If you make a big mod, will you make it save-removable unlike FU (like how FU hides all your characters when uninstalled)?
this is a funny ask to me because there is a sort of reason why FU Does That, and it’s not the only mod to do so. the mod truespace, a mod that overhauls the way star systems are generated by renaming the star types and making planets generate based off distance from the star (temperature) rather than characteristic (like radioactive, gentle, etc.), also breaks saves like FU does.
with this said, and based off of my not-too-indepth modding knowledge, i can sort of hypothesize why FRACKIN UNIVERSE breaks saves.
basically, planet and character data are synchronized and co-existent across the entire universe. changes you make to the universe on one character, such as outpost quests/unlocks and bases you build on new planets, can be visited by any other character so long as they have the coordinates!
in addition, starbound has a fixed seed - for every single person that plays starbound, the layout of the entire universe is the exact same on vanilla. this is how sites like starboundmap can exist, because every single coordinate listed as a vanilla planet is a planet in your starbound vanilla save. it has the exact same layout and dungeon types and they’re all placed in the exact same place; people write notes like “novakid village to the left of beam site”. if you’re looking for specific dungeons or the perfect planet to inhabit, starboundmap is a really good site!
so what happens if you add a new star type? why does it break saves when the mod is uninstalled?
a new star type has to generate to be useful, so it has to be seeded into the universe somehow. this affects all the stars around it too; now they have to change position to make sure they’re adhering to whatever limitations starbound has on star generation.
doing this, naturally, changes the seed of the universe; now the planet Taygeta Cluster III at coordinates (-325753912, -128948101) is no longer Taygeta Cluster III. stars are moved into different positions, planets now have different names, and now there’s a whole new star type in the universe, now your universe is different from every single vanilla starbound user!
because of this, everything in the starbound universe is affected. no longer do you have a preset map for the game to randomly plant you on a garden planet; the garden planet you land on can’t be landed on by a vanilla player. if you try to navigate the universe, you have to make sure the same star type is there, so it’s gonna cause HUGE issues if there isn’t.
what does this mean? if you were allowed to play starbound with your modded character after uninstalling the mod, it’d basically break everything! the planet or star system that your spaceship is orbiting doesn’t exist anymore (and it isn’t possible to be between stars in the game.) if you try to open the navigation console, it would break because it’s missing a star type. the entire universe would be re-seeded once more back to vanilla preset...
so how does starbound make sure you aren’t literally breaking the game just by existing? well, duh, not letting you exist without the mod.
why frackin universe specifically?
if you’ve never played frackin universe, i envy you for one, but the mod also adds a star type called the dying star. i don’t need to really go into the details of the dying star, because just adding a star type on its own breaks the game.
why did frackin universe add a new star type? i have no fucking clue. i think at this point sayter was like “HEY LOOK WHAT I CAN DO!!!!!!!!!!!!”. maybe he didn’t care anymore because im about 83% sure that if you removed the dying star, the game would still be completely unplayable after removing frackin universe anyway. who knows!
of course if i had a brain i would suggest that the dying star be removed from FU because i have no idea why the fuck it’s there, but of course, if the frackin universe modding team saw this post i think they’d probably just screenshot it and laugh at it in their discord server and maybe have one or two of them call me a rampaging idiot.
either way, if FU removed the dying star, i don’t think it changes anything, the difference is that leaving the dying star in makes it so the game doesnt sugarcoat the fact that your universe is broken.
the original question (will your mods break saves like FU does)
i really hope not! but if i ever do get back into modding, the thing is that my plans affect starbound on so many levels that i’m not sure if i can guarantee save compatibility. generation of planets themselves are one of the first changes i want to make - namely decreasing the dungeon count of all planets to provide more room for building (there are other features planned to offset stuff like difficulty finding civilizations).
this makes it at least incompatible with starbound map, because now the novakid village to the left of the beam site might not be there at all, but i don’t think it’ll break saves - in fact, “reducing the dungeon count” should actually be vanilla compatible because it doesn’t add anything freaky.
my mods plan to add a lot of changes! but it shouldn’t add too many assets to the game, which can boot you out of the world when the mod is removed. overall, i think it should be mostly fine.