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Slime Race Mod (Outdated) discontinued

No longer being maintained. Please check Hieru's version.

  1. biochemist table, farm critter, tendril, hairstyle, furniture

    XelSlime
    I've been a bit lazy about updating outside of Steam for the past bit, so here we go.

    New in this update:
    -Impact Slime Tendrils (upgradeable, half as powerful, but with potent knockback)
    -updated ship teleporter and lights
    -slime table and slime fridge
    -Biochemist Table (upgradeable)
    -all recipes moved to Biochemist Table
    -farm animal: "shoat" (purchasable at Terramart, 50/50 chance of one of two types)

    The majority of stuff coming out nowadays is from Hieru, making me want to come up...
    DarknessLilly likes this.
  2. Minor update, extra hairstyle

    XelSlime
    Sift through the custom hairstyles and check the last one. Quite some time ago, I asked Hieru if there was anything I could do up, and this was it.
    DarknessLilly likes this.
  3. improved ship object art + S.A.I.L., Slime Traits adjustment, new tendril weapon and craftable doors

    XelSlime
    This update replaces the appearance of the slime ship's S.A.I.L., locker, and hatch with new art by Hieru, based on things like slime chairs or beds. Quite detailed, too (note the wiring). Also, slime ship doors and hatches have had their recipes edited, now that they're no longer made of metal, along with new sounds for opening and closing, as well as now being craftable by default.

    Next, Slime Traits were adjusted. Hieru noted that slimes regenerated kinda fast with "healthRegen" set...
    Lindazana likes this.
  4. Hieru's slime ship + fixes for tech and ship pet

    XelSlime
    The custom ship people've been waiting for has arrived. Hieru did an amazing job, and even created new images for the tutorial and end-of-tutorial cutscene. I suggested that since we're outside the ship after all, it might as well look like we're seeing it from outside, so that's just what he did. You should see it at least once.

    The ship update includes a custom small slime console as well, in the style of other slime objects like slime chairs and beds. It is available in the Wiring...
    CrimsonGiraffe likes this.
  5. new objects, tenants, and blocks

    XelSlime
    This update, I've added a new flag, console, table, tenants, guards n' villagers (not in use yet, no village after all), and hopefully a slime NPC appearing at the outpost from time to time (unless I missed something).

    Also, Hieru joins the team, adding four special custom slime blocks, which will be used as part of his work-in-progress slime ship. Don't expect the ship any time soon, but know that it's in the works. Just be patient~
  6. Fueledbycancer updated the weakness script.

    XelSlime
    When a slime is hit by ice damage, you'll see a second number in red ("IgnoresDef"-type damage), to represent their weakness to cold temperatures. Fire damage is similar, but the 50% of a fire hit that gets negated doesn't show any number. I guess it's just the way negative damage is.

    I'm expecting that Fueledbycancer will eventually figure out a way to make this work as smoothly as "fallDamageMultiplier", but Chofranc tells me that bit's hard-coded into Starbound, so... no way to locate...
    sayter likes this.
  7. Frackin' Races effects properly apply 100% again.

    XelSlime
    I was picky about the description Sayter'd set at a point for this race, saying "Ew, you're made of slime!", and stuff, so I thought I'd try adding an "includes" bit to make the slime race load after Frackin' Races does, but I think it's messing up more than I intended.

    ...I really don't know anything about Lua n' whatnot...

    So that's that, back to normal. Plus I do actually quite like what Frackin' Races does. It's just that FR makes slimes take 3x fire damage, and I've made slimes...
  8. Frackin' Races-related tweak

    XelSlime
    I was given a bit of optional code that negated the effect Frackin' Races had on slimes, and I used it because, thanks to Fueledbycancer, slimes can have their racial resistance to fire and weakness to ice, and Frackin' Races made slimes weak to fire, alongside other effects that I do actually still like, but... yeah.

    I'm gonna ignore negating effects, I'll just leave it to Sayter to readjust, or not. Besides, people are having issues between the two mods, and that's no good.
  9. "poisonStatusImmunity" reversion + new "Slime Glow" item

    XelSlime
    Sucks that this doesn't update automatically for everyone, doesn't it?

    A reasonable response pointed out that these slimes were starting to get a bit too powerful, so healing off of poison was reverted to "poisonStatusImmunity". Plus I guess it'd be rather annoying in a toxic environment, constantly hearing the character's "ouchNoise".

    Speaking of which, I'm gonna mess with the unused Novakid hurt sound. It actually seems pretty fitting for slimes, when you think about it.

    Also, there's...
  10. LUA mistake corrected + slime equipment for everyone

    XelSlime
    Sorry guys, I made a mistake. I recently learned that Fueledbycancer's weakness code works AFTER we take the hit, and have fixed the math properly now.

    Also addition doesn't wanna work in LUA math, so we just went with two negatives.

    These effects happen directly after you're hit with the related element:

    Fire: (health - damage * 0.5) changed to (health - damage * -0.5)
    Ice: (health - damage * 2) changed to (health - damage)
    Poison: (health - damage * -1) changed to (health - damage *...
    DarknessLilly likes this.