Starbound

Starbound

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Naturally spawning bandits and cultists
   
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31 Oct, 2024 @ 6:14am
14 Nov, 2024 @ 9:57am
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Naturally spawning bandits and cultists

Description
Allows bandits and cultists to spawn naturally in the world, just like monsters do.

The mod is already patched for FU and, as you can see from the screenshots, even works with FFS.

Please tell me if i broke anything, afterall it took me quite a while to make this work.

( Warning: Unistalling the mod will break any world generated after this mod was installed )
46 Comments
Blackwolf_swe 5 Jun @ 12:38pm 
Thx for the reply.

Ah yeah that makes sense.. sadly i can't even do simple math so i got no chance of makign the changes myself.

Even tho i never play without..I would hope this be seperate and NOT rely on FU since not everyone likes it :P

It was just as an example.
Lukiwarble  [author] 5 Jun @ 6:30am 
as for spawn distance, that is configured when you would spawn the entities via lua commands
Lukiwarble  [author] 5 Jun @ 6:22am 
it could be triggered by madness and other things like that, but it would require lua knowledge that i dont have, after all FU already have things that spawn only when madness is going on it would only be changing one of those things to entities
Blackwolf_swe 5 Jun @ 2:15am 
I'm curious about a way to make this compatible with more mods and also uninstall friendly..

Could the spawning be triggered by an item in your inventory?
(for example the madness added by paintings in FU)

That way you might be able to set the distance to further away as to not have them spawn right on top of you?

This would make pretty much any and all plants compatible as well as it just working with most if not all mods?

It's the one thing missing from exploring planets more than once and having a fully upgraded endgame character makes exploring planets a VERY fast task if all you have in the way are the usual fauna.

I would REALLY like to use this mod but i need to know tha ti can at least save my space stations and planets from the storage folder to keep renewing (if and when) i need to remove the mod.

Hope you can make sense out of my rambling :P
Lukiwarble  [author] 4 Jan @ 4:20am 
seems like a mod conflict to me and yes, if you install a mod to add enemies and delete it, the world where it generated will break since starbound doesn't update that after the world was created
♥Yuki♥ 3 Jan @ 6:07pm 
Okay so this mods causes crashes that rolls back making you loose progress. removing made the world i built my base on break. It just sends me back to my ship. rip
Lukiwarble  [author] 30 Dec, 2024 @ 4:19pm 
i see
FelmastProMcLane 30 Dec, 2024 @ 10:54am 
I figured out why the "damageTaken" error happens, inside your "/monsters/bandit_spawner/bandit_spawner.lua", the init() function is overwritten and thus certain values are missing when updating the spawner monster, this logs the errors.

Doesn't actually break anything though.
Lukiwarble  [author] 10 Dec, 2024 @ 1:23pm 
i used that method since it was the only one i got working
Seth Yuikora 10 Dec, 2024 @ 12:41pm 
I've also seen conflicts with the BL3 Health Bars mod. Specifically a fringe case that seemed to be causing one of my weapons to break on a player's build. I couldn't recreate it, so I assume it was just something about their install they weren't sharing with me or weren't aware of.

But yeah, not sure what's triggering your error specifically, but I believe it's the status.SetResource("health",0) call in the LUAs for your spawners. Since it appears that your method for spawning the NPCs is to spawn a "monster" that runs a spawn command, then destroys themselves.

Seems that code is used with apeboss projectors to make sure they die when the boss is dead. Might be possible to get the spawners to disappear with a different method. I'll look into it and let you know if I figure anything out.

Also, might want to let players know that uninstalling the mod will break any world they've visited with it active.