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Author Topic: Starbound - We have lift off.  (Read 997067 times)

LordSlowpoke

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Re: Starbound - We have lift off.
« Reply #4245 on: December 07, 2013, 05:49:06 am »

there was plutonium that could be used as fuel too, 6 for 1 i think?

i read in this very thread that was in asteroids so you need to lift your character all the way to orbit
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alexandertnt

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Re: Starbound - We have lift off.
« Reply #4246 on: December 07, 2013, 06:00:57 am »

Discovered a duplication bug (but its probably been discovered before).

Spoiler (click to show/hide)

Killed the Gamma sector boss by placing about 30 guard spawners on a flat surface. It killed 27 of them in one hit (!!), but gitched out and 3 of the guards slowly shot it to death.

It also seems that the spawners spawn when you move a certain distance away from them. For example, if you place one in your ship, beam down and beam straight up again, the NPC spawns. Also works if you just walk a fair distance away from them and come back.

Now to mine some spoilerite.
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This is when I imagine the hilarity which may happen if certain things are glichy. Such as targeting your own body parts to eat.

You eat your own head
YOU HAVE BEEN STRUCK DOWN!

Sappho

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Re: Starbound - We have lift off.
« Reply #4247 on: December 07, 2013, 06:04:38 am »

I'm making a thread on the Steam forums right now. Link to come in a minute.

Bay12 Starbound Thread on Steam: http://steamcommunity.com/app/211820/discussions/0/648813728182979818/

Please go post your ideas/suggestions there, guys! I want them to make some of these changes we're all talking about. : )
« Last Edit: December 07, 2013, 06:10:38 am by Sappho »
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etgfrog

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Re: Starbound - We have lift off.
« Reply #4248 on: December 07, 2013, 06:27:43 am »

I wish that a different kind of fuel would be implemented. Coal powered ships is a little silly, plus it's a massive resource sink.

Imagine if you had to build your own refueling station, and that the efficiency/tech level of it would determine the range of your ship. Wouldn't be great? You would end up with these little outposts setup all over the galaxy.
well...coal powered ship is a bit silly however the ship can also accept raw lumber and plutonium ore as a fuel source as well.
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Tack

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Re: Starbound - We have lift off.
« Reply #4249 on: December 07, 2013, 06:32:28 am »

duplication bug
Doesn't work for me. Sure they didn't patch it out?
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

Seriyu

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Re: Starbound - We have lift off.
« Reply #4250 on: December 07, 2013, 06:48:24 am »

I finally beat the UFO and oh my god so much stuff it's like I'm seeing in color for the first time

alexandertnt

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Re: Starbound - We have lift off.
« Reply #4251 on: December 07, 2013, 06:49:05 am »

duplication bug
Doesn't work for me. Sure they didn't patch it out?

*Fiddles with duplication bug*

Right, you have to press Esc on the keyboard. Clicking the X button with the mouse wont work.
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This is when I imagine the hilarity which may happen if certain things are glichy. Such as targeting your own body parts to eat.

You eat your own head
YOU HAVE BEEN STRUCK DOWN!

Deon

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Re: Starbound - We have lift off.
« Reply #4252 on: December 07, 2013, 07:48:40 am »

So I've modded my ship to be bigger.



Anyone who wants to try and see what happens when I join the server? Will you not be able to move onto the added space so it's like personal place where you can store stuff? If so, it can make random MP games much safer.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: Starbound - We have lift off.
« Reply #4253 on: December 07, 2013, 07:58:43 am »

You can mod any game files.

P.S. Got it looking right:


If anyone wants a two-store Apex ship, I can send you files. Gotta mod other races' ships too.
You will need a new character to play with it though, the game stores assets in saves.
« Last Edit: December 07, 2013, 08:09:00 am by Deon »
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

etgfrog

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Re: Starbound - We have lift off.
« Reply #4254 on: December 07, 2013, 08:30:47 am »

well...it worked...
I was looking through the files trying to see how many refinery objects needed to be made to make all block types refineable...135 different block types and with how the game is coded I needed to make a individual refinery recipe for each one...so i used some of the programing knowledge I've been learning and made a python script to grab the item name from the materials folder then write the files I needed
Long short story short, I've modded my game so that any block type is refineable so 5 dirt blocks equals 1 pixel, onto the crops...
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LordSlowpoke

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Re: Starbound - We have lift off.
« Reply #4255 on: December 07, 2013, 08:33:41 am »

You can mod any game files.

THE MODDING WIZERD HAS ARRIVED

are there any tutorials when it comes to modding the ship specifically? or did you figure all of this out on your own? i'd like to mod my ship a little, maybe even move the teleport pad and other stuff elsewhere
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Tack

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Re: Starbound - We have lift off.
« Reply #4256 on: December 07, 2013, 08:42:32 am »

duplication bug
Doesn't work for me. Sure they didn't patch it out?

*Fiddles with duplication bug*

Right, you have to press Esc on the keyboard. Clicking the X button with the mouse wont work.

... Is it sad that this is actually faster for me than just looking for silver?
Both activities seem just as repetitive.

Thanks
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

etgfrog

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Re: Starbound - We have lift off.
« Reply #4257 on: December 07, 2013, 08:45:02 am »

You can mod any game files.

THE MODDING WIZERD HAS ARRIVED

are there any tutorials when it comes to modding the ship specifically? or did you figure all of this out on your own? i'd like to mod my ship a little, maybe even move the teleport pad and other stuff elsewhere

assuming its in steam...file path should be C:\Program Files (x86)\Steam\SteamApps\common\Starbound\assets\ships or your os equivalent. You will see an image along the lines of dropshipblocks, how you paint that will determine the ship I belive, you can add other items or materials through the .structure file in the same folder, I've been using notepad++ to modify things. but you will see the color code there so you can change either of them to modify your ship to how you want, but it only applies to new players.
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Sappho

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Re: Starbound - We have lift off.
« Reply #4258 on: December 07, 2013, 08:47:54 am »

Say, is anyone going to post in that Steam thread? I feel a little silly announcing that the Bay12 community is coming to offer their feedback, and then no one else shows up. : o

etgfrog

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Re: Starbound - We have lift off.
« Reply #4259 on: December 07, 2013, 09:07:50 am »

... Is it sad that this is actually faster for me than just looking for silver?
Both activities seem just as repetitive.

Thanks
If you don't mind modding, try this:
https://www.dropbox.com/s/5ww5egr7g4rroz0/silverfix.zip
unzip it into your starbound folder, it will add a recipe and replace the silver ore file so it gives you the recipe on pickup of it.
it lets you craft silver ore for 75 pixels each(5 times what you get if you refined it).
this is what I'm trying to mod into the game, make pixels a true currency that has value to the player besides cosmetics and a side cost to items.
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