Hey so im trying out this mod but seems a npc for the main quest is missing ? Esther who fixes the ship quest is broken no matter what i do :?
seems npc were not spawning but after complete reinstall and wipe of all files looks like its working woot btw is there a way to turn on the info when gaining skill in the dialog window ?
The mod addons for Big Fatties say they’re missing prerequisites for Big Fatties, although I have StarPounds, which is virtually the same mod. What do I do here?
They don’t work with Starpounds. The name change came with a fresh slate with an overhauled code base. Things that worked for Big Fatties don’t for Starpounds. You can’t use any unofficial Big Fatties addons with Starpounds.
I will also add to be a bit cautious with any recent player made mods; that aren’t listed under supported mods. Devs are doing a fair amount of work since last patch so when the next release hits, those mods will likely need to be reworked.
Just the nature of the play really. That said, in regards to older mods, you could probably adapt them to Starpounds if you willing to learn to mod. It might sound intimidating, but you can learn how to mod starbound in about a day or two. In addition almost everypart of the game/mods are readable LUA so it’s very easy to learn from the game or others. That said if you’re using other people’s mods it’s important that you don’t just copy paste what they did and say it’s yours; especially with art.
Yesterday, I found 4 mods that peaked my interest that I personally believe could have good capatability with Starpounds (Zombies, Coatila, Arachnes, and Scyphojel).
Of the four, I think the Zombies would be the simplest to translate over to the Starpounds mod. Just change the fat human sprites to match the zombie skins, maybe add some flesh tears and exposed bone to make it look more zombie-like, then assign them to this race and there you go, fat zombies.
On the flipside I think the Coatlica would have to be reworked the most to fit in with Starpound, needing fat sprites for the tail as well, but if someone managed to make an actual functional snake race into the game, I think fat snakes could work. Also, from what I can tell, the coatilia’s tails get longer the more health they have, so that means fat snakes would defo be very long.
Though of 4 the mods I found, I feel like the Arachnes would be the best shoe-in race for Starpounds in terms of gameplay loop, because one of their main gimmicks is that if they kill a creature that has been hit by a webbing projectile, even if it can’t normally be hunted for food, it turns into a consumable meal called a “Webbed corpse,” that they can eat.
Considering that this race has been on the workship since 2017, a year after Starbounds originally came out, I’m surprised that there isn’t support for this mod yet.
Also, this might be a very weird choice, but I think Scyphojels would work as a smol-fat race. I imagine the fat ones would be as squishy as how painful their stings are.
Nothing stopping you from making your own adaption mods. It would be you doing mostly all the sprites for all the stages. There are templates to help. Plenty of free software to as well and it’s fairly simple to learn on your own.
Devs for the mod are actually fairly busy; especially for essentially volunteered work. So asking them to do a whole bunch of extra work is kind of asking a lot. But again all the templates are there, and starbound is all open lau so you can very easily learn it all on your own and then make an adaption to these mods yourself.
You do have some good points, but tbf, I have no knowledge of modding this game or any game for that matter (I did try before in Rivals of Aether when I tried to make one of my OCs in Deviantart the ability to vore fighters, but got frustrated when I made the vore attack impossible without knowing how to set it back, and just gave up and made the mod open source https://www.deviantart.com/giovannia13/status-update/Update-on-the-Cani-situation-1205752589). I would have to take a game coding school to get good at the software.
I would ask my friends over at discord to help with making the starpounds addons for the races I requested, but out of all of them, I have the most knowlege when it comes to modding, and I can’t even code a vore ability correctly (Plus, I don’t think any of them are interested in Starbound anyway).
Plus, Idk where would be a good place to store the templates without affecting my ability to play the game. So for me rn, unless I find someone who is good enough with modding and is not put off by what I want to make, I feel like I’m just better off waiting for any of these mods to get supported by the official StarPounds team, whether that happens tomorrow or 5+ years from now.
You’re gonna be waiting for eternity on that. Most of the Extended Races support was contributed by others, it’s already a lot of work and I’m not interested in trying to support every single race mod that exists on my own.
I have a very small list of races I’m considering, and that’s it. None of those races you listed are on that list.
I would imagine each race; just the sprites, would be about 15-30hrs if you’re doing something very basic. probably 20-40hrs if you want something nice. Pour that over the, what is it? 50ish current races? Not to mention last I knew you were doing a overhaul to make things compatible with new slots from OpenStarbound. That’s like 2-3 months of work time for just sprites.
All of which I will remind is purely voluntary work. Which Is why I always suggest folks that would like to see a race adapted in to probably learn to do it themselves. It might seem intimidating and you might stumble a couple of times, but you can learn to do it. Especially where 90% of adapting a race is doing the sprite work for the weight stages. Yes you do have to do a couple of adding to a few lists here and there. But most of it is art.
I’ve done a couple of races myself. Took me about a week or two each to get them to where I liked. Also changed how squirtguns worked so their effects were immediate; even made a weightloss squirtgun. It is all achievable and you can learn to do it all yourself. I’m currently working on making tenant spawners that players can place that will spawn specific mobs.
It sounds intimidating but folks can learn to do it on their own and there are videos that go over pretty much any idea to give you the framework. Although some are close to a decade old at this point.
I’ve noticed a pretty significant bug, which is that being over stomach capacity disables the use of healing items. I’ve confirmed this happens with no other mods installed.
It’s been a bit, aside from computer issues back in April which has erased a lot of various works I’ve done. Part of what’s taking the next update so long is working on combined sprites. A highly requested feature which doesn’t come easy with the multiplication of armors needed to represent all possible combinations, and also wanting to double check that everything is consistent.
Triply so that I can be sure clothing won’t have overlapping issues as we take advantage of OpenStarbounds extra cosmetic slots to make that finally a reality. So it will take a bit. Especially since there’s a smaller project I want to finish up first before these are done.
The issue with adding new races is that it takes a LOT of work because it requires many sprites to do so. That’s why they don’t take race requests, instead you have to either make them yourself or get someone else to do it.