Starbound
Maple32
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Mis à jour le : 17 juin à 15h29

When broken by hand, explosive barrels will drop some volatol

Expanded Starchblock no longer appears in mains at the cooking table

Rebalanced goju and knocker, by increasing energy gain for goju and increasing cooldown time for knocker

Made DBAT rockets last 4 seconds instead of 3

Knocker now is crafted with volatol instead of oil

"Liquid Volatol" changed to just "Volatol"

Beverages in M32 now restore a small amount of the hunger bar.

changed a 4 to a - in a patch because for some reason I put a 4 there? (I have no clue why I did that.)

Deadbeats rescued in quests will no longer be naked because I set some clothes for deadbeat villagers, rather than just scroungers. They still have nothing to say though.

Added some extra stuff to certain scorched microdungeon boxes

other stuff

Mis à jour le : 12 juin à 21h38

Deleted some unused stuff

Fixed an issue with certain npcs empty inventory slots

Slightly changed throwable mugs

Hylotl tower dungeon and pirate flagship now have items in the boxes

New deadbeat bunker, this one actually populated so you can meet the previously unused npcs from an "old guard" deadbeat faction. (Read the lore codices from before to maybe get an idea of what they're about)

Added new dialog lines to deadbeat scroungers and some of the added deadbeat NPCs I added in a previous update.

Changed default color of ragged jumpsuit set

Added some objects including a deadbeat themed mech launch pad that does not glow, and another object that is currently not used but will be on scorched planets if it does get used.

Restructured and slightly modified some deadbeat related armors

Lowered size glitch species patch from 529 bytes to 397 bytes, as well as doing the same procedure to the avian species patch

Made a gimmicky armor set for deadbeats, and also 2 craftable weapons.

Made a custom ship for deadbeats, it can be modified since it's block based.

Added 2 deadbeat themed food/medical items that deadbeats can craft by default and give them buffs. They are both toxic to non-hominids (all species except humans and deadbeats). You can declare your species to be hominid by adding the "m32humanidentifier" status effect to your species in a patch.

Deadbeats are now playable; They do not need a cooling EPP on normal hot tier planets, and have fire damage resistance.

Changed alternative concrete recipe.

Protectorate water dispenser can now dispense water, because certain space dungeons use those instead of the normal outpost one for some reason.

Definitely some other stuff I forgot to mention, I wasn't keeping track for a bit.

Mis à jour le : 29 mai à 16h50

Greeting chance for villagers and village guards have been lowered to 0.3

Added unique quest flavor text for kidnapping and escort quests specifically for nuu

Golchari Lowwaymen (nuu bandits) can now appear as quest threats

Mis à jour le : 14 mai à 1h16

Added new "Red Rocks" cave biome to steppe planets, is now the default layer 1 biome.

Fixed klutzy fuck-up breaking monster collection entries

Nuu girder block now is on a lower z level than iron blocks.

Added "Cool Day" weather to steppe planets that blocks deadly chill for a time

Changed critter varieties on steppe planets

Tintic web throws now spawn web blocks if they hit the ground (they do not do so if they hit the player or the air)

Tintics web throws now apply glue slow when hitting the player, and have a white particle emitter as they fly

Tintics and electric tintics are no longer immune to burning so torch as you deem necessary

Normal tintic touch damage reduced from 10 to 9, electric tintic still does 10 touch damage

Rotated an object in a microdungeon.

Added thief dialog to nuu and glutt because apparently I forgot to. (I will never recover from this)

When shot or slashed at, some icicles (specifically "icestalactite1") will fall as a damaging projectile.

Mis à jour le : 2 mai à 19h59

New voltip variant that will only appear in the power lines dungeon.

Seamine paratails (aquatails) no longer unlock paratail collectible when captured.

Some other M32 monsters now have collectible entries as well

2 new nuu crate rack variants, old crate rack has also been changed to be 2 blocks taller and has been altered to look better. You can now craft crate racks.

2 new nuu crate variants.

Modified the nuu glide script and wing glide script a bit, now there's an acceleration cutoff at 150 either direction.

Tried something else that will hopefully prevent the previously mentioned icon flickering on linux, don't know if it will work this time either but one can hope.

Added hydroponics tenant that requires 75 nature objects (hydroponics trays give 25 each) and a door, no light required because hydroponics trays emit light.

New icons for some objects, replacing placeholder icons.

Mis à jour le : 10 avr. à 23h09

Arc grenades slightly modified.

Stalactite bolts are now piercing (they go through enemies.)

Treasure pools on the electrical towers changed so you will no longer get glow potions and stormgrass seeds and instead get varying amounts of electrical components.

Increased time of a status effect related to medical scanners from 0.6 to 0.7 which will hopefully prevent the status icon from flickering (for some reason it was only happening on linux, I don't even know.)
^(THE FIX DIDN'T WORK FUCK)

Replaced tooltip for anti-albedo nanosilk preventing text overflow

Slightly changed some microdungeons in Cold Catacombs biome

Sushi+ recipe is now unlocked by picking up sushi

Sushi+ lunge status effect now lasts 120 instead of 100

The price of salt was lowered, selling it for pixels was kinda broken.

Changed crouching leap crouch timing from 0.15 to 0.08

Changed how added space dungeons (stations and stuff) generate so that it doesn't conflict with other mods.

Lowered chances of component merchant ships, tiny ships, and pirate flagships generating so they don't overwhelm.

Changed description and title of thread to lessen any confusion with string.

Added one block climbing to m32 steamspider variants.

Other things that aren't finished yet and/or I forgot.

Mis à jour le : 31 mars à 20h38

Possible drop quantities of toxic waste is now higher for funkgus.

There's a broken vanilla "vr headset" in the scorched city biome objects and I patched it to make it work how it was probably supposed to. I also improved it a bit.

Added a new microdungeon to scorched cities that contains the vr headset.

Added 5 lore codices that give these scorched planets some history. They can spawn in the microdungeon.

Replaced protectorate capsules on scorched planets with empty bottles.

Replaced grassmod variants on scorched planets with a different one that I liked better.

Made deadbeats an actual species instead of just a mask for humans to wear. They are not playable currently.

Added some deadbeat npc types that are currently not used.

Added some items for deadbeat npcs but aren't used currently.

Deadbeat scroungers can't be accidentally shot anymore, and have had a slight wardrobe shift.

Added rare message in a bottle to oceanic planets.

Removed a few unused things.

Replaced the old "Doubled Bolts" ability with "Second Barrel", does what you think it does.

Modified how the red stalactite variant works.

Made dread lotuses less dreadfully picky, their liquid requirements changed from max 0.6^- min 0.3^- to max 0.75 min 0.5 (which is far easier to automate with a liquid sensor despite being a smaller tolerance.)

Added harvesting noises to certain m32 crops.

Changed illuminator crewmember uniform from a grey protectorate uniform to a black protectorate vest and jeans.

Added a fake moon light to the outdoor set at frogg furnishing, so now you can make nighttime themed rooms or something.

Modified vanilla junkstorms (scorched city weather with the newspapers) to prevent the newspapers from flying through blocks, also made some other modifications like a slight bump up in maximum wind speed and how the newspapers despawn (instead of vanishing they shrink in a more immersive manner.)

Some other things I forgot about/are too small to mention.

Mis à jour le : 20 mars à 21h24

Made a new codex available.

Added a new furniture: wooden stool with cussion.

Removed an old encounter dungeon from generation that was not good enough to pass by current standards.

Added a new encounter dungeon. The new stool exists in it.

Added two new hylotl oceanic microdungeons to generation.

Added some old vanilla terrain dungeons to certain m32 cave biomes.

Removed two underground biomes from generating in the top layer of bioindustrial planets. I did this because it was clogging and making the computer corridors biome impossible to find unless you waste an hour or something ridiculous like that.

Computer corridors now have 4 rare microdungeons that can appear. (They're honestly not very interesting or even good but I did add this so I have to put this here.)

Disabled a specific microdungeon that didn't work (I fixed it somewhat but now it hogs dungeon space so I commented it out)

Fixed misaligned hylotl symbol on the top of two vanilla hylotl oceanic houses because Tiy Chucklenuts won't do it.

Further altered vanilla coconut block so it looks more like a fallen coconut.

Added a cheaty item to make testing easier that allows you to swim really fast, but you have to spawn it in with "/spawnitem m32coralhorns". You can also just use it for cosmetic reasons though.

Changed how the lightning strikes work slightly, and added a status effect that makes you flicker when hit by lightning like a cartoon character.

Stuff I forgot about/stuff to small to mention.

Mis à jour le : 2 févr. à 18h03

Removed the ability for m32 industrial microdungeons (the ones on bioindustrial planets) to sometimes generate on garden, forest, jungle, desert, snow, tundra, volcanic, and savannah biomes. They will still sometimes generate in scorchedcities

Modified some tracks on some added planets and biomes so that they don't loop infinitely.

Changed how seamine paratails work, spawn, and also changed their name as well to "Aquatail".

Also changed other monster generation things related to thrashed planets.

Added bushes and such things to certain parts of the nuu farms dungeon.

Safe moons no longer generate coal ore at surface level, instead generating only copper and iron.

Fixed multiple typos in outpost.json.patch, so it actually works with anom's outpost overhaul now.

Golek's placeholder dialog has been replaced with new, more boring placeholder dialog, never mentioning the ark in case outpost overhaul is used.

Added overcastness to haze parallax.

Station medical scanner now cures m32 diseases when at full health, making cheesing easier if you have one.

Safe moons made a bit rarer by increasing chances of normal moons a tiny bit.

Removed added chances of oceanic/toxic/magma/thrashed planets being gas giant moons because that makes them generate stupidly and I hate it.

When the liquomorph set is used with oil, it now lowers friction allowing you to slide around.

Tungsten ore added to safe moon surface layer.

Added a new type of lantern and lamppost to replace the oil ones in the Cold Catacombs biome, they shimmer rainbow.

Added a new sword, "Hateblade" and a recipe for it using a heart of hatred. It has a slightly longer range with the first swing than normal swords.

Changed some recipes.

Changed some item descriptions.

Other small things here and there that aren't worth mentioning or that I forgot happened.

Mis à jour le : 9 janv. à 13h45

Modified Trudger and Visage mech body sprites.

Some foods have been moved to campfire crafting from normal food crafting.

Doubled bolts now do more damage but are less accurate.

Added a magmallow crate so you have an excuse to make magmores

Added sideways smashable litter bottles based on vanilla smashable bottles.

Glutt portraits now have different clothes.

Improved how the vanilla barrel fire looks by making the flame fullbright and adding sparks. I did not add cookability to it though since there's already a mod that does that.

Fixed sporgus crop seed icon related logspam.

Cleaned up industrial tree top sprite a bit.

Changed thrashed and aeolian parallax to be overcast, also fixed the empty parts of thrashed oceans on 1440p monitors.

Diver thugs no longer drop pixels but instead drop weeping pearls.

Hostile turpentiners now drop oil cans instead of money and have had their nectar drop amounts increased.

"Sushi+" now gives a crouch jump status effect instead of no status effect.

The vanilla hylotl radio has been modified so that it's off by default instead of on by default.

Replaced liquid erchius in the infinity express with compressed fuel blocks, preventing fuel duping until after you go to a moon. I'm not so sure about this change though, tell me if it sucks so that I can separate it into a different mod.

Added winds that can push the player around to aeolian blizards, aeolian shard storms, and thrashed storms.

Nuu glide effect now is affected by wind, so you fall slightly slower when gliding into the wind, although it's harder to move forward. You will also glide faster when gliding away from the wind.

Gallonglass now lowers friction to mess with platforming (since it is a gallon of alcohol)

That one really tall nuu city thing has been slightly modified

Added abandoned vanilla feature: random coconuts on ocean planets.

Made fully compatible with Racial Chef Clothes mod

Other small things here and there that aren't worth mentioning or that I forgot happened.