-Fixed tenants not despawning
-Removed some unused assets
-Fixed tendrils that stopped working after SB1.3
-Fixed some compatibility issues.
-Hopefully made it compatible with new starbound patch
-Some minor fixes
-Made some slime stuff spawn Ooze tenants if you have ooze mod too.
-Started on armor, tier 1 gems avalible now, they're just gems, so don't get your hopes up with looks, further tiers will cover more body and will look better.
-Added Slime gem, which is tempered slime inside forge.
-Changed the look of slime sphere.
Hello. With Xel's permission or rather insistance, I have taken over this mod. Please make sure to delete the old mod, http://community.playstarbound.com/resources/slime-race-mod-outdated.4219/ when you subscribe to this one to avoid any conflicts. Your characters, items and everything regarding the old slime mod will stay intact.
On a rimworld named Callipso B4324, biochemists discovered some sort of slime deep underground that moved on its own and regenerated when it was torn apart. They took it back to their scientific explorer ship and began experimenting with it, in which it was noticed that if the slime was processed and injected into any living creature, it’d transform it into slime and grant biological immortality. Several scientists transformed into slime since they didn’t want to experiment on another sentient being due to ethical reasons.
Over time, the scientists noticed that the slime formed into the shape of one of the crewmen and mimicked how they moved, in which the team realized it was sentient and stopped any further experiments. Their sponsor company didn’t know of their experiments, and the scientists kept it a secret from them and the masses, since they thought biological immortality was something that might be abused by some races, especially the Apex. Eventually the company stopped funding them due to not gaining results of any sort, and the scientists had to stop, pack up, and return the slimes back to their world.
The transformed explorers went back to their homes, where they were discriminated against due to their new forms and appearance, with only the Novakids and Florans not minding them. They chose to return back to the slime homeworld, where the slimes accepted them all. It was eventually discovered there that they communicated telepathically when conjoined, and they began sharing technology and adapting it to be more slimy. After many years, the slime developed some way to traverse the stars without any propulsion engines but rather some “magical tentacles” as said by an Avian observer, protruding from their blob ships. The Protectorate received some slimes wishing to join out of curiosity and wanting to be accepted by other races. After lengthy tests and having them learn at least English, the first batch of slime Protectorates were accepted. Little does anyone know, that these will be the final days of the Protectorate Capital.
This mod adds a race of slimepeople with 111 palettes, 9 custom hairstyles, and its own entirely custom slime ship with a pet, respawn and death animations, as well as several items to make, a visual alternative to Spike Sphere, and a non-sliding Wall Jump.
-minor health regeneration
-immunity to liquid slime and webs
-weak to cold
-resistant to fire
-immune to "poisoned" and "electrified" status effects
CRAFTABLE or BUYABLE EQUIPMENT:
Slime Sword + upgrades
Wavy Slime Sword + upgrades
Slime Whip + elements + upgrades
Slime Tendrils + elements + upgrades
Impact Slime Tendrils + upgrades
Slime Grappling Hook
EPP with Slime Glow
Loose Sheer Dress
T1 and T2 Armors
Slime Morph Sword
Slime Hunting Launcher
Slime Active Shield
Slime Leeching Dagger
Biochemist Table (all recipes were moved to this)
Slime Table (two types)
Slime Console (lunar base-style and small custom form)
Slime Ship Door
Slime Ship Hatch
Slime Ship Light
Slime Proximity Scanner
Advanced Slime Scanner (detects friendly entities)
Slime Wall Bed (normal and upright styles)
Normal Slime Chair (common small size)
Tall Slime Lamp
Slime Teleporter (available at 2 Stop Teleshop)
Compost Bin (won't work with food rot disablers)
Slime Cooking Table
Vanilla like slime caves decor.
Only the slime and ooze races can craft the Biochemist Table. If you want to be able to craft it as a non-slime/ooze, use /admin mode and type:
Using the resulting item will teach your character how to make it at the Inventor's Table.
Likewise for the "goo" item, which is hand-made.
slime critter (based off of Terraria slimes)
Adaptable Slime Sphere (copies a slime's body color)
Sticky Wall Jump (variant of Wall Jump, stick in place instead of sliding)
Shoat (two types?, provide slime blobs or globs)
Antyrus (helpful with info in past)
Alpha_StevO (some hair style ideas)
Inf_Wolf14 (helped with slime pet)
Chofranc (help with lua codes and advices)
Fueledbycancer (original elemental strength/weakness coding before Chucklefish made their own)
Kawa (for letting me use outfit design as base)
and Xel (for starting this mod)
If you cannot see the slime race available for selection, it is likely that you need a mod which adds additional slots for custom races. The most commonly suggested mod for the job is Kawa's Xbawks Character Extender, but feel free to use whatever race slot add-on you wish.
If the mod appears to be giving you any issues, re-subscribing to it may resolve them.
Let us know of any other problems.
Try Jenkkrystal's hair for slimes as well.
I would like to recommend you a dye mod for clothes. You can dye clothes to any colour and even add transparency to completely match your slime.
And if you want more monsters, there's Xel's Zombie race mod!
- Mod Pack Permissions:
- You must get the author's consent before including this mod in a compilation.
- Mod Assets Permissions:
- You must get the author's consent before altering/redistributing any assets included in this mod.
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Slime Race Mod 2017-06-18
A race of gelatinous humanoids and everything that comes with it.
- Slime Race Mod 2017-06-18 Jun 18, 2017
- Slime Race Mod 2017-06-10.1 Jun 11, 2017
- 2017-03-04 update Mar 4, 2017