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@runiq
Created August 19, 2013 16:05
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Starbound Modding Ideas
"+" stuff should (hopefully) be easily moddable
Uncategorized
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- in-game multiplayer setup :)
- *in-game* Munin integration
Animations/Graphics/Sounds/etc.
-------------------------------
- new melee weapon animations
- caveins should make sounds
+ more plant growing phases
- use the music trick from FTL: Two versions of tracks, one for fighting, the other for not-fighting
- more massive ship engine animation on FTL jump
- also: Make rotation and acceleration/deceleration animations blend into each other
- syllable counting for mouse movement
Combat
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- unarmed combat (range: 1 block, low damage, low knockback)
- evade mechanic
- weapon block mechanic (+ getting knocked back depending on the opponent's attack's knockback)
- critical hits when opponent is vulnerable (e.g. in the middle of his/her own attack)
Environment
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- flowing water should move "cave-inable" blocks
- stuff should fall down if not attached to anything
- cave-ins could affect BG layer as well
- cave-ins should cause HP damage (to characters and objects) in case they don't already
- falling trees should do damage
- trees should fall into the opposite direction from which you're hitting them
- stuff could fall from trees when hitting them (explosive fruits etc.)
- climbable, swinging vines
- collapsing cliffsides
- have stuff burn!
- fire/warmth/torches melt snow to water
Gardening
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- have gardening require rain
- if no rain, no plants grow and they wither instead
→ it's useful to keep some seeds as backup
HUD
---
- HUD modes:
+ None (hide all HUD elements)
- minimalistic (see below)
+ ability to hide pixel/symbol display on the right
- have pixel display show up only when picking up pixels
+ hide name and portrait (char is on screen anyway)
- show only when not full
+ show hunger on char instead of hunger bar
- tummy rumbling (Humans, Apex, Avians, Hylotl)
- creaking (Glitch)
- wilting, turning yellowish (Florans)
- flickering, turning reddish (Novakids)
- alternatively: bursting (unable to contain their essence inside their shell)
+ normal (no changes necessary)
+ more emotes
+ show emotes differently depending on race
- have "hearing range" affected by equipment
- depending on hearing range, local chat can be shown in the window despite being off screen
- if it is off screen, a small indicator shows where the sound comes from
Items
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- the matter manipulator is potentially awesome, do stuff with it
- make it upgradable:
- improved range
- quicker mining, makes stuff obsolete
- gravgun
- ability to put flashlight on the ground for lighting
+ flashlight that peters out in water
- make stack size depend on type of backpack
- brandish polearm (double damage on charge/move/dive/etc. attacks)
+ a Z-knuckle-like weapon for punting stuff over ledges
- big knockback, small range, big damage, can asplode blocks like nobody's business
- chargeable (energy use and knockbacks [of opponent and own character] depends on charge level)
+ A STEAM-POWERED VERSION FOR THE GLITCH (emits steam after every hit)
- charging this thing takes a while, but it keeps its charge for a while too
+ paint brush (like paint tool with low range)
+ snowgun, sandgun
- lightning attractor
+ kote (= "arm shields", Hylotl, only defend against melee, too small for defending against projectiles, except with perk or something)
+ night vision goggles!
+ smoke/gas grenades
+ cupboards!
- decoys!
- TURRETS! =O
Monsters
--------
- certain bodyparts confer certain abilities (e.g. axe tail: tail swipe or something)
- some monsters attack in the dark only/flee from light/use only ranged attacks from outside the light range
- have some monsters be afraid of water (whatever that means)
+ for flying monsters: dive attack and flying right back up (harder to hit, butt fun)
- have some monster be able to walk on the ceiling
- ability to build webs
- ability to walk on the background layer
- noise attracts curious monsters
Movement
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- crawling
- climbing (trees, vines, cliff edges)
- moving around in trees in general
- hanging from ledges
- if your equip/backpack is too heavy: need a second person on the ledge to help you up (ah, the joys of exploring alone)
- hiding
- mayhaps using a layer between background and parallax (so you can hide behind trees and vegetation)
Racial abilities (middle mouse button for active stuff)
-------------------------------------------------------
- Glitch:
+ detach limb (use item in that hand on a distance, only quick actions such as attacking etc., costs energy)
- Apex:
- prehensile tail (additional hand slot; this might be impossible, frankly, in light of Omni's 2013-08-17 post)
- long arms (range improved by 1 block)
- Floran:
- photosynthesis (2x energy recovery on surface/when there's no BG layer/at daytime)
+ health regen on killing/attacking/eating monster (there are no carcasses, though…)
- Human:
- versatility (+1 tech)
+ runner (run faster for short time, costs energy)
+ Avian:
+ gliding short distances (jump button twice or something)
+ religious fervor: quicker swinging, more health, not getting knocked back
- Hylotl:
+ double swimming speed (costs energy; like running for humans, but in water)
+ breathe underwater
- Novakid:
+ Harden (innate shield, very short, costs energy)
Realism/Difficulty
------------------
+ torches are too bright
- hardcore mode
- smaller hotbar depending on backpack
- smaller starting inventory
- fewer/no chests/pixel caches in "uncivilized" worlds
- disallow placing/hitting/mining stuff through walls
- place stuff without matter manipulator, but only within reach of character (1-2 blocks tops)
- carrying too much stuff affects movement
- slower walking, lower jumping
- no sprinting, gliding, fast swimming
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