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Recruit Timer 0.1.0

Sets a time limit for crew recruits after which they revert to their original forms

  1. rl.starbound
    Your crew roster is full, so you don't plan on recruiting any more. Do you find yourself avoiding NPC missions, to avoid towns filling up with uniformed recruits? If so, this mod might be for you. With it, any time an NPC asks for recruitment, a 30 minute (in-world) timer is started. If the time expires without you recruiting the NPC, they revert to their old self, including their original clothes. If you're out of range of the NPC (i.e., on the other side of the planet, or on another planet entirely) when the time expires, the timeout will occur the moment you re-enter range of the NPC.

    This mod was inspired by the "Keep Your Day Job" mods by magewish4 and zweanslord. It is, however, not compatible with that mod or any other mod that modifies the tenant.setNpcType or recruitable.update functions. You should be able to add and remove this mod at will, with the caveat that if you remove it, recruits won't time out, nor will their original NPC types be preserved.
    Mod Pack Permissions:
    Anyone can use this mod in their mod compilation without the author's consent.
    Mod Assets Permissions:
    Anyone can alter/redistribute the mod's assets without the author's consent.

Recent Reviews

  1. VanScythe
    VanScythe
    5/5,
    Version: 0.1.0
    This is fantastic! Should be in the base game.
  2. KuyaBatman
    KuyaBatman
    2/5,
    Version: 0.1.0
    mod doesnt work, i dont know how to find the mod that makes this mod incompatible but it doesnt work
    1. rl.starbound
      Author's Response
      I can guarantee that this mod works on vanilla, but given the fundamental nature of patching Starbound Lua code, there is no way to guarantee that it works with an arbitrary set of mods. If you look in the unpacked source code of each mod you have installed, if you find any other mods that modify tenant.setNpcType or recruitable.update, then you will have found your incompatibility. Once you've identified the incompatibility, you'll have to merge the code of the two conflicting mods, or decide which of the mods you'd prefer to keep. Explaining how to do this any further is, unfortunately, beyond the scope of a mere comment.