1. Welcome to the official Starbound Mod repository, Guest! Not sure how to install your mods? Check out the installation guide or check out the modding help thread for more guides.
    Outdated Mods have been moved to their own category! If you update your mod please let a moderator know so we can move it back to the active section.
    Dismiss Notice

Voided: Expansion Mod (WIP) 0.4.0

Extended Story, rethought from the ground up

  1. Release 0.4.0: The Electrochem Facility

    Lunar Eye Gaming
    Additions:
    • Add the Electrochem Facility and its boss, 100-LG "Titan Killer"
    • Add Electrochem Flux Core
    • Add a glass recipe that uses Copper Sand
    • Add Big Puffer Chum, a consumable that summons a Mutant Eel if used in the Poison-Flooded Caves
    • Add Glazed Big Puffer, a food item that greatly reduces passive mycotoxin intake on consumption
    Changes:
    • Make most unique monsters capturable with collectables defined
    • Fix some unique monsters using the wrong collection entry.
    • Make Big Puffers more likely to drop Raw Big Puffer
    • Nerf the Nail Gun's primary ability
    • Make all Out of Order Teleporters convert to facility teleporters
    • Make aimable dash trigger after pressing "up" once instead of twice; make it dash through platforms too
    • Make the Fume Balloon's attacks share damage repeat groups to avoid unintentional damage stacking
    • Adjust the direction of the reception desk objects in the Fungal Laboratory
    • Optimize the electrical current (aka shockwave) mechanic
    • Change the isExposed check for the electrical current and lingering poison to use tile collision instead of material
    • Add electric trees to the Rusted Volage biome (they are more likely to spawn there than in the regular Voltage biome)
    • Add Book of Spirits support to worm enemies in Voided.
    • Add support for Spawnable Item Pack
    • Update sprite of Sludge Launcher
    • Add healing items to the treasure pools of dungeon rewards for Voltropolis and the Fungal Laboratory
    • Add a separate distribution type for electric trees
    • Under-the-hood code refactoring
    Bug Fixes:
    • Fix the Mutant Eel sometimes shaking its head violently when it tries to chase the player.
    • Fix the Toxic Blade needlessly outputting messages to the log after a successful parry.
    • Fix dying in trap room 2 of the Fungal Laboratory causing a softlock.
    • Fix some Industrial Crates not spawning in a room of the Fungal Laboratory.
    • Fix a typo causing Lunar Base Platforms not to be marked as conductive
    • Fix the Printed Note incorrectly referring to the Fungal Laboratory as the "Toxic Laboratory"
    tigerfestival likes this.
Return to update list...