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Downside is may encounter a duplication bug.
With the exception of pet houses it doesn't add any new assets
https://community.playstarbound.com/resources/unofficial-modding-ebook-2-0.2930/
Its made for super beginners so take a look
But it can be fixed by simply adding a line to the tech station in the ship
Its been years since I opened the mod
But if you look at the difference between the base game tech station and my mod you should be able to see the line that is missing. Just re-add it and your starting pet should come back
Those things don't work properly.
That is why my mod removes the default ship pets and moves it into the house
The mod removes the vanillia code to keep pet continously spawned and moves it to the pet house.
There is no way to remove the code from modded tech stations
Besides the pet house it doesn't add any new assets
The exception being Lua scripts.
If you want to remove your pet - I suggest my No Pets mod instead - which updates the Lua to remove it
It only happens if the tech station is replaced.
If you want - you could just write a simple patch to your game. Its just a matter of adding a few lines to the tech station. If you open up my mod you should see what lines to add, then add those lines to the modded tech station
I can only modify vanillia stations
Also your starting pet will reappear
There are 2 types of Entnties in the game
Persistent and Generated.
Persistent entities in most cases use an object to keep them active
I suggest reading my Tutorial - it is really simple to make the necessary changes
https://community.playstarbound.com/resources/unofficial-modding-ebook-2-0.2930/
It prevents the child from spawning from its little crib.