Starbound

Starbound

Etalbyn's Dwarf Mod
93 Comments
Etalbyn  [author] 25 Jun @ 10:13pm 
@TMBCyberman the meme dealer Glad you like it, maybe the ridiculous amount of time I spent designing it paid off in the end :lunar2019laughingpig: But yea, that's fine by me! I just ask that you credit this mod for the race/ship design, preferably with a link back to this page if possible. But thank you for asking, and enjoy!
TMBCyberman the meme dealer 25 Jun @ 8:19pm 
Am I allowed to add this race/their ship to CYOS? I really like the design
znp4nemmcrmccbrsndpn 25 Feb @ 6:12pm 
@Etalbyn
Thank you! Now I can eat crab dishes.
Etalbyn  [author] 25 Feb @ 7:11am 
@Emerald At this time it does not, though that is something I would like to implement eventually. Though a couple comments ago (the comments I posted from December 10th that begin " @Floognoodle " as well as the one directly after that) I gave a list of options for how one could manually spawn dwarf NPCs to populate a base/city of your own construction, if that is something you would be interested in.
Emerald 24 Feb @ 11:11pm 
Does your mod have Towns/Villages?
Etalbyn  [author] 12 Feb @ 11:04am 
@znp4nemmcrmccbrsndpn Sorry for the delay, but that is updated now! Crabs should spawn every 2-3 minutes from here on out (try picking up and then placing the crab spawner back down if it is still taking 5+ minutes). I also removed the wiring input node from the crab habitat (crabitat?) all together, to avoid confusion since it didn't actually do anything anyway when hooked up to a switch (as you observed). Lastly, I shortened many of the dwarf food item descriptions, as most were a bit too long. This caused the flavor text to overlap with the tooltip indicating a food's freshness level, which ended up just making everything harder to read. So that's all fixed too :hh_hammer:
znp4nemmcrmccbrsndpn 3 Feb @ 7:44am 
@Etalby Thanks, I'll wait for it.
Etalbyn  [author] 2 Feb @ 2:28pm 
That said, if you feel that is a bit much, I could put out a small patch to amend the number to every 3-5 minutes, or 5-10 minutes or something. Alternatively, if you just wanna spawn the crabs en masse to horde their delicious toxic meatz, just turn on admin, and you can spawn them to your heart's content with the following command:

/spawnmonster dwarfcavecrabcritter
Etalbyn  [author] 2 Feb @ 2:28pm 
@znp4nemmcrmccbrsndpn Hey there! So because the crab spawner is essentially endless free meat, I felt it would be a little too OP if you could literally just make it pop out a crab every time you push a button lol. Not only would this make hunger mostly negligible, but you would never need more than a single crab habitat. Thus I set it up to be a slower, passive food source, best utilized in the background in areas where you'd be spending a lot of time (i.e your ship, your favorite colony, etc.)

As for the technically details on it, it requires no input from you, aside from you needing to be present in the general area (which is a hard requirement for any spawner to function). Once placed in the world, every crab habitat will spawn a new crab critter at random intervals somewhere between 10-20 real-world minutes.
znp4nemmcrmccbrsndpn 1 Feb @ 9:28pm 
I'm filling in the recipes for cooking, but how do I spawn the Cave Crab Critter? I got the nest, but it doesn't respond to any timers or levers.
Etalbyn  [author] 10 Dec, 2024 @ 9:26pm 
Also I promise folks, this mod is NOT abandoned! Unfortunately more pressing IRL matters & a string of annoying-but-not-overly-serious health problems have been occupying the majority of my attention in recent months. But I'm on the mend from my most recent medical debacle, & should be fully recovered in the next week or so. I was also able to pick up a snazzy new laptop during Black Friday sale, & thus should be able to start working in earnest towards finishing off the True Dwarf mod. I can't make any guarantees, but I'm going to try & push to finish it by the end of the year, so we'll see how that goes.

While I didn't get as much modding work done as I wanted since my last post, I did manage to amass a pretty sizable asset library (i.e. pixel art spritesheets, tilesets & icons, audio/music files, etc.) from a wide variety of free to use sources around the internet. So that should allow me to add some really cool new stuff with relatively little effort once True Dwarf is complete!
Etalbyn  [author] 10 Dec, 2024 @ 8:52pm 
@Floognoodle It does not currently, no. I would love to implement that eventually, but messing with planet/space encounter/dungeon/village generation is an area of Starbound modding that I haven't delved into yet, and thus it would require additional learning on my part.

Thus in it's current version, the only way to populate an area with dwarves is if the player does so manually in one of the following three ways:
Etalbyn  [author] 10 Dec, 2024 @ 8:51pm 
1. Via the Spawn NPC admin command, such as:
/spawnnpc dwarf villager
/spawnnpc dwarf dwarfminer
/spawnnpc dwarf dwarftechnician
/spawnnpc dwarf dwarfchefmerchant
/spawnnpc dwarf guard 10

2. Via placing colony deeds, then satisfying the requirements to spawn dwarf tenants by decorating the area with dwarf furniture (virtually all dwarf furniture can be purchased via the "Consortium Emporium" placeable, which can in turn be purchased from Infinity Express in the Outpost for 1000 pixels).

3. By placing NPC spawners, which can also be bought from Infinity Express for 5000 pixels. Note that these are limited to only spawning dwarf guards & basic villagers. Also, like all NPC spawners these are reusable, but require the chunk to reload. So you place them down then leave the immediate area; beam to ship then back, walk 2-3 screen lengths then back, etc. At that point, the spawner will have dropped as an item that can be picked up, & will have spawned 1 of it's designated NPC.
Floognoodle 9 Dec, 2024 @ 8:51am 
I'm curious, does this mod have any new encounters? Like dwarves spawning on planets/space stations or dungeons/villages?
kolakutusu 31 Oct, 2024 @ 2:02pm 
i would love to see a new planet, maybe we call it hoxxes iv? not for a particular reason
Good Game 3 Aug, 2024 @ 6:16pm 
I am a dwarf and I'm digging a hole! Diggy diggy hole! Digging a hole!
zarby$ 4 Jun, 2024 @ 3:37pm 
May yer beard be thick and yer gold-sack heavy!
Etalbyn  [author] 1 Jun, 2024 @ 3:25pm 
Just put out patch 1.0.5, which had a couple minor changes. Mostly cosmetic stuff, but as inspired by zarby$'s feedback, I also added some stim packs to the starting ship locker, to help offset dwarf racial mobility penalties while completing the tech quests for Elliott at the Outpost.

Anyway, see the change notes for a more in-depth description. I'm also about to post an update in the development roadmap for the "True Dwarf Race Mod" (Yes, I AM still working on that, I swear! :lunar2019laughingpig:)
zarby$ 5 May, 2024 @ 12:59pm 
keep up the good work :Thor:
zarby$ 5 May, 2024 @ 12:59pm 
the multi jump tech makes it work much better, probably no need to get rid of anything
Etalbyn  [author] 3 May, 2024 @ 4:57pm 
If I can help it, I'd rather avoid just flat out removing the jump penalty, since it's intended to be a racially lore friendly thing & to offset the many bonuses the race gets. But I'll see if I can come up with a work around to still keeping their speed/jump penalties in-place but to address being able to access all areas of missions. Even if that just means granting them a stash of jump/speed boosting stims in their starting ship locker. Though in the interim, that'll probably be your best bet to proceed with your current character, is trying to use blue stims or food that boosts jump (though I don't recall off hand if any of the low level foods have that buff). Of course there's always "/spawnitem" to get your hands on a solution immediately lol
Etalbyn  [author] 3 May, 2024 @ 4:57pm 
@zarby$ Hhmm, yea I was hoping once the player gained access to jump techs, the reduced jump wouldn't prevent progress on any missions... I didn't playtest the Erchius Facility, but I did run through all the tech scientist guy's missions. So I know for sure it's possible (albeit more difficult) to complete those as a dwarf character, assuming you aren't using any other mods that alter vanilla gravity/physics settings, anyway.
zarby$ 1 May, 2024 @ 1:19pm 
though with some expert timing i can use the dwarf jetpack to help with the double jumping
zarby$ 1 May, 2024 @ 1:14pm 
can you make it so the dwarves jump higher? in both the erchius mining facility level and the pulse-jump tech level i cant jump high enough to complete them,
Etalbyn  [author] 13 Apr, 2024 @ 6:55am 
@Everyone Finally got around to updating the "How the Dwarf Music Player/Headphones Work(s)" discussion post, as well as making some more significant progress on the Development Roadmap for the "True Dwarf Race Mod"
Etalbyn  [author] 12 Apr, 2024 @ 10:19pm 
To interpret all that gibberish, this error is telling me the game crashed because it couldn't read the truedwarf.species file, specifically because the code was missing a comma or bracket at or around line 31, column 5.
Etalbyn  [author] 12 Apr, 2024 @ 10:19pm 
It's best to work from the bottom up, and try to find the last [Error] entry, which should look something like this:

[01:00:56.334] [Error] Application: exception thrown, shutting down: (AssetException) Error loading asset /species/truedwarf.species

So what you're looking for is specifically the wording " shutting down ", because that is indicating why the crash happened. Once you find that, continuing working your way further up the log until you find other lines that reference the same error. Using my same example, we'd be looking for other errors related to " /species/truedwarf.species ", and so we would be able to pick out these lines:

[01:00:52.556] [Error] Exception caught loading asset: /species/truedwarf.species, (AssetException) Could not read JSON asset /species/truedwarf.species

Caused by: (JsonParsingException) Cannot parse json file: /species/truedwarf.species

Caused by: (JsonParsingException) Error parsing json: bad array, should be ',' or ']' at 31:5
Etalbyn  [author] 12 Apr, 2024 @ 10:18pm 
@Golddess Booperie: Happy to help, and good luck figuring out what's causing the crashes! Totally up to you, but if you want I could try to take a look at your full crash log, if you have Discord and want to message it to me on there (my Discord username is also "Etalbyn").

The log will keep track of pretty much any error/discrepancy it notices, but in my experience, most of those are minor and won't cause crashes. For ones that do result in crashes, it's usually going to be the very last error in the log chronologically (i.e. because the problem is big enough to force the game to quit, hence it stops registering any thing else after that point).
Golddess Booperie 10 Apr, 2024 @ 11:17am 
it worked, thanks again, now i just have to figure out where this came from [13:12:58.036] [Error] Could not load recipe /recepies/anvil2/weapons/tacticalknife.recipe: (ItemException) No such item 'thungsten'
[13:12:58.115] [Error] Could not load recipe /recipes/tiles/feroziumblock.recipe: (ItemException) No such item 'feroziumcompound' seems like a thing that used to be in a mod i used to have so i will have to figure out where that came from & hopefully can save my ship world from whatever is givin it a deathgrip
Golddess Booperie 10 Apr, 2024 @ 10:59am 
ill check it out, thank you
Etalbyn  [author] 7 Apr, 2024 @ 10:30pm 
And as always, anyone can feel free to post any bugs they encounter here, and I'll do what I can to squash 'em!
Etalbyn  [author] 7 Apr, 2024 @ 10:30pm 
@Golddess Booperie: I got to the bottom of it and created the missing recipe items for the audio discs, so the "Could not instantiate item" errors should no longer pop up for you. Like I said I highly doubt that was the culprit behind your game crashing, but hopefully this will confirm that, and you can now narrow things down further to find what the real issue is.

@SpaceCatsFTW: Racial description has been updated from the default Skittle's race template placeholder!
Golddess Booperie 7 Apr, 2024 @ 7:00pm 
I been testin it and so far it seems to be causin crashes far as i know but it could be from somethin else as well, possibly not yet showin, but yeah i freakin love this mod & hope it never goes away, by far 1 of my favs & cant wait to see it progress
Etalbyn  [author] 6 Apr, 2024 @ 9:01pm 
@Golddess Booperie: In any case, that isn't a major error and shouldn't actually cause you any problems with any other mods. "Could not instantiate item" basically just means that some piece of code (i.e. a crafting station) is making reference to or telling the game to spawn a particular item, but the game can't actually find the file for that item anywhere. So when you try to make the item, it will either do nothing, or spawn a "Perfectly Generic Item" placeholder instead, but won't cause any issues beyond that.

All that to say, I'll still try to figure out a solution, but I honestly wouldn't worry about it, cuz it's not going to crash your game or corrupt your universe or anything. Worst case scenario, you just won't be able to craft those audio CDs until I fix it.
Etalbyn  [author] 6 Apr, 2024 @ 9:00pm 
@Golddess Booperie: Glad you are enjoying the mod, I always like to hear feedback, especially of the positive variety! XD As for error log, I recognize the recipes it references as they are for audio disc "augment" items that you can apply to the "Dwarf Music Player" headwear item. Once you apply it with one of the discs and wear it, it will then apply a status effect that plays the associated song; i.e. Big Ape Hits is the music from apex record players, Jon Afro Song is the music from human jukeboxes, etc. So I'll have to look at the code for those recipes and see if I bungled something in there, and maybe they aren't populating correctly.
Etalbyn  [author] 6 Apr, 2024 @ 8:40pm 
@SpaceCatsFTW: Sorry for the late reply, but yea I see what you mean, and I managed to locate the line in the "dwarf.species" file where the race description is. It'll be an easy/quick fix, so I'll get that uploaded either tonight or tomorrow. The reason I didn't catch it is because on my version of Starbound I use Frackin' Universe, and with all the extra text that adds to race selection, the race description gets pushed completely out of view for where my dwarf race gets loaded lol
Golddess Booperie 4 Apr, 2024 @ 7:34am 
sorry had to break them up due to steam bein dumb

[09:05:19.796] [Error] Could not instantiate item '[clubbeats2-recipe, 1, {}]'. (ItemException) No such item 'clubbeats2-recipe'
[09:05:20.409] [Error] Could not instantiate item '[poptoptune-recipe, 1, {}]'. (ItemException) No such item 'poptoptune-recipe'
[09:05:20.825] [Error] Could not instantiate item '[ignoblebanditsong-recipe, 1, {}]'. (ItemException) No such item 'ignoblebanditsong-recipe'
[09:05:21.049] [Error] Could not instantiate item '[bigapehits-recipe, 1, {}]'. (ItemException) No such item 'bigapehits-recipe'
Golddess Booperie 4 Apr, 2024 @ 7:33am 
09:05:21.459] [Error] Could not instantiate item '[musicboxmelody-recipe, 1, {}]'. (ItemException) No such item 'musicboxmelody-recipe'
[09:05:21.498] [Error] Could not instantiate item '[jonafrosong-recipe, 1, {}]'. (ItemException) No such item 'jonafrosong-recipe'
[09:05:21.593] [Error] Could not instantiate item '[sonatatothesea-recipe, 1, {}]'. (ItemException) No such item 'sonatatothesea-recipe'
[09:05:21.846] [Error] Could not load recipe /recepies/anvil2/weapons/tacticalknife.recipe: (ItemException) No such item 'thungsten'
[09:05:21.926] [Error] Could not load recipe /recipes/tiles/feroziumblock.recipe: (ItemException) No such item 'feroziumcompound'
[09:05:22.210] [Error] Could not instantiate item '[letheiajingle-recipe, 1, {}]'. (ItemException) No such item 'letheiajingle-recipe'
Golddess Booperie 4 Apr, 2024 @ 7:33am 
whenever i try to remove maple32, whatever reason i get errors like this from this mod & really dont want to remove this mod as 1 of my favs

[09:05:22.240] [Error] Could not instantiate item '[clubbeats3-recipe, 1, {}]'. (ItemException) No such item 'clubbeats3-recipe'
[09:05:22.597] [Error] Could not instantiate item '[musicboxmelody-recipe, 1, {}]'. (ItemException) No such item 'musicboxmelody-recipe'
[09:05:22.598] [Error] Could not create blueprint item from recipe: (ItemException) No such item 'musicboxmelody-recipe'
[09:05:24.031] [Error] Could not instantiate item '[clubbeats2-recipe, 1, {}]'. (ItemException) No such item 'clubbeats2-recipe'
[09:05:24.032] [Error] Could not create blueprint item from recipe: (ItemException) No such item 'clubbeats2-recipe
SpaceCatsFTW 17 Mar, 2024 @ 9:42pm 
howdy! it seems like the description for the species is a little broken, and still uses the race template's description
Etalbyn  [author] 20 Feb, 2024 @ 2:53pm 
Also I've listed a new development roadmap in discussions to detail my progress and what still needs done before my "True Dwarf Race Mod" will be ready for release. So I'll try to update that periodically as I check things off the list. Also I've added discussions to cover item spawn commands and also an explanation on how the "dwarf music player" works, since it's not very intuitive how to change songs/reset the player. For those last 2 discussions however, they're just placeholders currently, but I should be filling them out in the next couple of days.
Etalbyn  [author] 20 Feb, 2024 @ 9:26am 
Just posted update 1.0.3, which mostly fixed some minor errors and inconsistencies on the back end of the mod that I noticed while continuing my work on the "True Dwarf Race Mod". As for stuff that would actually be noticeable from a player perspective, it fixed an error where all tier 6 weapons were uncraftable, due to the recipes requiring the non-existent "godsteel" crafting material, which has now been properly changed to "dwarfgodsteel". Beyond that, I shortened the name of the quest giver for the Shield Wall tech slightly, as it was getting cut off in dialogue, and also changed the G.I.M.L.I. ship pet's sleeping animation, so he shouldn't be quite so blatantly floating in midair anymore while taking a snooze.
zarby$ 22 Dec, 2023 @ 8:57pm 
I Shall!
Etalbyn  [author] 20 Dec, 2023 @ 2:43pm 
As an update since it's been awhile: I'm continuing to make progress on the new race mod which will feature dwarves with an appropriate height and hitbox, which I've dubbed the "True Dwarf Race Mod".

Unfortunately before I can really get into the meat n' taters of fiddling with the hitbox and body animations, there's a bunch of (admittedly repetitive and boring) tweaking of my existing code on this mod I have to do first. Basically renaming a large number of the assets to function with the True Dwarf race, to allow me to carry over pretty much all of the other content from this mod.

While it is a tedious process, it's still a hell of a lot better than having to redo the whole thing from scratch. My hope from doing it this way, is that it will allow both of my mods to be compatible alongside each other. Anyway, I think I'm mostly done with that phase at this point, and then I can start working on the fun parts!

Stay tuned! :dwarfacolyte:
Etalbyn  [author] 20 Dec, 2023 @ 2:25pm 
@0A0 I genuinely appreciate the kind words, and hope to continue adding even more content down the road!

@zarby$ Right?! I think damn near every game can be improved upon by adding dwarves :urist:

@KitsukiKit Lol thank you, glad you are enjoying it!
0A0 30 Nov, 2023 @ 11:34pm 
A really good mod with a lot of new contents:steamhappy:
zarby$ 13 Nov, 2023 @ 4:29pm 
Dwarves are my absolute favorite race aswell thank goodness SOMEONE made a dwarf race!
KitsukiKit 9 Nov, 2023 @ 4:20am 
good mod funny iron dwarf man
Etalbyn  [author] 7 Nov, 2023 @ 10:56am 
...and Patch 1.0.2. as I forgot to actually grant dwarf players access to the crafting recipe for their racial crafting station (i.e. the one that appears in the bottom right corner of the mining bay on the tier 3+ ship). As such, it can now be crafted at an inventor's table for 500 pixels.

Also I'll be keeping detailed records of the change log for each patch I put out, which can be found under the "Change Notes" at the top of this page.
Etalbyn  [author] 6 Nov, 2023 @ 11:09pm 
Patch 1.0.1 is now live! It includes some minor updates, mostly revolving around adding better scan dialogue for both dwarf and vanilla races to dwarf furniture objects, as requested by @like the mist awhile back.

I also included a list of all current dwarf furniture items and their spawn commands under discussions, and will work on making one for weapons/armor and all other items added by this mod as well.

Beyond that, I will be focusing my efforts on figuring out how to tweak player hit boxes, to create the oft-requested off shoot mod for a properly sized dwarf race. I think I've managed to figure out the basic principles and how to make it happen, it's just a matter of applying it and fiddling with the numbers.