Starbound

Starbound

Hunter Crewmembers
161 Comments
SketchSuke 11 Aug, 2021 @ 6:19am 
Ah ok.
Maledy  [author] 10 Aug, 2021 @ 10:31pm 
@SketchSuke I haven't played Starbound in quite some time now, but I don't recall an NPC spawner. If its something another mod added then it would likely need a compatibility patch to work with my mod.
SketchSuke 10 Aug, 2021 @ 8:53am 
I can't seem to find this Crew member type in the list of NPCs on the NPC Spawner.
Boltte man 2 Jul, 2019 @ 12:22pm 
Ah thanks, will check that out and report back! ☺
Maledy  [author] 2 Jul, 2019 @ 11:53am 
@Boltte You can use the Job Offer compatibility patch I made to recruit hunters: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=745346013
Boltte man 2 Jul, 2019 @ 11:46am 
What other crew member types are equally rare? I've seen a few outlaws, soldiers, chemists, medics, janitors, chefs but haven't seen a hunter class yet..... I take it that we would be able to distinguish them by a hunting spear on the back and or the way the fight?

And I've subbed since March....anyway to force spawn these guys in with admin commands or something? Just wanna see if they are broken or not for 1.4.3....might be why I haven't seen any....
Maledy  [author] 30 Apr, 2019 @ 10:09am 
@tabificRevendicate About as rare as any other crew member type. Though the more types you have, the rarer they will be.
tab 30 Apr, 2019 @ 9:00am 
are these crew members obtainaable like how the others are? i havent gotten any so far though
Bread 27 Jan, 2019 @ 2:01pm 
nvm
got it.
Thanks for making this mod!:steamhappy:
Bread 27 Jan, 2019 @ 1:52pm 
how can i spawn them in
greensniperhat 16 Aug, 2018 @ 10:48pm 
EDIT: seems like Earth's Finest doesn't conflict, so I'll be checking the other two, then.
greensniperhat 16 Aug, 2018 @ 10:46pm 
Ahh, thanks for the explanation. I do have some other crewmember mods installed (Earth's Finest - Crew Improvements, Chef Crewman, Crew Customization), but neither of them zap out when I talk to them - so I'm thinking it could be dialogue based. I guess I could try and make a 'unified crewmember lua' compatibility thing for all these mods...
Maledy  [author] 16 Aug, 2018 @ 2:17pm 
(Ug, ffs... Take your sh*tty 1000 character limit Steam and shove it up your a...)
Maledy  [author] 16 Aug, 2018 @ 2:16pm 
@greensniperhat: There is a reason why I was never able to get the passive ability I wanted for the hunters working while not on the ship. I'd originally tried to give them a passive energy regeneration buff aura when out on the field, but it caused them to die and respawn instantly over and over again.

After my talk with the creator of Frakin Universe while we tried to sort out how to resolve our internal name conflict issue, he told me that all crewmate abilities are hardcoded into a single lua file. If an ability is not listed in the lua file and a crewmate tries to use it, the game freaks out and attempts to forcibly respawn them. Since lua files are NOT amendable by multiple different mods simutainious like json files are, only one mod can edit them at a time. Since I also do not know anything about lua scripting, I removed the buff and forgot about it.
Maledy  [author] 16 Aug, 2018 @ 2:16pm 
...The issue you're descrubing on the ship sounds like it may be caused by the same limitation. Unless Starbound had another update that changed the lua file in question, it seems unlikely that your problem is with the base game. What is more likely is that you have another mod that is making edits to the lua file that controls the crewmates. That is the best I can guess at without more information.
greensniperhat 16 Aug, 2018 @ 6:10am 
Strange, I just recruited a Hylotl Hunter and she keeps blinking out when my Avikan (Elithian Alliance mod) captain talks to her on the ship. Dialogue bug?

[06:09:01.531] [Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/npcs/bmain.lua"]:162: (StarException) Lua Exception caught running action node sayToEntity in behavior crewmember: (LuaException) Error code 2, [string "/scripts/actions/dialog.lua"]:106: Dialog type dialog.converse not specified in crewmemberwarrior
stack traceback:
[C]: in function '_ENV.error'
[string "/scripts/actions/dialog.lua"]:106: in function <[string "/scripts/actions/dialog.lua"]:101>
Maledy  [author] 4 Mar, 2018 @ 6:25pm 
Unless the sysytem for crew customizations has changed since I last played, it should work just fine. If you look at my screenshots, you can see that the Avali hunter crewmate that I was using is wearing a custom outfit I gave her.
SleepySheepy 4 Mar, 2018 @ 7:24am 
do it worl with crew costimastion (sry for my bad speeling)
Maledy  [author] 3 Dec, 2017 @ 12:02am 
I added a more clear disclaimer to the top of the Job Offers patch. For the record, my mod has not conflicted with FU for a long time now.
Maledy  [author] 2 Dec, 2017 @ 11:58pm 
@ScarabParamit:

Oh, did I forget to remove the disclaimer from the Job Ofers patch on the Steam Workshop? My bad, I'll fix that...

I worked this issue out with the creator of FU a long time ago: it's compatible now.
ScrambieBambie 2 Dec, 2017 @ 10:20pm 
NOT FU compatible, as can be read in Job Ofers compatibility patch comments
Chiyo Yumehara 6 Sep, 2017 @ 2:46pm 
Ok Ty Man :steamhappy:
Maledy  [author] 6 Sep, 2017 @ 1:52am 
@Knight :D

What, the Avali crewmates? Iirc that's one of the helmets that comes with base Avali mod. I just used the Tailor crewmate to choose their outfits.

If you're refering to the standard cremate outfit, it's err... The standard default hat for all cremates. n.nU
Chiyo Yumehara 5 Sep, 2017 @ 3:10pm 
the mercinary hat

:steamsad:
Chiyo Yumehara 5 Sep, 2017 @ 3:09pm 
how did the crew members get the hat
Maledy  [author] 16 Aug, 2017 @ 1:23pm 
@Iaeyan Elyuex:

Lol, thanks! And yeah, Avali seem to have a "baby seal" cuteness factor, where it's impossible to look at one and say anything other than: "DAAAWWW!" <3
Naii Starwing 16 Aug, 2017 @ 8:32am 
Numei is so adorable. Then again, I have yet to see an Avali who isn't.
Maledy  [author] 26 Jun, 2017 @ 11:02pm 
@Drasuran:

I can't imagine why one race would be incapable of attacking while all others are perfectly fine.

I haven't played Starbound in a while, but unless they drastically changed how the crewmate framework is set up since then, my best guess would be that you have another mod conflicting with mine.

Some examples I can think of off of the top of my head for the kinds of things that could plausibly cause a conflict could be like a weapon overhaul mod, or one that edits the floran leveled lists for NPC spawns, etc.
Aranes 26 Jun, 2017 @ 11:43am 
Hello Ulithium_Dragon i noticed 1 thing (Florans hunters cant attack enemies) . Idk why they just look at them and move . Can u fix this ?
Maledy  [author] 22 Jun, 2017 @ 3:51am 
@TheDarkJediKnight That's why keep auto-updates disabled for any game that I have modded. I just wish Steam still allowed you to boot normally without requireing an update: as it is now, you either need to boot the program indirectly (i.e. using a separate custom launch shotcut that bypasses the funcion call via the game's steam app ID), or reboot Steam into offline mode.
TheDarkJediKnight 21 Jun, 2017 @ 7:54pm 
Well, as far as I can tell, MC at least allows for you to choose between playing the current build or a previous one... so it works out in the end.

I have yet to find a way to do so with SB, granted it most likely can't, that is, without some deep coding.
Aranes 21 Jun, 2017 @ 12:25pm 
sory for bad eng
Aranes 21 Jun, 2017 @ 12:25pm 
Hello guys i got 1 problem with this mod . I made a crewmember hunter but after 1 shot he stop attack and just moving . how this fix (i have addon to this mod)
Maledy  [author] 21 Jun, 2017 @ 5:14am 
The difference is that Minecraft was never *designed* to be a moddable platform. Any modding was "unofficial", and the devs did not specifically go out of their way to create an open mod framework like Starbound has done from the start.

So I can understand Mojang not caring, as it was never their goal or focus to have Minecraft be an open modding platform. Chucklefish has supported it with a dev-created modding frameowrld from the start, and thus them NOT considering how their actions affect their many mods is very inconsiderate.

Just go look at the modding section on the official Starbound site - > see the laughably high percentage of "outdated" mods vs. currently functional ones. Last I checked it was like 2/3 of the total mod count is "outdated"...
TheDarkJediKnight 20 Jun, 2017 @ 8:38pm 
Too bad, well don't give up now, cause the Hunters are actually one of the few competant minio... err, 'allies' that I actually bring along.

Joking aside, yeah, mainly for Legacy's support. Hell, I know Minecraft's been also guilty for mod-breaking each update, (which is why soo many good mods prefer staying in 1.7.10, granted there's the brave few that keep updating alongside the current release)
Maledy  [author] 20 Jun, 2017 @ 7:55pm 
Glad you fixed it - the NPC systems in this game are extremely buggy and easy to break imo. =.=
Maledy  [author] 20 Jun, 2017 @ 7:54pm 
Chucklefish has proven time and time again that, while they have openly supported modding from the start, the care very little about how their sweeping gameplay changes depricate mods en mass each and every patch. They simply do not think about how the changes they make will affect mods, and will redesign sytems from scratch and gut out "old" files, rather than keeping them around for legacy support.

This is what drove off a lot of modders from this game, and I'm no exception. It's very tiresome to have to update your mods EVERY SINGLE PATCH just because they deciided to aribtrarily rename a function or something stupidly small...
TheDarkJediKnight 20 Jun, 2017 @ 7:50pm 
Just did another test: everything is (finally) working right (so far).

Sorry for the distraction, though it seems whoever was the perpitrator has fixed the error. Huzzah.
TheDarkJediKnight 20 Jun, 2017 @ 7:16pm 
At first once I went to orbit the game would freeze, then I could interact with the crew and everything was fine. Once I hyperdrived, everything crashed again. Finally once that was working again that's when the crew died and wouldn't respawned. (granted each time I tested was roughly a week or so apart from each other, not back-to-back)

So I went and started a new save. Only the street-sweeper, the vending machine birb, and about two other AI weren't dead.

I'm not really sure that its a problem with your mod, it is probably the way Chuckle has changed the way the mods work with the game's inlay. It could have caused some mods to break when loaded with others that normally wouldn't prior the update.
Maledy  [author] 20 Jun, 2017 @ 6:57pm 
@TheDarkJediKnight:

Are they only crewmates dieing, and are they only dieing when activly recruited and off the ship with you? I ran into a bug when making this mod where you cannot add custom abilities to class types. If you try to, the crewmate will randomly die and respawn at random over and over again.

However if you're talking about random non-crewmate NPCs, then I vaugly recall the bug you are refering to, but I don't recall the source. I know it wasn't anything to do with my mod, though. Try looking at any other mods you have for either crewmates, villages, and/or colonies. Given the nature of the recent updates to the game, I could imagine mods that affect these areas could have issues now.

(I suppose it still *could* have something to do with this mod - I haven't really played Starbound for a few patches now, but I'd be more inclined to belive that it was due to a mod that edits a base system, rather than just adds something to one.)
TheDarkJediKnight 20 Jun, 2017 @ 6:21pm 
I'm having NPCs die left and right on me. It must be due to the new update/patch released for Starbound.

Can you make sure this mod isn't the cause for it? In the changelog they said they moddified how mods link into the actual game, so I'm a bit worried what may be the cause...
Maledy  [author] 30 May, 2017 @ 9:41pm 
@Vynellin: Yes it is.
Vaki Ova 30 May, 2017 @ 6:13pm 
Is this mod compatable with frankin universe?
HippieGrungePunk 23 Mar, 2017 @ 2:15am 
Thanks, I'll just keep trying I guess :)
Maledy  [author] 21 Mar, 2017 @ 12:21pm 
@Marrra:

I was very tired when I wrote that reply and missread "hunter" as "human" for some reason lol... I did most of my testing with the Hunter Job Offers patch (since it made it so much easier to test the mod while I was making it lol). I know it's possible to get hunters without it, though, so you must just be having bad luck? Not sure.

Maybe try some of your own created settelments? You might have better luck there, idk.
HippieGrungePunk 21 Mar, 2017 @ 4:18am 
@Ulithium_Dragon:

Oh, I don't care if they're human or not, though I have found a couple of human camps in my travels and had lots of offers of crewmembers for them, for everything but Hunter. *shrugs* It's not important I guess. Just wondered if there was anything known to affect it or if my Bad Luck™ is just epic. Thanks for the reply :)
Maledy  [author] 19 Mar, 2017 @ 1:32am 
@Marrra:

Bad luck I guess? I mean to be fair with the 1.0 Starbound update human settlements became UNGODLY rare. I barely ever even ran into any of those penal colonies after the 1.0 update, and I'd say that they were the most common dungeon type pre-1.0...

I recall humans being very, VERY rare, and very, VERY stingy about joining your crew. You never find them alone, and they're rarely the focus of quests that aren't obtained through colonies you create. I think I only had one human crewmate when I last played. Tons of avians and glitch, even quite a few hjytol(sp?) and florans.

If you really want a human hunter, just got download the Job Offers mod + my Hunter Patch. Then you can make any human NPC you meet into a hunter.
HippieGrungePunk 18 Mar, 2017 @ 11:30pm 
I have had this mod on for a couple of weeks now. I have done over a hundred quests and have had about a hundred NPCs ask to join my crew, but NONE of them are Hunters. To be fair, I haven't seen any Outlaws, either (though not through lack of trying). Any idea why this mod doesn't appear to work for me?
Thanks,
Marrra
Alasane 19 Jan, 2017 @ 9:03pm 
a hoonter must hoont-eileen the crow