Starbound

Starbound

Better Crew
64 Comments
Chofranc 28 Apr @ 12:18pm 
Hi, Vix, the original author(rl_starbound) wants to contact you via Github, Reddit or Steam.

Here is the reddit post he made where he mentions this.
FUS 13 Mar @ 6:57pm 
Forget what I asked, modded behavior is backwards-compatible with the vanilla game no problem.
FUS 27 Feb @ 10:21am 
Quick question, in theory would there be any technical issues if I were to use
this mod's "pianoparty.behavior" in a Vanilla game? Because I've made a new interact behaviour based on pianoparty and now I want to make it compatible with both Vanilla and your mod out of the box in some way.
Erelae 18 Feb @ 10:24am 
Current playthrough, I had fired my near-complete crew because they were annoying me so much. Finally bit the bullet and got this mod today. It is already working beautifully with only two crewmembers. I have an engineer and a chemist, and they are doing what they do, as far as they are able since I am not through setting up my ship. Faaaantastic. I got so *tilted* at these buggers' tendency to cluster around the teleporter. Now here's hoping I don't hire someone who constantly follows me around doing the hearts emote. -_-
Vix  [author] 21 Jan @ 12:01pm 
@BlueDragonKnight
It would basically need to remake the whole anchor&job system to basically dynamically create persistent tags and add them to specific object... an absolute nightmare. Possible, but like, BIG endeavor.

@Mabra
Both make big modifications to AI and pathing and a bunch other things, and unlike json files that can be patched (like for items, objects, status effects, etc), lua scripts can't be patched. If one wanted to do such thing as a BC+CIC compatibility patch, it would probably be itself as script-rich as either mod is, and you'd be better off just making a new mod from scratch.
Mabra 20 Jan @ 4:44am 
In what way is Corbent's interactive crew incompatible ?
It doesn't seem to serve similar purpose.

Oh, and does this include the fix for beds disarming NPCs ?
BlueDragonKnight 6 Jan @ 9:52pm 
Out of curiosity, would it be possible to assign anchors to specific crew members, unrelated to their task? As i gather, this mod lets you at least somewhat assign rooms to crewmates by putting an anchor object into said rooms, but let's say you have 2 mechanics for example, they would also share those anchors.

So basically, could one make an anchor item (like the spawn thingy from settles for example) with which you interact and set a specific crew member to practically assign them their own rooms?
=Longhooter= 6 Jan @ 6:35pm 
i searched my mods by "dungeons" tag only to find these three under it
"Galactic Dungeons"
"Starbound Patch Project"
"Betabound!"

the "Betabound!" mod i had for a while now before the issue showed up though it doesn't hurt to check it just in case it brakes something
=Longhooter= 6 Jan @ 6:29pm 
i see, well two mod that add or edit npc structures is "Galactic Dungeons" i have been called a thief when editing in them though im unsure if that mods incompatible with your one or not
Vix  [author] 5 Jan @ 9:06pm 
Well, you're not the only one confused, I have been unable to reproduce the issue on my end.

The only reason I can think of that the patch would error out there would be because an other mod was removing a key before BetterCrew did, but I don't know what mod would cause that.
Without knowing what mod did that, I can't exactly tweak/do something on my end to ensure compatibility.
=Longhooter= 29 Dec, 2024 @ 2:57pm 
Update 29/12/24: Found a fix for it though still confused to why it worked. Solution: Teleport to my ship, save and quit, remove this mod and the two MegaPatche's, launch the game, spawn in the ship, save and quit, reinstall mod's, reload the game.

I did all that just to un-op and re-op myself as admin only for the ai to ignore me when i brake something. seems the game thought i wasn't in admin mode when i was
=Longhooter= 27 Dec, 2024 @ 7:38am 
Clip from starbound.log
[Error] Could not apply patch from file /player.config.patch in source: D:\SteamLibrary\steamapps\workshop\content\211820\3031599475\contents.pak. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) Could not find "stealing" to remove
Im unsure how to fix this as i have no mods that alter NPC ai
=Longhooter= 27 Dec, 2024 @ 6:56am 
what file dictates whether ai ignore players in admin again?
=Longhooter= 27 Dec, 2024 @ 6:56am 
the ai still get hostile towards me in admin mode for some unknown reason, will uninstall and reinstall to see if that fixes it, i was having no issues untill roughly 3 days ago, havent installed anything that changes the npc ai though will scour though my mods again to be sure
hyena.tar.gz 12 Nov, 2024 @ 1:48am 
I'll definitely will have to take another look at this then. :D
Vix  [author] 12 Nov, 2024 @ 1:15am 
@HyenaTown I actually fixed it 4 days after it was reported to me, if you go back in the comments or if you check the patch notes.
Though if Enhanced Storage changed some more things, they might have broken compatibility, I don't know.
hyena.tar.gz 10 Nov, 2024 @ 7:21am 
Were the bugs with Enhanced Storage ever fixed?
ᗦ↞◃ 25 Oct, 2024 @ 1:57am 
Okay! Thank you for taking the time to explain. I will try to study it again to see what the conflict is.
Thanks for making these mods to make starbound even more fun!:steamhappy:
Vix  [author] 24 Oct, 2024 @ 2:06pm 
Mh no, that must be a conflict with an other mod or something
ᗦ↞◃ 24 Oct, 2024 @ 9:26am 
Thank you for taking the time to explain! I also have another question.
I check my crew status. It seems like Energy is only 10% left
Basically, it can only fire one shot. Is this also the effect of this Mod?:steamthumbsup:
Vix  [author] 23 Oct, 2024 @ 3:44pm 
@ᗦ↞◃ As stated in Compatibility Notes, it will work fine with Crew Customization, but it will conflict with Smart Crew, as SmartCrew and BetterCrew basically are meant to fulfill the same role.
ᗦ↞◃ 19 Oct, 2024 @ 9:58am 
Hello! Thank you for sharing your production! I would like to ask some questions.:steamthumbsup:
I installed Smart Crew and Crew Customization +
Will it conflict with the MOD you made?
(Sorry my English is not very good
Major Poison 2 Oct, 2024 @ 4:46pm 
it would be nice if they didn't agro regardless. the mods i've seen that do that don't work or aren't being updated anymore.
Vix  [author] 2 Oct, 2024 @ 4:55am 
@FryoKnight to be tested °^°
@Major Poison No, if you break stuff as an admin, it shouldn't anger villagers. But if you don't have admin privileges, they should 100% still jump you.
Major Poison 30 Sep, 2024 @ 10:44pm 
Starbound's stealing mechanic penalizes players for breaking blocks or objects in villages, which is fair!
But then, when an Admin wants to maintain/tweak the area, it will trigger a literal riot... an utterly useless one, against an Admin. Even if you wanted to clean up the aftermath loose silt blocks of a sandstorm or something.

In Better Crew, NPCs don't try to oppose their universe's godly beings. Smart!

So, this mod disables all villager aggression upon attempting to break items in their village like the Villagers Trust Players mod or the Lazy Guards mod?
FryoKnight 24 Sep, 2024 @ 9:22pm 
I feel like this may be a dumb question on my part, but what is the compatibility of this with " Earth's Finest - Crew Improvements " and/or " Formidible Crewmembers "?
hyperwind5 16 Sep, 2024 @ 11:06am 
Is there a list of vanilla items that have anchor tags?
Miha_metan 21 Aug, 2024 @ 4:02am 
if you dont want crew going to your bed, build a room with some challenges that only you can pass through, like a lava-covered floor of a room and rails that you can ride with a rail hook, or just place a lever that opens your door somewhere far where a npc can't get to and in the room you're hiding from npcs.
Vix  [author] 26 Jul, 2024 @ 11:19am 
@LahRositah sadly not °^°
MuseWitch 25 Jul, 2024 @ 10:17pm 
Is it possible to designate which beds the crew members can use? Because I try to get my crew to use the ones that are marked for that, but some people still use mine.
Vix  [author] 22 Jun, 2024 @ 9:58am 
@Fishbone as stated in the compatibility notes, CIC and BetterCrew are mutually exclusive.
Your crew will surely be quite broken in the meantime, and while it >shouldn't< break anything serious long term if you accidently put them together, it might lead some NPCs to just insta-die on loading... so it can do some damage!
Fishbone 4 Jun, 2024 @ 5:23pm 
If I wanted to install Corbent's Interactive Crew alongside this in order to use the Datebound feature from that mod, would the two mods cause issues?
Vix  [author] 14 Mar, 2024 @ 10:04pm 
@rs_snow well the Change Notes do list all the changes 'during and since' the Diet Version.

Basically, as the mod evolved, it added functions that could conflict with other mods.
As to not break people's game with no way to go back, the original mod remained as the "Diet Version" (v1.2.0), while the normal 'Full' version was made as a new separate steam workshop item, with updates up to now v1.4.0a.

The new features, balance patches and fixes since 1.2.0 are exclusive mostly to the Full version, while I though back-ported some few fixes to the Diet Version when applicable and not affecting (or improving) compatibility.

As for "Addon" patches, aside of the range patch, the Race and Crew Anchor patches (that you can find in the following collection ) are compatible with both the Diet and Full versions of Better Crew.
r_snow 10 Mar, 2024 @ 5:43pm 
Sorry if this is a dumb question, but what is the difference between this Full version and the Diet version? What was newly added in this version? Thanks a lot!
kenanthebarbarian 6 Dec, 2023 @ 3:56pm 
Fork yeah! Thanks, Vix!
Vix  [author] 6 Dec, 2023 @ 12:48am 
@kenanthebarbarian Had to fork the mod, but fixed it! No extra mod-patch required.
kenanthebarbarian 1 Dec, 2023 @ 5:12pm 
Well, no haste required on my account. As soon as Corbent patches GiC races into Interactive Crew, I won't be able to use your mods anymore, anyhow. I do, however, appreciate your work.
Vix  [author] 1 Dec, 2023 @ 1:00pm 
@kenanthebarbarian given that the patch to add anchors isn't the same depending if there is already a script attached to the object or not, because the 'no script' patch would actually over-write an existing script, while the 'script' patch would throw an error on an object with no script, yup, good guess!

It's indeed the 'no script' patch that is applied to the weaponchest (I just checked this one), so confirmed that's likely the crew anchors that must be modified for EnhancedStorage.
I'll have to make a patch dedicated for it, I'll put that on my to-do list.
kenanthebarbarian 1 Dec, 2023 @ 12:25pm 
For some reason I cannot divine, this mod disables the Enhanced Storage effects on certain containers (safe and weapon chest, for sure; I haven't noticed others, but I didn't check thoroughly). I tried adding and removing only this mod (and the diet version), and it's definitely this mod. Maybe it has something to do with anchors? No clue.
Vix  [author] 29 Nov, 2023 @ 12:59pm 
@Lood Janglosti eer not planned for now, but something I can look into as an optional addon at some point
Enhab 29 Nov, 2023 @ 12:55pm 
Do you plan on improving how crew members behave "in the field" like Corbent's does (namely increasing their energy and enabling swimming)? I like both these mods a lot, but they're both missing something the other one has, which makes it hard to choose.
Vix  [author] 26 Nov, 2023 @ 12:25am 
@Harly short answer is no, incompatible. And no harm asking ^^

Longer answer:
BetterCrew patches/touches on a lot of files FU does modify too, and has been dev'ed without any real consideration for FU.
Some people reportedly could use the Diet version of Better Crew with FU, some encountered just a few bugs with the full version (this one), but most, depending what other addons/patches they had with FU reported it completely incompatible.

If anyone feels like making a FU patch for BetterCrew, they're welcome to.
And I'd be willing to fork BetterCrew in more workshop items again than just the current 'Full' and Diet versions if that can help people with compatibility!

The very reason why this Better Crew version (1.2.0a - 1.4.0) and the Diet version (1.0.0-1.2.0) exist as two items, instead of just updating from the original upload, is to leave 1.2.0 available for some game overhauls/modcollections that are compatible up to 1.2.0 but break since 1.2.0a and +.
Harly 26 Nov, 2023 @ 12:08am 
FU compatible? Or is this needed if you have FU? Yeah... Sorry for stupid FU question (
Vix  [author] 23 Nov, 2023 @ 9:41am 
@FUS wasn't done yet. I also created a Race Megapatch to support the non-vanilla techstation (S.A.I.L panels), since that's in there that BetterCrew gathers and indexes objects with crew anchors.

Since I was at it, I added the tech panel of the USS Polaris =^-^=

(I'll have to also make a mega patch to support a bunch of modded crafting stations, adding crew anchors for crew to interact with them... but one thing at a time)
FUS 23 Nov, 2023 @ 5:56am 
@Vix Thank you so much, now lets set that CPU on fire!
Vix  [author] 23 Nov, 2023 @ 12:39am 
@FUS Patch out! A few relevant ranges have been doubled, along with the max allowed pathing times for the same actions. Hope that helps!
Vix  [author] 22 Nov, 2023 @ 9:04pm 
@FUS I'm kind of afraid when it comes to performance.
When you think about it, double a radius, the area of search is the radius squared times Pi.
From a math standpoint, that's an exponential increase and I'd fear the compute associated with it would be too.
I'm willing to make a patch for it with beefed up radiuses, but I won't touch the base mod as a lot of players might have performance issues (I'm also likely to be among said peeps who would suffer)
FUS 22 Nov, 2023 @ 6:26am 
A bit of a niche request, but can you increase the chair/bed search radius to 500? USS Polaris is freakin' 421 block wide from it's teleporter to it's front and with 250 it'd be only half way across.
I could just poke the contents.pak myself of course, but since you're still maintaining the mod I thought that I may as well ask.
Vix  [author] 20 Nov, 2023 @ 6:54pm 
@AgentKirin yeah have had life come in the way, hence why I'm late on updates, I'll get on fixing that
AgentKirin 17 Nov, 2023 @ 11:02am 
Upon further investigation, it seems that the conflict only exists in the version uploaded to Steam. I tried using the GitHub version instead, and the bug seems to be gone. Some update between this version and now must've fixed it. I still have no idea why they conflicted in the first place, but that might be something to put in the Compatibility Notes :3