Starbound

Starbound

Naturally spawning bandits and cultists
46 Comments
Blackwolf_swe 5 Jun @ 12:38pm 
Thx for the reply.

Ah yeah that makes sense.. sadly i can't even do simple math so i got no chance of makign the changes myself.

Even tho i never play without..I would hope this be seperate and NOT rely on FU since not everyone likes it :P

It was just as an example.
Lukiwarble  [author] 5 Jun @ 6:30am 
as for spawn distance, that is configured when you would spawn the entities via lua commands
Lukiwarble  [author] 5 Jun @ 6:22am 
it could be triggered by madness and other things like that, but it would require lua knowledge that i dont have, after all FU already have things that spawn only when madness is going on it would only be changing one of those things to entities
Blackwolf_swe 5 Jun @ 2:15am 
I'm curious about a way to make this compatible with more mods and also uninstall friendly..

Could the spawning be triggered by an item in your inventory?
(for example the madness added by paintings in FU)

That way you might be able to set the distance to further away as to not have them spawn right on top of you?

This would make pretty much any and all plants compatible as well as it just working with most if not all mods?

It's the one thing missing from exploring planets more than once and having a fully upgraded endgame character makes exploring planets a VERY fast task if all you have in the way are the usual fauna.

I would REALLY like to use this mod but i need to know tha ti can at least save my space stations and planets from the storage folder to keep renewing (if and when) i need to remove the mod.

Hope you can make sense out of my rambling :P
Lukiwarble  [author] 4 Jan @ 4:20am 
seems like a mod conflict to me and yes, if you install a mod to add enemies and delete it, the world where it generated will break since starbound doesn't update that after the world was created
♥Yuki♥ 3 Jan @ 6:07pm 
Okay so this mods causes crashes that rolls back making you loose progress. removing made the world i built my base on break. It just sends me back to my ship. rip
Lukiwarble  [author] 30 Dec, 2024 @ 4:19pm 
i see
FelmastProMcLane 30 Dec, 2024 @ 10:54am 
I figured out why the "damageTaken" error happens, inside your "/monsters/bandit_spawner/bandit_spawner.lua", the init() function is overwritten and thus certain values are missing when updating the spawner monster, this logs the errors.

Doesn't actually break anything though.
Lukiwarble  [author] 10 Dec, 2024 @ 1:23pm 
i used that method since it was the only one i got working
Seth Yuikora 10 Dec, 2024 @ 12:41pm 
I've also seen conflicts with the BL3 Health Bars mod. Specifically a fringe case that seemed to be causing one of my weapons to break on a player's build. I couldn't recreate it, so I assume it was just something about their install they weren't sharing with me or weren't aware of.

But yeah, not sure what's triggering your error specifically, but I believe it's the status.SetResource("health",0) call in the LUAs for your spawners. Since it appears that your method for spawning the NPCs is to spawn a "monster" that runs a spawn command, then destroys themselves.

Seems that code is used with apeboss projectors to make sure they die when the boss is dead. Might be possible to get the spawners to disappear with a different method. I'll look into it and let you know if I figure anything out.

Also, might want to let players know that uninstalling the mod will break any world they've visited with it active.
Lukiwarble  [author] 9 Dec, 2024 @ 4:43am 
i'm also getting this error but from BL3 Health bars mod
Seth Yuikora 8 Dec, 2024 @ 11:41am 
Appears that your monsterspawners are flagging an error in the logs related to monster.LUA. I'm assuming they are spawning the bandits/cultists, then destroying themselves. Figured I'd let you know:



[Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/monsters/monster.lua"]:100: attempt to index a nil value (field 'damageTaken')
stack traceback:
[C]: in metamethod '__index'
[string "/monsters/monster.lua"]:100: in function <[string "/monsters/monster.lua"]:98>
Aethis 22 Nov, 2024 @ 8:56pm 
tbh you should link the clip of the tf2 spy driving home after insulting cereal with all the snipers showing up on the roads lol
felt like that with the old value when holding alt to see
Rusty 20 Nov, 2024 @ 6:09pm 
I ran a quick test of the mod and found the following error. it doesn't seem the break anything
"Could not apply patch from file /biomes/underground/barrenunderground.biome.patch in source: '"Naturally spawning bandits and cultists No such key 'spawnProfile' in pathApply("/spawnProfile/groups/-"
Lukiwarble  [author] 16 Nov, 2024 @ 6:21am 
generate a new world and test it
Lukiwarble  [author] 16 Nov, 2024 @ 5:48am 
i already did, i even put the current value in the change logs
Major Poison 15 Nov, 2024 @ 3:00pm 
then please reduce the spawn rate!
Lukiwarble  [author] 15 Nov, 2024 @ 5:43am 
yes, its in the ".spawntype" file
Grandgok_7554 15 Nov, 2024 @ 2:13am 
you can reduce spawn rate?
Lukiwarble  [author] 14 Nov, 2024 @ 7:47am 
space racism fixed!
Major Poison 13 Nov, 2024 @ 3:38pm 
-literal space racists
-makes them multi-racial
make it make sense
Lukiwarble  [author] 12 Nov, 2024 @ 3:33am 
i put them on several races just for fun
#9743 12 Nov, 2024 @ 2:39am 
One issue I have is that the Occasus NPCs are multiple races, which doesn't make Lore sense since Occasus are a xenophobic cult.
Major Poison 7 Nov, 2024 @ 2:36pm 
Certainly seems like the spawn rates are bugged though. They’re WAY too frequent.
Lukiwarble  [author] 6 Nov, 2024 @ 4:02am 
thats just what happens when you install a mod that add enemies to a planet spawn list and remove the mod
Major Poison 5 Nov, 2024 @ 7:21pm 
just call this "The Thief and Racist Apocalypse" because i can't walk five feet without getting accosted by thieves and racist cultists
Major Poison 5 Nov, 2024 @ 7:18pm 
cultists and bandits spawn A LOT at night. also, apparently this mod affects world generation, because i can no longer visit any planets that were generated while i had it installed.
Lukiwarble  [author] 5 Nov, 2024 @ 5:05am 
dunno what your talking about XD
CSD Hupiteri 4 Nov, 2024 @ 11:21pm 
Would seem that the mod works fine otherwise but during nights it gets rather apocalyptic.
Especially underground
Aethis 4 Nov, 2024 @ 9:43pm 
oh yea, same issue, couldnt do a single escort sidequest without four guns worth of bandits annihilating my soon to be saved individual
Lukiwarble  [author] 4 Nov, 2024 @ 4:11pm 
unless 0.03 stands for 30% in this situation and im stupid
Lukiwarble  [author] 4 Nov, 2024 @ 4:57am 
no idea how that happened with only 3% spawn chance, unlucky i guess
Swenthorian 4 Nov, 2024 @ 4:32am 
Resulted in ungodly large numbers of bandits and cultists for me. Almost can't walk more than a screen across a planet's surface without a new band of bandits or cultists attacking me.
Good idea at least. Thanks for trying!
Aethis 3 Nov, 2024 @ 9:46am 
Raiizy cultist overhaul users are sitting behind cover bc aint no one survivin that poisonous belt-fed automatic shotgun with little to no kickback
Xander_100k 2 Nov, 2024 @ 6:43pm 
This will be a godsend for RPG growth users that use the specialization tab gimmick. Some of the selections in that menu require to kill a great amount bandits or cultists.

I personally don't use the gimmick often due to having 500+ mods but the Vanish Sphere is busted beyond comprehension.
Lukiwarble  [author] 2 Nov, 2024 @ 5:59pm 
in other words, yes
Lukiwarble  [author] 2 Nov, 2024 @ 5:55pm 
the npcs from this mod have literally 3 lines in their npc file (name, base type and the despawning script), meaning that everything else will come from the vanilla cultist, which i used as base type, same thing goes to the bandits
Major Poison 2 Nov, 2024 @ 5:13pm 
do they have the same drop tables as other cultists? can they drop the cultist clothing pieces?
Million 2 Nov, 2024 @ 4:49pm 
Love seeing mods like these, good work!
Lukiwarble  [author] 1 Nov, 2024 @ 2:50pm 
i set them to 3% spawn chance, and no its not safe to unistall since you are, in fact, adding more enemies to the biome spawn list
TarXor 1 Nov, 2024 @ 1:13pm 
How often do they appear (will they be too annoying)? Is it safe to remove the mod?
Yuna 1 Nov, 2024 @ 4:51am 
please keep adding compatibility. awesome mod ive unpacked it and tweaked the scripts a little for my pack but its a great addition for those wanting extra difficulty from vanilla
KitsukiKit 31 Oct, 2024 @ 10:58pm 
wise words
Lukiwarble  [author] 31 Oct, 2024 @ 8:35pm 
they wont spawn if it doesnt so thats how you know
Lukiwarble  [author] 31 Oct, 2024 @ 8:34pm 
yes, although maybe not all of them
KitsukiKit 31 Oct, 2024 @ 7:47pm 
works on modded planets too?