Starbound

Starbound

Unique Racial Abilities
36 Comments
WarrenPetes  [author] 1 Jan, 2020 @ 8:35pm 
@kingoffrogs, yes they are. I believe that if the mods are installed on the host server then it'll effect all pc's and npc's of the races. if it's just installed on a client playing on a server that doesn't have it, it'll only effect the player who has it.
Frogs 31 Dec, 2019 @ 12:49pm 
@Narrator are all of these client side
WarrenPetes  [author] 5 Jul, 2019 @ 11:03pm 
@RatElemental Absolutely, go right on ahead!
Nova 5 Jul, 2019 @ 1:46am 
I love most of the racial abilities here, but I was wondering if you'd be alright with me basing a mod of my own on this with new abilities for a couple of the races (with credit to you of course for the cribbed ones)
WarrenPetes  [author] 4 Jul, 2019 @ 10:17pm 
@JunoVelmont456 It should not have any conflicts with Frackin Races, If you run into any issues, let me know.
Juno the Weaver 4 Jul, 2019 @ 8:48pm 
Will this conflict with the Frackin Races mod?
AdThGu 2 Jul, 2019 @ 2:50pm 
this is quite IMMERSIVE
Wolf The Gamemaster 19 Mar, 2019 @ 10:37am 
Well i use all the mods so nothing was broke on my side. It was just a misreading on the info.
Wolf The Gamemaster 19 Mar, 2019 @ 10:36am 
oh ok
WarrenPetes  [author] 18 Mar, 2019 @ 1:12pm 
@WhiteWolf, Not entirely sure. I tried it alone and it wasn't doing anything, but it did work in the compilation mod. so I re-uploaded the standalone file and it worked again. I think it was something on steam's side.
Wolf The Gamemaster 18 Mar, 2019 @ 9:03am 
But what was wrong with the fish one?
Wolf The Gamemaster 18 Mar, 2019 @ 9:02am 
Yeah np and thank you. Also i dont know what bug you found lol cause i thought the fish one made then breathe underwater not swim faster but when i found it out i had already forgotten this post i made. So sorry for the “false alarm” even thoughsomthing got fixed good job man your a good mod maker.
WarrenPetes  [author] 17 Mar, 2019 @ 9:09pm 
@WhiteWolf, Fixed it. Thank you for catching that.
Wolf The Gamemaster 17 Mar, 2019 @ 10:38am 
the fish one dosent work please fix
Syrett 19 Dec, 2018 @ 5:13am 
i love this
Fopsky; Resident Nerd 🎀 18 Oct, 2018 @ 7:33am 
this is bullshit and i am signing up for it :D
Karkino 11 Jun, 2018 @ 8:31am 
wow i was thinking in do this mod but i see is already existing
Diamond 9 Jun, 2018 @ 7:07am 
this mod helps to give a starbound playthrough a skyrim like experience
Pengoot 15 Mar, 2018 @ 2:30pm 
Finally. This is what I needed.
Busts-A-Nut 13 Jan, 2018 @ 5:44pm 
I agree with Emmel, it's more fitting
Emmel 8 Jan, 2018 @ 1:26pm 
I feel that the Glitch should have increased resiliance rather than humans, and that the humans should have increased health regen. Cool mod(s) though!
Gunvarrel 31 Dec, 2017 @ 10:14am 
Awesome. I'll stay subscribed to the thread here, drop an update if/when you get around to it please!
WarrenPetes  [author] 30 Dec, 2017 @ 4:58pm 
@R. Townsend Yeah, I haven't been working on these for winter break, I'll get to those eventually.
Gunvarrel 30 Dec, 2017 @ 4:37pm 
Any intention to make similar mods for modded species? (Ningen, Avali, etc)
WarrenPetes  [author] 13 Dec, 2017 @ 7:21pm 
They work either way, there'll be no asset mismatch errors caused by these. Installing it on the server should also give the NPC's these boosts, while client side may only effect your character.
pig in a pumpkin 13 Dec, 2017 @ 6:47pm 
???
pig in a pumpkin 13 Dec, 2017 @ 6:47pm 
are thease mods server side?
:steamsad:
Apocalypse 10 Dec, 2017 @ 7:45pm 
@It5aCl4pTr4p: if glitch were to have a weakness it would need to be shok as well they are robots after all and antirust materialls do exist probably more than ever at the time this game takes place so corossion dosn't work reat idea tho ;)
WarrenPetes  [author] 3 Dec, 2017 @ 5:22pm 
@Bluu, similar, yeah. They have a more extensive overhaul of the races, while my mods are simple tweaks.
Stormbuilder12 3 Dec, 2017 @ 4:32pm 
Doesn't Frackin' Races already do this?
Poblo 1 Dec, 2017 @ 12:38pm 
cool
Armok 1 Dec, 2017 @ 7:27am 
Also @Narratot ignore the trink one, they already have a special ability of having built in flashlights
Armok 1 Dec, 2017 @ 5:44am 
Keep in note @narrator that a new race is being added into that mod, so just a heads up for future reference
WarrenPetes  [author] 30 Nov, 2017 @ 5:55pm 
Sure, I can do that, @Armok.
@It5aCI4pTr4p, I may do that at some point, I'm conflicted about adding debuffs right now. In the mean time, the Frackin' Races mod has good, balanced, buffs and debuffs like what you mentioned while my mod has effects similar to that which augments would give you.
Kegdrinker 30 Nov, 2017 @ 4:18pm 
its some good stuff here given that it makes sence that all non Human races has a passive effect tough to balance it out i think you should apply some passive negative effects like elemental weakness to all non human races given their theme, shock for Hylotl, fire for Floran, corosion for Glitch, frost for Avian and so forth.

additionally you can have negative passive effects like reduced efficency in other aspects like slower swim speed for avians, increased fall damage for glitch etc, effects that fit the theme of the race.

it gives alot of dept and understanding in what the many races both thematically are profficient in and struggles against, its a good start.
Armok 30 Nov, 2017 @ 3:53pm 
nvm that, do you plan to do modded races at some point? I'm thinking you should do the elithian races mod: avikan are immune to the affect that sand-storms give players, droden have a speed boost due to their light frames, and trink have cold immunity