Starbound

Starbound

Livestock Gone Wild!
37 Comments
Azure Fang  [author] 29 Aug, 2021 @ 11:18am 
@Twisted_Code
To do that, you would need a way to decompile your generated planet files, then edit the spawn tables per affected planet and recompile; I know of no tools capable of achieving that.
Twisted_Code 29 Aug, 2021 @ 10:43am 
is there a way to remove just the null part of the spawn tables if I want to unsubscribe? Just wondering; don't see why I would need to tho as long as an update doesn't break this.
Consistently Awful 7 Aug, 2021 @ 5:28pm 
OK, disregard my other comment. It was a different mod being difficult, apparently, I am just a silly goose. Thanks fer yer patience. <3
Azure Fang  [author] 7 Aug, 2021 @ 5:22pm 
No. This mod does not affect eggs at all.
Consistently Awful 7 Aug, 2021 @ 5:09pm 
PS: Other than this strange egg not working deal (which may not be related in the slightest), this is a great mod and something I wish was in vanilla.
Consistently Awful 7 Aug, 2021 @ 5:08pm 
Here's a likely strange question. Does this mod have a chance of making vanilla livestock eggs not hatch? Cause for some reason I can't get any of my vanilla eggs to hatch. The modded ones? Totally fine, hatch as needed. But the other ones are either taking absurdly long or are just busted.

Sorry if that's entirely unrelated. I'm just utterly befuddled by what the heck happened with it, and I'm trying to think which livestock mods I have may cause issues... :slimescared:
Adenn666 6 Aug, 2021 @ 8:32am 
@Cheesey Wonder: This might help if you're trying to find your log https://community.playstarbound.com/threads/where-is-the-log-file.129960/
Grand Poo-Bah de Canadiannaise 6 Aug, 2021 @ 2:24am 
Interesting.
I'm not sure what to say. I only can tell what I saw and did.
But I am a little curious, so I might look into how to take a log while it happens and recreate. If it is successful I'll throw it your way if you're interested.
Otherwise, thanks for you time and the details. Also I really appreciate your work with a bunch of other mods. So thank you very much for that also!
Azure Fang  [author] 5 Aug, 2021 @ 10:37pm 
No, I don't have any examples. That said, this mod only patches into the existing spawn table. The way it is structured it is literally impossible for it to replace the spawn tables, which is the only way for spawns to be replaced. Additionally, the way planet generation works, if you have a planet already generated and install a creature mod, it will not affect that planet in any possible way; the moment a planet is generated, the spawn tables present at the time of generation are baked into its unique file and will accept no new creature spawns.
Grand Poo-Bah de Canadiannaise 5 Aug, 2021 @ 10:16pm 
@Azure Fang
do you have any examples of mods that would, off hand?
I'm struggling to imagine. I don't think I have any that modify monsters, but I do have some that change tenants
Azure Fang  [author] 5 Aug, 2021 @ 8:49pm 
This literally cannot replace anything unless you have a mod completely overhauling the spawn system. This mod only adds to the existing lists.
Grand Poo-Bah de Canadiannaise 5 Aug, 2021 @ 8:36pm 
@Azure Fang
No sorry, I don't. I'm sure I could recreate the issue if making making/finding a log isn't too difficult.
I guess I should specify though that subscribing didn't place, but replaced, monsters. Again, unsubscribing this mod and the monster reverted to their previous forms when I started on this planet, if that makes any difference.
Azure Fang  [author] 5 Aug, 2021 @ 3:30pm 
@Cheesey Wonder
If this mod placed any monsters on your homeworld and you unsubscribed, you would be unable to use your homeworld at all. A screenshot won't tell me anything. Do you have a log from when the issue occurs?
Grand Poo-Bah de Canadiannaise 5 Aug, 2021 @ 2:59pm 
hmm... I could send you screen shots if you want?
I mean, I don't know much about modding. Is it possible another mod causes the random generated monsters to change, only when interacting with this mod? Because once I remove this mod the random generated monsters on my homeworld went back to the original type they were before
Azure Fang  [author] 5 Aug, 2021 @ 11:00am 
This mod cannot cause all monsters on a world to change. That would mean something is overwriting the entire spawn table, which this mod does not do.
Grand Poo-Bah de Canadiannaise 5 Aug, 2021 @ 2:15am 
Had an issue with this mod, though I like the idea
All the randomly generated ground monsters (not the capturable ones) of the world I was on changed. Only the ground ones.
I had this same issue with this mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=860140460&searchtext=critters
Only with the mod in the link here, it changed all randomly generated monsters.
Didn't really like the effect so I have decided not to use either mod for now.
Super Brasilis 2 Jan, 2021 @ 5:27pm 
So senseless that thing of hatching mammals from eggs, eh?
Kitty 9 May, 2020 @ 4:02am 
This mod seems like a nice small quality of life mod. No comments mention any bugs or crashes. So i'm guessing it's a stable mod with little to no mod conflicts?.
Falrea 8 Sep, 2019 @ 11:47am 
@Azure Fang - I know the feeling, chief. I browse the workshop, because I REALLY like the idea of this game being 'taken back' from Chucklefish at this point.
Azure Fang  [author] 8 Sep, 2019 @ 11:44am 
@Teyar
That would require patches for each modded animal. I'm considering it for some, but I'm in another Starbound burnout period.
Falrea 8 Sep, 2019 @ 5:34am 
But would it work with all the crazy mod livestock? Or is it target specific?
GreyWither01 10 Aug, 2019 @ 9:59pm 
ok
Azure Fang  [author] 10 Aug, 2019 @ 3:29pm 
GreyWither01 10 Aug, 2019 @ 2:56pm 
where u get relocator
Azure Fang  [author] 27 Jul, 2019 @ 1:09pm 
I wouldn't be me if I didn't add a crude joke or an unhealthy helping of snark to the description somewhere.
[Spitfyre] kjs 27 Jul, 2019 @ 12:47pm 
That spoiler'd line tho :P
Glatter Krimineller 26 Jul, 2019 @ 9:17am 
thanks for the reply i was a bit confuised
Azure Fang  [author] 26 Jul, 2019 @ 7:53am 
As Donut said, you can't hurt them. To allow them to function like normal livestock I had to leave them as "friendly". However, their persistence is set to false until you relocate them, so they won't clutter planets.
RustedRegime 26 Jul, 2019 @ 7:37am 
@Ivor_Amlug They are just random livestock instead of the ones you buy in TerraMart so ofcourse you can murder them!.
Glatter Krimineller 26 Jul, 2019 @ 2:30am 
werid is it normal that i cant kill them
Raf-raf♀ 25 Jul, 2019 @ 3:59am 
Terramart will be bankrupt easily with this mod = w=
Boltte man 24 Jul, 2019 @ 5:06pm 
well at least this beats spending pixels at the store for eggs and having to wait for them to hatch...
[Sold the library] -1 24 Jul, 2019 @ 5:03pm 
I hope for you because the mod is really good and I want it to get even better!
trollking321 24 Jul, 2019 @ 4:41pm 
cool mod man, this was definitely needed!
Azure Fang  [author] 24 Jul, 2019 @ 2:25pm 
@artemigurov
I've already started considering doing so. I'm waiting for a response from one past author about reviving their animals, plus I have a bit of other mod work in the pipe that I need to finish, but it's on my list :happypug:
[Sold the library] -1 24 Jul, 2019 @ 2:15pm 
could you work on the animals added from the mods?
AnomNom 22 Jul, 2019 @ 9:22pm 
Surprised this wasn't a base game feature. Good job mate.