Starbound

Starbound

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More NPC Ships
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12.754 MB
20 May, 2018 @ 6:18am
24 Feb, 2022 @ 9:50am
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More NPC Ships

In 1 collection by Angry Turret
Angry Turret's Starbound Mods
10 items
Description
Are you tired of those default NPC ships? Do they look same to you? This mod should help you a bit.

This mod adds several space dungeons including:

Friendly Ships
- Cargo Ship, inspired by in-game space stations
- Astronaut Shuttle. It's vertically-oriented because you're in space and it's weird that all other ships face the same direction.
- Novakid Train
- Deadbeat Ship
- Frogg/Agaran Merchant Ship
- Dark Cultist Ship. Don't worry, unlike Occasus cultists, they won't attack you. For now.
- Steampunk Ship
- Gnome Colony ship, escorted by a tiny (literally tiny) fleet
- Soviet Ship

Hostile Ships
- Alternate Pirate Ships
- Penguin Flying Saucer
- Miniknog Ship
- Agaran Ship
- Alpaca Ship
- Floran Shuttle
- All-Seeing Flying Fortress
- Brainslug-infested Research Ship

Unique Encounters
Those space dungeons are meant to be easter eggs, so they don't spawn very often. However, there you can find small stashes of rare resources and new hats.
- Rogue Satellite. A military satellite that has somehow left its orbit and now threatens everything on its way.
- House in Space. Whoever this house belongs to, they were insane enough to turn it into an improvised spacecraft.
- Giant Snow Castle. Basically, a drifting platform with a giant snow castle upon it. And lots of snowmen.
- Perfectly Generic Ship. You won't find a vessel better than this one.


Miscellaneous
- Space Merchants! If you see a yellow ship on the map, it means you encountered one of the space merchants who would like to sell you some useful (sort of) items. So far there are 15 types of them, and even more are being worked on.
- Mecha Fighters. Rare encounters where you have to "fight" a giant battle robot piloted by a Hylotl.
- Cyberspace Ships. They can only be visited through the Spaceship Simulator that can be found aboard some friendly ships added by this mod.

Frequently Asked Questions (FAQ)
- Does this mod still work in the current version of the game?
As long as devs don't change any existing dungeon mechanics and such, this mod isn't supposed to conflict with the game.
- Is this mod compatible with Frackin' Universe?
As far as I know, it is. However, there is one bug when you enter an NPC ship and SAIL says there is no oxygen. It occurs on vanilla ships as well, so I guess it's a problem with FU, not this mod.
- What happens if I uninstall this mod?
With a few rare exceptions, all dungeons are based on vanilla content, so it shouldn't change anything in your game. New ships will simply stop spawning, leaving only default ships, anomalies and stations to explore.
- Is there anywhere else I can download this mod?
You can download the GitHub version here[github.com].

This is my first dungeon mod, report any bugs or issues.
Popular Discussions View All (1)
11
26 Nov, 2024 @ 10:29am
bug report
bum0303
238 Comments
Gooey 14 May @ 4:01pm 
I'm kinda sad the Mecha Fighter always dies in the end, dude does not deserve the afterlife even if he's getting styled on by a hunk of junk made from sticks, toilet paper, and what is effectively crystallized bomb juice
Angry Turret  [author] 12 Apr @ 7:35am 
@LiverFox I think I've left multiple containers empty on purpose because back in the day I didn't know that some of them can generate without any treasure anyway. One day I'll get back to this mod and fix this.
LiverFox 11 Apr @ 5:35pm 
Hey, just noticed the pirate ship doesn’t have treasure. The vanilla boxes do, but the lockers and pile of gems are empty.

Great mod btw!
Angry Turret  [author] 26 Jan @ 6:08am 
@Zacrabo I'll look into this, I was sure all of them had oxygen.
Zacrabo 25 Jan @ 12:05pm 
i think one of the cargo ships added by this mod has no oxygen inside of it
CookiesAndCream 13 Jul, 2024 @ 5:20am 
@Angry Turret This is extremely helpful tysm. I'll get onto it now and try some of these solutions. I'll let you know if this works thanks!
Angry Turret  [author] 13 Jul, 2024 @ 4:45am 
@CookiesAndCream

C. If you have any other mods installed, some of them may interfere for one reason or another. This doesn't happen very often but it's safer to develop your mod with a vanilla setup first (unless you make an addon for another existing mod of course; small QoL patches are normally non-instrusive and can be used as well) and only then install other mods to see if things work together.
Angry Turret  [author] 13 Jul, 2024 @ 4:43am 
@CookiesAndCream It's hard to guess the exact cause but there are a few possibilities I can think of.

A. If you move your dungeon's connectors to another layer (for example from "objects" to "anchors" or the other way around), Tiled may not like this and either refuse to spawn certain dungeon parts or give a similar error. So it's usually best to keep connectors where they are.

B. If your dungeon uses custom tilesets, you should look through them and check if they're set up properly. Sometimes Tiled bugs out and switches the ID numbers of objects in a tileset. I've had a similar issue with microdungeon generation because of this, setting the correct ID numbers resolved it.
CookiesAndCream 13 Jul, 2024 @ 12:22am 
Hey! Ive been modding myself for a tiny while and have learnt how to create dungeons (especially spaceship dungeons which im interested in), but what I do I get the exact same instanceworld error everytime. Ive even went to the point of just creating a blank dungeon part with a platform and just copied vanilla config with the dungeon name change just to get it to work and even then I still get the error. I figured you would know since you made a mod similar to what I want to make.

"Fatal Error: Access violation detected at 00007FF7E4A6D772 (Read of Address FFFFFFFFFFFFFFFFF)
BITney, The Pixel Heister 8 May, 2024 @ 4:05pm 
It seems that it has something about font color, im glad to know MNS doesnt affect cockpit, that helps a lot. Ill tell you when i find the error.