Starbound

Starbound

Disable graduations
24 Comments
Velocity 19 Jun @ 10:21pm 
does this still let me recruit crewmates with the job offers mod?
第九序列 14 May @ 8:09pm 
天哪村民被扒光了:ISSexplosion::steamfacepalm:
Talon 10 Sep, 2024 @ 3:46pm 
And this is the case even if I do the vanilla radiant villager quests for the species in that mod. :(
Talon 10 Sep, 2024 @ 3:45pm 
This mod does not work with modded races. Or, at least, it doesn't work with the species in the Elithian Races mod.
SGK2401  [author] 29 Aug, 2024 @ 9:09pm 
Think there is a job offer mod?
And yes it is safe to add and remove.
Talon 29 Aug, 2024 @ 7:57pm 
I guess I could always just grab the crewmembers I want and then add in the mod afterward. Especially if the mod is safe to add and remove mid-playthroughs.
SGK2401  [author] 29 Aug, 2024 @ 6:04pm 
If the mod uses completely vanilla implementation, then yes. Most mods that simply adds the race into spawn-pool works. Though as the other comment says, it does not work with BYOS. Not at all.
Talon 18 Aug, 2024 @ 6:18pm 
How would this work with Elithian Races? Both for the species it adds and the 'vendors' you can interact with to get crewmembers?

I'm guessing it would be for the best to assume that this mod only works with vanilla content?
BioKraze 15 Jan, 2024 @ 1:53pm 
Just tested this finally. Unfortunately, it is not compatible with Frackin' Universe at all. More specifically, villagers continue to upgrade to crewmembers, possibly because of FU's implementation of BYOS.
BioKraze 13 Jan, 2024 @ 11:03am 
Thank you.
SGK2401  [author] 13 Jan, 2024 @ 1:46am 
Only server side, yes.
Emil Siegryn 12 Jan, 2024 @ 4:04am 
@BioKraze Considering it affects scripts and how things are processed (not rendered) I would have to assume it's server sided.

As for FU compatibility... Does FU changes the way NPCs can become crew members? If so, then there could be compatibility issues. If not, then it should be fine to use them together.
BioKraze 12 Jan, 2024 @ 1:07am 
I really, *really* like the idea behind this mod and would love to use it, but I'd like to know first if it's client or server side, and if it's compatible with Frackin' Universe out of the box, as it were.
Morpho_matter 9 Jan, 2024 @ 10:50am 
this is just a nerf to your self
SGK2401  [author] 7 Jan, 2024 @ 12:19am 
Yep they are compatible.
Quest count mod added, working on that villager one. Also these mods can override each other, you can use combinations that suits your play style.
Raiizy 6 Jan, 2024 @ 11:33pm 
will job offers still work with them though?
Emil Siegryn 6 Jan, 2024 @ 7:58am 
Yeah, that's what I meant by reroll. You break the colony deed, then put it back up. Sorry if that wasn't clear.
SGK2401  [author] 5 Jan, 2024 @ 9:31pm 
Wait you want to reroll your tenants? You know you can just eliminate their colony deed right... Anyway, I'll go check for modded race support.
Emil Siegryn 5 Jan, 2024 @ 4:19pm 
Damn character limit in comments. -.-

Anyway, to simplify my request:
I would like a mod that increases the number of quests required from 1-4 to 5-10, OR a mod that prevents villagers from every becoming a crewmember, while allowing tenants to still ask to join using vanilla settings.
Emil Siegryn 5 Jan, 2024 @ 4:17pm 
For me, I like the tenants becoming crewmembers, but more often than not the villagers and settlers are just... not visually appealing lol. Being able to reroll tenants is a huge benefit. (And this is ignoring the existence of mods such as NPC Spawner, which I don't use anymore lol)

I really do appreciate the information. I got a couple simple mods in the workshop, but I've been too distracted by Java development to focus on learning more Lua, or modding other games.
Emil Siegryn 5 Jan, 2024 @ 4:17pm 
For my preference, I'd say 5-10 quests would be ideal... but if it's that easy to do, maybe it would be better if I did the edit locally instead of bugging you about it lol.

Another question - How hard is it to add support for specific race mods? I only use 2 race mods, Felin and Inklings, so I imagine the changes would also be pretty simple. So the question then becomes... is it possible to automatically support modded races, or would there need to be a patch/addon for each race that players wanted support for?

Also, after playing around a bit, I think I'd love to see the reverse of what you asked about at the bottom of the description - that is to say, I would like to see a version of this mod that only stops ordinary villages from wanting to join you, but tenants would be able to join using vanilla or vanilla-like features.
SGK2401  [author] 5 Jan, 2024 @ 5:20am 
Checked in the codes a bit. Graduation is based on remaining quests, which is randomized between some numbers. For most NPCs, it is from 1 to 4. Once there is no remaining quests, the game will call that weighted number generator, giving the NPC a new type. I can modify it so that there is a lot more quests to be done before they turn into a crew, or make it completely RNG, that they will only give one quest but with low crew possibility.
SGK2401  [author] 5 Jan, 2024 @ 4:02am 
It uses a weighted random generator. And, no its really simple. Just a question, do you need all the NPCs or just colony tenants? And, isn't 10% a little too low? You will need to complete a vast amount of their quests to have one new crewmate.
Emil Siegryn 4 Jan, 2024 @ 3:02pm 
Question. How difficult would it be to set up a random number based system to choose if they can become a crewmember?

Basically, they would have X% chance to become crewmember, or if that check failed, they would - as your mod currently does - set their target to their current 'job'.

So you could set them to have a 10% chance to become crewmember, 90% chance to remain a villager/tenant.

I really love the idea of this mod, but I would have to disable and re-enable it occasionally in it's current form, based on my play style and what I desire from the gameplay experience.

If this is too complex of a request, please feel free to disregard it. I have very little experience in modding Starbound, and don't want to make any requests that are too tedious or annoying to implement.