Starbound

Starbound

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Colony Tweaks
   
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1.077 MB
Aug 31, 2016 @ 3:05pm
Jun 16, 2017 @ 5:46pm
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Colony Tweaks

Description
November 7, 2020: I haven't played Starbound in many years nor have I updated this mod with any fixes since SB 1.3. From what I understand it still works as it still has active users.

User @Xaliber has produced a patch mod for compatibility with Supper's Combat Overhaul as both mods modify the base game's monster.lua.
It can be found here:
Patch Mod

-------------------------------------------------------------------------------------------------------------

Huge credit to @BBFZ0R on Steam for making the Colony Deed Wiring Mod. The wiring feature is so useful and I just can't live without it!

This mod is in BETA. It should be very stable. I am leaving it in beta until I've added all of the new tenants in that I want to and create proper presentation and documention for the mod and the new tenants. When I reach 1.0 I will upload it to the Chucklefish forums as well.

Mod on Github
You can view and download the unpacked files from Github here:
Github Link[github.com]

Themed Deeds Compatability Patch
A patch to add compatability with Themed Deeds is available:
Addon Link

Introduction
Colony Tweaks is a mod that changes the colonist rent system and adds new tenants. This mod patches all tenants to use a new rent pool that contains only money. The Colony Deed script has been changed to assign a "level" of the pool based on the total amount of furniture tags inside a home. This means that the more furniture there is in a home the higher the rent will be. Planetary diffiiculty is no longer accounted for and rent is only scaled based on the contents of homes. Be aware that merchants that spawn with weapons in their inventories will still respect the difficulty of the planet they're on.

Information
Rent is no longer explicitly tier based. Rent starts at ~25 pixels and scales upward based on factors such as the quantity and quality of placed furniture, tracked tenant happiness factors, and planet threat level. Most decent housing will be worth a fair amount of pixels. Sometimes it can be a little iffy due to wild variations in tagging on furniture objects.

I implemened the wiring feature from the Colony Deed Wiring mod. If I don't implement it directly into my scripts it's basically a fool's errand to make the two mods compatible since that mod also has to change the deed scripts.

Several new tenants have been added corresponding to the biomes in the game that have available costumes and furniture. I've also dramatically overhauled the inventory of colony merchants. All of the game's blocks and throwable weapons are now patched with a price value so that they are buyable and sellable. Special merchants now sell various furniture and costume items from their biomes. Some of them also sell blocks and liquids.

The "Wealthy Merchant" is especailly useful because he will sell things like Executive, Wave, Opulent, Serene, Doom, and Geometric furnitures, and certain rare items like normally unobtainable paintings. These items are marked up at an extreme price to better represent their rarity and give you something to spend those pixels on.


New NPC List
List may be temporary if I can come up with a better way to present this

T4 Dungeon Guard (Add t4 durasteel furniture to dungeon furniture house, ex. floranhuntinggrounds or aviantomb)
T5 Guards (12x of one type: Opulent, Doom, Serene, Geometric, Executive, Wave)
T6 Guards (30x of one type: Opulent, Doom, Serene, Geometric, Executive, Wave)

All merchants require commerce tags!

Slime Merchant. (Slime Biome)
Desert Merchant. (Sandstone furniture)
Shadow Merchant. (Shadow furniture)
Bones Merchant. (Bone furniture)
Tarpit Merchant. (Tar furniture)
Flesh Merchant. (Flesh Furniture)
Colorful Merchant. (Rainbow furniture)
Eyeball Merchant. (Eyeball furniture)
Alien Biome Merchant. (Alien furniture)
Cold Biome Merchant. (Ice furniture)
Limestone Cave Merchant. (Rock furniture crafted from limestone)
Alpaca Merchant. (Alpine stone furniture)
Toxic Ocean Merchant. (Toxic ocean planet furniture)
Hive Merchant. (Hive furniture)

Frogg furniture merchants (sells their respective Frogg furniture set + outfit parts that they can be found wearing)
Sea Merchant (Frogg Sea furniture)
Pastel Merchant (Frogg Pastel furniture)
Steampunk Merchant (Frogg Steampunk furniture)
Retroscifi Merchant (Frogg Retroscifi furniture)
Astronaut Merchant (Frogg Astronaut furniture)
Farm Merchant (Frogg Farm furniture)
Cabin Merchant (Frogg Cabin furniture)
Gothic Merchant (Frogg Gothic furniture)
Spooky Merchant (Frogg Spooky furniture)
Island Merchant (Frogg Island furniture)

Wealthy Merchant. (Valuable furniture)
Musician Merchant. (Musical furniture, pianos and stuff)
Monsters Parts Merchant. (combat + storage + floran + floranhuntinggrounds)
Weapons Merchant. (combat + storage) (Sells randomly generated common, uncommon, and rare weapons)

Expect future changes to various tenant inventories, including adding or removing items, and changing their stock rarities.

Planned Features
In the future I want to add basic villager tenants with unique personalities for all of the biomes. I also need to write custom lines for the vast majority of my new NPCs.
I need to add a merchant that sells miscellaneous throwing items to replace the ones that you previously got from rent. I also need to add in a merchant that sells a lot of the costumes that you'd normally have a chance to get from rent drops. This is a lot of tedious pick and choose copy/paste work that I haven't gotten around to yet.

Known Issues:
If you collect rent from a house that doesn't have all of the world chunks it occupies loaded completely it won't properly account for all of the house contents. I probably won't even try to fix this because of the potential negative reprecussions of attempting to force additional world chunks to be loaded. The solution is just to make sure larger buildings are fully loaded on the screen before you collect rent from them.

If you try to use Themed Deeds with this mod it won't crash but the rent the tenants spawn will be broken and based on planet level. This will result in absurdly high unintentional rent values. Will work base mod around to fix this issue. Please use the addon mod I am providing to allow full Themed Deeds functionality.

Disclaimers:
This is a BETA release of this mod.

This mod MUST be installed on the SERVER SIDE in order for it to work. It adds new tenants and changes object scripts.

Uninstalling this mod probably won't actually ♥♥♥♥ anything up beyond forcing all of the new tenants you spawned to crash and their colony deeds to fail and need replacing. If you have to uninstall it just remove all your deeds.

There is a chance that when you first install this it could duplicate all of your tenants. This happens when one of the lua scripts crashes. I will never knowingly release a version that would cause such a crash.

I've overwritten the default scripts for the colony deed. This isn't compatible with the Colony Deed Wiring mod because both mods change the script. This mod forces tenants to use a completely new rent pool, so mods that change the vanilla rent pools won't cause any problems, but also won't have any affects.
Popular Discussions View All (1)
58
Feb 23, 2020 @ 1:48am
Bugs and Compatability
Long Bong Dong Chong
274 Comments
☥¤§ÑîGHTMÃRɧ¤☥ Nov 21, 2023 @ 8:30pm 
I think your mod broke or is breaking my game! It's conflicting with tenant quest giving mods.
bk3000 Aug 22, 2021 @ 11:27pm 
With the exception of quests ( which has "script": " ", instead of "scripts": [], ), there is a way.
You can patch whatever it is to add your script to the end of the "scripts" array. Then instead of replacing whole scripts, you hook the functions you need. For example

--backing up the previous functions
local old_init = init
local old_update = update


--replacing the functions
init = function()
--added code here
old_init() --call old function
--added code here
end


update = function(dt)
--code here
old_update(dt)
--code here
end


Many mods can hook the same thing in this way. If any mod is over-writing the whole thing, control load order to load your mod after it via _metadata
Long Bong Dong Chong  [author] Aug 21, 2021 @ 10:12pm 
Honestly I'm surprised this even still works for people considering I haven't touched it in years. Adding mods is always a risk since as a user you can never be certain which ones are modifying the .lua files. Mods that modify the same .lua files will always be incompatible without a patch. Unfortunately the developers never gave the community a good solution for getting around such problems before they moved on.
bk3000 Aug 21, 2021 @ 7:46pm 
If you have errors like that, copy the logs onto Pastebin and post the link here. Could be a compatibility issue with another mod for one thing.
☥¤§ÑîGHTMÃRɧ¤☥ May 8, 2021 @ 4:47pm 
so u can make this mod edit something like pay rent with poop nice!
Wubba Lubba Dec 5, 2020 @ 9:40pm 
Dose This Work With ShellGuard NPC?
Xaliber Nov 11, 2020 @ 9:57pm 
Whoops, sorrry! Posted the wrong link. Thanks by the way!
Long Bong Dong Chong  [author] Nov 7, 2020 @ 7:10pm 
Edit: I found the correct link through your steam workshop and I've updated the post.
Long Bong Dong Chong  [author] Nov 7, 2020 @ 7:07pm 
@Xaliber I am happy to comply but it appears the link to the patch mod you've posted is incorrect. When I try to follow it it just redirects back to this page.
Xaliber Nov 2, 2020 @ 9:54pm 
Hi all,

I've received information that Colony Tweaks is incompatible with Supper's Combat Overhaul. So I made a "patch" (read: merge the conflicting file, that is monster.lua) here: https://steamcommunity.com/sharedfiles/filedetails/?id=755833356

Drayne Johnson, do you mind adding the info for the compatibility patch on the description?

Thanks in advance!