Starbound

Starbound

Corbent's Interactive Crew
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
thexdracox 1 Aug @ 11:34am 
@Corbent I haven't had a Chemist crew yet, so I didn't realize that the Partner buffs are just the Chemist buffs. Thanks for the summary on the Partner role! I dislike some of the chemist buffs being permanent on the ship, but I haven't found a mod for that, so I might just have to be more selective with my hiring or try using the Job Offers mod.
Corbent  [author] 1 Aug @ 10:06am 
@thexdracox Greetings. Datebound originally added a crew role that had expanded dialogue, that's all it truly did. When the project was delisted I was just starting mine, so I asked the owner if I could integrate Datebound into my mod since it compliments the goal of interactivity very well.

This role added by Datebound had the medic's healing ability. And I felt it was kinda sad that if you want the extra dialogue, you had no choice of ability for your follower. It had to be Medic.

Therefore I made variants of the role called Partner(X). They all have the datebound dialogue, but they have a different skill.

Partner(Medic) - Heal, like the original.
Partner(HIker) - Blue stim, jump height.
Partner(Athlete) - Green stim, speed.
Partner(Brawler) - Orange stim, attack damage.
Partner(Explorer) - Yellow stim, Light.
thexdracox 31 Jul @ 8:59pm 
So I can't find much about Datebound anymore, but since it's automatically included in this mod, what does the extra crew role do? Because my first crew member I got after installing this was a Partner (Athlete), but I didn't like the permanent speed boost they gave everyone while on the ship so I dismissed them.
Corbent  [author] 10 May @ 1:45pm 
@Idola Hello, that depends on how they are made, I would have to take a look. Good news is that I was waiting for KDE Plasma (the desktop I use on Linux) to push an update to fix the annoying bugs I'm having, which finally happened on May 6th. And it got to the Arch repos a couple of days later. After my stream tomorrow I should update my system, do some backups and hopefully I will be ready to work on this again.
Corbent  [author] 4 Apr @ 10:19am 
Which by the way, I said I wasn't gonna stream, but in the end I think I will, I'll just change the game to something more suitable. Because my mind is racing these days.
Corbent  [author] 4 Apr @ 10:17am 
@Mabra Hello. Thanks for the feedback. I will keep it in mind. And I guess I will take the chance to give a bit of "good news". And that is that after my stream this weekend, I should be back to working in this project. I will see some adjustments, finish the current feature I was working on, and evaluate a move to OpenStarbound.
Mabra 3 Apr @ 7:20am 
The reduced teleporting is more of an annoyance than anything, as crewmembers often get stuck far away.
Corbent  [author] 30 Jan @ 10:24am 
More unrelated news! I will be streaming some Sonic nostalgia tomorrow Jan 31st at 21:00hrs CST. Went to watch the Sonic 3 movie and man did it give me the mood boost I needed. https://www.twitch.tv/corbentfrost
Corbent  [author] 17 Nov, 2024 @ 4:11pm 
As I am clawing my way back and trying to recover my life... the channel has a new banner! Progress... /sigh https://www.youtube.com/@Corbent-Workshop
Corbent  [author] 27 Oct, 2024 @ 7:58pm 
Hello guys. This is unrelated to the mod, but something fortuitous happened and I made a video to collaborate on a Vtubing guide for Linux. My video is about getting full body tracking working for FREE in 20 minutes! Maybe someone here can find this useful or interesting.

https://www.youtube.com/watch?v=O7EkbzLpl-8
Corbent  [author] 24 Sep, 2024 @ 10:19am 
Specifically no. But it might be something the custom race does.
Corbent  [author] 23 Sep, 2024 @ 8:10pm 
Thanks @AgentKirin
AgentKirin 22 Sep, 2024 @ 5:17pm 
Patch that fixes the nudity bug with the Datebound roles while using CC+: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3336173544
Corbent  [author] 16 Sep, 2024 @ 10:05am 
The mod doesn't make crew immortal. As for the UI not working, could be an issue oSB, but I don't think I can troubleshoot issues with that yet.
ꜰᴀʏʙʀ 15 Sep, 2024 @ 9:06pm 
Oh, and another thing. The Crew Manager UI never works/pops open. I'm betting it's because of either Open Starbound or a mod conflict that I'm unaware of. Or maybe it only works with Stardust? Either way, doesn't seem to pop up at all.
ꜰᴀʏʙʀ 15 Sep, 2024 @ 8:59pm 
By chance, does this mod give crewm8s immortality? One of my crew took a dip in a pool of lava for over a minute and she's not dying.
ꜰᴀʏʙʀ 14 Sep, 2024 @ 2:49pm 
@Corbent Always glad to spread the joy of Open Starbound! o7

As always, take your time and don't rush. Prioritize your wellbeing first and foremost. We Starbounders are a patient bunch after all (been playing on and off since 2018).
Corbent  [author] 14 Sep, 2024 @ 1:30pm 
@][FABER][ Hello. Stardust is only for the quickbar indeed. However let me tell you that you don't know how thankful I am for this post. I had not seen the open Starbound project and now that I checked, it sounds awesome and just what I need to unlock the potential in this mod. I will keep it in mind when I continue adding features.

Also my absence has been a lot longer than anticipated, I am really sorry about this but many really bad things happened. I think I am almost out of the woods and I intend to make my return with a video explaining the whole ordeal, my plans for this mod and a couple of other projects that I want to start as well.

It seems like I will be having much more time in my hands. (Spoiler alert: things got so bad that I lost my job, but more on that when I make that video). I am doing fine regardless, don't panic guys!
ꜰᴀʏʙʀ 14 Sep, 2024 @ 2:46am 
Do I really need Stardust? What's the dependencies for Stardust? If it's just for the quickbar, I have oSB for that.
Davoker 10 Jul, 2024 @ 5:36pm 
@Corbent Yo ya sabes que uso tu mod porque es top para mi y no recibo ese error, tengo casi 200 mods ya, pero se que mods pueden causar problemas con el tuyo y cuales no porque "me molesto en mirarlo antes".

Puedo decir con una certeza del 100%, que los errores de ese log de abajo no existen para mi, el único error que recibo de parte de tu mod es uno que puede ignorarse y que por algún motivo está relacionado con que "no reconoce el icono de las manos y va a usar uno por defecto", pero el icono se ve en el juego, por lo que ese error simplemente lo ignoro.
Corbent  [author] 10 Jul, 2024 @ 1:59pm 
I just checked the source code. Skill cooldown is set at 60 seconds. Those messages are normal, I placed them precisely to give more insight into what's going on. Seems good to me. It sends the message to trigger the skill and no errors are thrown. Maybe some other mod makes changes to the follower behavior tree. That could be another cause.
CaptainCrazeh 10 Jul, 2024 @ 11:22am 
How many seconds is the skill cooldown?
CaptainCrazeh 10 Jul, 2024 @ 11:16am 
(Sorry if spamming)

[20:08:18.745] [Info] ic.ic_player.refreshParty > Refreshing party list...
[20:08:18.746] [Info] ic.ic_player.refreshParty > Party list:{1: {name: Akira, uniqueId: 8f8b1627e1d9b52c440e2a3da869ce4a, podUuid: 5a7a6a5ff7fa3310e2f447a1c6ee4420}}
[20:08:20.929] [Info] ic.cmdhand.interpretCommand > followerId: 8f8b1627e1d9b52c440e2a3da869ce4a
[20:08:20.929] [Info] ic.cmdhand.interpretCommand > Target (190) name: Akira, unique Id: 8f8b1627e1d9b52c440e2a3da869ce4a
[20:08:20.929] [Info] cmdhand.commandCrewmate > Sending command: {args: {}, followerId: 8f8b1627e1d9b52c440e2a3da869ce4a, message: recruit.useSkill}

I keep getting this every time I click my crewmember with the command hand. Nothing happens.
Corbent  [author] 10 Jul, 2024 @ 8:15am 
@CaptainCrazeh Hello. Sorry for the absence. Haven't logged into Steam for a few days, "dealing with some stuff". I am not sure what could cause that. Are you sure it's off cooldown when you reuse it? In any case, logs would be helpful.
CaptainCrazeh 27 Jun, 2024 @ 10:22am 
Edit: quitting the game and re-joining allows use of the crewmate's skill. But then I have to quit and re-join again.
CaptainCrazeh 27 Jun, 2024 @ 9:55am 
Hey it's me again. So I'm still having issues with activating my crewmember's skill. It works sometimes, mainly right after beaming down to a planet. Then the second time and afterwards it does nothing. I click on my crewmate but nothing happens. I have no idea what could be causing this.
Corbent  [author] 20 Jun, 2024 @ 4:24pm 
@浮生瞥尔 Thank you! Your support is very appreciated. It has taken me a long time to come back to add the pending features. Haven't felt focused. I hope I am able to finish with my new house soon. Repairs have taken longer than anticipated. My current environment is not great for work. I hope to retake this project soon.
浮生瞥尔 20 Jun, 2024 @ 11:31am 
Good compatibility with fu and Crew Customization+ and Multiplay.
和fu还有Crew Customization+兼容性良好, 多人游戏也是如此.

Thank you very much for your efforts.:nekoheart:
Corbent  [author] 17 May, 2024 @ 8:12am 
Unrelated to the mod but I'm having a live-stream tomorrow night. Learning new skills as usual. Nothing too serious but decent production value, there's a reveal and everything. haha
https://www.youtube.com/watch?v=gQpxVXSPiEM
Corbent  [author] 4 Jan, 2024 @ 8:18pm 
Hahahaha, there is a chance, yes.
kenanthebarbarian 4 Jan, 2024 @ 8:16pm 
I take it you're on the mend. Huzzah! Any chance you may have time to look into integrating the Galaxy in Conflict crew custom bases?
Corbent  [author] 2 Jan, 2024 @ 7:29pm 
To anyone who still reads this section, I uploaded a fix for the Item Frames mod here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3130002733
Davoker 2 Jan, 2024 @ 9:20am 
Buuuh!!, translation killer (╯‵□′)╯︵┻━┻ (:steamhappy: )
Corbent  [author] 2 Jan, 2024 @ 8:42am 
No problem. Glad to help.
Juni 2 Jan, 2024 @ 12:25am 
Yay, thank you for fixing those! ♥
Corbent  [author] 1 Jan, 2024 @ 1:06pm 
Updated just now. Fixed compatibility issues with mods that alter dialogues. Did some testing and it seemed fine but let me know if something went wrong or I missed a spot.
Corbent  [author] 11 Dec, 2023 @ 11:28am 
@Mister Soyka Hello. I don't make any changes to crew member limits (active or inactive), so using this mod alone it stays as 2/12. It should work fine with mods that alter these numbers. I know it works with Earth's Finest that increase active crew to 4.

However, regardless of how many crew members your setup supports you can only give orders to the first 2 with the hotkey or the basic one-hand item, and 4 with the two-handed item. Limitations of this game's mod support.

Geek's crew alter's some stats and I also make some stat changes (although mine are very minor). The stat changes that will apply depend on which mod is loaded last.
Mister Soyka 11 Dec, 2023 @ 5:11am 
How many crew members are supported to be with you and on the ship? And also will it conflict with geek's crew?
Corbent  [author] 26 Nov, 2023 @ 9:52am 
@Jill sandwich Hello. It's stated in the description that the game doesn't support custom hotkeys. There are three kinda hidden tech related hotkeys that a lot of mods make use of. And they will cause trouble with each other. One such mod is RPG Growth. And recently this one as of the last update. That's why I was hesitant to make use of the hotkeys for so long. But I added them as I supposed that players are free to make their choice.

For those who have conflicts with hotkeys, they can use the hand item instead. Not optimal but better than nothing.

I wish this game had better mod support.
Jill sandwich 25 Nov, 2023 @ 7:29pm 
There is a problem with this and RPG growth, the 3 special key wich use the same hotkey didn't work. I had to unsuscribe and suscribe again and now it works..

But there is still and issue there that bound this two mods, because if i try to change the hotkey for either of one it won't save and both mods still shares the same hotkey after restarting. For example if i change CIC hotkey for "P" the 3 special key for RPG growth also has the same key after restarting.

Edit: So in short there is no way to assign different keys for CIC or RPG growth 3 special key no matter what i do. The only good thing is that for some reason resubing to this mod in my already created world, fixed the RPG special 3 key to at least work now. But the issue with the hotkey still remain and the hotkey for CIC never worked for me.