Starbound

Starbound

NpcSpawner+
1,979 Comments
Snepsitasty 3 Oct @ 4:20am 
Is it possible to change a crew members race with this somehow?
Depression Hurts, Eat More KFC  [author] 30 Sep @ 6:24pm 
@Plantszaza Yeah, the only other thing I can think of is that it only works for certain npctypes. damageteam and damageteamtype is used in the combat system, and that is only the case for certain npctypes. Unfortuantely the underlying source code in the game is really difficult to parse out, so I may have not fully understood it when I implemented the override.
Plantszaza 30 Sep @ 8:04am 
@Snepsitasty It can
Snepsitasty 30 Sep @ 5:56am 
I hope it can spawn Avali
Plantszaza 8 Sep @ 2:09pm 
Sorry if I was confusing you.
My problem was not about npctypes.
It's 'npcdamageteam' and 'npcdamageteamtype' that's not working.
Depression Hurts, Eat More KFC  [author] 8 Sep @ 1:34pm 
@Plantszaza so I rewatched your video. It looks like it did add the npctype correctly. Look at 1:06
Plantszaza 8 Sep @ 5:08am 
That's unfortunate, but I understand.
I won't try messing with damageteam and damageteamtype anymore.

Also, I recorded the video on a planet, not a ship.
Depression Hurts, Eat More KFC  [author] 8 Sep @ 1:17am 
@Plantszaza Not sure why the damageteamtype is not working. It might be that because its on a ship there could be some hard-coded locks to prevent anyone being an enemy. Maybe to prevent griefing or something. Try testing on a planet to see if it makes any difference
Depression Hurts, Eat More KFC  [author] 8 Sep @ 1:12am 
@Plantszaza gotcha, that's unfortunate. Ive been retired from starbound for about a decade now, so I am not going to fix this issue. But if you are keen on knowing how to mod starbound, feel free to add the npctype to the config file and it should appear.

The config file is found at the relative path: interface/scripted/NpcMenu/modConfigv2.config. You will see an array called "npcTypeList", from there, you can add the folder/file accordingly and modify that array to include the npctypes you wish.

You can grab a copy and add it to your starbound mod directory here:
https://github.com/ThreeTen22/NpcSpawner/blob/1.2.1/interface/scripted/NpcMenu/modConfigv2.config

You can also make a .patch file as well if you wish, they should work the same way.
Plantszaza 7 Sep @ 9:49pm 
Depression Hurts, Eat More KFC  [author] 7 Sep @ 4:33pm 
@Plantszaza and, just in case, when you typed the set commands in and pressed enter you saw a green flash on the text bar to denote it went through? Also there is no "/" in the command at the beginning.
Super Brasilis 5 Sep @ 6:31pm 
Maybe its a Tulpa maker, hehe!
Plantszaza 5 Sep @ 5:02pm 
Yes, I have pressed the activated button. Nothing changed.
The NPCMaker didnt even acknowledge I type those command in like the /set level or /insert additionalnpctypes
Depression Hurts, Eat More KFC  [author] 4 Sep @ 10:33am 
@Plantszaza yes, but that would require providing it with a json object. When you press the export button to create the npccard, it will also provide you with a /spawnnpc command in the stardbound .log file you can copy.
Depression Hurts, Eat More KFC  [author] 4 Sep @ 10:32am 
@Plantszaza just to make sure, after setting those parameters, did you immediately regenerate the npc by pressing the activate button?
Plantszaza 30 Aug @ 2:59pm 
How do I change NPC team damage?
typing "set damageteam 2" and "set damageteamtype enemy" doesnt do anything.

I would like to know too if you can also change this via /spawnnpc command.
Giga_Monty 26 Aug @ 9:40pm 
is there any way to get them to have their name at the top like tenants?
Ax0sTierIX_Deluxe 15 Aug @ 9:57am 
Oh I see now, I put the NPC spawner right straight into the settlement (after I captured and rebuilt into mine). Well this is gonna be disappointed for the friendly npc's behavior when I steal my own things I placed -_-
Ax0sTierIX_Deluxe 15 Aug @ 9:37am 
There's something wrong with the friendlyguard NPC keeps complaining that I steal which is from my own house I built -_-
Plantszaza 8 Aug @ 8:05am 
@Spirit Eagle Yes, it does work with modded races.
Spirit Eagle 8 Aug @ 6:59am 
dose it only work with Vanilla races or do modded races work too?
Depression Hurts, Eat More KFC  [author] 31 Jul @ 4:44pm 
@Kanasuna If you use my other mod The Tenanator, you can copy NPCs from deeds through NPC cards and import it / export it from these spawners. Cannot grab NPCs from the wild though.
Kanasuna 31 Jul @ 4:22pm 
I'm not sure if anyone else has had an idea like this, but there should be a feature that allows us to copy an already existing NPC and spawn it in via the NPC spawner.
Depression Hurts, Eat More KFC  [author] 29 Jul @ 8:59pm 
@SnowConeMonster yep npcspawnerpanelv2, npcspawnerfloorv2, npcspawnercloakedv2 is the object names respectively
SnowConeMonster 28 Jul @ 10:51am 
Can I spawn in panel with commands?
Depression Hurts, Eat More KFC  [author] 26 Jun @ 2:38pm 
@Atlant28 Sorry I didnt see this.
1) never create crewmembers on the ship. Go to a planet first.
2) if you remove the spawner he should disappear.
Atlant28 30 May @ 9:03am 
Hy so, great mod, love it so far, been playing around with it a lil and accidently made an npc on my ship that does nothing but stand and follow, not a crewmember. i wanna remove em, is there anyway todo so?
Ilthe 29 May @ 9:02am 
WIZ - look into Taehl's difficulty tweaks, it is not exactly the thing you requested on all my subbed mods (the everything including all pixels is droped, not deleted) but you can look into the files and try to modify it to suit your needs better
[SUB] WIZ 29 May @ 8:50am 
unfortunately not, I was looking for it, but thanks anyway
Depression Hurts, Eat More KFC  [author] 29 May @ 6:27am 
@[SUB] WIZ I don't play starbound anymore so no. The idea isn't new however so perhaps a mod like that already exists.
[SUB] WIZ 29 May @ 5:10am 
Are you interested in this idea?
[SUB] WIZ 29 May @ 5:10am 
player
Depression Hurts, Eat More KFC  [author] 28 May @ 5:08pm 
@[SUB] WIZ player death? or npc death?
[SUB] WIZ 27 May @ 7:49am 
you could create a mod to remove items after death, its working principle is quite simple, but it would give a completely different approach to the game, if all items from the inventory were completely removed after death, it would create a positive circulation of weapons and armor, which would equalize the balance of resources and items in large modpacks
Depression Hurts, Eat More KFC  [author] 14 May @ 8:47am 
@#1 doohickey corp. employee

Did you hire that person from the spawner on your ship? That is a big fat nono. Always hire people from a world. and use the detach functionality before doing so.

As for finding invisible spawners, press alt and they will be highlighted :D
Okwam 11 May @ 2:57pm 
Cool mod, very useful. Would be great if you could customise the npc text boxes when you talk to them
GET MOVING WORKERS 4 May @ 2:45pm 
super nice mod though i was able to hire(?) multiple employees for my completely ethical restaurant(?) chain
GET MOVING WORKERS 4 May @ 2:45pm 
its probably already been told but be careful with placing and removing the tiny spawners, especially the invisible ones

one of my saves is currently plagued by an unclothed hylotl menace and she's taken residence in the engine room and they wont stop respawning
Depression Hurts, Eat More KFC  [author] 17 Apr @ 5:22pm 
@WHAT IS LOVE unfortunately not through this mod.
Depression Hurts, Eat More KFC  [author] 17 Apr @ 5:22pm 
@GhostLiner no. Technically yes, but considering how the dialog works, it might as well be its own mod.
GhostLiner 16 Apr @ 2:59am 
Any chance/way to change the dialogue of the NPC ?
WHAT IS LOVE 11 Mar @ 12:00pm 
Hi! Maybe this question has been asked before. Is there a command that allows you to disable the drop of items and pixels from NPCs?
Plantszaza 5 Mar @ 4:07pm 
It's okay.
Depression Hurts, Eat More KFC  [author] 5 Mar @ 9:48am 
@Plantszaza You know what, I just checked the code, I didn't add seed as something that is changeable through overrides, I apologize for giving you bad info (its been a pretty long time since I have worked on this mod)
Plantszaza 5 Mar @ 6:14am 
"cannot find parameter:seed spelling error?"

I am using the series 3100 wall panel one.
Depression Hurts, Eat More KFC  [author] 4 Mar @ 12:39pm 
@Plantszaza

1) select the race and gender
2) in the override text box put in

set seed -9154039360403393373

3) press enter

Note this is for the 3100 series of spawners only
Plantszaza 28 Feb @ 11:17am 
I still don't know how to put NPC seed in there.
The slider only go between 0 to 20000.
But the /entityeval npc.seed(); show me "-9154039360403393373"
Depression Hurts, Eat More KFC  [author] 28 Feb @ 9:38am 
@AgentKirin Unfortunately no. However 99% of the time the npc visuals are based on a seed value. So if you find out what that is via some console commands, you can put in the seed value in the spawner along with the race and it should give you your crewmember.
JolleyTS13 26 Feb @ 10:51am 
now my ship can look good
AgentKirin 14 Feb @ 12:07pm 
Can this alter existing NPCs? Like, if I recruit a crew member but want to change their hairstyle, can this mod do that?