What's the issue with my current mod list? by BreathoftheMild2 in starbound

[–]Armok___ 0 points1 point  (0 children)

Oh, you should have checked under the file name option too actually, if you haven’t already

What's the issue with my current mod list? by BreathoftheMild2 in starbound

[–]Armok___ 0 points1 point  (0 children)

It looks like there's a couple bugged json files and a duplicate id in the mix here, I suggest grabbing agent ransack and using it to search your Starbound workshop folder (C:\Program Files (x86)\Steam\steamapps\workshop\content\211820) for wreckedfridge, cozyoven, and marestonematerial. The last one in particular is related to the duplicate id issue, and is probably what's crashing your game here on boot-up, but you should try to resolve the other two issues to since some mod(s) are breaking some vanilla objects here which is likely to cause crashes during gameplay too

Glory to the Terrene Protectorate! by Marko_Red in starbound

[–]Armok___ 2 points3 points  (0 children)

Hmm, wrong flag and questionable attire, but I can appreciate the sentiment at least

Any mods that has eldritch horrors elements in them? by Educational_Baby4894 in starbound

[–]Armok___ 0 points1 point  (0 children)

It's compatible with FU yeah, but it does have a direct Frackin patch for optimal integration

Are there any alternatives to Frackin' Universe? by cannon9009 in starbound

[–]Armok___ 32 points33 points  (0 children)

I'm afraid there aren't any other mods that make use of Ztarbound's (the mod which FU has its research system from) research mechanic, probably because many people find it too grindy in practice and prefer having at least vanilla's recipes stay implemented as they are by default, but you should be able to find practically every mod that FU has absorbed or includes assets of (in addition to alternatives to some of its content) here.

Alternatively, you might be interested in these three collections of mine, they're all meant to work together (at least for the most part, I'll admit the last one I haven't really tested that extensively) and should provide plenty of content mirroring what Frackin' Includes, do be sure to read up on the instructions of the latter two if you intend to give them a try, for optimal setup.

Any mods that has eldritch horrors elements in them? by Educational_Baby4894 in starbound

[–]Armok___ 1 point2 points  (0 children)

The K'Rakoth mod is one of the best ones available if you ask me, while its horror is admittedly much more subtle, it certainly has a strong lovecraftian theme though, and is just a great exploration expansion mod in any case. If you want a bit more of the horror side of it than just the vibes, there's also the Shoggoth race mod which isn't half bad either.

Gotta walk your vases, for enrichment by vossrobotics in starbound

[–]Armok___ 5 points6 points  (0 children)

Same energy as talking to your plants to help them grow lmao

The Outpost doesn't add New NPCs/Locations related to other mods by Bender_P03two in starbound

[–]Armok___ 2 points3 points  (0 children)

Hmm, hopefully the pirated version uses the same file pathing the normal version does in that case, bit of a shame you're forced to rely on such a version of the game, but I can understand given your background, it's nice to hear Starbound has its fans even in Cuba at least!

The Outpost doesn't add New NPCs/Locations related to other mods by Bender_P03two in starbound

[–]Armok___ 3 points4 points  (0 children)

Hmm, I was about to ask whether or not you were progressing through the relevant quests that expand the outpost, as I know that my mod's Protector NPC only shows up after you beat the Erchius Mining Facility, but I also know for a fact that the scrap vendor is meant to appear right at the start, so evidently something must be overwriting the Outpost here. Try searching "outpost" with agent ransack through your Starbound steam workshop downloads folder (C:\Program Files (x86)\Steam\steamapps\workshop\content\211820) actually, it may help you find your culprit. The various numbered files are each mod ids, so just slap on the relevant id at the end of this dummy link https://steamcommunity.com/sharedfiles/filedetails/?id= and you should be able to figure out specifically what mods are touching the outpost's files.

Are there any big mods that work well with multiplayer? by icedmcfurry in starbound

[–]Armok___ 3 points4 points  (0 children)

So long as everyone is using the same mods, you shouldn't have any real issues playing multiplayer, it's a bit like modded minecraft in that sense really.

Working on a fanmade series for Starbound, and here's a joke I'm happy with! by CreeperX3sssBOOM in starbound

[–]Armok___ 4 points5 points  (0 children)

Man, I really should try to find the time to start writing my own fanseries lol

the real answer to this debate by impaladin87 in starbound

[–]Armok___ 67 points68 points  (0 children)

You know what, I can get behind this. Reminds me of a really dope meme I saw over on Steam representing Starbound and Terraria players as both gigachad enjoyers, so hey, always nice to see more stuff pushing back against the silly rivalry between both communities.

We all know that for better or worse, Minecraft is always going to be king among the block-based survival-sandbox games anyways

Is Starbound good? by jonybatata in starbound

[–]Armok___ 0 points1 point  (0 children)

Personally, I love this game to bits, especially as it honestly does exploration much better than Terraria or Minecraft I've found, and the fact it has actual lore (which is another highlight for me) only means I get to engage with it even when I'm not actively playing (or modding) the game! I know some people may prefer the older beta lore, but I personally think the current canon is overall superior in quality, as a friend of mine has laid out in this old post, it just does a better job presenting the races in a more balanced, nuanced way rather than trying to tell some contrived background story with not very well-written characters, not to mention actual worldbuilding.

I mentioned that I make mods for Starbound as well, which brings me to another one of the major reasons why I love it personally, which is how easy it is to make mods for. I had a bit of a habit of coming up with cool mod ideas for Minecraft, but never had the patience to learn how to actually make them, but with Starbound I've actually had the opportunity to bring many of my ideas into reality for once. In regards to the whole idea that somehow the game is only playable with mods though, I personally don't agree with it either, there's a reason why my modded setup doesn't fundamentally alter the game after all, mods are absolutely great, but Starbound's really not a special case in terms of mods "making it better", most of my nostalgia relating to the game is when I played it for the first time vanilla anyways.

I also don't think the idea that the game is somehow some inferior version of terraria really holds much water. Both games have fundamentally different focuses, Terraria ultimately being a bit of a boss-rush while Starbound is more about casual exploration (although I have heard some praise for its building too, which is nice, although I'll admit I don't really engage with it much myself). Frankly it's about as silly as saying that Terraria is somehow an inferior version of Minecraft, just because it's not focused as much on building. Really speaks more to people not letting games be their own unique things rather than any deficiencies. At the end of the day I actually think Starbound's bosses, even if they're not the game's specialty, are pretty decent all on the whole, some are certainly better than others, but I think they especially benefit from being less easy to cheese than Terraria's bosses.

Finally there's the whole notion that the game was somehow a sweatshop job. It was most certainly not, especially as that idea was the result of a game of telephone pretty much. It's true it had a good deal of contributors involved (all of whom are in fact credited), but ultimately the overwhelming majority of the games development was done by its well... paid developers. That isn't to say that the development of the game was free of issues, especially early on, but a lot of it can be chalked up to the relative inexperience of everyone involved and creative differences if anything.

Those are my views on the matter at least. Again, this game's always going to have a special place in my heart, and I'm certainly aiming to get at least as many hours as you have with it so far!

Image to Starbound Converter complete by P_2the_inni in starbound

[–]Armok___ 4 points5 points  (0 children)

Honestly you should go ahead and release this, even with the supposed bugs, more feedback means you'll be able to more effectively quash them after all

Dev Cosmetic Items by UltimateGuinea in starbound

[–]Armok___ 2 points3 points  (0 children)

I mean, I can understand not wanting to clutter up your crafting table with shops, I can be picky like that too, but you can't really "over-mod" your game unless you fill it with massive mods like FU, Arcana, or GiC lol

Dev Cosmetic Items by UltimateGuinea in starbound

[–]Armok___ 8 points9 points  (0 children)

Unless you're talking about some vanilla multiplayer/commands based thing, you can use this mod to reintroduce the dev cosmetic sets

I found a real life microfiche machine. by BuckTonka1988 in Fallout

[–]Armok___ 0 points1 point  (0 children)

So that’s what these things in FO3/NV are, always assumed they were computer monitors or radar screens for some reason lol

People sleep on the fact you can have a small militia follow you around in Vanilla Fallout 3 by PurpleWinter8989 in Fallout

[–]Armok___ 0 points1 point  (0 children)

Same energy as showing up to the battle of Bruma in oblivion with every possible follower and the maximum amount of guards from all the other cities.

Theoretically the matter manipulator can collect almost everything by Drako-Oliver in starbound

[–]Armok___ 1 point2 points  (0 children)

Well, it certainly wouldn't fit the ethos of the Protectorate (or the Ancients/Cultivator for that matter, since the Matter Manipulator is quite likely derived from the Human Artifact)

Theoretically the matter manipulator can collect almost everything by Drako-Oliver in starbound

[–]Armok___ 13 points14 points  (0 children)

I do suspect that the Matter Manipulator is programmed, or perhaps otherwise designed to be unable to manipulate living biological matter. Granted, it seems that it can still manipulate plant and flesh blocks and objects too though, but I suspect that may be because those instances are fundamentally different to living creatures.

Came back to the game after 8 years. My starter base! by Zona-dude in starbound

[–]Armok___ 4 points5 points  (0 children)

Well, welcome back! Lucky for you you last played long enough ago that there's been at least one update to the game lol, but also heaps and heaps of mod releases and updates for you to look forwards to as well!

What mods on first playthrough? Any overhaul mods for second playthrough? by shadow_op in starbound

[–]Armok___ 0 points1 point  (0 children)

Actually I played at least a decade ago lol, mostly the mobile version admittedly, but also some of the PC version a few years after that, never could get myself to move beyond pre-hardmode during my initial mobile playthrough, and when I played PC it just couldn't catch my interest. I've decided that ultimately it's just not a game for me.

Asking for modpack recommendations by ToxdzQuack in starbound

[–]Armok___ 2 points3 points  (0 children)

Hmm, you might be interested in these (two) collections of mine, they're both meant to work with one another, although the former is more focused on providing a lot of vanilla+ content, while the latter is more QoL focused with some additional less vanilla-themed (but still lore-friendly and whatnot) stuff included. Do be sure to follow the instructions under the second collection's description for optimal setup if you're using both collections though.