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I don't have the time or energy to constantly update my mods for things like Frackin' Universe, which change all the time.
Keep it up.
That's the plan! I've been on a bit of a hiatus. But I'm slowly getting back into the swing of things.
Will add it to my list of things to do. Will probably get around to it soonish. Apologies for the delay.
Regardless, wonderful mod, a nice simple QoL tweak. :D
For non-Resident crew (IE crew you can take on away missions) you can simply fire them at the SAIL console and then tell the duplicates to follow you by speaking to them; this re-adds them to your crew automatically. As for Resident crew (Tailor, Quartermaster if you're using Earth's Finest--any crew member that can't simply "follow" and "wait" on command) your only recourse is to isolate the duplicates from the originals and kill them. Lava's best for that: "Melting" debuff doubles damage per tick.
That's unrelated to this mod.
>I actually found what's causing the problem. Pretty much, since there's a platform on the way of their feet, their AI tells them to jump over so they can be on top of it. Since it's too small, they overshoot it, and go to the opposite side, which makes them, again, jump back. Not sure this would have an easy fix.
Not an easy fix, no. NPCs are silly, though. At least it's not the upper platform that causes it.
Not sure. The crew also seem to like replicating on teleporters. I never have a crew, so I haven't been able to test.
I have a theory that they're trying to jump onto 'the second platform' (top collision). I could try removing that and see what the effects are.
http://imgur.com/a/WmFZh
Y'know, I didn't even think about this. I most certainly can. c:
Not right away, at least. I'm still dealing with the feedback from just having a few of my mods on the Workshop. It's keeping me on my toes, to say the least.
Of course not. It just affects vanilla teleporters.
>Will keep an eye on it :3
Except, as far as my testing has shown, disabling (or enabling) the mod doesn't actually change the state of existing ship teleporters. It'd still have platform (or solid) collision, so it's most likely coincidental.
Will keep an eye on it :3
>I would not mind usually, but its hard to activate the porter itself when 8+ crew are jumping in front of it :D
Apparently, that's a thing that happens anyway. Some people were talking about it in the Starbound Discord before I had even released this mod, so I don't think it's related.
I would not mind usually, but its hard to activate the porter itself when 8+ crew are jumping in front of it :D