Starbound

Starbound

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More Critters and Scenery (Non-FU version)
   
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2.135 MB
Feb 9, 2017 @ 12:19am
Oct 18, 2017 @ 5:06pm
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More Critters and Scenery (Non-FU version)

Description
Adds more critters and scenery (plants, rocks, trees, etc), now without requiring Frackin' Universe!

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If you liked my mods, feel free to donate me a snack through:
Ko-Fi[ko-fi.com] | Buymeacofee[www.buymeacoffee.com] | Trakteer[trakteer.id] | Saweria[saweria.co]
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This mod brings back ThunderBird123's excellent mod with the latest update.

If you don't want to see cross-over critters, subscribe to BOTH this mod and:
More Critters and Scenery (Non-FU), Lore Patch



From the original description:
Adds new scenery and 170+ new catchable critters (mostly edits and recolors) to all vanilla biomes. Critters can be caught with the super critter net, which you will find through normal progression, creating an object version of the critter which can then be displayed.

There is an astronomically low chance of encountering beings from other games such as moogles, chocobos, Kefka, temmies, Sans, Papyrus, and dopefish in appropriate biomes. Some of these super-rarities will drop special items when killed normally without the net. You may also find rare golden critters, and uncommon large animals.

Some animals include:
Albatrosses
Camels
Horses
Bears
Peacocks
Flamingoes
Hummingbirds
Dragonflies
Meerkats
Monkeys
Panthers
Ocelots
Dodos
Starfish
Seahorses
Sea turtles
Cockroaches
Chameleons
Ocean Sunfish
Parrots
Eagles
Blue Jays
New bugs
New alien critters
And many more...



Isn't there already mod which does the same thing?
Well yeah, there is already mod like this by Rcmxbox, but that one requires Frackin' Universe (FU) mod to make some critters properly spawn.

So I released this version for non-FU users out there.

More Critters and Scenery is originally made by ThunderBird123. He stopped maintaining this mod and it was updated by Fizzbut, and then later by KTrinsic on official Starbound modding forums[community.playstarbound.com]. However KTrinsic made most of the critters catchable, so I tweaked it to retain the vanilla feel: only a number of critters are catchable and leave the rest as relocatable.

Catchable critters are: hounds, cats, foxes, elephant, bunnies, horses, bears, camels, penguins, snuggets, deers, and critters from other franchises (Final Fantasy and Undertale critters).



Lore-friendly patch
Final Fantasy and Undertale critters only have 0.00001% chance of appearing actually, so you won't be seeing them suddenly in front of your base.

But if you don't want to see cross-over critters from Final Fantasy and Undertale at all, subscribe to both this mod and the lore-friendly patch here:
More Critters and Scenery (Non-FU), Lore Patch



Alternative download link
This Steam version adds both new critters and scenery. If you only like one of them, you can download a modular version here: http://s.id/pT (MediaFire link, had to shorten it because Steam censors MediaFire for whatever reason)

Lore-friendly patch is already included in that download.

Frackin' Universe version
Despite the title, yes, it's compatible. But the critters won't spawn in FU planets.
Rcmxbox's version has one that spawn on them.

Critters spawn list
See here: List of critters ID

Other vanilla enhancement mods
If you like to enhance the game without straying too far from vanilla feel, check out these mods:

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Credits
ThunderBird123 for the original mod.
http://vipero-the-salabog.deviantart.com/
http://canvascompanions.com/
http://kearneystreetbooks.com/index.html

Mr. Chow for drawing the elephant.

FizzButt and KTrinsic for the initial Starbound 1.1 update.
Popular Discussions View All (3)
33
Aug 14, 2020 @ 10:20am
PINNED: Cross-over creatures: what you would like to see?
Xaliber
6
Aug 28, 2019 @ 7:34am
PINNED: List of critters IDs, in case you want to spawn them
Xaliber
1
Feb 15, 2017 @ 11:31am
Dope Fish Error Log
Kolljak
224 Comments
FrankyStein Apr 7 @ 6:05pm 
When you say "scenery" what exactly does this mod add apart from the critters?
TheSilentAngryCat Dec 28, 2024 @ 8:32am 
wish they added a way to disable mods through starbound rather than having to go to steam each time to unsubscribe from them
Xaliber  [author] Dec 26, 2024 @ 9:54pm 
I feel you, that always happens in modding.

To troubleshoot mods you can use the "50/50 approach" or "binary search trobuleshooting": disable half of your mods, see if it works. If it works, then the culprit is in the half that you disabled. Then you can slowly enable half of the other half that you disabled, until you encounter the same error again. You found the culprit then.

Also don't forget to always provide your starbound.log when you report an error to mod authors. That would help authors to troubleshoot your issues.
Nova Dec 26, 2024 @ 11:27am 
ah I see, I was dreading running into another small but huge bug like this, I thought the many mods I had all worked together. It's such a shame it came to this though, all I can do is try and do it all over but at least I know now what's causing some issues, but when it comes to techlabconsole2 im lost. Thanks once again for helping me figure this thing out!
Xaliber  [author] Dec 26, 2024 @ 5:09am 
You did well, no worries.

Look at line 824 to 861. So many errors pointing to this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2058613520 (Unsheathe/Ready Animation). The log says there's a missing asset: sound.

There are also other errors, missing assets/frames from Mercedes-Sprintervan and techlabconsole2icon. The log doesn't say which mod that came from, maybe you know better.

These are the likely culprits. Possibly an NPC were readying their weapons but the sound is missing, so it spawns you back to the ship. Or, as you said you were going to a building when you spawned back, probably the missing asset from techlabconsole2icon was the one causing it. The game can't find the resource so it crashed you back to the ship.
Nova Dec 26, 2024 @ 4:07am 
https://pastebin.com/Ed6pnHJJ - here it is, I'm curious to see what's causing the issue, this is my first time using pastebin btw let me know if this is the wrong .log file, Thanks again for the assistance
Xaliber  [author] Dec 26, 2024 @ 3:27am 
Forgot to say: you have to replicate the error first before consulting the Starbound.log. So go to that point where you're teleported back to your ship, exit your game, and put your starbound.log here (via pastebin.com or something similar).
Xaliber  [author] Dec 26, 2024 @ 3:26am 
@Nova:
No worries, I try to respond and help as much as I can, as long as it's feasible.

So, the issue of teleporting back to ships can be caused by various factors. Typically it's because the game detects something that is supposed to be there in the .world file, but it's no longer there, or that something has a malfunctioning script.

Usually this happens when someone uninstalls creature-adding mod like this one, or if a certain NPC has a broken script, or a monster/NPC wields non-existing weapon/non-existing attacks. It can be anything.

To better understand the issue: consult your Starbound.log!

Find the file in your Starbound installation, e.g. C:\Program Games\SteamLibrary\steamapps\common\Starbound\storage. If you open the file with something like Notepad and copy-paste all the content to something like pastebin.com , I can help pointing you to the right direction.
Nova Dec 26, 2024 @ 3:16am 
@Xaliber Thanks a lot for your help, I know this is somewhat of a dead game, and it seems to be a long time since this mod was created/updated and you really didn't have to go out your way to help me with my issue especially so quickly, so thank you. I've searched my issue online and found that others had this issue with unwanted-teleporting back to their ships after entering certain worlds so I assumed it was this one. once again, thank you, and hopefully this doesn't happen again haha
Xaliber  [author] Dec 26, 2024 @ 2:56am 
Before you uninstall mods that add new creatures/NPCs/floras:

Find the respective .world file in your Starbound installation (e.g. C:\Program Games\SteamLibrary\steamapps\common\Starbound\storage\universe). The name of the file is based on the coordinate in the game. If you're confused you can just visit that world, make some changes there (place or remove a block or something), then leave. Go back to your folder, sort by modified, and the most recently modified should be that planet.

After you've found the file, delete it. Then you can uninstall the mod. Go back to your game, then your planet will be regenerated WITHOUT the mod's data baked into the file.

REMEMBER , if you've built something on that planet, everything will be reset. So make sure you want to start fresh.

As for your issue specifically, Nova, not being able to go past certain buildings is NOT an issue from this mod. You have something else going on.