Starbound

Starbound

Crew Energy Buff
28 Comments
Star Berry 28 Apr, 2022 @ 11:51am 
With this mod, my crewmates never seem to run out of energy. Case in point: Engineer endlessly launching rockets at a monologuing Nox, Mechanic spamming bottomless shotgun at Spookit (one of my crew mods gives certain classes better weapons)
Vokun Vulon 19 Mar, 2022 @ 7:22am 
was there any further thought on making an FU version of this? our party has once again swung back into Starbound, figured I'd follow up on things like this, see if there was any updates, alternatively, we have 2 people keen on moddnig now, so if need be I'll start cracking the whip at them to do the things we're looking for for our run
week7 5 Jun, 2021 @ 8:21am 
@Corbent ty I will have a try then.
Corbent 3 Jun, 2021 @ 12:15pm 
@changjiandenuoen One recommendation I made in the Crew Customization+ thread is to use the weapons contained in the "Feast of Fire and Smoke" mod. Highly detailed, cool animations, and they override the energy limit of the user when equipped. They don't play nice with tech that use energy for that reason, but on crewmates they work perfectly since they override the 10 energy limit. Check my post there for more details.
week7 2 Jun, 2021 @ 3:00am 
Could you make a FU version of this mod? thank you!
It can be very useful and important mod if it can be used with the crew customization+ and FU.
The OG Koopa  [author] 31 May, 2021 @ 5:05am 
correct, FU adds their own values, I could add them but I'm pretty sure that would crash for the non-FU users due to foreign values (because FU is heavily unoptimized)
Corbent 30 May, 2021 @ 11:05pm 
I'm trying to use this mod alongside Crew Customization+ to work around the 10 energy issue. (I swear at some point in the past my crew had more energy). Anyways, I use NPC Spawner+ to create and hire crew members and I use Frackin Universe which adds new crew classes. Among my crew I have an outlaw (which I think is vanilla), he correctly gets 100 energy. However the rest of my crew members (medic2, engineer2, chef3, which are FU specific I think) remain at 10 energy.

I assume this is not compatible with FU then?
Combat Droid 29 May, 2021 @ 10:47pm 
ah
The OG Koopa  [author] 25 May, 2021 @ 4:25pm 
frackin I believe changes the code for crew members, so that may be why
Combat Droid 21 May, 2021 @ 7:58pm 
I still got double damage, however i am using FrackinUniverse / Crew Customization +
Vokun Vulon 10 May, 2021 @ 1:09am 
ahhhh, that would totally make sense!
The OG Koopa  [author] 9 May, 2021 @ 3:51pm 
Ok, found the issue, had to do with any crew above level 1. Crew should be back to normal, aside from energy of course
Vokun Vulon 9 May, 2021 @ 9:51am 
oh and i think the issue with my own crew was actually due to me not realising that my own power had changed when i checked them on my own crew, so my guys are x2 as well, so its not an issue with the host failing to get the updated file
Vokun Vulon 9 May, 2021 @ 5:04am 
Confirmed, things still seem to be double, even a freshly hired crewmember has what seems to be double the strength to ourselves.
Vokun Vulon 9 May, 2021 @ 5:00am 
Since this update, we seem to be getting different values, mainly, higher than before...
Prior to this update crew had power around 4K, and this has now gone to over 5K, according to my friend running Novakid.
I can't say for sure if I've seen a massive variation in my crew, one that was around 5k power is now down to around 2.8k power after my mate (hosting) grabbed the update, which is closer to what it should be, yet this does not make sense for crew my friend has, any ideas?
The OG Koopa  [author] 8 May, 2021 @ 5:20pm 
Fixed it
Vokun Vulon 4 May, 2021 @ 5:38pm 
Yes, it does indeed seem that this mod is providing the vanilla classes with double damage, that is confirmed!
Vokun Vulon 30 Apr, 2021 @ 6:56pm 
Are you using this with FrackinUniverse / Crew Customization +, as they buff your crew based on the gear, if not then I had not noticed this due to using the aforementioned mods
Zer0billion 30 Apr, 2021 @ 10:26am 
This mod was causing my crew to deal double damage, I think you forgot to change something.
Vokun Vulon 30 Apr, 2021 @ 8:14am 
If there are any other sources of crew in FU, if you are familiar with it, let me know and I'll see if they are also affected or not, but so far it seems to only be the contracts that break them.
Vokun Vulon 30 Apr, 2021 @ 8:12am 
For further clarification, this seems to be failing only with crew that are created using the purchasable contracts from the Science Outpost.
I have not located any other source of crew that this does not work with.
It does work for modded races if you get them as crew via the "vanilla" means.
It also works with the Droden, which are purchased using Avikan Merit tokens, I am unsure if there are any other sources of Crew that are purchased like this that I can test.

Sadly, this does prove an issue, as I have recently near-filled my crew slots with these special crew purchased thru the outpost, as they provide resistances, and more importantly, reduce ship fuel costs, although I am unable to rely on any of them in combat at the moment, and can only take my Avali, Droden, and Avikan, as they are the only 3 I attained without the contracts!
Vokun Vulon 29 Apr, 2021 @ 1:56pm 
Question, I've found this does not affect the FU hired crewmembers, is there any possibility of you creating some form of patch for that?
(It does seem to work with the Avali, Avikan, and Droden that I hired, however those were not spawned via the crew contract, and it's not even a case of certain races not working as I have a Hylotl that only has 10 energy)
The OG Koopa  [author] 25 Apr, 2021 @ 7:19am 
done
The OG Koopa  [author] 25 Apr, 2021 @ 7:15am 
I'll tone it down to 100
Vokun Vulon 25 Apr, 2021 @ 7:11am 
ahh, reflecting back to the comments on CC+, that was why my first suggestion was 100, to avoid allowing AI to run with power weapons, bit op if you run with crew using a copy of your 400 energy per-shot railgun XD
how simple would it be to make a half/scale version of this for 300? gives people choices and whatnot, could even do a selection from 50/100/150/300/600, then its down to the player as to how OP they want crew to be, just an idea is all!
(I would probably run the 150 myself if that happened)
The OG Koopa  [author] 25 Apr, 2021 @ 5:19am 
yes, it should, because some weapons use a ton of energy, also I'll fix that
Vokun Vulon 25 Apr, 2021 @ 5:11am 
Further note, spotted last night my crewmember now has 600 energy, and i see you didn't actually state what energy increase is with this, should it be at 600??
Vokun Vulon 24 Apr, 2021 @ 4:07pm 
Thank you!!