Starbound

Starbound

Better Crew
Showing 1-3 of 3 entries
Update: 5 Dec, 2023 @ 9:40pm

1.4.0a

  • Moving to Vix's Fork
  • Fixing the way objects are patched with crew anchors when they don't have a script attached to them in the vanilla game, which would previously overwrite scripts added by other mods like Enhanced Storage.

Update: 20 Nov, 2023 @ 7:10pm

1.4.0

  • Added patches for 26 additional base game objects.
  • Fixed a bug in which crew members could teleport to a player when the player's location was in 0-gravity. This would cause movement issues for the NPCs.
  • Reorganized the behavior nodes added by this mod.


Adapting Modded Objects With Crew Anchor Tags
Two pieces of metadata must be added to an object to make it a crew anchor object:

  1. The script /scripts/rl_crewanchorobject.lua must be appended to the object's scripts list. If the object is not scripted, then the scripts field must be added to the object and its value must be a JSON list containing this script.
  2. A new field called crewAnchorTags must be added to the object. It must be a JSON list containing at least one string. Each string must be one of the crewmember NPC types that will be attracted to this object.
Once your mod contains at least one crew anchor object, you must add rl_bettercrew to the requires field in your mod's _metadata file.
Failure to do so will cause your mod's objects to crash worlds when they are loaded, if players have not also added this mod.
Due to the risk of mod incompatibility when adding mods to the requires field, it is generally preferable to offer compatibility as an additional mod on top of your mod. That is, if your mod is called MyMod, and you wish to add crew anchor tags to its objects, you should create a new mod, let's call it MyMod Better Crew Compatibility, have that mod require both MyMod and rl_bettercrew, and make patches to your objects in that mod.

Update: 5 Sep, 2023 @ 8:49pm

1.2.0a
Major improvements to crew and general NPC behavior:

  • When a player tells a crew member off-ship to hold position, this overwrites the crew member's spawn position with the player's current position, so the crew member actually stays at the location.
  • Added functionality to allow the player to rally non-following crew members to their position when off-ship. (Requires at least QuickbarMini or Stardust Core Light to be available -Optional)
  • The medic no longer applies healing before the player is injured, and applies more healing.
  • Crew members now gain elemental status immunity from the player's equipped EPP augment, if it is one of the elemental resistance augments.
  • Admins are now exempt from accusations of stealing by village NPCs.

~~Previous patch notes~~
1.2.0
Fixed bugs in NPC load-out swapping:
  • Fixed an issue in which crew members lost their default load-out after swapping to their sheathed load-out
  • Fixed an issue in which armed NPCs were disarmed when sleeping in beds and woken by combat
  • Nocturnal NPCs will now begin sleep at 0.1.
1.0.1
Not Published to the workshop, included with 1.2.0
  • Better comments
  • Improved nocturnal NPC behavior on non-terrestrial worlds
1.0.0
Initial commit:
  • Racial doors become automatic to work around hard codded issues
  • Crew gains a lukewarm IQ
  • You need to break/place pre-existing stuff on your ship for it to be acknowledged by the crew
  • Compatible with Crew Customization +
  • Compatible with Interaction Control
  • Untested compatibility with FU & BYOS
  • Not compatible with mods that serve the same purpose (Smart Crew, Corbent's Interactive Crew)



Cues for mod authors when it comes to stations and gizmos:
A full list of which objects attract which crew types can be found by reading this mod's source code, particularly by looking in all of the *.object.patch files for the key crewAnchorTags.
In general, crew are attracted to objects that are related to their occupations, and this mod patches 100+ base game objects with crew anchor tags.
(You may add the field crewAnchorTags to your own objects, if you wish to use this mod in combination with your own. The value is a JSON list of strings, with each string being one of the crewmember NPC types that should be attracted to the object.)