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Author Topic: Starbound - We have lift off.  (Read 944854 times)

MaximumZero

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Re: Starbound - We have lift off.
« Reply #6555 on: December 29, 2013, 12:11:42 am »

Just saw that it's only Offended Koala, not Angry. No wonder it's not working! Durrrr.
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Tiruin

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Re: Starbound - We have lift off.
« Reply #6556 on: December 29, 2013, 12:14:06 am »

My god, I really wish it was easier to find a planet you had been on in the past but had not written down. I had thought you could find a planet with its universe file name, but it appears as though the game also has a weird way of numbering planets. For example, if the game's numbering was based on moons and planets, my starting planet would be the 6th planet/moon of a system with 4 planets and 1 moon (I.e, non existent) , and the numbering says I'd also have taken a trip to the 3rd planet of the system at the very beginning of the game, which is a snow planet with poison water... I'm pretty sure I didn't go to a poison snow planet that early.

Another example says I went to the 2nd planet... of a system with 1 planet and no moon.

Seriously, does anyone have any idea how the game numbers the universe files?
Ship travel history files for the new patch, anyone?
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ollobrains

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Re: Starbound - We have lift off.
« Reply #6557 on: December 29, 2013, 03:57:40 am »

the devs are actually including in the vanilla game quite a few of the mod ideas which is a good sign
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Andux

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Re: Starbound - We have lift off.
« Reply #6558 on: December 29, 2013, 06:37:02 am »

Seriously, does anyone have any idea how the game numbers the universe files?
  • sector name
  • system X coord
  • system Y coord
  • unknown - possibly the system's seed value?
  • planetary orbit track (corresponds to the PNG files in the Starbound/assets/celestial/system/orbitallines folder)
  • (if present) lunar orbit track?
No idea how lunar orbits affect placement on the map screen yet.
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MaximumZero

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Re: Starbound - We have lift off.
« Reply #6559 on: December 29, 2013, 09:28:31 am »

Can't wait for next update. Wolfeyez and I just finished impervium, and cakewalked a couple of threat level 10 planets. Need more stuff to do!
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
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Dorsidwarf

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Re: Starbound - We have lift off.
« Reply #6560 on: December 29, 2013, 09:48:32 am »

servers, why you still down?
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scriver

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Re: Starbound - We have lift off.
« Reply #6561 on: December 29, 2013, 10:43:19 am »

It... Doesn't feel very Floran, does it? And I'm not talking about the lack of platforms to jump down and ssstab ssstab ssstab from.
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Love, scriver~

Twi

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Re: Starbound - We have lift off.
« Reply #6562 on: December 29, 2013, 11:02:21 am »

It looks to me like someone salvaged a bunch of ship parts and tied them together with some plant.

Still trying to decide if I like  said look.
« Last Edit: December 29, 2013, 11:26:31 am by Twi »
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Kaitol

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Re: Starbound - We have lift off.
« Reply #6563 on: December 29, 2013, 12:48:57 pm »

Personally, I think it looks stupid. Of course that's always going to be a problem with floran ships. You can't really make them look unique, because they can't make ships.

Personally I'd design a different looking ship for one of the factions and florafy it. Just so they have something sort of original.
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Iceblaster

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Re: Starbound - We have lift off.
« Reply #6564 on: December 29, 2013, 12:52:24 pm »

On another note, I have found a pony mod :P

On a more serious note: I unfortunately screwed up a mod installation and had to reinstall, and because I didn't back my saves up Gold Hands is no more :c
« Last Edit: December 29, 2013, 12:57:39 pm by Iceblaster »
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Flying Dice

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Re: Starbound - We have lift off.
« Reply #6565 on: December 29, 2013, 01:56:49 pm »

And that's why I'm going to continue using the sandbox mods to build treeships.
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BigD145

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Re: Starbound - We have lift off.
« Reply #6566 on: December 29, 2013, 02:33:09 pm »

I'm considering using the sandbox ship mods to make floorplan ships. Horizontal slicing instead of vertical slicing. I know the MUSH ship would work. It might have to be double sized because some hallways are two squares.
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Solifuge

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Re: Starbound - We have lift off.
« Reply #6567 on: December 29, 2013, 03:10:28 pm »

This is the best-looking, and most functional customizable ship mod I've seen:



Mod Download
Discussion Thread

A few other good mods:
Liquid Extractor: Move and deploy liquids. Pretty nice!
Electro Home Defense: Power generation and management, traps, and NPC Sieges.
Sparkz: Advanced Circuits, Sensors, Logic Gates, Defenses, and a Block Toggler for Trap Doors/Automation/Whatever.
Logical Recipes: Craft race-specific materials and objects, with sensible and balanced recipes. Hardcore Mode requires non-race materials to be scanned to create blueprints first. Can also trade blueprints to other players to teach crafting recipes.
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rabidgam3r

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Re: Starbound - We have lift off.
« Reply #6568 on: December 29, 2013, 03:32:48 pm »

Can I use that mod and still be able to go on servers without the server imploding?
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Even if he hadn't brought the server down in a ball of flaming, slow-mo gibbing corgis

Solifuge

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Re: Starbound - We have lift off.
« Reply #6569 on: December 29, 2013, 03:36:55 pm »

I think so, though I'm not sure if the server needs the mod too. Would be worth trying, though!
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