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It was much more interesting, but now there's a poor choice.
The only thing that changes is the preview, as Tiled allows for an easy export, you cannot do that with an image. Thus you lack an automated preview, you would need to manually use it, or just use the image from the dungeon as a general guide for the player to see (will not look like blocks though).
Then again, since Starbound does understand the image system, depending on what the mod does and stuff, aand I'm gonna stop typing this as now I'm rambling, lol.
It's just passing curiosity over info I'll be doing nothing with and forget the next day, lol.
It would be cool if the mod already included the ability to spawn in every base game dungeon and microdungeon, but ur retired so I'd probably have to do it myself, lol.
I have no idea if that requires code or anything, but if I do feel like it, I'll get around to it. Either way, this mod is pretty cool.
or at least I'm guessing so as my brain isn't in the right mood to fully read it, so I gave it a quick skim before my brain turned into mush.
I'm guessing it's probably similar to the dungeon format file system that starbound uses, or is the exact same thing. I'll probably tell myself to read it later, then forget to later, lol.
Anyway, have a great retirement!
or in other words, something already exists that performs a function, therefore there is probably no need to reinvent the wheel ig.
Also, have a great retirement! :3
Also, if I wanted to add my own blueprint, does this mod support ones made with Tiled or does your mod use it's own system for blueprints?
or for reference, like how ABC files are similar to Midi and perform a similar function. So does your mod accept blueprint files (whatever file format they are) from Tiled or do you use your own format?
Please forgive the massive essay of a response haha, its not like I am shooting the idea down out of nowhere, I have given it an immense amount of thought, start to finish.
The make your own blueprints thing isn't within scope since this mod can't do that dynamically which is how people want it, and another mod does it already. Realistically you can make your own blueprints with Tiled, but not many people know how to use that, and the addon guide explains how to do that anyway.
So with this in mind, what does it use? Is this mod just /placedungeon but with the ability to preview the placement?
Cus by default, you can break em, nothing should be stopping you.
Will have to check the planning table stuff.
been trying to make some laboratories ^^;;
thanks for the good work, I love using this mod for simplified building, since my building talents are lacking
About the additions the ones I created are created using "Base in a box/Modules in a box" framework mod, not this one. Plus I'm not very good at building/aesthetics and I'm quite ashamed to make them public XD
This is more in line with the costs I gave to the blueprints I created and saved with "base in a box" and I always appreciate the consistency in my game runs :)
I know it's a bit late for further edits but if possible make a clear cost difference between big and small "dungeons/rooms/prefab" or atleast between the 3 categories.
Thanks for everything
- Fixing the monster spawn issues
- A UI update, fixing some problems and adjusting the cost system
- Cost rework; will now cost a small amount (max of 50) of the main blocks in the build (not the detail blocks), along with an upgrade module and some pixels completely eliminating the old essence cost
- New rooms, prefabs and dungeons
Give me thoughts about this cost system since its more balance side and accessible throughout the entire game.