Starbound

Starbound

Wulf's Archaic Beasts (Discontinued)
35 kommentarer
KitsunariSoleil  [skapare] 15 aug, 2019 @ 15:34 
@A man Hmmm...unfortunate. The spawn conditions are pretty specific.Biomes are: "Stone Caves", "Wilderness", and "Underground 1B". But it also has to have existing blocks at a certain points in the front, and a certain point in the back - which isn't completely guaranteed in the ground due to cave systems. (I just tried to check for a more specific location of the necessary existing blocks, but it seems like my files got became un-openable in Tiled at some point, so I'll need to see how to resolve that.)
A man 15 aug, 2019 @ 12:20 
Also specifically what biomes do they spawn on
A man 15 aug, 2019 @ 12:15 
Dont seem rare...found 3 right on top of each other
Darrk 6 okt, 2018 @ 10:26 
thanks :3
KitsunariSoleil  [skapare] 11 sep, 2018 @ 18:06 
@4sch3r You can only spawn the base ones. None with buffs. (Unless you use "/placedungeon archaicbeasttomb1"). The buffs are done through the dungeons themselves in the way similar to doing it through /spawnmonster. If you want the base ones, at least, use "/spawnmonster" archaicquadruped" and "/spawnmonster archaicbiped" (Don't use the quotes obviously)
Darrk 10 sep, 2018 @ 12:06 
how do i spawn them?
simon 13 aug, 2018 @ 4:47 
fair enough
KitsunariSoleil  [skapare] 12 aug, 2018 @ 18:34 
@𝕴𝖒𝕬𝕯𝖚𝖈𝖐𝖞 Yes, it just doesn't have unique textures for all monster parts, new items, crafting recipes, etc. It's really just rare monsters, with a few select randomized buffs, that drop rare items.
simon 12 aug, 2018 @ 17:46 
is the mod already useable?i've followed it for a little while but im not sure if it works
KitsunariSoleil  [skapare] 12 aug, 2018 @ 17:04 
@𝕴𝖒𝕬𝕯𝖚𝖈𝖐𝖞 No. I already explained why further in the comments.
simon 11 aug, 2018 @ 13:17 
can you add a parameter to enable them to be capturable?
KitsunariSoleil  [skapare] 1 jul, 2018 @ 9:06 
@Tramfanthe Yeah, again, it's the case for new planet types. For dungeons, at any point unless they are ON a new planet type, all you have to do is go to planets that have not actually been generated yet (the player never beamed down onto it). Not sure where you heard that's a dungeon issue.
Tramfanthe 1 jul, 2018 @ 7:47 
Actually, yhe mod was a dungeon mod so i thought it would be the case here.
KitsunariSoleil  [skapare] 1 jul, 2018 @ 3:39 
@Veral Yes randomly generated, no captureable because they would be extremely overpowered.
Jenno 30 jun, 2018 @ 22:34 
are they randomly generated and are they capturable?
KitsunariSoleil  [skapare] 25 jun, 2018 @ 11:50 
@Tramfanthe In my classic mini bosses, yes. In this, no. I plan to keep them land-only for now. However I have plans to adapt some bird heads as well as wings to the quadruped and biped bodies. A sort of Chimera-looking thing.

@Vid1234 The dungeon is /placedungeon archaicbeasttomb1. The monster is /spawnmonster archaicquadruped 1 - you can replace the quadruped with biped and the 1 with any level.

@Tramfanthe (again) There is no need for that kind of thing. Just go to a planet that hasn't been generated. The only thing that screen trick applies to is if the mod adds new planet types, star types, etc.

@Vid1234 Do note they will have no buffs unless you manually add them as parameters. The "buffed" ones are done through spawntypes and custom entities in the dungeon creator.
TheRealVid 25 jun, 2018 @ 11:49 
@EclipticWulf TY!
Tramfanthe 25 jun, 2018 @ 7:27 
@vid1234 it says they are rare, and, don't spawn on existing planets. So [someone told me this on a different mod and it seemed to have worked] go two screens of stars in any direction and see if you can start off from there finding them.
TheRealVid 24 jun, 2018 @ 15:48 
how to spawn?
Tramfanthe 24 jun, 2018 @ 12:27 
Are there flying ones [like the ones you can catch in a specific vanilla dungeon that you gotta search to find one before it gets killed by the 'others']? Also i think the rooms are too small [by the preview]
KitsunariSoleil  [skapare] 24 jun, 2018 @ 12:06 
@Fire boy 323 Those were planet mini bosses yes, I have another mod that brings those kind back. I thought you meant ones in dungeons specifically. I've played since early Beta too.
Gabe Newell 23 jun, 2018 @ 11:43 
no, a long time ago starbound used to have these mini bosses, I would always call then planet bosses, it was in the builds before they made creatures like the poptop
KitsunariSoleil  [skapare] 23 jun, 2018 @ 8:47 
@Fire boy 323 Is there a joke in that comment I'm not seeing, or?
Gabe Newell 22 jun, 2018 @ 11:46 
like the old days
Flaak 21 jun, 2018 @ 19:29 
yea could kind of be like challenge rooms except cooler :D
KitsunariSoleil  [skapare] 21 jun, 2018 @ 14:03 
@Tapout3436 I like tht idea. Reminds me of the Kluex fight, which I had a lot of fun with, even if it was scripted and predicatable after awhile. Maybe I'll add a new type of dungeon that's larger and has that sort of stuff.
Flaak 21 jun, 2018 @ 13:53 
Also if you can add like traps mid fight or lasers/acid/fire/ etc would be challenging and awesome..eventually an idea could be to make some of the hardest content the game has seen giving exclusive and awesome loot :D
Flaak 21 jun, 2018 @ 13:53 
I actually downloaded it too, didnt come across it but also had no issues..awesome idea/mod though!
KitsunariSoleil  [skapare] 21 jun, 2018 @ 13:11 
...I tested it since no one else wanted to. It's fine, as I suspected.
Flaak 21 jun, 2018 @ 11:45 
Finally someone made something like this..was wondering when it would happen. Downloading as soon as ik its fu compatible lools.
Public_Enema 20 jun, 2018 @ 6:51 
So..UH FU compatibility? :)
Alessondria 19 jun, 2018 @ 19:00 
Weapon parts are cool. Please keep it in line with vanilla high-end-ish ones... maybe make it require 5 parts to drop and only 1 drops from each boss? It'd be cool to make a special lootbag for weapon types to get a random thing. Gun bag might include 1 and 2 handed, Melee bag, Shield and Extras Bag. Lots of work but those extra layers to the mod might make it extra spiffy :hmm:
SimoniacCrib 19 jun, 2018 @ 18:40 
ok how about having them drop weapon parts that once all of the parts are gathered you can craft the weapon
KitsunariSoleil  [skapare] 19 jun, 2018 @ 18:04 
@Simoniaccrib I don't feel like making them able to be caught, even with such balancing, sorry. But I like the custom weapon idea. I thought about it, but I haven't come up with something interesting yet.
SimoniacCrib 19 jun, 2018 @ 16:33 
i feel like theyre should also be some that drop as a monster ball and can be used as a pet. i mean who doesnt want a giant miniboss following you on your quests. but maybe make them a 1 life monster (no healing them when they die) just for balance. and maybe add some kind of special custom weapons that can drop to boost the want to find these.