Starbound

Starbound

62 ratings
Naturally spawning bandits and cultists
   
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31 Oct, 2024 @ 6:14am
14 Nov, 2024 @ 9:57am
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Naturally spawning bandits and cultists

Description
Allows bandits and cultists to spawn naturally in the world, just like monsters do.

The mod is already patched for FU and, as you can see from the screenshots, even works with FFS.

Please tell me if i broke anything, afterall it took me quite a while to make this work.

( Warning: Unistalling the mod will break any world generated after this mod was installed )
53 Comments
Levion 21 Oct @ 7:28pm 
man. Fair enough. Gotta love limitations of the game
Lukiwarble  [author] 21 Oct @ 6:32pm 
The way the despawning works is by setting their health to 0. Every time i tried to remove the item drops, the script stopped working, so yeah
Levion 21 Oct @ 12:11pm 
Ok so- been building a base for a while now and I've noticed odd piles of loot laying around. It seems like, since bandits and monster don't pick fights with eachother so they can't be getting killed off screen, when they would Despawn, it drops their loot as if they had been killed. I can't imagine that's intentional though
Lukiwarble  [author] 18 Oct @ 2:58pm 
i never checked the monsters/npcs teams files so i don't have much info on it. But i'm pretty sure you can.
Levion 18 Oct @ 1:32pm 
Is there any way to make it so naturally hostile animals pick fights with cultists and bandits the same way they would with passive npcs? Feels weird to have a pack of wild monstrosities slaughter a camper, and chill with a bandit
Lukiwarble  [author] 7 Oct @ 9:53pm 
the mod uses the vanilla npcs so anything else that modifies then will work
Additive51 7 Oct @ 5:54pm 
Does this work with The Forge by Xraiizy?
Blackwolf_swe 5 Jun @ 12:38pm 
Thx for the reply.

Ah yeah that makes sense.. sadly i can't even do simple math so i got no chance of makign the changes myself.

Even tho i never play without..I would hope this be seperate and NOT rely on FU since not everyone likes it :P

It was just as an example.
Lukiwarble  [author] 5 Jun @ 6:30am 
as for spawn distance, that is configured when you would spawn the entities via lua commands
Lukiwarble  [author] 5 Jun @ 6:22am 
it could be triggered by madness and other things like that, but it would require lua knowledge that i dont have, after all FU already have things that spawn only when madness is going on it would only be changing one of those things to entities