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Author Topic: Starbound - We have lift off.  (Read 945017 times)

BlackFlyme

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Re: Starbound - We have lift off.
« Reply #5640 on: December 13, 2013, 05:49:43 pm »

Doesn't it glow in the dark slightly?

I remember before the wipe I found some luminescent plants deep underground.
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Flying Dice

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Re: Starbound - We have lift off.
« Reply #5641 on: December 13, 2013, 06:00:47 pm »

Anyone know how to mod in that "hunting" effect to drop meat? I'll try my hand in making a hunting rifle for meat hunting in harder sectors.
I looked through the files for the bows and hunting knife, and in the hunting treasure pool. Didn't see anything; it might be somewhere else, but I couldn't guess where.

Killing things with other weapons drops meat. Less commonly, but still. It's generally enough to keep me going. Alongside the several  hundred rashers of bacon.
Where are you getting bacon!? Apart from buying it, I mean.
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Flying Dice

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Re: Starbound - We have lift off.
« Reply #5642 on: December 13, 2013, 06:10:02 pm »

Oh, and related to complaints over high-tier Glitch armor: Floran hasss impervium armor that looksss like leather bodysssuit. Sssuck it.  :P
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Deon

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Re: Starbound - We have lift off.
« Reply #5643 on: December 13, 2013, 06:24:31 pm »

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Urist McScoopbeard

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Re: Starbound - We have lift off.
« Reply #5644 on: December 13, 2013, 06:25:54 pm »

Oh god it's Stargate all over again!
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Deon

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Re: Starbound - We have lift off.
« Reply #5645 on: December 13, 2013, 06:33:48 pm »

They will be in! I just felt like spriting something before I got to bed in my spare few minutes.

Btw it's animated:
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Flying Dice

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Re: Starbound - We have lift off.
« Reply #5646 on: December 13, 2013, 06:34:56 pm »

OK, now add bolt guns. Remember, the bolts explode.
There's already something like that. I've got a legendary sniper rifle that fires explosive rounds.
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Deon

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Re: Starbound - We have lift off.
« Reply #5647 on: December 13, 2013, 06:35:58 pm »

Yeah, that effect + plasma sound is what I used for the Energy Staff.
Actually + charging effect of the bow, so the ball grows bigger the longer you charge.
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JimboM12

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Re: Starbound - We have lift off.
« Reply #5648 on: December 13, 2013, 07:04:55 pm »

Yay, server's back up! Thanks Forsaken.
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Pemmican is pretty incredibly durable. Corn and rice also lust forever without refrigeration.
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Mictlantecuhtli

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Re: Starbound - We have lift off.
« Reply #5649 on: December 13, 2013, 07:09:05 pm »

Is it possible to make mining lasers? Such as, you fire in a direction and the laser shoots out in a small arc in that direction? Because unf. That would be neat, weapons that dig arcs in front of you are much preferable to the 3x3 pick mining and I'd love a super-expensive way to be able to strip mine weaker materials effectively.
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Frumple

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Re: Starbound - We have lift off.
« Reply #5650 on: December 13, 2013, 07:12:32 pm »

Yeah. The brain gun basically does that already, it just fires too slowly and doesn't damage blocks enough to be a meaningful mining tool.
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Steele

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Re: Starbound - We have lift off.
« Reply #5651 on: December 13, 2013, 07:33:08 pm »

Anyone know how to mod in that "hunting" effect to drop meat? I'll try my hand in making a hunting rifle for meat hunting in harder sectors.

It's determined by the damageKind of the projectile the weapon uses.

Hunting Knife "projectile";
Code: [Select]
{
  "projectileName" : "shortswordhuntingswoosh1",
  "frames" : "shortswordhuntingswoosh1.png",
  "animationCycle" : 0.3,
  "frameNumber" : 3,
  "level" : 1,
  "speed" : 0,
  "orientationLocked" : true,
  "damagePoly" : [ [-35, 9.5], [2, 9.5], [13, 6.5], [20, 1.5], [20, -1.5], [17, -4.5], [1, -9.5], [-35, -9.5] ],
  "animationLoops" : false,
  "piercing" : true,
  "flippable" : true,
  "damageKind" : "bow"
}
Notice the damageKind is set to "bow".

Experimental hunting ammo;
Code: [Select]
{
  "projectileName" : "piercingbullet",
  "frames" : "piercingbullet.png",
  "animationCycle" : 0.25,
  "frameNumber" : 1,
  "energyCostPerDamagePoint" : 24,
  "damageKindImage" : "icon.png",
  "piercing" : true,
  "physics" : "bullet",
  "pointLight" : false,
  "actionOnReap" : [
    {
      "action" : "config",
      "file" : "/projectiles/explosions/bulletexplosion/bulletexplosion.config"
    }
  ],
  "power" : 5.0,
  "level" : 3,
  "damageKind" : "bow"
}
That should work for hunting, but as I haven't even gotten off my starter world yet and have no gun, I can't be 100% certain.

Is it possible to make mining lasers? Such as, you fire in a direction and the laser shoots out in a small arc in that direction? Because unf. That would be neat, weapons that dig arcs in front of you are much preferable to the 3x3 pick mining and I'd love a super-expensive way to be able to strip mine weaker materials effectively.

Digging through the assets folder, I found that a mining laser is already present, if not yet implemented.
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Deon

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Re: Starbound - We have lift off.
« Reply #5652 on: December 13, 2013, 07:53:22 pm »

Okay, fiddling with the game more I now know what this game needs.

1) NO STUPID LINEAR PROGRESSION! Remember Prospector Roguelike? When you land on a planet, you should not know "hey it's tier 1 world so I can kill birds and pokemons". There should be a chance for a quick death or an easy stroll.
2) Monster system needs to be reworked. It may sound like a good idea but in the end all creatures are the SAME in terms of combat, with a few rare special attacks. And bodyparts determine only looks, not functions/abilities.
3) We need more hazard types on planets! Meteorites, acid rains, pools of acid and lava, cracks which reach the core of moons etc.
4) To accomodate it, the armor and damage system of player and monsters should be reworked AGAIN. It shouldn't be "I had 50 hp, now I have 2000 due to armor, durr". Armor should be actual protection, and there should be different negative effects/ailments which can come from different damage types so you would want to evade wounds as much as you want. Armor would be specific to its role, i.e. spacesuit = protection vs. small asteroids and heat/cold, radiation suit = poison and rad resistance etc.
There's a lot to talk about.

There's a lot more to add, but even if they stay at this "super linear way" they plan to do it, I bet there's going to be a big modpack which fixes it.
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Flying Dice

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Re: Starbound - We have lift off.
« Reply #5653 on: December 13, 2013, 07:54:04 pm »

Is it possible to make mining lasers? Such as, you fire in a direction and the laser shoots out in a small arc in that direction? Because unf. That would be neat, weapons that dig arcs in front of you are much preferable to the 3x3 pick mining and I'd love a super-expensive way to be able to strip mine weaker materials effectively.
There are files for a mining laser in the assets folder, I suspect that it just hasn't been implemented yet. There are also mods for tiered matter manipulators.
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The Darkling Wolf

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Re: Starbound - We have lift off.
« Reply #5654 on: December 13, 2013, 08:14:02 pm »

Playing around with the matter manipulator is fun. I changed it to mine near instantly and have a 4x4 profile, I am the moleman now. I travel exclusively underground, just burrowing my way up to the surface when I need to.
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