https://starbounder.org/mediawiki/api.php?action=feedcontributions&user=Armok&feedformat=atomStarbounder - Starbound Wiki - User contributions [en]2024-03-29T11:57:14ZUser contributionsMediaWiki 1.26.2https://starbounder.org/mediawiki/index.php?title=Viking_Helm&diff=197310Viking Helm2024-03-23T04:23:31Z<p>Armok: </p>
<hr />
<div>{{Armorbox<br />
|name=Viking Helm<br />
|rarity=Rare<br />
|icon=Viking Helm_Icon.png<br />
|image=Viking Helm.png<br />
|itemname=vikinghead<br />
}}<br />
'''Viking Helm''' is a [[Cosmetic Armor|costume hat]]. It can be found in chests within [[Garden]] biomes and [[Glitch Dungeon Crawler]]s.<br />
<br />
==Trivia==<br />
The design of the helmet seems reminiscent of the iconic dragonborn helmet of Skyrim fame.<br />
{{IngredientFor}}<br />
{{Ref<br />
|navbox=Hats<br />
|versionhistory={{History|Furious Koala|Added}}{{History|Rampaging Koala|Changed description}}{{History|Cheerful Giraffe|Changed rarity from 'common' to 'rare'}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Esther_Bright&diff=197293Esther Bright2024-03-14T05:41:43Z<p>Armok: /* Trivia */</p>
<hr />
<div>{{Monster<br />
|name = Esther Bright<br />
|image = Esther Sprite.png<br />
|width = 150px<br />
|description = Former Grand Protector<br />
|type = NPC<br />
}}<br />
<br />
[[Esther Bright]] is a [[human]] and former Grand Protector of the [[Terrene Protectorate]] who resigned her commission in order to pursue research involving the return of the universe's biggest threat, the [[Ruin]]. She acts as the main [[quest]]-giver and narrator of the [[Starbound|game]].<br />
<br />
__TOC__<br />
{{-}}<br />
==Personal Life==<br />
<br />
Esther was the former Grand Protector before [[Leda Portia]]. After resigning her commission, she followed her research regarding [[Cultivator|the Cultivator]] and [[the Ruin]]. It is unknown whether she is physically disabled, but she is only seen seated.<br />
<br />
Esther is known for her dedication, not only for her research, but also her hobbies. She once attempted to catalogue all known [[bugs]] and insects in the universe.<br />
<br />
===Relationship to Asra Nox===<br />
<br />
Throughout the game, Esther is hinted to have connections to [[Asra Nox]], the leader of the [[Occasus Cult]].<br />
<br />
Long ago, Esther found a little girl named [[Asra Nox]], the sole survivor following the pillaging of a settlement by a group of raiders composed of [[Floran]], [[Apex]], and [[Avian|Avians]]. Knowing that Asra had nothing left, Esther decided to take her under her wing. Despite flourishing under Esther's care, what happened to her home never left Asra, leaving in her a deep hatred for alien races. After some time, Esther took Asra away from [[Terrene Protectorate|the Protectorate]], presumably passing the torch of Grand Protector to [[Leda Portia]], in order to pursue her research on [[Ancient| the Ancients]]. Eventually, Esther's research took them to a remote star away from civilization, where she discovered ancient writings about [[The Ruin| "an archaic force of unspeakable might"]] bent on destroying all life - the Ruin. She decided to share this knowledge with Asra, in hopes of channeling her brilliance towards stopping the Ruin. Instead, the knowledge, sparked by Asra's deep-seated hatred for aliens, led her to believe that the Ruin was a 'cleansing force' that would destroy all 'inferior life' in the universe, leaving only humans. Esther's attempts to rectify this misunderstanding only angered Asra, leading to Asra's departure from Esther and the creation of the Occasus Cult, a human-supremacist group hell-bent on the release of the Ruin and the primary antagonists of the main story. It is possible this event left Esther hoverchair-bound, but it is just as likely Esther might have been born with her condition.<br />
<br />
==Encounters==<br />
<br />
Esther Bright is encountered at the [[Outpost]]. She is the first NPC that the player will meet who will introduce the story line for the six artifacts. The player initially picks up her signal via the ancient gateway on the planet that the player beams to when starting a new game. She is found in the [[Ark]] next to the [[Monolith Gate]] when the player eventually beams to the Outpost. She will guide the player in their retrieval of the six artifacts, in order to open the ark and battle the Ruin.<br />
<br />
==Codexes==<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|Esther's Journal}}<br />
|}<br />
<br />
==Trivia==<br />
* Esther's name establishes the convention of characters allied to the player having a name related to some kind of positive concept, with her first name of Esther meaning "star" and her last name, Bright, obviously relating to the concept of light.<br />
* Esther has a name drop in Wargroove as part of the ending to [[Nuru]]'s arcade mode run, although while the canonicity of the arcade mode storylines is questionable, it does seem rather likely and plausible that Esther would remain in contact with the friends and allies she would make along the way, even after the player's victory over the ruin.<br />
* One notable if minor detail regarding Esther is that her scarf will change color each time the player encounters her.<br />
<br />
==Gallery==<br />
<center><gallery><br />
Esther_bright_concept_art.png|Esther Bright Concept Art<br />
<br />
Profile esther.jpg|Esther Bright's profile<br />
</gallery></center><br />
<br />
[[Category: NPC]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Miniknog&diff=197289Miniknog2024-03-14T02:52:32Z<p>Armok: </p>
<hr />
<div>[[File:Typical-Miniknog-Society.jpg|right|350px|Typical Miniknog Society]]<br />
<br />
The '''Miniknog''' is the oppressive government of [[Apex]] civil society and the main antagonist in the quest to [[Fetch the Apex Artifact|fetch the Apex artifact]].<br />
<br />
The [[player]] will encounter the Miniknog as the dominant power at [[Apex Test Facility|Apex test facilities]], [[Apex Miniknog Base|Apex Miniknog bases]], [[Apex City Apartments|Apex city apartments]], and Miniknog base [[Space Encounter#Notable_Destination_Screenshots|space encounters]], as well as the [[Miniknog Stronghold|Miniknog stronghold]]. The Miniknog “leader”, [[Big Ape]], is supposedly an all powerful, godlike Apex being who is constantly lionized by Miniknog propaganda. Despite what most Apex have been lead to believe, Big Ape is actually a fiction perpetuated by the Miniknog. It is not revealed in game to the player who is truly at the top of Apex society, but it appears to be some form of oligarchal ruling council<ref>[https://reddit.com/r/starbound/comments/6qvrvd/we_are_chucklefish_aua_about_the_development_of/dl1znyd/?context=1 Developer (SamuriFerret) comment on Reddit AMA]</ref>. <br />
<br />
The Miniknog is neither all-knowing nor all-powerful, as a large number of [[Apex Rebel Camp|rebel camps]] exist across the known universe. As such, the Apex are the only race in the game shown to be engaged in a full-blown internal conflict.<br />
<br />
==Quests==<br />
<br />
Players must [[combat|fight]] the Miniknog in a [[mission]] assigned by [[Esther]] in order to [[Fetch the Apex Artifact|fetch the Apex artifact]]. To accomplish this, the player must storm a Miniknog stronghold and defeat a holographic projection of [[Big Ape]].<br />
<br />
Randomly generated quests may occasionally feature Miniknog scouts as an adversary.<br />
<br />
==Opposition==<br />
<br />
As the Miniknog is a brutal government based upon an immense fog of lies and propaganda, there is a movement, the Apex Rebellion, that is bent upon overthrowing Miniknog rule. Anti-Miniknog rebels can be found in [[Apex Rebel Camp|Apex rebel camps]]. Compared to the Miniknog’s highly advanced weaponry and tactics, arguably the best in the known universe, the rebel arsenal seems low-tech. Despite this disadvantage, the resistance is still holding up. [[Lana Blake]] is one of the most important figures in the resistance movement.<br />
<br />
==Themed Decoratives==<br />
<br />
===Anti-Miniknog Decoratives===<br />
<br />
A number of anti-Miniknog-themed [[decorative]] objects are available.<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Disobey Sign}}<br />
{{name|Headless Big Ape Statue}}<br />
|}<br />
<br />
===Pro-Miniknog Decoratives===<br />
<br />
A number of Miniknog-themed [[decorative]] objects are available.<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Apex Male Bust}}<br />
{{name|Apex Poet Portrait}}<br />
{{name|Apex Scientist Statue}}<br />
{{name|Big Ape Bust}}<br />
{{name|Big Ape Cross-Stitch}}<br />
{{name|Big Ape Doll}}<br />
{{name|Big Ape Monument}}<br />
{{name|Big Ape Poster}}<br />
{{name|Big Ape Record}}<br />
{{name|Glorious Leader Painting}}<br />
{{name|Ministry of Knowledge Sign}}<br />
{{name|Obey Sign}}<br />
{{name|Reassignment Sign}}<br />
|}<br />
<br />
==Lore==<br />
<br />
[[File:Big-Ape-Is-Watching.jpg|right|200px|Big Ape is Watching]]<br />
<br />
The Miniknog are the subject of a number of the [[codex|codex entries]] discovered by the player.<br />
<br />
===[[Apex Rebel Camp]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|The Silly Miniknog}}<br />
{{name|La Resistance}}<br />
{{name|Rebel Dispatch}}<br />
{{name|Apex An Identity Lost}}<br />
|}<br />
<br />
===[[Apex City Apartments]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|The Superior Species}}<br />
{{name|Apex Ration Book}}<br />
{{name|Dissent in our Midst!}}<br />
{{name|Miniknog Crisis Aversion}}<br />
{{name|10 Years On}}<br />
|}<br />
<br />
===[[Apex Miniknog Base]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|'Project: De-Ape' Lab Report}}<br />
{{name|RE: Selection bias!}}<br />
{{name|Side Effects of VEP}}<br />
|}<br />
<br />
===[[Apex Test Facility]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|10 Years On}}<br />
{{name|Side Effects of VEP}}<br />
{{name|Rebel Dispatch}}<br />
|}<br />
<br />
===[[Miniknog Stronghold]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Contents Page}}<br />
{{name|Defensive Systems}}<br />
{{name|Miniknog R and D Report}}<br />
{{name|Report on Rebel Bases}}<br />
|}<br />
<br />
===Miniknog Space Base===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Internal Report}}<br />
|}<br />
<br />
== Trivia ==<br />
* [[Big Ape|"Big Ape"]] is a reference to "Big Brother", the term given for the government's figurehead in George Orwell's 1984. Likewise, the name [[Ministry of Knowledge Sign|"Ministry of Knowledge"]] (the original name of the Miniknog) is inspired by the various ministries mentioned in that book (e.g., Minitrue, Minipax, Miniluv, and Miniplenty). Just like said ministries, the Miniknog promotes the opposite of what it supposedly represents, sowing ignorance and misinformation while hoarding knowledge to itself. Perhaps before it became the totalitarian regime that it is now, the Miniknog did genuinely promote the advancement of the Apex's collective knowledge, but if so, it gave up such noble pursuits before living memory.<br />
<br />
==References==</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Miniknog&diff=197288Miniknog2024-03-14T02:51:49Z<p>Armok: Turns out, it's confirmed that the Miniknog are ruled over by a council</p>
<hr />
<div>[[File:Typical-Miniknog-Society.jpg|right|350px|Typical Miniknog Society]]<br />
<br />
The '''Miniknog''' is the oppressive government of [[Apex]] civil society and the main antagonist in the quest to [[Fetch the Apex Artifact|fetch the Apex artifact]].<br />
<br />
The [[player]] will encounter the Miniknog as the dominant power at [[Apex Test Facility|Apex test facilities]], [[Apex Miniknog Base|Apex Miniknog bases]], [[Apex City Apartments|Apex city apartments]], and Miniknog base [[Space Encounter#Notable_Destination_Screenshots|space encounters]], as well as the [[Miniknog Stronghold|Miniknog stronghold]]. The Miniknog “leader”, [[Big Ape]], is supposedly an all powerful, godlike Apex being who is constantly lionized by Miniknog propaganda. Despite what most Apex have been lead to believe, Big Ape is actually a fiction perpetuated by the Miniknog. It is not revealed in game to the player who is truly at the top of Apex society, but it appears to be some form of oligarchal ruling council<ref>[https://reddit.com/r/starbound/comments/6qvrvd/we_are_chucklefish_aua_about_the_development_of/dl1znyd/?context=1 Developer (SamuriFerret) comment on Reddit AMA]</ref>. <br />
<br />
The Miniknog is neither all-knowing nor all-powerful, as a large number of [[Apex Rebel Camp|rebel camps]] exist across the known universe. As such, the Apex are the only race in the game shown to be engaged in a full-blown internal conflict.<br />
<br />
==Quests==<br />
<br />
Players must [[combat|fight]] the Miniknog in a [[mission]] assigned by [[Esther]] in order to [[Fetch the Apex Artifact|fetch the Apex artifact]]. To accomplish this, the player must storm a Miniknog stronghold and defeat a holographic projection of [[Big Ape]].<br />
<br />
Randomly generated quests may occasionally feature Miniknog scouts as an adversary.<br />
<br />
==Opposition==<br />
<br />
As the Miniknog is a brutal government based upon an immense fog of lies and propaganda, there is a movement, the Apex Rebellion, that is bent upon overthrowing Miniknog rule. Anti-Miniknog rebels can be found in [[Apex Rebel Camp|Apex rebel camps]]. Compared to the Miniknog’s highly advanced weaponry and tactics, arguably the best in the known universe, the rebel arsenal seems low-tech. Despite this disadvantage, the resistance is still holding up. [[Lana Blake]] is one of the most important figures in the resistance movement.<br />
<br />
==Themed Decoratives==<br />
<br />
===Anti-Miniknog Decoratives===<br />
<br />
A number of anti-Miniknog-themed [[decorative]] objects are available.<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Disobey Sign}}<br />
{{name|Headless Big Ape Statue}}<br />
|}<br />
<br />
===Pro-Miniknog Decoratives===<br />
<br />
A number of Miniknog-themed [[decorative]] objects are available.<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Apex Male Bust}}<br />
{{name|Apex Poet Portrait}}<br />
{{name|Apex Scientist Statue}}<br />
{{name|Big Ape Bust}}<br />
{{name|Big Ape Cross-Stitch}}<br />
{{name|Big Ape Doll}}<br />
{{name|Big Ape Monument}}<br />
{{name|Big Ape Poster}}<br />
{{name|Big Ape Record}}<br />
{{name|Glorious Leader Painting}}<br />
{{name|Ministry of Knowledge Sign}}<br />
{{name|Obey Sign}}<br />
{{name|Reassignment Sign}}<br />
|}<br />
<br />
==Lore==<br />
<br />
[[File:Big-Ape-Is-Watching.jpg|right|200px|Big Ape is Watching]]<br />
<br />
The Miniknog are the subject of a number of the [[codex|codex entries]] discovered by the player.<br />
<br />
===[[Apex Rebel Camp]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|The Silly Miniknog}}<br />
{{name|La Resistance}}<br />
{{name|Rebel Dispatch}}<br />
{{name|Apex An Identity Lost}}<br />
|}<br />
<br />
===[[Apex City Apartments]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|The Superior Species}}<br />
{{name|Apex Ration Book}}<br />
{{name|Dissent in our Midst!}}<br />
{{name|Miniknog Crisis Aversion}}<br />
{{name|10 Years On}}<br />
|}<br />
<br />
===[[Apex Miniknog Base]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|'Project: De-Ape' Lab Report}}<br />
{{name|RE: Selection bias!}}<br />
{{name|Side Effects of VEP}}<br />
|}<br />
<br />
===[[Apex Test Facility]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|10 Years On}}<br />
{{name|Side Effects of VEP}}<br />
{{name|Rebel Dispatch}}<br />
|}<br />
<br />
===[[Miniknog Stronghold]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Contents Page}}<br />
{{name|Defensive Systems}}<br />
{{name|Miniknog R and D Report}}<br />
{{name|Report on Rebel Bases}}<br />
|}<br />
<br />
===Miniknog Space Base===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Internal Report}}<br />
|}<br />
<br />
== Trivia ==<br />
* [[Big Ape|"Big Ape"]] is a reference to "Big Brother", the term given for the government's figurehead in George Orwell's 1984. Likewise, the name [[Ministry of Knowledge Sign|"Ministry of Knowledge"]] (the original name of the Miniknog) is inspired by the various ministries mentioned in that book (e.g., Minitrue, Minipax, Miniluv, and Miniplenty). Just like said ministries, the Miniknog promotes the opposite of what it supposedly represents, sowing ignorance and misinformation while hoarding knowledge to itself. Perhaps before it became the totalitarian regime that it is now, the Miniknog did genuinely promote the advancement of the Apex's collective knowledge, but if so, it gave up such noble pursuits before living memory.</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Deadbeat&diff=197083Deadbeat2024-03-03T09:19:03Z<p>Armok: </p>
<hr />
<div>{{Race Infobox<br />
|name=Deadbeat<br />
|cultural_style=Post-Apocalyptic<br />
|appearance=Blue Skinned<br />
|male_pic=Deadbeat-Male.png<br />
|female_pic=Deadbeat-Female.png<br />
|icon=Deadbeat_Icon.png<br />
|subtitle=non-playable race<br />
}}<br />
<br />
'''Deadbeats''' are a semi-hostile non-playable [[race]] found in [[Decayed|Scorched]] [[Biome]]s. What they were before (and what caused) the collapse of their society is unknown, but now they are reduced to small gangs of scavengers and raiders eking out an existence in the burned-out husks of once-huge cities.<br />
<br />
<br />
== Encounters ==<br />
===<u>Decayed Biome</u>===<br />
Found on [[Tier]] 6 "Inconceivable" threat-level planets, the Scorched Biome is full of ruined buildings and underground bunkers, the remains of an advanced society. Deadbeats wander the [[microdungeon]]s there, split into two types.<br />
<br />
Most are hostile, indicated by face-concealing masks or steel helmets and grey or beige skin... and that they attack the player on-sight.<br />
<br />
The blue-skinned Deadbeats with less armor are non-hostile, and will run away from combat.<br />
<br />
{{-}}<br />
===<u>Tenants</u>===<br />
The player can summon a blue-skinned Deadbeat as a [[Tenant]] when a [[Colony Deed]] is placed into a room with walls, a door and a light, along with the appropriate amount of themed furniture. Deadbeat Merchants sell a number of unique items that cannot be obtained through normal means, mainly things that go "kaboom" and destroy [[block]]s.<br />
<br />
{| class="gametable" id="tenanttable"<br />
! <br />
! Name<br />
! Type (lvl)<br />
! Biome<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Scorched_Tenant.png|center|link=]]<br />
|[[Deadbeat Merchant]]<br />
|[[Merchant]]<br />
|[[Scorched]]<br />
|[[Tag:Scorched|Scorched]] (18)<br />
|Merchant<br />
|15 to 30 minutes<br />
|}<br />
<br />
{{-}}<br />
==Cosmetic Armors==<br />
All of the Deadbeats' [[Cosmetic Armor]] options can be found in [[Decayed Chest]]s throughout the Biome. Unfortunately, dressing up like one of the angry ones will not protect you from other said angry ones.<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Horn Mask}}<br />
{{name|Deadbeat Horns}}<br />
{{name|Deadbeat Mask}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Nerd Mask}}<br />
{{name|Deadbeat Straps}}<br />
{{name|Deadbeat Straps Trousers}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Helm}}<br />
{{name|Deadbeat Spandex Jacket}}<br />
{{name|Deadbeat Tight Trousers}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Horn Helm}}<br />
{{name|Deadbeat Leather Jacket}}<br />
{{name|Deadbeat Tough Trousers}}<br />
|}<br />
<br />
{{-}}<br />
== Trivia ==<br />
* Deadbeats are one of the races that do not have a corresponding fossil.<br />
* The Deadbeats' status as a separate race is not exactly made explicit in-game. They have no [[lore]] attached to them and none of the NPCs say anything about relations to any other race. It is unlikely they are humans however, as the lore asserts that [[human]]ity had no large-scale colonies off [[Earth]], and the Deadbeats' stomping grounds are the ruins of skyscraper-packed mega-cities.<br />
* The Deadbeat's post-apocalyptic cities and retro modern furniture are likely a reference to the ''[https://en.wikipedia.org/wiki/Fallout_(series) Fallout]'' franchise.<br />
* Internally to the game code, Deadbeats are just [[Human]]s wearing suits, not an actual species. This is why they use the Human sound effects (and dialogue, likely an oversight on that account). This is similar to [[Agaran]]s, [[Alpaca]], and [[Frogg]]s, but unlike [[Fenerox]], [[Penguin|Penguins]], and [[Shadows]].<br />
<br />
{{Race navbox}}<br />
<br />
[[Category:NPC]]<br />
[[Category:Deadbeat]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Deadbeat&diff=197082Deadbeat2024-03-03T09:18:26Z<p>Armok: </p>
<hr />
<div>{{Race Infobox<br />
|name=Deadbeat<br />
|cultural_style=Post-Apocalyptic<br />
|appearance=Blue Skinned<br />
|male_pic=Deadbeat-Male.png<br />
|female_pic=Deadbeat-Female.png<br />
|icon=Deadbeat_Icon.png<br />
|subtitle=non-playable race<br />
}}<br />
<br />
'''Deadbeats''' are a semi-hostile non-playable [[race]] found in [[Decayed|Scorched]] [[Biome]]s. What they were before the collapse of their society is unknown, but now they are reduced to small gangs of scavengers and raiders eking out an existence in the burned-out husks of once-huge cities.<br />
<br />
<br />
== Encounters ==<br />
===<u>Decayed Biome</u>===<br />
Found on [[Tier]] 6 "Inconceivable" threat-level planets, the Scorched Biome is full of ruined buildings and underground bunkers, the remains of an advanced society. Deadbeats wander the [[microdungeon]]s there, split into two types.<br />
<br />
Most are hostile, indicated by face-concealing masks or steel helmets and grey or beige skin... and that they attack the player on-sight.<br />
<br />
The blue-skinned Deadbeats with less armor are non-hostile, and will run away from combat.<br />
<br />
{{-}}<br />
===<u>Tenants</u>===<br />
The player can summon a blue-skinned Deadbeat as a [[Tenant]] when a [[Colony Deed]] is placed into a room with walls, a door and a light, along with the appropriate amount of themed furniture. Deadbeat Merchants sell a number of unique items that cannot be obtained through normal means, mainly things that go "kaboom" and destroy [[block]]s.<br />
<br />
{| class="gametable" id="tenanttable"<br />
! <br />
! Name<br />
! Type (lvl)<br />
! Biome<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Scorched_Tenant.png|center|link=]]<br />
|[[Deadbeat Merchant]]<br />
|[[Merchant]]<br />
|[[Scorched]]<br />
|[[Tag:Scorched|Scorched]] (18)<br />
|Merchant<br />
|15 to 30 minutes<br />
|}<br />
<br />
{{-}}<br />
==Cosmetic Armors==<br />
All of the Deadbeats' [[Cosmetic Armor]] options can be found in [[Decayed Chest]]s throughout the Biome. Unfortunately, dressing up like one of the angry ones will not protect you from other said angry ones.<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Horn Mask}}<br />
{{name|Deadbeat Horns}}<br />
{{name|Deadbeat Mask}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Nerd Mask}}<br />
{{name|Deadbeat Straps}}<br />
{{name|Deadbeat Straps Trousers}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Helm}}<br />
{{name|Deadbeat Spandex Jacket}}<br />
{{name|Deadbeat Tight Trousers}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Horn Helm}}<br />
{{name|Deadbeat Leather Jacket}}<br />
{{name|Deadbeat Tough Trousers}}<br />
|}<br />
<br />
{{-}}<br />
== Trivia ==<br />
* Deadbeats are one of the races that do not have a corresponding fossil.<br />
* The Deadbeats' status as a separate race is not exactly made explicit in-game. They have no [[lore]] attached to them and none of the NPCs say anything about relations to any other race. It is unlikely they are humans however, as the lore asserts that [[human]]ity had no large-scale colonies off [[Earth]], and the Deadbeats' stomping grounds are the ruins of skyscraper-packed mega-cities.<br />
* The Deadbeat's post-apocalyptic cities and retro modern furniture are likely a reference to the ''[https://en.wikipedia.org/wiki/Fallout_(series) Fallout]'' franchise.<br />
* Internally to the game code, Deadbeats are just [[Human]]s wearing suits, not an actual species. This is why they use the Human sound effects (and dialogue, likely an oversight on that account). This is similar to [[Agaran]]s, [[Alpaca]], and [[Frogg]]s, but unlike [[Fenerox]], [[Penguin|Penguins]], and [[Shadows]].<br />
<br />
{{Race navbox}}<br />
<br />
[[Category:NPC]]<br />
[[Category:Deadbeat]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Decayed&diff=197081Decayed2024-03-03T09:16:58Z<p>Armok: </p>
<hr />
<div>{{Biomeheader<br />
|planetimage=scorched_planet.png<br />
|threat= Inconceivable<br />
|weather=junkstorm, sandstorm, small meteorites, large meteorites <br />
|stars=Fiery<br />
|epp=[[File:Status Heat.png|18px|link=]] [[Cooling EPP Upgrade]]<br />
|minibiomes=None<br />
|secondarybiomes=[[Volcanic]], [[Midnight]]<br />
|planetsurface=scorched_planet_surface.png<br />
}}<br />
Scorched is a primary biome characterized by its burnt, post-apocalyptic look and urban garbage. It has dry weather, warm temperatures, little or no trees, and no other plant life. Scorched planets are notable by having ruined cities in the background suggesting that the planets were once populated and may still have some inhabitants. Scorched planets are a 'inconceivable' threat level, geared towards tier 6 in progression.<br />
<br />
A varian of scorched biomes without the ruined cityscape can be created and expanded using a [[Scorched Terraformer]], and a planet will convert to a scorched planet once half of the planet's surface has been terraformed into a scorched biome.<br />
<br />
Scorched planets can only be found orbiting fiery (red) [[stars|star]] types. Unless players have a [[Cooling EPP Upgrade]] equipped they'll take increasing damage while on the surface from [[Deadly Heat|deadly heat]].<br />
<br />
==[[Navigation|Navigation Console]]==<br />
Scorched planets can be identified by the keyword <span style="color:#b24301">scorched</span> in their [[Navigation|navigation console]] description.<br />
* The landing location is a <span style="color:#b24301">scorched</span> wasteland. The atmospheric <span style="color:red">temperature is dangerously high</span>. It is impressively brave of you to consider this destination.<br />
* The beam site is <span style="color:#b24301">scorched</span> and desolate. Little is capable of surviving here as the <span style="color:red">temperature is fatally high</span>. People live in the area, but I cannot fathom why.<br />
* The landing site is <span style="color:#b24301">scorched</span> by the <span style="color:red">intense heat of the planet's surface</span>. Only a few hardy individuals remain, possibly out of pure habit.<br />
<br />
==Materials==<br />
The surface layer of scorched planets is primarily made up of [[Dry Sand]], [[Dry Dirt]], [[Cobblestone]], [[Stone Rubble]], and [[Junk Pile]].<br />
<br />
All late-game [[ore]]s are found in decayed biomes, with [[Coal Ore|coal]] and [[Copper Ore|copper]] available near the surface.<br />
<br />
The surface of the ground is mostly covered in [[dirt]] and [[Junk Pile|junk]], and the topography is often hilly with small subterranean caves.<br />
{| class=gametable id="biometable" style="width:100%;"<br />
|-<br />
!Primary material<br />
!Sub material<br />
! colspan=2 |Geological materials<br />
|-<br />
|{{name|Dry Sand}}<br />
|<br />
{{name|Dry Dirt}}<br />
{{name|Cobblestone}}<br />
{{name|Stone Rubble}}<br />
{{name|Junk Pile}}<br />
|<br />
{{name|Copper Ore}}<br />
{{name|Silver Ore}}<br />
{{name|Gold Ore}}<br />
|<br />
{{name|Aegisalt Ore}}<br />
{{name|Ferozium Ore}}<br />
{{name|Violium Ore}}<br />
{{name|Solarium Ore}}<br />
|}<br />
<br />
==[[Music Tracks]]==<br />
Scorched biomes use their own sets of music tracks for day and night.<br />
{|style="height=100%;"<br />
|<center>'''Day'''</center><br />
*Crystal Exploration 1<br />
*Drosera<br />
*Inviolate (Loop)<br />
*Lava Exploration 1<br />
*Ultramarine<br />
*Arctic Constellation 1<br />
*Body Electric (Loop)<br />
*Mercury<br />
*Nomads<br />
*Psyche<br />
|<center>'''Night'''</center><br />
*Crystal Exploration 2<br />
*Desert Exploration 2<br />
*Lava Exploration 2<br />
*Mira<br />
*Tranquility Base<br />
*Arctic Constellation 1<br />
*Body Electric (Loop)<br />
*Mercury<br />
*Nomads<br />
*Casiopeia<br />
|}<br />
<br />
<br />
==Sub Biomes==<br />
Scorched is a planetary biome with dry conditions and abundant [[Wooden Telephone Pole]]s and [[Wooden Utility Pole]]s. [[Volcanic]] and [[Midnight]] biomes have a chance to appear as smaller biomes on scorched planets. Watch out for the landmines and explosive barrels that litter the surface.<br />
<br />
Scorched biomes can be found as a sub-biome on [[Tundra]] and [[Volcanic]] planets.<br />
<br />
===Mini Biomes===<br />
Scorched biomes do not have any mini-biomes of their own, but scorched planets can have sub-biomes of [[Volcanic]] and [[Midnight]] which in turn can provide their own mini-biomes.<br />
<br />
==[[Layer]]s==<br />
<br />
Scorched planets stick to the standards for planetary layer composition.<br />
<br />
*'''Space''': Asteroids<br />
*'''Atmosphere''': Atmosphere<br />
*'''Surface''': Decayed (Primary Biome); Volcanic, Midnight (Secondary Biomes)<br />
*'''Subsurface''': Underground 0a, Underground 0b, Underground 1a, or Underground 1b<br />
*'''Shallow Underground''': [[Tarpit]], [[Mushrooms]], [[Wilderness]], [[Mini Village]], Underground 0a, Underground 0b, Underground 1a, or Underground 1b<br />
*'''Mid Underground''': [[Luminous Caves]], [[Stone Caves]], [[Bone Caves]], [[Ice Caves]], Underground 0c, Underground 1c, Underground 1d, Underground 3a, Underground 3b, Underground 3c, or Underground 3d<br />
*'''Deep Underground''': [[Cell Caves]], [[Flesh Caves]], [[Slime Caves]], Underground 0d, Underground 5a, Underground 5b, Underground 5c, or Underground 5d<br />
*'''Core''': Blaststone Core Layer, Magmarock Core Layer, or Obsidian Core Layer<br />
<br />
==[[Weather]]==<br />
[[Weather]] on scorched planets is mostly a perpetual storm of dust and loose junk with a chance of either sandstorms or a combination of meteor showers and large meteors. Each scorched planet has one of these two pools of [[weather]], and it will not change. Scorched planets without a meteorite shower chance will never have meteor shower weather.<br />
<br />
Weather happens for each planet based on the weights given to the weather types (probability is calculated by dividing a single weight by the sum of all weights); the probability for weather types on scorched planets is as follows:<br />
{| style="height:100%;"<br />
| style="vertical-align:top; width:50%;" | <!--50% of table width--><br />
{| class=litegametable style="width:100%;" <!--100% of column width & height--><br />
! colspan=4 style="text-align: center;" | Type 1<br />
|-<br />
||| Junkstorm || 0.98 ||(98%)<br />
|-<br />
| [[File:sandstorm1.png|32px|link=]] || Sandstorm || 0.02 ||(2%)<br />
|-<br />
| style="padding: 18px;" | <!-- blank row for alignment--><br />
|} <!-- End of current sub-table--><br />
<br />
| style="vertical-align:top;" width:50%;" |<br />
{| class=litegametable style="width:100%;"<br />
! colspan=4 style="text-align: center;" | Type 2<br />
|-<br />
||| Junkstorm || 0.86 ||(~95.6%)<br />
|-<br />
|[[File:smallmeteorstorm.png|32px|link=]] || Meteor Shower || 0.03 ||(~3.3%)<br />
|-<br />
|[[File:meteorstorm.png|32px|link=]] || Large Meteor || 0.01 ||(~1.1%)<br />
|} <!-- End of current sub-table--><br />
|} <!-- End of weather table--><br />
<br />
==[[Crops|Wild Crops]]==<br />
The only crop native to scorched biomes is [[Wartweed]]. These can be harvested by interacting with them or by digging them up. They'll drop [[food|produce]] and have a chance to drop a seed which can be [[Farming|replanted]].<br />
{| class=gametable id="biometable"<br />
|-<br />
|<br />
{{name|Wartweed}}<br />
{{name|Mushroom}}<br />
|<br />
{{name|Wartweed Seed}}<br />
|}<br />
<br />
==Wildlife==<br />
In addition to procedurally generated creatures, there are a variety of unique [[monsters]], [[bugs]] and [[critters]] found in scorched biomes. Some of these are also found in other [[biomes]], while others are unique only to scorched biomes. While these unique creatures have a chance to appear on scorched planets, they will not all appear on each one. In addition to unique creatures, each biome has multiple types of both procedural ground and flying creatures.<br />
<br />
[[Monsters|Unique monsters]] each have combat attacks, and they must first be weakened before capture. Once weakened players can attempt to capture using a [[Capture Pod|capture pod]]. If successful they can then be released to battle alongside and follow the player.<br />
<br />
Critters are smaller non-combat unique creatures which are not capturable using [[Capture Pod|capture pods]]. They can be captured without weakening them first by using a [[relocator]] gun. After releasing a critter from the [[relocator]] it will stay in the area it was released into.<br />
<br />
[[Bugs]] are very small unique creatures which can be captured using a [[Bug Net|bug net]], and are then stored inside placeable jars. Bugs which are captured using a [[relocator]] will fly after release instead of being kept inside a jar.<br />
{| style="width:100%; height:360px;"<br />
|style="width:50%; vertical-align:top;" |<br />
{| class="gametable" style="height:100%; width: 100%;"<br />
! colspan=4 |[[Monsters|Unique Monsters]]<br />
|-<br />
| style="height:90px;" |[[File:Crabcano.png|center|link=]]<br />
|[[Crabcano]]<br />
|[[File:Crustoise.png|center|link=]]<br />
|[[Crustoise]]<br />
|-<br />
| style="height:90px;" |[[File:Fennix.png|center|link=]]<br />
|[[Fennix]]<br />
|[[File:Ignome.png|center|link=]]<br />
|[[Ignome]]<br />
|-<br />
| style="height:90px;" |[[File:Peblit.png|center|link=]]<br />
|[[Peblit]]<br />
| style="height:90px;" |[[File:Pyromantle.png|center|link=]]<br />
|[[Pyromantle]]<br />
|-<br />
| style="height:90px;" |[[File:Scandroid.png|center|link=]]<br />
|[[Scandroid]]<br />
| style="height:90px;" |[[File:Smoglin.png|center|link=]]<br />
|[[Smoglin]]<br />
|}<br />
| style="width:25%; vertical-align:top;" |<br />
{| class="gametable" style="height:100%; width: 100%;"<br />
! colspan=2 |[[Critters]]<br />
|-<br />
| style="height:50px;" |[[File:Appo Float.gif|center|link=]]<br />
|Appo Float<br />
|-<br />
| style="height:50px;" |[[File:Mouse.gif|center|link=]]<br />
|Mouse<br />
|-<br />
| style="height:50px;" |[[File:Raven.gif|center|link=]]<br />
|Raven<br />
|-<br />
| style="height:50px;" |[[File:Spider.gif|center|link=]]<br />
|Spider<br />
|-<br />
| style="height:50px;" |[[File:Squeek.gif|center|link=]]<br />
|Squeek<br />
|-<br />
| style="height:50px;" |[[File:Vulture.gif|center|link=]]<br />
|Vulture<br />
|-<br />
|<br />
|}<br />
|style="width:25%; vertical-align:top;" |<br />
{| class="gametable" style="height:100%; width: 100%;"<br />
! [[Bugs]]<br />
|-<br />
|style="vertical-align:top;"|<br />
{|<br />
|[[File:Shadowmoth.png|30px|center|link=]]<br />
|[[Shadowmoth]]<br />
|-<br />
|[[File:Cinderfly.png|30px|center|link=]]<br />
|[[Cinderfly]]<br />
|-<br />
|[[File:Ashsprite.png|30px|center|link=]]<br />
|[[Ashsprite]]<br />
|}<br />
|}<br />
|}<br />
<br />
==Unique Drops==<br />
There are a variety of items which are specific to chests found in scorched biomes. Some of these may have a chance of being found in other places throughout the universe, but they've all been specifically allocated to chests within decayed biomes.<br />
<br />
[[Decayed Chest]] is unique to this biome, and has a number of unique drops allocated to it.<br />
{| style="height:200px;" |<br />
| style="vertical-align:top;"|<br />
{| class=gametable style="height:100%;"<br />
! colspan=2 | [[Crafting|Blueprints]]<br />
|-<br />
| style="vertical-align:top;" |<br />
{{Blueprint|Stylish Bed}}<br />
{{Blueprint|Stylish Chair}}<br />
{{Blueprint|Round Table}}<br />
{{Blueprint|Small Stylish Drawers}}<br />
{{Blueprint|Large Stylish Drawers}}<br />
| style="vertical-align:top;" |<br />
{{Blueprint|Stylish Fridge}}<br />
{{Blueprint|Stylish TV}}<br />
{{Blueprint|Stylish Counter}}<br />
{{Blueprint|Store Register}}<br />
{{Blueprint|Metal Store Shelf}}<br />
|}<br />
| style="vertical-align:top;"|<br />
{| class=gametable style="height:100%;"<br />
! colspan=2 | [[Cosmetic Armor|Costume Armor]]<br />
|-<br />
| style="vertical-align:top;" |<br />
{{name|Deadbeat Helm}}<br />
{{name|Deadbeat Horn Helm}}<br />
{{name|Deadbeat Horn Mask}}<br />
{{name|Deadbeat Horns}}<br />
{{name|Deadbeat Leather Jacket}}<br />
{{name|Deadbeat Tough Trousers}}<br />
| style="vertical-align:top;" |<br />
{{name|Deadbeat Mask}}<br />
{{name|Deadbeat Nerd Mask}}<br />
{{name|Deadbeat Straps}}<br />
{{name|Deadbeat Spandex Jacket}}<br />
{{name|Deadbeat Straps Trousers}}<br />
{{name|Deadbeat Tight Trousers}}<br />
|}<br />
|}<br />
===[[Tag:Scorched|Scorched Tagged Objects]]===<br />
Scorched is an [[tag|object tag]] associated with objects and furniture that are associated with decayed biomes. These objects are used for spawning [[Tenant#Mini-Biome_Tenants|Deadbeat Merchant tenants]].<br />
===[[Tenant]]s===<br />
{| class="gametable" id="tenanttable"<br />
! <br />
! Name<br />
! Type<br />
! Race<br />
! Biome<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Scorched_Tenant.png|center|link=]]<br />
|Deadbeat Merchant<br />
|Merchant<br />
|[[Deadbeat]]<br />
|[[Decayed]]<br />
|[[Tag:Scorched|Scorched]] (18)<br />
|Merchant<br />
|15 to 30 minutes<br />
|}<br />
{{TagList/biome|tag=scorched|description=''Expand to see a full list of tagged objects.''}}<br />
<br />
==Settlements==<br />
Scorched biomes have a chance to have most settlement types appear. There aren't any settlement types which are more likely to be found on scorched planets. <br />
{|<br />
|<br />
{| class="gametable" height: 100%;"<br />
! VILLAGES (FRIENDLY)<br />
! DUNGEONS (HOSTILE)<br />
|-<br />
|<br />
*[[Apex Rebel Camp]]<br />
*[[Apex City Apartments]]<br />
*[[Avian Grounded Village]]<br />
*[[Avian Native Village]]<br />
*[[Avian Airship]]<br />
*[[Floran Treetop Village]]<br />
*[[Floran Hut Village]]<br />
*[[Glitch Castle]]<br />
*[[Glitch Village]]<br />
*[[Human Campsite]]<br />
*[[Hylotl Surface City]]<br />
|<br />
*[[Apex Miniknog Base]]<br />
*[[Apex Test Facility]]<br />
*[[Avian Temple]]<br />
*[[Avian Tomb]]<br />
*[[Floran Canyon]]<br />
*[[Floran Hunting Grounds]]<br />
*[[Glitch Dungeon Crawler]]<br />
*[[Glitch Evil Fortress]]<br />
*[[Human Prison]]<br />
*[[Hylotl Ruined Castle]]<br />
*[[Old Sewer]]<br />
|}<br />
|}<br />
<br />
===Microdungeons===<br />
* A group of electric poles with a cluster of storage containers and explosive barrels nearby<br />
* Scorched city ruins consisting of 1 to 2 towers roughly 2 to 3 floors in height<br />
* Underground shelters filled with crates and storage lockers. Some shelters are buried and contain chests. However, these buried shelters are often booby-trapped with explosives<br />
* The remnants of an old road system. Digging underneath the road may sometimes reveal chests<br />
* The scorched and burnt remains of shops or other single story buildings<br />
* The burnt-out and partially destroyed remains of city towers. Watch out for explosive barrels and wall-mounted explosives. If you find a building filled with [[Junk Pile|junk blocks]] look for a chest nearby or dig through the junk to find it<br />
* Observation towers containing 1 to 2 enemy NPCs<br />
* Underground tunnels with a treasure chest at the end. The tunnels are booby-trapped with explosives but the chest contains valuable treasure<br />
* Elevated platforms with storage containers. Beware of land mines<br />
<br />
==Screenshots==<br />
<gallery><br />
</gallery><br />
{{Ref|navbox=biome|versionhistory={{History|Cheerful Giraffe|Added}}}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Planets&diff=197080Planets2024-03-03T03:26:12Z<p>Armok: /* Planet Types */</p>
<hr />
<div><div style="width:100%; text-align:center;">[[File:Planet.png|850px]]</div><br />
'''Planets''' are the primary location of gameplay in ''[[Starbound]]''. Almost every element of a planet is procedurally assembled by the game's engine. These elements include a planet's terrain, [[layer]]s, [[biome]]s, [[sub-biomes]], [[weather]], [[gravity]], [[difficulty]], plants, [[trees]], and the appearance and behavior of its fauna.<br />
<br />
Every planet has unique [[coordinates]] in the [[navigation|navigation console]]. These coordinates act as [http://en.wikipedia.org/wiki/Random_seed seeds] to the game's internal random number generator, and as such, will always produce an identical planet when used. There are 12.667 quadrillion planets able to be generated within the game currently, with 422.22 quadrillion planned.<ref>http://community.playstarbound.com/index.php?threads/a-little-perspective-on-the-size-of-starbound.27178/#post-1063769</ref> According to SteamSpy, there are also approximately 3,172,227 copies of the game currently in existence on Steam (bought games and games activated via key) as of April 1st, 2018.<ref>http://steamspy.com/app/211820</ref><br />
<br />
When on the surface of a planet, nearby planets within the currently occupied star system can occasionally be seen. These planets' appearances are determined by their biome, size, and current distance from [[The Player|the player]]. The player can continue in one direction on a planet and appear in the position that they began in, implying that these planets are spherical. How far one has to travel is dependent upon the planet's size.<ref>http://www.reddit.com/r/IAmA/comments/1ccf2l/we_are_chucklefish_games_developers_of_indie_game/c9f771h</ref><br />
<br />
__TOC__<br />
<br />
==Planet Generation==<br />
There are four possible sizes for each world. The size of a Planet not only affects their circumference, but also the distance to the magma core as well as the distance to the upper atmosphere (space [[layer]]). Planets come in 3 sizes, and their Moons come in 4, smaller, sizes. All worlds except [[Barren]], [[Moon]], and [[Tentacle]] share the same basic data when it comes to determine the planet's size.<br />
<br />
All planets have a maximum depth you can descend before it becomes impossible to teleport back to the ship without the use of a [[Teleporter]] if you are playing a Survival or Hardcore character (above this depth, all characters can beam up to their ship if their mouth is not overlapping any background blocks). This is determined by the thickness of the planet's subsurface layer. Once the sub-surface layer is passed, the player enters the underground layers, and teleportation is no longer possible for non-Casual players. The underground is divided into 3 layers, and each layer has a diferent set of underground [[layer]]s which may appear.<br />
<br />
Here are some facts that apply to all worlds (excepting Moon, Barren, and the Tentacle):<br />
* The space layer is roughly 1100 blocks above the surface of the planets. This size of this layer varies but it allow players to build among asteroids. There is also a different [[Asteroid Field]] ''world'' available to players which is even bigger than the space layer on planets.<br />
* All planets generate large, flying, procedurally generated monsters in the atmosphere layer, roughly 500 blocks above the planet's surface.<br />
* Each secondary biome generated on a planet covers 50-80% of the area covered by the primary biome.<br />
* Each sub-biome generated for a primary or secondary biome covers 25-40% of the area that the parent biome would cover if it had not generated sub-biomes.<br />
* The subsurface (the lowest point you can teleport out) ends 100 blocks below the bottom of the planet's surface.<br />
* The core of every planet begins at y=0 and ends at y=200, and a magma ocean occupies the bottom 30 blocks of the core layer. (The y-coordinate increases as one moves toward the space layer from the bottom of the core layer.) If you go below y=0 for any reason, the game will instantly kill you.<br />
<br />
Before version 1.3, you could determine the planet size by looking at the number of blocks/sectors it displays, but with the revamped navigation system, you now can't. If you have a [[Terraformer]] and still wish to know its size, you can measure how much essence fully terraforming the planet takes. 5000 [[Ancient Essence]] terraforms 1000 sectors of the surface; if you would need to run the terraformer six times to fully terraform a world, you are on a Large Planet.<br />
<br />
The following planet properties by size are the default properties of planets with certain sizes. Planet types like Garden planets and all ocean-type planets override some of these defaults with other values.<br />
{|<br />
!size<br />
!width<br />
!height<br />
![[Dungeon|village or dungeon]]<br />
!secondary biomes<br />
!space layer y<br />
!atmosphere layer y<br />
!surface layer y<br />
!average surface altitute<br />
!subsurface layer y<br />
!shallow, mid and deep underground layers thickness and y<br />
|-<br />
|Very Small<br />
|1000<br />
|2000<br />
|1<br />
|0<br />
|1700~2000<br />
|1100~1700<br />
|600~1100<br />
|675<br />
|500~600<br />
|100 each, y=200~500<br />
|-<br />
|Small<br />
|3000<br />
|2000<br />
|1<br />
|1<br />
|1700~2000<br />
|1100~1700<br />
|600~1100<br />
|675<br />
|500~600. Once you go below the surface/subsurface it is 300 to the core of the planet (clarify?)<br />
|100 each, y=200~500<br />
|-<br />
|Medium<br />
|4000<br />
|3000<br />
|1-2<br />
|1-2<br />
|2000~3000<br />
|1400~2000<br />
|900~1400<br />
|1000<br />
|800~900<br />
|200 each, y=200~800<br />
|-<br />
|Large<br />
|6000<br />
|3000<br />
|2-3<br />
|1-2<br />
|2000~3000<br />
|1400~2000<br />
|900~1400<br />
|1000<br />
|800~900<br />
|200 each, y=200~800<br />
|}<br />
<br />
==Planet Types==<br />
[[File:Star_System.png|frame|right|A temperate star with each planet type orbiting it. The third orbital has an Asteroid Field. The fourth orbital is a Gas Giant. The seventh (outermost) orbital is an Ancient Gateway. The other orbitals are regular planets.|right]]<br />
A planet's type dictates its major biome and its smaller biomes (collectively, its [[#Environment|environment]]). A planet's tier dictates its relative [[#Difficulty|difficulty]] compared to other planets. The types of planets, grouped by threat level, are:<br />
<br />
* No threat level: Gas Giant<br />
* Unknown: [[Moon]]<br />
* Low (Tier 1): [[Ancient Gateway]], [[Asteroid Field]], [[Barren]], [[Garden]]<br />
* Moderate (Tier 2): [[Desert]], [[Forest]]<br />
* Risky (Tier 3): [[Ocean]], [[Savannah]], [[Snow_Biome|Snow]]<br />
* Dangerous (Tier 4): [[Jungle]], [[Mutated]], [[Toxic]]<br />
* Extreme (Tier 5): [[Arctic]], [[Midnight]], [[Tundra]]<br />
* Inconceivable (Tier 6): [[Decayed|Scorched]], [[Magma]], [[Volcanic]]<br />
<br />
In the galaxy view of the Navigation Console, all planets with the exception of an Ancient Gateway, Gas Giant and Asteroid Field appear as a small circle orbiting their host star. Ancient Gateways have the appearance of a gate, Gas Giants have an icon of a larger circle and an Asteroid Field has a collection of tiny circles (representing asteroids). Gas Giants can in turn generate further planets and moons as satellites.<br />
<br />
==Environment==<br />
[[File:Snow-planet.png|160px|Screenshot of a snow planet from the [[navigation console]].|right]]Each planet has an environment made up of a number of elements. The background, terrain type, plant type, weather and [[trees]] are called the biome of the planet. While these biomes have similarity between planets (for instance [[Forest Biome|Forest Biomes]] all have a large number of trees), they are unique in their combination of smaller elements through procedural generation.<br />
<br />
A world has a dominant, primary biome which is what you see when looking at the planet from the navigation console. Depending on its size, it may have other types of planetary biomes as a secondary biome. For example, Garden worlds may have regions that are Forest biomes. These regions in turn determine which minor biomes can appear. A Forest world may have a Swamp minor biome. Likewise, a Garden world with a Forest secondary biome can have swamps, too.<br />
<br />
Underground [[layer]] type is independent of the surface biomes present on the planet and planetary difficulty for most planets (Garden and Barren planets are the significant exceptions). Most planets choose one of several underground layer types for subsurface, shallow underground, mid underground, and deep underground layers and one of three layer types for the core layer. For all underground layers (but not subsurface or core layers), an underground cave biome can be chosen in place of a generic underground layer type.<br />
<br />
A planet's temperature might be too cold or too hot for the player to survive normally. Such planets require [[Heating EPP Upgrade|cold protection]] or [[Cooling EPP Upgrade|heat protection]] to navigate without taking damage. Similarly, there are other conditions that may make a planet dangerous, such as a [[Breathing EPP|lack of atmosphere]] or [[Radiation EPP Upgrade|intense radiation]].<br />
<br />
''See [[Protection Pack|EPP]] for the different biome protective pack upgrades.''<br />
<br />
The color of light on planets is determined by the color of the closest star(s). Its intensity is determined by the distance and size of the neighboring stars.<ref>http://playstarbound.com/16th-july-progress/</ref> The star pattern in the night sky around a planet is unique and slowly rotates in the sky. If the player returns to the same planet, the stars will be the same.<ref>http://www.reddit.com/r/starbound/comments/1jq4n4/4th_august_progress/cbhbho5</ref><br />
<br />
The length of the planet's day is somewhere between 700 and 1000 seconds. The chosen number is divided by 60, rounded, and displayed in the planet view of the navigation console in units of Sols (equivalent to real-world minutes). Due to rounding, the day length in units of Sols can be any integer between 12 and 17.<br />
<br />
The planet's materials are determined by the [[biome]] type of the planet, its secondary and minor biomes, and the types of other layers present on the planet.<br />
<br />
==Difficulty==<br />
[[Difficulty]] is related to the health and damage of enemies, as well as planetary conditions. Difficulty is split into 7 ranks: Low, Moderate, Risky, Dangerous, Extreme, Inconceivable, and Unknown. Many planets marked at Dangerous difficulty and above require the player to have a specific type of [[EPP|protection pack]] to explore normally. The only other difficulties requiring an [[EPP]] at all locations on a world are the Unknown difficulty, specific to [[Moon]]s, and the Low difficulty, which [[Asteroid Field]]s possess. (The space layers of all planets require an EPP for prolonged trips.)<br />
<br />
== Monsters ==<br />
Several [[Monsters]] are uniquely generated for each biome on a planet, one for each kind of monster that inhabits the biome. Monsters have levels of difficulty that correspond to the planet difficulty level. Monsters can also have special abilities like Body Slam, Charge, etc. <br />
<br />
Planets will also have smaller friendly [[Critter|critters]]; these are unique to each [[biome]] and are non-hostile.<br />
<br />
==[[Navigation]]==<br />
[[File:Planet_map.png|thumb|right|The planet view of the navigation console]]Traveling from planet to planet is done using the [[Navigation|ship's navigation]] console. Traveling to other planets within the same solar system (orbiting the same star) has no [[Liquid Erchius Fuel|fuel]] cost.<br />
<br />
After completing the quest [[The Erchius Mining Facility]] the ship's FTL drive can be repaired enabling travel to other star systems. [[Liquid Erchius Fuel|Fuel]] costs change based on the destination (the fuel cost without [[Mechanic|Mechanics]] for each trip is 100), and some planet types (like Gas Giants) and [[stars]] cannot be visited directly.<br />
<br />
==Reset==<br />
It is possible to reset or regenerate a planet to its pristine, original condition. To do so, the save file for that planet must be manually located and deleted. It can be found in the '''<starbound>/storage/universe''' folder. The specific planet file will be named by its coordinates. Alternatively, the entire universe can be reset by deleting the folder.<ref>http://community.playstarbound.com/threads/is-there-a-way-to-make-the-restart-the-planets.96262/#post-2578932</ref> This can be especially useful in case of major biome updates, in which previously visited worlds have received new content.<br />
<br />
==Sources==<br />
__NOTOC__<br />
<references /></div>Armokhttps://starbounder.org/mediawiki/index.php?title=Kluex&diff=197077Kluex2024-03-02T05:18:14Z<p>Armok: /* Beta Lore */</p>
<hr />
<div>Kluex is the god worshiped in the sole organized [[Avian]] religion, Kluexism. This religion holds that, at the dawn of time, the Avian people were immortal and lived in the Aether with their god, Kluex. In this realm they had wings and could fly. However, they grew bored of their perfect lives and became jealous of the pleasures experienced by the mortal beings they saw in the realm below, and crossed into that realm seeking new pleasures. For this original sin, Kluex stripped the Avians of their wings and banished [[Avos]] to the mortal realm.<br />
<br />
Kluexism also holds that Avians may regain their wings and their admittance to the Aether by achieving absolution through worship of Kluex. This worship includes prayer and ritual sacrifices of defeated adversaries, led by the supreme priests of Kluex, the [[Stargazer]]s. Worship culminates in voluntary ritual suicide, wherein the most devout Avians leap from their village's Celestial Stairway in the belief that their souls shed their mortal bodies and return, winged, to the Aether and the loving embrace of Kluex.<br />
<br />
Players may find Avian temples scattered across the universe. Most Avian [[NPC]]s appear to believe in Kluex to some extent, but some do not. These non-believing Avians are collectively referred to as the "Grounded", and they have renounced Kluexism on the basis that they do not believe that Kluex exists. Necessarily, this results in tensions between the Stargazers and the Grounded.<br />
<br />
The lore entry [[The Gift]] implies that Kluex is the god-like entity otherwise known as the [[Cultivator]]. Alternative theories put forth hold that ancient Avian priests mistook the Cultivator for Kluex, or that the Cultivator was the inspiration for the Kluex myth.<br />
<br />
==Beta Lore==<br />
{{BetaCanon}}<br />
In the beta lore, Kluex was one god among many, collectively known as the [[The Progenitors|Sunborn]]. According to the lore, the Sunborn stopped communing with Avians, and many were believed to have gone to sleep indefinitely in [[Tombkeeper's Diary 1|hidden tombs]]. Kluex, then a mortal Avian, flew up to the sanctuary of the Sunborn, a space station in orbit above Avos, and underwent apotheosis, becoming the last of the Sunborn. Subsequently, Kluex commanded most Avians to clip their wings, allowing only the Stargazers to retain theirs. As such, the Stargazers provided the only means for Avian society to commune with Kluex.<br />
<br />
With the 1.0 rewrite of the lore, all of the references to Kluex's mortal origin, and nearly all of the references to other Avian gods, were removed.<br />
<br />
[[Category: Lore]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Terrene_Protectorate&diff=197048Terrene Protectorate2024-02-21T05:56:12Z<p>Armok: Undid an redundant edit I made lol</p>
<hr />
<div>[[File:Protectorate_Logo.jpg|200px|thumb|right|The Protectorate Logo as seen on the loading screen.]] <br />
The '''Terrene Protectorate''' is a multi-species (but Human founded) organization meant to train graduates to protect and lend aid across the known universe. All graduates are given a standard issue [[Matter Manipulator]], allowing them to break down and place materials. The Protectorate is led by a Grand Protector.<br />
<br />
== About ==<br />
The Terrene Protectorate comprises as many as seven member [[races]], all playable ingame. Members of the organization are collectively referred to as "Protectors".<br />
Being a humanitarian organization, the Protectorate is well known throughout the ''Starbound'' universe. Multiple [[NPC|NPCs]] say they were considering to join the organization, but likely did not due to the incident that occurred in the time period ''Starbound'' takes place.<br />
<br />
At the start of each game, the player has access to two lore-relevant Codex entries that provide some information about the Protectorate: [[About The Terrene Protectorate]] and [[Terrene Protectorate Field Guide]]. At least two more Codex entries make direct reference to the Protectorate. One of them is [[The Protectorate Code]], found at [[Human Campsite|Human campsites]], which provides basic guidelines for Protectors to operate by. The other is [[Earth's Emergency Broadcast]], which is found at Human campsites and in [[Human Prison|prisons]]. Grimly, it appears to be a record of a distress signal sent during the opening events of ''Starbound''.<br />
<br />
== Matter Manipulator ==<br />
''Main article: [[Matter Manipulator]]''<br />
<br />
Shown to be a powerful tool and a symbol of the Protectorate, the Matter Manipulator is a handheld tool capable of breaking, placing, and relocating almost any material. Upgrades are available through the use of [[Manipulator Modules]], increasing its range, power, and area of effect, and even allows it to collect [[liquids]], [[wire]] electronics, and [[paint]] surfaces. The very Protectorate logo is modeled after the Matter Manipulator (or perhaps vice versa).<br />
<br />
== Academy ==<br />
[[File:Starbound1.jpg|200px|thumb|left|Academy dormitory room the player wakes up in during the intro mission.]]<br />
The Protectorate Academy is a well decorated training ground situated on a high area on Earth, as shown by the background skyline. Newly recruited Protectors train here for a certain amount of time before graduating. When cadets graduate, they are invited to attend a graduation ceremony and be given their own individual Matter Manipulator, a sign of their newly gained status as fully fledged Protectors.<br />
<br />
[[File:Starbound2.jpg|200px|thumb|right|Graduation Ceremony in progress, as seen during the intro mission to the game.]]The layout of the Academy starts with a dormitory to the west that has a set of lockers next door, leading into a lobby heading east with a help desk inside. A bridge leads from there to a small garden with a sturdy, pink-petaled tree and two benches, along with a solitary [[Protectorate Flower]]. After that is the stage where the graduation ceremony was supposed to take place, and the player has to travel through various offices and storage areas to get to their ship after they survive graduation day. Along the way, there is a [[Torn Protectorate Cape|torn banner]] that can be turned into a cape.<br />
<br />
Upon every new game, the inhabitants of the Academy are randomized, though their dialogue and race stays the same. For instance, there is always an [[Apex]] sitting in the lobby by the window, a [[Human]] walking around nearby to greet the player, an [[Avian]] at the vending machine, a [[Glitch]] sweeping up the petals on the bridge, and so on. This does ''not'' apply to the [[Hylotl]] at the help desk, as they are an interactive prop rather than a generated NPC. The only [[Floran]] at the Academy is a fellow graduate of the player's, seen in the area left of the stage before the ceremony. There are no [[Novakids]] at the academy unless the player chooses to be one. Humans, Apex, and Hylotl seem to be the most common Protectors.<br />
<br />
=== Inaccessible Areas ===<br />
<br />
Above the area with the lockers, there is a small rooftop space equipped with two outdoor benches that cannot be interacted with. There is also a Human NPC and a dog there. Though it is inaccessible, being both out-of-range and protected by an invisible ceiling, the NPC has dialogue; however, it is an exact match with that of the Human NPC in the lobby. There is another inaccessible area with an invisible ceiling, this one above the help desk, that simply has some bushes and a single wild [[Butterbee|butterbee]], which cannot be caught (even if the player uses commands to spawn in a [[Bug Net|bug net]]). Other bugs placed with the "[[Spawn Monster Command|spawn monster]]" command cannot be caught within this region, either.<br />
<br />
NPC randomization also applies to the Human NPC and the dog. <br />
<br />
== Events of ''Starbound'' ==<br />
[[File:StarboundDeathOfGrand.png|200px|thumb|left|Final moments before the death of the current Grand Protector.]]The Protectorate only makes an official appearance during the intro mission. In said mission, the [[Player]] starts by waking up in a dormitory at the academy, having overslept substantially. A ceremony follows shortly afterward, with the then-current Grand Protector [[Leda Portia]] congratulating all cadets. In the middle of Portia's speech, the Academy is attacked by an [[unknown organism]], destroying the Academy and killing most of the attendees, with the player surviving the encounter. The Grand Protector, now about to die, tells the player to grab the [[Matter Manipulator]] she dropped for the player to flee with into a ship. It is after this that the Protectorate, along with Earth, is destroyed, and the story begins.<br />
<br />
Despite its only active appearance being the intro mission, the player can encounter vestiges of the organization in the form of a [[Terrene protectorate storage facility|deep-space vault]] and a [[Dropship|vehicle]] tied to a bounty microdungeon. The Codex entry [[Earth's Emergency Broadcast]] may be the last broadcast from the Protectorate.<br />
<br />
==Codexes==<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|Terrene Protectorate Field Guide}}<br />
{{name|About The Terrene Protectorate}}<br />
|<br />
{{name|A United Earth}}<br />
{{name|The Protectorate Code}}<br />
|{{name|Esther's Journal}}<br />
|}<br />
<br />
==Screenshots==<br />
<gallery><br />
Protectorate Academy PreRuin.png|The full layout of the section of the Protectorate Academy prior to the main stage. Note how the area past the main stage is already destroyed before the player gets there.<br />
Protectorate Academy PostRuin.png|The full layout of the Protectorate Academy between the main stage and the player's ship, seen after the attack on Earth.<br />
Hidden Garden.png|The small patch of greenery above the lobby, with a butterbee.<br />
Downed Hylotl.png|The surviving graduate, this one an Apex, expressing distress at a downed Hylotl classmate.<br />
Torn Protectorate Cape Location.png|The location of the [[Torn Protectorate Cape]] in the intro mission. It is the small pile of yellow cloth, highlighted in red.<br />
</gallery><br />
<br />
== Trivia ==<br />
* Even though only the vanilla races have members in the Protectorate, any race, modded or otherwise, is capable of joining the Protectorate, as all races that do not have a separate intro mission default to the Protectorate Academy mission.<br />
* While the Protectorate do not appear to have many installations of their own, they do appear to at least have relied on civilian supply ships according to some space NPC dialogue.<br />
* Given the fact that the Human flag does not match the Protectorate banner and is featured as a flag representing Humanity within the intro mission, it seems likely that the Protectorate is not in fact the Human government itself, despite its evident importance to humanity. <br />
* As seen to the right of the "Academy" section, there are several easter egg npcs hidden among the crowd including much of the dev team, and some Glitch with unused "hair" styles.<br />
* The word "terrene" is in fact a real word, as opposed to a portmanteau of the words "terran" and "serene", it means of the earth or earthly. Fitting for a faction centered around Earth.<br />
* The term protectorate in real life refers to a state that is under the control and protection of another, the Terrene Protectorate however does not appear to be a government in its own right and exists within an idealistic and likely democratic society. It may be that the name is instead referring to how the Protectorate has jurisdiction over all territories not claimed by anyone else, helping protect the civilians who live in such regions of space as well as the local biodiversity, but this is only a theory.</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Terrene_Protectorate&diff=197047Terrene Protectorate2024-02-21T05:55:11Z<p>Armok: </p>
<hr />
<div>[[File:Protectorate_Logo.jpg|200px|thumb|right|The Protectorate Logo as seen on the loading screen.]] <br />
The '''Terrene Protectorate''' is a multi-species (but Human founded) organization meant to train graduates to protect and lend aid across the known universe. All graduates, known as Protectors, are given a standard issue [[Matter Manipulator]], allowing them to break down and place materials. The Protectorate is led by a Grand Protector.<br />
<br />
== About ==<br />
The Terrene Protectorate comprises as many as seven member [[races]], all playable ingame. Members of the organization are collectively referred to as "Protectors".<br />
Being a humanitarian organization, the Protectorate is well known throughout the ''Starbound'' universe. Multiple [[NPC|NPCs]] say they were considering to join the organization, but likely did not due to the incident that occurred in the time period ''Starbound'' takes place.<br />
<br />
At the start of each game, the player has access to two lore-relevant Codex entries that provide some information about the Protectorate: [[About The Terrene Protectorate]] and [[Terrene Protectorate Field Guide]]. At least two more Codex entries make direct reference to the Protectorate. One of them is [[The Protectorate Code]], found at [[Human Campsite|Human campsites]], which provides basic guidelines for Protectors to operate by. The other is [[Earth's Emergency Broadcast]], which is found at Human campsites and in [[Human Prison|prisons]]. Grimly, it appears to be a record of a distress signal sent during the opening events of ''Starbound''.<br />
<br />
== Matter Manipulator ==<br />
''Main article: [[Matter Manipulator]]''<br />
<br />
Shown to be a powerful tool and a symbol of the Protectorate, the Matter Manipulator is a handheld tool capable of breaking, placing, and relocating almost any material. Upgrades are available through the use of [[Manipulator Modules]], increasing its range, power, and area of effect, and even allows it to collect [[liquids]], [[wire]] electronics, and [[paint]] surfaces. The very Protectorate logo is modeled after the Matter Manipulator (or perhaps vice versa).<br />
<br />
== Academy ==<br />
[[File:Starbound1.jpg|200px|thumb|left|Academy dormitory room the player wakes up in during the intro mission.]]<br />
The Protectorate Academy is a well decorated training ground situated on a high area on Earth, as shown by the background skyline. Newly recruited Protectors train here for a certain amount of time before graduating. When cadets graduate, they are invited to attend a graduation ceremony and be given their own individual Matter Manipulator, a sign of their newly gained status as fully fledged Protectors.<br />
<br />
[[File:Starbound2.jpg|200px|thumb|right|Graduation Ceremony in progress, as seen during the intro mission to the game.]]The layout of the Academy starts with a dormitory to the west that has a set of lockers next door, leading into a lobby heading east with a help desk inside. A bridge leads from there to a small garden with a sturdy, pink-petaled tree and two benches, along with a solitary [[Protectorate Flower]]. After that is the stage where the graduation ceremony was supposed to take place, and the player has to travel through various offices and storage areas to get to their ship after they survive graduation day. Along the way, there is a [[Torn Protectorate Cape|torn banner]] that can be turned into a cape.<br />
<br />
Upon every new game, the inhabitants of the Academy are randomized, though their dialogue and race stays the same. For instance, there is always an [[Apex]] sitting in the lobby by the window, a [[Human]] walking around nearby to greet the player, an [[Avian]] at the vending machine, a [[Glitch]] sweeping up the petals on the bridge, and so on. This does ''not'' apply to the [[Hylotl]] at the help desk, as they are an interactive prop rather than a generated NPC. The only [[Floran]] at the Academy is a fellow graduate of the player's, seen in the area left of the stage before the ceremony. There are no [[Novakids]] at the academy unless the player chooses to be one. Humans, Apex, and Hylotl seem to be the most common Protectors.<br />
<br />
=== Inaccessible Areas ===<br />
<br />
Above the area with the lockers, there is a small rooftop space equipped with two outdoor benches that cannot be interacted with. There is also a Human NPC and a dog there. Though it is inaccessible, being both out-of-range and protected by an invisible ceiling, the NPC has dialogue; however, it is an exact match with that of the Human NPC in the lobby. There is another inaccessible area with an invisible ceiling, this one above the help desk, that simply has some bushes and a single wild [[Butterbee|butterbee]], which cannot be caught (even if the player uses commands to spawn in a [[Bug Net|bug net]]). Other bugs placed with the "[[Spawn Monster Command|spawn monster]]" command cannot be caught within this region, either.<br />
<br />
NPC randomization also applies to the Human NPC and the dog. <br />
<br />
== Events of ''Starbound'' ==<br />
[[File:StarboundDeathOfGrand.png|200px|thumb|left|Final moments before the death of the current Grand Protector.]]The Protectorate only makes an official appearance during the intro mission. In said mission, the [[Player]] starts by waking up in a dormitory at the academy, having overslept substantially. A ceremony follows shortly afterward, with the then-current Grand Protector [[Leda Portia]] congratulating all cadets. In the middle of Portia's speech, the Academy is attacked by an [[unknown organism]], destroying the Academy and killing most of the attendees, with the player surviving the encounter. The Grand Protector, now about to die, tells the player to grab the [[Matter Manipulator]] she dropped for the player to flee with into a ship. It is after this that the Protectorate, along with Earth, is destroyed, and the story begins.<br />
<br />
Despite its only active appearance being the intro mission, the player can encounter vestiges of the organization in the form of a [[Terrene protectorate storage facility|deep-space vault]] and a [[Dropship|vehicle]] tied to a bounty microdungeon. The Codex entry [[Earth's Emergency Broadcast]] may be the last broadcast from the Protectorate.<br />
<br />
==Codexes==<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|Terrene Protectorate Field Guide}}<br />
{{name|About The Terrene Protectorate}}<br />
|<br />
{{name|A United Earth}}<br />
{{name|The Protectorate Code}}<br />
|{{name|Esther's Journal}}<br />
|}<br />
<br />
==Screenshots==<br />
<gallery><br />
Protectorate Academy PreRuin.png|The full layout of the section of the Protectorate Academy prior to the main stage. Note how the area past the main stage is already destroyed before the player gets there.<br />
Protectorate Academy PostRuin.png|The full layout of the Protectorate Academy between the main stage and the player's ship, seen after the attack on Earth.<br />
Hidden Garden.png|The small patch of greenery above the lobby, with a butterbee.<br />
Downed Hylotl.png|The surviving graduate, this one an Apex, expressing distress at a downed Hylotl classmate.<br />
Torn Protectorate Cape Location.png|The location of the [[Torn Protectorate Cape]] in the intro mission. It is the small pile of yellow cloth, highlighted in red.<br />
</gallery><br />
<br />
== Trivia ==<br />
* Even though only the vanilla races have members in the Protectorate, any race, modded or otherwise, is capable of joining the Protectorate, as all races that do not have a separate intro mission default to the Protectorate Academy mission.<br />
* While the Protectorate do not appear to have many installations of their own, they do appear to at least have relied on civilian supply ships according to some space NPC dialogue.<br />
* Given the fact that the Human flag does not match the Protectorate banner and is featured as a flag representing Humanity within the intro mission, it seems likely that the Protectorate is not in fact the Human government itself, despite its evident importance to humanity. <br />
* As seen to the right of the "Academy" section, there are several easter egg npcs hidden among the crowd including much of the dev team, and some Glitch with unused "hair" styles.<br />
* The word "terrene" is in fact a real word, as opposed to a portmanteau of the words "terran" and "serene", it means of the earth or earthly. Fitting for a faction centered around Earth.<br />
* The term protectorate in real life refers to a state that is under the control and protection of another, the Terrene Protectorate however does not appear to be a government in its own right and exists within an idealistic and likely democratic society. It may be that the name is instead referring to how the Protectorate has jurisdiction over all territories not claimed by anyone else, helping protect the civilians who live in such regions of space as well as the local biodiversity, but this is only a theory.</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Terrene_Protectorate&diff=197046Terrene Protectorate2024-02-21T05:54:55Z<p>Armok: </p>
<hr />
<div>[[File:Protectorate_Logo.jpg|200px|thumb|right|The Protectorate Logo as seen on the loading screen.]] <br />
The '''Terrene Protectorate''' is a multi-species (but Human founded) organization meant to train graduates to protect and lend aid across the known universe. All graduates, known as [[Protector]]s, are given a standard issue [[Matter Manipulator]], allowing them to break down and place materials. The Protectorate is led by a Grand Protector.<br />
<br />
== About ==<br />
The Terrene Protectorate comprises as many as seven member [[races]], all playable ingame. Members of the organization are collectively referred to as "Protectors".<br />
Being a humanitarian organization, the Protectorate is well known throughout the ''Starbound'' universe. Multiple [[NPC|NPCs]] say they were considering to join the organization, but likely did not due to the incident that occurred in the time period ''Starbound'' takes place.<br />
<br />
At the start of each game, the player has access to two lore-relevant Codex entries that provide some information about the Protectorate: [[About The Terrene Protectorate]] and [[Terrene Protectorate Field Guide]]. At least two more Codex entries make direct reference to the Protectorate. One of them is [[The Protectorate Code]], found at [[Human Campsite|Human campsites]], which provides basic guidelines for Protectors to operate by. The other is [[Earth's Emergency Broadcast]], which is found at Human campsites and in [[Human Prison|prisons]]. Grimly, it appears to be a record of a distress signal sent during the opening events of ''Starbound''.<br />
<br />
== Matter Manipulator ==<br />
''Main article: [[Matter Manipulator]]''<br />
<br />
Shown to be a powerful tool and a symbol of the Protectorate, the Matter Manipulator is a handheld tool capable of breaking, placing, and relocating almost any material. Upgrades are available through the use of [[Manipulator Modules]], increasing its range, power, and area of effect, and even allows it to collect [[liquids]], [[wire]] electronics, and [[paint]] surfaces. The very Protectorate logo is modeled after the Matter Manipulator (or perhaps vice versa).<br />
<br />
== Academy ==<br />
[[File:Starbound1.jpg|200px|thumb|left|Academy dormitory room the player wakes up in during the intro mission.]]<br />
The Protectorate Academy is a well decorated training ground situated on a high area on Earth, as shown by the background skyline. Newly recruited Protectors train here for a certain amount of time before graduating. When cadets graduate, they are invited to attend a graduation ceremony and be given their own individual Matter Manipulator, a sign of their newly gained status as fully fledged Protectors.<br />
<br />
[[File:Starbound2.jpg|200px|thumb|right|Graduation Ceremony in progress, as seen during the intro mission to the game.]]The layout of the Academy starts with a dormitory to the west that has a set of lockers next door, leading into a lobby heading east with a help desk inside. A bridge leads from there to a small garden with a sturdy, pink-petaled tree and two benches, along with a solitary [[Protectorate Flower]]. After that is the stage where the graduation ceremony was supposed to take place, and the player has to travel through various offices and storage areas to get to their ship after they survive graduation day. Along the way, there is a [[Torn Protectorate Cape|torn banner]] that can be turned into a cape.<br />
<br />
Upon every new game, the inhabitants of the Academy are randomized, though their dialogue and race stays the same. For instance, there is always an [[Apex]] sitting in the lobby by the window, a [[Human]] walking around nearby to greet the player, an [[Avian]] at the vending machine, a [[Glitch]] sweeping up the petals on the bridge, and so on. This does ''not'' apply to the [[Hylotl]] at the help desk, as they are an interactive prop rather than a generated NPC. The only [[Floran]] at the Academy is a fellow graduate of the player's, seen in the area left of the stage before the ceremony. There are no [[Novakids]] at the academy unless the player chooses to be one. Humans, Apex, and Hylotl seem to be the most common Protectors.<br />
<br />
=== Inaccessible Areas ===<br />
<br />
Above the area with the lockers, there is a small rooftop space equipped with two outdoor benches that cannot be interacted with. There is also a Human NPC and a dog there. Though it is inaccessible, being both out-of-range and protected by an invisible ceiling, the NPC has dialogue; however, it is an exact match with that of the Human NPC in the lobby. There is another inaccessible area with an invisible ceiling, this one above the help desk, that simply has some bushes and a single wild [[Butterbee|butterbee]], which cannot be caught (even if the player uses commands to spawn in a [[Bug Net|bug net]]). Other bugs placed with the "[[Spawn Monster Command|spawn monster]]" command cannot be caught within this region, either.<br />
<br />
NPC randomization also applies to the Human NPC and the dog. <br />
<br />
== Events of ''Starbound'' ==<br />
[[File:StarboundDeathOfGrand.png|200px|thumb|left|Final moments before the death of the current Grand Protector.]]The Protectorate only makes an official appearance during the intro mission. In said mission, the [[Player]] starts by waking up in a dormitory at the academy, having overslept substantially. A ceremony follows shortly afterward, with the then-current Grand Protector [[Leda Portia]] congratulating all cadets. In the middle of Portia's speech, the Academy is attacked by an [[unknown organism]], destroying the Academy and killing most of the attendees, with the player surviving the encounter. The Grand Protector, now about to die, tells the player to grab the [[Matter Manipulator]] she dropped for the player to flee with into a ship. It is after this that the Protectorate, along with Earth, is destroyed, and the story begins.<br />
<br />
Despite its only active appearance being the intro mission, the player can encounter vestiges of the organization in the form of a [[Terrene protectorate storage facility|deep-space vault]] and a [[Dropship|vehicle]] tied to a bounty microdungeon. The Codex entry [[Earth's Emergency Broadcast]] may be the last broadcast from the Protectorate.<br />
<br />
==Codexes==<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|Terrene Protectorate Field Guide}}<br />
{{name|About The Terrene Protectorate}}<br />
|<br />
{{name|A United Earth}}<br />
{{name|The Protectorate Code}}<br />
|{{name|Esther's Journal}}<br />
|}<br />
<br />
==Screenshots==<br />
<gallery><br />
Protectorate Academy PreRuin.png|The full layout of the section of the Protectorate Academy prior to the main stage. Note how the area past the main stage is already destroyed before the player gets there.<br />
Protectorate Academy PostRuin.png|The full layout of the Protectorate Academy between the main stage and the player's ship, seen after the attack on Earth.<br />
Hidden Garden.png|The small patch of greenery above the lobby, with a butterbee.<br />
Downed Hylotl.png|The surviving graduate, this one an Apex, expressing distress at a downed Hylotl classmate.<br />
Torn Protectorate Cape Location.png|The location of the [[Torn Protectorate Cape]] in the intro mission. It is the small pile of yellow cloth, highlighted in red.<br />
</gallery><br />
<br />
== Trivia ==<br />
* Even though only the vanilla races have members in the Protectorate, any race, modded or otherwise, is capable of joining the Protectorate, as all races that do not have a separate intro mission default to the Protectorate Academy mission.<br />
* While the Protectorate do not appear to have many installations of their own, they do appear to at least have relied on civilian supply ships according to some space NPC dialogue.<br />
* Given the fact that the Human flag does not match the Protectorate banner and is featured as a flag representing Humanity within the intro mission, it seems likely that the Protectorate is not in fact the Human government itself, despite its evident importance to humanity. <br />
* As seen to the right of the "Academy" section, there are several easter egg npcs hidden among the crowd including much of the dev team, and some Glitch with unused "hair" styles.<br />
* The word "terrene" is in fact a real word, as opposed to a portmanteau of the words "terran" and "serene", it means of the earth or earthly. Fitting for a faction centered around Earth.<br />
* The term protectorate in real life refers to a state that is under the control and protection of another, the Terrene Protectorate however does not appear to be a government in its own right and exists within an idealistic and likely democratic society. It may be that the name is instead referring to how the Protectorate has jurisdiction over all territories not claimed by anyone else, helping protect the civilians who live in such regions of space as well as the local biodiversity, but this is only a theory.</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Human&diff=197035Human2024-02-10T10:14:49Z<p>Armok: /* Beta development & differences */</p>
<hr />
<div>{{Race_Infobox<br />
|name=Human<br />
|cultural_style=Modern<br />
|appearance=Less apelike<br />
|male_pic=Human-Male.png<br />
|female_pic=Human-Female.png<br />
|icon=Human_Icon.png<br />
|subtitle=playable race<br />
}}<br />
<small>''See Also: [[:Category:Human]]''</small><br><br />
The '''Humans''' are one of the seven playable [[race]]s in ''[[Starbound]]'', and one of the six races entrusted with an [[Ancient]] [[artifact]].<br />
<br />
Humans hail from the planet [[Earth]], and greatly resemble the [[Apex]], only with much smaller brow-ridges and much less body hair; it is said that the Apex were likely much more Human-like before the [[VEP]] "inoculation" altered their physiology. Humans are generally an inventive, optimistic species with a drive to explore and learn, and are considered mostly [[combat|harmless.]]<br />
<br />
Not much is known about Human history before their discovery of warp drive, though what is known is that it involved a series of wars and conflict over finite resources. The ability to travel quickly between the stars soon led to a peaceful post-scarcity society, using advanced technology in the goal of exploration and the advancement of learning.<ref>[[A History of Space Travel]]</ref> Despite their voyages across the stars, large-scale colonization was actually uncommon, as, with exception to colonies on [[Mars Model|Mars]], many Humans either chose to return to Earth or live a more nomadic existence. Though settlements are rare, Humans are a common sight in scientific outposts and spacelanes throughout the universe, including many installations run by the [[Hylotl]]-owned [[Letheia Corporation]].<br />
<br />
During this time a few major groups came to prominence: the altruistic [[Terrene Protectorate]], which sought to assist and welcome beings of any race for the betterment of all life in the universe, the [[Peacekeeper|Terrene Peacekeepers]], who operated in allegiance to the Protectorate to safeguard it and Earth from criminal activity, and the profit-seeking and less-morally-upright [[Universal Space Corporate Military]] (aka the USCM), which aimed to promote Human colonization and "to spread the force and influence of humanity beyond Earth".<ref>[[USCM Annual Report]]</ref> The USCM eventually collapsed after a long string of bad luck followed by a catastrophic [[Parasprite|bioweapon]] failure, with most of its remaining members taking up interstellar [[bandit]]ry.<ref>[[Internal Report]]</ref><br />
<br />
Humanity would suffer a crippling blow with the destruction of Earth, as it was torn apart by [[The Ruin]]. Billions of lives were lost, as well as most of the Protectorate's membership which had gathered at the main headquarters. This catastrophe also saw the rise of the [[Occasus]] Cult, a hidden organization of ultra-xenophobic Humans who sought to wipe all other races from existence through the Ruin's power.<br />
<br />
Despite this, Humanity continues to survive, and perhaps one day may again thrive.<br />
<br />
<br />
== Humans as the player character ==<br />
[[File:Cat.gif|thumb|right|The Human ship [[pet]], a Cat]]<br />
<br />
As with the other player races, Human characters are given a set of uniquely-styled [[Armor]]s, their own [[Ship]] type (with included [[Pet]]), and two unique [[Mech]] bodies. The Human equipment are generally high-tech semi-militaristic in aesthetic. Their stats are the same for all other race's equipment at the same [[Tier]].<br />
<br />
Crafted [[weapon]]s are the same for all races, save for the pistol-packing [[Novakid]].<br />
<br />
While race-specific [[crafting|crafted]] items can be traded between characters of different races and used freely, there is currently no mechanism to allow a character to craft other races' unique items, or obtain a different Ship (and Ship Pet) in any capacity, without [[Modding:Portal|modding]] the game. <br />
<br />
<br />
===<u>Starter Clothing</u>===<br />
A Human player has four sets of race-specific [[Clothing|Starter Clothing]] to choose from in the [[Character Creator]], plus the standard-issue [[Protectorate T-Shirt]] and [[Protectorate Vest]]. These items have no defensive capabilities whatsoever. These four sets are also used to clothe randomly-generated Human NPC villagers.<br />
<br />
All four sets can also be [[crafting|crafted]] at the [[Spinning Wheel]] and [[Sewing Machine]].<br />
<br />
<div id="vanitywrapper">{{Set<br />
|name=Casual Set<br />
|chest=Casual Cardigan<br />
|legs=Casual Shorts<br />
|clothing=Casual Set<br />
}}{{Set<br />
|name=Stylish Set<br />
|chest=Stylish Jacket<br />
|legs=Stylish Bottoms<br />
|clothing=Stylish Set<br />
}}{{Set<br />
|name=Sweater Set<br />
|chest=Sweater Vest<br />
|legs=Shorts<br />
|clothing=Sweater Set<br />
}}{{Set<br />
|name=Workout Set<br />
|chest=Sleeveless Top<br />
|legs=Sweatpants<br />
|clothing=Workout Set<br />
}}</div><br />
<div style="clear:both;"></div><br />
<br />
{{Race_Armor}}<br />
<br />
These [[Armor]] sets have the same stats as their equivalent Armors for all other races.<br />
<br />
{{-}}<br />
===<u>Cosmetic Armors</u>===<br />
The overwhelming majority of [[Cosmetic Armor]]s in the game in random chests across the universe can be considered "Human"-themed. To save space, we are only going to list the items ''directly'' Human-tied, particularly those found in Human [[Dungeon]]s. Like the Starter Clothing, these have no defensive capabilities, but let the player customize their character's appearance.<br />
<br />
{| class="gametable"<br />
| style="width:280px;vertical-align:top;" |<br />
{{name|Cap}}<br />
{{name|The Captain's Fro}}<br />
{{name|Cardboard Hobo Hat}}<br />
| style="width:280px;vertical-align:top;" |<br />
{{name|Cateye Glasses}}<br />
{{name|Cool Fez}}<br />
{{name|Gag Nose}}<br />
| style="width:280px;vertical-align:top;" |<br />
{{name|Human Anatomy Mask}}<br />
{{name|Human Skull Mask}}<br />
{{name|Winter Scarf}}<br />
|}<br />
<br />
{{-}}<br />
===<u>Player Ship</u>===<br />
[[File:Humanship.png|thumb|300px|right|The (fixed) starter-level Human Ship]]<br />
<br />
The [[Human Ship]] is a somewhat blocky spaceship. Its [[Ship Upgrade|size can be expanded]] by obtaining more [[Crew]] members, which allows the player to buy a higher-class Ship Licence from [[Penguin Pete]] for every two more Crew members. Alternately, the player can buy counterfeit licenses from [[Penguin Bay]]: these licenses are expensive, but do not have crew requirements attached to them.<br />
<br />
Once upgraded to the Condor Class (the largest Ship class), the Human ship takes on a decidedly "hammerheaded" look, with most of its bulk pushed to the back half, and a control room at the front of a long hall.<br />
<br />
Human [[Pets|ship pets]] are Cats, coming in one of ten different colors and patterns chosen at random.<br />
<br />
{{-}}<br />
===<u>Mechs</u>===<br />
[[File:Venturer-00 Mech Body.png|thumb|100px|right|The "Venturer-00" Mech Body]]<br />
<br />
Human player-characters have the ability to craft two unique [[Mech]] body types.<br />
<br />
The [[Venturer-00 Mech Body]] is the first Mech body the player will obtain, by completing [[Dr. Akaggy]]'s "[[Test Drive]]" [[quest]] at the [[Outpost]] and unlocking the ability to use Mechs. Its advanced version, the [[Venturer Mech Body]], is obtained by completing Akaggy's later "[[Advanced Test Drive]]" quest.<br />
<br />
These two bodies have the same stats as other races' "default" Mech Bodies earned from the same quests.<br />
<br />
{{-}}<br />
== Humans as NPCs ==<br />
Human NPCs are incredibly common despite a relative lack of [[dungeon|villages and dungeons]]. Lone Human [[Merchant]]s can pop up on nearly any world (both through normal planetary generation and temporarily as part of a [[Quest]]), and [[spaceship]]s and [[space station]]s may have Human crew. Humans are also common in multi-race [[microdungeon]]s, such as [[Savannah]] houses and scientific outposts in [[Mutated]] and [[Tundra]] [[Biome]]s. On top of all that, the [[Occasus]] Cult and ex-[[Universal Space Corporate Military|USCM]] [[bandit]]s are common foes on random planets and [[spaceship]]s.<br />
<br />
===<u>Villages & Dungeons</u>===<br />
[[File:Human Prison Screenshot - Cell Block A, Bottom.png|right|300px|thumb|USCM Penal Colony (aka Human Prison)]]<br />
Human campsites and prisons can be found on all planet types that can have surface-level full-sized [[dungeon]]s except for [[Garden|Lush]] (aka "starter") planets. Unlike other races' dungeons, there are no specific planet types they're more likely to occur on.<br />
<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
! VILLAGES (FRIENDLY)<br />
! DUNGEONS (HOSTILE)<br />
|-<br />
|<br />
*[[Human Campsite]]<br />
|<br />
*[[Human Prison]]<br />
|}<br />
<br />
{{-}}<br />
===<u>Quests</u>===<br />
{{stub}}<br />
<br />
<br />
{{-}}<br />
===<u>Tenants</u>===<br />
{| class="mw-collapsible mw-collapsed" style="width:100%; border:2px solid #2d2d2d; border-radius:10px;" <br />
|[[File:Colony Deed.gif]] A variety of Human [[Tenant]]s can be summoned by placing a [[Colony Deed]] in a suitably-furnished room.<br />
|-<br />
|<br />
;<u>Basic Tenants</u><br />
These types of Tenant can be any race, dependent on the furniture in the room. If there is not enough race-tagged furniture in the room, the Tenant's race will be chosen at random.<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Name<br />
! Type<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Merchant_Human_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |[[Merchant]]<br />
| rowspan="2" |Merchant<br />
|[[Tag:Human|Human]]<br />
|[[Tag:Human|Human]] (8), [[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Chef_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Chef<br />
| rowspan="2" |Merchant<br />
|[[Tag:Human|Human]]<br />
|[[Tag:Human|Human]] (6), [[Tag:Cooking|Cooking]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Cooking|Cooking]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Villager_Human_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Villager<br />
| rowspan="2" |Villager<br />
|[[Tag:Human|Human]]<br />
|[[Tag:Human|Human]] (6)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|<br />
|15 to 30 minutes<br />
|}<br />
<br />
;<u>Tiered Guard Tenants</u><br />
Like the Basic Tenants, these Guards can be any race, dependent on what furniture is placed in their room. Their [[Armor]] and combat stats are based on the type of [[Crafting|crafted]] tiered furniture placed in the room.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Lvl<br />
! Armor<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_4_Human_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |4<br />
| rowspan="2" |[[Tier#Tier_4|Tier 4]]<br />
|[[Tag:Human|Human]]<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8), [[Tag#Human|Human]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_3_Human_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |3<br />
| rowspan="2" |[[Tier#Tier_3|Tier 3]]<br />
|[[Tag:Human|Human]]<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8), [[Tag#Human|Human]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_2_Human_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |2<br />
| rowspan="2" |[[Tier#Tier_2|Tier 2]]<br />
|[[Tag:Human|Human]]<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8), [[Tag#Human|Human]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_1_Human_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |1<br />
| rowspan="2" |[[Tier#Tier_1|Tier 1]]<br />
|[[Tag:Human|Human]]<br />
|[[Tag:combat|Combat]] (8), [[Tag#Human|Human]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|}<br />
<br />
;<u>Human Themed Tenants</u><br />
These Tenants will always be Human regardless of whatever racial furniture is placed in the room, with a few exceptions. The Hazmat Scientist, Hunter-Gatherer and Neon Tenants have a 50/50 chance of being Human or [[Apex]], while the Scientist has a 1 in 3 chance of being Human, Apex or [[Hylotl]].<br />
{| class="gametable" id="tenanttable"<br />
! <br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Astronaut_Tenant.png|center|link=]]<br />
|Astronaut<br />
|Villager<br />
|[[Tag:astronaut|Astronaut]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
||[[File:Bunker_Tenant.png|center|link=]]<br />
|Bunker Supervisor<br />
|Villager<br />
|[[Tag:humanbunker|Humanbunker]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Cabin_Tenant.png|center|link=]]<br />
|Cabin Owner<br />
|Villager<br />
|[[Tag:cabin|Cabin]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Prisoner_Tenant.png|center|link=]]<br />
|Convict<br />
|Villager<br />
|[[Tag:Humanprison|Humanprison]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Creepling_Tenant.png|center|link=]]<br />
|Creepling<br />
|Villager<br />
|[[Tag:odd|Odd]] (40)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Scorched_Tenant.png|center|link=]]<br />
|Deadbeat Merchant<br />
|Merchant<br />
|[[Tag:Scorched|Scorched]] (18)<br />
|Merchant<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Flesh_Tenant.png|center|link=]]<br />
|Fleshy Collector<br />
|Villager<br />
|[[Tag:Flesh|Flesh]] (18)<br />
|Flesh Villager*<br />
|10 to 30 minutes<br />
|-<br />
|[[File:Foundry_Tenant.png|center|link=]]<br />
|Foundry Merchant<br />
|Merchant<br />
|[[Tag:Foundry|Foundry]] (18)<br />
|Merchant<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Friendly Cultist_Tenant.png|center|link=]]<br />
|Friendly Cultist<br />
|Villager<br />
|[[Tag:evil|Evil]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Glow_Tenant.png|center|link=]]<br />
|Glow Merchant<br />
|Merchant<br />
|[[Tag:Bioluminescence|Bioluminescence]] (18)<br />
|Merchant<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Hazmat_Tenant.png|center|link=]]<br />
|Hazmat Scientist<br />
|Villager<br />
|[[Tag:odd|Odd]] (14), [[Tag:science|Science]] (14)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Island_Tenant.png|center|link=]]<br />
|Hula Dancer<br />
|Villager<br />
|[[Tag:island|Island]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Tar_Tenant.png|center|link=]]<br />
|Hunter-Gatherer<br />
|Villager<br />
|[[Tag:Tar|Tar]] (18)<br />
|Tar Villager**<br />
|10 to 30 minutes<br />
|-<br />
|[[File:Miner_Tenant.png|center|link=]]<br />
|Lunar Miner<br />
|Guard (2)<br />
|[[Tag:lunarbase|Lunarbase]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Maggot_Man_Tenant.png|center|link=]]<br />
|Maggot Man<br />
|Tutorial<br />
|[[Tag:Hive|Hive]] (18)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Neon_Tenant.png|center|link=]]<br />
|Neon<br />
|Villager<br />
|[[Tag:electronic|Electronic]] (32)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Pastel_Tenant.png|center|link=]]<br />
|Pastel Fan<br />
|Villager<br />
|[[Tag:pastel|Pastel]] (28)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Space_Hero_Tenant.png|center|link=]]<br />
|Space Hero<br />
|Villager<br />
|[[Tag:industrial|Industrial]] (12), [[Tag:Astro|Astro]] (12), [[Tag:station|Station]] (12), [[Tag:space|Space]] (12), [[Tag:combat|Combat]] (12)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Retroscifi_Tenant.png|center|link=]]<br />
|Space Pioneer<br />
|Villager<br />
|[[Tag:retroscifi|Retro Scifi]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Traveller_Tenant.png|center|link=]]<br />
|Traveller<br />
|Tutorial<br />
|[[Tag:Traveller|Traveller]] (1)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|}<br />
:<nowiki>*</nowiki>Flesh Villagers have a custom rent pool: 37.5% [[Treasure#Chest Money Treasure|Chest Money Treasure]], 25% [[Treasure#Basic Treasure|Basic Treasure]], 25% [[Treasure#Weapon|Weapon]], 12.5% [[Treasure#Produce|Produce]]<br />
<br />
:<nowiki>**</nowiki>Tar Villagers have a custom rent pool: 14.8% [[Hunting Spear]] x3, 14.8% [[Iron Hunting Spear]] x3, 7.4% [[Treasure#Basic Treasure|Basic Treasure]], 7.4% [[Fish Stew]], 7.4% [[Javelin]] x3, 7.4% [[Meat Dumplings]], 7.4% [[Meat Pie]], 7.4% [[Meat Stew]], 7.4% [[Tarball]] x3, 7.4% [[Throwing Dagger]] x3, 7.4% [[Throwing Dart]] x3, 3.7% [[Coconut]] x3<br />
<br />
;<u>Random-race Themed Tenants</u><br />
These Tenants can be any of the seven playable races, but that race will always be chosen at random, regardless of the racial tags of the room's furniture.<br />
<br />
{| class="gametable" id="tenanttable"<br />
! style="width:62px;" |<br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Astro_Tenant.png|center|link=]]<br />
|Astro<br />
|Villager<br />
|[[Tag:astro|Astro]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Electrician_Tenant.png|center|link=]]<br />
|Electrician<br />
|Villager<br />
|[[Tag:Wired|Wired]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Industrial_Tenant.png|center|link=]]<br />
|Industrial<br />
|Villager<br />
|[[Tag:industrial|Industrial]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Philanthropist_Tenant.png|center|link=]]<br />
|Philanthropist<br />
|Villager<br />
|[[Tag:valuable|Valuable]] (76)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Socialite_Tenant.png|center|link=]]<br />
|Socialite<br />
|Villager<br />
|[[Tag:pretty|Pretty]] (28), [[Tag:valuable|Valuable]] (42)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Space_Guard_Tenant.png|center|link=]]<br />
|Space Guard<br />
|Guard<br />
|[[Tag:station|Station]] (12), [[Tag:combat|Combat]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Station_Tenant.png|center|link=]]<br />
|Station<br />
|Villager<br />
|[[Tag:station|Station]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|}<br />
|}<br />
<br />
{{-}}<br />
<br />
== Notable Humans ==<br />
<br />
{| class="gametable"<br />
| style="width:280px;vertical-align:top;" |<br />
* [[2 Stop Teleshop]] vendor<br />
* [[Asra Nox]]<br />
* [[Berserker]]<br />
| style="width:280px;vertical-align:top;" |<br />
* [[Esther Bright]]<br />
* [[Leda Portia]]<br />
* [[Penguin Pete]]<br />
| style="width:280px;vertical-align:top;" |<br />
* [[Templar Inferno]]<br />
* [[Treasured Trophies]] vendor<br />
|}<br />
<br />
[[Version_history#Beta_Releases|Beta versions]] also included mentions of following individuals:<br />
{| class="gametable"<br />
| style="width:280px;vertical-align:top;" |<br />
* [[Ghosts in the Walls|Anthony Muldoon]]<br />
* [[Ghosts in the Walls|Betty Simpson]]<br />
| style="width:280px;vertical-align:top;" |<br />
* [[Ghosts in the Walls|Dominic Darmanin]]<br />
* [[USCM Personnel Log 60102|General Kale]]<br />
| style="width:280px;vertical-align:top;" |<br />
* [[Ghosts in the Walls|Harakway Jones]]<br />
* [[Ghosts in the Walls|Mad Mary]]<br />
|}<br />
<br />
<br />
{{-}}<br />
<br />
== Codexes ==<br />
Humans feature in a good number of [[Lore|Codex]] books, both written by Humans and by other races.<br />
<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|A History of Space Travel}}<br />
{{name|A United Earth}}<br />
{{name|About The Terrene Protectorate}}<br />
{{name|Earth's Emergency Broadcast}}<br />
{{name|Esther's Journal}}<br />
{{name|Florans in the Mist}}<br />
{{name|How I Became A Landlord 1}}<br />
{{name|How I Became A Landlord 2}}<br />
|<br />
{{name|How I Became A Landlord 3}}<br />
{{name|How I Became A Landlord 4}}<br />
{{name|How I Became A Landlord 5}}<br />
{{name|How I Became A Landlord 6}}<br />
[[File:Human Census Report_Icon.png|link=Human Census: Report]] [[Human Census: Report]]<br><br />
{{name|HUMANITY NEEDS YOU!}}<br />
{{name|Humanity's Redemption}}<br />
{{name|Internal Report}}<br />
|<br />
{{name|It's Not a Bug, It's a Creature}}<br />
{{name|Nox's Journal}}<br />
{{name|Off-Earth Human Census}}<br />
{{name|Our Duty to the Stars}}<br />
{{name|Terrene Protectorate Field Guide}}<br />
{{name|Thank you card}}<br />
{{name|The Protectorate Code}}<br />
{{name|USCM Annual Report}}<br />
|<br />
{{name|Occasus Lab Report: RUIN}}<br />
{{name|Occasus Lab Report: ANCIENT}}<br />
|}<br />
<br />
{{-}}<br />
<br />
== Beta development & differences ==<br />
{{BetaCanon}}<br />
Humans underwent a large number of changes during [[Version_history#Beta_Releases|beta development]], both in terms of backstory and in direct gameplay elements. For example, the [[USCM]] was a governmental service, not a corporate military, and served as the main human faction during the beta. Earlier drafts of their lore portrayed humanity as a series of rival nation-states fighting a war over ownership of Mars, and even earlier drafts had humanity united under a generic human empire.<br />
Somewhat confusingly, Human armor descriptions from this incarnation of the lore described the existence of a separate armed force known as the Vanguard, alongside a group known as the Wanderers who served as diplomats to the other species.<br />
<br />
==Trivia==<br />
*The human unique pet may be a reference to the movie Alien, in which the characters had a pet cat on their spaceship.<br />
*The human starting ship may be a reference to the hammerhead corvettes from the Star Wars franchise, as it has the same distinct vertical hammerhead and overall appearance from the side.<br />
*The human respawn animation is a reference to [https://www.youtube.com/watch?v=UO7RNReR9Ys body reconstruction scene] in the 1997 movie ''The Fifth Element''.<br />
<br />
==Sources==<br />
<references /><br />
<br />
{{Race navbox}}<br />
<br />
[[Category:Human]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Deadbeat&diff=197024Deadbeat2024-02-04T18:17:10Z<p>Armok: </p>
<hr />
<div>{{Race Infobox<br />
|name=Deadbeat<br />
|cultural_style=Post-Apocalyptic<br />
|appearance=Blue Skinned<br />
|male_pic=Deadbeat-Male.png<br />
|female_pic=Deadbeat-Female.png<br />
|icon=Deadbeat_Icon.png<br />
|subtitle=non-playable race<br />
}}<br />
<br />
'''Deadbeats''' are a semi-hostile non-playable [[race]] found in [[Decayed]] [[Biome]]s. What they were before the collapse of their society is unknown, but now they are reduced to small gangs of scavengers and raiders eking out an existence in the burned-out husks of once-huge cities.<br />
<br />
<br />
== Encounters ==<br />
===<u>Decayed Biome</u>===<br />
Found on [[Tier]] 6 "Inconceivable" threat-level planets, the Decayed Biome is full of ruined buildings and underground bunkers, the remains of an advanced society. Deadbeats wander the [[microdungeon]]s there, split into two types.<br />
<br />
Most are hostile, indicated by face-concealing masks or steel helmets and grey or beige skin... and that they attack the player on-sight.<br />
<br />
The blue-skinned Deadbeats with less armor are non-hostile, and will run away from combat.<br />
<br />
{{-}}<br />
===<u>Tenants</u>===<br />
The player can summon a blue-skinned Deadbeat as a [[Tenant]] when a [[Colony Deed]] is placed into a room with walls, a door and a light, along with the appropriate amount of themed furniture. Deadbeat Merchants sell a number of unique items that cannot be obtained through normal means, mainly things that go "kaboom" and destroy [[block]]s.<br />
<br />
{| class="gametable" id="tenanttable"<br />
! <br />
! Name<br />
! Type (lvl)<br />
! Biome<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Scorched_Tenant.png|center|link=]]<br />
|[[Deadbeat Merchant]]<br />
|[[Merchant]]<br />
|[[Scorched]]<br />
|[[Tag:Scorched|Scorched]] (18)<br />
|Merchant<br />
|15 to 30 minutes<br />
|}<br />
<br />
{{-}}<br />
==Cosmetic Armors==<br />
All of the Deadbeats' [[Cosmetic Armor]] options can be found in [[Decayed Chest]]s throughout the Biome. Unfortunately, dressing up like one of the angry ones will not protect you from other said angry ones.<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Horn Mask}}<br />
{{name|Deadbeat Horns}}<br />
{{name|Deadbeat Mask}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Nerd Mask}}<br />
{{name|Deadbeat Straps}}<br />
{{name|Deadbeat Straps Trousers}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Helm}}<br />
{{name|Deadbeat Spandex Jacket}}<br />
{{name|Deadbeat Tight Trousers}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deadbeat Horn Helm}}<br />
{{name|Deadbeat Leather Jacket}}<br />
{{name|Deadbeat Tough Trousers}}<br />
|}<br />
<br />
{{-}}<br />
== Trivia ==<br />
* Deadbeats are one of the races that do not have a corresponding fossil.<br />
* The Deadbeats' status as a separate race is not exactly made explicit in-game. They have no [[lore]] attached to them and none of the NPCs say anything about relations to any other race. It is unlikely they are humans however, as the lore asserts that [[human]]ity had no large-scale colonies off [[Earth]], and the Deadbeats' stomping grounds are the ruins of skyscraper-packed mega-cities.<br />
* The Deadbeat's post-apocalyptic cities and retro modern furniture are likely a reference to the ''[https://en.wikipedia.org/wiki/Fallout_(series) Fallout]'' franchise.<br />
* Internally to the game code, Deadbeats are just [[Human]]s wearing suits, not an actual species. This is why they use the Human sound effects (and dialogue, likely an oversight on that account). This is similar to [[Agaran]]s, [[Alpaca]], and [[Frogg]]s, but unlike [[Fenerox]], [[Penguin|Penguins]], and [[Shadows]].<br />
<br />
{{Race navbox}}<br />
<br />
[[Category:NPC]]<br />
[[Category:Deadbeat]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Kluex&diff=197021Kluex2024-01-19T17:27:34Z<p>Armok: The Grounded wouldn't likely be aware of the Cultivator, hence the small edit here</p>
<hr />
<div>Kluex is the god worshiped in the sole organized [[Avian]] religion, Kluexism. This religion holds that, at the dawn of time, the Avian people were immortal and lived in the Aether with their god, Kluex. In this realm they had wings and could fly. However, they grew bored of their perfect lives and became jealous of the pleasures experienced by the mortal beings they saw in the realm below, and crossed into that realm seeking new pleasures. For this original sin, Kluex stripped the Avians of their wings and banished [[Avos]] to the mortal realm.<br />
<br />
Kluexism also holds that Avians may regain their wings and their admittance to the Aether by achieving absolution through worship of Kluex. This worship includes prayer and ritual sacrifices of defeated adversaries, led by the supreme priests of Kluex, the [[Stargazer]]s. Worship culminates in voluntary ritual suicide, wherein the most devout Avians leap from their village's Celestial Stairway in the belief that their souls shed their mortal bodies and return, winged, to the Aether and the loving embrace of Kluex.<br />
<br />
Players may find Avian temples scattered across the universe. Most Avian [[NPC]]s appear to believe in Kluex to some extent, but some do not. These non-believing Avians are collectively referred to as the "Grounded", and they have renounced Kluexism on the basis that they do not believe that Kluex exists. Necessarily, this results in tensions between the Stargazers and the Grounded.<br />
<br />
The lore entry [[The Gift]] implies that Kluex is the god-like entity otherwise known as the [[Cultivator]]. Alternative theories put forth hold that ancient Avian priests mistook the Cultivator for Kluex, or that the Cultivator was the inspiration for the Kluex myth.<br />
<br />
==Beta Lore==<br />
{{BetaCanon}}<br />
In the beta lore, Kluex was one god among many, collectively known as the "Sunborn". According to the lore, the Sunborn stopped communing with Avians, and many were believed to have gone to sleep indefinitely in hidden tombs. Kluex, then a mortal Avian, flew up to the sanctuary of the Sunborn, a space station in orbit above Avos, and and underwent apotheosis, becoming the last of the Sunborn. Subsequently, Kluex commanded most Avians to clip their wings, allowing only the Stargazers to retain theirs. As such, the Stargazers provided the only means for Avian society to commune with Kluex.<br />
<br />
With the 1.0 rewrite of the lore, all of the references to Kluex's mortal origin, and nearly all of the references to other Avian gods, were purged.<br />
<br />
[[Category: Lore]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Protectorate_Ship&diff=197020Protectorate Ship2024-01-19T17:24:34Z<p>Armok: </p>
<hr />
<div>{{Itembox<br />
|name=Protectorate Ship<br />
|rarity=Common<br />
|icon=Protectorate Ship_Icon.png<br />
|image=Protectorate Ship.png<br />
|objectname=protectorateship<br />
|type=decorative<br />
}}<br />
{{Unobtainable}}<br />
'''Protectorate Ship''' is a decorative object seen at the end of the [[The Protectorate|Protectorate]] introductory mission. In that mission, it takes on an appearance similar to a deactivated Tier-1 ship of whatever race the player is controlling. However, this ship sprite has the teleporter of a beta-era ship oddly enough. After the player completes the introductory mission, their ship has the 1.0 model of the ship teleporter instead.<br />
<br />
The only way to obtain a copy of this ship is through the use of the ''admin'' commands. Note that, after the ship is placed in a world, to break it, you must mine a spot to the bottom-left of the ship, not the ship body itself. Experimentation will be required to mine the correct spot.<br />
<br />
When the ship is spawned, regardless of the race of the player who spawned it, the ship will take on the appearance of the human Tier-1 ship. The ship can be forced into the appearance of any other racial Tier-1 ship by hovering the cursor over the block where the ship was placed (again, not over the body of the ship) and entering the admin command ''/entityeval setSpecies("Species")'', replacing the word ''Species'' with the case-sensitive name of the racial version of the ship desired, specifically, ''Apex'', ''Avian'', ''Floran'', ''Glitch'', ''Human'', ''Hylotl'', or ''Novakid''.<br />
<br />
Many [[Blocks|platforms]], when placed within the ship area, are hidden behind the ship sprite, so they can be used to fake floor collision. Note that in most cases, the ship is not perfectly aligned with the block grid, so placing most items within the ship will look odd.<br />
<br />
[[Category:Protectorate]]<br />
{{IngredientFor}}<br />
{{RaceQuotesOutput}}<br />
{{Ref<br />
|versionhistory=<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Captain_Noble&diff=197014Captain Noble2024-01-18T08:28:15Z<p>Armok: </p>
<hr />
<div>{{Monster<br />
|name = Captain Noble<br />
|image = Nobby_placeholder.png<br />
|width = 200px<br />
|description = A Peacekeeper Chief with a heart set on justice.<br />
|type = NPC<br />
}}<br />
<br />
Captain Noble is the leader of the [[Peacekeeper|Terrene Peacekeepers]] after the fall of Earth. He is a Novakid, the first unique character to be one. Noble often leads from the back, analyzing clues and sending the gang leaders to prison rather then actively fighting them. He believes in justice and protecting people, and he also believes in helping the player to deliver that justice onto the ones who deserve it.<br />
<br />
Noble's story begins with the [[Becoming_a_Peacekeeper|Becoming a Peacekeeper]] quest, where the player arrives at a run-down [[Peacekeeper station|Peacekeeper Station]], built into an asteroid. He is most likely one of the only Peacekeepers left at that point, with all of the others (or at least vast majority) being destroyed along with Earth. As the player takes down crime rings with the help of Noble, the Peacekeepers become more and more popular, leading into an increase in funding (most likely from donations) and an upgrade and relocation of the station as well as restoring their ranks. Eventually, Peacekeeper Stations are established all across the galaxy, and Noble becomes the leader of a much larger organization.<br />
<br />
==Trivia==<br />
* Keeping with the theme of player aligned characters having names associated with positive concepts, Noble's name obviously is referring to the idea of something being Noble, such as his cause. It may also be a pun based on the Noble Gases as well.<br />
<br />
==Gallery==<br />
<center><gallery><br />
File:CaptainNoblePortrait.jpg|Captain Noble's talking portrait<br />
File:CaptainNobleAltPortrait.png</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Stargazer&diff=197013Stargazer2024-01-17T02:51:12Z<p>Armok: /* Beta Lore */</p>
<hr />
<div>'''Stargazers''' are the high priests and rulers of the [[Avian]] society. The Stargazers have united most of the different Avian factions and created a society dedicated to the worship of [[Kluex]]. They maintain their power through a monopoly on the extraction and distribution of [[Avolite]] and guard their knowledge of it jealously.<br />
<br />
==Encounters==<br />
<br />
Each [[Avian Native Village]] has a temple where a Stargazer can be found, usually at the top. Despite occasionally giving players quests, they will never ask to become [[crew]] members.<br />
<br />
{{Bug|Stargazer NPCs have unique dialog in the assets, but due to a typo this dialog is not enabled, and default villager dialog is used instead.}}<br />
<br />
==Beta Lore==<br />
{{BetaCanon}}<br />
In the beta lore, the Stargazers were presented in a much more sinister light, forcing (often unwilling) Avians to sacrifice themselves to Kluex. Furthermore, Kluex allowed Stargazers to retain their wings, making them the only caste of Avians who could fly.<br />
<br />
Most of this lore has been purged in the 1.0 release, and Stargazers appear to be much less bloodthirsty.<br />
<br />
[[Category:Lore]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Kluex&diff=197012Kluex2024-01-17T02:51:05Z<p>Armok: /* Beta Lore */</p>
<hr />
<div>Kluex is the god worshiped in the sole organized [[Avian]] religion, Kluexism. This religion holds that, at the dawn of time, the Avian people were immortal and lived in the Aether with their god, Kluex. In this realm they had wings and could fly. However, they grew bored of their perfect lives and became jealous of the pleasures experienced by the mortal beings they saw in the realm below, and crossed into that realm seeking new pleasures. For this original sin, Kluex stripped the Avians of their wings and banished [[Avos]] to the mortal realm.<br />
<br />
Kluexism also holds that Avians may regain their wings and their admittance to the Aether by achieving absolution through worship of Kluex. This worship includes prayer and ritual sacrifices of defeated adversaries, led by the supreme priests of Kluex, the [[Stargazer]]s. Worship culminates in voluntary ritual suicide, wherein the most devout Avians leap from their village's Celestial Stairway in the belief that their souls shed their mortal bodies and return, winged, to the Aether and the loving embrace of Kluex.<br />
<br />
Players may find Avian temples scattered across the universe. Most Avian [[NPC]]s appear to believe in Kluex to some extent, but some do not. These non-believing Avians are collectively referred to as the "Grounded", and they have renounced Kluexism on the basis that they do not believe that Kluex exists. Necessarily, this results in tensions between the Stargazers and the Grounded.<br />
<br />
The lore entry [[The Gift]] implies that Kluex is the god-like entity otherwise known as the [[Cultivator]]. Alternative theories put forth by the Grounded hold that ancient Avian priests mistook the Cultivator for Kluex, or that the Cultivator was the inspiration for the Kluex myth.<br />
<br />
==Beta Lore==<br />
{{BetaCanon}}<br />
In the beta lore, Kluex was one god among many, collectively known as the "Sunborn". According to the lore, the Sunborn stopped communing with Avians, and many were believed to have gone to sleep indefinitely in hidden tombs. Kluex, then a mortal Avian, flew up to the sanctuary of the Sunborn, a space station in orbit above Avos, and and underwent apotheosis, becoming the last of the Sunborn. Subsequently, Kluex commanded most Avians to clip their wings, allowing only the Stargazers to retain theirs. As such, the Stargazers provided the only means for Avian society to commune with Kluex.<br />
<br />
With the 1.0 rewrite of the lore, all of the references to Kluex's mortal origin, and nearly all of the references to other Avian gods, were purged.<br />
<br />
[[Category: Lore]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Novakid&diff=196982Novakid2024-01-13T00:16:05Z<p>Armok: /* Trivia */</p>
<hr />
<div>{{Race Infobox<br />
|name=Novakid<br />
|cultural_style=Wild West<br />
|appearance=Starlike<br />
|male_pic=Novakid-Male.png<br />
|female_pic=Novakid-Female.png<br />
|icon=Novakid_Icon.png<br />
|subtitle=playable race<br />
}}<br />
<small>''See Also: [[:Category:Novakid]]''</small><br><br />
The '''Novakid''' are one of the seven playable [[race]]s in ''[[Starbound]]'', and the only one not given an [[Ancient]] [[artifact]].<br />
<br />
Easily one of the most enigmatic known races, the Novakid are sapient [[Ancient Light Platform|energy beings]] in a humanoid shape, with metallic "brands" where their faces would be. A generally carefree and capricious people with notoriously short memories and attention spans, they live in the moment, wandering the stars in search of adventure or whatever, with little reflection on the past. So unconcerned are they with what happened before now, they have forgotten their own origins, having never bothered to catalog their history. Thus where they came from and how they were formed may forever be a mystery. <br />
<br />
Compounding the oddity of their existence is their culture, which greatly resembles that of the "Wild West" era of [[Earth]]. Their technology is heavily steam-based, with great linked-train starships, and they favor slug-throwing pistols over melee weapons. Whether this is how they've always been or if it's a recent thing is, of course, unknown, as the Novakid sure don't remember.<br />
<br />
As they have largely kept themselves out of interstellar affairs, Novakid are something of a rare sight in the universe.<br />
<br />
<br />
== Character Creator ==<br />
<br />
The novakid character creator allows you to change visual things such as Gas colour, Hair style, Brand, [[Novakid#Starter_Clothing|Clothes]] and Personality.<br />
<br />
Each hairstyle for the Novakid is based on bangs and pointed hair, and the brand is a symbol on the face which can be customised to many different logo-like shapes, like an omega or a diamond.<br />
<br />
== Novakid as the player character ==<br />
As with the other player races, Novakid characters are given a set of uniquely-styled [[Armor]]s, their own [[Ship]] type (with included [[Pet]]), and two unique [[Mech]] bodies. The Novakid equipment is very Old West, with hide-leather clothes and wide-brimmed hats. Their stats are the same for all other race's equipment at the same [[Tier]].<br />
<br />
The Novakid are the only playable race to have a unique set of [[crafting|crafted]] [[Weapon]]s, focusing on guns rather than melee weapons.<br />
<br />
While race-specific crafted items can be traded between characters of different races and used freely, there is currently no mechanism to allow a character to craft other races' unique items, or obtain a different Ship (and Ship Pet) in any capacity, without [[Modding:Portal|modding]] the game. <br />
<br />
<br />
===<u>Starter Clothing</u>===<br />
A Novakid player has four sets of race-specific [[Clothing|Starter Clothing]] to choose from in the [[Character Creator]], plus the standard-issue [[Protectorate T-Shirt]] and [[Protectorate Vest]]. These items have no defensive capabilities whatsoever. These four sets are also used to clothe randomly-generated Novakid NPC villagers.<br />
<br />
All four sets can also be [[crafting|crafted]] at the [[Spinning Wheel]] and [[Sewing Machine]].<br />
<br />
<div id="vanitywrapper">{{Set<br />
|name=Gunslinger Set<br />
|chest=Gunslinger Jacket<br />
|legs=Gunslinger Pants<br />
|clothing=Gunslinger Set<br />
}}{{Set<br />
|name=Rustler Set<br />
|chest=Rustler Jacket<br />
|legs=Rustler Cut-offs<br />
|clothing=Rustler Set<br />
}}{{Set<br />
|name=Suspender Set<br />
|chest=Suspender Shirt<br />
|legs=Suspender Pants<br />
|clothing=Suspender Set<br />
}}{{Set<br />
|name=Formal Set<br />
|chest=Formal Waistcoat<br />
|legs=Formal Pants<br />
|clothing=Formal Set<br />
}}</div><br />
<div style="clear:both;"></div><br />
<br />
{{Race_Armor}}<br />
<br />
===<u>Cosmetic Armors</u>===<br />
There are a few pieces of Novakid-related [[Cosmetic Armor]]s to be found scattered across the universe. While these pieces ''can'' be found in random chests in any given [[Biome]], they have a slightly higher chance of appearing within [[Novakid Village]]s. Like the Starter Clothing, these have no defensive capabilities, but let the player customize their character's appearance.<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Cowboy Hat}}<br />
|<br />
|{{name|Cowboy Jacket}}<br />
|<br />
|{{name|Cowboy Pants}}<br />
|}<br />
<br />
===<u>Weapons</u>===<br />
While the other six playable races all share the same pool of [[crafting|craftable]] weapons at the [[Anvil]] / [[Forge]] / [[Replicator]] [[:Category:Crafting Station|crafting stations]] , the Novakid have a unique set of craftable weapons available to them. They are able to craft a number of guns rather than melee weapons, fitting their race's 'wild west' aesthetic.<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
! WEAPON<br />
! CATEGORY<br />
! DPS<br />
! ROF<br />
! EPS<br />
! SPECIAL<br />
! STATION REQ.<br />
! TIER<br />
|-<br />
|[[File:Iron Revolver Icon.png]] [[Iron Revolver]]<br />
|[[Pistol]]<br />
|3.8<br />
|1.7<br />
|18.75<br />
|N/A<br />
|[[Anvil]]<br />
|Tier1<br />
|-<br />
|[[File:Iron Assault Rifle Icon.png]] [[Iron Assault Rifle]]<br />
|[[Assault Rifle]]<br />
|1.2<br />
|9.1<br />
|31.5<br />
|[[Assault_Rifle#Special Attacks|Spray n' Pray]]<br />
|[[Anvil]]<br />
|Tier1<br />
|-<br />
|[[File:Tungsten Shotgun Icon.png]] [[Tungsten Shotgun]]<br />
|[[Shotgun]]<br />
|18.9<br />
|0.8<br />
|31.5<br />
|[[Shotgun#special Attacks|Burst Shot]]<br />
|[[Anvil]]<br />
|Tier2<br />
|-<br />
|[[File:Tungsten Magnum Icon.png]] [[Tungsten Magnum]]<br />
|[[Pistol]]<br />
|7.5<br />
|1.3<br />
|18.75<br />
|N/A<br />
|[[Anvil]]<br />
|Tier2<br />
|-<br />
|[[File:Titanium Sniper Rifle Icon.png]] [[Titanium Sniper Rifle]]<br />
|[[Sniper Rifle]]<br />
|22.1<br />
|0.8<br />
|25.5<br />
|[[Sniper Rifle#Special Attacks|Piercing Shot]]<br />
|[[Forge]]<br />
|Tier3<br />
|-<br />
|[[File:Titanium Machine Pistol Icon.png]] [[Titanium Machine Pistol]]<br />
|[[Machine Pistol]]<br />
|1.5<br />
|9.1<br />
|21<br />
|N/A<br />
|[[Forge]]<br />
|Tier3<br />
|-<br />
|[[File:Durasteel Revolver Icon.png]] [[Durasteel Revolver]]<br />
|[[Pistol]]<br />
|9.4<br />
|1.7<br />
|18.75<br />
|N/A<br />
|[[Replicator]]<br />
|Tier4<br />
|-<br />
|[[File:Durasteel Assault Rifle Icon.png]] [[Durasteel Assault Rifle]]<br />
|[[Assault Rifle]]<br />
|2.9<br />
|9.1<br />
|31.5<br />
|[[Assault Rifle#Special Attacks|Grenade Launcher]]<br />
|[[Replicator]]<br />
|Tier4<br />
|}<br />
<br />
{{-}}<br />
<br />
===<u>Player Ship</u>===<br />
[[File:Novakid Ship Upgrade 3.png|thumb|300px|right|The (fixed) starter-level Novakid Ship.]]<br />
<br />
The [[Novakid Ship]] resembles a steam locomotive engine. Its [[Ship Upgrade|size can be expanded]] by obtaining more [[Crew]] members, which allows the player to buy a higher-class Ship Licence from [[Penguin Pete]] for every two more Crew members. Alternately, the player can buy counterfeit licenses from [[Penguin Bay]]: these licenses are expensive, but do not have crew requirements attached to them.<br />
<br />
When upgraded to the Condor Class (the largest Ship class), the Novakid ship has added four large "boxcars" in a row behind the main engine. This makes the Novakid ship the longest of the player ships, but ''not'' the largest in number of usable tiles.<br />
<br />
Novakid [[Pets|ship pets]] are Snuggets, coming in one of ten different colors chosen at random.<br />
<br />
{{-}}<br />
<br />
===<u>Mechs</u>===<br />
[[File:Marshal-00 Mech Body.png|thumb|100px|right|The "Marshal-00" Mech Body.]]<br />
<br />
Novakid player-characters have the ability to craft two unique [[Mech]] body types.<br />
<br />
The [[Marshal-00 Mech Body]] is the first Mech body the player will obtain, by completing [[Dr. Akaggy]]'s "[[Test Drive]]" [[quest]] at the [[Outpost]] and unlocking the ability to use Mechs. Its advanced version, the [[Marshal Mech Body]], is obtained by completing Akaggy's later "[[Advanced Test Drive]]" quest.<br />
<br />
These two bodies have the same stats as other races' "default" Mech Bodies earned from the same quests.<br />
<br />
{{-}}<br />
<br />
== Novakid as NPCs ==<br />
Novakid are easily the rarest of NPCs, having been the last playable race put into the game, and their [[dungeon|village]] not even implemented until the [[Version_1.1.0|1.1.0 update]]. Outside of their villages, they currently only appear in [[space encounters]] and in [[space station]]s.<br />
<br />
===<u>Villages & Dungeons</u>===<br />
[[File:Novakid Village 1.png|right|300px|thumb|Novakid Village.]]<br />
Novakid villages can be found on all planet types that can have surface-level full-sized [[dungeon]]s except for [[Garden|Lush]] (aka "starter") planets. Unlike other races' dungeons, there are no specific planet types they're more likely to occur on.<br />
<br />
Their Villages live up to their "Wild West" theme, with wooden buildings full of frontier-style decor.<br />
<br />
Currently, there are no hostile Novakid-themed dungeons, although their villages can sometimes contain a hostile Novakid bandit being held behind bars.<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
! VILLAGES (FRIENDLY)<br />
! DUNGEONS (HOSTILE)<br />
|-<br />
|<br />
*[[Novakid Village]]<br />
|<br />
* None<br />
|}<br />
<br />
<br />
{{-}}<br />
<br />
===<u>Quests</u>===<br />
The Novakid currently have no story-based Quests.<br />
<br />
<br />
{{-}}<br />
===<u>Tenants</u>===<br />
{| class="mw-collapsible mw-collapsed" style="width:100%; border:2px solid #2d2d2d; border-radius:10px;" <br />
|[[File:Colony Deed.gif]] A variety of Novakid [[Tenant]]s can be summoned by placing a [[Colony Deed]] in a suitably-furnished room.<br />
|-<br />
|<br />
;<u>Basic Tenants</u><br />
These types of Tenant can be any race, dependent on the furniture in the room. If there is not enough race-tagged furniture in the room, the Tenant's race will be chosen at random.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Name<br />
! Type<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Merchant_Novakid_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |[[Merchant]]<br />
| rowspan="2" |Merchant<br />
|[[Tag:Novakid|Novakid]]<br />
|[[Tag:Novakid|Novakid]] (8), [[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Chef_Novakid_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Chef<br />
| rowspan="2" |Merchant<br />
|[[Tag:Novakid|Novakid]]<br />
|[[Tag:Novakid|Novakid]] (6), [[Tag:Cooking|Cooking]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Cooking|Cooking]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Villager_Novakid_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Villager<br />
| rowspan="2" |Villager<br />
|[[Tag:Novakid|Novakid]]<br />
|[[Tag:Novakid|Novakid]] (6)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|<br />
|15 to 30 minutes<br />
|}<br />
<br />
;<u>Tiered Guard Tenants</u><br />
Like the Basic Tenants, these Guards can be any race, dependent on what furniture is placed in their room. Their [[Armor]] and combat stats are based on the type of [[Crafting|crafted]] tiered furniture placed in the room.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Lvl<br />
! Armor<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_4_Novakid_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |4<br />
| rowspan="2" |[[Tier#Tier_4|Tier 4]]<br />
|[[Tag:Novakid|Novakid]]<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8), [[Tag#Avian|Avian]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_3_Novakid_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |3<br />
| rowspan="2" |[[Tier#Tier_3|Tier 3]]<br />
|[[Tag:Novakid|Novakid]]<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_2_Novakid_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |2<br />
| rowspan="2" |[[Tier#Tier_2|Tier 2]]<br />
|[[Tag:Novakid|Novakid]]<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8), [[Tag#Avian|Avian]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_1_Novakid_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |1<br />
| rowspan="2" |[[Tier#Tier_1|Tier 1]]<br />
|[[Tag:Novakid|Novakid]]<br />
|[[Tag:combat|Combat]] (8), [[Tag#Avian|Avian]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|}<br />
<br />
;<u>Novakid Themed Tenants</u><br />
These Tenants will always be Novakid regardless of whatever racial furniture is placed in the room.<br />
{| class="gametable" id="tenanttable"<br />
! <br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Saloon_Tenant.png|center|link=]]<br />
|Barman<br />
|Villager<br />
|[[Tag:saloon|Saloon]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|}<br />
<br />
;<u>Random-race Themed Tenants</u><br />
These Tenants can be any of the seven playable races, but that race will always be chosen at random, regardless of the racial tags of the room's furniture.<br />
<br />
{| class="gametable" id="tenanttable"<br />
! style="width:62px;" |<br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Astro_Tenant.png|center|link=]]<br />
|Astro<br />
|Villager<br />
|[[Tag:astro|Astro]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Electrician_Tenant.png|center|link=]]<br />
|Electrician<br />
|Villager<br />
|[[Tag:Wired|Wired]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Industrial_Tenant.png|center|link=]]<br />
|Industrial<br />
|Villager<br />
|[[Tag:industrial|Industrial]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Philanthropist_Tenant.png|center|link=]]<br />
|Philanthropist<br />
|Villager<br />
|[[Tag:valuable|Valuable]] (76)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Socialite_Tenant.png|center|link=]]<br />
|Socialite<br />
|Villager<br />
|[[Tag:pretty|Pretty]] (28), [[Tag:valuable|Valuable]] (42)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Space_Guard_Tenant.png|center|link=]]<br />
|Space Guard<br />
|Guard<br />
|[[Tag:station|Station]] (12), [[Tag:combat|Combat]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Station_Tenant.png|center|link=]]<br />
|Station<br />
|Villager<br />
|[[Tag:station|Station]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|}<br />
|}<br />
<br />
<br />
{{-}}<br />
<br />
== Notable Novakids ==<br />
<br />
{| class="gametable"<br />
| style="width:280px;vertical-align:top;" |<br />
* [[Never Invite a Novakid to Tea|Bonnibel]]<br />
| style="width:280px;vertical-align:top;" |<br />
* [[Captain Noble]]<br />
| style="width:280px;vertical-align:top;" |<br />
* [[Never Invite a Novakid to Tea|Nym]]<br />
|}<br />
<br />
== Codexes ==<br />
Currently, the Novakid only feature in a single fan submitted [[Lore|Codex]], written from the perspective of a [[Hylotl]] no less.<br />
<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|Never Invite a Novakid to Tea}}<br />
|}<br />
<br />
== Fossils ==<br />
Novakid currently have no [[Fossil]]s, largely because they have no bones to fossilize.<br />
<br />
<br />
{{-}}<br />
== Trivia ==<br />
* The Novakids were introduced as a [[Pre-Order Stretch Goals|stretch goal reward]] for pre-order sales reaching $500,000. They were the last player-race to be implemented.<br />
[[File:Novakids Badge.png|right|]]<br />
* The race was the winning race contest entry by [http://community.playstarbound.com/index.php?members/bietol.10704/ Bietol]. His original proposal for the race can be found [http://community.playstarbound.com/index.php?threads/meet-the-novakid.16712/ here]. He credits user [http://community.playstarbound.com/index.php?members/suika-ibuki.172/ Suika Ibuki] with inspiring the race with his suggestion and art for the Anodynes race [http://community.playstarbound.com/index.php?threads/meet-the-anodynes.16705/ here]. Both Bietol and Suika were awarded a custom forum badge for their work.<br />
* Novakid names are often derived from organic nomenclature in chemistry, especially if it pertains to nonpolar molecules; such molecules are often flammable and used for fuel.<br />
* Contrary to what's often assumed by players (thanks in part to the misleading nickname of "gas-bag" in game) Novakids appear to in fact be comprised of a hardlight/solid energy shell according to their description of [[Ancient Light Platform]]s, presumably encasing gaseous content as the Novakid description of the [[Steampunk Lamp]] additionally suggests.<br />
<br />
== Spoilers ==<br />
{| class="mw-collapsible mw-collapsed" style="width:100%; border:2px solid #2d2d2d; border-radius:10px;" <br />
|The information below contains spoilers for the ending of Starbound's storyline.<br />
|-<br />
|<br />
Novakids appear to be fragments of the [[Cultivator|the Cultivator]], seeing as it was split into countless pieces (heavily implied in the Cultivator's end-game appearance in the Ruin mission's closing cinematic.). This fact is foreshadowed by Novakid npc dialogue, their scan descriptions, and even seemingly insane Novakid bounty targets.<br />
|}<br />
<br />
==Sources==<br />
<references /><br />
<br />
<br />
{{Race navbox}}<br />
<br />
[[Category:Novakid]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Apex&diff=196981Apex2024-01-13T00:09:03Z<p>Armok: /* Player Ship */</p>
<hr />
<div>{{Race_Infobox<br />
|name=Apex<br />
|cultural_style=Ultramodern<br />
|appearance=Apelike<br />
|subtitle=playable race<br />
|male_pic=Apex-Male.png<br />
|female_pic=Apex-Female.png<br />
|icon=Apex_Icon.png<br />
}}<br />
<small>''See Also: [[:Category:Apex]]''</small><br><br />
The '''Apex''' are one of the seven playable [[race]]s in ''[[Starbound]]'', and one of the six races entrusted with an [[Ancient]] [[artifact]].<br />
<br />
They were originally a much more [[human]]-like race until a mysterious water-borne pathogen of a supposedly unknown origin threatened their survival. The ruling government, known as the [[Miniknog]], had developed a cure that countered the harmful effects of the pathogen, with the side effect of starting the [[VEP]] (Vestigi-Evo Process). This greatly increased their mental capabilities, with the tradeoff of 'devolving' their bodies to a more ape-like state. In truth, the Miniknog created this virus as an excuse to put all Apex through this process.<br />
<br />
It took less than 10 years for every member of the race to undergo the VEP. During this time, all records of Apex society's prior existence were destroyed, and the Miniknog's leader [[Big Ape]] took complete and total control over it. Apex leadership dictates jobs, the economy, fashion trends, [[Apex Ration Book|food rations]], and who is selected for experiments to advancement of Apex biological science (most notably experiments to [['Project: De-Ape' Lab Report|reverse the physical devolution]] of their species). Due to the aforementioned destruction of Apex history, there is no certainty as to how long the Miniknog has actually been in charge. <br />
<br />
Apex society has also spawned a number of rebel groups, who have made efforts to combat the Miniknog's oppressive rule. These efforts have yielded limited success — while they have succeeded keeping small groups of Apex safely outside of Miniknog rule, the majority of settlements are still Miniknog-controlled.<br />
<br />
== Apex as the player character ==<br />
As with the other player races, Apex characters are given a set of uniquely-styled [[Armor]]s, their own [[Ship]] type (with included [[Pet]]), and two unique [[Mech]] bodies. The Apex equipment leans towards a "citizen's militia" aesthetic. Their stats are the same for all other race's equipment at the same [[Tier]].<br />
<br />
Crafted [[weapon]]s are the same for all races, save for the pistol-packing [[Novakid]].<br />
<br />
While race-specific [[crafting|crafted]] items can be traded between characters of different races and used freely, there is currently no mechanism to allow a character to craft other races' unique items, or obtain a different Ship (and Ship Pet) in any capacity, without [[Modding:Portal|modding]] the game. <br />
<br />
<br />
===<u>Starter Clothing</u>===<br />
An Apex player has four sets of race-specific [[Clothing|Starter Clothing]] to choose from in the [[Character Creator]], plus the standard-issue [[Protectorate T-Shirt]] and [[Protectorate Vest]]. These items have no defensive capabilities whatsoever. These four sets are also used to clothe randomly-generated Apex NPC villagers.<br />
<br />
All four sets can also be [[crafting|crafted]] at the [[Spinning Wheel]] and [[Sewing Machine]].<br />
<br />
<div id="vanitywrapper">{{Set<br />
|name=Commander Set<br />
|chest=Commander Jacket<br />
|legs=Commander Trousers<br />
|clothing=Commander Set<br />
}}{{Set<br />
|name=Navy Set<br />
|chest=Navy Jacket<br />
|legs=Navy Trousers<br />
|clothing=Navy Set<br />
}}{{Set<br />
|name=Officer Set<br />
|chest=Officer Jacket<br />
|legs=Officer Trousers<br />
|clothing=Officer Set<br />
}}{{Set<br />
|name=Specialist Set<br />
|chest=Specialist Jacket<br />
|legs=Specialist Trousers<br />
|clothing=Specialist Set<br />
}}</div><br />
<div style="clear:both;"></div><br />
<br />
{{Race_Armor}}<br />
<br />
These [[Armor]] sets have the same stats as their equivalent Armors for all other races.<br />
<br />
{{-}}<br />
===<u>Cosmetic Armors</u>===<br />
There are a number of Apex-related [[Cosmetic Armor]]s to be found scattered across the universe, usually in Apex-themed [[Dungeon]]s, but sometimes in random/[[Biome]] chests. Like the Starter Clothing, these have no defensive capabilities, but let the player customize their character's appearance.<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Apex Anatomy Mask}}<br />
{{name|Apex Skull Mask}}<br />
{{name|Banana Mask}}<br />
{{name|Captain's Cap}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|M1 Helmet}}<br />
{{name|Monitor Helm}}<br />
{{name|Sassy Beret}}<br />
{{name|Visor}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Miniknog Helmet}}<br />
{{name|Miniknog Chest}}<br />
{{name|Miniknog Greaves}}<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Scientist Glasses}}<br />
{{name|Scientist Coat}}<br />
{{name|Scientist Pants}}<br />
|}<br />
<br />
{{-}}<br />
<br />
===<u>Player Ship</u>===<br />
[[File:Apexship.png|thumb|300px|right|The (fixed) starter-level Apex Ship]]<br />
<br />
The [[Apex Ship]] is a sleek, ultra-modern craft covered in (nonfunctional) guns. Its [[Ship Upgrade|size can be expanded]] by obtaining more [[Crew]] members, which allows the player to buy a higher-class Ship Licence from [[Penguin Pete]] for every two more Crew members. Alternately, the player can buy counterfeit licenses from [[Penguin Bay]]: these licenses are expensive, but do not have crew requirements attached to them.<br />
<br />
Once upgraded to the Condor Class (the largest Ship class), the Apex ship is a gigantic diamond-shaped arrangements of rooms that is largely symmetrical both vertically and horizontally, bristling with turrets outside.<br />
<br />
Apex [[Pets|ship pets]] are Weasels, coming in one of ten different colors chosen at random.<br />
<br />
{{-}}<br />
<br />
===<u>Mechs</u>===<br />
[[File:Dominion-00 Mech Body.png|thumb|100px|right|The "Dominion-00" Mech Body]]<br />
<br />
Apex player-characters have the ability to craft two unique [[Mech]] body types.<br />
<br />
The [[Dominion-00 Mech Body]] is the first Mech body the player will obtain, by completing [[Dr. Akaggy|Dr. Akaggy's]] "[[Test Drive]]" [[quest]] at the [[Outpost]] and unlocking the ability to use Mechs. Its advanced version, the [[Dominion Mech Body]], is obtained by completing Akaggy's later "[[Advanced Test Drive]]" quest.<br />
<br />
These two bodies have the same stats as other races' "default" Mech Bodies earned from the same quests.<br />
<br />
{{-}}<br />
<br />
== Apex as NPCs ==<br />
Apex NPCs are very common. Lone Apex [[Merchant]]s can pop up on nearly any world (both through normal planetary generation and temporarily as part of a [[Quest]]), and [[spaceship]]s and [[space station]]s may have Apex crew. Apex will often appear as NPCs in mixed-race planetary [[Microdungeons]] such as [[Savannah]] settlements or [[Tundra]] science stations.<br />
<br />
===<u>Villages & Dungeons</u>===<br />
[[File:Apex City Apartments 4.png|right|300px|thumb|Apex City Apartments]]<br />
Apex villages and dungeons can be found on all planet types that can have surface-level full-sized [[dungeon]]s except for [[Garden|Lush]] (aka "starter") planets. They are most likely to appear on [[Tundra]] planets over any other type.<br />
<br />
Apex structures lean towards "modern" to high-tech styling. Miniknog-controlled areas are ''covered'' in [[Big Ape]] propaganda and security camera (both obvious and hidden), whether the structure be a beige cookie-cutter "Standard Issue" apartment living space or bright-grey sanitized science lab of dubious intent.<br />
<br />
By contrast, Apex rebel camps are grubby affairs of scavenged supplies and hastily-constructed bunkers.<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
! VILLAGES (FRIENDLY)<br />
! DUNGEONS (HOSTILE)<br />
|-<br />
|<br />
*[[Apex Rebel Camp]]<br />
*[[Apex City Apartments]]<br />
|<br />
*[[Apex Miniknog Base]]<br />
*[[Apex Test Facility]]<br />
|}<br />
{{-}}<br />
===<u>Space Encounters</u>===<br />
The player can discover [[Miniknog]] bases as [[Space Encounter]]s. Like the planetary Miniknog Bases, these areas are full of guards and scientists who will attack the player on-sight. The bases also have a slight puzzle element to them, requiring certain doors to be unlocked from different areas of the base in order to proceed. These bases are "shielded", which prevents the player from mining its [[block]]s and bypassing the puzzles.<br />
<br />
{{-}}<br />
===<u>Quests</u>===<br />
At the [[Outpost]], Apex scientist [[Elliott]] offers a large number of Quests that allow the player to unlock three different types of [[Tech]]. This Quest chain is available as soon as the player first visits the Outpost.<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
|-<br />
|<br />
*[[Let's Get Technical]]<br />
*[[A Dashing Individual]]<br />
|<br />
*[[Jump-starting Development]]<br />
*[[Jumping To The Right Conclusion]]<br />
|<br />
*[[Rounding Up The Components]]<br />
*[[Getting The Ball Rolling]]<br />
|}<br />
<br />
The [[Quest]] to find the Apex Artifact is the fourth of the five Artifact Quests the player must undertake. This two-part hunt first involves finding [[Tag:Apex|Apex decor items]] and scanning them, giving Esther data to locate the Artifact's whereabouts. Once she has enough data, the player can travel directly to the [[Miniknog Stronghold]] to retrieve it, where the player gets accidentlaly involved in an Apex rebel strike.<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
|-<br />
|<br />
*[[Find Clues to Locate the Apex Artifact]]<br />
|<br />
*[[Fetch the Apex Artifact]]<br />
|}<br />
<br />
{{-}}<br />
===<u>Tenants</u>===<br />
{| class="mw-collapsible mw-collapsed" style="width:100%; border:2px solid #2d2d2d; border-radius:10px;" <br />
|[[File:Colony Deed.gif]] A variety of Apex [[Tenant]]s can be summoned by placing a [[Colony Deed]] in a suitably-furnished room.<br />
|-<br />
|<br />
;<u>Basic Tenants</u><br />
These types of Tenant can be any race, dependent on the furniture in the room. If there is not enough race-tagged furniture in the room, the Tenant's race will be chosen at random.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Name<br />
! Type<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Merchant_Apex_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |[[Merchant]]<br />
| rowspan="2" |Merchant<br />
|[[Tag:Apex|Apex]]<br />
|[[Tag:Apex|Apex]] (8), [[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Chef_Apex_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Chef<br />
| rowspan="2" |Merchant<br />
|[[Tag:Apex|Apex]]<br />
|[[Tag:Apex|Apex]] (6), [[Tag:Cooking|Cooking]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Cooking|Cooking]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Villager_Apex_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Villager<br />
| rowspan="2" |Villager<br />
|[[Tag:Apex|Apex]]<br />
|[[Tag:Apex|Apex]] (6)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|<br />
|15 to 30 minutes<br />
|}<br />
<br />
;<u>Tiered Guard Tenants</u><br />
Like the Basic Tenants, these Guards can be any race, dependent on what furniture is placed in their room. Their [[Armor]] and combat stats are based on the type of [[Crafting|crafted]] tiered furniture placed in the room.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Lvl<br />
! Armor<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_4_Apex_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |4<br />
| rowspan="2" |[[Tier#Tier_4|Tier 4]]<br />
|[[Tag:Apex|Apex]]<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_3_Apex_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |3<br />
| rowspan="2" |[[Tier#Tier_3|Tier 3]]<br />
|[[Tag:Apex|Apex]]<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_2_Apex_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |2<br />
| rowspan="2" |[[Tier#Tier_2|Tier 2]]<br />
|[[Tag:Apex|Apex]]<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_1_Apex_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |1<br />
| rowspan="2" |[[Tier#Tier_1|Tier 1]]<br />
|[[Tag:Apex|Apex]]<br />
|[[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|}<br />
<br />
;<u>Apex Themed Tenants</u><br />
These Tenants' race is not dictated by furniture tags, but random-chance among a limited selection of races. Only the Miniknog Researcher will always be Apex; the rest also have a random chance to be [[Human]], plus the Scientist may end up as a [[Hylotl]].<br />
{| class="gametable" id="tenanttable"<br />
! <br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Hazmat_Tenant.png|center|link=]]<br />
|Hazmat Scientist<br />
|Villager<br />
|[[Tag:odd|Odd]] (14), [[Tag:science|Science]] (14)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Tar_Tenant.png|center|link=]]<br />
|Hunter-Gatherer<br />
|Villager<br />
|[[Tag:Tar|Tar]] (18)<br />
|Tar Villager*<br />
|10 to 30 minutes<br />
|-<br />
|[[File:Lab_Researcher_Tenant.png|center|link=]]<br />
|Miniknog Researcher<br />
|Villager<br />
|[[Tag:Apexresearchlab|Apexresearchlab]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Neon_Tenant.png|center|link=]]<br />
|Neon<br />
|Villager<br />
|[[Tag:electronic|Electronic]] (32)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Scientist_Tenant.png|center|link=]]<br />
|Scientist<br />
|Villager<br />
|[[Tag:science|Science]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|}<br />
<nowiki>*</nowiki>Tar Villagers have a custom rent pool: 14.8% [[Hunting Spear]] x3, 14.8% [[Iron Hunting Spear]] x3, 7.4% [[Treasure#Basic Treasure|Basic Treasure]], 7.4% [[Fish Stew]], 7.4% [[Javelin]] x3, 7.4% [[Meat Dumplings]], 7.4% [[Meat Pie]], 7.4% [[Meat Stew]], 7.4% [[Tarball]] x3, 7.4% [[Throwing Dagger]] x3, 7.4% [[Throwing Dart]] x3, 3.7% [[Coconut]] x3<br />
<br />
;<u>Random-race Themed Tenants</u><br />
These Tenants can be any of the seven playable races, but that race will always be chosen at random, regardless of the racial tags of the room's furniture.<br />
<br />
{| class="gametable" id="tenanttable"<br />
! style="width:62px;" |<br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Astro_Tenant.png|center|link=]]<br />
|Astro<br />
|Villager<br />
|[[Tag:astro|Astro]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Electrician_Tenant.png|center|link=]]<br />
|Electrician<br />
|Villager<br />
|[[Tag:Wired|Wired]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Industrial_Tenant.png|center|link=]]<br />
|Industrial<br />
|Villager<br />
|[[Tag:industrial|Industrial]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Philanthropist_Tenant.png|center|link=]]<br />
|Philanthropist<br />
|Villager<br />
|[[Tag:valuable|Valuable]] (76)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Socialite_Tenant.png|center|link=]]<br />
|Socialite<br />
|Villager<br />
|[[Tag:pretty|Pretty]] (28), [[Tag:valuable|Valuable]] (42)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Space_Guard_Tenant.png|center|link=]]<br />
|Space Guard<br />
|Guard<br />
|[[Tag:station|Station]] (12), [[Tag:combat|Combat]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Station_Tenant.png|center|link=]]<br />
|Station<br />
|Villager<br />
|[[Tag:station|Station]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|}<br />
|}<br />
<br />
<br />
{{-}}<br />
== Notable Apex ==<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Big Ape]]<br />
* [[Bruiser]]<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Elliott]]<br />
* [[Lana Blake]]<br />
| style="width:240px;vertical-align:top;" |<br />
* [[RE: Selection bias!|Rozabella Novich]]<br />
|}<br />
<br />
[[Version_history#Beta_Releases|Beta versions]] also included mentions of following individuals:<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Doctor Lax]]<br />
* [[The Modern Po-metheus|Po-Metheus]] (formerly)<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Randy]]<br />
| style="width:240px;vertical-align:top;" |<br />
* Unnamed Lab Assistant<br />
|}<br />
<br />
{{-}}<br />
<br />
== Codexes ==<br />
Apex feature in a good number of [[Lore|Codex]] books, both written by Apex and by other races.<br />
<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|10 Years On}}<br />
{{name|A Slight Misunderstanding}}<br />
[[File:Apex An Identity Lost_Icon.png|link=Apex: An Identity Lost]] [[Apex: An Identity Lost]]<br><br />
{{name|Apex Ration Book}}<br />
{{name|Contents Page}}<br />
{{name|Defensive Systems}}<br />
{{name|Dissent in our Midst!}}<br />
|<br />
{{name|Freedom}}<br />
{{name|In Defence of Our Race}}<br />
{{name|La Resistance}}<br />
{{name|Miniknog Crisis Aversion}}<br />
{{name|Miniknog Issued Joke Book}}<br />
[[File:Miniknog R and D Report Icon.png|link=Miniknog R&D Report]] [[Miniknog R&D Report]]<br><br />
[[File:'Project De-Ape' Lab Report Icon.png|link='Project: De-Ape' Lab Report]] [['Project: De-Ape' Lab Report]]<br><br />
|<br />
[[File:RE Selection bias_Icon.png|link=RE: Selection bias!]] [[RE: Selection bias!]]<br><br />
{{name|Rebel Dispatch}}<br />
{{name|Report on Rebel Bases}}<br />
{{name|Side Effects of VEP}}<br />
{{name|Thank you card}}<br />
{{name|The Silly Miniknog}}<br />
{{name|The Superior Species}}<br />
|}<br />
<br />
<br />
{{-}}<br />
<br />
== Fossils ==<br />
[[File:Apex Skeleton.png|right|]]<br />
The player can find [[fossil|fossilized remains]] of Apex underground on most planets by successfully completing a [[Fossils#Mini-Game|fossil mini-game]]. The prizes for completion are randomized, so it may take a ''lot'' of tries to obtain even a single piece.<br />
<br />
Once a complete set of [[Apex Skull|skull]], [[Apex Torso|torso]] and [[Apex Legs|legs]] has been collected, they can be placed in a [[Medium Fossil Display]], forming a complete Apex skeleton to be put on display as a decor item. This also completes entry #13 in the Fossil [[Collections Library]]. Once the skeleton and display have been combined, they cannot be disassembled.<br />
<br />
The player may also find the [[Apex Skull Mask]] [[Cosmetic Armor]] piece in [[Bone Chest]]s scattered throughout [[Bone]] [[Biome]]s.<br />
<br />
<br />
==Trivia==<br />
* Much of the Apex society is based on the novel ''[[wikipedia:Nineteen Eighty-Four|Nineteen Eighty-Four]]'', a dystopian future novel where the all-seeing "Big Brother" keeps a cowed population in check.<br />
<br />
<br />
{{Race navbox}}<br />
<br />
[[Category:Apex]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Ships&diff=196980Ships2024-01-13T00:03:27Z<p>Armok: /* Avian */</p>
<hr />
<div>[[File:Ships.gif|Starter Ships|right]]In ''[[Starbound]]'', traveling from planet to planet is done via interstellar '''ships'''. These ships are different for each starting [[Races|Race]]; there are a total of seven ships, one for each race.<br />
<br />
Interacting with the captain's chair will bring up the [[Navigation|Navigation Console]], which allows the player to set a ship's destination.<br />
<br />
After repairing the ship, [[Fuel Hatch|Fuel]] is required to activate the FTL jump drives in order to fly outside the local solar system. After a destination has been reached, the ship will remain in orbit until directed to a different location via the Navigation Console or directly via the [[Coordinates]] system.<br />
<br />
Ships can be used as a home base, containing storage and crafting apparatuses that follows the player from planet to planet. Developing a customized ship layout that works for the player is part of the game; the back walls, the door, the lights and such can all be safely destroyed and replaced if the player chooses to do so.<br />
<br />
After repairing the ship FTL drive players will open a variety of missions that will allow them to [[Ship Upgrade|upgrade]] the size of their ship. These [[quests]] are given at the [[outpost]].<br />
<br />
See the [[Ship Upgrade]]s page for a detailed breakdown of what the upgrades look like, how much they cost, and what they unlock.<br />
== Ship Components ==<br />
<br />
=== Shiplocker ===<br />
<br />
[[File:Ship_Locker.gif|left|link=Shiplocker]] <br />
The [[shiplocker]] is a storage container where players can store items on their ship. By default the shiplocker has 64 inventory slots.<br />
<br />
New players will find these items within the Ship Locker:<br />
<br />
{|class=litegametable<br />
!Starter Treasure<br />
!Quantity<br />
|-<br />
|{{name|Flashlight}} || 1<br />
|-<br />
|{{name|Torch}}|| 10<br />
|-<br />
|{{name|Canned Food}} || 4<br />
|}<br />
<div style="clear:both;"></div><br />
<br />
=== Fuel Hatch ===<br />
<br />
[[File:Fuel_Tank.gif|left|link=Fuel_Hatch]]<br />
The [[Fuel Hatch|fuel hatch]] is how players can refuel their ships. It will break down [[Crystal Erchius Fuel]] and [[Liquid Erchius Fuel]] to fuel which refills the ships fuel gauge and allows it to travel. These resources can be gathered on [[moon]]s. Traveling to planets within the same solar system has no fuel cost.<div style="clear:both;"></div><br />
<br />
=== Teleporter ===<br />
<br />
[[File:NewTeleporter.png|65px|left|link=Teleporter]]<br />
The [[teleporter]] is used to travel to and from a ship. You will appear in the teleporter when returning to your ship or when teleporting to another player's ship. You also have the option to warp to different locations, if you placed a flag or [[teleporters|teleporter bookmarks]].<div style="clear:both;"></div><br />
<br />
=== S.A.I.L. Station ===<br />
<br />
[[File:Tech_Station.gif|left|link=Tech Station]] <br />
The [[SAIL]] Station is the main interface for your [[SAIL|ship computer]] which provides missions and is also used to view and manage [[crew|crew member]] details.<div style="clear:both;"></div><br />
<br />
== Ships ==<br />
=== Racial Starter Ships ===<br />
See [[Ship Upgrade]]s for details on expanding to larger ship sizes.<br />
==== [[Apex Ship|Apex]] ====<br />
[[File:Apexship.png|484px|250px|left|Apex Starting Ship|link=Apex Ship]]The [[Apex]] starter ship is ultramodern, with a smooth, streamlined shape and elegant electric lights. It looks the most futuristic of the available ships at launch. Or the most like a space shuttle at least. When fully upgraded the Apex ship has 3,730 blocks, being the second smallest ship.<div style="clear:both;"></div><br />
<br />
<br />
==== [[Avian Ship|Avian]] ====<br />
[[File:Avian_Ship_Upgrade_3.png|484px|250px|left|Avian Starter Ship|link=Avian Ship]]The [[Avian]] starter ship resembles the traditional theme of the race, even appearing to be powered by a large [[avolite]] crystal, seen frequently in [[Avian Village]]s as torches. When fully upgraded the Avian ship has 3,762 blocks, making it second largest ship.<div style="clear:both;"></div><br />
<br />
==== [[Floran Ship|Floran]] ====<br />
[[File:Floran Ship Upgrade 3.png|484px|250px|left|Floran Starter Ship|link=Floran Ship]]The [[Floran]] starter ship has design influences from other races' ships. The reason is rooted in Floran lore, which defines the race as scavengers, stealing technology from other races. When fully upgraded the Floran ship has 4,013 blocks, making it the largest ship.<div style="clear:both;"></div><br />
<br />
<br />
==== [[Human Ship|Human]] ====<br />
[[File:Human_Ship_Upgrade_3.png|484px|250px|left|Human Starting Ship|link=Human Ship]]The [[Human]] starter ship looks very utilitarian, with a flat gray color and red accents, all indicating it as being potentially of [[Letheia Corporation]] design. When fully upgraded the Human ship has 3,752 blocks, making it the median ship in terms of size.<div style="clear:both;"></div><br />
<br />
==== [[Hylotl Ship|Hylotl]] ====<br />
[[File:Hylotl Ship Upgrade 3.png|484px|250px|left|Hylotl Starting Ship|link=Hylotl Ship]]The [[Hylotl]] starter ship resembles a large fish. When fully upgraded the Hylotl ship has 3,450 blocks, making it the smallest ship.<div style="clear:both;"></div><br />
<br />
<br />
==== [[Glitch Ship|Glitch]] ====<br />
[[File:Glitch_Ship New.png|250px|left|The Glitch Starter Ship|link=Glitch Ship]]The [[Glitch]] starter resembles a castle with turrets and a (non-functional) cannon. When fully upgraded the Glitch ship has 3,735 blocks, making it the third smallest ship. <div style="clear:both;"></div><br />
<br />
==== [[Novakid Ship|Novakid]] ====<br />
[[File:Novakid_Ship_Upgrade_3.png|250px|left|The Novakid Starter Ship|link=Novakid Ship]] The [[Novakid]] starter ship resembles an old steam locomotive, to fit with the race's wild west-themed culture. The ship contains a small deck on top, but it is inaccessible. It was added after the other six racial ships in update. When fully upgraded the Novakid ship has 3,760 blocks, making it the third largest ship. <div style="clear:both;"></div><br />
<br />
=== Unimplemented Ships ===<br />
==== [[Space Station#Beta-development_concept|Human Mothership]] ====<br />
[[File:Mothership.png|484px|250px|left|Human Mothership]] This is a large-scale ship whose textures are currently in-game, but has not fully been implemented. The ship contains a bridge, factory, hangar, creature laboratory, docking room, engine room, bar, sickbay and a viewing deck. This was evidently what the player would have originally inhabited during the alpha period of Starbound's development, before it was eventually settled that they would use a ship.<div style="clear:both;"></div><br />
<br />
== Trivia ==<br />
[[File:Floranship.png|thumb|250px|right|The original Floran starter ship.]]<br />
* The original model for the Floran ship was an Apex ship covered in vines. While not identical to the Apex starter ship, it was very similar in shape and design, and when the pilot seat was examined, Floran characters would observe that it "smells like Apex butt". <br />
[[File:Hylotl ship 5 sections.png|thumb|250px|right|The original Hylotl starter ship.]]<br />
* The original model for the Hylotl ship was completely different from the current one; while the current ship only vaguely resembles a fish, the original Hylotl ship was blatantly a large koi fish, complete with scales, fins, and an eye. The lighting inside the ship was provided by five [[Traditional Paper Lantern]]s, keeping in line with the stylistic theme of the race. <br />
[[File:Hylotl ship thruster junk.png|thumb|250px|right|The back half of the Hylotl ship.]]<br />
*The back thruster of the original Hylotl ship can be found at the outpost near [[Penguin Pete's Vehicle Lot]] in a pile of ship parts along with a Hylotl lantern hanging from the main part of the shop. <br />
[[File:Hanging lantern pete.png|thumb|250px|right|The hanging Hylotl lantern.]] <br />
* According to the Starbound Chronicle, powering up the ship's FTL drive in the atmosphere causes a massive explosion on the planet, but the ship survives. The canonicity of this fact is dubious however given the Chronicle predating even the beta incarnation of the game's lore, and the possibility that the player's ship entered FTL while in Earth's atmosphere when the player is escaping its destruction.<br />
*Before 1.3, when you would start travelling to next planet/system, you would see (in the old cockpit UI) "Timestep - 2.0" This means, you were flying 0.5 of light speed.<br />
* As of 1.3, it is now possible to see both Player and [[NPC ship | NPC ships]] as white ship icons on the Navigation Console, NPC ships being the only ones able to be interacted with however.<br />
<br />
{{Ref<br />
|versionhistory={{History|Perturbed Koala|Added}}{{History|Rampaging Koala|Enabled Ship Upgrades}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Avian_Ship&diff=196979Avian Ship2024-01-13T00:02:59Z<p>Armok: </p>
<hr />
<div>The [[Avian]] starter ship resembles the ancient theme of the race, even appearing to be powered by a large [[Avolite]] crystal which seen frequently in Avian Villages as torches.<br />
<br />
[[File:Avian Ship Upgrade 3.png|center]]<br />
<br />
[[File:Bunny.gif|Pet]] The [[pet]] unique to Avian ships is a bunny.<br />
<br />
==Ship Upgrades==<br />
As the player progresses farther into the story of ''[[Starbound]]'', they'll unlock additional modules on their [[ships|starter ship]]. These additional modules provide more space on the ship for players to place objects, as well as crafting stations, containers, and furniture.<br />
<br />
Initially the players ship is broken, and the first stage of the story is to repair it. After that the ship engines need to be repaired. By the third stage of upgrade the ship is fully repaired and additional stages increase size.<br />
<br />
After repairing the ship FTL drive the player will open a variety of missions that will allow them to upgrade the side of their ship. These quests are given at the outpost and are as follows;<br />
<br />
*Upgrade 1 - [[Sparrow Ship Upgrade]] or [[Shady Sparrow Ship Upgrade]]<br />
*Upgrade 2 - [[Kestrel Ship Upgrade]] or [[Questionable Kestrel Ship Upgrade]]<br />
*Upgrade 3 - [[Falcon Ship Upgrade]] or [[Fishy Falcon Ship Upgrade]]<br />
*Upgrade 4 - [[Eagle Ship Upgrade]] or [[Illicit Eagle Ship Upgrade]]<br />
*Upgrade 5 - [[Condor Ship Upgrade]] or [[Crooked Condor Ship Upgrade]] <br />
<br />
[[File:Avian Ship Upgrades.gif|center]]<br />
<br />
===Level 1 (Broken)===<br />
[[File:Avian Ship Upgrade 1.png|272px]]<br />
<br />
===Level 2===<br />
[[File:Avian Ship Upgrade 2.png|272px]]<br />
<br />
===Level 3===<br />
[[File:Avian Ship Upgrade 3.png|272px]]<br />
<br />
===Level 4===<br />
[[File:Avian Ship Upgrade 4.png|396px]]<br />
<br />
===Level 5===<br />
[[File:Avian Ship Upgrade 5.png|583px]]<br />
<br />
===Level 6===<br />
[[File:Avian Ship Upgrade 6.png|583px]]<br />
<br />
===Level 7===<br />
[[File:Avian Ship Upgrade 7.png|583px]]<br />
<br />
===Level 8===<br />
[[File:Avian Ship Upgrade 8.png|800px]]<br />
<br />
{{Ref<br />
|versionhistory={{History|Perturbed Koala|Added}}{{History|Rampaging Koala|Ship Upgrade Enabled}}<br />
}}<br />
<br />
[[Category:Avian]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Avian_Ship&diff=196978Avian Ship2024-01-13T00:02:26Z<p>Armok: </p>
<hr />
<div>The [[Avian]] starter ship resembles the ancient theme of the race, even appearing to be powered by a large Avolite crystal which seen frequently in Avian Villages as torches.<br />
<br />
[[File:Avian Ship Upgrade 3.png|center]]<br />
<br />
[[File:Bunny.gif|Pet]] The [[pet]] unique to Avian ships is a bunny.<br />
<br />
==Ship Upgrades==<br />
As the player progresses farther into the story of ''[[Starbound]]'', they'll unlock additional modules on their [[ships|starter ship]]. These additional modules provide more space on the ship for players to place objects, as well as crafting stations, containers, and furniture.<br />
<br />
Initially the players ship is broken, and the first stage of the story is to repair it. After that the ship engines need to be repaired. By the third stage of upgrade the ship is fully repaired and additional stages increase size.<br />
<br />
After repairing the ship FTL drive the player will open a variety of missions that will allow them to upgrade the side of their ship. These quests are given at the outpost and are as follows;<br />
<br />
*Upgrade 1 - [[Sparrow Ship Upgrade]] or [[Shady Sparrow Ship Upgrade]]<br />
*Upgrade 2 - [[Kestrel Ship Upgrade]] or [[Questionable Kestrel Ship Upgrade]]<br />
*Upgrade 3 - [[Falcon Ship Upgrade]] or [[Fishy Falcon Ship Upgrade]]<br />
*Upgrade 4 - [[Eagle Ship Upgrade]] or [[Illicit Eagle Ship Upgrade]]<br />
*Upgrade 5 - [[Condor Ship Upgrade]] or [[Crooked Condor Ship Upgrade]] <br />
<br />
[[File:Avian Ship Upgrades.gif|center]]<br />
<br />
===Level 1 (Broken)===<br />
[[File:Avian Ship Upgrade 1.png|272px]]<br />
<br />
===Level 2===<br />
[[File:Avian Ship Upgrade 2.png|272px]]<br />
<br />
===Level 3===<br />
[[File:Avian Ship Upgrade 3.png|272px]]<br />
<br />
===Level 4===<br />
[[File:Avian Ship Upgrade 4.png|396px]]<br />
<br />
===Level 5===<br />
[[File:Avian Ship Upgrade 5.png|583px]]<br />
<br />
===Level 6===<br />
[[File:Avian Ship Upgrade 6.png|583px]]<br />
<br />
===Level 7===<br />
[[File:Avian Ship Upgrade 7.png|583px]]<br />
<br />
===Level 8===<br />
[[File:Avian Ship Upgrade 8.png|800px]]<br />
<br />
{{Ref<br />
|versionhistory={{History|Perturbed Koala|Added}}{{History|Rampaging Koala|Ship Upgrade Enabled}}<br />
}}<br />
<br />
[[Category:Avian]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Mines&diff=196820Mines2023-12-16T23:28:36Z<p>Armok: </p>
<hr />
<div>'''Mines''' are a non-racial [[Dungeons|dungeon]] made up of a surface camp and deep underground excavations. They can be found in [[Garden]] planets.<br />
<br />
<div style="display:inline-table; width:498px; padding:0px; margin:0px;"><br />
==Treasure==<br />
Basic treasure can be found in most containers while valuable treasure is in themed chests. There is no interesting unique loot in this dungeon. Core fragments have a chance of appearing in containers. Killing the [[Adult Poptop|Mother Poptop]], which is an Adult Poptop but with 500 health, will reward 20 Core Fragments and random [[Adult Poptop]] treasure.<br />
</div><br />
<br />
<div style="display:inline-table; width:498px; padding:0px; margin:0px;"><br />
==[[Lore|Lore Books]]==<br />
This dungeon does not contain any lore about where it came from, who made it, or why it is present on garden planets and filled with core fragments. However, the [[Tenant#Other Tenants|Traveller]] that wanders about the mine does mention something about miners collecting core fragments to make explosives if you interact with them enough times to make the dialogue pop up (They also have lots of advice for newbies).<br />
</div><br />
<br />
==Screenshots==<br />
<gallery><br />
Mines 1.png<br />
Mines 2.png<br />
Mines 3.png<br />
</gallery><br />
<br />
==Enemies==<br />
{| class=gametable style="display:inline-table;"<br />
! [[Monsters|Unique Monsters]]<br />
|-<br />
|<br />
{{monsterlist|name=Batong}}<br />
{{monsterlist|name=Snaunt}}<br />
{{monsterlist|name=Mother Poptop}}<br />
{{monsterlist|name=Poptop}}<br />
{{monsterlist|name=Gleap}}<br />
|}<br />
<br />
{{FoundInList}}<br />
[[Category:Structure]]<br />
{{Ref|navbox=Settlements}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Fish&diff=196765Fish2023-10-30T22:42:38Z<p>Armok: /* Trivia */</p>
<hr />
<div>Fish are a [[monster]] type that spawn and swim in [[Liquid|liquids]]. They can spawn in water, poison, lava and in many other types of liquids, but they may become poisoned or melted if spawned in the aforementioned poison or lava. Fish appear in various colors and shapes, like other [[monster|monsters]], but they are often much smaller. While large aggressive fish can be captured using a [[Capture Pod]], most fish can only be moved using a [[Relocator]]. Specific species of fish must first be caught using a [[Fishing Rod]] before they can be relocated.<br />
<br />
Like ground monsters fish have a variety of procedrually generated components, and can be different in color and appearance from planet to planet. Procedurally generated fish come can be either small or very large and can attack the player. Their behavior can be either peaceful or aggressive. A fish won't attack another fish. Fish have no ranged attacks and weak melee attacks, and larger fish may have stronger attacks. Be careful fighting larger schools without proper equipment - they are quite fast relative to some other types of [[monsters]] in [[Starbound]]. <br />
<br />
Unlike monsters on land and in the air, fish can drop anything in their [[Treasure]] pool regardless of whether they are killed with normal or hunting weapons. Most fish have very low health compared to the other [[monsters]], and they deal low damage.<br />
<br />
=== AI ===<br />
Fish will just swim from left to right in any type of liquid. If [[The Player|the player]] drains the liquid completely or to a height that is below the fish with the [[Matter Manipulator]], the fish will stop moving, and stay in place. Fish AI is less complex then most regular monsters, however they share the same traits as normal monsters: they attack back when hit by players, and they move around; however regular monsters have much more capabilities than the aforementioned ones for the fish.<br />
<br />
=== Capture ===<br />
Large hostile fish can be captured using a [[Capture Pod]]. This includes fish who are neutral toward the player but will attack when provoked. They'll follow the player when released, but outside liquid can't do much but flop on the ground. They can survive outside liquid and can attack enemies, but their mobility is very limited. If released into an aquarium they must be held inside a [[Pet Tether]].<br />
<br />
Outside large generated fish, other fish cannot be captured using [[Capture Pod]]s. Instead they're picked up using a [[relocator]]. After being released from the [[relocator]] fish will not follow the player, but behave normally as they would in the wild. [[Relocator]]s can capture wild [[fish]] as well as [[fish]] caught using a [[Fishing Rod]]. Fish caught with a [[Fishing Rod]] that are released from a [[relocator]] will not drop anything when killed. Using a [[relocator]] players can easily make aquariums to house found and caught fish.<br />
<br />
=Fishing=<br />
There are a number of fish which can only be caught using a [[Fishing Rod]]. These fish won't be seen swimming in the wild without a fishing lure to attract them.<br />
<br />
Catching each of these fish will complete their entries in the fishing [[collection]] screen.<br />
<br />
These fish will only appear on ocean planets ([[ocean]], [[toxic]], [[magma]], [[arctic]]). Day or night and depth can also be factors in where they appear. The more rare a fish is the less frequently it will appear.<br />
<br />
===Controls===<br />
Fishing controls are either left click or up to reel in, down to let out more line and descend, and left and right to steer the lure left and right respectively.<br />
<br />
One of the key mechanics for fishing is lure control. Moving the lure away from undesirable fish and close to fish you're trying to catch is an important part of catching rare fish. Different lures offer varied control options and may make catching specific fish easier.<br />
<br />
Once a fish grabs the lure it will start swimming with the line attached. Fish must be reeled in only while not swimming directly away. When a fish pulls the fishing line will blink quickly, indicating reeling should stop. If it pulls too much it will break the line and escape.<br />
<br />
===Mechanics===<br />
<br />
When attempting to catch fish, one must make sure the lure is at least 8 tiles below the surface of the liquid ocean - if the lure rises above this depth, no more fish will appear, and any fish that had been following the lure will get scared and swim away. Shallow fish will only appear when the lure is not yet 25 tiles below the surface of the ocean, and deep fish will only appear when the lure is at least 25 tiles below the surface of the ocean.<br />
<br />
Every time the lure is cast, the first fish that appears will always be a common fish, and the second fish that appears is either common (90% chance) or uncommon (10% chance). From the third fish onward, the probabilities are as follows:<br />
*80% chance that the next fish is <b>Common</b><br />
*16% chance that the next fish is <b>Uncommon</b><br />
*3.9% chance that the next fish is <b>Rare</b><br />
*0.1% chance that the next fish is <b>Legendary</b> (only in deep liquid)<br />
<br />
===Equipment===<br />
There are a few different pieces of equipment specific to fishing. The upgraded [[Durable Fishing Rod]] provides the ability to fish more dangerous [[biome]]s like [[toxic]] and [[magma]], though neither rod can be used to fish in the lava oceans at the bottom of most [[Planets|planetary]] [[Layers#Core Layers|Core layers]]. Lures provide control options and illumination, and reels can give more line, increase line strength and adjust winding speed.<br />
<br />
Rods start with a Basic Reel and Basic Lure attached. Upgraded lures and reels can be added to the rod by selecting the upgrade in inventory and right clicking it onto the rod. Similarly to how [[Protection Pack#Augments|EPP Augments]] and [[Pets#Pet Collars|Pet Collars]] function, only one lure upgrade and one reel upgrade can be active at a time - using another one will overwrite the previous upgrade with the new upgrade, destroying the old upgrade in the process.<br />
<br />
The inital rod can be crafted using a [[Foraging Table|foraging table]]. All lure and reel upgrades have an equal chance of being found as treasure when catching an uncommon, rare, or legendary fish.<br />
<br />
{|class=gametable style="width:80%;"<br />
!Rods<br />
!Reels<br />
!Lures<br />
|-<br />
| style="vertical-align:top;" |<br />
{{name|Fishing Rod}}<br />
{{name|Durable Fishing Rod}}<br />
|<br />
[[File:Basic Reel Icon.png|link=]] Basic Reel<br />
{{name|High Capacity Reel}}<br />
{{name|High Speed Reel}}<br />
{{name|High Tension Reel}}<br />
|<br />
[[File:Basic Lure Icon.png|link=]] Basic Lure<br />
{{name|Illuminated Lure}}<br />
{{name|Motorized Lure}}<br />
{{name|Sinking Lure}}<br />
|}<br />
====Basic Reel====<br />
The Basic Reel grants the following benefits while its fishing rod is in use:<br />
*The fishing line can extend 50 tiles down from the tip of the fishing rod.<br />
*When a fish is not pulling the line, the lure is reeled up at a speed of 11 tiles per second.<br />
*The fishing line can sustain 0.7 seconds of reeling while a fish is pulling the line before it breaks.<br />
<br />
====Basic Lure====<br />
The Basic Lure grants the following benefits while its fishing rod is in use:<br />
*While in the water, the lure can move sideways at a speed of up to 6 tiles per second using a control force of 20. In practice, the lure has limited horizontal movement capabilities.<br />
*The lure has a gravity multiplier of 1.5 and a buoyancy of 0.6, making it sink at an average speed when line is let out.<br />
<br />
===Rewards===<br />
Fish that are caught with a fishing rod will flop around on dry ground before dying and dropping a piece of [[Raw Fish]]. Additional rewards will appear on the fish's death depending on its rarity:<br />
*<b>Common</b> fish have a 30% chance to drop [[Treasure#Money Treasure|Money Treasure]].<br />
*<b>Uncommmon</b> fish will drop either [[Treasure#Money Treasure|Money Treasure]] (97%) or a lure or reel upgrade (3%).<br />
*<b>Rare</b> fish will drop one of the following: a lure or reel upgrade (30%), [[Treasure#Treasure Chest Money|Treasure Chest Money]] (30%), a [[Manipulator Module]] (15%), a [[Tech Card]] (12.5%), or a [[Diamond]] (12.5%).<br />
*<b>Legendary</b> fish will drop 2 instances of [[Treasure#Treasure Chest Money|Treasure Chest Money]] as well as one of the following: a lure or reel upgrade (40%), a [[Treasure#Pet Collar|Pet Collar]] (15%), an EPP [[Treasure#Augment|Augment]] (15%), an [[Treasure#Instrument|Instrument]] (15%), or a [[Treasure#Costume|Costume]] piece (15%).<br />
<br />
===Fishing Collection===<br />
Each of the fish which can be caught using a [[Fishing Rod]] is listed below alongside their [[collection]] number and spawning details.<br />
<br />
Rarity directly corresponds to how often the fish will appear. Behavior determines how they'll respond to the fishing lure - approachers keep swimming toward the lure and then dash when they're close enough while lurkers sit still and wait for the lure to get close enough to them before making a quick dash for it. The best way to avoid lurkers is to keep them in the shadow, however the approachers can be kept within the lighted area and will not bite unless close to the bait.__NOTOC__<br />
{| class="gametable sortable"<br />
!#<br />
!Image<br />
!Name<br />
!Size<br />
!Rarity<br />
!Biome<br />
!Description<br />
!Behavior<br />
!Depth<br />
!Time<br />
|-<br />
| style="font-family:StarbounD; font-size:20px" |01<br />
|[[File:Jerkfish.png|center]]<br />
|Jerkfish<br />
|Small<br />
|Common<br />
|[[Ocean]]<br />
|This fish has a natural impolite demeanour.<br />
|Approach<br />
|Shallow<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |02<br />
|[[File:Sandy Dirtwhisker.png|center]]<br />
|Sandy Dirtwhisker<br />
|Small<br />
|Common<br />
|[[Ocean]]<br />
|This fish has evolved two extra eyes just for looking disappointed.<br />
|Lurk<br />
|All<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |03<br />
|[[File:Toothy Mudchomp.png|center]]<br />
|Toothy Mudchomp<br />
|Medium<br />
|Common<br />
|[[Ocean]]<br />
|It camouflages well in the muddy seabeds where it feeds.<br />
|Approach<br />
|Deep<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |04<br />
|[[File:Funnyfish.png|center]]<br />
|Funnyfish<br />
|Medium<br />
|Uncommon<br />
|[[Ocean]]<br />
|Thinks it's funnier than it really is.<br />
|Approach<br />
|Shallow<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |05<br />
|[[File:Squareboy.png|center]]<br />
|Squareboy<br />
|Medium<br />
|Uncommon<br />
|[[Ocean]]<br />
|It's surprisingly capable at swimming despite its shape.<br />
|Approach<br />
|Shallow<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |06<br />
|[[File:Frilled Tadguppy.png|center]]<br />
|Frilled Tadguppy<br />
|Small<br />
|Uncommon<br />
|[[Ocean]]<br />
|Its large tail can create rhythmic pulses that distract potential predators.<br />
|Approach<br />
|All<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |07<br />
|[[File:Copper Bonejaw.png|center]]<br />
|Copper Bonejaw<br />
|Medium<br />
|Uncommon<br />
|[[Ocean]]<br />
|It is born with a soft jaw that calcifies and hardens through its lifespan.<br />
|Lurk<br />
|Deep<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |08<br />
|[[File:Pink Sunbeam.png|center]]<br />
|Pink Sunbeam<br />
|Large<br />
|Rare<br />
|[[Ocean]]<br />
|A jawless fish often sought after for the way its scales sparkle in sunlight.<br />
|Approach<br />
|Shallow<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |09<br />
|[[File:Crescent Hoopfish.png|center]]<br />
|Crescent Hoopfish<br />
|Large<br />
|Rare<br />
|[[Ocean]]<br />
|The hoop through its body creates a current that propels it through water.<br />
|Approach<br />
|All<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |10<br />
|[[File:Hermit Tonguile.png|center]]<br />
|Hermit Tonguile<br />
|Medium<br />
|Rare<br />
|[[Ocean]]<br />
|Its body is one long pink muscle, curled tight into a fossilised shell.<br />
|Lurk<br />
|Deep<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |11<br />
|[[File:Banded Wormeel.png|center]]<br />
|Banded Wormeel<br />
|Small<br />
|Rare<br />
|[[Ocean]]<br />
|The long antenna on the Wormeel's head can pick up radio waves from nearby planets.<br />
|Approach<br />
|All<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |12<br />
|[[File:Chucklefish.png|center]]<br />
|Chucklefish<br />
|Large<br />
|Legendary<br />
|[[Ocean]]<br />
|Haven't I seen this fish before somewhere?<br />
|Approach<br />
|Deep<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |13<br />
|[[File:Barbed Redeye.png|center]]<br />
|Barbed Redeye<br />
|Medium<br />
|Common<br />
|[[Toxic]]<br />
|Its creepy red eyes unnerve anyone who unexpectedly meets it underwater.<br />
|Approach<br />
|Shallow<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |14<br />
|[[File:Spotted Gulptredder.png|center]]<br />
|Spotted Gulptredder<br />
|Medium<br />
|Common<br />
|[[Toxic]]<br />
|It can somehow swallow 10 times its body mass.<br />
|Approach<br />
|Deep<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |15<br />
|[[File:Irradiated Globfish.png|center]]<br />
|Irradiated Globfish<br />
|Medium<br />
|Common<br />
|[[Toxic]]<br />
|Its body contains no flesh - it's entirely composed of an organic slime.<br />
|Lurk<br />
|All<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |16<br />
|[[File:Silkpig.png|center]]<br />
|Silkpig<br />
|Small<br />
|Uncommon<br />
|[[Toxic]]<br />
|Their strange, silky texture and squealing mating cries make them highly sought after as pets.<br />
|Approach<br />
|All<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |17<br />
|[[File:Mortilus.png|center]]<br />
|Mortilus<br />
|Medium<br />
|Uncommon<br />
|[[Toxic]]<br />
|This cephalopod's tendrils are coated with a deadly toxin that can paralyse even a fully grown Poptop.<br />
|Approach<br />
|Deep<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |18<br />
|[[File:Nosy Scoutier.png|center]]<br />
|Nosy Scoutier<br />
|Medium<br />
|Uncommon<br />
|[[Toxic]]<br />
|It can smell prey approaching from a mile away, but it's also too slow to react.<br />
|Lurk<br />
|All<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |19<br />
|[[File:Night Clawnacle.png|center]]<br />
|Night Clawnacle<br />
|Small<br />
|Uncommon<br />
|[[Toxic]]<br />
|The skin on its mushroom-like body changes colour when it's threatened.<br />
|Approach<br />
|Shallow<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |20<br />
|[[File:Silver Curloach.png|center]]<br />
|Silver Curloach<br />
|Medium<br />
|Rare<br />
|[[Toxic]]<br />
|Its body curls up throughout its life, until it is too rolled up to even swim.<br />
|Approach<br />
|All<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |21<br />
|[[File:Blighteel.png|center]]<br />
|Blighteel<br />
|Medium<br />
|Rare<br />
|[[Toxic]]<br />
|It has no eyes, so it prefers hunting at night when prey can't see it coming.<br />
|Approach<br />
|Deep<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |22<br />
|[[File:Crimson Fantail.png|center]]<br />
|Crimson Fantail<br />
|Large<br />
|Rare<br />
|[[Toxic]]<br />
|This echinoderm uses curious pink limbs to disguise itself as a decorated fish-like creature.<br />
|Approach<br />
|Shallow<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |23<br />
|[[File:Brown Chordopod.png|center]]<br />
|Brown Chordopod<br />
|Large<br />
|Rare<br />
|[[Toxic]]<br />
|Its stomach is constantly overflowing with venomous liquids. It can barely hold on to it.<br />
|Approach<br />
|All<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |24<br />
|[[File:Dark Gembrane.png|center]]<br />
|Dark Gembrane<br />
|Large<br />
|Legendary<br />
|[[Toxic]]<br />
|Most of its body is brain matter, protected only by a thick frontal shell.<br />
|Approach<br />
|Deep<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |25<br />
|[[File:Arctic Speartooth.png|center]]<br />
|Arctic Speartooth<br />
|Small<br />
|Common<br />
|[[Arctic]]<br />
|It maintains a hard icy shell around its body for protection.<br />
|Approach<br />
|All<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |26<br />
|[[File:Salt Rampskull.png|center]]<br />
|Salt Rampskull<br />
|Small<br />
|Common<br />
|[[Arctic]]<br />
|It polishes the diagonal crest in its head against rocks and coral reefs.<br />
|Approach<br />
|Deep<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |27<br />
|[[File:Blue Sabertrout.png|center]]<br />
|Blue Sabertrout<br />
|Small<br />
|Common<br />
|[[Arctic]]<br />
|Can be trained to harvest ice cubes with its tiny, sharp front teeth.<br />
|Lurk<br />
|Shallow<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |28<br />
|[[File:Sealacanth.png|center]]<br />
|Sealacanth<br />
|Large<br />
|Uncommon<br />
|[[Arctic]]<br />
|Nearly identical to its prehistoric ancestors, but more blubbery.<br />
|Approach<br />
|Shallow<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |29<br />
|[[File:Whiskered Chub.png|center]]<br />
|Whiskered Chub<br />
|Medium<br />
|Uncommon<br />
|[[Arctic]]<br />
|Its long, drooping whiskers grow continually. They can eventually exceed the length of its body.<br />
|Lurk<br />
|All<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |30<br />
|[[File:Coral Chirpfish.png|center]]<br />
|Coral Chirpfish<br />
|Small<br />
|Uncommon<br />
|[[Arctic]]<br />
|It chirps when it's happy. Does it think it's a bird?<br />
|Approach<br />
|All<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |31<br />
|[[File:Glacial Wimp.png|center]]<br />
|Glacial Wimp<br />
|Small<br />
|Uncommon<br />
|[[Arctic]]<br />
|It spends much of its time avoiding predators by scurrying away with its tiny legs.<br />
|Approach<br />
|Deep<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |32<br />
|[[File:Luminous Swindler.png|center]]<br />
|Luminous Swindler<br />
|Small<br />
|Rare<br />
|[[Arctic]]<br />
|Lures in prey with its shiny head bobble. Infamous among fish for being a bit of a jerk.<br />
|Lurk<br />
|Deep<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |33<br />
|[[File:Garland Conger.png|center]]<br />
|Garland Conger<br />
|Medium<br />
|Rare<br />
|[[Arctic]]<br />
|Multiple swim bladders along its body give it fine control of its buoyancy.<br />
|Approach<br />
|All<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |34<br />
|[[File:Right Gazer.png|center]]<br />
|Right Gazer<br />
|Medium<br />
|Rare<br />
|[[Arctic]]<br />
|Its huge eyes help compensate for distortion caused by differing water temperature and salinity.<br />
|Approach<br />
|Shallow<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |35<br />
|[[File:Muckfang.png|center]]<br />
|Muckfang<br />
|Medium<br />
|Rare<br />
|[[Arctic]]<br />
|This slow moving amphibian can spend hours approaching prey before paralysing them with venomous fangs.<br />
|Approach<br />
|All<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |36<br />
|[[File:Variegated Breacher.png|center]]<br />
|Variegated Breacher<br />
|Large<br />
|Legendary<br />
|[[Arctic]]<br />
|A strong fish that uses its robust horn to break through thick sheets of ice.<br />
|Approach<br />
|Deep<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |37<br />
|[[File:Orange Ashlet.png|center]]<br />
|Orange Ashlet<br />
|Medium<br />
|Common<br />
|[[Magma]]<br />
|The gray stripes on its body camouflage it against the ridged crust of the magma's surface.<br />
|Lurk<br />
|Shallow<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |38<br />
|[[File:Red Hand.png|center]]<br />
|Red Hand<br />
|Medium<br />
|Common<br />
|[[Magma]]<br />
|This odd creature is not a single entity, but rather a group of separate symbiotic organisms.<br />
|Lurk<br />
|Deep<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |39<br />
|[[File:Sulphish.png|center]]<br />
|Sulphish<br />
|Small<br />
|Common<br />
|[[Magma]]<br />
|Its body creates a constant chemical reaction that propels it forward.<br />
|Approach<br />
|All<br />
|All<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |40<br />
|[[File:Scarlet Swellpurl.png|center]]<br />
|Scarlet Swellpurl<br />
|Large<br />
|Uncommon<br />
|[[Magma]]<br />
|It doesn't inflate when it's scared, but instead when it's bored. It's always bored.<br />
|Approach<br />
|All<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |41<br />
|[[File:Lampred.png|center]]<br />
|Lampred<br />
|Medium<br />
|Uncommon<br />
|[[Magma]]<br />
|It has the highest tooth to body ratio of any known fish.<br />
|Approach<br />
|Deep<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |42<br />
|[[File:Basalt Darter.png|center]]<br />
|Basalt Darter<br />
|Small<br />
|Uncommon<br />
|[[Magma]]<br />
|Its narrow, angular body fits tightly into cracks in the volcanic rocks where it sleeps.<br />
|Approach<br />
|All<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |43<br />
|[[File:Scorcheye.png|center]]<br />
|Scorcheye<br />
|Small<br />
|Uncommon<br />
|[[Magma]]<br />
|This creature's feathery tendrils extend from its hard shell to filter bits of food from the magma as it swims.<br />
|Approach<br />
|All<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |44<br />
|[[File:Gold Feudibranch.png|center]]<br />
|Gold Feudibranch<br />
|Small<br />
|Rare<br />
|[[Magma]]<br />
|Its tubular body is entirely soft except for the long, keratinous pincers on its head.<br />
|Approach<br />
|All<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |45<br />
|[[File:Volcaris.png|center]]<br />
|Volcaris<br />
|Medium<br />
|Rare<br />
|[[Magma]]<br />
|A creature that has managed to avoid extinction despite its frail body.<br />
|Approach<br />
|Shallow<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |46<br />
|[[File:Imperviray.png|center]]<br />
|Imperviray<br />
|Large<br />
|Rare<br />
|[[Magma]]<br />
|Its smooth skin is coated with a heat-resistant layer of Impervium.<br />
|Approach<br />
|All<br />
|Day<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |47<br />
|[[File:Seadragon.png|center]]<br />
|Seadragon<br />
|Small<br />
|Rare<br />
|[[Magma]]<br />
|This delicate creature uses the tiny, winglike fins on its back to ride gentle currents in flowing magma.<br />
|Lurk<br />
|All<br />
|Night<br />
|-<br />
| style="font-family:StarbounD; font-size:20px;" |48<br />
|[[File:Magmalodon.png|center]]<br />
|Magmalodon<br />
|Large<br />
|Legendary<br />
|[[Magma]]<br />
|A near-legendary fish said to be magma brought to life. A true challenge to catch.<br />
|Approach<br />
|Deep<br />
|All<br />
|}<br />
<br />
==[[Critter|Fish Critters]]==<br />
'''[[Critter]]s''' are small, friendly [[monster|unique monsters]] found on planets, and there are a variety of fish critter types. They have a tiny amount of health and appear in the bodies of liquid without a [[Fishing Rod]].<br />
<br />
Critters can be captured, like caught fish, using a [[Relocator]], and placed again in the appropriate liquid type. Capture of these fish do not award any progress toward the [[Collection|Fishing Collection]].<br />
<br />
<center><br />
{| class="gametable sortable" style="text-align:center; vertical-align:center; width:100%;"<br />
! Appearance !! Name !! Spawn Name !! Area !! Region !! Time !! Planet Types !! Mini-Biomes<br />
|-<br />
|height="33px"|[[File:Arctic Fish.gif]]<br />
|Arctic Fish<br />
|arcticfishcritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|[[Arctic|Arctic Ocean Floor]]<br />
|-<br />
|height="33px"|[[File:Char Fish.gif]]<br />
|Char Fish<br />
|charfishcritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|[[Arctic|Arctic Ocean Floor]]<br />
|-<br />
|height="33px"|[[File:Fish.gif]]<br />
|Fish<br />
|fishcritter<br />
|Liquid<br />
|All<br />
|All<br />
|All non-Ocean planets<br />
|<br />
|-<br />
|height="33px"|[[File:Fish_Berry.gif]]<br />
|Fish Berry<br />
|fishberrycritter<br />
|Liquid<br />
|All<br />
|All<br />
|[[Ocean]]<br />
|<br />
|-<br />
|height="33px"|[[File:Fish_Chili.gif]]<br />
|Fish Chili<br />
|fishchilicritter<br />
|Liquid<br />
|All<br />
|All<br />
|[[Ocean]]<br />
|<br />
|-<br />
|height="33px"|[[File:Fish_Eye.gif]]<br />
|Fish Eye<br />
|fisheyecritter<br />
|Liquid<br />
|All<br />
|All<br />
|[[Tentacle]]<br />
|<br />
|-<br />
|height="33px"|[[File:Fish_Lemon.gif]]<br />
|Fish Lemon<br />
|fishlemoncritter<br />
|Liquid<br />
|All<br />
|All<br />
|[[Ocean]]<br />
|<br />
|-<br />
|height="33px"|[[File:Frogpole.gif]]<br />
|Frogpole<br />
|frogpolecritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|[[Swamp]]<br />
|-<br />
|height="33px"|[[File:Glowing_Fish.gif]]<br />
|Glowing Fish<br />
|glowingfishcritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|[[Bioluminescence]]<br />
|-<br />
|height="33px"|[[File:Jello.gif]]<br />
|Jello<br />
|jellocritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|Toxic Ocean Floor<br />
|-<br />
|height="33px"|[[File:Jelly_Critter.gif]]<br />
|Jelly<br />
|jellycritter<br />
|Liquid<br />
|All<br />
|All<br />
|[[Ocean]]<br />
|Ocean Floor<br />
|-<br />
|height="33px"|[[File:Narfish.gif]]<br />
|Narfish<br />
|narfishcritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|[[Arctic|Arctic Ocean Floor]]<br />
|-<br />
|height="33px"|[[File:Poison_Fish.gif]]<br />
|Poison Fish<br />
|poisonfishcritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|[[Toxic|Toxic Ocean Floor]]<br />
|-<br />
|height="33px"|[[File:Puffer_Fish.gif]]<br />
|Puffer Fish<br />
|pufferfishcritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|Toxic Ocean Floor<br />
|-<br />
|height="33px"|[[File:Skelly_Fish.gif]]<br />
|Skelly Fish<br />
|skellyfishcritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|Toxic Ocean Floor<br />
|-<br />
|height="33px"|[[File:Squid.gif]]<br />
|Squid<br />
|squidcritter<br />
|Liquid<br />
|Exposed<br />
|All<br />
|[[Ocean]]<br />
|Ocean Floor<br />
|-<br />
|height="33px"|[[File:Steam Fish.gif]]<br />
|Steam Fish<br />
|steamfishcritter<br />
|Liquid<br />
|All<br />
|All<br />
|<br />
|[[Steamspring]]<br />
|}<br />
<br />
== Trivia ==<br />
*The Chucklefish is a reference to Starbound's developer, [[Chucklefish]].<br />
*The Jerkfish and Chucklefish make an appearance as catchable fish in ''[http://wargroovewiki.com/Wargroove_Wiki Wargroove]''.<br />
*The Imperviray is stated to be made out of [[Impervium Bar|Impervium ]], which was a crafting material that existed in beta versions of Starbound. It is the only canon reference to Impervium in the game.</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Fake_Kestrel_License&diff=196666Fake Kestrel License2023-10-19T07:20:02Z<p>Armok: </p>
<hr />
<div>{{Itembox<br />
|name=Fake Kestrel License<br />
|rarity=Legendary<br />
|icon=Fake Kestrel License_Icon.png<br />
|image=Fake Kestrel License.png<br />
|itemname=fakelicense2<br />
}}<br />
'''Fake Kestrel License''' is a counterfeit ship license which allows players to upgrade the [[Ship Upgrades|size of their ship]] without recruitment of [[crew]] members. It's the second level license for ship expansion.<br />
<br />
It's available for purchase from [[Penguin Bay]] at the [[outpost]], is consumed after purchase and immediately initializes the quest [[Questionable Kestrel Ship Upgrade]]. After turning in the required 4 [[Upgrade Module]]s to the shipyard captain the ship size is expanded. The player is then eligible to purchase a [[Fake Falcon License]] or [[Falcon Ship Upgrade|initiate the quest]] for further ship expansion.<br />
<br />
==Trivia==<br />
Both the name and color scheme of this ship license seems to be in reference to the Kestrel ship from FTL: Faster Than Light.<br />
{{IngredientFor}}<br />
{{RaceQuotesOutput}}<br />
{{Ref<br />
|versionhistory={{History|Cheerful Giraffe|Added}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Fake_Kestrel_License&diff=196665Fake Kestrel License2023-10-19T07:19:36Z<p>Armok: </p>
<hr />
<div>{{Itembox<br />
|name=Fake Kestrel License<br />
|rarity=Legendary<br />
|icon=Fake Kestrel License_Icon.png<br />
|image=Fake Kestrel License.png<br />
|itemname=fakelicense2<br />
}}<br />
'''Fake Kestrel License''' is a counterfeit ship license which allows players to upgrade the [[Ship Upgrades|size of their ship]] without recruitment of [[crew]] members. It's the second level license for ship expansion.<br />
<br />
It's available for purchase from [[Penguin Bay]] at the [[outpost]], is consumed after purchase and immediately initializes the quest [[Questionable Kestrel Ship Upgrade]]. After turning in the required 4 [[Upgrade Module]]s to the shipyard captain the ship size is expanded. The player is then eligible to purchase a [[Fake Falcon License]] or [[Falcon Ship Upgrade|initiate the quest]] for further ship expansion.<br />
<br />
==Trivia==<br />
Both the name and appearance of this ship license seems to be in reference to the Kestrel ship from FTL: Faster Than Light.<br />
{{IngredientFor}}<br />
{{RaceQuotesOutput}}<br />
{{Ref<br />
|versionhistory={{History|Cheerful Giraffe|Added}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Fake_Kestrel_License&diff=196664Fake Kestrel License2023-10-19T07:18:55Z<p>Armok: </p>
<hr />
<div>{{Itembox<br />
|name=Fake Kestrel License<br />
|rarity=Legendary<br />
|icon=Fake Kestrel License_Icon.png<br />
|image=Fake Kestrel License.png<br />
|itemname=fakelicense2<br />
}}<br />
'''Fake Kestrel License''' is a counterfeit ship license which allows players to upgrade the [[Ship Upgrades|size of their ship]] without recruitment of [[crew]] members. It's the second level license for ship expansion.<br />
<br />
It's available for purchase from [[Penguin Bay]] at the [[outpost]], is consumed after purchase and immediately initializes the quest [[Questionable Kestrel Ship Upgrade]]. After turning in the required 4 [[Upgrade Module]]s to the shipyard captain the ship size is expanded. The player is then eligible to purchase a [[Fake Falcon License]] or [[Falcon Ship Upgrade|initiate the quest]] for further ship expansion.<br />
<br />
==Trivia==<br />
Both the name and appearance of this ship license, seems to be in reference to the Kestrel ship from FTL: Faster Than Light. <br />
{{IngredientFor}}<br />
{{RaceQuotesOutput}}<br />
{{Ref<br />
|versionhistory={{History|Cheerful Giraffe|Added}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Bandit&diff=196661Bandit2023-10-16T01:56:00Z<p>Armok: </p>
<hr />
<div>{{UniqueNPC<br />
|name=Bandit<br />
|npctype=Unique NPC<br />
|planetlv=1<br />
|image=Bandit.png<br />
|description=A bandit.}}<br />
<br />
{{stub}}<br />
'''Bandits''' are common enemies within the [[Starbound]] universe. Each bandit has a small chance to drop a [[Bandit's Hood]] if the bandit is male or a [[Bandit's Bandana]] if the bandit is female. Bandits will wear the chest and leg pieces to the [[Explorer's Set]], which is rarely sold by [[merchant]]s across the universe.<br />
<br />
Bandits can be found conversing with each other at a [[Cafeteria Table]], a [[Campfire]], or a [[Metal Crate]] until either a player or a merchant stumbles upon them.<br />
<br />
They can also be found in many [[NPC Ship|Bandit Ships]]. In the lore, bandits are strongly implied to be former [[USCM]] members, and the rusted-out ships they can be found on are likely to be former USCM ships.<br />
== Beta Differences ==<br />
In beta bandits could be any race and were apparently attacked by monsters as well before being revised.</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Erchius_Ghost&diff=196330Erchius Ghost2023-08-10T23:40:36Z<p>Armok: /* Trivia */ Clarified the Ruin connection with Erchius to be more in relation to the Ruin's attack on Earth</p>
<hr />
<div>{{Monster<br />
|name=Erchius Ghost<br />
|subtitle=Unique Monster<br />
|image=Erchius_Ghost_gif.gif<br />
|health=1000<br />
|damage=1000<br />
|capturable=No<br />
|locations=[[Moon|Moon Biome]]<br />
|=[[Moon|Moon Biome]]<br />
|drops=<br />
|capturable=No<br />
}}<br />
The '''Erchius Ghost''' is a [[Monster|unique monster]] found on all [[moon]]s. It spawns and begins to pursue any player whose inventory contains either [[Liquid Erchius Fuel]] or [[Crystal Erchius Fuel]]. <br />
<br />
Upon the player picking up any fuel, [[S.A.I.L.]] will send the following message:<br />
<br />
''I am detecting entities attracted by the moon's erchius deposits. Their interest in you will grow as you collect more fuel. I would define these entities as 'intractably deadly'. I salute your fearlessness.''<br />
<br />
As the player collects more fuel in their inventory, the speed of the ghost increases. At approximately 3000 items of fuel in the player's inventory, the Erchius Ghost will move about as fast as the player running on foot. Dropping all fuel after receiving the message from S.A.I.L. will '''not''' stop the ghost from spawning and chasing the player. However, if, after dropping all fuel, the player quits the game and then resumes, the ghost will not respawn unless and until the player picks up a fuel item. Likewise, by beaming back to the ship and offloading all fuel, the player can evade the ghost.<br />
<br />
Like other ghostly monsters, the Erchius Ghost is able to pass through solid matter. It is not susceptible to any weapons, and can't be delayed effectively. When near a player, the ghost's eyes will glow white and purple particles will emanate from the player to the ghost. Coming into contact with the ghost will instantly kill the player under virtually all conditions.<br />
<br />
==Strategy== <br />
Erchius Ghosts serve as the limiting factor to how much fuel a player can mine on a single landing. Since they cannot be stopped or delayed, a balance must be struck between profit and danger.<br />
<br />
Importantly, ghosts are able to move much faster when out of sight. As soon as they are more than about one screen's width away from their target, they automatically increase their speed, so that the player cannot get further away no matter how fast they move. This means that even very fast players cannot gain a significant lead in the chase. The ghosts always remain close enough to be a threat. <br />
<br />
Players may consider digging out tunnels and escape paths before picking up fuel. The ghost only appears once Erchius is in the player's inventory, and is therefore not a threat before that point.<br />
<br />
One method of evading the ghost is to only gather a small amount of fuel at a time, return to the ship to deposit the fuel, and beam down to the moon and continue mining. Another method is to terraform the moon, which will result in the Erchius fuel remaining, which can be mined without fear of the ghost, but this is incredibly expensive.<br />
<br />
==Trivia==<br />
* When trying to spawn a Erchius Ghost using admin commands, it spawns an Erchius ghost that dies after a few seconds. This happens because the game gives a properly spawned ghost a specific player target. Without this assigned target, a manually spawned ghost's code crashes quickly.<br />
* The Erchius Ghosts, Erchius Horror, and the Erchius crystals in general are implied to have a strong connection to [[The Ruin]] (or rather extra-dimensional stuff in general), as SAIL states that the ghosts only started appearing ''after'' Earth's destruction, which involved the Ruin attempting to escape from its extra-dimensional prison.<br />
* When playing with /admin mode enabled, the Erchius Ghost ''literally'' drains the color (really the ''life'') out of the player.<br />
*As the Erchius Ghost spawns below the player, it is possible to get the Ghost to spawn at the planet's core, at the lowest possible point. This causes it to get stuck with no health and repeatedly die, as touching the bottom of the planet will deal immeasurable damage to anything not in /admin mode.<br />
<br />
{{Ref|navbox=UniqueMonsters|versionhistory={{History|Cheerful Giraffe|Added}} | }}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Hylotl&diff=196125Hylotl2023-08-04T16:54:57Z<p>Armok: /* Trivia */</p>
<hr />
<div>{{Race_Infobox<br />
|name=Hylotl<br />
|cultural_style=Japanese<br />
|appearance=Amphibian<br />
|male_pic=Hylotl-Male.png<br />
|female_pic=Hylotl-Female.png<br />
|icon=Hylotl_Icon.png<br />
|subtitle=playable race<br />
}}<br />
<small>''See Also: [[:Category:Hylotl]]''</small><br><br />
The '''Hylotl''' are one of the seven playable [[race]]s in ''[[Starbound]]'', and one of the six races entrusted with an [[Ancient]] [[artifact]].<br />
<br />
The Hylotl are a semi-aquatic race with trinocular vision, highly-adaptable genetics and a relatively short lifespan, which over the generations has led them from being a strictly land-based species to one that can live comfortably in aquatic environments, though they still lack the ability to breathe underwater.<br />
<br />
They have a long and rich history of art, science, and philosophy, with reverence for tradition and meditation. Despite their highly-advanced technological level, most of their structures are still made of wood bedecked with ornate carvings. This leads to an interesting clash of Hylotl cultures in their massive underwater cities, with hand-painted calligraphy next to bright neon signs advertising the latest fashions, and quiet paper-walled garden rooms not far from the heavy bass thumping of a "bubbstep" dance club. The Hylotl-owned [[Letheia Corporation]] is one of the largest companies in the galaxy, providing everything from entertainment to space stations and [[Erchius Mining Facility|starship fuel]] to people across the stars.<br />
<br />
Hylotl pride themselves on seeking peaceful solutions to problems, though they recognize that sometimes their side of a philosophical debate on the merits of not dying carries a little more weight when backed up with a sharp enough blade. Thus, the ability to use weapons with skill and proficiency is similarly a fine-honed art passed down through the generations.<br />
<br />
Some find the Hylotl to be stuffy, arrogant, and passive-aggressive, which the Hylotl deny and figure you'll see the error of your ways once you've become a bit more enlightened like they have.<br />
<br />
The Hylotl have an ugly history with the [[Floran]]. Though the "why" and "how" has been lost to history, as a massive Floran invasion of their homeworld forced the Hylotl to settle under the oceans. Though open hostilities have been over for a long time, there is still some animosity between the two races (largely from the Hylotl), though the average Hylotl will claim there isn't any anymore and they've totally forgiven the Floran for being a bunch of bloodthirsty murderous brain-dead savages.<br />
<br />
<br />
<br />
{{-}}<br />
== Hylotl as the player character ==<br />
As with the other player races, Hylotl characters are given a set of uniquely-styled [[Armor]]s, their own [[Ship]] type (with included [[Pet]]), and two unique [[Mech]] bodies. The Hylotl equipment mixes feudal Japanese styling with aquatic themes, though their stats are the same for all other race's equipment at the same [[Tier]].<br />
<br />
Crafted [[weapon]]s are the same for all races, save for the pistol-packing [[Novakid]].<br />
<br />
While race-specific [[crafting|crafted]] items can be traded between characters of different races and used freely, there is currently no mechanism to allow a character to craft other races' unique items, or obtain a different Ship (and Ship Pet) in any capacity, without [[Modding:Portal|modding]] the game. <br />
<br />
===<u>Starter Clothing</u>===<br />
A Hylotl player has four sets of race-specific [[Clothing|Starter Clothing]] to choose from in the [[Character Creator]], plus the standard-issue [[Protectorate T-Shirt]] and [[Protectorate Vest]]. These items have no defensive capabilities whatsoever. These four sets are also used to clothe randomly-generated Hylotl NPC villagers. Hylotl cosmetic armour resembles East Asian clothing.<br />
<br />
These sets can also be [[crafting|crafted]] at the [[Spinning Wheel]] and [[Sewing Machine]]. <br />
<div id="vanitywrapper">{{Set<br />
|name=Kimono Set<br />
|chest=Kimono Shirt<br />
|legs=Kimono Skirt<br />
|clothing=Kimono Set<br />
}}{{Set<br />
|name=Monk Set<br />
|chest=Monk Shirt<br />
|legs=Monk Skirt<br />
|clothing=Monk Set<br />
}}{{Set<br />
|name=Traditional Set<br />
|chest=Traditional Shirt<br />
|legs=Traditional Trousers<br />
|clothing=Traditional Set<br />
}}{{Set<br />
|name=Trainee Set<br />
|chest=Trainee Shirt<br />
|legs=Trainee Trousers<br />
|clothing=Trainee Set<br />
}}</div><br />
<div style="clear:both;"></div><br />
<br />
{{Race_Armor}}<br />
<br />
{{-}}<br />
===<u>Cosmetic Armors</u>===<br />
There are a number of Hylotl-related [[Cosmetic Armor]]s to be found scattered across the universe, usually in Hylotl-themed [[Dungeon]]s, but sometimes in random/[[Biome]] chests. Like the Starter Clothing, these have no defensive capabilities, but let the player customize their character's appearance.<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deep Diver Helmet}}<br />
{{name|Hylotl Anatomy Mask}}<br />
{{name|Hylotl Skull Mask}}<br />
|<br />
{{name|Snorkel}}<br />
{{name|Three-Eyed Glasses}}<br />
{{name|Thinking Cap}}<br />
|<br />
{{name|Valorous Helmet}}<br />
{{name|Valorous Chestpiece}}<br />
{{name|Valorous Greaves}}<br />
|}<br />
<br />
===<u>Player Ship</u>===<br />
[[File:Hylotl_Ship_Upgrade_3.png|thumb|300px|right|The (fixed) starter-level Hylotl Ship]]<br />
<br />
The [[Hylotl Ship]] is sleek as an ocean fish, with "dorsal" fins and smooth curves. Its [[Ship Upgrade|size can be expanded]] by obtaining more [[Crew]] members, which allows the player to buy a higher-class Ship Licence from [[Penguin Pete]] for every two more Crew members. Alternately, the player can buy counterfeit licenses from [[Penguin Bay]]: these licenses are expensive, but do not have crew requirements attached to them.<br />
<br />
Once upgraded to the Condor Class (the largest Ship class), the Hylotl ship takes on a more whale-like appearance, albeit a whale with a lot of back-fins.<br />
<br />
Hylotl [[Pets|ship pets]] are three-eyed Crabs, coming in one of ten different colors/patterns chosen at random.<br />
<br />
{{-}}<br />
===<u>Mechs</u>===<br />
[[File:Kabuto-00 Mech Body.png|thumb|100px|right|The "Kabuto-00" Mech Body]]<br />
<br />
Hylotl player-characters have the ability to craft two unique [[Mech]] body types.<br />
<br />
The [[Kabuto-00 Mech Body]] is the first Mech body the player will obtain, by completing [[Dr. Akaggy]]'s "[[Test Drive]]" [[quest]] at the [[Outpost]] and unlocking the ability to use Mechs. Its advanced version, the [[Kabuto Mech Body]], is obtained by completing Akaggy's later "[[Advanced Test Drive]]" quest.<br />
<br />
These two bodies have the same stats as other races' "default" Mech Bodies earned from the same quests.<br />
<br />
{{-}}<br />
<br />
== Hylotl as NPCs ==<br />
Hylotl NPCs are very common. Lone Hylotl [[Merchant]]s can pop up on nearly any world (both through normal planetary generation and temporarily as part of a [[Quest]]), and [[spaceship]]s and [[space station]]s may have Hylotl crew. Hylotl will often appear as NPCs in mixed-race planetary [[Microdungeons]] such as [[Savannah]] settlements or [[Tundra]] science stations. Hylotl houses are also the only Microdungeons to appear on the islands of [[Ocean]] planets.<br />
<br />
===<u>Villages & Dungeons</u>===<br />
[[File:Hylotl Underwater City 4.png|right|300px|thumb|Hylotl Underwater City]]<br />
Hylotl surface villages and dungeons can be found on all planet types that can have surface-level full-sized [[dungeon]]s except for [[Garden|Lush]] (aka "starter") planets. These structures do not have a "favored" planet type.<br />
<br />
The Hylotl are the only race to have full-sized villages and dungeons on [[Ocean]] planets, at the ocean floor. The underwater cities are currently the only planetary structures to be protected by a [[Shield Generator]] to prevent the player from removing items and [[block]]s, though the Generator can be switched off once found. Some small houses and farms with [[reefpod]]s and [[coral creeper]]s can also be found on islands in oceans<br />
<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
! VILLAGES (FRIENDLY)<br />
! DUNGEONS (HOSTILE)<br />
|-<br />
|<br />
*[[Hylotl Surface City]]<br />
*[[Hylotl Underwater City]]<br />
|<br />
*[[Hylotl Ruined Castle]]<br />
*[[Hylotl Underwater Ruins]]<br />
|}<br />
<br />
{{-}}<br />
===<u>Quests</u>===<br />
The [[Quest]] to find the Hylotl Artifact is the second of the five Artifact Quests the player must undertake. This two-part hunt first involves finding [[Tag:Hylotl|Hylotl decor items]] and scanning them, giving Esther data to locate the Artifact's whereabouts. Once she has enough data, the player can travel directly to the [[Grand Pagoda Library]] to retrieve it, where the player has their first encounter with the [[Occasus]] Cult leader [[Asra Nox]].<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
|-<br />
|<br />
*[[Find Clues to Locate the Hylotl Artifact]]<br />
|<br />
*[[Fetch the Hylotl Artifact]]<br />
|}<br />
<br />
Once the Hylotl Artifact has been obtained, [[Koichi]] will set up camp at the [[Outpost]] near the [[Ark]]. Over the course of the game, he will ask the player to obtain certain decor items he wants to fill out his [[Koichi's Museum|museum]]. Finishing up this string of quests rewards the player with the unique [[Hokucide]] sword.<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
|-<br />
|<br />
*[[Koichi's Request]]<br />
*[[The Ruler of the Apex]]<br />
|<br />
*[[The Visage of a Hunter]]<br />
*[[Silent Knight]]<br />
|<br />
*[[Fresh Tunes]]<br />
*[[The Final Acquisition]]<br />
|}<br />
<br />
{{-}}<br />
===<u>Tenants</u>===<br />
{| class="mw-collapsible mw-collapsed" style="width:100%; border:2px solid #2d2d2d; border-radius:10px;" <br />
|[[File:Colony Deed.gif]] A variety of Hylotl [[Tenant]]s can be summoned by placing a [[Colony Deed]] in a suitably-furnished room.<br />
|-<br />
|<br />
;<u>Basic Tenants</u><br />
These types of Tenant can be any race, dependent on the furniture in the room. If there is not enough race-tagged furniture in the room, the Tenant's race will be chosen at random.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Name<br />
! Type<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Merchant_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |[[Merchant]]<br />
| rowspan="2" |Merchant<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Hylotl|Hylotl]] (8), [[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Chef_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Chef<br />
| rowspan="2" |Merchant<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Hylotl|Hylotl]] (6), [[Tag:Cooking|Cooking]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Cooking|Cooking]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Villager_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Villager<br />
| rowspan="2" |Villager<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Hylotl|Hylotl]] (6)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|<br />
|15 to 30 minutes<br />
|}<br />
<br />
;<u>Tiered Guard Tenants</u><br />
Like the Basic Tenants, these Guards can be any race, dependent on what furniture is placed in their room. Their [[Armor]] and combat stats are based on the type of [[Crafting|crafted]] tiered furniture placed in the room.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Lvl<br />
! Armor<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_4_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |4<br />
| rowspan="2" |[[Tier#Tier_4|Tier 4]]<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_3_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |3<br />
| rowspan="2" |[[Tier#Tier_3|Tier 3]]<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_2_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |2<br />
| rowspan="2" |[[Tier#Tier_2|Tier 2]]<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_1_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |1<br />
| rowspan="2" |[[Tier#Tier_1|Tier 1]]<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|}<br />
<br />
;<u>Hylotl Themed Tenants</u><br />
These Tenants will always be Hylotl regardless of whatever racial furniture is placed in the room, with two exceptions. The Naturalist Merchant has a 50/50 chance of being a Hylotl or a [[Floran]], while the Scientist may be a Hylotl, [[Human]] or [[Apex]].<br />
<br />
{| class="gametable" id="tenanttable"<br />
! <br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Sea_Tenant.png|center|link=]]<br />
|Diver<br />
|Villager<br />
|[[Tag:sea|Sea]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Naturalist_Tenant.png|center|link=]]<br />
|Naturalist Merchant<br />
|Merchant<br />
|[[Tag:Giantflower|Giantflower]] (18)<br />
|Merchant<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Scientist_Tenant.png|center|link=]]<br />
|Scientist<br />
|Villager<br />
|[[Tag:science|Science]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Prism_Tenant.png|center|link=]]<br />
|Window Salesman<br />
|Merchant<br />
|[[Tag:Prism|Prism]] (18)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|}<br />
<br />
;<u>Random-race Themed Tenants</u><br />
These Tenants can be any of the seven playable races, but that race will always be chosen at random, regardless of the racial tags of the room's furniture.<br />
<br />
{| class="gametable" id="tenanttable"<br />
! style="width:62px;" |<br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Astro_Tenant.png|center|link=]]<br />
|Astro<br />
|Villager<br />
|[[Tag:astro|Astro]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Electrician_Tenant.png|center|link=]]<br />
|Electrician<br />
|Villager<br />
|[[Tag:Wired|Wired]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Industrial_Tenant.png|center|link=]]<br />
|Industrial<br />
|Villager<br />
|[[Tag:industrial|Industrial]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Philanthropist_Tenant.png|center|link=]]<br />
|Philanthropist<br />
|Villager<br />
|[[Tag:valuable|Valuable]] (76)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Socialite_Tenant.png|center|link=]]<br />
|Socialite<br />
|Villager<br />
|[[Tag:pretty|Pretty]] (28), [[Tag:valuable|Valuable]] (42)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Space_Guard_Tenant.png|center|link=]]<br />
|Space Guard<br />
|Guard<br />
|[[Tag:station|Station]] (12), [[Tag:combat|Combat]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Station_Tenant.png|center|link=]]<br />
|Station<br />
|Villager<br />
|[[Tag:station|Station]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|}<br />
|}<br />
<br />
<br />
{{-}}<br />
<br />
== Notable Hylotl ==<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Atticus]]<br />
* [[EASEL]] proprietor<br />
* [[Hiraki Corale]]<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Never Invite a Novakid to Tea|Itsuki]]<br />
* [[The Ins and Outs of It|Dr. K. Sakana]]<br />
* [[Kasumi]] ''(fictional)''<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Koichi]]<br />
* [[Info Booth|Mami]]<br />
* [[Penguin Bay]] merchant<br />
|}<br />
<br />
{{-}}<br />
<br />
== Codexes ==<br />
Hylotl feature in a good number of [[Lore|Codex]] books, both written by Hylotl and by other races.<br />
<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|A Culture of Beauty}}<br />
{{name|A Nice Day Out}}<br />
{{name|A Slight Misunderstanding}}<br />
{{name|A Treatise on the Floran}}<br />
{{name|Floran Architecture}}<br />
{{name|Guest in the Castle}}<br />
{{name|In Defence of Our Race}}<br />
{{name|La Resistance}}<br />
|<br />
{{name|Letheia Corporation Brochure}}<br />
{{name|Letter from the Librarian}}<br />
{{name|Miniknog Issued Joke Book}}<br />
{{name|Never Invite a Novakid to Tea}}<br />
{{name|Official Notice}}<br />
{{name|Salvage Plans}}<br />
{{name|Seasick}}<br />
{{name|Thank you card}}<br />
|<br />
{{name|The Evolution of the Hylotl}}<br />
{{name|The Fall of Our Peace}}<br />
{{name|The Pledge of the Scholar}}<br />
{{name|The Prefix Problem}}<br />
{{name|The Silly Miniknog}}<br />
{{name|To Train the Warrior}}<br />
{{name|Trapped in a Tomb}}<br />
{{name|We Who Survive}}<br />
|}<br />
<br />
<br />
{{-}}<br />
<br />
== Fossils ==<br />
[[File:Hylotl Skeleton.png|right|]]<br />
The player can find [[fossil|fossilized remains]] of Hylotl underground on most planets by successfully completing a [[Fossils#Mini-Game|fossil mini-game]]. The prizes for completion are randomized, so it may take a ''lot'' of tries to obtain even a single piece.<br />
<br />
Once a complete set of [[Hylotl Skull|skull]], [[Hylotl Torso|torso]] and [[Hylotl Legs|legs]] has been collected, they can be placed in a [[Medium Fossil Display]], forming a complete Hylotl skeleton to be put on display as a decor item. This also completes entry #13 in the Fossil [[Collections Library]]. Once the skeleton and display have been combined, they cannot be disassembled.<br />
<br />
The player may also find the [[Hylotl Skull Mask]] [[Cosmetic Armor]] piece in [[Bone Chest]]s scattered throughout [[Bone]] [[Biome]]s.<br />
<br />
{{-}}<br />
== Beta development & differences ==<br />
{{BetaCanon}}<br />
{| class="mw-collapsible mw-collapsed" style="width:100%; border:2px solid #2d2d2d; border-radius:10px;" <br />
|The Hylotl have changed very little over the game's development, primarily due to being the last of the original six player races to be "fully" implemented into the game. Throughout most of [[Version_history#Beta_Releases|Beta development]] there were no Hylotl [[dungeon|villages or dungeons]] at all and little [[Lore]] about them in specific, with the bulk of their content added during the late-stage "Giraffe" updates. What little lore the Hylotl had involved a faction known as the Hylotl Missionaries, who are of dubious canonicity in the modern version of the game thanks to only being featured in a [[Never Invite a Novakid to Tea|fanmade codex entry]]. They were also rather xenophobic back then and both Floran and Hylotl had a hatred for one another, likely due to the Floran invasion of the Hylotl homeworld. They also had japanese and aquatic themed weapons (katanas, scythes, weapons named after water fauna)<br />
|-<br />
|<br />
{{stub}}<br />
|}<br />
<br />
== Trivia ==<br />
* The Hylotl race is based on the Axolotl, an amphibian salamander found in Mexico, hence the similar endings to both names. It's unknown if the front end of the name of the Hylotl is derived from an ancient Greek name or not.<br />
* The [[Hylotl Flag]] bears a striking resemblance to the Japanese flag, except with three dots (as the Hylotl have three eyes) instead of one.<br />
<br />
==Sources==<br />
<references /><br />
<br />
{{Race navbox}}<br />
<br />
[[Category:Hylotl]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Never_Invite_a_Novakid_to_Tea&diff=196124Never Invite a Novakid to Tea2023-08-04T16:52:01Z<p>Armok: </p>
<hr />
<div>{{Lorebox<br />
|name=Never Invite a Novakid to Tea<br />
|icon=Never Invite a Novakid to Tea_Icon.png<br />
|image=Never Invite a Novakid to Tea.png<br />
|itemname=hylotlmission9<br />
}}<br />
Never Invite a Novakid to Tea is a [[lore|codex]] found in the [[Grand Pagoda Library]] mission, underneath the teleporter at the end, as well as [[Novakid Villages]].<br />
<br />
This codex was a winning fan entry in the [http://playstarbound.com/quest-complete-have-a-look-its-in-a-book/ Take a Look, it’s in a Book] lore submission contest, written by forum member [http://community.playstarbound.com/members/tatterdemalion.398847/ Tatterdemalion].<br />
<br />
== Trivia ==<br />
* The codex entry references Hylotl missionaries, a faction the Hylotl player character was part of in the beta versions of Starbound. Due to being a fan entry for a contest held before the official release, its content appears to be based on the beta continuity, rather than the canon continuity introduced with the official release.<br />
<br />
<br />
[[Category:Novakid]]<br />
{{Lore|My dear Itsuki,<br />
<br />
I write this letter to you from the remains of my camp. It appears that missionary work is more difficult than I anticipated.<br />
<br />
Despite the training we received, I was woefully underprepared for creatures such as these.<br />
<br />
The morning began as peacefully as one could expect on an uncivilized planet like this.<br />
<br />
Nonetheless, it was chosen so that I may spread Hylotl peace to the less fortunate, so I was determined to "rough it."<br />
<br />
I placed my tea atop a gentle flame and eased myself into my morning meditation as usual. However, I could hardly achieve a state of enlightenment for the cacophony that soon assaulted my ears from beyond a hill!<br />
<br />
After a calming breath, I set out to investigate.<br />
<br />
A brief hike to the top of the hill revealed two alien lifeforms, shining like beacons, each with a marking atop their face!<br />
<br />
A search through my xenobiological handbook revealed these to be Novakid, a primitive gaseous species.<br />
<br />
The two, glowing blue and yellow respectively, whooped and hollered as one strummed a guitar, creating some semblance of music. "What better specimens to enlighten than these creatures?" thought I!<br />
<br />
I strode down the hill. They seemed wary of me, but I assured them that I meant no harm. I introduced myself in customary fashion, and they returned with their names, the blue one "Bonnibel," the yellow "Nym." They possessed a most ridiculous accent.<br />
<br />
Nym extended his hand, and I, assuming it was a customary greeting, reached out in response. The savage shook my hand with a vigour that nearly toppled me, the whole exchange quite uncouth.<br />
<br />
Determined to civilize these ruffians, I invited them to tea, as tradition dictates. They seemed very excited at the prospect, eagerly following me back to camp.<br />
<br />
My tea boiled, and as I prepared the proper settings the Novakid perused my camp. There was not a single ornament they were not curious about. Their filthy hands touched all my perfectly-aligned furnishings. They shattered my favourite coral sculpture! Nevertheless, I knew I could enlighten them.<br />
<br />
Over tea, I spoke about opening their third eye to the world. They seemed to barely pay attention.<br />
<br />
The tea I served was my finest blend, but after a single sip they dropped my cups, shattering them on the floor! I struggled to remain calm as Bonnibel removed a jug of some liquid and passed it between herself and Nym. "Perhaps I could earn their trust by partaking in this cultural tradition," I thought.<br />
<br />
After a hesitation they allowed me the jug. "Maybe they're warming up to my teachings after all." Those thoughts faded away after I lifted the jug to my mouth. The drink burned down my throat, and after one sip I fell unconscious. When I awoke, Bonnibel and Nym were gone, leaving me in my battered camp nursing a terrible headache.<br />
<br />
I end this note with a warning for your missionary travels, Itsuki.<br />
<br />
Never invite a Novakid to tea.<br />
}}<br />
{{IngredientFor}}<br />
{{Ref<br />
|navbox=Lorenavigation<br />
|versionhistory={{History|Cheerful Giraffe|Added}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Hylotl&diff=196123Hylotl2023-08-04T16:51:35Z<p>Armok: /* Beta development & differences */</p>
<hr />
<div>{{Race_Infobox<br />
|name=Hylotl<br />
|cultural_style=Japanese<br />
|appearance=Amphibian<br />
|male_pic=Hylotl-Male.png<br />
|female_pic=Hylotl-Female.png<br />
|icon=Hylotl_Icon.png<br />
|subtitle=playable race<br />
}}<br />
<small>''See Also: [[:Category:Hylotl]]''</small><br><br />
The '''Hylotl''' are one of the seven playable [[race]]s in ''[[Starbound]]'', and one of the six races entrusted with an [[Ancient]] [[artifact]].<br />
<br />
The Hylotl are a semi-aquatic race with trinocular vision, highly-adaptable genetics and a relatively short lifespan, which over the generations has led them from being a strictly land-based species to one that can live comfortably in aquatic environments, though they still lack the ability to breathe underwater.<br />
<br />
They have a long and rich history of art, science, and philosophy, with reverence for tradition and meditation. Despite their highly-advanced technological level, most of their structures are still made of wood bedecked with ornate carvings. This leads to an interesting clash of Hylotl cultures in their massive underwater cities, with hand-painted calligraphy next to bright neon signs advertising the latest fashions, and quiet paper-walled garden rooms not far from the heavy bass thumping of a "bubbstep" dance club. The Hylotl-owned [[Letheia Corporation]] is one of the largest companies in the galaxy, providing everything from entertainment to space stations and [[Erchius Mining Facility|starship fuel]] to people across the stars.<br />
<br />
Hylotl pride themselves on seeking peaceful solutions to problems, though they recognize that sometimes their side of a philosophical debate on the merits of not dying carries a little more weight when backed up with a sharp enough blade. Thus, the ability to use weapons with skill and proficiency is similarly a fine-honed art passed down through the generations.<br />
<br />
Some find the Hylotl to be stuffy, arrogant, and passive-aggressive, which the Hylotl deny and figure you'll see the error of your ways once you've become a bit more enlightened like they have.<br />
<br />
The Hylotl have an ugly history with the [[Floran]]. Though the "why" and "how" has been lost to history, as a massive Floran invasion of their homeworld forced the Hylotl to settle under the oceans. Though open hostilities have been over for a long time, there is still some animosity between the two races (largely from the Hylotl), though the average Hylotl will claim there isn't any anymore and they've totally forgiven the Floran for being a bunch of bloodthirsty murderous brain-dead savages.<br />
<br />
<br />
<br />
{{-}}<br />
== Hylotl as the player character ==<br />
As with the other player races, Hylotl characters are given a set of uniquely-styled [[Armor]]s, their own [[Ship]] type (with included [[Pet]]), and two unique [[Mech]] bodies. The Hylotl equipment mixes feudal Japanese styling with aquatic themes, though their stats are the same for all other race's equipment at the same [[Tier]].<br />
<br />
Crafted [[weapon]]s are the same for all races, save for the pistol-packing [[Novakid]].<br />
<br />
While race-specific [[crafting|crafted]] items can be traded between characters of different races and used freely, there is currently no mechanism to allow a character to craft other races' unique items, or obtain a different Ship (and Ship Pet) in any capacity, without [[Modding:Portal|modding]] the game. <br />
<br />
===<u>Starter Clothing</u>===<br />
A Hylotl player has four sets of race-specific [[Clothing|Starter Clothing]] to choose from in the [[Character Creator]], plus the standard-issue [[Protectorate T-Shirt]] and [[Protectorate Vest]]. These items have no defensive capabilities whatsoever. These four sets are also used to clothe randomly-generated Hylotl NPC villagers. Hylotl cosmetic armour resembles East Asian clothing.<br />
<br />
These sets can also be [[crafting|crafted]] at the [[Spinning Wheel]] and [[Sewing Machine]]. <br />
<div id="vanitywrapper">{{Set<br />
|name=Kimono Set<br />
|chest=Kimono Shirt<br />
|legs=Kimono Skirt<br />
|clothing=Kimono Set<br />
}}{{Set<br />
|name=Monk Set<br />
|chest=Monk Shirt<br />
|legs=Monk Skirt<br />
|clothing=Monk Set<br />
}}{{Set<br />
|name=Traditional Set<br />
|chest=Traditional Shirt<br />
|legs=Traditional Trousers<br />
|clothing=Traditional Set<br />
}}{{Set<br />
|name=Trainee Set<br />
|chest=Trainee Shirt<br />
|legs=Trainee Trousers<br />
|clothing=Trainee Set<br />
}}</div><br />
<div style="clear:both;"></div><br />
<br />
{{Race_Armor}}<br />
<br />
{{-}}<br />
===<u>Cosmetic Armors</u>===<br />
There are a number of Hylotl-related [[Cosmetic Armor]]s to be found scattered across the universe, usually in Hylotl-themed [[Dungeon]]s, but sometimes in random/[[Biome]] chests. Like the Starter Clothing, these have no defensive capabilities, but let the player customize their character's appearance.<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
{{name|Deep Diver Helmet}}<br />
{{name|Hylotl Anatomy Mask}}<br />
{{name|Hylotl Skull Mask}}<br />
|<br />
{{name|Snorkel}}<br />
{{name|Three-Eyed Glasses}}<br />
{{name|Thinking Cap}}<br />
|<br />
{{name|Valorous Helmet}}<br />
{{name|Valorous Chestpiece}}<br />
{{name|Valorous Greaves}}<br />
|}<br />
<br />
===<u>Player Ship</u>===<br />
[[File:Hylotl_Ship_Upgrade_3.png|thumb|300px|right|The (fixed) starter-level Hylotl Ship]]<br />
<br />
The [[Hylotl Ship]] is sleek as an ocean fish, with "dorsal" fins and smooth curves. Its [[Ship Upgrade|size can be expanded]] by obtaining more [[Crew]] members, which allows the player to buy a higher-class Ship Licence from [[Penguin Pete]] for every two more Crew members. Alternately, the player can buy counterfeit licenses from [[Penguin Bay]]: these licenses are expensive, but do not have crew requirements attached to them.<br />
<br />
Once upgraded to the Condor Class (the largest Ship class), the Hylotl ship takes on a more whale-like appearance, albeit a whale with a lot of back-fins.<br />
<br />
Hylotl [[Pets|ship pets]] are three-eyed Crabs, coming in one of ten different colors/patterns chosen at random.<br />
<br />
{{-}}<br />
===<u>Mechs</u>===<br />
[[File:Kabuto-00 Mech Body.png|thumb|100px|right|The "Kabuto-00" Mech Body]]<br />
<br />
Hylotl player-characters have the ability to craft two unique [[Mech]] body types.<br />
<br />
The [[Kabuto-00 Mech Body]] is the first Mech body the player will obtain, by completing [[Dr. Akaggy]]'s "[[Test Drive]]" [[quest]] at the [[Outpost]] and unlocking the ability to use Mechs. Its advanced version, the [[Kabuto Mech Body]], is obtained by completing Akaggy's later "[[Advanced Test Drive]]" quest.<br />
<br />
These two bodies have the same stats as other races' "default" Mech Bodies earned from the same quests.<br />
<br />
{{-}}<br />
<br />
== Hylotl as NPCs ==<br />
Hylotl NPCs are very common. Lone Hylotl [[Merchant]]s can pop up on nearly any world (both through normal planetary generation and temporarily as part of a [[Quest]]), and [[spaceship]]s and [[space station]]s may have Hylotl crew. Hylotl will often appear as NPCs in mixed-race planetary [[Microdungeons]] such as [[Savannah]] settlements or [[Tundra]] science stations. Hylotl houses are also the only Microdungeons to appear on the islands of [[Ocean]] planets.<br />
<br />
===<u>Villages & Dungeons</u>===<br />
[[File:Hylotl Underwater City 4.png|right|300px|thumb|Hylotl Underwater City]]<br />
Hylotl surface villages and dungeons can be found on all planet types that can have surface-level full-sized [[dungeon]]s except for [[Garden|Lush]] (aka "starter") planets. These structures do not have a "favored" planet type.<br />
<br />
The Hylotl are the only race to have full-sized villages and dungeons on [[Ocean]] planets, at the ocean floor. The underwater cities are currently the only planetary structures to be protected by a [[Shield Generator]] to prevent the player from removing items and [[block]]s, though the Generator can be switched off once found. Some small houses and farms with [[reefpod]]s and [[coral creeper]]s can also be found on islands in oceans<br />
<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
! VILLAGES (FRIENDLY)<br />
! DUNGEONS (HOSTILE)<br />
|-<br />
|<br />
*[[Hylotl Surface City]]<br />
*[[Hylotl Underwater City]]<br />
|<br />
*[[Hylotl Ruined Castle]]<br />
*[[Hylotl Underwater Ruins]]<br />
|}<br />
<br />
{{-}}<br />
===<u>Quests</u>===<br />
The [[Quest]] to find the Hylotl Artifact is the second of the five Artifact Quests the player must undertake. This two-part hunt first involves finding [[Tag:Hylotl|Hylotl decor items]] and scanning them, giving Esther data to locate the Artifact's whereabouts. Once she has enough data, the player can travel directly to the [[Grand Pagoda Library]] to retrieve it, where the player has their first encounter with the [[Occasus]] Cult leader [[Asra Nox]].<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
|-<br />
|<br />
*[[Find Clues to Locate the Hylotl Artifact]]<br />
|<br />
*[[Fetch the Hylotl Artifact]]<br />
|}<br />
<br />
Once the Hylotl Artifact has been obtained, [[Koichi]] will set up camp at the [[Outpost]] near the [[Ark]]. Over the course of the game, he will ask the player to obtain certain decor items he wants to fill out his [[Koichi's Museum|museum]]. Finishing up this string of quests rewards the player with the unique [[Hokucide]] sword.<br />
<br />
{| class="gametable" style="center; height: 100%;"<br />
|-<br />
|<br />
*[[Koichi's Request]]<br />
*[[The Ruler of the Apex]]<br />
|<br />
*[[The Visage of a Hunter]]<br />
*[[Silent Knight]]<br />
|<br />
*[[Fresh Tunes]]<br />
*[[The Final Acquisition]]<br />
|}<br />
<br />
{{-}}<br />
===<u>Tenants</u>===<br />
{| class="mw-collapsible mw-collapsed" style="width:100%; border:2px solid #2d2d2d; border-radius:10px;" <br />
|[[File:Colony Deed.gif]] A variety of Hylotl [[Tenant]]s can be summoned by placing a [[Colony Deed]] in a suitably-furnished room.<br />
|-<br />
|<br />
;<u>Basic Tenants</u><br />
These types of Tenant can be any race, dependent on the furniture in the room. If there is not enough race-tagged furniture in the room, the Tenant's race will be chosen at random.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Name<br />
! Type<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Merchant_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |[[Merchant]]<br />
| rowspan="2" |Merchant<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Hylotl|Hylotl]] (8), [[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Storage|Storage]] (8), [[Tag:commerce|Commerce]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Chef_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Chef<br />
| rowspan="2" |Merchant<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Hylotl|Hylotl]] (6), [[Tag:Cooking|Cooking]] (8)<br />
| rowspan="2" |Merchant<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Cooking|Cooking]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
[[File:Villager_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |Villager<br />
| rowspan="2" |Villager<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Hylotl|Hylotl]] (6)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|<br />
|15 to 30 minutes<br />
|}<br />
<br />
;<u>Tiered Guard Tenants</u><br />
Like the Basic Tenants, these Guards can be any race, dependent on what furniture is placed in their room. Their [[Armor]] and combat stats are based on the type of [[Crafting|crafted]] tiered furniture placed in the room.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Lvl<br />
! Armor<br />
! Race<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_4_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |4<br />
| rowspan="2" |[[Tier#Tier_4|Tier 4]]<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier4|Durasteel]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_3_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |3<br />
| rowspan="2" |[[Tier#Tier_3|Tier 3]]<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier3|Titanium]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_2_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |2<br />
| rowspan="2" |[[Tier#Tier_2|Tier 2]]<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:Tier2|Tungsten]] (12), [[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|-<br />
| rowspan="2" |<br />
{| class="racialtenants"<br />
|[[File:Tier_1_Hylotl_Tenant.png|center|link=]]<br />
|}<br />
| rowspan="2" |1<br />
| rowspan="2" |[[Tier#Tier_1|Tier 1]]<br />
|[[Tag:Hylotl|Hylotl]]<br />
|[[Tag:combat|Combat]] (8), [[Tag#Apex|Apex]] (8)<br />
| rowspan="2" |Villager<br />
|15 to 30 minutes<br />
|-<br />
|Random<br />
|[[Tag:combat|Combat]] (8)<br />
|20 to 30 minutes<br />
|}<br />
<br />
;<u>Hylotl Themed Tenants</u><br />
These Tenants will always be Hylotl regardless of whatever racial furniture is placed in the room, with two exceptions. The Naturalist Merchant has a 50/50 chance of being a Hylotl or a [[Floran]], while the Scientist may be a Hylotl, [[Human]] or [[Apex]].<br />
<br />
{| class="gametable" id="tenanttable"<br />
! <br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Sea_Tenant.png|center|link=]]<br />
|Diver<br />
|Villager<br />
|[[Tag:sea|Sea]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Naturalist_Tenant.png|center|link=]]<br />
|Naturalist Merchant<br />
|Merchant<br />
|[[Tag:Giantflower|Giantflower]] (18)<br />
|Merchant<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Scientist_Tenant.png|center|link=]]<br />
|Scientist<br />
|Villager<br />
|[[Tag:science|Science]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Prism_Tenant.png|center|link=]]<br />
|Window Salesman<br />
|Merchant<br />
|[[Tag:Prism|Prism]] (18)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|}<br />
<br />
;<u>Random-race Themed Tenants</u><br />
These Tenants can be any of the seven playable races, but that race will always be chosen at random, regardless of the racial tags of the room's furniture.<br />
<br />
{| class="gametable" id="tenanttable"<br />
! style="width:62px;" |<br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Astro_Tenant.png|center|link=]]<br />
|Astro<br />
|Villager<br />
|[[Tag:astro|Astro]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Electrician_Tenant.png|center|link=]]<br />
|Electrician<br />
|Villager<br />
|[[Tag:Wired|Wired]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Industrial_Tenant.png|center|link=]]<br />
|Industrial<br />
|Villager<br />
|[[Tag:industrial|Industrial]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Philanthropist_Tenant.png|center|link=]]<br />
|Philanthropist<br />
|Villager<br />
|[[Tag:valuable|Valuable]] (76)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Socialite_Tenant.png|center|link=]]<br />
|Socialite<br />
|Villager<br />
|[[Tag:pretty|Pretty]] (28), [[Tag:valuable|Valuable]] (42)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Space_Guard_Tenant.png|center|link=]]<br />
|Space Guard<br />
|Guard<br />
|[[Tag:station|Station]] (12), [[Tag:combat|Combat]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Station_Tenant.png|center|link=]]<br />
|Station<br />
|Villager<br />
|[[Tag:station|Station]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|}<br />
|}<br />
<br />
<br />
{{-}}<br />
<br />
== Notable Hylotl ==<br />
<br />
{| class="gametable"<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Atticus]]<br />
* [[EASEL]] proprietor<br />
* [[Hiraki Corale]]<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Never Invite a Novakid to Tea|Itsuki]]<br />
* [[The Ins and Outs of It|Dr. K. Sakana]]<br />
* [[Kasumi]] ''(fictional)''<br />
| style="width:240px;vertical-align:top;" |<br />
* [[Koichi]]<br />
* [[Info Booth|Mami]]<br />
* [[Penguin Bay]] merchant<br />
|}<br />
<br />
{{-}}<br />
<br />
== Codexes ==<br />
Hylotl feature in a good number of [[Lore|Codex]] books, both written by Hylotl and by other races.<br />
<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|A Culture of Beauty}}<br />
{{name|A Nice Day Out}}<br />
{{name|A Slight Misunderstanding}}<br />
{{name|A Treatise on the Floran}}<br />
{{name|Floran Architecture}}<br />
{{name|Guest in the Castle}}<br />
{{name|In Defence of Our Race}}<br />
{{name|La Resistance}}<br />
|<br />
{{name|Letheia Corporation Brochure}}<br />
{{name|Letter from the Librarian}}<br />
{{name|Miniknog Issued Joke Book}}<br />
{{name|Never Invite a Novakid to Tea}}<br />
{{name|Official Notice}}<br />
{{name|Salvage Plans}}<br />
{{name|Seasick}}<br />
{{name|Thank you card}}<br />
|<br />
{{name|The Evolution of the Hylotl}}<br />
{{name|The Fall of Our Peace}}<br />
{{name|The Pledge of the Scholar}}<br />
{{name|The Prefix Problem}}<br />
{{name|The Silly Miniknog}}<br />
{{name|To Train the Warrior}}<br />
{{name|Trapped in a Tomb}}<br />
{{name|We Who Survive}}<br />
|}<br />
<br />
<br />
{{-}}<br />
<br />
== Fossils ==<br />
[[File:Hylotl Skeleton.png|right|]]<br />
The player can find [[fossil|fossilized remains]] of Hylotl underground on most planets by successfully completing a [[Fossils#Mini-Game|fossil mini-game]]. The prizes for completion are randomized, so it may take a ''lot'' of tries to obtain even a single piece.<br />
<br />
Once a complete set of [[Hylotl Skull|skull]], [[Hylotl Torso|torso]] and [[Hylotl Legs|legs]] has been collected, they can be placed in a [[Medium Fossil Display]], forming a complete Hylotl skeleton to be put on display as a decor item. This also completes entry #13 in the Fossil [[Collections Library]]. Once the skeleton and display have been combined, they cannot be disassembled.<br />
<br />
The player may also find the [[Hylotl Skull Mask]] [[Cosmetic Armor]] piece in [[Bone Chest]]s scattered throughout [[Bone]] [[Biome]]s.<br />
<br />
{{-}}<br />
== Beta development & differences ==<br />
{{BetaCanon}}<br />
{| class="mw-collapsible mw-collapsed" style="width:100%; border:2px solid #2d2d2d; border-radius:10px;" <br />
|The Hylotl have changed very little over the game's development, primarily due to being the last of the original six player races to be "fully" implemented into the game. Throughout most of [[Version_history#Beta_Releases|Beta development]] there were no Hylotl [[dungeon|villages or dungeons]] at all and little [[Lore]] about them in specific, with the bulk of their content added during the late-stage "Giraffe" updates. What little lore the Hylotl had involved a faction known as the Hylotl Missionaries, who are of dubious canonicity in the modern version of the game thanks to only being featured in a [[Never Invite a Novakid to Tea|fanmade codex entry]]. They were also rather xenophobic back then and both Floran and Hylotl had a hatred for one another, likely due to the Floran invasion of the Hylotl homeworld. They also had japanese and aquatic themed weapons (katanas, scythes, weapons named after water fauna)<br />
|-<br />
|<br />
{{stub}}<br />
|}<br />
<br />
== Trivia ==<br />
* "Hylotl" race name made of two words: hylot (Spartan slaves name) and Axolotl (amphibians they based on)<br />
* The Hylotl race is based on the Axolotl, an amphibian salamander found in Mexico.<br />
* The [[Hylotl Flag]] bears a striking resemblance to the Japanese flag, except with three dots (as the Hylotl have three eyes) instead of one.<br />
<br />
==Sources==<br />
<references /><br />
<br />
{{Race navbox}}<br />
<br />
[[Category:Hylotl]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Avolite&diff=196122Avolite2023-08-04T16:48:27Z<p>Armok: </p>
<hr />
<div>{{stub}}<br />
Avolite is an enigmatic, blood red, mineral/gemstone utilized by the [[Avian]] race. It is exclusively found on [[Avos]], the homeworld of the species and only the [[Stargazer]]s appear to know how to extract and utilize it. Applications vary significantly, from being used in weaponry and as a power source for ships, to as a means to preserve books and even as a simple light source.<br />
<br />
Avolite's origins are virtually unknown, but there does appear to be some similarity between it and a blue crystal the [[Ancient]]s have used in their own [[Ancient Crystal Trap|laser traps]].</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Avolite&diff=196121Avolite2023-08-04T16:47:58Z<p>Armok: </p>
<hr />
<div>{{stub}}<br />
Avolite is an enigmatic mineral/gemstone utilized by the [[Avian]] race. It is exclusively found on [[Avos]], the homeworld of the species and only the [[Stargazer]]s appear to know how to extract and utilize it. Applications vary significantly, from being used in weaponry and as a power source for ships, to as a means to preserve books and even as a simple light source.<br />
<br />
Avolite's origins are virtually unknown, but there does appear to be some similarity between it and a crystal the [[Ancient]]s have used in their own [[Ancient Crystal Trap|laser traps]].</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Avolite&diff=196120Avolite2023-08-04T16:47:39Z<p>Armok: Rewrote this page for more detail and accuracy</p>
<hr />
<div>{{stub}}<br />
Avolite is an enigmatic mineral/gemstone utilized by the [[Avian]] race. It is exclusively found on [[Avos]], the homeworld of the species and only the [[Stargazers]] appear to know how to extract and utilize it. Applications vary significantly, from being used in weaponry and as a power source for ships, to as a means to preserve books and even as a simple light source.<br />
<br />
Avolite's origins are virtually unknown, but there does appear to be some similarity between it and a crystal the [[Ancient]]s have used in their own [[Ancient Crystal Trap|laser traps]].</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Universal_Space_Corporate_Military&diff=196051Universal Space Corporate Military2023-07-11T08:16:07Z<p>Armok: </p>
<hr />
<div>[[File:USCM Sign.png|right|]]<br />
<br />
The '''Universal Space Corporate Military''' ('''USCM''' for short) was a [[Human]] organization intended to "spread the force and influence of humanity beyond Earth". In sharp contrast to the [[Terrene Protectorate]], the USCM sought profit through weapons development and military acquisition of resources. Its ruthlessness led it to founding numerous [[Human Prison|penal colonies]] where insubordinate members would be stationed, with the threat of planetary imprisonment meant to keep the rest of their personnel in line. These Penal Colonies also appear to have been made to fulfil the USCM's desire to colonize the galaxy for Humanity's sake as well.<br />
<br />
After multiple years of financial losses, record numbers of insubordination incidents and defections, plus an understaffing issue with penal colony security forces, the USCM entered into a bioweapon development deal with the [[Miniknog]] (known as “Project [[Parasprite]]”) in the hopes this would turn their futures around. However, the Miniknog had determined the USCM to be both unstable and dangerous, and used the project to destroy the USCM from within.<br />
<br />
The USCM lives on after a fashion: most of its penal colonies still stand, now run by the inmates, and derelicts of their ships litter the spacelanes. It is said that many of the Human [[Bandit]]s found throughout the universe are former USCM soldiers as well, using old ships and scavenged tech to take an even more direct route to personal profit than the USCM did.<br />
<br />
<br />
<br />
== Encounters ==<br />
[[File:USCM Prison.jpg|right|thumb|250px|USCM Penal Colony entrance.]]<br />
<br />
Though the USCM itself is disbanded by the time of the game's events, the player will encounter its remnants, and every encounter will be a fight (except one).<br />
<br />
Any planet capable of having random surface-level [[dungeon]]s has a chance to have a [[Human Prison|USCM Penal Colony]], a series of huge gray-stone buildings that have been taken over by the inmates. Even if the player stays at ground-level, the building's design enables inmates on upper floors a good view below, and they will give chase the instant the player is in line-of-sight.<br />
<br />
[[Space Encounter]]s in high-threat star systems have a chance of containing a derelict USCM ship, crawling with [[Triplod]]s and [[Parasprite]]s. There is only a roughly 1.7% chance of finding this derelict in an Encounter, which is the same chance for all Encounter destinations. But it is also the only place the player can obtain a specific Lore book, a Parasprite (and its trophy), and several decor items to scan, so completionists will want to explore a ''lot'' of Encounters to find it.<br />
<br />
The current [[NPC ship|hostile ships]] throughout space are implied to be manned by former USCM soldiers who have turned to space piracy. Presumably, the planetary Human bandit camps are similarly full of ex-USCM goons.<br />
<br />
===<u>Tenants</u>===<br />
Human USCM members can be summoned as a [[Tenant]] by decorating a room with enough properly-tagged items. These are currently the only non-hostile USCM "characters" in the game.<br />
<br />
{| class="gametable" id="tenanttable"<br />
!<br />
! Name<br />
! Type<br />
! Required Object Types (Boxes)<br />
! Rent Chances<br />
! Rent Timeframe<br />
|-<br />
|[[File:Bunker_Tenant.png|center|link=]]<br />
|Bunker Supervisor<br />
|Villager<br />
|[[Tag:humanbunker|Humanbunker]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|-<br />
|[[File:Prisoner_Tenant.png|center|link=]]<br />
|Convict<br />
|Villager<br />
|[[Tag:Humanprison|Humanprison]] (24)<br />
|Villager<br />
|15 to 30 minutes<br />
|}<br />
<br />
{{-}}<br />
<br />
== Lore ==<br />
Currently, the only [[Lore]] books in the game involving the USCM are found in [[Space Encounter]]s.<br />
<br />
{| class=gametable id="wideiconlist"<br />
|<br />
[[File:Internal Report Icon.png|link=Internal Report]] [[Internal Report|Internal Report #E86A]]<br />
|<br />
{{name|USCM Annual Report}}<br />
|}<br />
<br />
== Object Tags ==<br />
USCM-themed decor items fall under two different object Tags. Use these to give your builds that Human paramilitary feel.<br />
<br />
{| class=gametable id="wideiconlist"<br />
|<br />
*[[Tag:Humanbunker|Humanbunker]]<br />
|<br />
*[[Tag:Humanprison|Humanprison]]<br />
|}<br />
<br />
== Beta Differences & Development ==<br />
[[File:USCM Bunker.png|thumb|right|300px|A USCM Bunker, a now-deleted dungeon type.]]<br />
<br />
The role of the USCM during the game's [[Version_history#Beta_Releases|Beta stages]] started as a bit ill-defined, and changed considerably late in development.<br />
<br />
Originally the "United Systems Colonial Marines", its exact nature was not made terribly clear even in the [[Lore]] books directly about it, which largely focused on the service's responses to the attack on [[Earth]] (before it was decided that Earth would be annihilated in the story). It was presented in Lore simply as a Human military force, and fairly neutrally (if a bit isolationist) at that, which was something of a stark contrast to its ''actual'' in-game presence as being rather hostile. All in all they seemed to be largely nothing more than a reference to the USCM of Aliens fame.<br />
<br />
The USCM was effectively the only major [[Human]] NPC content in the game; players would encounter its [[Human Prison|Penal Colonies]] and [[USCM Bunker|Bunkers]] randomly across the cosmos, and both were instantly-hostile areas. <br />
<br />
The Bunkers -and the Lore attached to them- were phased out of the game with the "Rampaging Koala" update, which similarly revamped vast swaths of the game and set the stage for its "1.0" release. The Penal Colonies remained in-game as hostile dungeons, largely unchanged. But ''why'' they existed in-universe was left something of a mystery through most of ''Starbound'''s first year of full release, a mystery made deeper by slight changes to the [[USCM Sign]] descriptor dropping the meaning of the initialism.<br />
<br />
The [[Version 1.3.0]] Update renamed the USCM, finally made its fate clear and explained the prisons, through two Lore books found in [[Space Encounter]]s: one in a [[Miniknog]] base, the other a USCM derelict.<br />
<br />
<br />
[[Category: Human]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Terrene_Protectorate&diff=196050Terrene Protectorate2023-07-11T08:14:12Z<p>Armok: /* Trivia */</p>
<hr />
<div>[[File:Protectorate_Logo.jpg|200px|thumb|right|The Protectorate Logo as seen on the loading screen.]] <br />
The '''Terrene Protectorate''' is a multi-species (but Human founded) organization meant to train graduates to protect and lend aid across the known universe. All graduates are given a standard issue [[Matter Manipulator]], allowing them to break down and place materials. The Protectorate is led by a Grand Protector.<br />
<br />
== About ==<br />
The Terrene Protectorate comprises as many as seven member [[races]], all playable ingame. Members of the organization are collectively referred to as "Protectors".<br />
Being a humanitarian organization, the Protectorate is well known throughout the ''Starbound'' universe. Multiple [[NPC|NPCs]] say they were considering to join the organization, but likely did not due to the incident that occurred in the time period ''Starbound'' takes place.<br />
<br />
At the start of each game, the player has access to two lore-relevant Codex entries that provide some information about the Protectorate: [[About The Terrene Protectorate]] and [[Terrene Protectorate Field Guide]]. At least two more Codex entries make direct reference to the Protectorate. One of them is [[The Protectorate Code]], found at [[Human Campsite|Human campsites]], which provides basic guidelines for Protectors to operate by. The other is [[Earth's Emergency Broadcast]], which is found at Human campsites and in [[Human Prison|prisons]]. Grimly, it appears to be a record of a distress signal sent during the opening events of ''Starbound''.<br />
<br />
== Matter Manipulator ==<br />
''Main article: [[Matter Manipulator]]''<br />
<br />
Shown to be a powerful tool and a symbol of the Protectorate, the Matter Manipulator is a handheld tool capable of breaking, placing, and relocating almost any material. Upgrades are available through the use of [[Manipulator Modules]], increasing its range, power, and area of effect, and even allows it to collect [[liquids]], [[wire]] electronics, and [[paint]] surfaces. The very Protectorate logo is modeled after the Matter Manipulator (or perhaps vice versa).<br />
<br />
== Academy ==<br />
[[File:Starbound1.jpg|200px|thumb|left|Academy dormitory room the player wakes up in during the intro mission.]]<br />
The Protectorate Academy is a well decorated training ground situated on a high area on Earth, as shown by the background skyline. Newly recruited Protectors train here for a certain amount of time before graduating. When cadets graduate, they are invited to attend a graduation ceremony and be given their own individual Matter Manipulator, a sign of their newly gained status as fully fledged Protectors.<br />
<br />
[[File:Starbound2.jpg|200px|thumb|right|Graduation Ceremony in progress, as seen during the intro mission to the game.]]The layout of the Academy starts with a dormitory to the west that has a set of lockers next door, leading into a lobby heading east with a help desk inside. A bridge leads from there to a small garden with a sturdy, pink-petaled tree and two benches, along with a solitary [[Protectorate Flower]]. After that is the stage where the graduation ceremony was supposed to take place, and the player has to travel through various offices and storage areas to get to their ship after they survive graduation day. Along the way, there is a [[Torn Protectorate Cape|torn banner]] that can be turned into a cape.<br />
<br />
Upon every new game, the inhabitants of the Academy are randomized, though their dialogue and race stays the same. For instance, there is always an [[Apex]] sitting in the lobby by the window, a [[Human]] walking around nearby to greet the player, an [[Avian]] at the vending machine, a [[Glitch]] sweeping up the petals on the bridge, and so on. This does ''not'' apply to the [[Hylotl]] at the help desk, as they are an interactive prop rather than a generated NPC. The only [[Floran]] at the Academy is a fellow graduate of the player's, seen in the area left of the stage before the ceremony. There are no [[Novakids]] at the academy unless the player chooses to be one. Humans, Apex, and Hylotl seem to be the most common Protectors.<br />
<br />
=== Inaccessible Areas ===<br />
<br />
Above the area with the lockers, there is a small rooftop space equipped with two outdoor benches that cannot be interacted with. There is also a Human NPC and a dog there. Though it is inaccessible, being both out-of-range and protected by an invisible ceiling, the NPC has dialogue; however, it is an exact match with that of the Human NPC in the lobby. There is another inaccessible area with an invisible ceiling, this one above the help desk, that simply has some bushes and a single wild [[Butterbee|butterbee]], which cannot be caught (even if the player uses commands to spawn in a [[Bug Net|bug net]]). Other bugs placed with the "[[Spawn Monster Command|spawn monster]]" command cannot be caught within this region, either.<br />
<br />
NPC randomization also applies to the Human NPC and the dog. <br />
<br />
== Events of ''Starbound'' ==<br />
[[File:StarboundDeathOfGrand.png|200px|thumb|left|Final moments before the death of the current Grand Protector.]]The Protectorate only makes an official appearance during the intro mission. In said mission, the [[Player]] starts by waking up in a dormitory at the academy, having overslept substantially. A ceremony follows shortly afterward, with the then-current Grand Protector [[Leda Portia]] congratulating all cadets. In the middle of Portia's speech, the Academy is attacked by an [[unknown organism]], destroying the Academy and killing most of the attendees, with the player surviving the encounter. The Grand Protector, now about to die, tells the player to grab the [[Matter Manipulator]] she dropped for the player to flee with into a ship. It is after this that the Protectorate, along with Earth, is destroyed, and the story begins.<br />
<br />
Despite its only active appearance being the intro mission, the player can encounter vestiges of the organization in the form of a [[Terrene protectorate storage facility|deep-space vault]] and a [[Dropship|vehicle]] tied to a bounty microdungeon. The Codex entry [[Earth's Emergency Broadcast]] may be the last broadcast from the Protectorate.<br />
<br />
==Codexes==<br />
{| class=gametable id="wideiconlist"<br />
|<br />
{{name|Terrene Protectorate Field Guide}}<br />
{{name|About The Terrene Protectorate}}<br />
|<br />
{{name|A United Earth}}<br />
{{name|The Protectorate Code}}<br />
|{{name|Esther's Journal}}<br />
|}<br />
<br />
==Screenshots==<br />
<gallery><br />
Protectorate Academy PreRuin.png|The full layout of the section of the Protectorate Academy prior to the main stage. Note how the area past the main stage is already destroyed before the player gets there.<br />
Protectorate Academy PostRuin.png|The full layout of the Protectorate Academy between the main stage and the player's ship, seen after the attack on Earth.<br />
Hidden Garden.png|The small patch of greenery above the lobby, with a butterbee.<br />
Downed Hylotl.png|The surviving graduate, this one an Apex, expressing distress at a downed Hylotl classmate.<br />
Torn Protectorate Cape Location.png|The location of the [[Torn Protectorate Cape]] in the intro mission. It is the small pile of yellow cloth, highlighted in red.<br />
</gallery><br />
<br />
== Trivia ==<br />
* Even though only the vanilla races have members in the Protectorate, any race, modded or otherwise, is capable of joining the Protectorate, as all races that do not have a separate intro mission default to the Protectorate Academy mission.<br />
* While the Protectorate do not appear to have many installations of their own, they do appear to at least have relied on civilian supply ships according to some space NPC dialogue.<br />
* Given the fact that the Human flag does not match the Protectorate banner and is featured as a flag representing Humanity within the intro mission, it seems likely that the Protectorate is not in fact the Human government itself, despite its evident importance to humanity. <br />
* As seen to the right of the "Academy" section, there are several easter egg npcs hidden among the crowd including much of the dev team, and some Glitch with unused "hair" styles.<br />
* The word "terrene" is in fact a real word, as opposed to a portmanteau of the words "terran" and "serene", it means of the earth or earthly. Fitting for a faction centered around Earth.<br />
* The term protectorate in real life refers to a state that is under the control and protection of another, the Terrene Protectorate however does not appear to be a government in its own right and exists within an idealistic and likely democratic society. It may be that the name is instead referring to how the Protectorate has jurisdiction over all territories not claimed by anyone else, helping protect the civilians who live in such regions of space as well as the local biodiversity, but this is only a theory.</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Apex_City_Apartments&diff=196049Apex City Apartments2023-07-11T07:51:47Z<p>Armok: /* Lore Books */</p>
<hr />
<div>[[File:Apex City Apartments 4.png|thumb|right|Apex city apartment buildings.]]'''Apex City Apartments''' are a friendly [[Apex]] themed [[Dungeons|village]] made up of a number of small homes and apartment buildings with modern decorations and furniture.<br />
<br />
These 'peaceful' homes are patrolled by heavily armed [[Apex]] guards which will remain peaceful provided the player doesn't take out a weapon or participate in any violence. These villages have numerous cameras, and propaganda posters in addition to fortifications protecting them.<br />
<br />
These villages can be found on any planet type aside from [[moon]]s, any [[ocean]] worlds (including [[magma]], [[arctic]], and [[toxic]]), or [[garden]] planets.<br />
<br />
They are most likely to appear on [[tundra]] (aka 'frozen') planets over any other planet type.<br />
<br />
The ID used by the /placedungeon command is 'apexcity' (Warning: placing a dungeon may cause some objects to disappear and animals will also appear within the dungeon)<br />
<br />
{| style="width:100%;"<br />
| style="width:50%;"|<br />
==Treasure==<br />
Basic treasure can be found in most containers while valuable treasure is in themed chests.<br />
{| class=gametable style="width:100%;vertical-align:top;"<br />
! text-align: center" | Basic Treasure<br />
|-<br />
|{{name|Banana}}<br />
|-<br />
! text-align: center" | Valuable Treasure<br />
|-<br />
|{{name|Banana Mask}}<br />
|}<br />
| style="vertical-align:top;"|<br />
==[[Lore|Lore Books]]==<br />
While a loot pool for these codices exists within the game's files, it is unfortunately not actually implemented into the City Apartments dungeon due to a presumed oversight.<br />
<center><br />
{| class=gametable style="width:100%;"<br />
| style="vertical-align:top;" |<br />
{{name|The Superior Species}}<br />
{{name|Apex Ration Book}}<br />
{{name|Dissent in our Midst!}}<br />
| style="vertical-align:top;" |<br />
{{name|Miniknog Crisis Aversion}}<br />
{{name|10 Years On}}<br />
|}</center><br />
|}<br />
<br />
==Screenshots==<br />
<gallery><br />
File:Apex City Apartments 1.png<br />
File:Apex City Apartments 2.png<br />
File:Apex City Apartments 3.png<br />
File:Apex City Apartments 4.png<br />
</gallery><br />
{{FoundInList}}<br />
{{Ref<br />
|navbox=Settlements<br />
|versionhistory={{History|Perturbed Koala|Added}}{{History|Cheerful Giraffe|Redesigned layout}}<br />
}}<br />
<br />
[[Category:Structure]]<br />
[[Category:Apex]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Apex_City_Apartments&diff=196048Apex City Apartments2023-07-11T07:51:19Z<p>Armok: /* Lore Books */</p>
<hr />
<div>[[File:Apex City Apartments 4.png|thumb|right|Apex city apartment buildings.]]'''Apex City Apartments''' are a friendly [[Apex]] themed [[Dungeons|village]] made up of a number of small homes and apartment buildings with modern decorations and furniture.<br />
<br />
These 'peaceful' homes are patrolled by heavily armed [[Apex]] guards which will remain peaceful provided the player doesn't take out a weapon or participate in any violence. These villages have numerous cameras, and propaganda posters in addition to fortifications protecting them.<br />
<br />
These villages can be found on any planet type aside from [[moon]]s, any [[ocean]] worlds (including [[magma]], [[arctic]], and [[toxic]]), or [[garden]] planets.<br />
<br />
They are most likely to appear on [[tundra]] (aka 'frozen') planets over any other planet type.<br />
<br />
The ID used by the /placedungeon command is 'apexcity' (Warning: placing a dungeon may cause some objects to disappear and animals will also appear within the dungeon)<br />
<br />
{| style="width:100%;"<br />
| style="width:50%;"|<br />
==Treasure==<br />
Basic treasure can be found in most containers while valuable treasure is in themed chests.<br />
{| class=gametable style="width:100%;vertical-align:top;"<br />
! text-align: center" | Basic Treasure<br />
|-<br />
|{{name|Banana}}<br />
|-<br />
! text-align: center" | Valuable Treasure<br />
|-<br />
|{{name|Banana Mask}}<br />
|}<br />
| style="vertical-align:top;"|<br />
==[[Lore|Lore Books]]==<br />
While a loot pool for these codices exists within the game's files, they are unfortunately not actually implemented into the City Apartments dungeon due to a presumed oversight.<br />
<center><br />
{| class=gametable style="width:100%;"<br />
| style="vertical-align:top;" |<br />
{{name|The Superior Species}}<br />
{{name|Apex Ration Book}}<br />
{{name|Dissent in our Midst!}}<br />
| style="vertical-align:top;" |<br />
{{name|Miniknog Crisis Aversion}}<br />
{{name|10 Years On}}<br />
|}</center><br />
|}<br />
<br />
==Screenshots==<br />
<gallery><br />
File:Apex City Apartments 1.png<br />
File:Apex City Apartments 2.png<br />
File:Apex City Apartments 3.png<br />
File:Apex City Apartments 4.png<br />
</gallery><br />
{{FoundInList}}<br />
{{Ref<br />
|navbox=Settlements<br />
|versionhistory={{History|Perturbed Koala|Added}}{{History|Cheerful Giraffe|Redesigned layout}}<br />
}}<br />
<br />
[[Category:Structure]]<br />
[[Category:Apex]]</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Miniknog&diff=196047Miniknog2023-07-11T07:48:56Z<p>Armok: /* Lore */</p>
<hr />
<div>[[File:Typical-Miniknog-Society.jpg|right|350px|Typical Miniknog Society]]<br />
<br />
[[Miniknog|The Miniknog]] is the oppressive government of the [[Apex]] and the main antagonist in the quest to [[Fetch the Apex Artifact]].<br />
<br />
The [[player]] will encounter the Miniknog as the dominant power at [[Apex Test Facility|Apex Test Facilities]], [[Apex Miniknog Base]]s, [[Apex City Apartments]], and at the [[Miniknog Stronghold]] as well as the Miniknog Space Base encounter. The Miniknog “leader”, [[Big Ape]], is supposedly an all-powerful, godlike [[Apex]]-ish being who is constantly lionized by Miniknog propaganda. Despite what most Apex have been lead to belive all their lives, Big Ape is actually a fake. It is unknown to the player who is truly at the top of the Apex hierarchical pyramid, other than that it is (likely) an oligarchy, a ruling council. In the [[Miniknog Stronghold]] mission, the player must fight a holographic projection of Big Ape as a [[boss]]. The Miniknog is out-of-power at the [[Apex Rebel Camp|Apex Rebel Camps]], though. The Apex are the only race in the game with a full blown internal conflict.<br />
<br />
==Quests==<br />
<br />
Players must [[combat|fight]] the Miniknog in a [[mission]] assigned by [[Esther]] in order to [[Fetch the Apex Artifact|complete the main storyline]] of [[Starbound]]. To complete this quest, the player must defeat [[Big Ape]].<br />
<br />
Randomly generated quests will sometimes have Miniknog scouts as an enemy they can generate with.<br />
<br />
==Opposition==<br />
<br />
As the Miniknog is a brutal government that is truly based upon an immense fog of lies and propaganda, there is a universal movement, the Apex Rebellion, that is bent upon overthrowing Miniknog rule. Anti-Miniknog rebels can be found in [[Apex Rebel Camp]]s. Compared to the Miniknog’s highly advanced weaponry and tactics, arguably the best in the known universe, the rebel arsenal seems a bit low-tech. Despite this disadvantage, the resistance is still holding up. [[Lana Blake]] is one of the most important figures in the resistance movement.<br />
<br />
==Themed Decoratives==<br />
<br />
===Anti-Miniknog Decoratives===<br />
<br />
A number of anti-Miniknog-themed [[decorative]] objects are available.<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Disobey Sign}}<br />
{{name|Headless Big Ape Statue}}<br />
|}<br />
<br />
===Pro-Miniknog Decoratives===<br />
<br />
A number of Miniknog-themed [[decorative]] objects are available.<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Apex Male Bust}}<br />
{{name|Apex Poet Portrait}}<br />
{{name|Apex Scientist Statue}}<br />
{{name|Big Ape Bust}}<br />
{{name|Big Ape Cross-Stitch}}<br />
{{name|Big Ape Doll}}<br />
{{name|Big Ape Monument}}<br />
{{name|Big Ape Poster}}<br />
{{name|Big Ape Record}}<br />
{{name|Glorious Leader Painting}}<br />
{{name|Ministry of Knowledge Sign}}<br />
{{name|Obey Sign}}<br />
{{name|Reassignment Sign}}<br />
|}<br />
<br />
==Lore==<br />
<br />
[[File:Big-Ape-Is-Watching.jpg|right|200px|Big Ape is Watching]]<br />
<br />
The Miniknog are the subject of a number of the [[codex|codex entries]] discovered by the player.<br />
<br />
===[[Apex Rebel Camp]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|The Silly Miniknog}}<br />
{{name|La Resistance}}<br />
{{name|Rebel Dispatch}}<br />
{{name|Apex An Identity Lost}}<br />
|}<br />
<br />
===[[Apex City Apartments]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|The Superior Species}}<br />
{{name|Apex Ration Book}}<br />
{{name|Dissent in our Midst!}}<br />
{{name|Miniknog Crisis Aversion}}<br />
{{name|10 Years On}}<br />
|}<br />
<br />
===[[Apex Miniknog Base]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|'Project: De-Ape' Lab Report}}<br />
{{name|RE: Selection bias!}}<br />
{{name|Side Effects of VEP}}<br />
|}<br />
<br />
===[[Apex Test Facility]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|10 Years On}}<br />
{{name|Side Effects of VEP}}<br />
{{name|Rebel Dispatch}}<br />
|}<br />
<br />
===[[Miniknog Stronghold]]===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Contents Page}}<br />
{{name|Defensive Systems}}<br />
{{name|Miniknog R and D Report}}<br />
{{name|Report on Rebel Bases}}<br />
|}<br />
<br />
===Miniknog Space Base===<br />
<br />
{| class=litegametable style="display:inline-table;"<br />
| style="vertical-align:top;" |<br />
{{name|Internal Report}}<br />
|}<br />
<br />
== Trivia ==<br />
* [[Big Ape|"Big Ape"]] is a reference to "Big Brother," the term given for the government's figurehead in George Orwell's 1984. Likewise, the name [[Ministry of Knowledge Sign|"Ministry of Knowledge"]] (the original name of the Miniknog) is inspired by the various ministries mentioned in the book (Minitrue, Minipax, Miniluv, and Miniplenty). Just like said ministries, the Miniknog promotes the opposite of what it supposedly represents, sowing ignorance and misinformation while hoarding knowledge to itself. Perhaps before it became the totalitarian regime it is now, it did genuinely promote the advancement of the Apex's collective knowledge however.</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Clown_Mech_Horn&diff=196026Clown Mech Horn2023-07-05T04:23:05Z<p>Armok: </p>
<hr />
<div>{{Itembox<br />
|name=Clown Mech Horn<br />
|rarity=Common<br />
|icon=Clown Mech Horn_Icon.png<br />
|image=Clown Mech Horn.png<br />
|itemname=mechhornclownhorn<br />
}}<br />
'''Clown Mech Horn''' is a [[mechs|horn parts]] usable in [[Mechs|modular mechs]]. It can be found as treasure in space encounters.[[Category:Mech Horn]]<br />
<br />
It appears to be a homestuck reference, although it may also be a Space Station 13 reference instead.<br />
{{IngredientFor}}<br />
{{RaceQuotesOutput}}<br />
{{Ref<br />
|navbox=mechs<br />
|versionhistory={{History|Version 1.3.0|Added}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Mech_Pilot_Helmet&diff=196014Mech Pilot Helmet2023-07-02T03:02:23Z<p>Armok: </p>
<hr />
<div>{{Armorbox<br />
|name=Mech Pilot Helmet<br />
|rarity=Legendary<br />
|icon=Mech Pilot Helmet_Icon.png<br />
|image=Mech Pilot Helmet.png<br />
|itemname=mechpilothead<br />
}}<br />
'''Mech Pilot Helmet''' is a [[Cosmetic Armor|costume hat]] which has a rare chance of being found in [[Space Station|space stations]] and small ship microdungeons in space. It also appears on the player (but is not actually equipped) when they are piloting their mech, fittingly enough.<br />
{{IngredientFor}}<br />
{{Ref<br />
|navbox=Hats<br />
|versionhistory={{History|Version 1.3.0|Added}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Terrene_protectorate_storage_facility&diff=196012Terrene protectorate storage facility2023-06-30T22:17:35Z<p>Armok: </p>
<hr />
<div>The Terrene Protectorate Storage Facility is a rare [[Space Encounter]] consisting of a large<ref>about 2 screens wide (with the zoom setting at 2x), and almost as tall as the map</ref> unmineable [[Rusty Panel]] rectangle with an entrance on the left side. After passing through a hallway with [[Twigun]]s, [[Wired Target]] doors, and a [[Rustick]] barrier, there is a vault room with an [[Astro Storage Locker]] containing a [[Protector's Mech Body]] blueprint. The player's [[SAIL]] has no records of this facility existing.<br />
<br />
The encounter seems similar in design to (but significantly smaller than) [[The Dantalion]] mission, although that is likely coincidental.<br />
<br />
The colors of white and yellow are reminiscent of the intro mission buildings and astro ships, but may also be a nod to the Federation's colors in the video game, FTL.<br />
<br />
== Occurrence ==<br />
Appears only in extreme encounters<ref>https://www.reddit.com/r/starbound/comments/74e6ml/found_a_terrene_protectorate_storage_anomaly/dny38t4/</ref><br />
<br />
It seems to be the rarest encounter in the game, as it exclusively spawns in tier 6 space anomalies (and theoretically higher tiers too), much like how the USCM Derelict encounter can only spawn in tier 4 anomalies and higher.<br />
<br />
== Gallery ==<br />
<center><gallery><br />
Protectorate base entrance.png|The entrance<br />
Protectorate Base Message.png|SAIL's message<br />
Protectorate base mech.png|The vault. The player's mech has a Protector's Mech Body.<br />
</gallery></center><br />
<br />
== Notes ==</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Terrene_protectorate_storage_facility&diff=196011Terrene protectorate storage facility2023-06-30T22:15:58Z<p>Armok: </p>
<hr />
<div>The Terrene Protectorate Storage Facility is a rare [[Space Encounter]] consisting of a large<ref>about 2 screens wide (with the zoom setting at 2x), and almost as tall as the map</ref> unmineable [[Rusty Panel]] rectangle with an entrance on the left side. After passing through a hallway with [[Twigun]]s, [[Wired Target]] doors, and a [[Rustick]] barrier, there is a vault room with an [[Astro Storage Locker]] containing a [[Protector's Mech Body]] blueprint. The player's [[SAIL]] has no records of this facility existing.<br />
<br />
The encounter seems similar in design to (but significantly smaller than) [[The Dantalion]] mission, although that is likely coincidental.<br />
<br />
The colors of white and yellow are reminiscent of the intro mission buildings and astro ships, but may also be a nod to the Federation's colors in the video game, FTL.<br />
<br />
== Occurrence ==<br />
Appears only in extreme encounters<ref>https://www.reddit.com/r/starbound/comments/74e6ml/found_a_terrene_protectorate_storage_anomaly/dny38t4/</ref><br />
<br />
Possibly more rare than other encounters?{{Citation needed|reason=When searching for it around many Fiery stars, I found multiple copies of other encounters like the Novakid Saloon, but only one protectorate base. Can someone verify this from the game code?}}<br />
<br />
== Gallery ==<br />
<center><gallery><br />
Protectorate base entrance.png|The entrance<br />
Protectorate Base Message.png|SAIL's message<br />
Protectorate base mech.png|The vault. The player's mech has a Protector's Mech Body.<br />
</gallery></center><br />
<br />
== Notes ==</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Doomcannon&diff=195982Doomcannon2023-06-25T06:42:59Z<p>Armok: </p>
<hr />
<div>{{Itembox<br />
|name=Doomcannon<br />
|rarity=Legendary<br />
|icon=Doomcannon_Icon.png<br />
|image=Doomcannon.png<br />
|itemname=doomcannon<br />
}}<br />
The '''Doomcannon''' is a Tier 6 [[Unique Weapon|unique weapon]] that acts like a shotgun with a grenade launcher secondary attack.<br />
<br />
The Doomcannon's primary ability is shotgun-style fire. 36 [[energy]] is used per individual shot to fire 7 red plasma projectiles, called "Doom Shot", that deal 2.25 damage (before armor and effect modifiers) per shot piece, or 15.75 damage (before armor and effect modifiers) if all 7 pieces strike. The primary can be fired once every 0.9 seconds, or approximately 1.1 shots per second, with 40 energy used per second and 17.5 damage per second (before armor and effect multipliers) assuming all 7 pieces strike. The pieces of shot deal 20 knockback (average knockback power) to enemies they hit.<br />
<br />
The Doomcannon's alt ability is a special grenade launcher that consumes 40 energy per use to launch a "Doom Grenade". This ability differs from the standard grenade launcher possessed by some generated [[shotgun]]s, [[Assault Rifle|assault rifles]], or [[Sniper Rifle|sniper rifles]]. It deals no damage directly, but it inflicts the [[doomed]] status to all enemies in the explosive area.<br />
<br />
Both the primary shot and secondary ability inflict the doomed status effect on enemies. This status effect lasts for 7 seconds. Starting 0.1 seconds after being inflicted, if the victim takes 10 or more damage in a single game tick, a small explosion centered on the victim deals 130 defense-ignoring damage. Note that the 10 damage must be either from a single hit, or the cumulative effect of multiple smaller hits that were reported by the game in a single tick. For example, if the victim was hit by a Doom Grenade, and then hit by at least two of the seven pieces of Doom Shot fired in a subsequent shot (by a player wearing tier 5 or 6 armor), this would be sufficient to trigger the explosion.<br />
{{Effects<br />
|list={{Effect|doomed|7 seconds}}<br />
}}<br />
<br />
== Strategy ==<br />
<br />
* At first glance, the Doomcannon may seem weak by the standards of tier 6 shotguns. It is only through exploitation of its doomed debuff that the weapon reveals its true strength.<br />
* The primary fire can both inflict the doomed status and trigger a previously applied doomed status effect's explosion. The first shot will damage the enemy normally and inflict the status, while a second shot will damage the enemy normally and (if at least two shot pieces strike) trigger the explosion and deactivate the status. Therefore, every other shot can trigger the 130-damage explosion, if aimed carefully from a relatively close range.<br />
* The secondary ability's grenade deals no damage, only inflicting the doomed status in an area of effect. It is therefore only useful to fire from the safety of cover, using the fact that grenade's trajectory is affected by gravity, for example, to "pre-debuff" enemies from the other side of a hill or wall. In a direct fight, the primary fire should be used whenever possible.<br />
* Some have advised switching between a Doomcannon and another high-powered weapon to trigger the doomed explosion. While this tactic can be useful at long ranges, it generally isn't necessary at short or medium ranges.<br />
<br />
== Trivia ==<br />
<br />
* The '''Doomcannon's''' sprite is inspired by the BFG9000 from the original DOOM game, as it can be clearly seen on [http://starbounder.org/mediawiki/images/b/b4/Compare.png this picture].<br />
* The primary ability uses 40 energy per second, and the secondary ability uses 40 energy per shot. In Doom, the BFG9000 used 40 energy cells per shot.<br />
{{IngredientFor}}<br />
{{RaceQuotesOutput}}<br />
{{Ref<br />
|versionhistory={{History|Version 1.2.0|Added}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=The_Swansong&diff=195959The Swansong2023-06-20T06:57:43Z<p>Armok: </p>
<hr />
<div>{{Boss<br />
|name=The Swansong<br />
|subtitle=Cultist Mech Boss<br />
|image=The Swansong.png<br />
|health=1500|phases=<br />
|mission=The Dantalion<br />
|missionicon=The Dantalion<br />
|spawns=<br />
|drops={{icon link|Swansong Figurine}} [[Swansong Figurine]] (5%)<br />
}}{{Nightly}}<br />
'''The Swansong''' is the final bounty of the bounty hunting questline (and by extension the final boss fight in the game given the post-Ruin nature of the bounty mission in question), it's a mech suit piloted by [[Asra Nox]].<br />
It can be found at the end of the Cultist Mission. If not with the right mech equipment, this fight can be extremely tough and requires agility and quite a high battery to defeat.<br />
<br />
<br />
The boss fight with the Swansong can be divided into two phases with an intermediate part.<br />
<br />
'''Phase 1:'''<br />
This phase consists of the two alternating parts. In one part, the gravity is turned on and Swansong hovers above the floor. It then creates eight orbs, which all fall to the floor as well. Once the orbs begin to fall, they can be attacked by the player. The orbs have a very large amount of health, but if they are eventually destroyed by the player's attacks, they have a chance to drop energy for the mech. After the orbs are created, a laser with come from Swansong that will follow the player's position. After two seconds or so, the laser stops moving. Then Swansong fires some orange pellets along the laser's path. This laser attack is repeated twice. After this, the other part begins. Gravity is turned off, and Swansong rises into the center of the arena. All of the orbs will also rise and make a formation around Swansong. Orange beams will connect nearby orbs. When the orbs become numerous enough, the collection of orbs and beams will resemble a spiderweb (picture needed). The beams deal damage when the mech or player comes into contact. Swansong will then attack the player with one of three attacks. One of these attacks involves the Swansong launching a large number of missiles that surround it, and then begin to target the player one at a time. The second possible attack involves Swansong shooting orange beams at the player. The beams are launched about one second apart, and target the location where the player will be based on the player's current velocity. The last possible attack involves Swansong getting a sword and launching itself toward the player, stopping only when it hits a wall. After hitting a wall, Swansong begins to move back towards the center, leaving a small damage-dealing section of the wall where the sword hit it. After moving for half a second, Swansong targets the player again and repeats the process. During this third possible attack, Swansong may use a large sword swipe if the player's mech is in range for such an attack. These two sections alternate until Swansong's health bar reaches zero. When Swansong runs out of health, all remaining orbs are destroyed, and Swansong goes into the intermediate part.<br />
<br />
<br />
'''Intermediate Part:'''<br />
This part is similar to one of the attacks in the first phase. Swansong becomes invulnerable and begins to fill up its health bar. While this is happening, it shoots lasers at the location where the player is going to be, similar to one of the attacks in the first phase. However, this time the lasers come more quickly than the attack in the first phase. This intermediate part continues until the the health bar is full.<br />
<br />
<br />
'''Phase 2:''' <br />
During this phase Swansong attacks using the sword in one of three different ways. Swansong will either attack with the close-range swipe of the sword seen in phase 1, do the lunge with the sword (also from phase 1), or do a large dash attack that takes Swansong more than halfway across the arena in a very short period of time. During the second phase Swansong also teleports frequently. Swansong continues to rise these attacks and teleport until the player is killed or Swansong is defeated. <br />
<br />
<br />
The key to this boss fight is keeping the mech's health high enough to survive the second phase. The first phase of the boss fight can be beaten consistently by attacking the orbs right after Swansong creates them, and attacking Swansong at every other time. The intermediate phase can be beaten by circling around Swansong at a very close range so that the mech is never hit by the laser attacks. The second phase isn't very complicated; as long as the player attacks Swansong at every opportunity and dodges its attacks fairly well, Swansong should be defeated before the player's mech runs out of energy.<br />
<br />
==Trivia==<br />
- The name Swansong is a term referring to a final performance before the end of one's career, a name that's particularly fitting with Asra's line of "one last dance" before the Swansong boss fight begins. <br />
<br />
- This boss is notable for being, at present, the only boss fought via the player's [[Mech]] in the base game.<br />
<br />
{{Ref|navbox=bosses<br />
|versionhistory={{History|Version 1.4.0|Added}}<br />
}}</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Music_Tracks&diff=195958Music Tracks2023-06-20T06:50:49Z<p>Armok: /* Music Track Groups */</p>
<hr />
<div>The term '''Music Tracks''' refers to the background music played while ''Starbound'' is running. Different from [[Music]], music tracks automatically play regardless of whether an instrument is being used, and they can be muted by setting the Music setting to 0.<br />
<br />
==Choosing a Track==<br />
<br />
Depending on the state of the game at a given moment, the game can choose to play one of several tracks.<br />
<br />
Certain situations, such as the title screen, zones within instanced areas (including [[Missions]]), and some cinematics, only allow one track to be played. In these cases, the one track will usually be played on a repeating loop until the situation changes such that a different track is required.<br />
<br />
Other situations, however, allow more than one track to be played. In these cases, the next track is chosen randomly out of all allowed tracks and played once. A track may be interrupted if the situation changes such that the currently-played track is no longer allowed - in this case, the current track will stop abruptly, and a track allowed by the new situation will begin to play.<br />
<br />
==List of Tracks==<br />
<br />
===Music Tracks===<br />
<br />
Below is a list of the names of all 71 music tracks present in the assets. Most, but not all, of these tracks can be heard at some point or another during normal gameplay.<br />
<br />
#Accretion Disc <span style="color:gray;">- used at the end of the [[Miniknog Stronghold]] mission<br />
#Arctic Battle 1 <span style="color:gray;">- used in the second half of the [[The Protectorate|intro mission]] and the [[Miniknog Stronghold]] mission<br />
#Arctic Battle 2 <span style="color:gray;">- used in the [[Dreadwing the Penguin]] and [[Shockhopper MK I]] encounters<br />
#Arctic Battle 3 <span style="color:gray;">- used in the [[Asra Nox]] and [[Big Ape]] boss encounters<br />
#Arctic Constellation 1<br />
#Arctic Constellation 2<br />
#Arctic Exploration 1<br />
#Arctic Exploration 2<br />
#Atlas<br />
#Atlas 8-bit <span style="color:gray;">- used in the visual novel arcade [[Space Encounter]]<br />
#Blue Straggler<br />
#Body Electric <span style="color:gray;">- used in [[Ancient Vault|Electric Vaults]]<br />
#Casiopeia <span style="color:gray;">- used in the [[Great Sovereign Temple]]<br />
#Crystal Battle 1 <span style="color:gray;">- used on the [[The Ruin|Ruin]]'s surface<br />
#Crystal Exploration 1 <span style="color:gray;">- used before the [[Shockhopper MK I]] encounter<br />
#Crystal Exploration 2 <span style="color:gray;">- used in the cinematic played before opening the [[Ark]]<br />
#Cygnus X1<br />
#Dead or Alive <span style="color:gray;">- used in planetary criminal encounters as part of [[Bounty Board|Bounty quests]]; added in [[Version 1.4.0|1.4]]<br />
#Desert Battle 2 <span style="color:gray;">- not used in normal gameplay<br />
#Desert Exploration 1<br />
#Desert Exploration 2 <span style="color:gray;">- used in [[Tech]] obstacle courses<br />
#Drosera <span style="color:gray;">- used in [[Ancient Vault|Poison Vaults]]<br />
#Epsilon Indi<br />
#Eridanus Supervoid<br />
#Error 0xbfaf000<br />
#Europa<br />
#Event Horizon <span style="color:gray;">- used in the [[Challenge Door|Challenge Rooms]], the [[Baron's Keep]] battle and the second [[Arena]] fight<br />
#Forest Battle 2 <span style="color:gray;">- used in the [[The Ruin|Heart of the Ruin]] boss encounter<br />
#Forest <span style="color:gray;">- not used in normal gameplay<br />
#Forsaken Grotto<br />
#Gravitational Collapse <span style="color:gray;">- not used in normal gameplay<br />
#Gravitational Collapse (Loop) <span style="color:gray;">- used in the [[Erchius Horror]], [[Ixodoom]], [[Kluex Avatar]] and [[Bone Dragon]] boss encounters and the first [[Arena]] fight<br />
#Haiku<br />
#Home (Concept) <span style="color:gray;">- not used in normal gameplay<br />
#Horsehead Nebula<br />
#Housecleaning <span style="color:gray;">- used in virtual reality criminal encounters, bounty missions, and [[the Dantalion]] mission as part of [[Bounty Board|Bounty quests]]; added in [[Version 1.4.0|1.4]]<br />
#Hymn to the Stars<br />
#Impact Event <span style="color:gray;">- used in the [[Ancient Vault]] boss encounters and the third [[Arena]] fight<br />
#Inviolate<br />
#I Was the Sun <span style="color:gray;">- used in all [[Arena]] missions before and after the fights<br />
#Jupiter <span style="color:gray;">- used in [[Space Station|Player Space Stations]]<br />
#Large Magellanic Cloud<br />
#Lava Exploration 1 <span style="color:gray;">- used in hostile [[NPC Ship]]s and [[Space Encounter]]s<br />
#Lava Exploration 2 <span style="color:gray;">- used in [[Ceremonial Hunting Caverns]] and [[Ancient Vault|Fire Vaults]]<br />
#M54<br />
#Mercury <span style="color:gray;">- used in the cinematic played after defeating the [[The Ruin|Ruin]]<br />
#Mira<br />
#Nomads<br />
#Ocean Battle 1 <span style="color:gray;">- used in the [[Erchius Mining Facility]]<br />
#Ocean Exploration 2 <span style="color:gray;">- not used in normal gameplay<br />
#On the Beach at Night<br />
#Planetarium <span style="color:gray;">- used as in the first half of the [[The Protectorate|intro mission]] as well as in the [[Outpost]] and [[Koichi's Museum]]<br />
#Procyon<br />
#Psyche<br />
#Scorian Flow <span style="color:gray;">- not used in normal gameplay<br />
#Stellar Acclimation <span style="color:gray;">- used in the credits cinematic played after defeating the [[The Ruin|Ruin]]<br />
#Stellar Formation<br />
#Swansong <span style="color:gray;">- used in the [[Swansong]] bossfight; added in [[Version 1.4.0|1.4]]<br />
#Temple of Kluex <span style="color:gray;">- used near the [[Ark]], on [[Ancient Gateway]] celestial objects, and near Ancient Gates on [[Garden]] planets<br />
#Tentacle Battle 1 <span style="color:gray;">- not used in normal gameplay<br />
#Tentacle Exploration 1 <span style="color:gray;">- not used in normal gameplay<br />
#The Apex <span style="color:gray;">- used in [[Ancient Vault|Ice Vaults]]<br />
#The Deep <span style="color:gray;">- used in the [[Grand Pagoda Library]]<br />
#The Eternal Tide <span style="color:gray;">- used in the cinematic played upon first meeting [[Esther Bright]] near the [[Ark]]<br />
#The Peacekeepers <span style="color:gray;">- used in [[Peacekeeper station|Peacekeeper Stations]]; added in [[Version 1.4.0|1.4]]<br />
#Title Menu Music <span style="color:gray;">- current title screen and menu music<br />
#Title Theme (Concept - Old) <span style="color:gray;">- not used in normal gameplay<br />
#Tranquility Base <span style="color:gray;">- used in friendly [[NPC Ship]]s and [[Space Station|NPC Space Stations]]<br />
#Ultramarine<br />
#Ultramarine (Loop) <span style="color:gray;">- not used in normal gameplay<br />
#Vast Immortal Suns<br />
<br />
===Object Tracks===<br />
These tracks exist in the game assets, but are instead categorized as sound effects - they do not play as background music, but are instead assigned to an object that acts as music source.<br />
<br />
*Clubdecks 1 <span style="color:gray;">- used by [[Club Decks]]<br />
*Clubdecks 2 <span style="color:gray;">- not used in normal gameplay<br />
*Dancebound <span style="color:gray;">- used by [[Dance-Dance Machine]]<br />
*Gramophone <span style="color:gray;">- used by [[Frontier Gramophone]], based on{{x}} I Was the Sun<br />
*Honky Riff <span style="color:gray;">- used by [[Saloon Piano]], based on{{x}} Starbound Leitmotif<br />
*Hylotl Radio <span style="color:gray;">- used by [[Traditional Radio]], based on{{x}} The Deep<br />
*Jukebox <span style="color:gray;">- used by [[Protectorate Radio]] and [[Jukebox]], based on{{x}} Title Theme (Concept - Old)<br />
*Jungle Love All <span style="color:gray;">- used by [[Standard Issue Turntable]]<br />
*Music Box 1 <span style="color:gray;">- not used in normal gameplay, based on{{x}} Starbound Leitmotif<br />
*Music Box 2 <span style="color:gray;">- used by [[Decorated Music Box]], based on{{x}} Atlas<br />
<br />
===Experimental/Unused/Removed Tracks===<br />
These tracks were composed as part of the Starbound soundtrack, but are not currently present in the game assets in any form.<br />
<br />
* Forest Battle 1<br />
* Forest Exploration 1<br />
* Forest Exploration 2<br />
* Glacial Horizon <br />
* Ocean Exploration 1 <br />
* Tentacle Exploration 2<br />
* Via Aurora<br />
<br />
==Music Track Groups==<br />
<br />
Many music tracks can contain shared melodies or play in the same situations as other tracks; thus, it is useful to organize tracks into track groups which include all valid tracks for a certain situation.<br />
<br />
Two very common situations are day-time and night-time on [[planets]]. Many [[biome]]s and [[layer]]s use the same two sets of tracks for these two times of day.<br />
<br />
===Starbound Leitmotif===<br />
These tracks and sound effects include a characteristic, recurring tune.<br />
*Honky Riff <span style="color:gray;">- used by [[Saloon Piano]]<br />
*Jupiter <span style="color:gray;">- first appears at 1:27 <!--also appears at 5:15--><br />
*Music Box 1 <span style="color:gray;">- not used in normal gameplay<br />
*On the Beach at Night <span style="color:gray;">- first appears at 0:12 <!--also appears at 0:42, 1:02, 2:42, 3:06--><br />
*Poptop Sing <span style="color:gray;">- whistled by [[Poptop]]s<br />
*Title Menu Music <span style="color:gray;">- first appears at 8:52<br />
*Vast Immortal Suns <span style="color:gray;">- first appears at 2:49<br />
*The Peacekeepers <span style="color:gray;">- first appears at 1:53<br />
<br />
===Other Musical References===<br />
*Stellar Acclimation <span style="color:gray;">- is a remix of the track Stellar Formation.<br />
*Swansong <span style="color:gray;">- is a remix of the track Forest Battle 2.<br />
<br />
===Day Tracks===<br />
These tracks have a chance of playing in most areas during the day on a planet.<br />
<br />
*Epsilon Indi<br />
*Hymn to the Stars<br />
*Procyon<br />
*Stellar Formation<br />
*Vast Immortal Suns<br />
*Atlas<br />
*Blue Straggler<br />
*Cygnus X1<br />
*Europa<br />
*Haiku<br />
*M54<br />
*On the Beach at Night<br />
<br />
===Night Tracks===<br />
These tracks have a chance of playing in most areas during the night on a planet.<br />
<br />
*Jupiter<br />
*Arctic Constellation 1<br />
*Arctic Constellation 2<br />
*Mercury<br />
*Mira<br />
*Procyon<br />
*Tranquility Base<br />
*Psyche<br />
*Accretion Disc<br />
*Cygnus X1<br />
*Eridanus Supervoid<br />
*Horsehead Nebula<br />
*Large Magellanic Cloud<br />
*M54<br />
*Nomads<br />
*On the Beach at Night<br />
<br />
===Boss/Mission/Encounter Tracks===<br />
*Arctic Battle 1 <span style="color:gray;">- used in the second half of the [[The Protectorate|intro mission]] and the [[Miniknog Stronghold]] mission<br />
*Arctic Battle 2 <span style="color:gray;">- used in the [[Dreadwing the Penguin]] and [[Shockhopper MK I]] boss encounters<br />
*Arctic Battle 3 <span style="color:gray;">- used in the [[Asra Nox]] and [[Big Ape]] boss encounters<br />
*Body Electric <span style="color:gray;">- used in [[Ancient Vault|Electric Vaults]]<br />
*Casiopeia <span style="color:gray;">- used in the [[Great Sovereign Temple]]<br />
*Crystal Battle 1 <span style="color:gray;">- used on the [[The Ruin|Ruin]]'s surface<br />
*Drosera <span style="color:gray;">- used in [[Ancient Vault|Poison Vaults]]<br />
*Event Horizon <span style="color:gray;">- used in the [[Challenge Door|Challenge Rooms]], the [[Baron's Keep]] battle and the second [[Arena]] fight<br />
*Forest Battle 2 <span style="color:gray;">- used in the [[The Ruin|Heart of the Ruin]] boss encounter<br />
*Gravitational Collapse (Loop) <span style="color:gray;">- used in the [[Erchius Horror]], [[Ixodoom]], [[Kluex Avatar]] and [[Bone Dragon]] boss encounters and the first [[Arena]] fight<br />
*Impact Event <span style="color:gray;">- used in the [[Ancient Vault]] boss encounters and the third [[Arena]] fight<br />
*Swansong <span style="color:gray;">- used in the [[Swansong]] boss encounter.<br />
*I Was the Sun <span style="color:gray;">- used in all [[Arena]] missions before and after the fights<br />
*Jupiter <span style="color:gray;">- used in [[Space Station|Player Space Stations]]<br />
*Lava Exploration 1 <span style="color:gray;">- used in hostile [[Space Encounter]]s<br />
*Lava Exploration 2 <span style="color:gray;">- used in [[Ceremonial Hunting Caverns]] and [[Ancient Vault|Fire Vaults]]<br />
*Ocean Battle 1 <span style="color:gray;">- used in the [[Erchius Mining Facility]]<br />
*Planetarium <span style="color:gray;">- used as in the first half of the [[The Protectorate|intro mission]] as well as in the [[Outpost]] and [[Koichi's Museum]]<br />
*The Apex <span style="color:gray;">- used in [[Ancient Vault|Ice Vaults]]<br />
*The Deep <span style="color:gray;">- used in the [[Grand Pagoda Library]]<br />
*Tranquility Base <span style="color:gray;">- used in friendly [[NPC Ship]]s and [[Space Station|NPC Space Stations]]<br />
<br />
==Trivia==<br />
* Multiple of the music tracks are named after real-life space objects, places, or occurences.<br />
** Accretion Disc is named after the [[wikipedia:Accretion disk|Accretion disk]] of a Black Hole.<br />
** Blue Straggler is named after [[wikipedia:Blue straggler|Blue straggler]]s, stars which are bluer than expected.<br />
** Casiopeia is likely named after the [[wikipedia:Cassiopeia (constellation)|Cassiopeia]] constellation.<br />
** Cygnus X1 is named after [[wikipedia:Cygnus X-1|Cygnus X-1]], a galactic x-ray source very likely to be a black hole.<br />
** Epsilon Indi is named after [[wikipedia:Epsilon Indi|Epsilon Indi]], a star system.<br />
** While not space related, Drosera is named after the type of carnivorous plant, [[wikipedia:Drosera|Drosera]].<br />
** Eridanus Supervoid is named after the [[wikipedia:CMB cold spot|CMB cold spot]], a "cold spot" in the [[wikipedia:Cosmic microwave background|Cosmic microwave background radiation]] of the universe.<br />
** Europa is named after the moon, [[wikipedia:Europa (moon)|Europa]].<br />
** Event Horizon is named after the [[wikipedia:Event horizon|Event horizon]] of a Black Hole.<br />
** Gravitational Collapse is named after [[wikipedia:Gravitational collapse|Gravitational collapse]]s, the occurence of an object in space collapsing due to its own gravity.<br />
** Horsehead Nebula is named after the [[wikipedia:Horsehead Nebula|Horsehead Nebula]].<br />
** Impact Event is named after [[wikipedia:Impact event|Impact event]]s, which is the name for two objects in space colliding measurably.<br />
** Jupiter is named after the planet, [[wikipedia:Jupiter|Jupiter]].<br />
** Large Magellanic Cloud is named after the galaxy, [[wikipedia:Large Magellanic Cloud|Large Magellanic Cloud]].<br />
** M54 is likely named after the star cluster, [[wikipedia:Messier 54|Messier 54]].<br />
** Mercury is named after the planet, [[wikipedia:Mercury (planet)|Mercury]].<br />
** Mira is named after the star, [[wikipedia:Mira|Mira]].<br />
** Planetarium is named after real-world [[wikipedia:Planetarium|Planetarium]]s.<br />
** Procyon is named after the star, [[wikipedia:Procyon|Procyon]].<br />
** Stellar Formation is named after the process of gas collapsing into a star, [[wikipedia:Star formation|Stellar Formation]].<br />
** Tranquility Base is named after the place where humans touched down on the moon for the first time, [[wikipedia:Tranquility Base|Tranquility Base]].</div>Armokhttps://starbounder.org/mediawiki/index.php?title=Music_Tracks&diff=195957Music Tracks2023-06-20T06:43:36Z<p>Armok: /* List of Tracks */</p>
<hr />
<div>The term '''Music Tracks''' refers to the background music played while ''Starbound'' is running. Different from [[Music]], music tracks automatically play regardless of whether an instrument is being used, and they can be muted by setting the Music setting to 0.<br />
<br />
==Choosing a Track==<br />
<br />
Depending on the state of the game at a given moment, the game can choose to play one of several tracks.<br />
<br />
Certain situations, such as the title screen, zones within instanced areas (including [[Missions]]), and some cinematics, only allow one track to be played. In these cases, the one track will usually be played on a repeating loop until the situation changes such that a different track is required.<br />
<br />
Other situations, however, allow more than one track to be played. In these cases, the next track is chosen randomly out of all allowed tracks and played once. A track may be interrupted if the situation changes such that the currently-played track is no longer allowed - in this case, the current track will stop abruptly, and a track allowed by the new situation will begin to play.<br />
<br />
==List of Tracks==<br />
<br />
===Music Tracks===<br />
<br />
Below is a list of the names of all 71 music tracks present in the assets. Most, but not all, of these tracks can be heard at some point or another during normal gameplay.<br />
<br />
#Accretion Disc <span style="color:gray;">- used at the end of the [[Miniknog Stronghold]] mission<br />
#Arctic Battle 1 <span style="color:gray;">- used in the second half of the [[The Protectorate|intro mission]] and the [[Miniknog Stronghold]] mission<br />
#Arctic Battle 2 <span style="color:gray;">- used in the [[Dreadwing the Penguin]] and [[Shockhopper MK I]] encounters<br />
#Arctic Battle 3 <span style="color:gray;">- used in the [[Asra Nox]] and [[Big Ape]] boss encounters<br />
#Arctic Constellation 1<br />
#Arctic Constellation 2<br />
#Arctic Exploration 1<br />
#Arctic Exploration 2<br />
#Atlas<br />
#Atlas 8-bit <span style="color:gray;">- used in the visual novel arcade [[Space Encounter]]<br />
#Blue Straggler<br />
#Body Electric <span style="color:gray;">- used in [[Ancient Vault|Electric Vaults]]<br />
#Casiopeia <span style="color:gray;">- used in the [[Great Sovereign Temple]]<br />
#Crystal Battle 1 <span style="color:gray;">- used on the [[The Ruin|Ruin]]'s surface<br />
#Crystal Exploration 1 <span style="color:gray;">- used before the [[Shockhopper MK I]] encounter<br />
#Crystal Exploration 2 <span style="color:gray;">- used in the cinematic played before opening the [[Ark]]<br />
#Cygnus X1<br />
#Dead or Alive <span style="color:gray;">- used in planetary criminal encounters as part of [[Bounty Board|Bounty quests]]; added in [[Version 1.4.0|1.4]]<br />
#Desert Battle 2 <span style="color:gray;">- not used in normal gameplay<br />
#Desert Exploration 1<br />
#Desert Exploration 2 <span style="color:gray;">- used in [[Tech]] obstacle courses<br />
#Drosera <span style="color:gray;">- used in [[Ancient Vault|Poison Vaults]]<br />
#Epsilon Indi<br />
#Eridanus Supervoid<br />
#Error 0xbfaf000<br />
#Europa<br />
#Event Horizon <span style="color:gray;">- used in the [[Challenge Door|Challenge Rooms]], the [[Baron's Keep]] battle and the second [[Arena]] fight<br />
#Forest Battle 2 <span style="color:gray;">- used in the [[The Ruin|Heart of the Ruin]] boss encounter<br />
#Forest <span style="color:gray;">- not used in normal gameplay<br />
#Forsaken Grotto<br />
#Gravitational Collapse <span style="color:gray;">- not used in normal gameplay<br />
#Gravitational Collapse (Loop) <span style="color:gray;">- used in the [[Erchius Horror]], [[Ixodoom]], [[Kluex Avatar]] and [[Bone Dragon]] boss encounters and the first [[Arena]] fight<br />
#Haiku<br />
#Home (Concept) <span style="color:gray;">- not used in normal gameplay<br />
#Horsehead Nebula<br />
#Housecleaning <span style="color:gray;">- used in virtual reality criminal encounters, bounty missions, and [[the Dantalion]] mission as part of [[Bounty Board|Bounty quests]]; added in [[Version 1.4.0|1.4]]<br />
#Hymn to the Stars<br />
#Impact Event <span style="color:gray;">- used in the [[Ancient Vault]] boss encounters and the third [[Arena]] fight<br />
#Inviolate<br />
#I Was the Sun <span style="color:gray;">- used in all [[Arena]] missions before and after the fights<br />
#Jupiter <span style="color:gray;">- used in [[Space Station|Player Space Stations]]<br />
#Large Magellanic Cloud<br />
#Lava Exploration 1 <span style="color:gray;">- used in hostile [[NPC Ship]]s and [[Space Encounter]]s<br />
#Lava Exploration 2 <span style="color:gray;">- used in [[Ceremonial Hunting Caverns]] and [[Ancient Vault|Fire Vaults]]<br />
#M54<br />
#Mercury <span style="color:gray;">- used in the cinematic played after defeating the [[The Ruin|Ruin]]<br />
#Mira<br />
#Nomads<br />
#Ocean Battle 1 <span style="color:gray;">- used in the [[Erchius Mining Facility]]<br />
#Ocean Exploration 2 <span style="color:gray;">- not used in normal gameplay<br />
#On the Beach at Night<br />
#Planetarium <span style="color:gray;">- used as in the first half of the [[The Protectorate|intro mission]] as well as in the [[Outpost]] and [[Koichi's Museum]]<br />
#Procyon<br />
#Psyche<br />
#Scorian Flow <span style="color:gray;">- not used in normal gameplay<br />
#Stellar Acclimation <span style="color:gray;">- used in the credits cinematic played after defeating the [[The Ruin|Ruin]]<br />
#Stellar Formation<br />
#Swansong <span style="color:gray;">- used in the [[Swansong]] bossfight; added in [[Version 1.4.0|1.4]]<br />
#Temple of Kluex <span style="color:gray;">- used near the [[Ark]], on [[Ancient Gateway]] celestial objects, and near Ancient Gates on [[Garden]] planets<br />
#Tentacle Battle 1 <span style="color:gray;">- not used in normal gameplay<br />
#Tentacle Exploration 1 <span style="color:gray;">- not used in normal gameplay<br />
#The Apex <span style="color:gray;">- used in [[Ancient Vault|Ice Vaults]]<br />
#The Deep <span style="color:gray;">- used in the [[Grand Pagoda Library]]<br />
#The Eternal Tide <span style="color:gray;">- used in the cinematic played upon first meeting [[Esther Bright]] near the [[Ark]]<br />
#The Peacekeepers <span style="color:gray;">- used in [[Peacekeeper station|Peacekeeper Stations]]; added in [[Version 1.4.0|1.4]]<br />
#Title Menu Music <span style="color:gray;">- current title screen and menu music<br />
#Title Theme (Concept - Old) <span style="color:gray;">- not used in normal gameplay<br />
#Tranquility Base <span style="color:gray;">- used in friendly [[NPC Ship]]s and [[Space Station|NPC Space Stations]]<br />
#Ultramarine<br />
#Ultramarine (Loop) <span style="color:gray;">- not used in normal gameplay<br />
#Vast Immortal Suns<br />
<br />
===Object Tracks===<br />
These tracks exist in the game assets, but are instead categorized as sound effects - they do not play as background music, but are instead assigned to an object that acts as music source.<br />
<br />
*Clubdecks 1 <span style="color:gray;">- used by [[Club Decks]]<br />
*Clubdecks 2 <span style="color:gray;">- not used in normal gameplay<br />
*Dancebound <span style="color:gray;">- used by [[Dance-Dance Machine]]<br />
*Gramophone <span style="color:gray;">- used by [[Frontier Gramophone]], based on{{x}} I Was the Sun<br />
*Honky Riff <span style="color:gray;">- used by [[Saloon Piano]], based on{{x}} Starbound Leitmotif<br />
*Hylotl Radio <span style="color:gray;">- used by [[Traditional Radio]], based on{{x}} The Deep<br />
*Jukebox <span style="color:gray;">- used by [[Protectorate Radio]] and [[Jukebox]], based on{{x}} Title Theme (Concept - Old)<br />
*Jungle Love All <span style="color:gray;">- used by [[Standard Issue Turntable]]<br />
*Music Box 1 <span style="color:gray;">- not used in normal gameplay, based on{{x}} Starbound Leitmotif<br />
*Music Box 2 <span style="color:gray;">- used by [[Decorated Music Box]], based on{{x}} Atlas<br />
<br />
===Experimental/Unused/Removed Tracks===<br />
These tracks were composed as part of the Starbound soundtrack, but are not currently present in the game assets in any form.<br />
<br />
* Forest Battle 1<br />
* Forest Exploration 1<br />
* Forest Exploration 2<br />
* Glacial Horizon <br />
* Ocean Exploration 1 <br />
* Tentacle Exploration 2<br />
* Via Aurora<br />
<br />
==Music Track Groups==<br />
<br />
Many music tracks can contain shared melodies or play in the same situations as other tracks; thus, it is useful to organize tracks into track groups which include all valid tracks for a certain situation.<br />
<br />
Two very common situations are day-time and night-time on [[planets]]. Many [[biome]]s and [[layer]]s use the same two sets of tracks for these two times of day.<br />
<br />
===Starbound Leitmotif===<br />
These tracks and sound effects include a characteristic, recurring tune.<br />
*Honky Riff <span style="color:gray;">- used by [[Saloon Piano]]<br />
*Jupiter <span style="color:gray;">- first appears at 1:27 <!--also appears at 5:15--><br />
*Music Box 1 <span style="color:gray;">- not used in normal gameplay<br />
*On the Beach at Night <span style="color:gray;">- first appears at 0:12 <!--also appears at 0:42, 1:02, 2:42, 3:06--><br />
*Poptop Sing <span style="color:gray;">- whistled by [[Poptop]]s<br />
*Title Menu Music <span style="color:gray;">- first appears at 8:52<br />
*Vast Immortal Suns <span style="color:gray;">- first appears at 2:49<br />
<br />
===Other Musical References===<br />
*Stellar Acclimation <span style="color:gray;">- is a remix of the track Stellar Formation.<br />
*Swansong <span style="color:gray;">- is a remix of the track Forest Battle 2.<br />
<br />
===Day Tracks===<br />
These tracks have a chance of playing in most areas during the day on a planet.<br />
<br />
*Epsilon Indi<br />
*Hymn to the Stars<br />
*Procyon<br />
*Stellar Formation<br />
*Vast Immortal Suns<br />
*Atlas<br />
*Blue Straggler<br />
*Cygnus X1<br />
*Europa<br />
*Haiku<br />
*M54<br />
*On the Beach at Night<br />
<br />
===Night Tracks===<br />
These tracks have a chance of playing in most areas during the night on a planet.<br />
<br />
*Jupiter<br />
*Arctic Constellation 1<br />
*Arctic Constellation 2<br />
*Mercury<br />
*Mira<br />
*Procyon<br />
*Tranquility Base<br />
*Psyche<br />
*Accretion Disc<br />
*Cygnus X1<br />
*Eridanus Supervoid<br />
*Horsehead Nebula<br />
*Large Magellanic Cloud<br />
*M54<br />
*Nomads<br />
*On the Beach at Night<br />
<br />
===Boss/Mission/Encounter Tracks===<br />
*Arctic Battle 1 <span style="color:gray;">- used in the second half of the [[The Protectorate|intro mission]] and the [[Miniknog Stronghold]] mission<br />
*Arctic Battle 2 <span style="color:gray;">- used in the [[Dreadwing the Penguin]] and [[Shockhopper MK I]] boss encounters<br />
*Arctic Battle 3 <span style="color:gray;">- used in the [[Asra Nox]] and [[Big Ape]] boss encounters<br />
*Body Electric <span style="color:gray;">- used in [[Ancient Vault|Electric Vaults]]<br />
*Casiopeia <span style="color:gray;">- used in the [[Great Sovereign Temple]]<br />
*Crystal Battle 1 <span style="color:gray;">- used on the [[The Ruin|Ruin]]'s surface<br />
*Drosera <span style="color:gray;">- used in [[Ancient Vault|Poison Vaults]]<br />
*Event Horizon <span style="color:gray;">- used in the [[Challenge Door|Challenge Rooms]], the [[Baron's Keep]] battle and the second [[Arena]] fight<br />
*Forest Battle 2 <span style="color:gray;">- used in the [[The Ruin|Heart of the Ruin]] boss encounter<br />
*Gravitational Collapse (Loop) <span style="color:gray;">- used in the [[Erchius Horror]], [[Ixodoom]], [[Kluex Avatar]] and [[Bone Dragon]] boss encounters and the first [[Arena]] fight<br />
*Impact Event <span style="color:gray;">- used in the [[Ancient Vault]] boss encounters and the third [[Arena]] fight<br />
*Swansong <span style="color:gray;">- used in the [[Swansong]] boss encounter.<br />
*I Was the Sun <span style="color:gray;">- used in all [[Arena]] missions before and after the fights<br />
*Jupiter <span style="color:gray;">- used in [[Space Station|Player Space Stations]]<br />
*Lava Exploration 1 <span style="color:gray;">- used in hostile [[Space Encounter]]s<br />
*Lava Exploration 2 <span style="color:gray;">- used in [[Ceremonial Hunting Caverns]] and [[Ancient Vault|Fire Vaults]]<br />
*Ocean Battle 1 <span style="color:gray;">- used in the [[Erchius Mining Facility]]<br />
*Planetarium <span style="color:gray;">- used as in the first half of the [[The Protectorate|intro mission]] as well as in the [[Outpost]] and [[Koichi's Museum]]<br />
*The Apex <span style="color:gray;">- used in [[Ancient Vault|Ice Vaults]]<br />
*The Deep <span style="color:gray;">- used in the [[Grand Pagoda Library]]<br />
*Tranquility Base <span style="color:gray;">- used in friendly [[NPC Ship]]s and [[Space Station|NPC Space Stations]]<br />
<br />
==Trivia==<br />
* Multiple of the music tracks are named after real-life space objects, places, or occurences.<br />
** Accretion Disc is named after the [[wikipedia:Accretion disk|Accretion disk]] of a Black Hole.<br />
** Blue Straggler is named after [[wikipedia:Blue straggler|Blue straggler]]s, stars which are bluer than expected.<br />
** Casiopeia is likely named after the [[wikipedia:Cassiopeia (constellation)|Cassiopeia]] constellation.<br />
** Cygnus X1 is named after [[wikipedia:Cygnus X-1|Cygnus X-1]], a galactic x-ray source very likely to be a black hole.<br />
** Epsilon Indi is named after [[wikipedia:Epsilon Indi|Epsilon Indi]], a star system.<br />
** While not space related, Drosera is named after the type of carnivorous plant, [[wikipedia:Drosera|Drosera]].<br />
** Eridanus Supervoid is named after the [[wikipedia:CMB cold spot|CMB cold spot]], a "cold spot" in the [[wikipedia:Cosmic microwave background|Cosmic microwave background radiation]] of the universe.<br />
** Europa is named after the moon, [[wikipedia:Europa (moon)|Europa]].<br />
** Event Horizon is named after the [[wikipedia:Event horizon|Event horizon]] of a Black Hole.<br />
** Gravitational Collapse is named after [[wikipedia:Gravitational collapse|Gravitational collapse]]s, the occurence of an object in space collapsing due to its own gravity.<br />
** Horsehead Nebula is named after the [[wikipedia:Horsehead Nebula|Horsehead Nebula]].<br />
** Impact Event is named after [[wikipedia:Impact event|Impact event]]s, which is the name for two objects in space colliding measurably.<br />
** Jupiter is named after the planet, [[wikipedia:Jupiter|Jupiter]].<br />
** Large Magellanic Cloud is named after the galaxy, [[wikipedia:Large Magellanic Cloud|Large Magellanic Cloud]].<br />
** M54 is likely named after the star cluster, [[wikipedia:Messier 54|Messier 54]].<br />
** Mercury is named after the planet, [[wikipedia:Mercury (planet)|Mercury]].<br />
** Mira is named after the star, [[wikipedia:Mira|Mira]].<br />
** Planetarium is named after real-world [[wikipedia:Planetarium|Planetarium]]s.<br />
** Procyon is named after the star, [[wikipedia:Procyon|Procyon]].<br />
** Stellar Formation is named after the process of gas collapsing into a star, [[wikipedia:Star formation|Stellar Formation]].<br />
** Tranquility Base is named after the place where humans touched down on the moon for the first time, [[wikipedia:Tranquility Base|Tranquility Base]].</div>Armok