Still can't recruit a crew member, and I downloaded it just now. SAIL keeps telling me the crew list is full when there are no crew members. Is it still bugged?
Here's the thing: the ship files include the variable for your maximum crew size. Since the files I was using when you last upgraded your ship didn't have that variable, it loaded up as 0 by default. You either have to make a new character or get another ship upgrade so it'll load one of the ship files which now have the proper variable. I've tested the upgrade myself and managed to get crewmembers on a save file which originally had the no crew issue.
Ah! Thanks very much for the clarification! I was hoping I wouldn't have to restart my character from being pretty far in. I'll upgrade asap.
Cool looking mod. I had a question, since I'm fairly new to the game, and that was if this mod hindered any actual gameplay because I'm reading about some posts that seems like it maybe messes with the game? Or perhaps I'm mistaking it and the mod is for full cosmetic effect. In the update log, the only thing I was curious about was "-Removed all dungeon files to ensure compatibility with any sweeping changes pre-1.0". I have 0 experience in Starbound, so would it be a bad idea to start my first playthrough using this mod? I personally already love everything about it. It also confuses me why some game aspects would be changed an a mod meant for aesthetics? If someone could help that'd be awesome!
This mod works 100%, and can play fully through it. I'm on the final boss. There's 0 issues and you can do everything you want.Have fun an enjoy being a glowing fuzzball!
That's good to hear! I've had no problems with the game, myself, but haven't even gotten as far as getting the first artifact yet.
you don't plan to do a custom ship ? (cause the human ship don't really fit the race, but that's just my opinion ^^)
It would be a very big undertaking to make a new ship again. I just don't have the time to make it happen. As I've said before, lore-wise it wouldn't make a lot of sense for familiars to have established themselves enough to have their own unique racial ship, so they kind of get whatever they can find, which happens to be a human ship in our case. To get an understanding of how much effort that would take, I've been working for 4 hours today just trying to get a couch into the mod. It's a massive pain sometimes just to get one small item to work. Not only would it be a lot of time spent on spritework, but I'd also have to make a bunch of items for the ship, decorations and such, and do all the extra legwork like getting the blocks.png files set up right. And hope that everything lines up and I didn't make any errors in the blockkey.config or the .structure files and... yeah, I just don't have that kind of time. :< I'd like to make a ship, it's just probably not going to happen. At least for now.
Thanks for the hard work! Any chance of this being on the steam workshop? Not sure if that is a pain in the butt too, if so don't worry about it, I'm just glad the glowy fuzzballs are back
Hmmm, perhaps could could give them something that isn't exactly the vanilla ship, but is still human (IE giving them something like the logistics frigate)
It's already up to 11k active users on Steam Workshop actually! If you use it, that's a good place to get this mod, since it's easier to update there and all~
Maybe! Just considering the time it can take to make a ship, it's not something I'm keen on doing right now. ^^;
Bitcoon updated Familiars Race with a new update entry: Big old balance and content update! Read the rest of this update entry...
Thanks, I derped and was looking for "familiar race" instead of "familiars race" when I searched so I missed it heh
That search is so picky. Even knowing the name of what I'm looking for or entering part of it, it refuses to give me results I know are there.
Tossed up a quick fix for eye shine. (It's not under a new version, just re-download the same file as linked and it should have the changed head files) I need to play more to be sure but I'm starting to see that higher tier weapons combined with those tiers of armor are seeming fairly overpowered still. I don't have easy stuff available to make comparisons with and lots of time to play, so let me know what you guys think. The craftables should be viable, but not overpowered. It's odd, they all use the same stats so it's just damage scaling for higher tier items that's making them stronger. But I will probably have to scale the numbers down from tier 2 upward. At full tier 4 armor and tier 4 gun, I was hitting 70 damage with a 1 second charge shot or 15 damage for each normal shot, 4 times per second. Really seems too high.
Hey Bitcoon, you're on Kotaku! They did a top starbound mods article with a big ol picture of the Familiars Race in the middle of the article
Yeah, I saw that! I was pretty excited to see my mod get a spot on there! I think that's technically the first time I've gotten featured on a mainstream gaming site. One to remember~