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I've got a few little things based around it set up right now, and might add a couple more before 1.2's release later next week... but the bulk of stuff related to it will take time.
I'm tempted to overhaul the vendor stalls to fit the new vendors... but it's kind of weird to have both a sea slug vendor and a sea slug pet. And besides, I've already got a means to sell Inkling food through the revamped tenants/NPCs, you know?
@ lore: In the canon of the first game, the Octarians (at least the population in Octo Valley) just happened to have severe power shortages at the time. Whether this is from their own activities or from Inklings hogging the Zapfish, we're not sure, but I'm inclined towards the latter because Inklings are the ones who won the Great Turf War + took more territory and resources for themselves. They're selfish things.
In mod canon, I like to think that's been worked out to a degree due to being able to colonize space, but there's still probably a lot of disparities and racial tension, and I'm sure that Octarian-centered efforts have less resources to work with due to that tension.
So ye that's my canon for this mod lol
After all, they were only competing for the last bits of land.
Octolings already exist in the game by being effectively playable / encounterable as NPCs; there are multiple hairstyles that emulate their tentacles, and if that's not enough, I'll have octoling wigs in the next update for people who want that.
I will definitely have them as random/"wild" NPCs later on by means of wigs, but they won't be aggressive/enemies by default, because octolings are people too.
I don't intend to make new weapon types outside of preexisting weapon types in vanilla Starbound. My mod includes 9 different weapon types + the Inkzooka cannons; this isn't a weapons mod, but a race mod.
Also, if you could maybe chill out and stop asking for stuff all the time, that'd be great. My mod doesn't exist just for you; if you want specific content, then make it yourself.