Starbound

Starbound

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Real Ferozium (Enemy Mechs)
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Dec 23, 2024 @ 7:46pm
Dec 28, 2024 @ 9:17am
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Real Ferozium (Enemy Mechs)

In 1 collection by FelmastProMcLane
Mech Core - Main Mods
12 items
Description
Originally posted by "Sergeant Johnson":
One of these days, you're gonna land on something as stubborn as you are!
I've wondered why is our character the ONLY mech in the entire game, others are for display, NPC Mechs came in and allowed our crew to wield such a magnificent tool of destruction, but, do we have ALL the mechs in the galaxy?

Not anymore, Dr.Akaggy bussines has been boomin'!
More and more mech seller have shown up and now they can even be afforded (or stolen) by most people.

The Enemies
  • Allows NPCs (other than your crew) to spawn in a mech.
  • There is a global 1% chance of any hostile NPC to spawn in a mech.
  • Some guards may have them too!.
  • Supports custom configurations via patches.
  • Mechs are leveled to the current world (so they match available resources).
  • Mechs drop extra space loot.
  • NPCs will exit the mech and may die from the explosion. (This is on purpose)

Compatibility

Modders:
  • Added 3 functions/messages for npc mechs:
  • Messages:
    • "setNPCMech" (forcedItemSet, primaryColorIndex, secondaryColorIndex), sets the NPCs mech data.
    • "spawnNPCMech" (forcedItemSet, primaryColorIndex, secondaryColorIndex), sets and/or spawns the mech.
    • "despawnNPCMech" (), demechs the NPC.

Uninstalling
Should be freely uninstallable.
34 Comments
[SUB] WIZ May 27 @ 7:56am 
you could create a mod to remove items after death, its working principle is quite simple, but it would give a completely different approach to the game, if all items from the inventory were completely removed after death, it would create a positive circulation of weapons and armor, which would equalize the balance of resources and items in large modpacks
myt0 May 18 @ 2:18pm 
Hey Acheron Panda, I fixed the problem with RPG Growth but not without a huge drawback (because of my laziness).

If you unpack the mod (Real Ferozium) and open the mech_enemy_spawner.lua script, you can simply erase the line that compares a string with a number.

After doing that, just pack the mod again, put it inside starbound/mods and unsubscribe from the workshop item (You're using your own version now)

To find the mod, go to steam/steamapps/workshop/content/211820/3390666416

Here's the problem though: Erasing that line will remove one of the filters that prevents NPCs from getting OP mech parts that will destroy you in one shot. Not only that, a tier 3 npc will be able to get a tier 8 part because of it I believe. Fun!

In case you want to make things even better, you can change the percentage of NPCs that will be spawned with a mech and also the minimum tier they can be.
majorinconvenience May 16 @ 11:41am 
is there a way to disable enemy mechs in missions? one keeps spawning in the grand pagoda library, and it's pretty much impossible to get past it with level 3 and 4 gear
Khod Khasunii May 12 @ 10:10pm 
here is the mod pack
https://steamcommunity.com/sharedfiles/filedetails/?id=3480677836
maybe one of the mod in there is incompatible?
Khod Khasunii May 12 @ 10:09pm 
for some reason it make my friend game break.
more precisely, Ester is just GONE. he is playing on a fresh universe and character and all, tried twice and still happening. he removed this one specifically and now it fixed.

i'd send the error log but uh, it not my pc xD. there no crash either, she just don't appear.
Acheron Panda May 6 @ 1:25pm 
Hey, I think there's an incompatibility with RPG Growth

[20:57:23.903] [Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/npcs/mech_enemy_spawner.lua"]:193: attempt to compare string with number
stack traceback:
[C]: in metamethod '__le'
[string "/npcs/mech_enemy_spawner.lua"]:193: in global 'partsBag'
[string "/npcs/mech_enemy_spawner.lua"]:225: in global 'generateItemSet'
[string "/npcs/mech_enemy_spawner.lua"]:88: in global 'deployNPCMech'
[string "/npcs/mech_enemy_spawner.lua"]:69: in upvalue 'ivrpgOldUpdate'
[string "/npcs/ivrpgnpc.lua"]:27: in upvalue 'old_update'
[string "/npcs/MM_npcControl.lua"]:55: in function <[string "/npcs/MM_npcControl.lua"]:53>
Assassin Apr 26 @ 3:28pm 
Another thing to look at is that in Cultist ships I'm seeing them spawn OFTEN
Assassin Apr 25 @ 1:57pm 
I would maybe look at the HP values of the NPC mechs, they can take quite the beating even from your own mech.Call it 10-20 shots from the flak cannon, meaning 2000 health at tier 3
ultragamin Jan 23 @ 6:31pm 
they have a habit of spawning as statues? basically there non functionally floating if they spawn in what i can only assume is too small space at least that's what i assume is happening
xaq Jan 22 @ 8:22am 
This is a really good mod. However, the 1% probability is too low. We all know that this so - called 1% doesn't mean there will definitely be one in every 100 instances. In fact, the actual probability is much lower. Each enemy spawn involves a draw with such a slim chance. After subscribing to the mod, I was excited to look for my mecha enemies in various places, but unfortunately, they are just too rare. Of course, no matter what the probability is, it's impossible to satisfy everyone. Perhaps it would be better to allow players to customize the probability. Or, at least one mecha enemy could be generated in each dungeon and on each planet. I hope this feature can be improved. That would be really great.