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Author Topic: Starbound - We have lift off.  (Read 944970 times)

Slayerhero90

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Re: Starbound - We have lift off.
« Reply #6390 on: December 24, 2013, 03:19:32 pm »

I have found one instance of the minibiome issue that I like.
On my beta sector jungle, there is a valley with a USCM Base (learned how to make cake, vanilla ice cream, and summer salad there). The jungle transitions to desert as the valley begins and the sand is of the same color as the dirt (pinkish red). It gives a nice dried-out riverbed feeling. Also has anybody experienced any rain? I haven't gotten any in either of my two planets.
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BlackFlyme

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Re: Starbound - We have lift off.
« Reply #6391 on: December 24, 2013, 03:59:31 pm »

I have found one instance of the minibiome issue that I like.
On my beta sector jungle, there is a valley with a USCM Base (learned how to make cake, vanilla ice cream, and summer salad there). The jungle transitions to desert as the valley begins and the sand is of the same color as the dirt (pinkish red). It gives a nice dried-out riverbed feeling. Also has anybody experienced any rain? I haven't gotten any in either of my two planets.

Yea, I had an entire star system where every planet (only about three planets) rained acid rain. I eventually just gave up since it rained too frequently for me to bother trying to explore. It doesn't seem to affect NPCs, unfortunately, so you can't go and melt the wildlife.
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The Darkling Wolf

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Re: Starbound - We have lift off.
« Reply #6392 on: December 24, 2013, 04:00:34 pm »

The lack of environmental effects on mobs is incredibly irritating actually. Why the hell does my pit full of spinning death sawblades act as nothing more than a place for the fuckers to mass before leapslamming me to death.
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alexwazer

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Re: Starbound - We have lift off.
« Reply #6393 on: December 24, 2013, 04:04:37 pm »

iron ore seems to rare, i got a mod that gives one ingot per ore, but I wish it was just easier to find it.

Couldn't find a mod that increased iron ore on planets.

You can easily change ore distribution yourself. It's in the assets/biomes/oredistributions.configfunctions file.


Oh and got some glowing rain; shiny and not deadly, a rare combination.
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BlackFlyme

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Re: Starbound - We have lift off.
« Reply #6394 on: December 24, 2013, 04:14:42 pm »

The lack of environmental effects on mobs is incredibly irritating actually. Why the hell does my pit full of spinning death sawblades act as nothing more than a place for the fuckers to mass before leapslamming me to death.

It's a bit funny, because rain can't hurt them, but if they fall into a pool of it, they will get poisoned.

E: A downpour just replaced a toxic pool with regular water. I was not aware liquids could overpower one another.
« Last Edit: December 24, 2013, 04:31:25 pm by BlackFlyme »
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Itnetlolor

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Re: Starbound - We have lift off.
« Reply #6395 on: December 24, 2013, 04:32:41 pm »

Since the update, it seems my starting planet went from a nice forest planet with water all over the place to the same exact planet, but now acid instead of water.

What the hell?

On the plus side, I got most my old crap back, seeing as it spawned the equivalent of what was in them previously.

Oh yeah, and what's the most efficient way to collect fuel? Are tree farms possible yet?

EDIT:
YAY! Got a full tank of gas, and plenty of surplus fuel. I'm ready for anything now. ...Sorta.
« Last Edit: December 24, 2013, 07:50:21 pm by Itnetlolor »
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BigD145

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Re: Starbound - We have lift off.
« Reply #6396 on: December 24, 2013, 04:33:38 pm »

The lack of environmental effects on mobs is incredibly irritating actually. Why the hell does my pit full of spinning death sawblades act as nothing more than a place for the fuckers to mass before leapslamming me to death.

It's a bit funny, because rain can't hurt them, but if they fall into a pool of it, they will get poisoned.

E: A downpour just replaced a toxic pool with regular water. I was not aware liquids could overpower one another.

They used to mix in weird ways. By "mix" I mean not mix at all but sit on top of each other.
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majikero

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Re: Starbound - We have lift off.
« Reply #6397 on: December 24, 2013, 04:36:20 pm »

Oh yeah, and what's the most efficient way to collect fuel? Are tree farms possible yet?

Yes tree farms are possible. Just flatten the land and line it with trees.
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quinnr

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Re: Starbound - We have lift off.
« Reply #6398 on: December 24, 2013, 04:58:29 pm »

So, I've unlocked the Gamma sector, but I seem to not have access to craft Durasteel (but I have a couple recipes that use it). What do I need to do that? >_< I'd really like that fancy survival system!
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Frumple

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Re: Starbound - We have lift off.
« Reply #6399 on: December 24, 2013, 05:01:10 pm »

Look just below (iirc) all the durasteel furniture. It's just titanium and coal.
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BigD145

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Re: Starbound - We have lift off.
« Reply #6400 on: December 24, 2013, 05:07:56 pm »

Still not a single server list posted. :/
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BlackFlyme

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Re: Starbound - We have lift off.
« Reply #6401 on: December 24, 2013, 05:31:33 pm »

Still not a single server list posted. :/

I only know of three.

Tellemurius' server has its own thread.

Forsaken's is muse.dyndns.tv

Aklyon's lyoncraft.dyndns.org

I'm not sure if any of these have changed since last time I checked. I haven't even played multi-player yet.
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Girlinhat

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Re: Starbound - We have lift off.
« Reply #6402 on: December 24, 2013, 05:33:47 pm »

Forsaken's is still running old version.

Slayerhero90

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Re: Starbound - We have lift off.
« Reply #6403 on: December 24, 2013, 05:42:27 pm »

Just read like the first 4 pages of this topic.
Huh.
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Kaitol

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Re: Starbound - We have lift off.
« Reply #6404 on: December 24, 2013, 05:59:24 pm »

interesting

http://community.playstarbound.com/index.php?resources/base-in-a-box-v0-1.592/

good for quickly setting up disposable bases on worlds you plan to explore I guess? or if building bases just isn't your cup of tea.
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