Starbound

Starbound

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NpcSpawner+
 
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Mar 31, 2017 @ 4:29am
May 16 @ 8:19am
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In 1 collection by Depression Hurts, Eat More KFC
KFC Mods
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Description
Want to be able to spawn in and customize npcs well beyond even what the chargen gives you?
Want to just find that one bloody human npc with the short green hair?
Well brother(or sister!), we at N.P.C. Inc. have got good news for you!

Introducing:

NpcSpawner+

(tldr description: "If the vanilla chargen and Create-A-Friend had a baby, this would be it" - random comment)

1.2.1 Has Been Released! See Below for more details

We go into lots of detail about the inner workings of this valuable asset via in-game tabs, so instead here are some highlights:

-Choose from 20,000 different randomly generated NPCs-
--customize those NPCs to an extent never seen before! (queue outer space echoes)

-All playable species should be supported, modded or not-
--If it's playable, it's customizable. If it's not playable, with a few in-game keystrokes it can become customizable.

-NpcTypes-

When choosing an NPC, their npctype is incredibly important. We have added most of the vanilla npctypes for your convenience and it has been designed to handle any npctype, modded or not. If the npctype you want isn't found on the list you will be able to add these modded npctypes with a few keystrokes. We guarantee it or your money back! Certain restrictions apply, call our 24-7 customer service for more details.

-Visual-

Want to color an apex's beard a little differently than the rest of his/her body? Want the glow of a novakid's hair to be a tad more blue? No problem. You will be able to safely color each (customizable) part separately. On top of that, body parts can have hue and saturation applied to it. Avians can finally have something other than white faces, and humans can be as blue or as green as you see fit.

-Armor / Weapon modifications-

Want a guard that uses a sword/shield and a capture pod? How about creating a worthy foe with a grenade launcher and a warhammer? All NPCs with combat behavior will use weapons you give them. Want the npc to stick to ranged? Provide it with only a ranged weapon. Want to have a spartan warrior? Give it a spear + 1h pistol and a shield! Want to have a pokemon master? Give it two capturepods.

-Stat modifications-
--There are a few (and growing) amount of stat modification commands you can use to make your npc behave a certain way. These commands are for the more advanced users, and are not required whatsoever to make any of the above work.

-Customize Crewmembers-
Crewmember customizations are ignored by the vanilla companion system. However paired with the clientside mod, nonuniform, you will be able to use this mod to customize the npc's initial outfit.

How To Craft:
  1. Get a T3 Inventors Table
  2. Craft an Employer's Station
  3. Craft a Panel Version (looks similar to a deed), or Floor Version (looks like a floor teleporter), or Cloaked Version (its nearly invisible)

How To Use:
  1. Place the spawner in the location you want your npc to be. Ex, a checkout counter for a merchant, or a guardpost for a guard
  2. Interact with the spawner to bring up the interface
  3. For best results, we recommend reading the information provided in-game via the 'info' tab in each category.
  4. When finished customizing your npc, press the activate button to spawn it in.

How To Manage:
  • When finished, the npc you created will spawn and be managed by the spawner object, similar to how a deed manages a tenant.
  • While bound to a spawner, you are able to modify the npc as many times as you wish, just remember to press the activate button after any change.

Q&A

1. I spawned in an npc and it disappears/explodes either after it warps in, or after I interact with it. Whats going on?
-There is an incompatibility between the species and the npctype. Changing the species to one that the npctype was meant for or switching to a more universal npctype will fix this.

1.2.1 Changes And You! (Not Broken Edition)

New Line of Spawners
Rather than forcing everyone to upgrade at once, the new line of Npc Maker products *the 3100 series* will be available to purchase as separate objects. This will allow you to port over your colonies at your own pace.

New - Npc Maker 3100: Cloaked Edition
The miracles of modern technology has brought all the power of the traditional spawners down to the size of a near-invisible 1x1 dot. This object should be useful for those that like their wall space.

Spawning Changes
  • Spawner objects will now initially spawn only villager variants. This is to prevent any accidental damages from angry NPCs.

ItemSlot Changes
  • Items provided by an NpcType, or by an imported/saved NPC, will now be visible as "ghost items". These can be viewable, but cannot be taken.
  • These itemSlots have two states. Active and Inactive. To prevent an itemSlot from affecting your Npc, click the itemSlot with an empty cursor. The itemSlot will be emptied, and will appear shaded. To reactivate the itemSlot, click it again or add an item from your inventory.
  • The active/inactive state of an itemslot will be reset when selecting a new npcType.
  • Right-click the itemslot to completely reset the itemSlot. This will force it to use whatever item may be provided by the NpcType or it will remain empty.

Override Changes
  • (3100 series only) Added new override command "set questparticipation [[true | false]]". Setting this value to false will prevent the spawned npc from participating in quests. Useful for those who do not want to see exclamation marks every 5 minutes.

Npc Cards
  • Click the Export slot on the top-right corner of the pane to export your NPC as an item. You can then store / trade / use these cards with other players and spawners.
  • The item is a modification of a vanilla item and therefore can be safely traded in a vanilla server.
  • Remember though, the actual visuals will depend on the visual mods each player has...particularly when dealing with items that have been modded in different ways.

Bug Fixes
  • Fixed rare but gamebreaking bug that bricked players from their worlds*
  • Fixed itemSlot bug that prevented users from adding certain weapons*
  • Users will be notified if they cannot view a spawner pane, due to not having the appropriate race/npctype mods
  • Naked crewmember's shouldn't be a thing anymore...unless you want it that way.
  • Added some checks to prevent an error brought about by another mod
  • Vastly stabilized the pane menu. It should load and respond much more quickly.*
  • Fixed the broken green text when pressing enter after changing your npc name or using override functions*
*pertains to 3100 series only
Stay tuned for the upcoming addons relating to and crewmembers!

Check out my other mods:
The Tenantator: Deed & Tenant Management Tool
Hungry Hungry Tonauac!
Popular Discussions View All (10)
42
Oct 15 @ 5:10pm
PINNED: Bugs & Glitches 1.2.X
Depression Hurts, Eat More KFC
8
Jun 18 @ 11:08pm
Screenshots!
Depression Hurts, Eat More KFC
2
Apr 29 @ 2:26am
PINNED: Unsupported Species Integration Project
Depression Hurts, Eat More KFC
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1,182 Comments
Legend 6 hours ago 
...So yeah, it does create the card as you designed it, but it doesn't give you the exact "seed" number, because for example if I set the NPC to be seed 0, and then try to /spawnnpc with that seed number, it will give me a different "same" NPC every time (in my case, I get a red Avali every time).

I'm wondering if there isn't a way to derive the 18-digit seed code from your selections in the spawner, or if I'm overthinking things a bit?
Legend 6 hours ago 
@Depression Hurts, Eat More KFC Not sure. I'll have to check the logs... unless you mean the absolutely ludicrously long one that gets posted to starbound.log, IIRC... that will spawn it in with the correct specifications no problem, but it doesn't appear to change the "seed" of the NPC at all. I'll experiment and get back to you on that one. :S
Trevord70 20 hours ago 
Happens with all races, even if spawned with commands. I couldn't find any mod confilcts so Im not sure.
Depression Hurts, Eat More KFC  [author] 20 hours ago 
@Legend are you using the the /npc command I post in the game logs when selecting the export option?
Depression Hurts, Eat More KFC  [author] 20 hours ago 
@Trevord70 Is this happening only with a specific race? If so,then chances are the race you provided cannot be used with whatever crewmember npctype you selected.
Legend Nov 19 @ 7:55am 
So I've noticed a weird thing and was hoping to figure out a few things. When I create an NPC using the overrides, it doesn't actually make a unique seed; so if I try to spawn him in using the /spawnnpc command, it creates an entirely different NPC instead. Any reason this happens?

Thanks for reading.
Trevord70 Nov 17 @ 2:33am 
Everytime I try to spawn in a crew member the immediately die, any ideas?
Depression Hurts, Eat More KFC  [author] Nov 12 @ 3:14pm 
@MINIGUN BOI see the description above regarding crewmembers. Its just how it works.
MINIGUN BOI Nov 12 @ 12:00pm 
I made and hired a crewmember, But the melee hammer i gave him is replaced with a shortsword! The gun i gave him worked just fine though!
SpaceKGreen Nov 11 @ 2:43pm 
Hmm. I hadn't seen that entry in the override info. My "solution" had been to create a generic NPC of the same race, go to the starbound.log, find the command for spawning the info card, replacing the seed, spawning the new card, and importing the new card to remove all the overrides. :P