“The universe, worlds, biomes, trees, guns, armor, melee weapons, npcs, dungeons, the sky, the weather, underground layers and more are all procedurally generated/have procedural generated elements.”.Ship progress will be tied to a player’s character as opposed to being server or account-bound.Environments will feel “ alive” in sound, like, and environmental effects.Planets will have a core and will be fully circular, meaning players can walk in a straight line and end up where they started as well as dig to the center of a planet.The Starbound engine supports planets containing multiple biomes, but planets will have one primary biome containing sub-biomes by default.Many planets will have some of the same materials, such as coal for ship fuel.Characters will be able to have separate effective and cosmetic item slots.The game’s actual API is planned to be extensive. Starbound’s modding API will not be available upon release, though some aspects of the game may be moddable during beta.This speeds up the development process and allows them to add more content to the game without taking up more time. Dev team members previously working second jobs can instead dedicate themselves to the project entirely. The pre-order money is going straight into development.(Note: A post in the AMA states a single server will be able to maintain an in-game universe.) Users will be able to host their own servers, though the game will have some security.Once the main team eventually moves from the project, a small secondary team will be tasked with continuing small updates. The Chucklefish Starbound team promises that the game will continue to have dev support “for a long time after release”.The “common“ at the beginning only works on generated weapons. “plasmabarrage“ has 3 extra variables: “projectileDistance“, “projectileDelayFirst“ and “projectileDelayEach“.Īnd of course, we can’t forget “projectileType“: Let’s make a wand instead because 2 abilities is too much!įor the ability, I chose “plasmabarrage“.ĭo not use elemental abilities. Let’s mess with it!Īt the end of the command, add * 1 ‘*: Pressing enter will spawn the weapon at your cursor.īut this thing is way too bland. The available options are “common“, “uncommon“ and “rare“. You can change this to any weapon you want, but I recommend the generated weapons. Let’s start by just spawning a random weapon. Also, Tumblr messes with the commands, so I put them all in this pastebin link.) I recommend that you use JSONLint to help with troubleshooting. Once you’ve done that, move the unpacked assets elsewhere if you don’t want the game to take several minutes to load.Īnd once you’ve done that and made yourself an admin (/admin), it’s time to begin making cool (and probably also overpowered) items! Just google “How to unpack Starbound“ for several tutorials on how to do this. This will help a lot with making custom items. So I decided to make an up-to-date guide using my own research!īefore we start, I highly recommend that you unpack the game’s files. However, as of Cheerful Giraffe (1.0) (why are the version names so dumb), it no longer works. You might corrupt them!Īround a year ago, a reddit user by the name of Yokoca made a guide(?) on how to use /spawnitem. WARNING: DO NOT USE THESE COM MANDS WITH IMPORTANT CHARACTERS. The Ultimate Guide to Making Custom Items Using /spawnitem in Starbound 1.0Ĭredit right down here! (Go support him on Reddit, RIGHT NOW!)
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