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Starbound how to change race: comment créer un nouveau personnage sans perdre votre progression



you have to hook up every single element and change it. have a look here : -dynamically-change-race-of-button-solved/ there might be things not available in the UI-editor because they are hard coded (for example the equipment panel inside the unit info pane), those things cannot be hooked ofc and therefore not changed.you would need to remake with dialogs (which you could basically do with everything that is just visual, doesnt show any stats or cannot be clicked)




starbound how to change race



Sometimes you just have to let the modder make the pitch themselves. This adds the Availi race: "Nomadic pack hunters from an iceball world far outside the goldilocks zone of their local star. As such, they evolved with more of a focus on sound than eyesight, as such such have 4 very sensitive ears and, unsurprisingly a culture that values sound and music more than visual arts. Uplifted by another species (albeit accidentally, their 'benefactors' did try and wipe them out), they're now teetering on the brink of technological singularity, and and so display a paradoxical mixture of high-technology, and nomadic tribal culture.


Armor with mods attached can also be crafted. At the start of the game, each race will be capable of crafting unique armor with mods no other race has access to. The Avian glide ability pictured above is one example of a race-specific mod.


Starbounds lore is presented to the player through books, logs, papers and other materials found in the game world, as well as conversations with NPCs who will change what they say based on your race.


Players keep a log of all the materials they find in their log book, allowing the curious to piece together a rich timeline of events that have come to define each race and their place in the universe.


Well Randy, I'm sorry to say we don't yet have a John McCain race in Starbound. That said, regardless of which race you choose, your story will begin with your character being forced to flee their homeworld *alone*. On top of that, you'll be able to customize the personality of your player character. Poses like this really lend themselves to your maverick persona:


Note* To fix issues with the incorrect mouth, quickly toggle the race option off then back onto the correct race. That will reload the correct mouth without resetting your skills once you finish and name the character.


According to the modder, Sergals are somewhat technologically backward and players will require some patience before they bring out the true potential of this race. It's a great mod that players should check out if they want more variety in their game.


In FU, EPP packs operate differently than in vanilla Starbound. This is an important part of progression and will change how you approach challenges in gameplay. You'll be required to strategize on your loadout so you can effectively handle environmental hazards.


That is going to change soon, because stable update version Upbeat Giraffe is live today, and it brings with it a huge list of changes. These changes include a fundamental difference in how the universe is laid out and progressed through, ocean world types, upgradable ships unique to each race, a hub world for taking missions, magic staves, bug catching and a ton more. Check out the Starbound blog for the full list.


Active: The race mod and FU are constantly kept compatible. Legacy: The race mod is not in active development, but still compatible with Frackin Universe. Discontinued: The race mod is no longer supported to be compatible with FU.


There are seven starting Races to choose from in Starbound. Each race is unique in appearance and offers their own lore and armor etc. (the names of the quests and armor sets will be slightly different). The tooltips for each item is different based on your race as well.


Each race now has a different kind of Pet on their ship and a different image for their AI S.A.I.L. As of now there are seven playable classes, each begins with a Broken Broadsword and the contents of their ship's Ship Locker.


If you already have the old Vulpes Mod 1.X and a ship, you can try to follow this amazing tutorial to change ships without having to make a new character. -ship-files-without-starting-a-new-character.61626/


Hylotl are an aquatic and sentient race of humanoid beings. They are known to be peaceful and value knowledge, if not extremely eccentric and self-centered. They used to dwell on land when the Floran drove them into the seas.


While many Florans prefer sentient creatures as their food source, as all sentient races are below them, they typically eat meat of beasts they hunt down. Despite being a tribal society, technology is something Florans can learn to use and recreate quickly and easily.


There are 420 craftable Melee Weapons in the game: one of each type (6), per race (7), per tier (10). Additional melee weapons can be received as drops or loot and are randomized similarly to Ranged Weapons. The six different types of Melee Weapons are: 2-Handed Swords.


Novakids are beings of pure energy that glow with the light and color of a star, though a novakids light does not change color their brightness throughout their long lives does slowly dimming till they reach their end. While novakid are brilliant humanoid specimens they don't have any facial features and instead have a brand on their face, in the shape of a symbol. While a novakid's form moves like a flame in the wind, they are tangible, their cores surrounded by a plasma which in turn is surrounded by a flexible glass-like substance that acts as their skin making them warm to the touch but not hot enough to ignite or burn.


Novakids have little to no desire to record their history and their race being a rarity among any population, leads one to only speculate about their origins. There are many theories, some say that they were created as the children of a sun god, others born from the wisps of excess stardust and furthermore that they came from the heart of the Elemental Plane of Fire but were cast out by the Efreeti.


These ships are unique to each race and vary in layout as well as appearance. Although the Floran ship is the largest, they all offer plenty of space. Try to pick your character's race based on which one you want, rather than which one has the biggest (or coolest) ship. You can fully customize your ship any way you want.


The easiest way to recruit a crew is by doing quests for NPCs in villages. Villages can be found on every planet, and are populated by every race. Above, you can see the marketplace area of an Avian village. These villages can range in size from small to massive. Over time, the NPCs within these villages will ask you to complete different quests.


For example, if you have a room with an oven, then you will spawn in a chef colonist that will sell you different foods. You can also spawn in different races. If you have a room decorated with saloon furniture, you will spawn a Novakid colonist.


Initial traits are available when first creating a species. They can all be changed later via genetic modification. Initial traits can be both positive and negative, with the two being mutually exclusive. Traits that affect Happiness cannot be added to species with the Hive-Minded trait.


Each organic species has a climate preference trait that determines their base Habitability on the various types of planets, usually that corresponding to the type of their homeworld. Habitability traits can be changed through genetic modification, but a pop can never have more than one Habitability trait. The Habitability of other celestial body types is unaffected by these traits.


For our more serious racers, use the Car Setup area and the OSD during gameplay to adjust all manner of settings, like brake bias, wheel camber, and differential. Tweak the AI difficulty via a 1-100 sliding scale, to ensure you can race competitively with other cars regardless of your skill level. Last year for F1 2020, we shared an official guide on how to nail that AI balance, which is well worth checking out.


In Career, join the real-world grid, develop your car, defeat rivals, earn contract offers from different teams, and compete to become the World Drivers Champion over multiple seasons. New for this year, a two-player Career option is available, allowing you and a friend to race either co-operatively or competitively against the current crop of drivers. Also new for F1 2021 is Real-Season Start: A Career option that adds the real-world F1 results and standings to date, so you can join the fray and put yourself into the fray of the remainder of the 2021 championship.


An upgrade to your jump. Allows up you to dash in any of the 8 cardinal directions while midair up to two times. Can be used to change directions and instantly changes directions. Dash Duration scales with Agility (Base Duration 0.2s)


This is still pretty unofficial, as in I could change direction still, but I'm pretty sure our next game is going to be kind of a hybrid between Din's Curse and a game like Terraria or Starbound. Since it will be similar to Din's Curse and take place in the same universe, it will feel somewhat familiar. However, it might at the same time be our biggest departure from the typical Soldak game, especially since it will most likely have a camera perspective change.


I already have a good working design for what I want to do, but of course it will greatly change shape as we progress further. As Helmuth von Moltke said: No game design survives contact with playtesting. Well at least he said something like that. :)


As of this post, we've released 68 patches (8 since the last post) with 1,985 total changes (198 since the last post), which can be read here. This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes.


More playable races: Now random, young races that you have unlocked (emerged in the galaxy) are playable. The young races have random names, logos, story backgrounds, and skill trees so this greatly increases the options for new ships. 2ff7e9595c


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