1,472 ratings
Earth's Finest - Crew Improvements
File Size
0.033 MB
Jul 28, 2016 @ 8:45am
Jun 8, 2017 @ 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 (9)
Jan 13, 2017 @ 6:16pm
How to give your crewmembers hats and things? i want to give my neo discs and banana hats
Jan 9 @ 8:31am
A thing I want to know
bad rats pro
Oct 3, 2016 @ 10:24pm
Crew Duplication?
Sal Khan from Kahn Academy
< >
DonutKing Oct 18 @ 9:48am 
Penguin..... why did you make a army of youself? isnt that what i Told YOU not to do!
Admiral Patrick Oct 14 @ 5:26am 
this is not compatible to frackin universe please write it down ^^ 95% of the mods content is entegrated into FU
Sir David Sep 23 @ 7:10am 
bombox154 There is a mod for that ! Something like "npc +" i don't remember the name, a bit complicated tho.
TBSP Sep 12 @ 2:50pm 
Is there a reason whenever I buy new staff, it's always the same 4 or 5 people, no matter what the job is. I can end up with the same npc with the same name but there's six of them each with a different job.
Hans Guderian Sep 4 @ 8:34pm 
Yeah @bombox154 :(
Valdemar Aug 24 @ 10:45am 
Why do all people wear a baseball hat when they wear protectorate uniform?
Rokatrom Aug 12 @ 12:31pm 
Can you make a "double check" for recruiting/dismissal ?
bombox154 Jul 11 @ 7:04pm 
I wish there was a mod where you could customize their weapons
☢Tootsalot☢ Jun 15 @ 8:25am 
Great mod, but if your selling items to your own qaurtermaster should you recieve 5% less not 5% more?
insomnia Jun 11 @ 12:39pm 
in your description.