Starbound

Starbound

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Earth's Finest - Crew Improvements
 
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0.033 MB
Jul 28, 2016 @ 8:45am
Aug 12, 2016 @ 11:32pm
15 Change Notes ( view )

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Earth's Finest - Crew Improvements

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Description
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!

Changelog

1.7a
Finished compatibility pass

1.7
Added compatibility with mods that edit player.config

1.6
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

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

Soldier
Slightly increased health
Increased damage

Mechanic
Increased health and regeneration

Medic
Reduced health
Reduced invulnerability time after hit

Engineer
Reduced health
Reduced invulnerability time after hit
Slightly increased damage

Chemist
Reduced health
Reduced invulnerability time after hit

1.5
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

1.4
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!

1.3
Fix for crew members becoming unresponsive

1.2
Crewmembers can apply field buffs from slightly further away
Bugfixing

1.1
Fixed crashing caused by the latest patch
Compared to current vanilla version, crewmembers do roughly one third more damage

Features

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

Soldier
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

Outlaw
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

Engineer
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

Decreased fuel efficiency increase to 2% (was 10%)
Doubled the time required between upgrades

Chemist
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)

Medic
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%)

Mechanic
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.

Doubled the time required between ship upgrades

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.

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.

Crashes/Known Issues
Patch 1.0.3 modified some of the files used by this mod, causing a crash on startup. It's now fixed, but should that happen again, as mentioned above this mod can be uninstalled without worry, leave me a message and I'll fix it as soon as possible.

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.

About Suggestions
As of version 1.6 I consider this mod to be feature complete, barring fixing any problems that might come up with future patches and other minor issues I don't expect to add any other major features

All of the source files are available on the mod section of the Chucklefish website and anyone is free to modify them as they please, so long as credit is given
Popular Discussions View All (6)
20
Jan 13 @ 6:16pm
How to give your crewmembers hats and things? i want to give my neo discs and banana hats
MrVauxs
5
Oct 3, 2016 @ 10:24pm
Crew Duplication?
Landaman
1
Jan 20 @ 2:04pm
Idea: Quartermaster/Outlaw can be used to change weapons
Rylasasin
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422 Comments
|Hath| 4 hours ago 
It seems that this mod causes my healer to ont heal me AT ALL the only exception being after I warp to my base then she will heal me. But out on the field even if I stand next to her. Nothing.
Raserii May 24 @ 8:30am 
Its a great mod, but it would be nice if the outlaw problem could be fixed
emoney307 May 17 @ 3:54pm 
May you please make this apply to penguins?
Scheiße May 14 @ 6:31pm 
It's impossible to get outlaw crew members atm with this mod. Whenever an outlaw surrenders and does not trick you, they just become a regular NPC or join your crew as a soldier. I have tried and tested this on about 15 different outlaws who all surrendered and not a single one became an outlaw crew member. 8 were soldiers and the remaining 7 were just npcs.
Cernunnas May 12 @ 4:04am 
One of my old time fav mods... thank you SO much for making it, I hope you keep it updated. THANKS!!
lemesyuri May 8 @ 1:12pm 
it´s possible allow crew member or npc ride in vehicles with me?
(offline crewmember don't ride in vehicles)
LetsGoCubbies Apr 28 @ 11:04pm 
I quite like the caps in the photographs, what mod are they from?
InCinerator Apr 18 @ 11:48am 
Is this mod compible with NPC spawner+? I was wondering because in that one you can choose to give NPCs certain weapons, and I was wondering if that may interfere wtih this mod's files.
Confetti Apr 4 @ 11:24am 
Is this mod compatible with the more active crew members and more crew members mods?
Zeneet Apr 2 @ 9:01am 
Saw the question was asked time ago but didn't got any answer so I'm asking it again because I have the same issue. How do you make the Janitor/Quartermaster follow you? Because when I try to interact with him for asking to follow, it only open its shop windows. Any answer?