occurs more frequently, but only serves as a very brief moment of invulnerability.

    It also likes to switch into it's invulnerability state from time to time in general,
    to try to throw off it's attacker.)
    ---Base health increased from 45 to 65

    SQUEEM

    ---Base health increased from 40 to 65

    WISPER

    --I actually made adjustments to this monster a few updates ago. It's description implies that it glows,
    but for some reason this doesn't apply in vanilla... (it doesn't even have fullbright!)
    I naturally had to rectify that. They're a lot prettier to look at now!

    ---Now retaliates to damage with it's ice shot
    ---Now has a weakness to electricity in addition to it's fire weakness
    ---Takes next to no damage from ice attacks.
    ---Base health increased from 30 to 80


    WALKERS

    ANGLURE

    --Anglure has become a rather tanky monster.

    ---Now does it's biolumcritter spit attack as a retaliation
    ---Health increased from 80 to 140
    ---Takes very little knockback

    BOBOT

    ---Now retaliates to attack with it's charge
    ---Has some physical resistance
    ---Takes next to no damage from poison

    BULBOP

    ---Bulbops now retaliate with their hop when attacked, making them potentially more responsive
    in battle.
    ---Base touchdamage decreased from 11 to 6
    ---Their knockback has been decreased from 20 to 5.
    ---Health increased from 35 to 50
    ---In addition to their normal fire weakness, they're now weak to ice.
    ---In addition to their resistance to electricity, they're resistant to poison now too.
    ---They're now a little more susceptible to knockback.

    CAPRICOAT

    ---Retaliates to being attacked with it's charge
    ---It's knockback is higher, so you better be careful dealing with these
    (Unless you like the idea of getting rammed off the mountain : D)

    CRABCANO

    ---Crabcanos have a bit of a limited personality pool, due to always being on edge.
    ---Crabcanos are already angry enough, but attacking them makes it even worse, resulting
    in an even bigger eruption!
    ---Base health increased from 50 to 80
    ---Immune to knockback. Don't expect to stop it's eruptions just by smacking it anymore...
    ---Due to it's armored body, it's a bit resistant to pure physical attacks
    ---It now takes next to no damage from fire.

    CRUTTER

    ---Inflicts poison on touch
    ---Retaliates to attacks with it's spit projectile
    ---Base health decreased from 65 to 60
    ---Takes next to no damage to poison
    ---Crutter now moves a bit faster

    FENNIX

    ---Flamethrower has a bit of inaccuracy, to make it feel a little more like a flamethrower.
    ---Retaliates to attack with it's flamethrower
    ---Health increased from 50 to 80

    GLEAP

    ---Retaliates to attacks with it's hop
    ---Has an ever so slight bit of physical resistance
    ---base health increased from 25 to 70
    ---In addition to it's standard hop, it now has a longer hop to
    work with too. This hop can either send it over it's target, or barreling
    into it, depending on it's height.

    HEMOGOBLIN

    --Hemogoblin is now a bit more of a meatshield. (When it splits, it's base health and touchdamage are halved
    between the two new monsters, and they loose their physical resistance.)

    ---Retaliates to attacks with it's leap
    ---Base health increased from 30 to 90
    ---Has physical resistance, making it a bit of a literal meatshield

    HEMOGOBLIN HEAD

    ---Retaliates to attacks with it's leap
    ---Base touch damage decreased from 12 to 6
    ---Health decreased from 65 to 45

    HEMOGOBLIN BUTT

    ---Retaliates to attacks with it's leap
    ---Base touch damage decreased from 12 to 6
    ---Health decreased from 65 to 45

    HYPNARE

    ---Retaliates to attacks with it's leap
    ---Now has an extra attack, consisting of a higher leap into the air
    ---Health increased from 48 to 60
    ---Has a little more base regen than other monsters, due to living around healing water

    KING NUTMIDGELING

    Another monster that actually already had some adjustments in the mod, so I'll list everything below

    ---When it "dies", it's head tuft comes off, turning it into a normal nutmidgeling
    ---Health increased from 30 to 50
    ---Retaliates with hop,
    ---Is weak to ice in addition to it's fire weakness.
    ---Is resistant to poison in addition to it's electricity resistance.

    LILODON

    ---When struck, it initially retaliates by partially burying itself in the ground/floor,
    but when attacked after that point, it can retaliate with a leap
    ---Now has an actual attack, consisting of a leap.
    ---Health increased from 60 to 80
    ---Has some physical resistance

    MANDRAFLORA

    --Mandraflora's stats reflect the Bulbop's by quite a bit, but they have much more health, and
    do a lot more damage.

    ---They now have some resistance to knockback
    ---Now has more knockback
    ---Retaliates to attack with it's spin attack
    ---They are now weak to ice in addition to their fire weakness
    ---They are resistant to poison in addition to the electric resistance

    MIASMOP

    ---Base health increased from 55 to 90
    ---Base touch damage decreased from 10 to 6
    ---Takes next to no damage to poison
    ---Retaliates to attacks with it's poison fumes

    NARFIN

    ---Retaliates with it's leap attack
    ---Increased its resistance to ice.
    ---Health increased from 50 to 70

    NUTMIDGE

    --Nutmidge is another example of a monster that already had changes in the mod. I'll list everything
    below

    ---They're non-aggressive, preferring to resort to violence when their wellbeing is on the line.
    ---They retaliate to damage in two different ways:
    It's primary method of retaliation consists of having the King Nutmidgeling tuck it's head into the shell.
    In this state, the Nutmidge can't be damaged. It will also use it's charge to retaliate too.
    ---The King Nutmidge periodically tucks it's head into the shell. Perhaps it's checking on it's peers?
    ---Now has some physical resistance.
    ---Is weak to ice in addition to it's fire weakness.
    ---Is resistant to poison in addition to it's electricity resistance.

    NUTMIDGELING

    ---Health increased from 25 to 50
    ---Is weak to ice in addition to it's fire weakness.
    ---Is resistant to poison in addition to it's electricity resistance.
    ---Retaliates to damage with it's hop

    OOGLER

    (Not adding retaliation, as... it apparently already has it. Ain't that something? lol)

    ---Basehealth increased from 70 to 80

    ORBIDE

    --Not much has actually changed about Orbide. (It was already a pretty scary monster to begin with :rofl:)

    ---Retaliates to damage in two ways:
    Retracts back into it's orb to temporarily avoid more damage
    Uses it's slash attack

    PEBLIT

    ---It's defensive retaliation now uses high protection, rather than ignoring damage completely
    ---Base touchdamage decreased from 9 to 6
    ---Base health increased from 48 to 80
    ---Now takes next to no damage from fire

    PETRICUB

    ---Retaliates to attacks with it's leap
    ---Base health increased from 65 to 75

    PIPKIN

    ---Retaliates with it's steam attack

    POPTOP

    --Poptop has become a bit of a jack of all trades, master of none type of monster.

    ---Retaliates to attacks with it's bite
    ---Damage decreased from 14 to 10
    ---Now has a 0.1 resistance to physical, fire, ice, electric, and poison.
    (That said, it is NOT immune to the various status effects associated with those elements.)
    ---Base health increased from 60 to 80
    ---Speed has been increased a bit (Though they aren't quite as fast of a runner as Nocttops)

    QUAGMUTT

    ---The attacks of this unhygienic monster poisons it's target now.
    ---Base health increased from 65 to 70
    ---Now takes next to no damage from poison attacks.
    ---Retaliates to damage with it's leap attack

    RINGRAM

    ---Now uses it's run speed when chasing a target
    ---Retaliates to damage with it's charge
    ---Base health increased from 50 to 60
    ---Has some physical resistance

    SCAVERAN

    ---Retaliates to attacks with it's hop and vomit attack
    ---Base health increased from 48 to 65

    SMOGLIN

    ---Retaliates with it's smog attack
    ---Base health increased from 65 to 70

    SNAUNT

    ---Retaliates to attacks with it's spit projectile
    ---Touch damage decreased from 10 to 8
    ---Base health increased from 65 to 70
    ---Takes next to no damage to poison
    ---Has a little physical resistance, making it potentially a little tankier than Crutter

    SNUFFISH

    ---Retaliates to attacks with it's spit (spits three projectiles rather than one here), and with a
    longer reaching jump afterwards.
    ---Now has additional potential jump attacks, with more height. This fish can jump!
    ---The physics of it's projectile have been adjusted. It should now aim a little better.
    (and function better underwater too.) Albeit it also means they're not really affected by gravity anymore,
    so be careful!
    ---It's movement is no longer sluggish in water
    ---base touchdamage increased from 3 to 8
    ---Takes next to no damage from ice attacks
    ---Has a bit of physical resistance
    ---Base health increased from 25 to 60

    SPORGUS

    ---Retaliates to damage with it's spore attack

    TARONI

    --I unfortunately can't really do much to this monster, as it has it's own unique behavior.
    (The only change to it's monstertype file is the universal 0.5 regen being added.)

    TOUMINGO

    ---Base health increased from 55 to 65
    ---Retaliates with it's leap attack
    ---Now has a longer distance leap attack it can do too. (this also occurs as a retaliation too)
    ---Has physical resistance
    ---Is now non-aggressive. (Won't aggro unless attacked)

    TRICTUS

    ---Has a pinch of physical resistance
    ---Retaliates to damage with it's standard slash, as well as a flurry of needles!
    ---Adjusted it's slash to allow it to aim it (fixes a minor bug with it)
    ---It's targetQueryCooldown has been extended somewhat to allow you to potentially pass it without
    aggro-ing it. (This also means you may potentially look over it though. Be careful!)

    VOLTIP

    ---Retaliates to attacks with it's electric lance attack
    ---Takes next to no damage from electric attacks
    ---Touching the monster inflicts you with the electrified debuff
    (This won't be much of a problem if you fight solo, but if you have crewmembers or pets with you...)

    YOKAT

    --Yokat doesn't really have any attacks to work with. For now, it's just going to be getting the
    universal 0.5 regen. At a later date, I may give it a projectile or something.




    --Unique monsters could undergo more changes as we move forward. This is mainly to get the ball
    rolling.

    PANDORAS BOX MONSTER REWORK

    With the rework of vanilla monsters, I'll be reworking some of my own as well.

    HOMEGROWN BULBOP
    --The homegrown version of the bulbop has been adjusted to better match the reworked bulbop,
    in terms of how it's superior to the wild version.

    ---Health increased from 60 to 80
    ---Damage increased from 11 to 12
    ---Their electricity and poison resistances are higher

    HOMEGROWN MANDRAFLORA
    --The homegrown Mandraflora hasn't changed much. It's resistances and weaknesses just now reflect
    the reworked vanilla Mandraflora, and it's regen has been subdued.


    --The bulk of the reworks to my own will be occuring in the next update.
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