I run a server and use all the race modifications. I have some questions to the community. I want to find out what people value most about race mods. This will help me determine the level of Race Mod stripping. - We already strip Dungeons, NPCs and Spawners out due to our server being a survival server and them causing issues. - We are proposing to strip Race mods down to Character Looks, Basic Clothes, Armor and Weapons. Plus default Starbound ships, since we use customizable ships modification on the server. Once the race mod is stripped we will leave it at that due to the maintenance issues of keeping them updated with the mods makers (who often leave errors in the mod like json typos and not verifying all the files are linked correctly, which all have to be fixed and verified every mod update) and when the mod maker stops supporting it, we will have a equal frame work from race mod to race mod and be able to maintain them ourselves.
I think A B and C could be lumped together, tbh. To most people, race mods are aesthetic in nature. They will stay that way unless the API gets a bunch of new mcguffins for us to play with. Most people download races for aesthetic reasons, I think.
Probably depends a little upon the mod! I'll say that my own race mod (kobolds, of course) is largely unique outside of those parameters. Indeed, the basic armor and weapon design is still in process! That said, it could be helpful to give race modders the option on your server to include a little codex blurb explaining what additional things exist in the core mod.
That could also potentially work. Perhaps I'll release a visuals only version once I've finished the core of it. Admittedly, the majority of the mod isn't core stuff!
So The thing is it would not work unless most modders or all do it. I think the Races mods all need standardization. X race, X weapons, X Armor, X Quest that would fall in line with the default races, as to not be overly powered. Possibly even make added features in a pak. My server does not need every player to have a spawner. Nor do I want to readily add extra NPCs and villages, when they cause the default NPCs to not spawn. I think that was rambling.
You are talking to the king of rambling. If you look in the kobold thread you'll see plenty of posts by me with multiple paragraphs like that. I think part of that is opinion regarding how races should be. The kobold race definitely doesn't fit into that kind of setup, we have a bunch of new tables, features, and things that are outside the norm. But we have those things and build on them because that is what players have told us that they like about the mod. There definitely wouldn't be any plan to strip away the things people most like about the kobolds and honestly, I think the mod works best in its original form. For certain servers, that may not be ideal, but that could just make it not mesh too well with that server. That said, once the armors and weapons are done, I'll see about doing a stripped down version and getting it to you, but I'd prefer to include a codex explaining how little of the original mod will actually be represented.
I can strip out anything to much... but we as a communtiy (Free Universe) are still looking at what our players are ok with. We dont mind extra furnature and crafting. Just as long as its not super advantageous.
Oh! There really isn't anything overpowered for the kobolds. Their weapons are actually a little weaker than base weapons in some way and are harder than base weapons to make because of the spirit system having randomly generated spirits.
What I am trying here on my own is breaking all modifications that have races into several pieces. After having many issues this morning with all sorts of naming conventions with the 40+ Races we have. My mod pack folder will still give credit to all mods of course. Cosmetics and Lore Portion /mods/race_nameofrace (Stripped down to race basics (species, sfx, statuseffects, animations, cinematics, codex, effects, particles, interface, *May standardize treasure across all races* treasure) (ships changed to customizable ship mod *people mostly prefer this over a race ship)) Items and Crafting Portion /mods/race_extras (Where the modular items will go for all races into one pak (items, objects, receipts, (* if we keep these* npcs, dungeons, ore spawning stuff) Quest /mods/all_quest (All quest are consolidated on our server for management purposes) I am sure I will have to troubleshoot a few races and may have folders in both if some items or weapons are reliant on other stuff. This should also make for easier updating of the mods, just pulling specific parts in.
Separating the files actually worked well as i can tell so far. Also made a /mods/ships folder for the fully customizable ships without having to have reproduced the files over and over, similar to adding quest.