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Christmas update drop! Lots of changes under the hood, so I'd like to mention the most important ones:
- Redone starting clothing choices, noticeably more of them now, previous 4 were carbon copies of human versions and so are being discontinued due to redundancy, if you find yourself half-naked and with a strange green cube sitting inside your pocket - don't panic, that's my bad;
- Rescued Orbis[starbounder.org]] from the scrapyard, it's a ship pet variant, the consequence to that is however that I had to bring back a separate techstation for this species just so my changes didn't overwrite the master mod and it's species' pets. Good news is, already existing ships won't be affected by this change at all, and will keep their previous pets and techstations;
- Unless you want to change it explicitly that is, if so, then you just need to pick up everything (but the crew) you want saved, beam down from a ship, and then delete the .shipworld file from your "storage" folder;
- Did a revision on the body sprites again. Rejoice, for the chests are finally fluffy now, and blend in with the head sprite rather seamlessly. About 95% 100% satisfied with them at this point, next stop - idle stances - done, will revise the tail sprites next... at some point - also done;
- Head Module, my previous implementation wasn't that well thought through, and so would overwrite the master mod's headgear resprites if run together with it. Since, afaik, you can't have an item change it's sprite based on who wears it without bloating the mod with more dependencies, I made them into separate items instead, while also adapting the original sprites to fit this mod's head sprite. You can find them in the same places you'd find said originals at, just with a [Redux] prefix in the name, the alternative Head Module now affects only those.