Starbound

Starbound

You Arn't Safe: ...Anymore!
51 Comments
Rebta 27 Jul @ 5:39am 
i forgot i had this mod, and i was wondering why arcana was going pure chaos, horizon npc and turret are shooting each other ahahah
Δ-k180 29 Jan @ 11:55pm 
its "aren't"
Lami. 17 Nov, 2022 @ 7:43pm 
I know this is a very very old mod, and not sure you are still interested in modding, but if you are willing to upload the 'NPCs not shutting doors when you are near them' feature only version of this mod on workshop, I will so much appreciate it. Or you can just give me the permission to do it myself. In that case, I assure you that I will credit you. Thank you.
Talula♡🐮 5 Oct, 2022 @ 1:45pm 
wildlife attacking NPC enemies is something i was just looking for a few hours ago, gave up, and then stumbled on this? fucking awesome, thanks bunches
Grand Poo-Bah de Canadiannaise 27 May, 2022 @ 4:46pm 
also, is this compatible with other npc behaviour improvement mods?
Grand Poo-Bah de Canadiannaise 27 May, 2022 @ 4:45pm 
also seen that problem xbxbxb123 mentions.
On virtually every pirate ship i board, there's a small landing bay that has 1 or 2 turrets and a pirate npc. By the time I traverse the space between my beam-in site for my mech and the pirate ship, the pirate npc is dead, evidenced by some pixels or some other item drop, and the 1 or 2 turrets are damaged some...
I'd like to request a fix for this error :)
xbxbxb123 1 Mar, 2022 @ 7:50pm 
This mod causes huge problems with "monsters" that are supposed to be allied with eachother and people who aren't
Hazy Skies 8 May, 2021 @ 8:50am 
So uh... I think this mod is the cause of an issue with path finding through water. I accepted a quest in a Hylotl city and it gave me an escort. But they refused to enter the water. When I went underground into an area with air they teleported to me, but as soon as the place filled with water. They were completely frozen and would not move :/
Xaliber 31 Oct, 2020 @ 6:21am 
@Khe:
What's an ERM?
Khe 29 Oct, 2020 @ 10:40pm 
I do not recommend this mod, after troubleshooting with a guy on the ERM discord. enemies were pointin at the ground and shooting, instead of shooting at him. might have been a conflict, who knows?
Khe 29 Oct, 2020 @ 10:39pm 
chimera, that's vanilla,introduced in 1.4, and unfortunately cannot be overridden because they forgot to remove that data from the executable before release.
Cyan Spartan17 11 Sep, 2020 @ 2:15pm 
@Chimerageist they could just push it open with their face if it's unlocked lol
Cyan Spartan17 11 Sep, 2020 @ 2:14pm 
Sounds like a challenge...
Chimerageist 25 Jul, 2020 @ 1:11am 
A bit late, but I find it odd that flying enemies are opening doors.
Not saying that it's ABSOLUTELY terrible, just very odd.
Probably would make more sense if it were to affect just humanoids, though.
Raiizy 17 Nov, 2019 @ 4:25am 
@ThatApeGuy , there is a mod called "More Outpost Objects" and it adds airlock hatches with platforms on them, maybe you'll find that useful
LinusLund 18 Jun, 2019 @ 7:20am 
Currently this mod breaks the second arena battle - Volo's minions kill her before you get there.
lazywombat 29 May, 2019 @ 10:05pm 
This is awesome, make it so friendly NPCs don't follow you if you go to the toilet
ThatApeGuy 7 Apr, 2019 @ 3:16pm 
as i posted on the hatch only version "now we just need a mod to make crew members close the hatches after they get through them every hatch and door on my ship is forever open :steamfacepalm:"
Jaded353 30 Jan, 2019 @ 10:18pm 
needs to add in the other mod's trait where enemies account for crouching, aside from that this mod is perfect :)
RustedRegime 31 Oct, 2018 @ 3:53am 
HOOMAN: BANDITO CANT GEET MEH NOW XD
BANDITO: ZOINK I OPEND YOUR TRAPDOOR!
HOOMAN: How?
BANDITO: its easy just pressing the big button next to it. also il kill u now
HOOMAN: NO PLS
SmallGamesPlays 6 Oct, 2018 @ 12:16pm 
i like it!:steamhappy:
Super Brasilis 1 Jun, 2018 @ 2:04pm 
good idea and utilities thx bro!
varimathras 11 May, 2018 @ 1:18pm 
it would be could if they could track you even if they dont see you and attack blocks that you put in the world except from doors ( I dont know if it can be done that they attack manufactured blocks), just to make something similar like the blood moon of terraria or put more fun when you are in your base.
DP Sippa 3 Mar, 2018 @ 3:54pm 
Does this fix NPC's and enemies using trams as well?
Ginn 5 Feb, 2018 @ 11:51pm 
I'd love a good challenge. >:)
Jusey1 30 Jan, 2018 @ 4:41pm 
I wanted this mod but the original was discontinued. Thanks for doing this man.
Ladydelina 7 Jan, 2018 @ 4:49am 
ANGERY xD
I should download this, and i will
kunlunimmortal 31 Dec, 2017 @ 7:06pm 
*Aren't
Kordharin 13 Nov, 2017 @ 5:30pm 
Starbound suddenly got much more real...

LOVE IT!
Xaliber 24 Oct, 2017 @ 2:12am 
Hiya, thanks for the mod! Any chance for a non-Steam download? Maybe in the Chuklefish official forums as there's also someone else looking for the download [community.playstarbound.com]. :)
Hemlock 8 Oct, 2017 @ 11:16am 
Tymon 6 Oct, 2017 @ 5:11pm 
Yes! Yes! YESSS! This update does indeed fix NPCs not opening hatches if they aren't following you. You are a godsend.
Tymon 6 Oct, 2017 @ 3:00pm 
I will definitely give it a shot. The biggest problem with the vanilla hatch system, is that for some bizarre reason, npcs will go through an open hatch, close it, and then when it is closed, npcs attempting (and failing) to go through the hatches for some reason do not open the hatches but they close them instead. when there are like 6-8 NPCs all 'stuck' at a hatch, even OPENING it to attempt to let them through is nearly impossible because they all spam close it the instant you open it.I just don't get chucklefish's programming here. The npcs CLEARLY register it as being a doorway since they can close them, but they do not open them.
ResilientLife 6 Oct, 2017 @ 2:55pm 
Seriously though this is a good mod
ResilientLife 6 Oct, 2017 @ 2:55pm 
0 mods = happy guards, 1 mod = A N G E R Y GUARDS
samaw  [author] 6 Oct, 2017 @ 1:33pm 
@Tymon Check it out now. It'll be a little goofy at times but I made to so they try to change floors on occasion.
world police and friendly fire 6 Oct, 2017 @ 8:29am 
"ANGERY"
dick seaman 2 Oct, 2017 @ 7:38pm 
a n g e r y
samaw  [author] 30 Sep, 2017 @ 7:27pm 
I hear ya. It's like piecing together a puzzle. I'm looking into it.
Tymon 30 Sep, 2017 @ 6:47pm 
Well, I'm not asking for a guarantee, just that you at least try? Not that you are obligated to of course.But even just putting forth an effort would be appreciated greatly, success or not. I just hate that Chucklefish broke this stuff in the first place. I literally saw zero improvement in things with their behavior "fixes", only additional problems...
samaw  [author] 30 Sep, 2017 @ 5:58pm 
I can't promise anything. The way NPC's decide what to do, then, how they decide to do it is looking pretty tricky. There might be extra things that need to be added to the NPC's routines to make them want to change levels... And some refinement on when they open/close things as well.
Tymon 30 Sep, 2017 @ 5:34pm 
Is there a way to fix it where they open em without following you? I have a pretty big colony and several of the rooms utilize hatches. back in the 'enemies aren't stupid' mod they could open hatches just walking around. And then 1.3 happened and now my colony is all kinds of screwed up. I had to use admin mode and have all of the things permanently open now in order for npcs to not get completely stuck in rooms.
samaw  [author] 30 Sep, 2017 @ 5:27pm 
There are some adjustments that need to be made. I tried it with that mod(platform hatches) and they open it and close it. But! They have to be following you. Just walking around they only very rarely decide to use hatches. That's a Starbound pathing thing.
Tymon 30 Sep, 2017 @ 3:38pm 
Uh oh... Okay, so... NPCs still cannot open platform hatches from
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=753337799 .
Tymon 30 Sep, 2017 @ 3:25pm 
Finally! Yay! the 5 tiles high thing wasn't a problem until the last big starbound patch... go figure chucklefish said they 'fixed' pathfinding bugs when they busted them instead.
samaw  [author] 29 Sep, 2017 @ 8:58pm 
Yeah, pathing. If you have a hallway that is 4 tiles high and an NPC below you that wants to get to you, it will open the hatch but will NOT jump up. Change the hallway to 5 tiles high, and it jumps up and chases you.
bk3000 29 Sep, 2017 @ 8:46pm 
Yeah that (sadly but understandably abandoned) mod did a lot to make NPCs smarter. Pulling melee weapons when up close, ranged when further, better tracking, etc.

I know the whole behavioral system changed and the mod was outdated even before then - so it would need totally rebuilt by someone.

I could see though making the rest a seperate mod, but personally I wouldn't mind that stuff added to this. Some might want only the door behavior.

One thing they didn't have - and I haven't looked into how difficult/possible this is - would be NPCs capable of using weapon abilities just like the player. That might be impossible to directly use the normal ability's code, but emulating something similar for NPCs might be possible.

Another thing would be if the NPCs could use skyrails (perhaps a powered version of the hook). That would open up the possibility for crazy NPC village designs. The basic function wouldn't be bad, but I dunno about pathing.
samaw  [author] 29 Sep, 2017 @ 8:36pm 
I'd be up for some inspiration if you wouldn't mind. I mostly wanted the hatch opening.
bk3000 29 Sep, 2017 @ 8:34pm 
That's definitely something I've been missing. I need to check it out.

Are you going to expand this to cover the other NPC behavioral changes? Or just this aspect of Enemies Aren't Stupid?
samaw  [author] 29 Sep, 2017 @ 7:45pm 
It works with crew too. Crew, guards and hostile NPC's can all open hatches. They have to 'want' to do so though. So, following you, chasing you... :)