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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 V3.1

    ManicRykker
    V3.1 CHANGELOG


    Note -- I have done a bit of spring cleaning, and did some trimming of some files.
    (ie replacing chunks of frames files where they could use individual respective default.frames, where applicable)
    Hopefully this will result in better initial load times for the mod. Quality over Quantity as they say!

    --Implemented the Monster Hatchery.

    The Monster Hatchery is a crafting station that allows you to synthesis monster eggs! It's crafted at the Capture Station.

    Utilizing it is simple: To make an egg, you merely need some Gummi Globules, and some ingredients specific to the
    monster egg you're creating. Recipes for eggs are obtained from specific items you'll be able to obtain from
    respective monsters now. (The easiest are unlocked when you first obtain Gummi Globules, which unlocks
    eggs of the Gummi family.)

    For a hint on the others, the Hatchery is currently capable of crafting eggs for procedural monsters,
    and all vanilla farm animals.

    I'll likely add new egg types in the future.

    (I've also added a custom Monster Egg collection for you to fill out! Have fun!)

    --Implemented Mimetop. Yet another strange monster that can spawn from Pandora Boxes.

    Mimetops are Poptop relatives that are completely silent. Though they appear to sing, it is speculated only
    other members of their species can actually hear it. Mimetops are aggressive, but their attacks only knock their
    foe around.

    Though they have high health, and are extremely resistant to pure physical damage, they behave much like their
    Poptop relatives.

    (Credit goes to Changeling Artistry for their original push. These amusing monsters wouldn't exist without em!)

    --Implemented Hummingbug. Hummingbugs are a flying insect found swarming in Swamp biomes. Their bite causes
    no damage, but passes on a virus to their victims. This virus deals slow damage over a long period of time.
    You'll want to be sure you pack antidotes when trekking through future Swamp biomes.

    --Implemented Glofae. Glofae are bioluminescent insects found in Spring biomes and Bioluminescent biomes.
    They are often mistaken for fairies, and though they are non-aggressive, they aren't afraid to fight back if harrassed.

    (A single Glofae will also be able to spawn rarely in a few other suitable biomes, such as garden, forest, and giantflowers. (newly generated only, as usual.))

    --Implemented Shroombop. Shroombops are a member of the Bulbop family, and are encountered in mushroom biomes.
    They are usually seen in groups, and are non-aggressive. They fire spore seeds into the air to ward off
    predators when attacked.

    --Made some adjustments to the monster field guide that will make adding future monsters to it a bit less of a
    headache. (If your field guides bug out, try starting a "new game" on them. and if that doesn't work, you'll have
    to buy new ones... sorry. Really wish I thought of this change when I was setting it up.)

    --Implemented the Trapago family. Trapogos are curious monsters that like to convert chests into homes, and
    claim stuff they find inside them for themselves. On future, newly generated worlds you'll be able to encounter
    these rare monsters throughout the universe. (Their appearances and drops can depend on their biome type, if
    applicable.)

    (Unstable note: Trapogo is currently not fully finished as a monster. Not all of it's planned behavior is
    present. I just have their basic implementation finished.)

    --Adjusted the catchable Kluex Totem. Kluex Totems now deal no contact damage. Instead, they act as a wall,
    knocking things away, and preventing them from passing them. This means they'll take the full force of attacks,
    but be able take the damage from ground monsters for you if you catch them as a pet.

    --Adjusted our biome patches to compensate for Trapogos, and added new patches for stuff like underground cave
    biomes of various types. (Mushtops will be able to spawn in future underground mushroom biomes, and Flesh Gummis will
    be able to spawn in future Flesh cave biomes)

    --Gumminis have recieved a much needed facelift. In the past, Gumminis were simply scaled down Gummis with a slightly
    different sprite. Now, Gumminis (both normal ones, and flesh Gumminis) have their own sprites, and are no longer
    scaled down.

    They're bigger than they used to be, but still smaller than regular Gummis. These changes were made to make their
    hitbox less finicky, and make them more visible when sitting on certain tiles!

    --The Gummi family now sits perfectly flat on the ground. (In previous versions they were a pixel too high.
    No one ever noticed this, because it's only noticeable on your ship! lol)

    --Gummi monsters now drop an item called Gummi Globules instead of Gummi Globs.

    Gummi Globules are a useful crafting material. You can either cook them into the familiar Gummi Globs at a campfire, or
    utilize them in the Monster Hatchery!

    --Made improvements to the Candy Monsters. Their drops are handled more like farm animals now.
    -After a certain period of time has passed, they become interactable, and you can harvest a respective sweet item from them.
    -This change also makes them less exploitable (As before, you could just return and release a pet candy monster over and over for quick infinite candy items...)

    --Mister Wisper is now harvestable as a pet. (After certain periods of time passes, you can harvest pixels from him. (The amount of pixels you get is weighted in favor
    of lower amounts, but you can rarely get higher ones!))

    --QoL adjustment: The interactability of the ship pets is now on a timer/cooldown. They won't block interactables behind them with their interactability.
    (You'll just have to interact with them once, then interact with what you're needing to interact with (You're welcome.))

    --Orelits are now harvestable as pets. (They'll yield various amounts of their ore type after various spans of time. The amount is usually low, but you can occasionally
    get higher amounts!)

    --Implemented some variations for Orelits. (Sparklink created the needed files for them, so I'm merging most of em in)

    --Taroni, Peblit, and Hemogoblin are now harvestable.
    Saint Apollyon likes this.
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