Starbound

Starbound

Slime Race Mod
Orchid  [developer] 14 Jun, 2017 @ 12:45am
FAQ and general info
Q: How do I get slime blobs?
A: http://starbounder.org/Slime_Blob It's a vanilla item. Alternatives with this mods are shoats.

Q: How do I get legendary weapons?
A: It's kept a secret, something for public to figure out, alternative is to cheat with admin and spawn them in with item ids listed in so called discussion.

Q: SUU?
A: That hair style is based on Suu yes, and you can make a Suu character if you want.

Q: Can you remove/change (insert something that bothers you here)?
A: No, while you may dislike those parts of the mod there's a majority that likes it. You can start a discussion about something that bothers you and if there's enough feedback I'll make a seperate mod to disable/change that feature.
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More than often I'm getting bug reports that aren't even caused by this mod, but by someone else.
There's people who use frackin universe that complain about whips not working.
Same mod and people complain about slimes beiing too overpowered due to materials for crafting beiing everywhere.
Those are just two examples.
This mod is built around vanilla game, It's balanced regarding that.
Everything in the mod is tested several times so it should work properly. I'll admit there's some things I skip/miss out sometimes. But please do some experimentation and write a way to replicate this bug to make sure. You're just wasting my time while I try to hunt for bug that does not exist in my mod with false bug reports.
Usually game update messes up how the game reads stuff so expect alot of bugs actually related to the mod. Bug reports are very welcome back then, even if you're not related to this mod.
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Showing 1-8 of 8 comments
COCO MANGO 5 Aug, 2018 @ 7:05pm 
Do you know the /techenable command for the two techs, or where to find the tech's ids? messed up and got a mod that won't let me give the tech idea to Elliot, and don't understand how to get the slimewall jump. Thanks in advance
Orchid  [developer] 5 Aug, 2018 @ 10:13pm 
Have you finished all the Elliot's quests beforehand?
COCO MANGO 9 Aug, 2018 @ 4:23pm 
Originally posted by Hieru:
Have you finished all the Elliot's quests beforehand?
Sorry for the late response, didn't think i'd receive a reply that quickly! Assuming all of the quests are the ones that give you one tech for each bodypart, yes. Im assuming a mod I have prevents me from giving Elliot the idea. I've tried Throwing it at him, holding it in my hand before i speak, etc. but nothing seems to work. Easiest thing i could think of was just finding the command to just give it to me, but i dont know what the tech's id is/ where to find it.
Orchid  [developer] 10 Aug, 2018 @ 1:52pm 
Id's should be as follows 'colorvariableslimesphere' and 'stickywalljump'. Reason I've made the quest appear while you have item with you is to not mess with any npcs files for compatibility with other mods. I guess not everyone cares about these things.
COCO MANGO 11 Aug, 2018 @ 4:04pm 
Originally posted by Hieru:
Id's should be as follows 'colorvariableslimesphere' and 'stickywalljump'. Reason I've made the quest appear while you have item with you is to not mess with any npcs files for compatibility with other mods. I guess not everyone cares about these things.
Assuming the last sentence was directed at me, I apologize, but everything I tried wasn't working:
Originally posted by Mexicutioner:
I've tried Throwing it at him, holding it in my hand before i speak, etc. but nothing seems to work.
If it's supposed to be compatible with other mods, maybe it is a bug with this mod after all? I can list the mods I have if it helps, but other than that; thanks for both putting up with me and giving me the IDs!
Orchid  [developer] 11 Aug, 2018 @ 4:57pm 
It wasn't directed at you. It was directed at other modders
Originally posted by Mexicutioner:
If it's supposed to be compatible with other mods, maybe it is a bug with this mod after all? I can list the mods I have if it helps, but other than that; thanks for both putting up with me and giving me the IDs!
Some modders simply change how the basic npcs functions, In that case it can override some files. The quests I've made with items are directly linked to the basic npc. If for example, some tech mod would change how the npc works/names/basic functions, this mod might not register the npc as 'correct npc'. I've seen this over and over, instead of people adding lines with .patch file, they rather override them and such. What I did with these items is to avoid conflict with any tech mods that directly link the tech to the npc. basicly added a compatibility with many tech mods since we've had issues with those. List of mods will not help. I wont bother opening up all the mods and checking how they handle their Elliots. It's too much work for something that I can't fix on my side.
This mod hasn't been updated in quite a while and no one really had any issues with tech, reported at least. So at least we know it might be an unpopular mod that's causing issues.
Last edited by Orchid; 11 Aug, 2018 @ 4:58pm
COCO MANGO 11 Aug, 2018 @ 6:17pm 
Originally posted by Hieru:
It wasn't directed at you. It was directed at other modders
Originally posted by Mexicutioner:
If it's supposed to be compatible with other mods, maybe it is a bug with this mod after all? I can list the mods I have if it helps, but other than that; thanks for both putting up with me and giving me the IDs!
Some modders simply change how the basic npcs functions, In that case it can override some files. The quests I've made with items are directly linked to the basic npc. If for example, some tech mod would change how the npc works/names/basic functions, this mod might not register the npc as 'correct npc'. I've seen this over and over, instead of people adding lines with .patch file, they rather override them and such. What I did with these items is to avoid conflict with any tech mods that directly link the tech to the npc. basicly added a compatibility with many tech mods since we've had issues with those. List of mods will not help. I wont bother opening up all the mods and checking how they handle their Elliots. It's too much work for something that I can't fix on my side.
This mod hasn't been updated in quite a while and no one really had any issues with tech, reported at least. So at least we know it might be an unpopular mod that's causing issues.
I understand, thanks for being considerate with your mod, and thanks for the help. Sorry for assuming you were talking about me.
Northstar 7 May, 2019 @ 11:55am 
I followed the FAQ directions to look under "discussion" for ITEM ID information. However there was none. Do you know the item id/proper names for the slimehuntinglauncher, slimemorphsword?
After much trial and error I was able to get the grenadelauncher to work but not those two.
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Showing 1-8 of 8 comments
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