u/MrArrhythmia

Mod Where NPCs Recognize Proximity-Activated Doors?

Normally NPCs are not able to navigate through closed doors that have any kind of input connection, even if one of those inputs is a proximity sensor that would open the door for them. I was thinking about making a mod that solves this issue. I know nothing about StarBound's Lua API, nor do I have much experience with Lua itself, but learning is fun so I would like to try. Also, I've looked at the code for doors and pathing and how they interact and it looks as simple as changing a few flags if the door is wired correctly, so this might be easier than I think.

Most importantly, does a mod like this already exist? I don't want to waste time making a duplicate mod for no reason. If not, is there actually demand for a mod that does this? I specifically want this I can make a colony with KnightFall's doors while still having them be automatic.

Thanks for reading and happy space travels!

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u/MrArrhythmia — 5 days ago

Looking for Feedback on First Mod Concept

I thought it would be fun to get into Starbound modding so I'm planning to make my first mod add mid-to-late game recipes for crafting and recycling Manipulator Modules, Tech Cards, and Upgrade Modules.

I made the recipes consume/produce an intermediary component that I have named Assorted Components. The current design (attached to this post) aims to incorporate the key elements of the three modules it will be used in. I'm think it looks pretty nice, especially the Manipulator Module part, but the Upgrade Module part feels a little off in a way I can't pin down.

The current iteration of the recipes (attached as an image for monospace and no text wrapping) has three main goals:

  1. Entice the player, who potentially is interested in the base recipes of only one of the replicator addons, to invest in building separate stations for all three.
  2. Incorporate Core Fragments to the game's main progression (more than just an intro quest and furnace upgrade). This requires the player to make somewhat frequent deep mining trips, which brings the player closer to the larger ore veins near the core.
  3. Make Copper, Silver, and Gold more important. Less so for Copper, but I feel like these metals don't see as much use as they should after the early-to-mid game. It also makes mining large amounts of ore from asteroid fields more than just a mediocre source of pixels.

If you have feedback about any part of this please comment it! Especially the recipes, for all I know they could be horribly unbalanced.

Thanks for reading and have a great rest of your day or night!

u/MrArrhythmia — 9 days ago