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RELEASED Starbound Side Stories 1.99

Adds new locations on planets and quests to existing dungeons.

  1. PoopUnicorn

    PoopUnicorn Scruffy Nerf-Herder

    1. You have to find and activate 2 switches. First is in the tunnel above the area in the middle where the npcs are fighting the mobs-you need the morphball tech). Second is above the part where you fight the stronger mob with hammer (you need the rocket boots tech or similar).
    2. You go down a little tunnel (with morphball) right where is the giant hole that leads to erchius monster.
    3. Then you just follow the path and you will find the slab :)
     
  2. Kamidarko

    Kamidarko Scruffy Nerf-Herder

    You don't actually need the morphball tech. You can just use the dash tech to speed through any gap that is two blocks high. This includes dashing down the path to the ancient slab and getting to any of the switches.
     
  3. Jaffakid3261

    Jaffakid3261 Big Damn Hero

    thank you so much
     
  4. Luminaesthesia

    Luminaesthesia Scruffy Nerf-Herder

    Luminaesthesia updated Starbound Side Stories with a new update entry:

    Fixing stuff

    Read the rest of this update entry...
     
    PoopUnicorn likes this.
  5. Freezair

    Freezair Pangalactic Porcupine

    Ahh, excellent! Goodbye, random crashes and being booted off planets!

    One comment, though--I think Gold Bars might not be the best choice for the Ancient stuff, and something higher-tier (like Diamond, maybe, en masse) would be better. Otherwise I think it might be way too easy to cheese your way to a great weapon in the early tiers, since a careful player can just avoid the high-tier enemies on most Ancient worlds to reap their sweet, sweet Ancient Cores. Greanted, they can still pick up chest-generated weapons, but you could theoretically cut into their ability to craft the good stuff early.
     
  6. Luminaesthesia

    Luminaesthesia Scruffy Nerf-Herder

    Very true, I really need to go through and balance it, and redo some of the weapons. It'll probably wait until the combat update happens, however, since so many fun sword/weapon options are coming then. And yeah, if you have any random errors or anything let me know, I tried testing it for most of yesterday, but I probably didn't find everything.
     
    Freezair likes this.
  7. SingABrightSong

    SingABrightSong Pangalactic Porcupine

    Probably not the fault of the mod, but when I went to the Avian city, my computer crashed. As in it threw a kernel panic. SYSTEM_SERVICE_EXCEPTION with dxgmms2.sys. I'm using an Insider build of Windows 10, so chances are I just need to wait until the DirectX driver gets updated.
     
  8. Freezair

    Freezair Pangalactic Porcupine

    Oddly enough, before the combat rebalancing, the SSS ancient weapons were some of the better ones. Their numbers somehow became a lot less relatively high after the rebalance--they used to easily top genned weapons, but now they're not as good.
     
  9. Luminaesthesia

    Luminaesthesia Scruffy Nerf-Herder

    Yeah, I'll definetly get on that. I'm going to want to have ancient weapons and armor be good, but not as good as something you'd find on a level 9 planet. I'm also hoping to add a bunch of new armor that you can find in the wild on ancient planets, with much better stats and even stuff like lava immunity and poison immunity, but I'm going to work on adding that to Starbound Crew first, then port it over to this. I'm also trying to think of ways to spruce up the underground, because right now it's a little boring...but I also kind of want to add temples or something to each biome that you can rarely find, so players can work on finding them and spending more time in specific levels.

    Quick edit: It's always just seemed super strange to me that you can't find better armor then what you can craft. I'm hoping this will add some much needed inspiration for people to explore planets.
     
  10. lordbociek

    lordbociek Pangalactic Porcupine

    Luminaesthesia -1 q. Why not to merge Your Starbound Crew with Side Stories? both mods are quest related, and im almost sure, that someone that knows your work, has both mods installed
     
  11. Luminaesthesia

    Luminaesthesia Scruffy Nerf-Herder

    It's something I've thought about for a while, and might still happen. One issue I've noticed though is a lot of people download Starbound Crew for basically just the crew itself, and didn't like stuff like the unstable stars (now ancient stars). One goal I've always had in mind, as well, is getting both mods into the base game. I've talked a bit to Tiy about it, and we're still trying to work things out, and it probably won't be until after 1.0. Your Starbound Crew is much more "vanilla" than SSS, and I think it has a better chance of just being straight ported over to the normal game. SSS has stuff like ancient stars, the research center, and a bunch of ancient tile sets that just wouldn't work well in the main game. At the same time, however, I did demo SSS for Tiy and he seemed pretty impressed, but we still haven't had a second to talk about what things work in SSS and what doesn't.

    Plus, I kind of like the idea of things not over reaching their scope. YSC focuses on the crew on your ship, and now, also on your mother base and that crew. SSS is basically everything else I want out of the game that doesn't fit in with the idea of a crew member doing it, but I still think the game needs it. For instance, doing underground stuff in YSC wouldn't make much sense, but I feel like the main game is seriously lacking in underground stuff to do besides mining, so I added in the merchants in SSS. And after I'm done doing some stuff in YSC, I want to go back and add way more stuff to the underground, like maybe even little villages or something. Just please, no more outpost places underground, I have seen them all.

    Finally, size. Both of these mods have a good amount of space to em, and it'd be nice for people to keep the size down, especially now that I'm using Tiled, and those maps can be huge.

    Really, the only reason I'd combine the two, and this is a big one, is for the user's sake. I find that I go between periods of having good YSC ideas, and then SSS ideas, which ultimately leads to one mod getting left behind. And like I said, this is a pretty big deal, so I'm still considering merging the two, but I'm leaning towards keeping them seperate. Great question, sorry that got so long!
     
    lordbociek, Freezair and 1nfinitezer0 like this.
  12. Lord Humungus

    Lord Humungus Big Damn Hero

  13. Sir_Puddles

    Sir_Puddles Scruffy Nerf-Herder

    Ever since I redownloaded this mod, the merchant information shows up as failing to load in my log file and, while I can still play the game, vanilla merchants won't bring up their shop in towns, etc.
     
    PoopUnicorn likes this.
  14. PoopUnicorn

    PoopUnicorn Scruffy Nerf-Herder

    Same
     
  15. Luminaesthesia

    Luminaesthesia Scruffy Nerf-Herder

    Dammit, okay, thanks. I'll run through again and see what I can find. Can either of you copy and paste the error from the log?[DOUBLEPOST=1443730728][/DOUBLEPOST]Also, Lord Humungus, I think the booting off of the planet was due to the lazarustower dungeon, from what I can tell from the log it appears as though my dungeons didn't spawn on that planet.
     
  16. Sir_Puddles

    Sir_Puddles Scruffy Nerf-Herder

    Info: Action 'enableTrading' in 'merchant' broke: [string "/scripts/actions/merchant.lua"]:6: bad argument #1 to 'pairs' (table expected, got nil)

    . . . happens each time I speak with a merchant. Which confuses me, since at a glance there isn't even a modified merchant script in this mod. I'm going to see if maybe it's conflicting with another mod's merchant.lua...

    EDIT: Nope, none of my mods modify the merchant.lua! Is your mod conflicting with the vanilla one?
     
    Last edited: Oct 1, 2015
  17. Freezair

    Freezair Pangalactic Porcupine

    I'd just like to say that I really respect your choice to keep these two things separate, and to allow your users to choose what they want to include in their games. I've started growing weary of "megamods" that offer one or two things I'm interested in, but also bring a flood of stuff that bulks out the download that I don't want. It's one thing if that stuff is optional, but if they make big changes to universe generation or resource appearances or even vanilla gameplay, it makes me much more loath to download them. Plus, I've been burned by megamods affecting my universe before, and now I tend to avoid them. I ultimately think keeping them separate is the more user-friendly option.
     
  18. Mimaah

    Mimaah Phantasmal Quasar

    Hey, I just want to point out, I was doing the bunny alter quest and I got to the point where it said I needed 5 hardened monster plating and even with the items, nothing happens. I originally thought it was in the quest file where the item was named 'hardenedmonsterplate' and I changed it to 'monsterplating' but that did nothing. I'm not the smartest with coding so I'll let you fix it. Just letting you know.
     
  19. Sir_Puddles

    Sir_Puddles Scruffy Nerf-Herder

    yourshiprobot is still borked, not sure how many other spawner-based NPCs might also be having troubles.
     
  20. Sean10M

    Sean10M Pangalactic Porcupine

    Say, where is that new nanoskin for ancient star system planets?
     

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