Starbound Mod: Starpounds Big Fatties

Thanks for the help that worked for me

Actually though, you didn’t click enable on the mod menu which is why the UI was blank.

Dispatch, how did you make the colors work I’m having some trouble making a mod that adds more clothes and the Hex codes you used are odd. I’m using the default suits as my base the ones with /CLEAR/ in them

Is it just my conection or is the big fatties: characters and stories sharing section not working for anyone else. it just leads to a blank page for me.

I love the mod and the fact that there is an entire community centered around it, for what it does and how simple you could have made it, you instead went above and beyond to deliver a quality product. You didn’t have to expand upon your original size but you did, you didn’t have to add transition sizes, the vore feature, furniture tailored to the lore, different racial responses, the user interface that lets you adjust size, body type, and whether certain features like hitbox movement speed or jump height take effect, or even add a dynamic weight system that is based on eating. Most mods I know of would have stopped at the outfits and been done. I have an appreciation for anyone willing to do their job to the fullest, regardless of what the content is and you have my utmost respect. There are some suggestions that I have though for little detials, mostly small things here and there that would when brought together I feel push the idea even further. One suggestion being compatibility between the stuffed/full belly options with the busty option. Busty and stuffed belly compatibility with the blob and fatty forms, having them start to sag off to the side in fatty form and falling off to the side completely and reaching just above the navel in blob form. Another would be adding an animation to the stomach when you vore an NPC to simulate struggling (should probably be kept to an option as I doubt it would be for everyone), could be a simple animation or it could increase in intensity depending on the number of NPCs consumed. One final idea is that when you become immobile and fill up the meter you get a completely stuffed effect on your character preventing you from eating another bite, I think adding a final minor transformation to this would add to the immersion a bit, not really making them wider but giving them more of a round shape, hinting at just how much has been crammed in their stomachs. some of the folds unfurling as the body is stretched to make way for the growing organs. From what I know about coding I will try my best to think up ways to make these work in terms of how the mod works, "fair warning I am used to python and have no knowledge on the language used to make Starbound I just have a basic level of knowledge on how computers think. For the busty and stuffed compatibility combined with the mention of adding those features to the other sizes it would be 5 stages 6 if the suggested completely stuffed stage is brought into the equation, 7 races with support for the Avali, with no current visual difference between the full and stuffed bellies, then that would amount to 48 total new body textures 24 of which would simply be transferring the busty effect to the stuffed/full belly effect body. The larger size compatibility would have to be done from scratch, however. This is assuming that Starbounds character creator is modular and the colors of the pixels on the belly are set to a value which is plugged into a modular sprite instead of simply having every combination of sprite in the game file and retrieving it biased on user input. ie instead of having a yellow feathered blue bellied avian sprite pre-made with all the characters choices it starts with an avian base and the game tells them to make its feathers this color, its belly this color and so on separately each just pasted on with layers. For the visualized struggling, the sizes are already coded as armor so it would be a matter of adding a variant of the stuffed version that played an animation and replacing the current armor with that dependent on weather condition x is active x being weather someone is being Vored, the same condition that determines whether the sound is played or not. If the amount of struggling intensifies depending on the number of people. the 4 stages (5 including not at all) would be low ie. 1-2 signs of movement across the belly with a slow pace, medium ie 3-5 instances of movement across the entire belly still at a slow pace. high the same as medium but more intense, and extreme ie the belly being covered in small signs of struggle. I see two ways to go about coding this, the first one is taking the current maximum of the belly ad dividing it by 4 and depending on how much of that capacity is being used weather 1/4 1/2 3/4 or 100% would determine what intensity animation would play. in other terms, let’s use the maximum modded blob capacity of 16 if the player had 1-4 people in them then the game would play the animation: intensity 1- belly size X on top of their sprite the x being what stage of fat they are at. if current stomach occupancy is >/= 8 then it plays animation 2 adjusted to belly size, if occupancy is >/= 12 then it plays animation 3 and if it is >12 it plays animation 4. The other way to go about it is to just simply assign it to the number inside rather than being proportional, so that the smaller sizes capable of eating less NPCs and players in order to prevent the belly from becoming nothing more than a mass of wriggling bumps(detail is important but too much can ruin it like any hyperrealistic depiction of a cartoon character that now haunts my nightmares). As for its classification, you could either have each intensity at each size for each race be a separate armor set, or you could classify it as a character effect similar to the blue effect on Bounce or the glow on glowing only played with an animation. Though it may be a challenge to link up the different intensities to make sure there aren’t any clipping issues, one workaround is to have the brackets set up in such a way that the stage one size even with moded capacity can’t go past intensity 1 stage 2 can’t go past 2 and so on and only having the blob be capable of reaching maximum capacity. You could also simply make one set of struggling animation for each size and ignore the intensity levels, though I feel that having the number of audible gurgles somewhat match up to several lumps moving around would certainly be welcome by some. All of these are just thoughts and are in no way criticisms of the mod, please feel free to tell me how good or bad my ideas are. I also hope I didn’t come across as trying to give you extra work, you have already gone above and beyond the call of duty in my eyes and I simply like picking apart things and discussing ideas with people. One thing I ask is possibly some perspective on how the logic of Starbound’s code works? specifically if the logic I mentioned above lines up or not, I have taken some basic coding classes and am trying to improve my skill in the area and have been doing so by thinking about things the way a computer would. Sorry for the length and I Thank whoever took the time to read this for their time.

I have 0 knowledge of coding and modding Starbound is pretty tricky from what I heard, but I got a possible idea for making animated armor. Since the different weight levels of armor are automatically applied based on the fat status effect, would it be possible to have an effect that when it runs out, applies another effect that runs out, applies another effect… and those loop back into each other. Since the armor applied for each weight gain stage is selected and put on from what I would assume to be the status effect on the player, having a self-feeding loop of status effects could allow armor sets to be rotated, making an animated sprite. Again, I have no idea if that’s how it works, but if it could help I thought I’d add it in.

One actually doable feature I think might work would be a mirror that when observed has the player sprite comment on their current weight showing a personality or attitude change as they become heavier and heavier. The hylotl going from stuck up and judgmental to a repressed obsession with being bigger, no longer having to abide by their strict society they begin enjoying their weight in ways they didn’t know they would. The floran going from a desire to become bigger and stronger thinking it would make them a better hunter to a small bit of regret after realizing that their size makes hunting more and more difficult and that their idea was poorly thought out. The apex slowly being turned into one of the mingkongs brainwashed test subjects, The glitch and nova-kid surprised they can actually gain weight, with the nova kid brushing it off with jokes and comments about being a star and the glitch happy to have something to bond with other races over continues their efforts. The avian sad that they probably wouldn’t be able to fly wings or not, eventually embrace the ground god referenced by the avian idol, with maybe a thanksgiving turkey joke along the way. I wouldn’t know what to do for human. It would even make the transition sized that serve as buffers between the weight classes a bit more dynamic. I assume it would work on the same system as the scale that changes depending on your weight only instead of giving a number value it gives your characters comments. It would be simply a matter of repurpousing the scales code, giving it a new hit box, drawing a new texture and writing new dialog options for each of the 7 races. The problem is that i only know python, and a basic level at that, I dont know what editors to use for starbound, what language starbound is in, or how to indicate what lines of code do what in the system, and being in college means that allot of free time is dedicated to studying.

Too bad the way Starbound handles player models doesn’t allow for animated stomach wriggles. Would be great if you could just watch the struggles but i don;t think it is possible.

I extracted the file, but what do I do after that?

You put the Big Fatties folder inside the mods folder (C:\Program Files (x86)\Steam\steamapps\common\Starbound\mods if you have the stable version). Just make sure to put in just the Big Fatties folder with the actual mod files in, not the folder with the Big Fatties folder. Otherwise your game will crash.

How do I get to the mods folder?

Provided you have Windows 10, copypaste “C:\Program Files (x86)\Steam\steamapps\common\Starbound\mods” into the highlighted box and hit Enter, it should take you to the mods folder.

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Okay Thanks for the help I’ll try and see if it works ! :relieved::pray::+1::clap:

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All of these seem to be nice ideas, however the amount of work for just the sprites would be insane, especially having busty and surfed compatibility. For the animations I’m not really an expert in there but Starbound uses Lua scripting (not sure if I’m saying that right). You could possibly learn lua and then do your own ideas since I think Dispatch is preoccupied with something else.

Does anybody know how I can open the “mods go here” folder because my computer says I have to have an app associated with it.

I used winzip but it didn’t do anything it’s still a file I can’t open.

You’re meant to drop the big fatties folder into the same folder where the file is. Hope that helps!

It won’t let me drop anything into the “mods go here folder”.

Where did you get this idea that “put mods into the mods folder” is “put mods into the mods go here folder”? When “mods go here” isn’t even a folder in the first place, it’s a note saying the mods folder in general is where you dump the mods.

I’ve figured it out, but could someone tell me why it’s crashing I have everything in the big fatties folder. ( Sorry if I’m taking up someone’s time I’m just really stupid and I would like to thank everybody who has helped me)