Starbound

Starbound

Your Starbound Crew
BlueNights 5 Sep, 2016 @ 6:07pm
Criticisms (TL;DR)
Making this discussion so to separate from the immature spammers on the main page, and to have a place where I can keep adding what I've found so far. Sorry if I seem harsh or blunt, I actually love this mod, I really enjoyed it and love the concept of the space station! I just wanted to be helpful and round up all the issues I've found and possibly help.

I'll start with the issues I've found so far:

0. Found this issue only after largely upgrading the station, but... there's a vast lack of ceiling lights?

1.The part right after the miniboss on the first mission where you have to drop below ground to flip a switch? The second platform on the way back up is just one tile too high to jump to for anyone without jump boost, and additional blocks can't be placed, so they're screwed unless they had a climbing rope on hand like I did. It should be at least completeable without techs, yes?
EDIT: Seems this is actually a very common issue thorough this mod- the USCM base where you get the KEI also has a platform just one tile out of reach, and so does several areas of the space station, like at the bottom of the 'apartment' section. :/ Did you build the whole thing with a jump boost on? It's probably gonna be a bit annoying having to re-adjust the whole thing...

2.the cultists seem too strong for a mission accessible right after the first boss. The floran mission was easier... did you copy-paste them from the hylotl mission or?

3.the second member (Floran at the space station) is bugged to be unrecruitable. The mission completes, but trying to recruit them just gets "Greetings, Protectorate!". Happened every time I tested. Also, oddly, the mission details and text you get from the Floran is exactly the same as the Human/First Mate's. (though I'm starting to think the floran being there is an error)

4.EDIT: The new room with the custom teleporter is found to the upper left of the outpost shops on the space station, above where you find the Floran! The SAIL thing is misleading, and the position made it a bit hard to find. Maybe an edit to the text to instruct that the new room is above where the floran/ancient chest was found?

5. "Do you have 15SOLARIUMSTAR? Please give me 15SOLARIUMSTAR." ...says the avian on the Avusco ship. XD This happens with the other questers too.

6. Since you directly edited Penguin Pete, it breaks the Tier 5 upgrade; he no longer recognizes that you have the license and I had to force-upgrade via admin command. This should be hopefully fixed when you make the mod not hard-code him, though. Tier 6 and above worked fine though.

7. There are no thieves at all in the desert mission besides the one you can recruit? May simply be due to the mod being incomplete. EDIT: found the additional desert planet recruit, it was in a location nearly impossible to reach without rocket jump or grappling hook. Though since the added room seems incomplete, this may have been deliberate.


A couple questions...

1.You haven't mentioned the effects of their jobs and/or if they are any different from the vanilla ones. Like, what sets the First Mate apart from the Soldier? Also, the screenshot implies they're ALL combat-enabled... why not let a few be ship-exclusive merchants or the like? (The chef, if there's one, could also pause hunger for the player while on ship as well.)

2. Will there be a full KEI tree like before, but also including EPP functions?

3. Are the random NPCs that show up on the quest worlds and in the club room quest-able? I haven't seen a single quest on any of them, so I'm not sure if they are...


And for the suggestions...

1.Items that can be crafted/bought then 'used' to restart a mission via Penguin Pete, a simplistic one-use request ticket. Not only this would solve the "mission chain breaks if you forget to recruit or bookmark" thing, but also if you find a way to make the recruitable crew member respawn upon mission restart, this could help with people who want to try again for a different look/name or get them back after having deleted them. (though an extra first mate spawned in the new teleporter room...)

2.You claimed you have 8 crew members made and plan to have one for every race, yes? Well, problem is as of the final tier, there are only 12 crew member slots, and even as is right now, that doesn't leave much space for people who want other jobs or modded species. The above suggestion also helps, but one countermeasure would also to be bring back the tenant system you had in the old mod alongside this new system, so to allow people to pick and choose who to keep on the crew, and who to place as a unrecruitable tenant with a matching function and rent pool. (like combat-focused crew would become guards, while healing/doctor types become merchants, and the rest provide mini-quests, perhaps?)

3. EVENTUALLY way later on, maybe add separate patch mods to add missions and crew members for the more popular and well-used modded species? Although to lessen the work on yourself and not get spam-requests to make a whole dungeon for some 5-day species that's mostly abandoned, you can require that the species must have a minimum number of species-unique furniture and tenants available via said furniture, as well as other requirements?

4. More of a personal taste than anything, but I think the grass adds a nice 'ancient spacestation' aesthetic to the whole place? How about asking the players if they want to keep that 'slightly overgrown' look or not?
Last edited by BlueNights; 6 Sep, 2016 @ 5:22pm
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Showing 1-6 of 6 comments
Solzucht 6 Sep, 2016 @ 10:08am 
there is a mod which adds the ability for 99 crewmembers, aslong you do not use a modded starship.
wish there would be a fix for that tough :P
BlueNights 6 Sep, 2016 @ 11:16am 
Originally posted by Solzucht:
there is a mod which adds the ability for 99 crewmembers, aslong you do not use a modded starship.
wish there would be a fix for that tough :P

Actually, it works with modded too, it's just that the ship has to be tier 8. So it won't work with ships that add tier 9 or above.
Paradox 7 Sep, 2016 @ 1:00am 
"And for the suggestions...

1.Items that can be crafted/bought then 'used' to restart a mission via Penguin Pete, a simplistic one-use request ticket. Not only this would solve the "mission chain breaks if you forget to recruit or bookmark" thing, but also if you find a way to make the recruitable crew member respawn upon mission restart, this could help with people who want to try again for a different look/name or get them back after having deleted them. (though an extra first mate spawned in the new teleporter room...)" Got to agree with this.

Originally posted by TheStatic:
Originally posted by Solzucht:
there is a mod which adds the ability for 99 crewmembers, aslong you do not use a modded starship.
wish there would be a fix for that tough :P

Actually, it works with modded too, it's just that the ship has to be tier 8. So it won't work with ships that add tier 9 or above.
Which one works with modded ships?
BlueNights 7 Sep, 2016 @ 5:23am 
Originally posted by Sinon:
Which one works with modded ships?

Glad you like my idea. If the modder is trying to avoid uploading missions to the SAIL, then this is the best workaround, as such items will simply turn to PGI and not break the game upon uninstalling.

Both work with modded ships, though we were talking about the 'unlimited crewmembers' mod (which raises your crew limit to 99 upon tier 8). The crewmember mod is tied to Tier 8, so the only ship mods it'd break with are those that change the amount of ship tiers.
Luminaesthesia  [developer] 13 Sep, 2016 @ 9:05am 
Great post! Thank you so much for the criticism, I'll try to address some of them in case any one else feels the same way:

0: Yeah, I'm still not really sure how to deal with the lack of lights. On one hand I want it to feel like an abandoned station when you first get there, but at the same time I can only overlay dungeon stuff once. I'm thinking I might destroy the space station a little more, and then give the player a chest with some lights and materials so they can rebuild it themselves, or maybe I'll just add lights as a default.

1: Yup, mobility augment on, I'm currently running through and fixing any spots you can't get to without the normal double jump. Also, I'll be making it so you have to do the double jump tech quest first before going to the first planet.

2: Yeah I need to turn down the cultists a bit, the Floran and Glitch missions should be very easy right now, as they're mostly incomplete. The Floran one might have a few thieves on the surface, but it's actually going to eventually lead you to a thieve's town of sorts that's located underground (the surface on that planet is too hot for Florans!).

3: The Floran on the station isn't going to be a crew member, he's just there to test out the placedungeon command. I'll be taking him out next update and hiding him some where else.

4: Yeah I have to change the SAIL stuff to make it easier to figure out. I know it feels janky having that teleporter up there and not where you place the other one, but that's the only way I can give the player missions while not corrupting their save when you uninstall.

5: Yeah, anyone that does that will have their dialogue changed so it actually makes sense, I just typed it like that so it'd be easy for me to change later and so it'd be easier to spawn in the item to test it.

6: I'll be looking into this today or tomorrow to figure it out.

7: The Floran and Glitch missions are woefully incomplete, and will probably be next on my list of things to add.

Qs:
1: I haven't tested out merchant crew members, that could be interesting! Right now my plan is to have your six main crew give you much longer, but smaller buffs to your stats. I think they're currently set to five minutes instead of 30 seconds, and usually it's a 10% increase instead of 25. I want it to feel like every time you get a new crew member, you get a little better. The other race crew members will eventually have different stuff, but I won't get to them until I finish Glitch, Floran, and Novakid missions.

2: Yes, although I'm having a tough time thinking about whether making it more of an end game thing, or just an alternate to the EPP path. Anyone have any thoughts on that?

3: I'm pretty sure they are! I saw one the other day in the disco area, but didn't take it. Most of them are villagers, so it should work.

Suggestions:
1: Yeah, I'm going to try to figure this out later, right now I added a "shipyardcaptain2" that the player can spawn to start the quest as well, but an item would be better. I just have to figure out how to do it...which could take a while.

2: So this this where the space station idea originally came to me. As you said, the first mate appears in the teleporter room, and eventually your other crew members will appear in different locations on the station. This way you can still get quests from everyone, but you'll have to choose the 12 that you want. I'm also going to add a little instanced world you'll get to through the "tech" station on the space station called the cloning lab, where you'll be able to press a button and get a new crew member of whatever type. That way you can experiment and get the crew member you like the look of. Does that sound like it'd work?

3: Possibly. I've received numerous requests over the years for the Avali race, and although I haven't checked out the mod, the pictures I've seen look great. I won't rule it out at all, but I really want to get some good quests and worlds done for this 1.0 release.

4: Haha maybe, to be honest it's kind of "growing" on me too, so we'll see. Not really realistic to have that stuff growing, but hey, looks kind of ancient.

So yeah, thanks for all your suggestsions, hope this helps give you an idea of where I want things to go!
BlueNights 13 Sep, 2016 @ 4:33pm 
Originally posted by Luminaesthesia:
Great post! Thank you so much for the criticism, I'll try to address some of them in case any one else feels the same way:

So yeah, thanks for all your suggestsions, hope this helps give you an idea of where I want things to go!

I'm glad I was helpful!

About lights: You remember that old 'merchant that sells building materials' idea you had? What if you can recruit one like that fairly early on that sells cheap lights and building materials? That way, you can have it still upgrade as is, but still give the option to put up lights and rebuild portions if they so desire. Though you'd have to remind them that they'll gradually 'repair' it with recruits so they don't end up wasting material on space that'd get fixed anyway.

About KEI:
Why not both? Start with an alternate EPP path, then once you get to the final tier, it branches from there to more endgame-ish KEIs? Maybe ones that have certain augments built into them, much like the older KEI branches?

About jobs:
It's possible, another mod replaced the janitor with a merchant, so yes, it's possible to create merchant crew members. Said mod is Earth's Finest if you want to peek at the code.
Oh, sounds neat. Will they have specialized weapons as well?

Mission Item: You can look into Frackin Universe (or ask Sawyer) for that; he had an item that spawned the science lab intro mission as soon as you picked it up. Maybe you could use that, but make it 'on-use' instead of on picking up?

The cloning lab sounds great!

Yeah, the avali race is so popular and supported, it might as well be Starbound's 8th race. A vast majority of the starbound fanbase has the Avali mod. Although it's currently undergoing a reboot (the current avali mod wad made by an unofficial group, and the original creator came back and wants to make it 'official' and lore-accurate again), so you have time to think on that.
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