The aquatic parts are gonna be… interesting. I don’t have the tether devices cluttering up stuff (though I might have to use them for enemies that phase through foreground blocks, as tethered enemies have to stay in a certain area… hm), I can have those little foes outside the capture-able ranks. With the item code I got, I can place the spawner, let it spawn an enemy, and it will STAY spawned even if I go to a completely different planet and come back. I might throw in a few of those I like the look of.) (Well, as complete as it can given there’s both unique monsters and proc-gen-from-parts monsters. And while you can capture most monsters as “pets” with not-Pokeballs, then attaching them to a “tether” device to make them persistent… I don’t like the look of those, plus again, not every monster can be captured. One can even find diamond ore in chests, though it is quite rare. Villages can prove to be valuable as players could find loot and lore in shelves, bookshelves, chests, and crates. I could spawn enemies with /admin commands, but they weren’t persistent. Villages are where many NPCs of a certain race reside with different structures, such as houses, markets, etc. See, normally, enemies spawn semi-randomly on worlds (until you alter the background sufficiently, which halts spawning) and will vanish once that “chunk” of the world un-loads. Someone on the Chucklefish boards gave me a /spawnitem command that lets me create invisible monster spawners that create persistent enemies.
#Starbound spawn pixels upgrade#
Fake Sparrow License 10,000 Pixels 2 Upgrade Modules Fake Kestral License. I’ll have bigger and more elaborate stuff for some of the larger monsters, a few will probably also go underground. I found 2 settlements, but with only 2 near spawn and 1 at the other one. Some early-part enclosures in my Starbound zoo/museum planet.