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Etalbyn's Dwarf Mod
   
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18.514 MB
18 Jul, 2023 @ 3:25pm
12 Feb @ 12:14pm
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Etalbyn's Dwarf Mod

Description
This mod lets you play as a race of cyberpunk-esque space dwarves! I have always been a dwarf fanatic, & often lamented the scarcity of my favorite race in Starbound. So with over a year in development, & many hundreds of hours sunk into this labor of love, I hope you enjoy my first ever attempt at mod making!

CONTENT WARNINGS:
Parts of this mod depict alcohol use, tobacco use, & pharmaceutical use, so might not be appropriate for younger Starbounders.

MOD FEATURES:
1. Space dwarf race with a variety of unique traits, including:
  • 3x normal hunger bar, allowing a full hour of gameplay before starvation sets in
  • minor "darkvision" in the form of a persistent conical headlamp lighting effect
  • immunity to poisoning & most vanilla slow effects
  • +20% max HP, +25% poison resistance, +10% physical resistance & -40% fall damage
  • -20% movement speed, -15% jump height, -20% power/damage output and -25% electric resistance
  • improved matter manipulator function towards digging/mining (equip with the admin command "/giveessentialitem beamaxedwarf beamaxe")
  • "Dwarf Shield Wall" tech (uses head slot), obtainable on the starter planet via a simple quest
2. Custom designed & fully furnished racial ship complete with NPC "crew" tenants, unlocked once you attain ship tier 3+ (leveling up your ship further won't change its appearance any more, but will increase your crew capacity as normal)

3. Over 100 new furniture items, many of which are animated, interactive, or both, including 4 custom mini games

4. Dozens of craftable tiered melee weapons/guns/shields, 4 craftable racial outfits, 10 craftable racial armor sets. Also included is a powerful tier 7 armor set (Goldbeard Armor) & hammer (Voidmaul), which are attainable after completing the vanilla main story.

5. 10 cooking recipes made with ingredients from farmable hydroponic tubes, meat-yielding cave crab critters with their own spawner, & a new variety of mushroom tree

6. 5 new monster allies that you can spawn; 3 types of golems, plus friendly twiguns & moontants

REQUIREMENTS, COMPATIBILITY, & KNOWN ISSUES
  • This requires a character selection extender. I've only used "Xbawks Character Extender" for playtesting, but presumably others would work as well.
  • This IS compatible with Frackin' Universe, and shouldn't have any conflicts with any other mods, though if you come across any, let me know.
  • I'm working on a compatibility patch for Frackin' Universe to optimize some features that don't quite work as intended with FU installed. When that is ready, I will link it on this page.
  • This mod is 100% safe to uninstall without corrupting your universe file. I intend to add planets at some point, but they will be presented as a separate add-on, to preserve the "safe to uninstall" quality of this mod.
  • The 2 mini games based on Kawa's arcade game will severely lag out after playing for a few minutes. Exiting & restarting the mini game will fix this.

BACKSTORY:
Both to accommodate the nightmare that is hitbox modding, and to give a bit of unique flavor to this race, these stoutfolk do differ a bit from more traditional iterations of dwarves. Their flesh is a sort of organic stone, their hair/beards are crystalline formations. Their bodies also consist of far greater concentrations of minerals and metals, allowing them to manipulate certain elements, even to the point that their main method of movement is levitation via reverse magnetism. By repelling the iron in their own bodies from the trace amounts of magnetic metals found on most planets, they float several inches above the ground. Thus despite appearing shorter, their hitbox is the same size as any of the vanilla races, and their "crouch" animation shows their true height. Unfortunately the side effect of these changes to their limb animations means that virtually all normal pants and any chest pieces that have sleeves will clip on them, hence why I had to create a bunch of custom armor and clothing. That said, all head and back items should work totally fine without any issues.

LORE:
Culturally, these dwarves are a race of renowned craftsfolk, asteroid miners, and inventors, and they've struck many lucrative deals supplying arms and munitions to various galactic powers. As such, they explore the cosmos and settle new colonies to fuel their insatiable industrial complex. Dwarf society largely answers to the Trade Consortium; a collection of unfathomably wealthy clans who each oversee one facet of the dwarf's commercial interests. It is rare indeed for a dwarf entrepreneur to get the necessary funding or access to resources without first becoming ingratiated or indebted to the Consortium. In turn the ruling body of the Trade Consortium is the all-powerful Council of Goldbeards, which is made up of 1 representative from each of its member clans. The Council uses its ample resources to fund the entirety of the dwarven military, and is always seeking to expand its influence and capitalize on new business opportunities.

And so your story begins. In recent years, the Trade Consortium has worked its way into the Milky Way Galaxy, ultimately coming into contact with the Protectorate. While their profit mongering holds little in common with the idealistic dogma of their new human neighbors, the Council of Goldbeards recognized the value in establishing favorable relations with the Protectorate to gain access to trade routes in this sector. Whether a grizzled veteran of the internal politics of the Trade Consortium, or a young and promising dwarf who knew all the right people, you landed the job of spearheading these efforts. Assigned as the official Ambassador to the Protectorate, you are to be the first dwarf to graduate from their academy, as a gesture of good faith. Now with your graduation nigh, Runelord Etalbyn Hammerfist of the Council of Goldbeards has dispatched a frigate laden with supplies and personnel to establish the dwarven embassy on Earth, under your command. Best not to be late for the ceremony Delegate, as the Council will not take kindly to you souring relations with the humans on this most auspicious of days...

MODDING CREDITS:
  1. DrPvtSkittles, as this mod would never have been possible without his "Skittles Advanced Template Race Mod", which made things easy enough for me to get into modding with zero prior coding/programming experience.
  2. Kawa, for the indispensable Xbawks Character Extender and for allowing me to use the arcade game assets from his "Felin Intro Mission" as the basis for 2 of the mini games in this mod.
  3. Jotunbane, for allowing me to use the lovely beards from his "Make Starbound Beardier! - Apex" mod.
  4. Voryn Dagoth, for allowing me to use the equally lovely beard assets from his "Elves of Tamriel 2: The Lost" mod, and for his Dwemer race being the only dwarf mod in Starbound up to this point
  5. gay moth aunt, for the open permissions on their "Tech Additions" mod, which was instrumental in helping me get the correct coding to put together the tech in this mod
  6. The myriad people who contributed to posts, guides, and tutorials on the Chucklefish forums, Reddit, and the Starbound wiki about modding the game, which provided answers to all the questions I had pop up over the course of development
  7. Patman, Ironkoldo's Mandalorian mod, Frackin' Universe, & many other modders who have no idea they helped me, because I was able to study their work and figure out how they achieved similar things in their mods that I was getting tripped up on.

MUSIC CREDITS
Cabaret Nocturne – Blind Trust (used in “dwarfradio”)
Popular Discussions View All (4)
9
8 Nov, 2024 @ 6:16pm
Development Roadmap for my upcoming "True Dwarf Race Mod"
Etalbyn
1
13 Apr, 2024 @ 6:52am
How the Dwarf Music Player/Headphones Work(s)
Etalbyn
0
20 Feb, 2024 @ 11:54am
Item Spawn Commands
Etalbyn
91 Comments
znp4nemmcrmccbrsndpn 25 Feb @ 6:12pm 
@Etalbyn
Thank you! Now I can eat crab dishes.
Etalbyn  [author] 25 Feb @ 7:11am 
@Emerald At this time it does not, though that is something I would like to implement eventually. Though a couple comments ago (the comments I posted from December 10th that begin " @Floognoodle " as well as the one directly after that) I gave a list of options for how one could manually spawn dwarf NPCs to populate a base/city of your own construction, if that is something you would be interested in.
Emerald 24 Feb @ 11:11pm 
Does your mod have Towns/Villages?
Etalbyn  [author] 12 Feb @ 11:04am 
@znp4nemmcrmccbrsndpn Sorry for the delay, but that is updated now! Crabs should spawn every 2-3 minutes from here on out (try picking up and then placing the crab spawner back down if it is still taking 5+ minutes). I also removed the wiring input node from the crab habitat (crabitat?) all together, to avoid confusion since it didn't actually do anything anyway when hooked up to a switch (as you observed). Lastly, I shortened many of the dwarf food item descriptions, as most were a bit too long. This caused the flavor text to overlap with the tooltip indicating a food's freshness level, which ended up just making everything harder to read. So that's all fixed too :hh_hammer:
znp4nemmcrmccbrsndpn 3 Feb @ 7:44am 
@Etalby Thanks, I'll wait for it.
Etalbyn  [author] 2 Feb @ 2:28pm 
That said, if you feel that is a bit much, I could put out a small patch to amend the number to every 3-5 minutes, or 5-10 minutes or something. Alternatively, if you just wanna spawn the crabs en masse to horde their delicious toxic meatz, just turn on admin, and you can spawn them to your heart's content with the following command:

/spawnmonster dwarfcavecrabcritter
Etalbyn  [author] 2 Feb @ 2:28pm 
@znp4nemmcrmccbrsndpn Hey there! So because the crab spawner is essentially endless free meat, I felt it would be a little too OP if you could literally just make it pop out a crab every time you push a button lol. Not only would this make hunger mostly negligible, but you would never need more than a single crab habitat. Thus I set it up to be a slower, passive food source, best utilized in the background in areas where you'd be spending a lot of time (i.e your ship, your favorite colony, etc.)

As for the technically details on it, it requires no input from you, aside from you needing to be present in the general area (which is a hard requirement for any spawner to function). Once placed in the world, every crab habitat will spawn a new crab critter at random intervals somewhere between 10-20 real-world minutes.
znp4nemmcrmccbrsndpn 1 Feb @ 9:28pm 
I'm filling in the recipes for cooking, but how do I spawn the Cave Crab Critter? I got the nest, but it doesn't respond to any timers or levers.
Etalbyn  [author] 10 Dec, 2024 @ 9:26pm 
Also I promise folks, this mod is NOT abandoned! Unfortunately more pressing IRL matters & a string of annoying-but-not-overly-serious health problems have been occupying the majority of my attention in recent months. But I'm on the mend from my most recent medical debacle, & should be fully recovered in the next week or so. I was also able to pick up a snazzy new laptop during Black Friday sale, & thus should be able to start working in earnest towards finishing off the True Dwarf mod. I can't make any guarantees, but I'm going to try & push to finish it by the end of the year, so we'll see how that goes.

While I didn't get as much modding work done as I wanted since my last post, I did manage to amass a pretty sizable asset library (i.e. pixel art spritesheets, tilesets & icons, audio/music files, etc.) from a wide variety of free to use sources around the internet. So that should allow me to add some really cool new stuff with relatively little effort once True Dwarf is complete!
Etalbyn  [author] 10 Dec, 2024 @ 8:52pm 
@Floognoodle It does not currently, no. I would love to implement that eventually, but messing with planet/space encounter/dungeon/village generation is an area of Starbound modding that I haven't delved into yet, and thus it would require additional learning on my part.

Thus in it's current version, the only way to populate an area with dwarves is if the player does so manually in one of the following three ways: