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Frackin Patch: The Armol
   
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30 Oct, 2024 @ 10:17pm
9 May @ 6:58pm
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Frackin Patch: The Armol

Description
A simple mod, designed to fix BYOS issues, and add traits to the Armol species in Frackin' Universe. Armor now included!

You will need to install Frackin' Universe, and The Armol: People of the Core, otherwise this mod is useless.

Spines made of iron, and claws sharp enough to carve through metal, their eyes no longer function, instead relying solely on scent, and vibrations. The Armolians are isolationists who dwell deep underground, and will often attack those of unfamiliar scent. Exiles who are brave enough to venture the surface tend to be more open-minded.

Diet: Robotic/Omnivore
(High-glucose foods and Dairy are toxic to them.)

Perks:
Resist: +40% Fire, +20% Physical, +10% Shadow.
Immune: Lava, Burning.
Can last long without oxygen.

Environment:
When away from the sun: Greatly improved mobility!
When exposed to the sun: Sluggish mobility.
Extreme Cold Biomes: -20 Physical resist.

Weapons:
Bow Mastery +20%
Spear Mastery +15%
Digging Claws and Daggers: +3%Protection, +6%Power, +25%Knockback resist.

Weaknesses:
Resist: -30% Ice, -20% Electric, -15% Radioactive
+25% Hunger Drain
11 Comments
Carbuncle  [author] 31 May @ 10:54am 
The thing is the radar effect itself always looked weirdly laggy compared to everything else.

For now I might consider giving them darkness immunity, maybe a subtle glow.

I will say the only thing that stopped me from digging straight down upon spawning in the first planet, was the need for torches, otherwise you kind of are already prepared for mining with the buffs and digging claws.

I assume this is also your first time with the Armol mod in general.

If that is the case, please let me know how you feel about their crafting station, and weapon/tool progression.
Stupid Captain 31 May @ 2:38am 
Same about the lava core, its really cool that a place which would normally be dangerous to everyone else is home sweet home to the Armol
Stupid Captain 31 May @ 2:36am 
I think how you've done the buffs so far is good, even if it is a bit hard to deal with in missions at times, because it does play into more *undergrounder* then lack of light, with the only place where it messes up is in missions that take you into a place that isn't technically underground anymore, but also anything you think might be interesting would be fun to see how it would work

Anyways, I like the mod! The flavor for them is great, I love underground people and also the effort you put into the dialogue is super appreciated, not all mods do that but its one of my favorite parts of any new species
Stupid Captain 31 May @ 2:36am 
Light level based would be really interesting, though sadly our pitiful human senses mean that we need there to be some amount of light around them to see, plus you can't control the amount of light there is is in most missions so theres typically a lot so that player's can see

I mean, I think there are some ways you could get around the sight problem(maybe) by using some of the radars I've seen in game and making them a part of the species, but I don't know if that would be doable or even playable, even if its theoretically interesting.
Carbuncle  [author] 31 May @ 2:30am 
I do love how the lava core biomes actually feel like a safer place to live, compared to any of the other biomes. I think it really sells that this is the place the Armol call home.
Carbuncle  [author] 31 May @ 2:20am 
I guess I ask these questions, because I am unsure if I should make these buffs/debuffs be dependant on light level, or keep it as it is(it only taking the time, biome, and underground level into account).

I am glad someone responded. And feel free to update me on how things are going on this playthrough.
Stupid Captain 31 May @ 1:55am 
None so far, past the initial frackin universe mine one, only just starting on it really. They're fun to play, though of course depending on whether its currently day or night how fast you get through the dungeon varies a lot, because I was moving really slowly through it at first, I even had to use ropes just to jump high enough to get up the platforms to the first tech in that cave, but once it turned night I flew through it and went past multiple things I wouldve normally needed ropes for
Carbuncle  [author] 31 May @ 1:50am 
I might try reworking some things, and possibly doing something about that.

I even thought about making them immune to the Darkness stat, but I thought it would be too overpowered. But you are making me rethink it.
Carbuncle  [author] 31 May @ 1:45am 
That is something I always thought about, but I could never figure out how to implement the Armol's sensory stuff without it either being beyond my scope as a modder, or too intrusive to the game experience.

Also have you done any missions as the Armol? I was spoiled with rng and recieved a warp-point bow in the starting mineshaft. So I kind of used that to get around in missions like the tech-courses.
Stupid Captain 31 May @ 1:30am 
The slowness is fine, especially since someone can always just wait until night to move around on a planet, so it mostly just makes the species more flavorful. I'm really liking playing with them so far but do you think you could add a glow effect or something similar to them? I don't know how else to implement their scent+vibration version of sight, but since it isn't light dependent I think it'd be nice for them to be able to "see" in their vicinity underground