1,146 ratings
Earth's Finest - Crew Improvements
File Size
0.033 MB
Jul 28, 2016 @ 8:45am
Jun 8 @ 6:29pm
16 Change Notes ( view )

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Earth's Finest - Crew Improvements

This mod aims to make recruiting your crew a more worthwhile endeavour, greatly increasing the strenght and usefulness of your crew members.
By making each class unique and useful in their own way, choosing the right person to bring on a mission can make a difference.

Additionally, your tailor will now consider your head slot items for your crew's uniform!

Buffs, nerfs, tweaks, we got it all!


Custom uniforms include head items
Default uniform now has a cap
Crewmembers carry different weapons (depending on class)
Crewmembers are stronger, do more damage, have higher health, regeneration and have varying after-hit invulnerability timers depending on crew class
Increased number of active crew followers to 3 (was 2)
Crewmembers can apply field buffs for farther away

Soldiers are versatile, capable of dealing good amounts of damage in any situation. Always a safe choice to bring along.
Equipped with assault rifles and broadswords

Outlaws are nimble and reckless, favoring quick engagements over prolonged fights. They can often slip through right into enemy lines, but they can't withstand too many hits.
Equipped with sniper rifles and daggers

The Engineer's main role is working on the ship, but on the field they're in charge of the big guns! However, rockets may have a hard time hitting small, fast targets and having no melee weapons of their own, Engineers are better suited for taking down big, slow targets.
Equipped with rocket launchers, avoids getting too close to enemies if possible

Chemists trade personal firepower for applying powerful buffs to the leader
Equipped with pistols and autopistols, avoids getting too close to enemies if possible

Increased rage/speed/jump field buff durations to 180s (was 30)
Increased glow field buff duration to 540s (was 90)

Whether it's during a tough fight or a long expedition, medics will do their best to stop you from bleeding all over the place. A perfect addition for every mission.
If your health is under 50% (and the cooldown is over), simply stand next to a medic to get healed.
Equipped with pistols and autopistols, avoids getting too close to enemies if possible

Increased field healing amount tenfold!
Health threshold activation increased to 50% (was 20%)

Mechanics spend most of their time working on the ship, but on the field they are extremely sturdy, boasting by far the most health and regeneration of every other class.
Their shotguns are handy at dealing with multiple enemies, or hard to hit targets.
Equipped with a shotgun and wrench.

Janitor Quartermaster
The Quartermaster is the backbone of every crew. He's in charge of supplies and acts as your personal merchant, selling consumables and general supplies, some of which would be otherwise difficult to find.
Buying items is 5% cheaper than outpost merchants and selling items yields 5% more pixels.


Added compatibility for Starbound 1.3 (thanks Darexon!)

Finished compatibility pass

Added compatibility with mods that edit player.config

All combat classes have gone through a balance pass, they should better fit their role now. Outlaws and mechanics in particular have different purpose in mind.

Note that compared to vanilla, all crewmembers are stronger across the board. This changelog compares the previous values from this mod

Reduced health and regeneration
Increased damage
Increased invulnerability time after hit
Increased run speed

Slightly increased health
Increased damage

Increased health and regeneration

Reduced health
Reduced invulnerability time after hit

Reduced health
Reduced invulnerability time after hit
Slightly increased damage

Reduced health
Reduced invulnerability time after hit

The Janitor finally got a promotion! Now called Quartermaster, they act as your personal merchants. They have slightly better prices for buying and selling items compared to merchants in the outpost.
(If your former janitor was in your active party at the time of this update you will be unable to dismiss them, easiest way to fix it is to trap them in lava or have a monster kill them, they'll respawn on the ship and stay there)
Idle crewmembers will wander around less frequently
Penguins no longer have their weapons out at all times

Each class now has an assigned weapon type - no more randomly assigned weapons for soldiers
Soldier - Assault Rifles
Outlaw - Sniper Rifles (+ dagger)
Engineer - Rocket Launchers (no melee)
Mechanic, Janitor - Shotguns

In a nutshell, soldiers are jack of all trades, outlaws excel at long range and engineers are heavy hitters, particularly effective against bosses but they won't fare well against small and agile enemies!

Fix for crew members becoming unresponsive

Crewmembers can apply field buffs from slightly further away

Fixed crashing caused by the latest patch
Compared to current vanilla version, crewmembers do roughly one third more damage

Uninstall Notes
It should be safe to unistall whenever you please, however the removal of default headgear from all existing crewmembers is not reversible. You have been warned.

Known Issues
If you complete one of the guard villager quests that upgrades their headgear, they'll sometimes still wear it if they are recruited.

Quartermaster might move away while you're trading with him. This is a vanilla bug that occurs with the tailor aswell.

Future of the Mod
I never intended for this mod to be anything more than minor tweaks to make crews more interesting to play with, and I believe the last version achieved it to the best of my abilities.

Should a game update break this mod at a later date.. sadly that's the nature of modding, but it's very unlikely I will come back to fix it. If you'd like to contribute, feel free to get in touch.

All of the source files are available on the mod section of the Chucklefish website and anyone is free to modify and redistribute them as they please, so long as credit is given.
Popular Discussions View All (8)
Oct 11 @ 8:07am
A thing I want to know
Jan 13 @ 6:16pm
How to give your crewmembers hats and things? i want to give my neo discs and banana hats
Baby Vortiguant
Oct 3, 2016 @ 10:24pm
Crew Duplication?
< >
Slignerd Sep 21 @ 3:38pm 
Is this compatible with nouniform?
Syke Stryker Sep 18 @ 5:58pm 
I've noticed that crew members don't use a weapons special attack. is it possible to make them or no?
H. Peaches ♡ Sep 2 @ 3:06pm 
soo I'm having that same issue too where crew members won't die... I tested it on a volcanic planet where I put one of them in lava and yeah, he still lived even with the death noise... he even said the respawn line so I'm not quite sure what to think. I think it's because I also have crew customizations (from nexus, not here) installed, so maybe the mods are conflicting with each other and just won't let my crew member die? I would try to uninstall crew customizations but I'm afraid of breaking my crew.. can anyone help?
NeoNyte Aug 25 @ 5:32pm 
Could you possibly enhance the mod to include penguins?
A Disgruntled Newt Aug 20 @ 3:16am 
@Mickyen Would a stand alone Janitor to Quartermaster mod ever be made? I'm finding some various things in this mod I don't particularly enjoy but I do love having a Quartermaster on my ship!
YourCrazyDolphin Aug 18 @ 8:42pm 
But, I did notice that, after changing the crew's uniforms, sometimes my egnineer's goggles would randomly get replaced by a helmet, almost every time without fail after leaving the ship and returning.
YourCrazyDolphin Aug 18 @ 8:40pm 
I have had a similar issue, but thanks to bosses dealing so much damage and taking long to kill, I noticed that they still die- the "death" noise indicating moreso that they are low on health, and not actually dead.
BlitzkriegOmega Aug 17 @ 12:27pm 
I'm having a bit of a weird issue.nothing shows in the logs, but my crew seem to be completely incapable of dying. they'll take damage, sure, but even when they make the squishy "You Dead" noise, they still fight on.

would someone mind experimenting a slight bit?
Ragnar Aug 17 @ 12:21pm 
So i have Frackin' Universe and Earth's Finest. Somehow i learned recipes "Soldier Contract", "Engineer contract" etc. So WHERE can i find this crafts? What station or NPC provides this? I tired of 10 soldiers on my ship :D No description for this recipes in observed googliverse.
Ghost Aug 13 @ 2:24pm 
I have this Problem where my crew just stands on the teleporter even if i try to move them Any ideas why or how to fix it