In Starbound, is there a way to change a player's race? I am using a modded race, and want to switch off of it. I want to keep my current character, as I don't want to go through the quests and story again, along with re-earning everything I have. Starbound's beta has been out for little more than 3 days, and already the subreddit is alight with various suggestions, ideas, and discussions on every little minute detail, and the developers are responding. Some real great interaction is happening between Dev and Player, and it's an incredible thing to see. This game is going to. Starbound is a 2D extraterrestrial sandbox adventure game developed by Chucklefish, a London-based independent game studio!Take on the role of a character who’s just fled their home planet, only to crash-land on another. You’ll embark on a quest to survive, discover, explore and fight your way across an infinite universe! Latest stable update:Official Links.Submission Guidelines. Avoid low-effort posts. No image macros!. No bug reports. Please use the instead. Follow the at all times. When in doubt, follow the. Follow reddit's.Comment SpoilersIf you wish to make text into a, you may do that like so: your text(/spoiler)Starbound Subreddits. For people with problems. For people with planets. For people with changes. For people with videos. For people with stories.Official IRC. Channel: #starbound. Server: irc.freenode.netEach week hosts a Build of the Week thread (BotW) with the build topic changing weekly.High quality posts have a chance of being featured in the Starbound Dev Blog!Chucklefish Games:.Filter Posts. Heat Protection is a tech that toggles a protective skin around the player allowing them to breathe on airless planets and moons and have protection from extreme heat.It's awarded after defeating the boss Shockhopper Mk I and completing the mission quest Mechanical Testing.Cold Protection is a tech that toggles a protective skin around the player allowing them to breathe on airless planets and moons and have protection from extreme cold.It's rewarded after players complete the mission Asking Questions. Starbound’s beta has been out for little more than 3 days, and already the subreddit is alight with various suggestions, ideas, and discussions on every little minute detail, and the developers are responding. Some real great interaction is happening between Dev and Player, and it’s an incredible thing to see. This game is going to be (and already is!) fantastic.That said, there’s been one particular system that I’ve been less than satisfied with that I feel could use with a makeover, and that’s the Heat system for Starbound. I’ll be addressing planetary conditions at the same time, as my ideas somewhat go hand in hand.First and foremost is how the system itself is currently running. Right now, heat is more of a resource that needs to be monitored in order to ensure a player does not freeze to death. Heat is conserved by either being a planet that isn’t cold; being next to a heat source such as a campfire or torch; or equipping cold-resistant gear, such as the Snow Trooper set that was recently implemented. When one’s heat bar is depleted, a player quickly expires and respawns on their ship.The only really compelling variable for this system right now is the speed at which it is either gained or depleted. It may sometimes force a player to be a bit creative in their movement and planning, in order to ensure they stay as warm as possible, but that really seems to be the extent of the interaction with the heat system.And while I’m all for having a system that’s easy to monitor so that a player can focus on other things, I feel like it could be so much more compelling, without necessarily being overwhelming for the player, and really help the immersion of exploration in Starbound. Here are my ideas.1) Make heat a variable gauge, rather than a resource with a binary mechanicWhat I mean by this is instead of the binary system of “am I too cold and dying” or “do I still have heat”, it would have varying levels of “cold” and “hot” that will affect a player. It might be displayed in a manner similar to the image below, from an earlier screenshot. This is a good idea of what it might look like.Except add a sun to the other side.There are three key components to this version of the heat gauge that would play into the system: The number in the center would identify ambient temperature; the arrows on the left or right side of the temperature indicate how the player is being affected by this ambient temperature, and how much; and the bar at the top would be the player’s current heat or cold. The bar at the top should, however, start in the middle and either expand left for cold (with the same icy color you see now) or expand right for hot (with a more orange color). It would still be easy to read and interpret on the fly, as well.What this does is make room for a system where penalties can be added to a player based on their current temperature, which we’ll talk about next.2) Add penalties, initiated at a certain point in the heat gauge.Now, I want to make sure I’m really careful about this particular part, because it needs to feel compelling without feeling too complex or overwhelming to the player. After some thought, I’ve settled on one particular penalty that’s the easiest for a player to both recognize and handle: Movement penalties.If we take that same gauge in the image above, let’s say that at one tick from the middle either left or right leaves a player alone; it means they’re a bit hot or cold, but nothing really out of the ordinary. At two ticks, the player should start to feel it. Have the character slow down a bit, say 80% of max speed, and add a visual indicator. For cold, a player’s breath would condense; for hot, a player could start to sweat, or something similar.The system would continue from there; at 3 ticks, a player is now moving at 60% of their max speed, and are limited in their maximum jump height. Ice would start to form on the edges of the screen when cold, and possibly a shimmering heat effect when hot. 4 ticks, and we’re staring to get into the danger zone. 40% maximum movement speed, further reduced jump height, and the player’s attack speed should also be reduced, say 50% or something. Icing and heat shimmer further informs the player that things are about to get bad.At 5 ticks (bars, whatever you’d like to call them), the player has reached their maximum endurance level. No further movement penalties are introduced, but the player will start to take damage.
The damage should start out slow at first, 1% of max health every second (to account for the changing health values), to begin. But there will be one more tick, a 6th tick, which is just the heat bar flashing to draw more attention to it, where the player will start to lose health much faster; 2% every second seems reasonable, I think.These two changes add complexity to the heat system, without making it impossible to understand, or overwhelming for the player. That, in my mind, adds compelling gameplay to the temperature in the game. But, you have to feed into it now, which brings us to point 3.3) Planets should have more defined temperature and weather effectsNow I say “more defined”, but I more just mean they should play more into the heat factor of the game. A desert planet, for example, should heat a player up pretty significantly in the daytime, but much more manageable at night. Being underground should be cooler than the surface on most planets, but perhaps warmer on ice planets due to “being out of the wind”. This encourages players to move around between surface and caves, along with giving players ways to handle extreme temperatures even without advanced tools.The weather effects should also be a bit more compelling, in my mind, especially on the extremes. Here were three specific ideas I had as examples:. Snow Storms/Blizzards (Frozen Planets)– These should drop the temperature even further on an ice planet, and should also have a disruption of a player’s teleporter, requiring them to seek shelter to wait out the storm, or explore the caves where the storm cannot reach them. Dust Storms (Desert Planets) – These should severely restrict visibility by applying a layer over the screen of moving sand. Due to the limited visibility, communication with the ship should be impossible, thereby disrupting the player’s teleporter. Solar Storms (Moons) – Intense radiation from a solar storm should damage a player unless they’re able to seek shelter and stay out of the sun. Sure, it may not be the most realistic of options, but still gives the player something to which they need to react.The important thing about all three of these is there should be warning signs that these storms are about to happen, at least 30 seconds prior to their coming, so that a player can react to either build a shelter, seek a cave, or beam up to their ship to wait it out. The first two options are preferable, as it allows a player to continue progression and exploration of the planet, while the third is the safest, but effectively halts progression for a short period of time.And last but not least,4) Make the difficulty variable on these planets, requiring varying levels of equipment to withstand, but also providing varying rewards.I won’t like, this might be a more difficult aspect to actually implement, but here’s my thinking. The equipment to combat it is obvious; insulated clothing, special hazmat suits, space suits, that sort of thing. Rome 2 resource map. The subreddit’s pretty great at creating ideas, so I’ll let them come up with some of them. Starbound How To Survive Cold WarBut the idea of a variable extreme to a planet is a part that I really like.What I mean by variable, however, should be based on a planet’s difficulty within its tier. For example:. A planet with an EASY rating in the tier should be fairly easy to explore, even for a player new to the tier. Say, 1 piece of gear built to handle the environment should be sufficient (barring extreme weather conditions), and even without, a player should be able to last for a decent amount of time before being overtaken by the heat system. These planets should offer better rewards than more tame planets.A planet with a MEDIUM rating in the tier should be more difficult, and require 2 pieces of gear to comfortably explore. Extreme weather is still likely to affect them, but not as quickly. A player with no adpative gear will not last very long. These planets should have rewards that are better than Medium rating planets without extreme temperatures.A planet with a HARD rating in the tier should obviously be the most difficult. Players are required to have full adaptive gear to survive, as a player without any gear will be affected by the temperature almost immediately. Players with less than full gear will also be affected, but at a reduced rate. These planets, as a trade off, should have the best rewards in the tier.The TL;DR version of this is that I feel the heat system needs to be compelling for a player, and planetary rewards need to be adjusted to go with it. Right now, there isn’t a lot of incentive that I can see for a player to venture onto a planet with an extreme environment, and I feel that should be addressed while the Beta is still young. After all, where are the smart space pirates/pilgrims going to store their best stuff?In the places that are hardest to reach. Cold as frozen steel out here! ”–Wilson shivering from the cold.Freezing is a game mechanic which makes surviving more difficult. Freezing can also occur during the last night of or during heavy rainfall in, in. Whenever the player is away from a heat source for too long they will begin to freeze.Freezing occurs when body temperature drops below 5° for vanilla or 10° for Reign of Giants. The edges of the screen will become encrusted with ice, as a warning to the player that they are about to freeze. The player should seek a heat source as soon as possible when this happens. If a source of heat cannot be found, a second layer of ice crust will form over the edges when body temperature drops below 0°, causing the player to take damage of 1.25 per second. Apr 17, 2008 For Fallout 2 on the PC, a GameFAQs message board topic titled 'Slaver Camp'. Jun 09, 2009 Fallout Series Slaver camp in the Restoration Project (3 posts. Note that the slaver camp will not show up as a discovery on the map if you go to it without talking Metzger into giving you the location. This is my favourite topic. Fallout Series Slaver camp in the Restoration Project (3 posts) (3 posts) (3 posts) Redeem code. Fallout 2 slaver camp hill. Jul 28, 2008 Fallout 2; Slave Camp help (Spoilers perhaps) User Info: innocuoux. Innocuoux 10 years ago #1. So i installed the restoration patch yesterday and was trying out the new content; basically when i killed Dan(Don?) the slave master to get the key to free Sulik's sister, his body collapsed behind the table he's near, so i can't loot the body if. Freezing stops soon after the player finds a sufficient heat source.The drop in body temperature that results from Freezing can be slowed by carrying a charged, wearing insulated or growing a. Freezing is negated altogether near a sufficiently warm heat source, such as a. Contents Survival FireThe best way to have a reliable and steady source of fire is by having a, or a.In emergencies, objects and even creatures can also be set on fire for an immediate source of warmth. A single flammable item can be dropped on the ground by holding the CTRL key and clicking the LMB. Once on the ground, such items can be lit on fire with a Torch to provide a small, but limited, amount of heat. With enough fuel, small fires like this can provide enough warmth to get to a better source of heat. This might be dangerous (or advantageous) however as nearby flammable objects can catch fire as well.Warm ClothingOne of the best options for traveling away from a fire during Winter is to wear clothing that provides insulation. These items increase the amount of time a character can be away from fire before Freezing begins. Having several items equipped at the same time provides a cumulative bonus. Insulated clothing only delays Freezing, however, and sooner or later the player will be forced to return to a source of warmth. There are three tiers of clothing, each allowing the player to be away from a fire longer than the lower tiers.Other options. can be used to store heat. 's and 's provide additional insulation, depending on their length. In only, 's beard will also provide insulation. has additional insulation. produces a very small amount of heat, but can also be used to light surroundings on fire for emergency heat. When is experiencing System Overload, they are immune to Freezing. Items can be set on fire in the inventory to warm oneself, but as your character is technically on fire, only Willow can benefit from this and one should avoid flammable objects to avoid setting them aflame.Game MechanicsFreezing mechanics are based on the temperature implementations in the game. A player character has a body temperature, which ranges from -20° to 40° ( 90° in Reign of Giants). Any time body temperature falls below 0°, the character will take 1.25 damage per second.Ambient temperature is a key factor influencing a character's body temperature. Body temperature will attempt to match the ambient temperature, this rate is dependent on the ambient delta.This rate can be any value between +5 and -1. It is given by the function:max( ambientdelta, -30 / (30 + totalinsulation))Total insulation is the sum of all insulation worn by the character ( see table below).This rate takes into account the total effect of all heat sources affecting the player, including weather (the current air temperature), campfires and Thermal Stones. It is also a function of the player's current temperature.The net temperature effect of a heat source depends on its distance from the player and its raw source temperature (listed in the Heat Sources table below), referred to as its source temperature:. If the source temperature is positive and above the player's body temperature, it will contribute to the ambient delta. If the source temperature is positive but below the player's body temperature, it will have no effect. If the source temperature is negative (e.g. It is a 'cold source' such as the ), it will contribute (negatively) to the ambient delta.In other words, the net temperature effect for each source is given by the equation:nettempeff(source) = max( sourcetemperature - bodytemperature, 0) + min( sourcetemperature, 0)For each heat source, the player's body temperature is first subtracted from the heat source's source temperature, and then added to the ambient delta. Carried or equipped heat sources have a source temperature equal to its raw source temperature. For environmental heat sources (e.g. Fire Pit), source temperature will decrease as the distance between it and the player increases.If the ambient delta is greater than 0 (i.e. The environment is warmer than the player's current body temperature), then the maximum increase of the player's body temperature will be +5° per second while the player's body temperature is below the freezing point of 0°, and +1° per second once the player's body temperature is warmer than the freezing point. Note that the increase of the player's body temperature cannot exceed the ambient delta, so the actual rate may be smaller than +5° or +1°.The final equation for calculating Ambient Delta is given here:ambientdelta = min( warmingcap, sum(nettempeff( source) for all sources))Where warming cap is 5, if the player's body temperature is below 0° and 1 if the player's body temperature is above 0°.Insulation only becomes a factor if the ambient delta is less than 0 (i.e. All ambient heat carried and in the environment is still colder than the player's body temperature), in which case it operates per the ambient delta formula above. Insulation provides steadily less and less protection from cold, so the first item worn makes the biggest difference by far.Items that delay freezingItemInsulationSlot-30Face60Head60Chest. BySince the indie boom began, Steam has seen a huge amount of new and varied sandbox games. From 2D builders to galactic adventures and surviving in mysterious and dangerous worlds, there's just about every kind of sandbox game imaginable.With so many now available both on Steam and in Early Access, it can be difficult to choose what ones to buy. So which sandbox games go that extra mile and deliver an experience worth the pricetag? Quite a few, it turns out.Here is my list of ten sandbox games on Steam that stand out above the rest. Terraria Price: $9.99/£6.99/€9.99I might as well start off with the obvious one on this list. Terraria, to date, has sold a monumental 18 million copies across all platforms. At its heart, Terraria is a 2D Minecraft, but it goes a few extra miles to create an identity of its own.While it gives the player the ability to build anything they want in 2D, its gameplay also features RPG mechanics. You will need to defeat monsters, explore dungeons and face bosses to gain better equipment and progress in the game.You need to explore various biomes and build a town with various NPCs that you will have to protect from monster raids. With over 1,000 items including crafting materials, weapons, armour, clothing and spells the possibilities with Terraria are near endless.Get on Steam. Don't Starve Price: $14.99/£10.99/€14.99As far as sandbox games go, there are few that could ever be considered more brutal than Don't Starve. That brutality, however, is a case of having to learn how the game works over it being purposely punishing. Once you figure out how everything works, Don't Starve becomes one of the most addictive games out there.You play as Wilson - a genius inventor who finds himself on a strange and unexplored world, full of weird creatures, dangers and surprises. You will need to gather food and resources and construct inventions to help you craft new items, all the while staying sane.Most importantly, you must make sure you have light at night time. Within the darkness, an evil awaits to consume you. There is a roster of different and crazy characters to unlock, each with their own advantages and disadvantages that change up the gameplay.With addictive gameplay, a unique art style and a world like nothing you have seen before, Don't Starve is an absolute must play.Get on Steam. Cities: Skylines Prices: $27.99/£22.99/€27.99Is the latest instalment in the SimCity series not quite giving you everything you hoped for? Cities: Skylines may just scratch that city-building itch. As the mayor of a new city, you must construct it from the ground up. How you design and run the city is entirely up to you.As you build up your city, you will need to balance out the essential needs of your citizens, such as education, water, electricity, police, firefighting and health care. You will need to designate various parts of your city as districts too.As if all that isn't awesome enough, it looks absolutely breathtaking with modern graphics that allow day and night cycles. It's wonderful watching as the night sets in with the buildings lighting up and citizens' schedules changing. As far as city builders go, you don't get much better than this.Get on Steam. Starbound Price: $13.99/£11.99/€13.99At first glance, it is easy to assume that Starbound is nothing more than a Terraria clone. Don't make its appearance fool you. Starbound takes things to a whole new level with its gameplay. You start off in the game with a damaged ship in need of repairs.You beam down to the planet below to begin gathering resources to repair it. Once repaired, you are able to explore the vast infinite cosmos. You can land on various planets, creating anything you wish.or simply just explore. On your travels, you can capture monsters and train them to fight alongside you.There are thousands of craftable items, three difficulty modes to suit everyone's play style, customizable space ships and seven different races to choose from. There is also a storyline to follow if you wish to do so. The biggest thing that separates it from Terraria is that it is fully moddable with Steam's Workshop, resulting in endless fun and possibilities.Get on Steam. Kerbal Space Program Price: $39.99/£29.99/€39.99This is easily the zaniest of the games on offer here. In KSP you must build a spacecraft that is capable of sending its crew into space without getting them killed. There is a huge collection of ship parts at your disposal, each with their own functionalities.There is a total of three modes to play. Sandbox allows you create anything freely. In Science mode, you must perform research to advance the knowledge of Kerbalkind and further available technology. Finally, there's Career mode, where you must oversee every aspect of the program.With three different play modes, plus various activities like mining resources, constructing bases and space stations along with building all kinds of ships, the fun is never ending. Not to mention that the outcome to building crazy spaceships at times is hilarious.Get on Steam. Stardew Valley Price: $13.99/£10.99/€13.99Do you like games like Harvest Moon yet want to play them on your PC? Well then, look no further than Stardew Valley. In this game, you inherit your grandfather's farm - or should I say, what is left of it. You must build the farm back up to its former glory and learn to live off the land.You will need to grow crops, start an orchard, raise animals and craft useful machines. As you progress through the game you begin to become friends with a community consisting of over 30 different characters, each with their own dialogue.There is more than just farming to be done in Stardew Valley, however. You can go fishing, donate artifacts and minerals to the museum, cook, craft items, explore a mysterious cave with monsters in it and decorate your house to how you like it.If this is the sort of game you like, you can kiss your social life goodbye. Once you start playing, you won't be able to stop.Get on Steam. Besiege Price: $7.99/£5.59/€7.99There is nothing else out there quite like Besiege. As far as creativity and uniqueness go, this entry in the list sits at the top. Essentially Besiege is a game where you construct machines of doom from the ground up. Your goal is to conquer each land one by one using them.As to what kind of machines you build to accomplish this, is entirely up to you and your imagination. From battering rams with circular saws on them, to giant spiked catapults of demolition or a flamethrowing cannon firing machines of destruction, the possibilities are endless.All that stands in your way is your imagination and the enemies defences as you lay each land into ruination. Despite being in Early Access and having limited levels, it is worth playing for the fun and the experience.Get on Steam. RimWorld Price: $29.99/£22.99/€27.99RimWorld is the creation of Tynan Sylvester, who was previously a designer for BioShock Infinite. It released in Early Access back in July this year and is already one of the most promising titles in Early Access since Darkest Dungeon.You take control of a colony of survival attempting to start anew on a strange planet. The game is driven by an A.I storyteller that decides how events happen such as bandit raids and disasters. To survive, you will have to fight, craft, trade, build and gather resources - all the while tending to your colonists' needs.That is only scraping the tip of the iceberg when it comes to the depth and content of RimWorld. It is also moddable and is integrated with Steam Workshop, allowing for easy installation of mods to change up the gameplay any time. It may feel pricey for an Early Access title, but its depth and gameplay make it all worth it.Get on Steam. Empyrion - Galactic Survival Price: $19.99/£14.99/€19.99Are you still feeling the pinch of No Man's Sky? Perhaps Empyrion - Galatic Survival may help you out with that. You must travel through a hostile galaxy full of danger, building, exploring, fighting, and (of course) surviving.Throughout the game you will be building space ships and bases, mining and resource gathering, crafting, hunting, farming, and forming the terrain as you see fit. You will have to fight against the wildlife of the many planets you will visit, along with robot drones, alien soldiers and their guardians. All of this can be done both in single player and multiplayer alike.There are two game modes to suit everyone's play style - Survival mode and Creative mode. Despite being in Early Access, Empyrion already has plenty of features to keep you busy for hours on end.Get on Steam. Kenshi Price: $14.99/£13.99/€14.99I couldn't end this list without including Kenshi. The world of Kenshi is one of the biggest non-infinite worlds since the Elder Scrolls II: Daggerfall. It has a staggering 870 square kilometres for you to explore. You can be a trader, thief, warlord, farmer, adventurer and more.To survive the harsh world, you will need to construct and base and gather together a squad. There are no heroes - each character is equal and has their own story to tell. As a character gets stronger, so too does their physical appearance.You can join or oppose the various factions throughout the game. You will have to use realistic methods of healing injuries and carrying the injured to safety. Much like RimWorld, this is only the tip of the iceberg for what the game has to offer.It truly is an outstanding and in-depth game that comes from a small indie developer. If you like playing games with massive and harsh realistic worlds full of danger but want something a bit different, then Kenshi is worth checking out.Get on Steam.
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