Starbound

Starbound

The Fennix Family
91 Comments
LazerRay Sep 29, 2023 @ 10:29pm 
The Repaired and Updated version of The Fennix Family is live: https://steamcommunity.com/sharedfiles/filedetails/?id=3043407148
LazerRay Sep 29, 2023 @ 10:24am 
@Applepie Since my version is just a repair of the original and it will conflict with the old, there will be mention of it in the description, but since both version are functionally the same, there shouldn't be many issues swapping them for anyone still using this one.
Applepie  [author] Sep 29, 2023 @ 6:55am 
@LazerRay

I appreciate it but it's been six years since this mod and I haven't really looked back since, you can reupload the mod if you like as long as you mention the original somewhere :)
LazerRay Sep 29, 2023 @ 4:03am 
If you are still active, I was able to repair and update this mod to work with the current version of Starbound and fix a few long standing bugs (this also might help with compatibility issues with other mods). Plus all the changes I made won't hurt existing saves, so visited worlds still have these guys and any capture pods with them will still work as before.

If you want I can send you a copy of the updated files and a change log of what I did, I didn't edit the metadata file yet since I don't know your version numbering system, or I can upload my version to the workshop still retaining all the original credit, just with my changes listed.
Eclipse the Dragon Mar 19, 2020 @ 12:37pm 
a Fennix you can play as? as far as i know, not yet. but that is a thing i asked a another for already. but if Applepie or another whats to make a playable Fennix, nice by me. i have waited a long time already. i'd just be happy to finely have it.
Joker Mar 19, 2020 @ 7:54am 
is there a playable one
Raiizy Nov 18, 2019 @ 6:41am 
Nice.
ledbullet1 Jun 22, 2019 @ 4:07am 
so cute
Xaliber Mar 11, 2019 @ 4:34am 
@brats817:
I'm currently working on a mod that adds various monsters and creatures to Starbound. You can see my previously relased mod here (among others): https://steamcommunity.com/sharedfiles/filedetails/?id=860140460

I'd be happy if you're willing to collaborate to include the Virorbs, especially if you can animate them further.
Tellurian¹³ Dec 2, 2018 @ 4:00pm 
eeve 2.0
Eclipse the Dragon Jun 1, 2018 @ 11:28pm 
i found a bug i think. the mod seems to be overriding the default treasure pools for the Parasprite. kill one and get a drop and you get kicked.
can you look into that pls?
Eclipse the Dragon May 10, 2018 @ 4:30am 
all those Fennixs are so cate. as nice as it'd be to have more, i understand.
Applepie  [author] May 10, 2018 @ 4:07am 
@eclipse This is my first mode made like a year ago, i won't be working on it anymore.
Eclipse the Dragon May 10, 2018 @ 3:07am 
cool.

are you thinking of adding more to the The Fennix Family?
Applepie  [author] May 10, 2018 @ 3:04am 
@eclipse Once again nope.
Eclipse the Dragon May 9, 2018 @ 3:19pm 
2 things.
1. does this mod add add the 'rollie pollie pet house' and the 'raptor egg' to the 'infinity express, shop in the outpost.
2. does the mod do anything else to the outpost? (add things, add things to shops, add NPCs, anything)

if so, can you pls check the mod files.
NexusTheBrony on the Chucklefish Forums has found that airimmunity and shadowimmunity status effects are starting there and lag the game over the game (Based on the log).
and if used, the 'rollie pollie pet house' and the 'raptor egg' crash the game once you try to put them down.

(again, asking this to all mods i use)
Applepie  [author] May 7, 2018 @ 3:31am 
@Eclipse no it's not in my mod.
Eclipse the Dragon May 6, 2018 @ 7:02pm 
does this mod use 'airimmunity' and \ or 'shadowimmunity'?

(why i'm asking)
[Warn] Unique status effect 'airimmunity' not found in status effect database
[Warn] Unique status effect 'shadowimmunity' not found in status effect database

if so, i'm getting that all over the game and logs and it is making the game lag a lot, to mach to play now.

if 1 or both are in the mod, pls try to find out what is going wrong to fix it. thanks.
if nother are used in the mod, ok then.

(i'm asking all sobed mods this)
Applepie  [author] Apr 18, 2018 @ 5:56am 
@Eclipse The Dragon, Great to hear it being fixed, thanks for enjoying my mod aswell. :tongue:
Eclipse the Dragon Apr 17, 2018 @ 2:58pm 
the thing is it HAS to be normix, not Normix. noe caps.
i just copyed the names.
just tryed again with no caps, and good thing, the all worked fine. now that i got that, i'm happy.
cool mod BTW! :) SO CUTE!
Eclipse the Dragon Apr 17, 2018 @ 1:30pm 
i was in admin mode, but this is all i got.

(from log)
[Warn] Could not spawn Monster of type 'Normix', exception caught: (MapException) Key 'Normix' not found in Map::get()
[18:04:33.334] [Info] Chat: <server> Could not spawn Monster of type 'Normix'

happened with all of them.
HLFlare Apr 17, 2018 @ 12:26pm 
Sorry, haha :steamsalty: :steamsad: :balloon:
HLFlare Apr 17, 2018 @ 12:23pm 
Oh lol
Applepie  [author] Apr 17, 2018 @ 9:31am 
@Eclipse The Dragon, you need to enter admin mode first (if i'm not mistaken /admin ?) and then write /spawnmonster frostix or /spawnmonster <name here> to spawn one on ur current location.
Eclipse the Dragon Apr 16, 2018 @ 11:09pm 
/spawnmonster didn't work at all. help pls!
HLFlare Sep 13, 2017 @ 1:16pm 
Update...
Cosmic Hatter Aug 29, 2017 @ 10:31pm 
This mod caused me to get booted back to my ship until I uninstalled it. :C
Athens May 16, 2017 @ 4:28pm 
fixed :D,also applepie i got a suggestion in the fennix family monstername:aquarix,description:somehow can cloak into its surrounding water and survive from predators or get a chance to capture its prey,ONLY found on ocean planets (im bad with names but change it if u wish to add it in :o)
Athens May 14, 2017 @ 3:36pm 
same i think uh,i should get it off becuz id like it -3-
warmainiac May 14, 2017 @ 11:59am 
the mod murdercraft i described in the previos message i sent is supposed to make all monsters when in a walled location drop blood in an already placed state
Applepie  [author] May 14, 2017 @ 9:42am 
@warmainiac That's weird, i thought the drops should be fine, sadly i can't really help you further on this as i don't know what i can do in order to fix it.
warmainiac May 14, 2017 @ 9:34am 
this mod is not compatable with a curtain mod that does not add monsters but makes them drop blood. wenever i kill one of the custom fenixes with that mod instaled. the game just takes me strait to my ship without me telling the game to do so
Athens May 6, 2017 @ 11:29am 
i mean exit the planet .3.
Athens May 5, 2017 @ 11:14pm 
later during the game,whenever i killed any fennix i exit the game,EVEN,my crew members make me exit,glitch or no?
no hak plz Apr 30, 2017 @ 10:06am 
FENNIXES
warmainiac Apr 27, 2017 @ 2:36pm 
ok
Applepie  [author] Apr 27, 2017 @ 1:06pm 
@warmainiac Honestly i don't know, i haven't tried it myself but i've had a few people telling me it crashes when using other mods. Feel free to try yourself, i haven't played the game for a while because i'm too busy with other stuff.
warmainiac Apr 27, 2017 @ 12:50pm 
so baised on the chat you had with the creator of frackin universe, is this compatable with mods that add in monsters now? or is this not compatable with the shiny monsters mod?
Sayter Apr 17, 2017 @ 7:32am 
:)
Applepie  [author] Apr 17, 2017 @ 7:31am 
@Sayter Oh wow i just realized you are the creator of Frackin universe, i didn't know that.
Sayter Apr 17, 2017 @ 7:31am 
well, if you have *new* fennixes, you arent overwriting anything.
Applepie  [author] Apr 17, 2017 @ 7:30am 
@Sayter I think that is what i was looking for, base files. I know i used a few patch ones for like the biomes but not for the monsters because i didn't really know how to write the code the same way as the biome patches.
Sayter Apr 17, 2017 @ 7:28am 
yea, monster unique IDs dont have numbers. Compatability should be no problem. Only base-file overwrites would cause that issue..or certain patch files.
Applepie  [author] Apr 17, 2017 @ 7:24am 
@Sayter i've worked in those files so i think unique id's is what i meant, it's kinda hard to explain since it's been a really long while since i worked on my mod.
Sayter Apr 17, 2017 @ 7:17am 
that is not at all how it works. So long as your monsters have unique IDs it will work fine. There are no numbered spots for monster IDs. Tiles operate that way, though. But not creatures.
Applepie  [author] Apr 17, 2017 @ 6:13am 
@Sayter This is the first ever mod i made with no experience in this kinda stuff(including coding). From what i know is that i used the game files itself for adding the monsters to the collection and add it do the monster list of the base game. So i assume that when another mod gets used along with this one that adds monster it will take the same place on the list that the game uses. So for example if the monster list contains number 110 : Fennix (the one from the game itself) and the next one would be number 111: Frostix (wich is from my mod) and the mod you use also has a monster on number 111 then it would probably crash or something.

In general i don't know how to fix this myself as i'm new to this.
Sayter Apr 17, 2017 @ 5:19am 
Why on earth would this be incompatible with other creature mods? There isn't a viable reason for this at all if you are using unique IDs for each creature and the proper codebase.
Applepie  [author] Apr 12, 2017 @ 5:28am 
@Draken That's pretty odd, it works without any problems at me. Wish i could help you further but i don't know what else can cause this.
Draken Apr 11, 2017 @ 9:01pm 
The mod ran like this under the circumstance that I had no other mods with it and it still had the same scenario
Draken Apr 11, 2017 @ 9:01pm 
I don't have other mods that add creatures/figures into my game though.