Starbound

Starbound

Protogen Redux
80 Comments
FUS  [author] 24 Sep @ 4:08pm 
@DuskDragonNight75 Copy-paste the entire error here, because there's not much to go off from what you've posted. About 4 messages down you can see how to access the game logs with said errors.
DuskDragonNight75 24 Sep @ 3:31pm 
it keep's crashing, throwing an error about protoshipsupport or something, and I'm pretty sure its tied to this mod. Whats causing it?
FUS  [author] 5 Sep @ 7:12am 
All I did was add all the patches from Omeruin's Detailed Race Template with the species name swapped where necessary, and evidently I did miss something in there since the bounty system borked.
Novie 5 Sep @ 4:31am 
Ok, so update on before, I have talked with the other protogen mod dev via their comments section and their mod doesn't have support for bounties yet which has been confirmed.
They said they can add it but are currently unsure how to, have sent them a forum post I found on this but maybe you might be able to help them?
Novie 2 Sep @ 12:51pm 
I'll have to get back to you on that since it was in a friend's universe save using my modpack collection. If I spot another bounty quest with a protogen, I'll check the logs immediately as I attempt it.
FUS  [author] 2 Sep @ 12:36pm 
But yeah @Novie if it was a bounty then that was my fuckup, since I have a patch in there to add the species to the rng list and the other mod afaik doesn't yet.
FUS  [author] 2 Sep @ 12:23pm 
Inside "\Starbound\storage" in your game files there's a log (or "\Starbound\logs" folder for OpenStarbound). I'll need to see the errors what quests throw in there to know what's actually broken. If you were to close the game right after the encountered bug, relevant messages should be right at the bottom of it.
Novie 2 Sep @ 11:04am 
Alright, also noticed some issues with yours or the other protogen mod required for mod integration with bounty quests. For some reason none of the quests have spawned the protogen npc properly for any bounties so far. I've had to abandon each one I come across since cannot complete them. Any chance you might be able to look into this?
I've got this and the other mod installed alongside the disable the selection of the other protogen mod so am unsure if something's just broken right now.
FUS  [author] 22 Aug @ 10:15am 
I really wanna do it, problem is it's a lot of bother with all the dialogue writing and quest scripts (pain), and I already have a bunch of projects I want to complete first, so gotta prioritise.
I'll give it another go when I get the time for it.
Novie 22 Aug @ 3:36am 
Ah, so update to my previous comment I did find author's response (5th March 2025).
It's a shame since they look really good even if it is just meant to be concepts, would've really loved to start out in some underground bunker.
Novie 22 Aug @ 3:23am 
Ok so, I might have been mislead but is the screenshots of the zone above from a custom intro mission or is that something else?
If not then is there anywhere it might be? It seems to just load the default protectorate intro mission, am not sure if this is because of the protogen race mod integration since I have that installed and stumbled across this one. Please let me know if am missing something.
FUS  [author] 16 Jul @ 6:21pm 
Dublicate item entry found on game load, if I were to take a guess that's because of the original mod being installed and run alongside Redux, which is impossible to do due to said dublicate items.

If that's not the case then I'll need to know what other related mods you have in your install to see where the second item file could be coming from.

P.s. Copies of mods installed locally while also workshop subscribed could be loaded by the game twice and cause errors as a result, so might wanna check that as well if applicable.
PunkyMaySnark 16 Jul @ 4:20pm 
Installing this mod causes the game to crash on startup. Found these in the .log file

[19:14:27.978] [Error] Duplicate projectile asset typeName spiritpentabolt. configfile /particles/guns/arrows/spiritpentabolt/spiritpentabolt.projectile
[19:14:28.071] [Error] Duplicate projectile asset typeName spiritdoublebolt. configfile /particles/guns/arrows/spiritdoublebolt/spiritdoublebolt.projectile
[19:14:28.089] [Error] Duplicate projectile asset typeName spiritbolt. configfile /particles/guns/arrows/spiritbolt/spiritbolt.projectile
[19:14:28.104] [Error] Duplicate projectile asset typeName spiritboltexplosionknockback. configfile /particles/explosions/spiritboltexplosion/spiritboltexplosionknockback.projectile
[19:14:28.168] [Error] Duplicate projectile asset typeName spirittriplebolt. configfile /particles/guns/arrows/spirittriplebolt/spirittriplebolt.projectile
[19:14:31.524] [Error] Application: exception thrown, shutting down: (ItemException) Duplicate item name 'nubtailback' found
The Big Bean 3 Jul @ 1:40am 
Yeah, that makes sense. Thanks for the reply.
FUS  [author] 2 Jul @ 7:14am 
"Protogen race" is a separate species from the "Redux" so these 2 won't affect the latter.
Attached collection has the addons for Redux what I'm currently aware of (plus a head reskin, and a compatibility fix for Protogen Race to give it more exposure).
The Big Bean 2 Jul @ 5:10am 
Hey, not sure if this has been discussed anywhere, but how does this mod interact with the protogen customization mod and its 0.9.5 patch ? Are there any issues you know of?
FUS  [author] 2 Jun @ 7:17am 
The blocks and other recipies are shared between them.
ShadicD20 2 Jun @ 2:30am 
Why is protogen race a dependency when this adds another race to the list rather than modifying the existing one?
FUS  [author] 9 May @ 3:06pm 
Is the humanoid version installed? It's shown as a required dependency to the side there.
Dragonsreborn122 9 May @ 2:44pm 
i dont know if its just me but every time i try to make a protogen it immediately errors saying client ship world has errored
FUS  [author] 24 Apr @ 8:33am 
It has been resolved.
FUS  [author] 24 Apr @ 7:40am 
Hmm, let's discuss in DM's if you don't mind, I can send you the image there.
Wakazu 24 Apr @ 7:34am 
[09314f] [0a222b] [10141b] [080a0d]
How's this looks? (lighter to darker)
FUS  [author] 24 Apr @ 7:26am 
I can implement it for you no problem, but I'm gonna need the rest of the colour scheme for that. Needs to be 3 or 4 colours for 4 shades from the sprite-sheet that it'll replace.

Get the optional Head Module if you haven't already, open one of it's sprites, and pair the yellow fur colours it has with the ones you want, and send the hex code pairs to me here, and I'll drop an update.
Wakazu 24 Apr @ 6:35am 
Oi, bro, I was trying to add some more colors to your protos, but for some reasons it never worked. I tried patching, changing priority, add inclusion of your mod so my patch loads after it, nothing works, my palette just doesn't appear. Any guesses why that might be?
Or maaaaaaybe you'd be so kind as to add the color for me, pretty please? ) It's just one fur color I need to recreate my main OC, [0a222b] as main tint (I don't have shades and highlights specified since I just sorta figure them out when I draw, so you can just see what works, yes?). Would mean a world to me
Jakudan 7 Apr @ 7:52pm 
Totally amazing!!:SBmm:
FUS  [author] 4 Apr @ 1:54pm 
Alright, as a bit extra, I've put more elbow grease into it and (finally!) ported the fins over from the Head Module. Now all 28 ear options are unlocked in this mod by default, and will resemble each other in both versions as close as possible. There's one more thing I'll maybe add at some point, but other than that this mod is pretty much done and dusted.

Hope you enjoy. :happy_creep:
Xeredek 3 Apr @ 10:15pm 
Hell yeah dude this is amazing
FUS  [author] 1 Apr @ 7:51am 
It is done, check the newly created collection please.
No,Hell NO 31 Mar @ 7:05pm 
I apologize for causing you trouble:er_sad:.

It's probably just a case of OCD that makes me definitely want to put some wings or something on my back along with making my character have a tail, and I appreciate your work and response. :er_uwu:

I had actually subscribed to the mod and played through the original mainline again before I left the message, and loved it. Just try to leave a message here to see if there's any solutions, so again, sorry for the hassle. And thanks for your answer! :er_uwu:
FUS  [author] 31 Mar @ 7:53am 
Why are you asking for less choice? Do you really wanna see the EPP that badly?

Fine, I'll assemble them later. It'll be a patch, so you will have to subscribe to this mod regardless. :mean_creep:
No,Hell NO 31 Mar @ 4:51am 
If this is the case, would it be a possible solution to fix the tail to the body as an integrated part?

Pick one or two common tail styles as different integrated body addons for a selection of different tails? A separate addon is a body with one type of tail fixed to it? Llike, banded tail (maybe the most common tail been seen for Protogens?).I'm not sure lol) :steamsad:
FUS  [author] 30 Mar @ 10:15am 
Actually, now looking at it again... it's even worse than I remember.
There are 2 sub groups for the character sprites, hair, which goes over the head sprite, and facial hair, which goes over both. Now, with some cropping it would be possible to put the tail spritesheets in there, but.

Neither of these have any animation functionality, the game expects there to be only 1 frame of hair or facial features and nothing else. So even if I were to dump everything already assigned into just 1 slider, making people click through +200 variations to get anywhere, the end result would just leave you with 6 cardboard cut-outs to choose from.

So, one could say, refer to your username for the definite answer on this implementation. :calm_creep:
No,Hell NO 30 Mar @ 9:28am 
Thanks for your answer! :steamthumbsup:
Unfortunately, I have no idea what the difference between xStarbound and OpenStarbound is for me as a mod user, and what I'm supposed to do on the user side.
I've also read some of the instructions for xStarbound, and it's in serious conflict with some of the key mods I'm using right now, such as Futara's Dragon Engine.

Also, regarding merge the horns and LEDs together, if it's not too much trouble for you, maybe do consider making a separate addon?
Because it feels like a large portion of racial mods (like draconis, etc.) do use the method of merging a portion of the entity together. (draconis's horns+hair )
Kinda used to it. :steamfacepalm:
FUS  [author] 30 Mar @ 8:20am 
That'd be 6 extra species' entries to the character editor, as I've already ran out of sliders what were available and had to merge the horns and LEDs together, I just don't think it's worth it.

On the bright side, xStarbound sourceport [github.com] has support for underlaying and overlaying cosmetic items, letting you have, say, both the tail and an EPP visible at the same time. OpenStarbound sadly doesn't have that functionality at the moment, at least as far as I understand it.
No,Hell NO 30 Mar @ 6:40am 
any chance with tails in character creation, rather than cosmetics? :steamthumbsup:
FUS  [author] 24 Mar @ 7:53pm 
My vision for this mod was less of a 'replacement' and more like a 'side-grade' to the humanoid version. So you basically have both a plantigrade model and a digitigrade model of the same synth line running around. But I guess there's no harm in making a small patch real quick.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3451585162

Note: if you have more than 50 species' mods installed the patch will most likely miss the "protogenrace1" value and not work. Due to the letter P being pretty far down on the alphabet.

And I also don't know any better way to do it at the moment, other than just checking for that value in 50 positions that may or may not exist, so use at your own discretion.
It'll stay Unlisted for that reason as well, at least in so long as I don't find a better implementation, not really satisfied with hackfixes like this.
Kinsect 24 Mar @ 6:08pm 
naa just to disable the old version if we have the new version ^^;;
but not it's clothing or what have you since they can fit mostly every other race
like are we suppose to have both versions of the Protogens?
FUS  [author] 24 Mar @ 10:36am 
Hmm, what do you have in mind in particular?
Kinsect 23 Mar @ 8:36pm 
would it be ok if you can make a addon that disables the old Protogen race?
FUS  [author] 4 Mar @ 6:43pm 
Nah, I was just out of ideas for filler screenshots between the character showcases, so I used some proof-of-concept rooms for the racial intro mission as such.
Unfortunately the rooms aren't even the hardest part of making it by far, so it had to be thrown into the concept limbo for the foreseeable.
Argonautusus 4 Mar @ 6:01pm 
those picture on the main page.. the lab n such.. is that a dungeon? or how can i find it?
FUS  [author] 3 Mar @ 6:39am 
City dungeons are currently not present and probably won't in the future. There are tennants available though.
Jean1337_ 3 Mar @ 4:47am 
towns and cities?
Kinsect 2 Mar @ 7:29pm 
say with these Protogen's can we find them in the wild?
like in town's or city's?
FUS  [author] 1 Mar @ 4:12pm 
They're in your ship storage yeah. I tried replacing the pants option in character creator with the back but it didn't work out from what I remember.
Makirus The Dragon 1 Mar @ 4:10pm 
nevermind, my eyes skipped over the part of the description about tail cosmetics several times
Makirus The Dragon 1 Mar @ 4:08pm 
in some of the screenshots, the player is shown with a tail, but in game, i do not have one. Is that a seperate add-on?
FUS  [author] 22 Feb @ 5:03am 
Ah, that's an upstream issue I'm afraid. So it would be on either party of the conflicting mods to find a solution. This is more of an expansion type of deal and so I'd rather not mess with the master mod's workings if possible.
SealonBoard 21 Feb @ 7:11pm 
I'm curious about does Redux version have solve the conflicts of tiles between the Kenopsea mod. Can you tell me if you change the tile files to make it compatible when you integrating the protogen's mods to become the Redux mod?

Kenopsea mod link :
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2331991026