Starbound

Starbound

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Corbent's Interactive Crew
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6 Mar, 2022 @ 8:48pm
1 Jan, 2024 @ 1:04pm
20 Change Notes ( view )

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Corbent's Interactive Crew

Description
I now have a Discord Server! https://discord.gg/FGcswYdcBu

Para la comunidad hispanohablante - Por cortesía de Davoker, ahora tenemos una traducción del mod al español:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2955591613

The goal is to improve the crew experience by making them more interactive, feel more alive, and maybe even useful.

Features
  • Hotkey "CIC - Command Crew" in the controls menu to tell your crewmates to do stuff depending on what you point.
  • The commander's hand: An item you can use if you can't use the hotkey. More on that later.
  • Crew manager UI to select the order your party members and, while on the ship, switch them in and out.
  • Most passive or automatic crew skills are now active skills that can be used on commmand.
  • Increased crew member energy to 100 from 10 so they can actually shoot things.
  • Increased movement speed to make it easier for them to keep up and reduce teleporting.
  • Crew members can swim now. No idea why that was disabled.
  • Given crew members the ability to talk when attacking and killing things, just like regular NPCs.
  • A few new dialog lines for all of the new interactions.
  • Implemented the dialog line randomization fix so they actually use their lists instead of repeating the same thing over and over.
  • DateBound fully integrated, courtesy of Audie, creator of the mod.
  • Maybe some minor detail I forgot, the scope kept growing as I went on...

Strongly suggest to backup your worlds as with any mod. I don't think this can do any permanent damage but you never know. Especially if you are going to try to make it interact with any other obscure mod from the workshop.

IMPORTANT NOTE: Forgot to add you can only address the crew members that are actually following you, so to grab them from your ship you will need to use the regular "E" interaction.

IMPORTANT NOTE 2: Didn't test in multiplayer. Should work fine, but in case of any weirdness, please report.

A note about Datebound: I see people complaining about Datebound not working and I'm probably going to start getting those here. All Datebound does is add a new role crew role named crewmembersobff, dubbed as "Partner" which contains more variety of dialog lines plus randomization, which normal crew member don't have normally. It's not a complex relationship building mod.

Issuing commands
Both the hotkey and the item (commander's hand) work in a similar fashion.The item is used if you can't use the hotkey and is crafted in the basic crafting menu for 1 pixel. You give commands as follows:
  • Point at yourself to toggle the vanilla follow/wait state. Works at any distance apparently.
  • Point at the crew member to activate their skill at any time! Medics and chemists are more useful now. 60 second cooldown still applies.
  • Point at a hostile target to have your crew member focus on it.
  • Point at any open location to have your crew member stand there and not wander around.
  • Point at a piece of furniture to make your crew member sit/lay/whatever on it until told otherwise.
  • Point at a button, switch or light to have your crew member operate it.
  • Hold shift to use all of these features on your second follower!!!

Active skills
  • As mentioned, most formerly passive or automatic skills are now active skills. You can ask your medic to heal you, your chemist to make you glow and so on.
  • Increased the duration of the yellow chemist's glow effect to 5 minutes. So now you can keep it up indefinitely. making them useful if you want to have a light and use your EPP for something else.
  • If you use Frackin Universe some crew members might become too strong because their effects have a longer duration than the 90 second cooldown, allowing you to keep them on indefinitely.

Why use the item?: Starbound doesn't allow you to add new hotkeys. There is a library that facilitates access to 2 semi hidden bindings accesible in Techs. So the Tech you are using must have the handler injected. I injected the handler into all vanilla and FU chest slot Techs. So as long as you are using any of them you will be able to use the hotkey. If you are using Techs from other mods you can't use the hotkey unless I make it compatible and whether I can do that or not will depend on the mod. Mods like RPG Growth already make extensive use of these hotkeys so it's unlikely that will be possible.

Compatibility
Due to character limit, compatibility section has it's own thread now:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2774848292/3186865294571377992/

If you have WEdit installed the hotkey will not work properly, it will address both followers at once whether you press shift or not. That mod modified the keybindings library to ignore Shift for some reason. I will ahve to ask the mod author why does he do this and whether something can be done about it.

Known issues
  • IMPORTANT: 05/Dec/2022 I got a report to never try to make a crew member sit on the navigation chair in your ship. No description was given but it seems to have Universe destroying consequences. Will investigate when I have the time.
  • NPCs might refuse to use some furniture. Not related to furniture type since they might refuse on one and use another identical one just fine. Maybe related to the furniture position or orientation.
  • When you mark an invalid or unreachable target crew members might get fixated on it. Just get away and it should be fixed.
  • After the crew manager update, some people have trouble with the GUI not opening the very first time they use it. if this happens to you, it seems that getting some crewmates to follow you and beaming to a different location without opening the GUI fixes it permanently. Sorry for that. I suppose I am missing a safety check on init because LUA is finnicky when handling ordered arrays and Starbound doesn't help at all. A proper fix for this should be in soon.

Announcements
Subscribe to this thread if you want to be notified about important updates:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2774848292/5057002258659259767/

Future Plans
Due to character limit, Future Plans has it's own thread now:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2774848292/3186865294571404635/

Feel free to post suggestions in that thread.

Bug Reports
Whatever weird behavior you detect, feel free to share, maybe I can do something about it. Use the bug report thread: https://gtm.steamproxy.vip/workshop/filedetails/discussion/2774848292/3186865294573435860/

Community Stories
Do you make stories using the mod? Want to share them? Here's the place:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2774848292/3424446023725350877/

Other recommended mods
NPC Spawner+: Create NPCs exactly how you like them.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=895140470

Crew Customization+: Outfit your crew and make them stronger.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2017503832

Disclaimer:
The NPC characters that appear in the first showcase are my closest approximation of Itzam-Yeh and Phedria Sharr. Original characters that belong to Captain Southbird and Teckworks respectively. I found out about them during the pandemic while unemployed and with too much time in my hands. You can find the series they belong to in this channel:
https://www.youtube.com/c/CaptainSouthbird

Lot's of Starbound goofing around over there.
Popular Discussions View All (7)
137
10 Aug @ 4:46pm
PINNED: Bug reports
Corbent
33
28 Jun, 2023 @ 12:21pm
PINNED: Future Plans
Corbent
13
14 Aug @ 10:54am
PINNED: Mod Compatibility
Corbent
292 Comments
Davoker 1 Sep @ 5:46am 
@AtomicBaconBits DateBound is fully implemented in this mod, installing DateBound together with this mod will make DateBound redundant, or it might even cause some conflict.

Compatibility with other mods is something to keep in mind, in this mod Corbent has taken the trouble to make it compatible with mods that might cause conflicts or to test that there aren’t any, if you want to install DateBound without this mod it’s at your own risk 😁
AtomicBaconBits 31 Aug @ 5:04pm 
Datebound is unlisted, but I can still find it on Steam. Does it work if I try to install it, or will it just not exist in my game.
Corbent  [author] 19 Aug @ 4:57pm 
randomeman2468 Yes, unfortunately. Someone reported it in Mod Compatibility. My hands are kinda tied right now. I am doing some preparations to protect myself from the current censorship crisis going on, and preparing some tutorials on how people can do so as well. When I am done with that I could come back and see about the compatibility, shouldn't be hard to do.
randomeman2468 19 Aug @ 4:54pm 
damn, 80% of my crew is arcana and the command mechanics doesn't work on them
Corbent  [author] 19 Aug @ 1:14pm 
@randomeman2468 Sorry for the late response, not to my knowledge.
randomeman2468 16 Aug @ 12:05pm 
is there a arcana patch for this mod?
Davoker 9 Aug @ 4:05pm 
It's like when you take a teammate you found early on in tier 1 or 2 maps, when you go to tier 5 or 6 maps they don't last long or kill anything. I think it's a good idea to keep the medic useful.
Rylasasin 9 Aug @ 10:41am 
A minor recommendation, but for the datebound medic, make it so the healing is percent of (player health max) based instead of a solid number. As it stands right now, it's useful very very early game but falls off fast to the point of uselessness.
randomeman2468 8 Aug @ 3:36pm 
is total universal collapse still a thing from crew sitting on the chair?
Davoker 1 Aug @ 3:01pm 
@thexdracox If what bothers you is one of the constant light chemicals inside the ship, this mod solves that:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1091103151

I can't think of any other chemical benefits that could be annoying on the ship. It's only permanent on the ship, and running faster and similar benefits are more of an improvement than a nuisance. When the ship is already large, the walks are long xD