Starbound

Starbound

Etalbyn's Dwarf Mod
Etalbyn  [developer] 6 Nov, 2023 @ 10:57pm
Furniture Spawn Commands
Example Spawn Command:
/admin
/spawnitem dwarfcryopod

Info Key:
Object Name (Additional Commentary/Notes) [additional tenant tags besides “dwarf”]: itemspawnid

Beds:
1. Cryo Pod (Tier 6 Bed + Well Fed Buff): dwarfcryopod
2. Auto-Doc (Tier 4 Regen + Elemental Status Block) [dwarfscience]: dwarfmedscanner
3. Ship Cryo Pod (Tier 3 Bed): dwarfshipcryopod

Chairs:
1. Stone Chair (Seat): dwarfancestralchair
2. Bar Counter (3 Seats) [commerce]: dwarfbar
3. Artificer Chair (Seat): dwarfchair
4. Technician Chair (Seat): dwarfcyberpunkchair
5. Fountain (2 Seats) [outdoor]: dwarffountain
6. Shower Drain (Seat that applies “wet” + “nude” statuses and leaves player standing): dwarfshowerdrain
7. Tech Interface (Seat) [electronic]: dwarftechinterface
8. Bathroom Stall (Seat): dwarftoilet

Crafting/Vending:
1. Altar of Murinduvas (Dwarf Racial Crafting Station) [crafting]: dwarfcrafting
2. Bar Top (Drinks Vendor) [commerce]: dwarfbartop
3. Requisition Officer (Commendation Badge Rewards) [commerce]: dwarfconsortiumofficer
4. Upgraded Requisition Officer (Commendation Badge Rewards) [commerce]: dwarfconsortiumofficer2
5. Ration Synthesizer (Cooking Table) [cooking]: dwarfcookingtable
6. Cyber-Tech Kiosk (Cybertech Credit Rewards) [mechanical, commerce]: dwarfkioskcybertech
7. Electronics Kiosk (Electronics Vendor) [mechanical, commerce]: dwarfkioskelectronics
8. Medical Kiosk (Medical & Cybernetic Implant Vendor) [dwarfscience, commerce]: dwarfkioskmedic
9. Consortium Emporium (Dwarf Furniture Vendor) [commerce]: dwarfmerchant
10. Microwave (Campfire) [cooking, electronic]: dwarfmicrowave
11. Repair Bot (Vehicle Repair Vendor): dwarfrepairo
12. Vending Machine (Food Vendor) [mechanical, commerce]: dwarfvendingmachine

Crops/Farmables:
1. Nyrdahlian Crab Habitat (Spawner – Cave Crab Critter; endlessly spawns 1 crab every 10-20 minutes, that drops raw crab meat when killed. Note that spawners only function when a player is nearby.) [dwarfscience]:dwarfcrabhabitat
2. Hydroponic Tubes (Spirulina Algae Crop) [nature, dwarfscience]: dwarfhydroponicsseed
3. Stoutstalk Mycelium Colony (Dwarf Shroom Tree – Produces wood, mushrooms, saplings and spores; spores are ground into sporeflour and used as an ingredient for some dwarven cooking recipes): dwarfshroomsapling

Decorative Furniture:
1. Aquarium (Poison Fish): dwarfaquarium
2. Aquarium (Lava Seahorse): dwarfaquarium2
3. Large Banner: dwarfbannerlarge
4. Small Banner: dwarfbannersmall
5. Counter [commerce]: dwarfcounter
6. Cyberpunk Table [commerce]: dwarfcyberpunktable
7. G.I.M.L.I. Hologram (Proximity Sensor) [electronic]: dwarfgimlihologram
8. Mine Cart [dwarfmining]: dwarfminecart
9. Railing (appears in front of player): dwarfrailing
10. Ore Extractor [dwarfmining]: dwarfsaw
11. Wall Shelf: dwarfshelf
12. Ship Core [dwarftech]: dwarfshipcore
13. Shrine to Murinduvas [pretty]: dwarfshrine
14. Sink (Interactable): dwarfsink
15. Intercom Speaker (Emits low static): dwarfspeaker
16. End Table: dwarfsmalltable
17. Vent (Animated) [mechanical]: dwarfvent1
18. Vent (Inanimate) [mechanical]: dwarfvent2

Doors:
1. Fire Door (Wiring - Door) [door]: dwarffiredoor
2. Tiny Door (Wiring - Door) [door]: dwarfminidoor
3. Rail Hatch (Wiring – Rail Door) [door, rails]: dwarfrailhatch
4. Ship Door (Wiring – Door) [door]: dwarfshipdoor
5. Malfunctioning Door (Broken Door) [door]: dwarfshipdoorBroken
6. Ship Hatch (Wiring – Door) [door]: dwarfshiphatch


Interactive Mini Games:
1. Drone Command (Interactive Mini Game – Fuel Prize) [dwarfmining]: dwarfminingcommand
2. Pilot Simulation (Interactive Mini Game) [tier4, combat]: dwarfpilotsim
3. Drunken Dwarf Bar Brawl Bedlam (Interactive Mini Game) [electronic, wired]: dwarfvideogame
4. Kluex Quest VIII (Interactive Mini Game) [electronic]: vraviandesert

Lights:
1. Alert (Wiring – Light) [light]: dwarfalert
2. Neon Light (Wiring – Light) [light]: dwarfneonlight
3. Wall Light (Wiring - Light) [light]: dwarfshiplight

Loadouts:
1. Mech Station (Mech Loadout) [combat, tier4]: dwarfmechstation
2. Tech Mod Lab (Tech Loadout) [dwarfscience]: dwarfmedscreen

Spawners:
1. Asteroid Spawner (Spawner – Large Asteroid and Asteroid. Endlessly spawns either a large or small asteroid at random every 30 minutes, and the spawner itself is an invisible 1x1 wall mounted square. While the asteroids will home in on player-friendly targets, they are harmless and deal no contact damage. Large Asteroids split into 2 regular asteroids when destroyed, and they drop nothing when killed. Mostly intended as minor background ambience aboard the dwarf player ship, as asteroids will spawn periodically, and be targeted/eliminated by the ships exterior turrets. Note that spawners only function when a player is nearby.) dwarfasteroidspawner
2. Science Experiment (Wired Spawner – Cell Critters. When turned on, it will endlessly spawn 1 of the 3 vanilla cell critters at random every 5-10 seconds. Note that spawners only function when a player is nearby.) [dwarfscience]: dwarfexperiment
3. Target Dispenser (Wired Spawner – Dwarf Target Hologram. When turned on, it will immediately spawn a single Dwarf Target Hologram, after which the spawner itself serves no further purpose beyond a decoration. The Target is functionally identical to Punchy, in that it is nigh invulnerable outside insta-kill effects or if you can deal 50,000+ damage in one second. Like Punchy, it cannot be captured in a Capture Pod, but can be picked up and moved with the Relocater. It’s only real difference from Punchy is that it has 1.0 Grit, and thus is completely immune to knock back. Note that spawners only function when a player is nearby.) [combat]: dwarftargetdispenser
4. Spawner Dwarf (Spawner – Dwarf Civilian. When placed and the player leaves and then returns to the area, a single friendly Dwarf Civilian NPC will be spawned, while the Spawner itself will deconstruct and revert to it’s item form on the ground. It can be placed again and reused in this way indefinitely.): spawnerdwarf
5. Spawner Dwarf Guard (Spawner – Dwarf Guard. When placed and the player leaves and then returns to the area, a single friendly Dwarf Guard NPC will be spawned, while the Spawner itself will deconstruct and revert to it’s item form on the ground. It can be placed again and reused in this way indefinitely.): spawnerdwarfguard

Spawners (Golems):
Note: When wired and turned on, all golem spawners will immediately spawn a single tier 6 Golem of their associated type (Rock, Flesh, or Forge), after which the spawner itself serves no further purpose beyond a decoration. The Golem is an allied monster who is not hostile to the player, their crew, or any other friendly NPCs, but who will attack any entities hostile to the player on sight. All golems have permanent but slow health regen, and will persist indefinitely, i.e. they do not despawn when you leave the area. They will continue to wander around and defend the area they were created in unless they are killed or otherwise removed. Alternatively, golems have a 0% capture threshold, meaning that even at full health and while being friendly towards you, if you toss a Capture Pod at it, it will be captured, and then can be summoned/unsummoned to follow and help you fight, and has all the same functionality as any other captured monster at that point.

1. Rock Golem Cairn (Wired Spawner – Rock Golem; Note that spawners only function when a player is nearby.): golemcairn
2. Forge Golem Crucible (Wired Spawner – Forge Golem; Note that spawners only function when a player is nearby.): golemcrucible
3. Flesh Golem Vat (Wired Spawner – Flesh Golem; Note that spawners only function when a player is nearby.): golemvat

Golem Stats/Features:
Rock – 100 HP, 50% Physical Resist, 50% Poison/Electric Resist, and Immunity to Poisoned & Electrified Status Effects. Melee only combatant. Uses Apex Mutant hitbox/moveset, and thus cannot ascend even a 1 block incline.
Flesh – 75 HP, 10% Physical Resist, 25% Poison/Electric Resist, -50% Fire Vulnerability, and Immunity to Poisoned Status Effect. Primarily melee combatant, but has a short ranged lateral acid spray attack. Uses Moontant hitbox/moveset.
Forge – 150 HP, 25% Physical Resist, 75% Fire Resist, 50% Poison Resist, -50% Ice Vulnerability, -25% Electric Vulnerability, and Immunity to Burning, Poisoned & Frost Slow Status Effects. Primarily ranged, has a short range fire breath attack that applies Melting, and throws lava balls that spawn allied Forge Elemental monsters. Uses Po Golem hitbox/moveset.

Forge Elemental – 50 HP, 75% Fire Resist, 25% Poison Resist, -50% Ice Vulnerability, & Immunity to Poisoned Status Effect. Melee only combatant that can emit a very short range fire cloud burst. Uses Pyromantle hitbox/moveset, and so can fly and phase through terrain. Is not persistent, and so will despawn when the player leaves the immediate area.

Spawners (Turrets):
Note: When wired and turned on, all turret spawners will immediately spawn a single tier 6 Turret, which will rest on top of the platform-like surface of the spawner itself (the spawner can be removed if desired, though the turret will then fall to the ground, but otherwise will be completely operational). The Turret is an allied monster who is not hostile to the player, their crew, or any other friendly NPCs, but who will attack any entities hostile to the player on sight. All turrets have permanent but slow health regen, and will persist indefinitely, i.e. they do not despawn when you leave the area. They are completely stationary, and will defend the area they were created in unless they are killed or otherwise removed. Alternatively, turrets have a 0% capture threshold, meaning that even at full health and while being friendly towards you, if you toss a Capture Pod at it, it will be captured, and then can be summoned/unsummoned to follow and help you fight, and has all the same functionality as any other captured monster at that point. While they are completely immobile on their own, if you summon one from a capture pod, it will periodically teleport to you when you move far enough away from it, so they are still pretty effective for planetary exploration and dungeon delving.

1. Turret Platform (Wired Spawner – Dwarf Turret. This spawner is mounted to the ground/floor.) [combat, tier4]: turretplatform
2. Wall-Mounted Turret Platform (Wired Spawner – Dwarf Turret. This spawner is mounted background walls. Note that placing it without sufficient empty space over head will likely cause the turret to fall off the platform.) [combat, tier4]: turretplatformwall

Turret Stats/Features:
Turret – 125 HP, 20% Physical Resist, 25% Poison Resist, -50% Electric Vulnerability, and Immunity to Burning, Poisoned & Frost Slow Status Effects. Ranged only combatant, and fires off a long range 3 round burst of twin blaster fire (i.e. 6 projectiles are created per salvo). Uses Twigun hitbox/moveset.

Storage Containers:
1. Armory Locker (32 Storage Slots) [combat]: dwarfarmorylocker
2. Armory Lockers (64 Storage Slots) [combat, tier4]: dwarfarmorylockers
3. Cabinet (48 Storage) [storage]: dwarfcabinet
4. Cargo Locker (64 Storage Slots) [storage]: dwarfcargolocker
5. Desk (32 Storage Slots) [storage, commerce]: dwarfdesk
6. Fridge (64 Refrigerated Storage Slots) [storage]: dwarffridge
7. Gun Safe (32 Storage Slots) [combat]: dwarfgunsafe
8. Vertical Locker (16 Storage Slots) [storage]: dwarflocker1
9. Horizontal Locker (16 Storage Slots) [storage]: dwarflocker2
10. Dwarf Mug (1 Storage Slot, appears filled when storing a food item like the old Food Bowl): dwarfmug
11. Safe (64 Storage Slots) [storage]: dwarfsafe
12. Trash Bin (16 Storage Slots) [storage]: dwarftrash
13. Weapon Rack (64 Storage Slots) [tier4, combat]: dwarfweaponrack

Teleporters:
1. Dwarf Flag (1-Way Teleporter – Can be a warp destination, but not a warp origin): dwarfflag
2. Dwarf Teleporter (Teleporter): dwarfteleporter2

Traps/Hazards:
1. Asteroid Airlock (Wiring – Projectile Trap/Harmless Boulder) [dwarfmining]: dwarfasteroidtrap
2. Test Drug Dispenser (Wiring - Projectile Trap/Antidepressant) [dwarfscience, evil]: dwarfdrugtrial1
3. Test Drug Dispenser (Wiring - Projectile Trap/Stimulant) [dwarfscience, evil]: dwarfdrugtrial2
4. Test Drug Dispenser (Wiring - Projectile Trap/Sedative) [dwarfscience, evil]: dwarfdrugtrial3
5. Test Drug Dispenser (Wiring - Projectile Trap/Healing) [dwarfscience, evil]: dwarfdrugtrial4
6. Lab Purge (Wiring – Projectile Trap/Weak Beam) [dwarfscience, evil]: dwarflabpurge
7. Exhaust Port (Wiring – Projectile Trap/Poison Cloud) [dwarfscience, evil]: dwarfpollution
8. Ship Cannon (Wiring – Projectile Trap/Large Plasma Blast) [combat]: dwarfshipcannon
9. Steam Vent (Wiring – Projectile Trap/Harmless Steam Cloud) [science, evil]: dwarfsteamvent

Wiring:
1. Blue Wall Button (Wiring - Button) [wired]: dwarfbluebutton
2. Bronze Wall Button (Wiring - Button) [wired]: dwarfbronzebutton
3. Computer (Wiring - Switch) [electronic, wired]: dwarfcomputer
4. Console (Wiring - Switch) [dwarftech]: dwarfconsole
5. Data Display (Wiring - Decorative) [electronic]: dwarfdatadisplay
6. Tactical Display (Wiring - Decorative) [electronic]: dwarfdisplay
7. Drone Bay (Wiring - Decorative) [dwarfmining]: dwarfdronebay
8. Green Wall Button (Wiring - Button) [wired]: dwarfgreenbutton
9. Force Pad (Wiring - Force Pad) [wired]: dwarfforcepad
10. Lever (Wiring – Switch): dwarflever
11. Plasma Battery (Wiring - Light) [dwarftech, light]: dwarfplasmabattery
12. Fuel Pump Display (Wiring - Decorative) [electronic]: dwarfpumpsign
13. Radio (Wiring – Music) [electronic]: dwarfradio
14. Proximity Scanner (Wiring – Proximity Sensor; only detects players) [wired]: dwarfscanner
15. Screen (Wiring - Decorative) [electronic, wired]: dwarfscreen
16. Ship Hologram (Wiring - Decorative): dwarfshiphologram
17. Shower (Wiring – Proximity Sensor) [combat, tier4]: dwarfshower
18. Standing Console (Wiring - Switch) [electronic, wired]: dwarfstandingconsole
19. Switch (Wiring – Switch) [wired]: dwarfswitch
20. Terminal (Wiring - Switch) [wired]: dwarfterminal
21. TV (Wiring - Decorative): dwarftv
Last edited by Etalbyn; 6 Nov, 2023 @ 11:00pm