Starbound

Starbound

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Faster Start
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4 Jun, 2018 @ 7:53pm
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Faster Start

Description
This makes Starbound less picky about your starting system so that it finds a starting planet faster. In turn, your new character can start exploring sooner.

Explanation
By default Starbound looks for a system that has a small "garden" (aka lush) planet, a "desert" planet, and a "forest" planet. You'll of course start on the "garden" planet of course.

Here's the problem. You start using mods that add more planet types, and the mathematical chance any given planet is a "garden", "desert", or "forest" decrease. The odds that any particular system contains all 3 (and the "garden" needs to be small) decrease dramatically. Starbound keeps looking and looking for a matching system. Generating and rejecting system after system. So the more planet types you add, the time it takes to find an appropriate system goes up A LOT. People may even begin to think Starbound - or a particular mod - are broken. That isn't the case... it is just taking a really long time!

And that's where this mod comes in. It removes the requirement to have the "desert" and "forest" worlds in the starting system, so effectively the time to find a starting planet decreases significantly.

Mods (that I can think of) which add planets
  • Frackin Universe
  • Elemental Correstialism
  • Extended Story
  • United Systems Expansion - Planets Addon
  • Magnetic Planets
  • Radioactive Planets
  • Crystal Planets
  • Better Barren - Elysium Worlds
  • Citybound
I'm sure I forgot something. I think some race mods add new planets too. I can add them to that handy list if you mention them.

If you have TrueSpace
You don't need this, because TrueSpace already does this (among other things). It won't hurt anything to have both, but it won't DO anything either. I put this mod out there for people who don't want to install a complete universe generation overhaul just so new characters can get to playing faster.

Compatibility
"Is it compatible with <pick a mod>?"
Yes, but some of you are going to ask anyhow...

Check out my other mods too
http://sp.zhabite.com/id/bk3000/myworkshopfiles/?appid=211820&p=1&numperpage=30

If you need/prefer to manually install mods instead, my mods are available on the Official Starbound forums.
http://community.playstarbound.com/resources/authors/bk3k.395551/
53 Comments
TheLazyTrader 7 Mar, 2024 @ 7:03pm 
@mirefrost00 Penguin Pete doesnt sell it, but the convenience store looking shop, Infinity Express, does sell liquid erchius fuel
-ZEAL0S- 3 Oct, 2023 @ 6:53pm 
This works so damn well. This mod shaved down what used to be a 7-minute long to never (Starbound starts overloading or something and drops to a slideshow) planet-load wait time to like, at max, a 1-minute wait time (but it's like less than 30 secs on average now). And I have around 450 mods and counting. Seriously, thank you for this mod.
mirefrost00 27 Aug, 2021 @ 11:48am 
With FU, Penguin Pete no longer installs your FTL drive. You now have to find your own crystal erchius fuel, which I don't think the vanilla outpost sells. Might could get it from centrifuging the liquid stuff, I guess.
bk3000  [author] 7 Jun, 2021 @ 3:07am 
FU is adding "moon" to the required worlds, which would somewhat slow down the selection process. It seems they do this to GUARANTEE a moon in the starter system - which the vanilla game doesn't do. It is technically possible that you could start without a "moon" biome if you seriously defy the odds.

Chance of a "moon" satellite biome (celestial.config) at a "gentle" star - vanilla math
inner: 66.75%
mid: 2.725%
outer: 66.75%
gate: 27.5%

That accounts for the slots per region, body probability, weighted chance for T1 and T2 (the satellite probability for each is different), and weighted selection of satellite types. Probabilities aren't exclusive so you could end up with multiple "moon" satellites. Granted I did this math at 5AM so forgive any mistakes (beyond staying up so late).

With this mod, you "risk" no moon according to their page LOL. This mod doesn't touch celestial.config. The Outpost already sells fuel. I don't see this as being worth worrying about.
bk3000  [author] 7 Jun, 2021 @ 2:59am 
@=:Philos Tor'am:=
I haven't played in a while but no reason this mod should "stop" working when the game hasn't even updated. But I had to check, and it looks like FU is now doing something unnecessary to universe_server.config
They're adding in "moon" to the necessary planet types - into the array this mod removes. And I suppose that could cause an issue since I'm not controlling for load order against FU, though I could. In the event that their mod loaded after, it would error on the patch since they aren't using a test operation there to see if the path exists.

So they're creating a problem that didn't exist before (for no real good reason). Yes I can fix it :|
by controlling load order in a way that wasn't necessary before.
Popo Bigles 6 Jun, 2021 @ 1:54pm 
Seems to no longer work. Found the last mod that caused crashing on my Starbound and deleted it in the files. I then loaded in normally and it turns out I can't start off right away. So that's quite a shame.

Also this is probably because it's now completely incompatible with FU.
test 29 Jan, 2021 @ 4:06am 
os it coabplible with FRACIN UBUVERSE??
test 18 Dec, 2020 @ 1:45am 
os it coabplible with FRACIN UBUVERSE??
T.w² kodamant 17 Dec, 2020 @ 12:38pm 
o aight i thought the gateway just spawns on whatever planted to first land on
bk3000  [author] 17 Dec, 2020 @ 11:17am 
@T.w² kodamant Pan Militia
I'm not sure exactly what you're looking for. The vanilla starting requirements are as follows -
"starterWorld": {"terrestrialBiome": "garden", "terrestrialSize": "small"},
"requiredSystemWorlds" : [{"terrestrialBiome": "forest"}, {"terrestrialBiome": "desert"}]

Now this mod removes "requiredSystemWorlds" so only a "garden" world that's "small" is required. If it was too large, then it could take you a long time to find the gate, etc on the starting world.

If you where not on a "garden" planet to start with, that's even worse. You couldn't get to the Outpost. If using FU as well, you can't start their stuff til you get to a garden world - which you can't fix your ship til you get to the Outpost. I could give you instant access to the Outpost, but that's beyond the scope of this mod and it does not solve the quest line issues - for example you can't fix the ship til unlocking the gate because of how the quests work (finishing one unlocks another).