Well they own the game not us. If you want to get really technical mods aren't protected by anything really as far as i know. Taking ideas from modders, now some people might criticize such things but it speeds up the process. For example hiring Metadept was amazing move. Modders are really passionate about the game. Ofcourse talking to us about whats going to be added and asking our opinion and for ideas makes sure trust isnt broken... Infact if some modders dont want their work included they should have that choice.
I hope they won't TOO prevalent/common, otherwise that could get annoying when you just want to check the surface for stuff and be constantly jumping over these little spikes/building bridges to cross canyons/trying to rope up ledges. Don't get me wrong, these features are cool but I wouldn't want to see TOO many of them, otherwise the world becomes a pain to traverse.
Diffs! Diffs! Diffs! Code: FILES ----- terrestrial_worlds.config [NEW] animations\poisondrip\poisondrip1.animation [NEW] animations\poisondrip\poisondrip1.frames [NEW] animations\poisondrip\poisondrip1.png [NEW] animations\poisondrip\poisondrip2.animation [NEW] animations\poisondrip\poisondrip2.frames [NEW] animations\poisondrip\poisondrip2.png [NEW] effects\poisondrip.effectsource [NEW] interface\statuses\irradiated.png [NEW] items\armors\biome\ocean\snorkel\head.png [NEW] items\armors\biome\ocean\snorkel\icons.png [NEW] items\armors\biome\ocean\snorkel\mask.png [NEW] items\armors\biome\ocean\snorkel\snorkel.head [NEW] items\armors\decorative\hats\teddy\head.png [NEW] items\armors\decorative\hats\teddy\headicon.png [NEW] items\armors\decorative\hats\teddy\mask.png [NEW] items\armors\decorative\hats\teddy\teddy.head [NEW] items\generic\crafting\bio-sample.item [NEW] items\generic\crafting\bio-sample.png [NEW] items\generic\crafting\bio-sample2.png [NEW] items\generic\crafting\seaweed.item [NEW] items\generic\crafting\seaweed.png [NEW] items\generic\other\antidote.png [NEW] items\guns\biome\jungle\poisonbow.gun [NEW] items\guns\biome\jungle\poisonbow.png [NEW] items\guns\biome\jungle\poisonbowfull.frames [NEW] items\guns\biome\jungle\poisonbowfull.png [NEW] items\guns\biome\jungle\poisonbowicon.png [NEW] items\guns\biome\jungle\tranquilizergun.png [NEW] items\guns\biome\ocean\harpoongun.gun [NEW] items\guns\biome\ocean\harpoongunfull.frames [NEW] items\guns\biome\ocean\harpoongunfull.png [NEW] items\guns\biome\ocean\harpoongunicon.png [NEW] items\staves\oceantrident.png [NEW] items\swords\biome\jungle\poisondagger.png [NEW] items\swords\biome\toxic\uraniumrodstaff.png [NEW] items\throwables\smokegrenade.png items\throwables\throwingbones.png items\throwables\throwingbones.thrownitem [NEW] items\throwables\throwingbonesicon.png leveling\bow.functions objects\wired\shieldgenerator\shieldgenerator.lua [NEW] particles\poisondrip\poisondrip1.particle [NEW] particles\poisondrip\poisondrip2.particle [NEW] particles\poisondrip\poisondrip3.particle [NEW] projectiles\guns\arrows\chargedarrow\chargedarrow.frames [NEW] projectiles\guns\arrows\chargedarrow\chargedarrow.png [NEW] projectiles\guns\arrows\chargedarrow\chargedarrow.projectile [NEW] projectiles\guns\arrows\chargedarrow\icon.png [NEW] projectiles\guns\arrows\chargedflamearrow\chargedflamearrow.frames [NEW] projectiles\guns\arrows\chargedflamearrow\chargedflamearrow.png [NEW] projectiles\guns\arrows\chargedflamearrow\chargedflamearrow.projectile [NEW] projectiles\guns\arrows\chargedflamearrow\icon.png [NEW] projectiles\guns\arrows\chargedfrozenflamearrow\chargedfrozenflamearrow.frames [NEW] projectiles\guns\arrows\chargedfrozenflamearrow\chargedfrozenflamearrow.png [NEW] projectiles\guns\arrows\chargedfrozenflamearrow\chargedfrozenflamearrow.projectile [NEW] projectiles\guns\arrows\chargedfrozenflamearrow\icon.png [NEW] projectiles\guns\arrows\chargedheartarrow\chargedheartarrow.frames [NEW] projectiles\guns\arrows\chargedheartarrow\chargedheartarrow.png [NEW] projectiles\guns\arrows\chargedheartarrow\chargedheartarrow.projectile [NEW] projectiles\guns\arrows\chargedheartarrow\icon.png [NEW] projectiles\guns\arrows\chargedicearrow\chargedicearrow.frames [NEW] projectiles\guns\arrows\chargedicearrow\chargedicearrow.png [NEW] projectiles\guns\arrows\chargedicearrow\chargedicearrow.projectile [NEW] projectiles\guns\arrows\chargedicearrow\icon.png [NEW] projectiles\guns\arrows\chargedpoisonarrow\chargedpoisonarrow.frames [NEW] projectiles\guns\arrows\chargedpoisonarrow\chargedpoisonarrow.png [NEW] projectiles\guns\arrows\chargedpoisonarrow\chargedpoisonarrow.projectile [NEW] projectiles\guns\arrows\chargedpoisonarrow\icon.png [NEW] projectiles\guns\arrows\flamearrow\flamearrow.frames [NEW] projectiles\guns\arrows\flamearrow\flamearrow.png [NEW] projectiles\guns\arrows\flamearrow\flamearrow.projectile [NEW] projectiles\guns\arrows\flamearrow\icon.png [NEW] projectiles\guns\arrows\flamebolt\flamebolt.frames [NEW] projectiles\guns\arrows\flamebolt\flamebolt.png [NEW] projectiles\guns\arrows\flamebolt\flamebolt.projectile [NEW] projectiles\guns\arrows\flamebolt\icon.png [NEW] projectiles\guns\arrows\frozenflamearrow\frozenflamearrow.frames [NEW] projectiles\guns\arrows\frozenflamearrow\frozenflamearrow.png [NEW] projectiles\guns\arrows\frozenflamearrow\frozenflamearrow.projectile [NEW] projectiles\guns\arrows\frozenflamearrow\icon.png [NEW] projectiles\guns\arrows\harpoon\harpoon.png [NEW] projectiles\guns\arrows\heartarrow\heartarrow.frames [NEW] projectiles\guns\arrows\heartarrow\heartarrow.png [NEW] projectiles\guns\arrows\heartarrow\heartarrow.projectile [NEW] projectiles\guns\arrows\heartarrow\icon.png [NEW] projectiles\guns\arrows\heckarrow\heckarrow.frames [NEW] projectiles\guns\arrows\heckarrow\heckarrow.png [NEW] projectiles\guns\arrows\heckarrow\heckarrow.projectile [NEW] projectiles\guns\arrows\heckarrow\icon.png [NEW] projectiles\guns\arrows\icearrow\icearrow.frames [NEW] projectiles\guns\arrows\icearrow\icearrow.png [NEW] projectiles\guns\arrows\icearrow\icearrow.projectile [NEW] projectiles\guns\arrows\icearrow\icon.png [NEW] projectiles\guns\arrows\icebolt\icebolt.frames [NEW] projectiles\guns\arrows\icebolt\icebolt.png [NEW] projectiles\guns\arrows\icebolt\icebolt.projectile [NEW] projectiles\guns\arrows\icebolt\icon.png [NEW] projectiles\guns\arrows\ironarrow\icon.png [NEW] projectiles\guns\arrows\ironarrow\ironarrow.frames [NEW] projectiles\guns\arrows\ironarrow\ironarrow.png [NEW] projectiles\guns\arrows\ironarrow\ironarrow.projectile [NEW] projectiles\guns\arrows\poisonarrow\icon.png [NEW] projectiles\guns\arrows\poisonarrow\poisonarrow.frames [NEW] projectiles\guns\arrows\poisonarrow\poisonarrow.png [NEW] projectiles\guns\arrows\poisonarrow\poisonarrow.projectile [NEW] projectiles\guns\arrows\poisonbolt\icon.png [NEW] projectiles\guns\arrows\poisonbolt\poisonbolt.frames [NEW] projectiles\guns\arrows\poisonbolt\poisonbolt.png [NEW] projectiles\guns\arrows\poisonbolt\poisonbolt.projectile [NEW] projectiles\guns\arrows\woodenarrow\icon.png [NEW] projectiles\guns\arrows\woodenarrow\woodenarrow.frames [NEW] projectiles\guns\arrows\woodenarrow\woodenarrow.png [NEW] projectiles\guns\arrows\woodenarrow\woodenarrow.projectile [NEW] projectiles\guns\arrows\woodenbolt\icon.png [NEW] projectiles\guns\arrows\woodenbolt\woodenbolt.frames [NEW] projectiles\guns\arrows\woodenbolt\woodenbolt.png [NEW] projectiles\guns\arrows\woodenbolt\woodenbolt.projectile [NEW] projectiles\guns\unsorted\brainbullet\brainbullet.frames [NEW] projectiles\guns\unsorted\brainbullet\brainbullet.png [NEW] projectiles\guns\unsorted\brainbullet\brainbullet.projectile [NEW] projectiles\guns\unsorted\brainbullet\icon.png [NEW] projectiles\guns\unsorted\tranquilizerdart\tranquilizerdart.png projectiles\swoosh\broadsword\rainbowswoosh\rainbowswoosh.projectile terrain\surface\canyonssurface.terrain [NEW] terrain\surface\giantledgessurface.terrain terrain\surface\ledgessurface.terrain terrain\surface\lowhillssurface.terrain terrain\surface\medhillssurface.terrain terrain\surface\mesassurface.terrain [NEW] terrain\surface\mixedsurface.terrain [NEW] terrain\surface\mountainssurface.terrain DIFFS ----- terrestrial_worlds.config 129,130c129,133 < "lowHills" : { < "terrainSelector" : "lowHillsSurface", --- > > // surface terrain > > "mixed" : { > "terrainSelector" : "mixedSurface", 137,138c140,149 < "medHills" : { < "terrainSelector" : "medHillsSurface", --- > "barren" : { > "terrainSelector" : "flatsSurface", > "caveSelector" : "empty", > "bgCaveSelector" : "empty", > "subBlockSelector" : "largeClumps", > "oreSelector" : "empty" > }, > > "flats" : { > "terrainSelector" : "flatsSurface", 145,146c156,157 < "ledges" : { < "terrainSelector" : "ledgesSurface", --- > "lowHills" : { > "terrainSelector" : "lowHillsSurface", 153,154c164,165 < "spikes" : { < "terrainSelector" : "spikesSurface", --- > "medHills" : { > "terrainSelector" : "medHillsSurface", 161,162c172,173 < "mesas" : { < "terrainSelector" : "mesasSurface", --- > "ledges" : { > "terrainSelector" : "ledgesSurface", 169,170c180,181 < "canyons" : { < "terrainSelector" : "canyonsSurface", --- > "giantLedges" : { > "terrainSelector" : "giantLedgesSurface", 177,178c188,189 < "normal" : { < "terrainSelector" : "normalSurface", --- > "spikes" : { > "terrainSelector" : "spikesSurface", 185,186c196,197 < "flats" : { < "terrainSelector" : "flatsSurface", --- > "mountains" : { > "terrainSelector" : "mountainousSurface", 193,195c204,206 < "barren" : { < "terrainSelector" : "flatsSurface", < "caveSelector" : "empty", --- > "mesas" : { > "terrainSelector" : "mesasSurface", > "caveSelector" : "normalCaves", 198c209 < "oreSelector" : "empty" --- > "oreSelector" : "commonVeins" 201,202c212,213 < "debrisfield" : { < "terrainSelector" : "debrisSurface", --- > "canyons" : { > "terrainSelector" : "canyonsSurface", 206c217 < "oreSelector" : "denseVeins" --- > "oreSelector" : "commonVeins" 208a220,221 > // underground terrain > 235a249,250 > // misc > 268c283 < "terrain" : [ "flats", "lowHills" ], --- > "terrain" : [ "lowHills", "ledges" ], 306c321 < // TIER 4 (cold protection) --- > // TIER 4 (radiation protection) 308c323 < "arctic" : { --- > "jungle" : { 310c325 < "terrain" : [ "lowHills", "medHills", "canyons", "ledges", "spikes" ], --- > "terrain" : [ "lowHills", "medHills", "canyons", "ledges", "giantLedges", "mountains" ], 315,317c330,337 < "tundra" : { < "threatRange" : [4, 4], < "terrain" : [ "lowHills", "medHills", "canyons", "ledges" ], --- > //TODO: toxic plains > //TODO: alien world > > // TIER 5 (cold protection) > > "arctic" : { > "threatRange" : [5, 5], > "terrain" : [ "lowHills", "medHills", "canyons", "ledges", "mountains", "spikes" ], 322,326c342 < //TODO: asteroids (how do we assign this planet type to a tier?) < < // TIER 5 (radiation protection) < < "jungle" : { --- > "tundra" : { 328c344 < "terrain" : [ "lowHills", "medHills", "canyons", "ledges" ], --- > "terrain" : [ "lowHills", "medHills", "canyons", "ledges", "mountains" ], 333,334d348 < //TODO: toxic plains < //TODO: alien world 340c354 < "terrain" : [ "lowHills", "medHills", "canyons", "ledges", "spikes" ], --- > "terrain" : [ "lowHills", "canyons", "ledges", "spikes" ], 347c361 < "terrain" : [ "lowHills", "medHills", "canyons", "ledges" ], --- > "terrain" : [ "lowHills", "medHills", "canyons", "ledges", "giantLedges", "mountains" ], 354c368 < "terrain" : [ "canyons", "mesas", "ledges", "spikes" ], --- > "terrain" : [ "canyons", "mesas", "ledges", "giantLedges", "mountains", "spikes" ], items\throwables\throwingbones.thrownitem 4c4 < "inventoryIcon" : "throwingbones.png", --- > "inventoryIcon" : "throwingbonesicon.png", 7c7 < "description" : "You'd have to be really messed up to throw these little guys...", --- > "description" : "Nothing screams archaic like throwing bones at your enemies.", leveling\bow.functions 3c3,4 < "bowImageSelector" : [ "linear", "clamp", [0, 0], [0.9, 4.0], [1.1, 4.0], [1.11, 3.9], [1.2, 3.9] ] --- > "bowImageSelector" : [ "linear", "clamp", [0, 0], [0.9, 4.0], [1.1, 4.0], [1.11, 3.9], [1.2, 3.9] ], > "poisonBowImageSelector" : [ "linear", "clamp", [0, 0], [0.9, 4.0], [1.1, 4.0], [1.11, 5.0], [1.2, 5.0] ] objects\wired\shieldgenerator\shieldgenerator.lua 36c36 < function main(args) --- > function update(args) projectiles\swoosh\broadsword\rainbowswoosh\rainbowswoosh.projectile 12c12,13 < "damageKind" : "2hsword" --- > "damageKind" : "2hsword", > "lightColor" : [75, 75, 75] terrain\surface\canyonssurface.terrain 49c49 < "adjustment" : 0 --- > "adjustment" : 100 terrain\surface\ledgessurface.terrain 46c46 < "adjustment" : 30 --- > "adjustment" : 100 terrain\surface\lowhillssurface.terrain 48c48 < "adjustment" : 20 --- > "adjustment" : 100 terrain\surface\medhillssurface.terrain 48c48 < "adjustment" : 30 --- > "adjustment" : 100 terrain\surface\mesassurface.terrain 48c48 < "adjustment" : 20 --- > "adjustment" : 160 67c67 < "adjustment" : -20 --- > "adjustment" : 100
I'm actually really happy to hear that. It was boring when all that dropped were scale plates and meat xD.
Since I don't play the nightlies I can't really provide any valid criticism, but given that spikes, ledges and canyons will make trekking around more difficult, I do have a few concerns. One of them being traversing the terrain. Now, I'm rather fond of platforming myself as that tends to break the monotony of a long hike, but I would like to see some clever landscapes that requires more than just bunny hopping or just boring through with a pickaxe (sure, that will always be an option, but I'll elaborate further down). The ledge with the grappling hook was a good example of what I'm trying to say, so in my opinion, we need more of that. Another one is familiarity. These are alien planets, don't be afraid to go a little wild here and there. Bizarre shapes and forms that make for good obstacle courses, weird as they may look. Even if picking up a mining tool and carving up a path is always a viable solution in a sandbox like Starbound, I would like to be incentivised to use it for any reason other than being unable to arse myself into going over it. Now I know some may disagree here, probably by arguing "it's sci-fi, it should follow strict, feasible patterns that could be observable in a real planet". Fair enough, but don't you think that a little compromise in the name of making exploration more fun is a good idea? This is a game after all, not a documentary (not bashing whoever finds documentaries a jolly good time, that's good on you. But, you know, different medias and such).
I'm sorry, i haven't payed much attention to the Starbound forums until recently, what's happened with background ores and fossils? (I know that there are no background ores now, but are they canceling fossils??) Btw, thank you for being an intelligent person who understands what "Early Access" and "Unfinished Beta" means.
Economy this days huh?[DOUBLEPOST=1414076340][/DOUBLEPOST] You just killed a wandering musician, getting through a harsh time in it's life... had nothing to eat, just a few pixels in it's pocket and the love of it's life (the violin)
Sounds like middle school with a twist. The player character was a bully, the pixels were actual money, and the violin was my clarinet. OH MY GOSH. WE'RE BULLYING CREATURES GOING TO BAND CLASS.
I found this on a forest/ocean planet, has anyone seen this before? i found out the hard way what happens if you fall there...
I've argued for some more platformer sensibility in the terrain in the past myself. I'd like to see some lava streams, islands over LARGE lakes. Oh. Oh man. Forests where the trees are made of blocks, not the usual chop-downables. MASSIVE "redwoods" in the foreground with wooden platform branches
not if it's your starter planet. My experience with them tells me the game just loves to find the most hostile planets in the alpha sector and dump me on them - which has only been a problem one time when a starter planet had a constant weather status of flaming meteors and any other time I can adapt, but I'm not so sure my experience is isolated and I don't think everyone is as willing as I am to brave poisonous lakes or freezing worlds or acid rain, or, now, Pluto Simulator 2015. spikes like that are usually formed from unstable and frequent shifting of tectonic plates so it would be neat to see some ore clusters formed in one of their sides, sticking out like the earth just spilled over. (Which it technically would have at that point.) This is just the nerd in me speaking but worlds with predominantly spiky terrain would logically also have volcanoes on their surface since they are formed in a similar fashion. I forget if this was added in a nightly build before but, making a common occurrence on those planets earthquakes would complete the mood. ...Just thinking out loud mostly, I'm actually really excited about this update. I love how the biomes seem to be getting more versatile and unique, which makes them more immersive - at least to me.
This is not a platformer but I wouldn't mind some giant trees as well, since climbing trees for resources or shelter would logically be involved in humanoid survival tactics. The Florans build their homes in massive trees, and I have to think those trees exist naturally somewhere in the universe, as well as the materials the florans make their lights and other things from. A jungle biome featuring huge viny trees, and swinging vines, with tree-born foods would probably be a fun and immersive addition. Also I thought the islands in large lakes thing would be added with ocean planets. If this were the Minecraft forum I'd be fervently agreeing with you since those idiots at mojang actually absorbed a mod team into their ranks and they STILL haven't reached the quality of most mods, and what they do add from mods is so lackluster that you end up using the mods anyway. But in this case my experience with starbound's mods are really limited to a couple utilities and one race mod so I couldn't say for sure whether or not the game needs input from modders - yet. Also, the legal stuff about mods is the same as the legal stuff about fanart from what I know - you don't own the subject of your work but you do own the work and someone taking your work and whatever originality you contribute to it - even the creator of the subject - is open to legal action being taken against them. They would need to compensate you for your work, or at least adjust their TOS regarding mods for them to use the work of outsiders without any legal openings. I personally think it's stupid how civil law views this stuff since it diminishes the autonomy creators have over their IPs but that's how it is unfortunately. (It also means the excessive amount of entitled prats who make Minecraft mods can legally use adfly or keep people from redistributing their mods which is bullshit. There are some cool modders that make their stuff open-source and let modpacks use them at least.) Forgot about that. Still not too clear on how they'll go about the starter planets but I guess people won't end up spawning beside the Grand Canyon. Edit: This is off-topic but, I've never seen this forum censor any swear word I use (and I know a lot of them) but it actually censored adfly until I removed the period. I'm stuck between being thoroughly confused and gaining a new sense of respect for whoever designed the filter because they seem to have only seen fit to censor something actually worth censoring instead of throwing up a generic and pointless swear filter. (You think little kids don't hear them from their parents? My mother was screaming the word fuck at her computer when I could barely comprehend language.)
My only response to the 'realism' guys is... juicy meat filled planets. Fun > realism since this is, y'know, a game.
Chiming in just to say that this is the least sci-fi thing I've ever been exposed to that falls under that category. Actually, it reminds me of the Lands of Dream games, probably because the first planet I ever spawned on had eyeball trees. Realism presents interesting and relatable elements to play with but what really matters are immersion and believability which actually don't need to involve realism to be achieved, although it is one of the ways it can be achieved. Either way, I'd have to say that the belief that realism is directly counter to fun is incorrect. This is coming from someone whose sole purpose for indulging in fantasy and creating it themselves is escapism from the special kind of hell that is living on this gods-forsaken rock with the rest of you. Things like limiting jump height or only using biomes that can feasibly exist (in our limited understanding of the universe, anyway) are things I would consider not fun, and totally inappropriate for this kind of game (incidentally drowning is very realistic and I hate its implementation in ANY game) but taking some inspiration from what we know of how our universe works such as with the variations in gravity and biomes determined by their distance from the sun adds interest and a sort-of cohesive element that keeps us interested on the premise that it is familiar. Incidentally, if someone made an all-out realistic survival game right down to using the scientific names for flora I would play the hell out of it but since this isn't that type of game, I want more colorful biomes with strange whimsical trees and more derpy-looking pokemon ripoffs as well as a couple believable things.