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I'm assuming that the server has to have it, but I don't know for sure. I'd recommend referencing the Race Traits mod documentation (if it has any) on whether race add-ons are client-side or not.
It needs the NPC mod because I had to change the actual Avali race file to change the height because changing it as part of the status effect screwed up Morph Spheres and I didn't know how to fix that.
The consequence of not having the NPC mod is that all the NPC Avali will have tall sprites but short hitboxes, which makes them look like they're standing halfway into the ground.
good side i have openstarbound so im gonna see how it works.
SmolAvali manually made smaller Avali sprites, which I believe is the superior method that overall produces better results than scaling them in-game.
The downsides to SmolAvali is that it creates a new race rather than altering the original Avali race, so all the Avali NPCs will be tall.
Also, last I checked the mod was never finished, so not every armor and cosmetic item was properly altered to fit the SmolAvali. Plus, any compatibility with other Avali armor / cosmetic mods would have to be added manually.
This mod scales the in-game sprites to be smaller, which means all armor and cosmetics work out-of-the-box, but consequently it creates a bit of jank that I never figured out how to fix. OpenStarbound apparently fixes some of this jank, though I haven't tested this myself.
And yes, you will need Race Traits to run this mod.
PD: Do i need the addon Race traits if i have Openstarbound playing?
Thank you!
This is the first I've heard of OpenStarbound. It looks like exactly what this game has needed for a while now lol. Glad they fixed the scaling issue in any case.
I don't know what you mean by that question.
If you want to make their legs shorter, that would involve editing some sprites and changing the humans' standingPoly and crouchingPoly values.
If you just want to just make them smaller like this mod does, please see the breakdown I typed up earlier in the comments.
Also, here's the original "standingPoly", "crouchingPoly", "mass", and "frontHandPosition" values. Its the only things I really changed in the "avalinoid.config" file.
"frontHandPosition" : [8, -3],
"standingPoly" : [ [-0.75, -2.0], [-0.35, -2.5], [0.35, -2.5], [0.75, -2.0], [0.75, 0.65], [0.35, 1.22], [-0.35, 1.22], [-0.75, 0.65] ],
"crouchingPoly" : [ [-0.75, -2.0], [-0.35, -2.5], [0.35, -2.5], [0.75, -2.0], [0.75, -1], [0.35, -0.5], [-0.35, -0.5], [-0.75, -1] ],
"mass" : 1.6,
Once you get it unpacked, I'll try to break down really quick what each file in my mod does.
"avali.species.patch" patches the avali.species file to use the "avalinoid.config" file.
"avalinoid.config" defines the hitbox values and other values. (You're looking for "standingPoly", "crouchingPoly", and "frontHandPosition").
You'll want to rename "avali.species.patch" to "[race].species.patch", with [race] being the name of the race in the race mod's files.
"avaliheight.lua" changes the sprite size.
"avaliheight.statuseffect" creates a status effect that uses the "avaliheight.lua" file as its script.
Changing the sprite size is as easy as changing the number in "avaliheight.lua". As for "avaliheight.statuseffect", rename stuff accordingly.
"om_racetraits.statuseffect.patch" tells Race Traits which status effects to apply to which race (and in this case, I also used it to change the Avali run speed and jump height). Change the values in here accordingly.
You ain't stupid. It took me quite a bit of trial and error to make this mod in the first place lol.
I am unfortunately not inclined to make a tutorial, but I can at least point you in the right direction.
You'll need to know how to "pack" and "unpack" mod files. Either of these tutorials will work:
https://community.playstarbound.com/threads/how-to-successfully-pack-and-unpack-pak-files.66649/
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=745239455
I'd recommend also unpacking the game's files, Race Traits, and the race mod you're working with, so that you can find all the right values you need to switch out.
To make it point to a new race, you need to find the om_racetraits.statuseffect.patch file and change the values to point to the other race.
To make the character appear larger find the avaliheight.lua file and change the scale value to whatever you need it to be (for example, 2 for double the size, .5 for half the size, etc)
To alter the character's hitbox, find the "avalinoid.config" folder and change the "standingPoly" and "crouchingPoly" values. The easiest way to do this would be to find the values from the original Starbound "humanoid.config" file and then multiply them by the same scale value you used in the status effect .lua file.
You may also have to change the "frontHandPosition" so held items appear properly on your character. You can also change "mass" to alter how the race is affected by gravity.
I haven't tried it myself but uninstalling this shouldn't break anything. You can also uninstall Race Traits no problem if you follow the steps on the mod's page.
The NPC Add-on for Race Traits is a different story though. Uninstalling that will break existing NPCs.
This issue seems to apply to all procedurally-generated Assault Rifles, even those held by the player, and possibly other weapons that are composed of multiple pieces.
If you want to workaround this issue for your NPC Crew Members, you can use the Crew Customization + mod to change your crew members' weapons.
I think you got a little mixed up. Race Traits are active by default. You don't need to use the device to make them active. So when you're using the device to "activate" the race traits, you're actually deactivating them because they were already on.
Awesome, glad to hear it's working for the most part!
As for the issue, I looked into it and the issue with the crew members is a Race Traits thing. At the moment the NPC add-on doesn't apply Race Trait effects to crew members, but that might change in a future update according to one of the authors.
But it makes sense that the crew still has changed physics, because there were certain things that I applied via a config file for the Avali race rather than through the status effect.
Only just now encountered a problem. The physics seem to apply to crew members, but not the visuals. Any idea what might be causing that?
SmolAvali creates its own version of the Avali race with manually resized sprites, whereas this mod resizes the Avali race via a status effect (with the status effect being applied via Race Traits).
SmolAvali will look better because the sprites were resized manually, but it may not have all of the armor and clothing.
The method I used in this mod resizes any armor and clothing worn automatically, but a lot of things will look either wonky or ugly due to the game resizing the sprites instead of a human.
That's the gist of it. :P
Thanks for letting me know. I have amended the description with the proper credits.
However, Race Traits is by Silver and I! We're co-devs. Not just made by me. Thank you.
Ah yeah, I haven't tested this with either Frackin' Universe or with crew members, so I'm not sure what the problem could be.
As for the Morph Ball thing... I think the issue is due to the status effect's setting of the hitbox overriding the morph ball tech's setting of the hitbox. I might be able to fix it if I can add some sort of check in the lua script.
BTW you guys did great with Race Traits. It was super easy to add the custom effect (the patch guide was super helpful in that regard lol).