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RELEASED Your Starbound Crew 4.98

Go on missions to collect a crew for your ship!

  1. Taiine

    Taiine Pangalactic Porcupine

    I have a slight silly question....

    How do you start this mod? I have an already going character that is only up to (and been stuck on) the first big mission with the first boss. Outside the starting planet and the other two in the same 'area' I've not been to any other planet prier to trying this mod. But I'm a bit unsure on how you even start it. No quests in the outpost... or do I need to be further along in the game?
     
    Last edited: Feb 2, 2015
  2. ded1

    ded1 Void-Bound Voyager

    You need to get the second ship expansion. So you have to beat all 4 dungeons and then a bunch of side quests.
     
  3. Taiine

    Taiine Pangalactic Porcupine

    .............really? I can't even beat the first one in my steel armor. The first bigger half mutated dude you encounter three shots me each time, faster than I can heal myself or make it down the hallway.
     
  4. ded1

    ded1 Void-Bound Voyager

    I just jumped back up to the platform above and took my time to shoot him.
     
  5. spenceman111

    spenceman111 Big Damn Hero

    If I'm playing with someone who doesn't have the mod, will they not see everything?
     
  6. animandan

    animandan Void-Bound Voyager

    @ded1 You're right in a way but mostly wrong. I'm pretty sure the first opportunity to get the quest is way before that, but if you miss it you need to wait until you get the research station which is the second major size upgrade. (which you don't have to beat all of the dungeons to get access to, just some of the side quests) Though I think you can also find the "Start Your Starbound Crew" ducky in your 3D printer for 3000 pixels. Just place it on the floor and it should give you the first quest. You can also spawn it in your inventory by typing things in when you have admin privileges. "/admin" and then "/spawnitem crewstartyourquest" without quotes. Makes sure you do "/admin" again to remove it otherwise it will mess up quests and crafting and stuff.

    It could quite likely cause their game to crash, actually.
     
  7. robotconcalcetines

    robotconcalcetines Void-Bound Voyager

    Hi

    One lil question, does this mod change the universe in a way that I wont be able to share coords with people on vanilla stable version that is not using the mod?
     
  8. modder45089

    modder45089 Void-Bound Voyager

    Can somebody please explain how well this works in multiplayer? I don't suppose you can have a single crew for the entire server, but can all co-op players progress through the quests together, simultaneously?

    Also, is it true that the new NPCs make the game significantly easier? I saw some reviewer mentioning that, but he may have been wrong or talking about the older version.
     
  9. Taiine

    Taiine Pangalactic Porcupine

    So at what point in the game do you come across that first chance? I'm up to the outpost and only did the coffee quest and the for the air body tech to do the first mission. Besides getting a beat down by the first mutate you come across (feel like such a noob getting owned by it x.x) not really done much else, well aside the ship missions but thats just up to the liquid upgrade for your manipulater. So where is it, or did I miss it?
     
  10. ded1

    ded1 Void-Bound Voyager

    The mod description says the second size upgrade gives the initial quest. I don't know if there are other ways but according to the maker of the mod, that's when it starts.
     
  11. Lukeshka

    Lukeshka Aquatic Astronaut

    This mod is awesome. Finnaly i can kinda ...make my ship more living thing, with crew etc, not like giant flying ship to one person. BUT. i search for avian ship and human prison already 3 days. I mean i play a lot, and all this time i just run over all planets, and try to find this things. And now this mod with its tips of objects become kinda salvation buuut.... Its wrong. i mean coordinates. They wrong and do not lead to any planet at all. im so frustrated -____- 3 freaking days -____-
     
  12. Taiine

    Taiine Pangalactic Porcupine

    The
    The coords are going to be wrong due to Starbounds updates changing the star map and where planets spawn. The coords this mod gives you seem to be manually placed in, so when the starmap changes, the ocoords in this mod don't. Stuff has to be rediscovered by playing and noted, then added in.

    That said. if the author wants a location for a Floren dongeon.
    http://i.imgur.com/tCpvGNv.png
    That has what looks like a good sized one. the small one (and my starting planet) has a mine right next to spawn too.
     
  13. Lukeshka

    Lukeshka Aquatic Astronaut

    Actually , now every player has unique map. me and my friend test it and on our cooords we have different planets
     
  14. Luminaesthesia

    Luminaesthesia Scruffy Nerf-Herder

    Alrighty, lots of stuff to read through, so I'll try to get through all of it:

    Yes, your coordinates will be different from others with this mod installed, because of the unstable stars being added.
    Coordinates don't work at the moment since I have to run through the game to find them.
    Quests start as soon as you upgrade your ship to be able to jump to the outpost, and if that opportunity is missed, you can craft an object at the research station you get at tier 4 of the ship
    Thanks for the Floran dungeon coordinates!
    Also, big note that I just realized: Second ship expansion is NOT when the game starts. It's what the AI in the game refers to as second expansion, which is actually before you can even upgrade your ship size once. So I'll change that on the mod page. You will still have the smallest ship possible, but it's "stage 2" because you went through and activated the teleporter, then the navigation. Sorry about that confusion everyone.
    As with any mods that add items to the game, this will not work on multiplayer unless you install it on all people's starbounds on the server.
     
  15. Lukeshka

    Lukeshka Aquatic Astronaut

    i must warn you, that it might be that coords wont work again. Me and my friend start new game without mods and tryed to check it - and coords was different., I give him coords of random planets, but there was no even star for my friend. I think map now kinda unique..
     
  16. Taiine

    Taiine Pangalactic Porcupine

    Thanks for making it all clear. Yeah I must have missed that vital starting point as I was already in the outpost and a few quests into it. Perhaps make it so as long as you're in that stage the quest shows up? Not just when you first get the upgrade? Then it's less likely for anyone plugging the mod in mid way will miss it.

    So alright.
    Stage 0: How you first start, ship all busted up.
    Stage 1: You reboot the ship. need core fragments to fix it further.
    Stage 2: You get the core fragments, you can now move the ship and go to the outpost. <- stage where the mod starts.


    So um.. can you make it so they all don't keep wondering back and forth and that they can't open doors? I spawned them down on my homeworld and they kinda just took off on me. Plus when they walk back they leave the door open so stuff can get inside. Make it so they cant open doors so you can set them somewhere, and they only wonder a little bit? not non stop pacing or in my case, near world lapping.
     
    Last edited: Feb 3, 2015
  17. modder45089

    modder45089 Void-Bound Voyager

    I'm not sure if you were responding to me, but installing the mod for multiplayer is not a problem. I'm more interested in how well the mod is adjusted to 3-4 people playing cooperatively. Can all the players go through the mod's content together and work toward one single Crew Outpost, or the mod's mechanics are much better suited for the singleplayer? I'm especially concerned about such things like too much redundancy and possible difficulty decrease.

    The thread doesn't seem to have any in-depth posts about multiplayer gameplay, so any info on this will be appreciated.
     
  18. Luminaesthesia

    Luminaesthesia Scruffy Nerf-Herder

    I haven't really tried multiplayer with the mod, honestly, so I'm not really sure. I think everything should work the same though, you'll all go to the same crew outpost, same crew missions.

    And yeah, I'm kind of at a development issue with starting the mod. I want it to go through SAIL, as it's the most natural way I feel. But at the same time, if you code the mod to have that option at every stage of the AI levels, then "Receive Distress Beacon" will be on your SAIL screen until the end of the game, which is annoying. So it was either that, or make an item for the research station that you can craft. Maybe what I'll do is change the starting point for the item to be for the iron crafting table and up instead of the research station, so you don't have to upgrade your ship before you can start.

    The crew members moving is a huge pain in the ass. I've tried multiple times to change parameters to get them to stop moving, and it works for a while. But even then, they get spurts of energy or something where they just walk until they reach the end of something. I'm still trying to mess with it, but not great results. So yeah, I'm well aware of the crew moving being annoying, but I'm having quite a time getting them to do what I code them to do. Hopefully it'll be fixed at some point, but I'm wondering if it's something to do with NPCs in general at the moment.
     
  19. modder45089

    modder45089 Void-Bound Voyager

    I guess I'll have to figure out some of the answers myself. Thanks for the info.

    By the way, the latest patch allowed running multiple Starbound clients on one computer ("Change Windows file locking to allow multiple simultaneous client instances"). So if anyone ever wants to test how something works in multiplayer without having another PC, you now can just run several clients in the background. Mod authors are gonna love this.
     
  20. Taiine

    Taiine Pangalactic Porcupine

    The basic AI for npc's may be tieing into them and making them wonder like crazy. Maybe until they get fixed make them stand still, no move! Unless thats also not working right :/

    One key thing... make them immune to damage... I made the little ducky to get mine started and yep.. welp that didn't last long. The doc I opted to have on my home world didn't fare much better.


    One idea to start it is maybe have a quest giver on the outpost. Maybe say they keep getting this strange signal and can't tell what it is due to interfearance. They don't have the time to check it out more so if it ends up being nothing and thus you get to go.

    Thus could be the distress becon for the first crew mate wasn't working properly, or the signal was too weak and was scarsly coming through.

    Something like that, thus theres nothing you craft, and can get it as soon as you can get to the outpost.
     

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