
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. Art-Style Dissonance: The game uses its bright pixel art to get away with dark game elements, such as the near-extinction of the human race, an antagonist who.
#Starbound spawn pixels upgrade#
Fake Sparrow License 10,000 Pixels 2 Upgrade Modules Fake Kestral License. I might throw in a few of those I like the look of.) I found 2 settlements, but with only 2 near spawn and 1 at the other one. (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. I could spawn enemies with /admin commands, but they weren’t persistent. 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. I’ll have bigger and more elaborate stuff for some of the larger monsters, a few will probably also go underground. Some early-part enclosures in my Starbound zoo/museum planet.
