Starbound

Starbound

Xeno's InvaderZim Mod
 This topic has been pinned, so it's probably important
FeyThing  [developer] 5 May, 2017 @ 6:57am
Mod ideas
If you have any ideas you might want to see placed into this mod. Suggestions are much appreciated. Such as more food items, special effects, projectiles, guns, armors, and more. The more ideas, the easier it'll be to create and plan more content.
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Showing 1-15 of 72 comments
Grumbleroach 5 May, 2017 @ 1:32pm 
Invader Armor, Tallest Armor, and Irken Outposts where you can find things like Irken weapons, clothes, and NPCs
Tlactl 6 May, 2017 @ 12:09am 
When mechs come out you can make the Megadoomer Combat Stealth Mech
Polka 6 May, 2017 @ 12:54am 
Try and make humans naturally aggro against irkens?
Upgraded versions of the pak so you can wear it in the later tiers of the game
Possibly craftable creature pods that hold one Gir/Sir unit?
Not sure if you can manage those, but they sound cool all the same
FeyThing  [developer] 6 May, 2017 @ 8:36am 
Oooo I like the capture pod idea. I'll also look into tier upgrades for PAKs, and possibly negative effects if any other species tries to wear an Irken PAK. I like the Megadoomer suggestion too. Just it's going to take a lot of pixel work. I'll look into working on it.

I don't think I can make human's aggro near Irkens though since it might effect outpost or ark humans too. But still worth a try.
Viera 6 May, 2017 @ 10:19am 
If possible, you could implement the Irken Robots as a race too, i always wanted to play as gir, when i was young
Aerie 6 May, 2017 @ 11:33am 
I think more base building stuff could be nice, maybe custom blocks with like wiring or purple panelling.. Or those cool little pods that Zim always trapped people in. You could totz rip some of the music to play things like Smackdown or Mysterious Mysteries on the radio.

Maaaybe a flyable voot runner too?~ ( Or those cheesy snacks the Tallest always ate.. )
Aerie 6 May, 2017 @ 11:37am 
.. Might take a lot of work, but since they're fire resistant, maybe instead of needing to make a heat pack they could make something for the rain- Zim had to bathe in paste for that.
Catram 6 May, 2017 @ 11:37am 
Water and rain do damage to them or weaken them?
Billy 6 May, 2017 @ 11:47am 
I think adding a terrain changer thing (in the new vault update) that would change the environment into "irken controlled" territory (which would be costly and take a few resources, but can be crafted like the flag) would be pretty cool.
Malewife 6 May, 2017 @ 12:06pm 
nothing shows up for me even though i downloaded it
LiYuki 6 May, 2017 @ 12:23pm 
I alluded to this earlier in the general comments section, but I think this mod could really benefit from using the Frackin' Races mod. That mod allows you to give racial bonuses to the various starbound vanilla and modded races. So some ideas for racial bonuses:

-Due to Irken's shorter height mabye give them moderate debuffs to using melee weapons
-But, because of their superior technological skill, give them boost to ranged weapons
-Would be really neat if there was a poison effect applied to Irkens from the start which would
kill them in a short amount of time with only the Irken backpack or PAK removing the debuff
-Since the pack is necessary for survival make it upgradeable so it cover's the environmental
protections gained from the other backpacks in game.
-And idk, why not make them immune to insanity, because they certainly seem insane from
birth.

Other ideas:

I really like the idea of them comming with a summonable GIR/SIR unit in a capture pod from the beginning.

I don't know if this could be achieved with Frackin race support, but it would also be cool if they get a short rage buff after a kill to reflect their bloodthirsty nature.

Irken settlements would be hella cool.
Tlactl 6 May, 2017 @ 1:49pm 
I think they only showed Irken settlements once in the cartoon on planet Meekrob
FeyThing  [developer] 7 May, 2017 @ 12:14pm 
@LiYuki
It's going to be extremely tough to make my mod completely compatible with frackin races. It seems frackin races likes to overwrite my race's abilities if it modifies a similar parameter since it comes before mine in the load order. (probably why frackin races has a lot of races being placed in it to avoid that one complication)

On a lighter note most of the Irken racial abilities seem to work well with frackin races besides the damage recieved from consuming meats. I implemented the idea of upgradeable PAKs, and receiving heavy damage when not wearing a PAK.
I'll see if I can make them insanity immune too. I don't think it'll be too much of a problem doing that. But it's usually easier said than done :'D
Sir unit pet has been finished on board the ship, so a version made for capture pods just needs to be made.

I'll also attempt to add the other ideas too. Everyone is coming up with some fantastic suggestions. I'll be releasing another update soon, (maybe a day or two) once I fixed and find a couple of bugs that people found here and there.
LiYuki 7 May, 2017 @ 1:03pm 
@RoboticMasterMind

Yes, sorry I never meant for the frackin race support to be built into the mod as that would make it a requirment but as a possible optional patch. As far as I know, the frackin races mod author has stopped adding races to his mod so that's sad, but I've seen a few newer races release optional patches which add support into frackin race for their race. The big one that comes to mind is the Humanoid Dragon Race mod. I have that patch unpacked to look over later.

No worries about not adding it, just was a suggestion not a request or anything. I do have experience modding in other games so I'll take a look at starbound's mod environment and the frackin race mod to see if I can code a patch myself.

Excited to see the SIR pet in game!
FeyThing  [developer] 7 May, 2017 @ 1:18pm 
@LiYuki Aww, well that's a shame. But hey if you can figure out a workaround patch for the meat thing. That'll be most appreciated! I spent like a whole entire day trying patch the meat to be compatible with the frackin races, and after a while just ended up giving up X.x

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