Starbound
Super Dungeon Pack
72 Yorum
☥¤§ÑîGHTMÃRɧ¤☥ 1 Ara 2023 @ 22:10 
don't mistake this for linking another mod that's mine cause it's not it's the only way I can help I think...link you to the right mod that needs capability patching i think...
☥¤§ÑîGHTMÃRɧ¤☥ 1 Ara 2023 @ 22:07 
I think we need a patch for that...idk kind of dissapointed that it's causing me such trouble.
☥¤§ÑîGHTMÃRɧ¤☥ 1 Ara 2023 @ 22:06 
Can you make this mod capatible with T7-T10 mod? The one that adds like 19 Biomes maybe conflicting with this Mod! :/
☥¤§ÑîGHTMÃRɧ¤☥ 1 Ara 2023 @ 22:03 
/placedungeon sdp_aviantomb likes to ctd alot I get this message i wonder if you may know what is causing it.../placedungeon xal_dd_shipwreck?
Hade 29 Eki 2023 @ 18:15 
Thank you for the mini bosses. Before this I was just bored with all the mobs, this has made the game much more interesting.
Good Game 3 Eki 2023 @ 9:54 
Good evening!

I am commenting here too because I am not sure if you check comments on the boss-free version of the mod. Please check my comment over there!

Thank you!
Black_Hound730 2 Eyl 2023 @ 20:44 
Alright, thx im gonna test it :steamthumbsup:
🅱ule  [yaratıcı] 2 Eyl 2023 @ 17:31 
@Black_Hound730 It won't crash the game, the only way that could happen if I removed a dungeon and you visited a planet where that dungeon was supposed to be in. Even then the game simply wouldn't allow you to land on the planet. This would only happen on planets that you generated on your star map, not the entire universe.
Black_Hound730 2 Eyl 2023 @ 16:55 
Oh thats perfect, but if i use the version without the minibosses does it gonna crash the game? like i visited a couple planets and some structures are already generated so...
🅱ule  [yaratıcı] 2 Eyl 2023 @ 16:06 
I've added a link to a boss free version at the top of the page.
🅱ule  [yaratıcı] 2 Eyl 2023 @ 15:37 
@Black_Hound730 from what I can remember changing maxSpawnCount to 0 does nothing. The easiest way to remove the minibosses is to remove them from the list of anchors in the dungeon files.

The files with minibosses are
sdp_underground.dungeon
sdp_underground_deep.dungeon
sdp_underground_core.dungeon
sdp_miniboss.dungeon

For example in sdp_miniboss.dungeon you can change the anchor list to
"anchor" : [],
which means that none of the surface minibosses will spawn.

If you want to leave some of the references on the list remember that the last item on the list does not have a ","

"anchor" : ( "example", "example" ),

(replace ( with [ steam is shitty)

I could also make a separate version of this mod without the minibosses since I assume that there would probably be demand for it.
Black_Hound730 1 Eyl 2023 @ 21:09 
I really liked it, but those mini bosses are driving me insane, I can't get breath with a swarm of fire whispers clapping my buttcheeks every second while underground

Out of curiosity, on my game by my own ofc, if I edit sum files in the mod like the "maxSpawnCount", set it to zero, does it make them stop spawning without breaking my game? I wanna keep the mod for the exploration factor, just wanna stop the minibosses. (without commands)

Not asking for a nerf or update, just wanna edit the mod on my game so it won't compromise other players and I wont need to remove it from my list :steamthumbsup:
🅱ule  [yaratıcı] 25 Ağu 2023 @ 20:23 
@cutieryan the crashed station is a microdungeon. It's supposed to be uncommon but there's no real way to control how often or how many of them will spawn. I reduced the spawns for the crashed station as well as the surface minibosses since I noticed they were a little too common.
cutieryan 22 Ağu 2023 @ 0:49 
After a while of playing with Super Dungeon Pack, I can say that this mod gives that much needed dungeon variety and randomness. And those flying miniboss monsters scared me on multiple occasions, which was nice.

The one thing that bothers me is how often the crashed space station spawns. I'm not sure if it's because I have Planets Generation Overhaul Lite installed, but they seem to be as common as microdungeons.
eonman6 14 Ağu 2023 @ 6:30 
I've loaded other dungeon mods without an FU patch and work just fine and even show up in FU planets I might add a Patch to Make dungeons Spawn in more of a random occurrences
🅱ule  [yaratıcı] 12 Ağu 2023 @ 15:09 
I don't use FU so I don't know how well they would work together. I believe people would have already reported issues if they didn't. Besides dungeons not appearing on FU planets the only problem I could think of is that none of the dungeons or microdungeons have defined gravity and I know that FU makes changes to the way gravity works so platforming in the dungeons could be a bit harder than normal.
Circe 12 Ağu 2023 @ 12:33 
I can't be entirely certain, but it seems like it would be. At worst, its dungeons just won't appear on FU planets.
eonman6 12 Ağu 2023 @ 8:39 
is this frackin universe safe?
Prodigy 11 Ağu 2023 @ 20:28 
Can you please provide the changes listed when updated in the change notes? It actually helps with getting an idea of what has been done.
🅱ule  [yaratıcı] 11 Ağu 2023 @ 20:11 
I updated the mod and removed all jump pads from the cultist dungeon and the apex lab. This should fix the crashing issue.
Hyperdino 11 Ağu 2023 @ 17:08 
I have a more recent mod collection. Sorry for not responding sooner! Here's the link https://sp.zhabite.com/sharedfiles/filedetails/?id=3017506687
🅱ule  [yaratıcı] 11 Ağu 2023 @ 15:38 
@Hyperdino your mod collection "Mods before reset" contains a mod that causes jump pads to crash the game when placed down on specific planets. If the cultist dungeon and the other mods content are both present on the same planet you will get sent back to the ship. I don't know what mod is causing this to happen or why it specifically breaks the jump pads. I have prepared a fix in the form of removing all the jump pads from the cultist dungeon but I'm not willing to release it yet, I would rather want to know what the problem mod is.
Hyperdino 10 Ağu 2023 @ 17:43 
Also I'd have to test if it's consistent, but I CAN drop my modlist if you're in the starbound discord. Hell you might be able to just find it because I had to create one for another issue I was having
Hyperdino 10 Ağu 2023 @ 17:41 
It doesn't crash, it just sends me back to ship.
🅱ule  [yaratıcı] 10 Ağu 2023 @ 12:47 
@Hyperdino also, does the dungeon crash consistently or only on a specific planet?
🅱ule  [yaratıcı] 10 Ağu 2023 @ 12:22 
@Hyperdino alternatively I could try removing the bossroom since I believe it is the most likely culprit.
🅱ule  [yaratıcı] 10 Ağu 2023 @ 12:07 
@Hyperdino I think the issue is likely a conflict with another mod. The cultist dungeon contains a bossroom for the ancient guardian as well as traps present in the ancient vault and some enemies from the ruin. I tried to use other mods that change these aspects of the game in conjunction with SDP in the hopes of finding the problem but I was not able to find the culprit. If I knew what mods you were using I could try them myself to fix the problem.
Hyperdino 10 Ağu 2023 @ 10:02 
Just experienced the same issue as Roboglitch. There does seem to be something wrong with the cultist dungeon. Here's the relevant part of the log: https://pastebin.com/EY70FEwS
feldraiel 9 Ağu 2023 @ 10:55 
Is this compatible with FU? Because I'd love to give this a whirl.
DUCATISLO 3 Ağu 2023 @ 11:49 
gg
Prodigy 1 Ağu 2023 @ 19:00 
@Syovere

From what I experienced, most of them aren't shielded.
Circe 30 Tem 2023 @ 18:50 
I've already enjoyed what I've seen from this mod. A question though: Are the dungeons protected/shielded? Sometimes I like taking over an old dungeon as the start of a base.
Chocolla 24 Tem 2023 @ 13:46 
Sends me back to my ship whenever I encounter a modded dungeon or doesn't allow me to land on a planet at all :(
Hyperdino 22 Tem 2023 @ 0:02 
@Roboglitch yo could you maybe drop the logs for when this happens?
Roboglitch 19 Haz 2023 @ 18:08 
hey i think the cultist dungeon might be broken as it tries to generate it and sends me back to my ship
😂 12 Haz 2023 @ 12:38 
how do i solve the 4 switch problem with the saw beneath it in the avian dungeon????
glider521al (Rogue Worlds dev) 10 Haz 2023 @ 0:01 
The new space encounters are a must-have from this mod!
I love how You modded in some new mech fight enemies, built on Vanilla monsters, and included otherwise underutilized special NPCs like evilknightlord and generals, allowing for more synergies with other mods. Additionally, this mod allowed me to join Vanilla Starbound servers without incident and plays nicely with other generation mods like Arcana and Extra Dungeons

After weeks of using Your mod, I only observed a few minor glitches:
- Once the outpost gate didn't spawn on a Spring planet for a new character (this may be unrelated as I have a lot of mods, this was readily circumvented with warp command or by warping to another player)
- The Shockhopper Mk I (Mk II with Tougher Mobs) boss will sometimes reset its health if it moves too far away from the player; perhaps enclose it in a smaller room?

Linked to this from our mod synergies page and hope that Super Dungeon Pack gets more visibility.
Portal Mech 30 May 2023 @ 7:24 
It's been a long time since I've seen this much effort put into a dungeons mod. Excellent work
Scatman's Last Stand 28 May 2023 @ 18:35 
i havent even played the mod yet, but i already love you so much just on the account of you MAKING AND INCLUDING COMMANDS FOR SPAWNING THE DUNGEONS AND ALSO SEPARATING THEM SURFACE, SPACE, AND MICRO DUNGEONS THANK YOU SO MUCH I LOVE YOU
Claygames 28 May 2023 @ 6:09 
keep up the great work i love seeing stuff like this have a good one!
🅱ule  [yaratıcı] 28 May 2023 @ 3:41 
I made some further changes to spawns, also I tried mixing the anchor pieces in the dungeon files to hopefully reduce clustering.
glider521al (Rogue Worlds dev) 28 May 2023 @ 0:20 
This is Spectacular 🌠 !
Love the level of detail and depth in your dungeon designs so far ❤️!
yeenif 27 May 2023 @ 21:57 
I was playing a little whit this mod and I love it (I even love fighting the flying bosses, they are just too fund to fight)

But I would love that there would be a version or way, to make so the mini bosses micro dungeons would be less common.

Like....I get it, is cool to get good loot from a mini boss, but damn, fighting like 3 of them at the same time is not as interesting at how it sounds.

Or find like 2 mini bosses one next to the other is annoying.
🅱ule  [yaratıcı] 27 May 2023 @ 17:04 
That's something I noticed too. When I make something rare on purpose, it hardly ever spawns except when it does there are two right next to each other lmao

I made the birds fly through walls because they kept getting stuck everywhere. Didn't make them much of a threat. Some of the bigger ones still use pathfinding when possible. They have problems seeing through liquids, I'm not sure what to do about that.
Dym0niter 27 May 2023 @ 16:49 
a quick glance, at 1x zoom with fullbright: seems liek they are a little less common now. weirdly, they seem to spawn in clusters, but that's not too big of a deal

also, are mini-boss birds supposed to phase trough walls?
🅱ule  [yaratıcı] 27 May 2023 @ 16:10 
@Dym0niter I've made some changes to the spawn rates. There are no actual values for changing microdungeon spawning, you can only change the conditions under which they are allowed to spawn in, so their spawn rates can be difficult to control. I hope they are good now.
Dym0niter 27 May 2023 @ 13:54 
the drops themselves are. fine. some MM-module parts or tech-card parts (i think this would be betabound? I'm not too sure, but decent stuff anyway). the spawnrate could defenitly be lower though, yeah. it get's tiresome having to fight a mini-boss every minute while caving
🅱ule  [yaratıcı] 27 May 2023 @ 13:50 
@Dym0niter I could reduce the rewards or tone down the spawn rates. Or do both.
Dym0niter 27 May 2023 @ 13:19 
(i wish steam let's us edit comments) i'm not saying it's neccesarily a bad thing, but they do give loot, and it might be a bit unbalanced, especially with how easy it is to cheese them, given their size and starbounds infamous AI