Starbound

Starbound

Job Offers
583 Comments
WartornRaider 8 Dec, 2024 @ 9:08am 
Can you make a patch for GiC NPCs?
星河舟 29 Aug, 2024 @ 10:32pm 
Can I translate it into Chinese and upload it to Steam?
Geo 23 Mar, 2024 @ 7:16pm 
Question! If I use one of these on a story NPC,they will respawn afterwards?? Like after leaving and re entering the location
DarkVoid64 10 Feb, 2024 @ 10:26pm 
That penguin's job must be capitalizing every single word in a sentence.
Adam The Chao 8 Feb, 2024 @ 1:29pm 
These Don't Work On Penguins. I Know There's The Doubloons, But What If I Want A Penguin With A Specific Job?
Aethis 19 Mar, 2023 @ 12:34pm 
im 99% sure that an outlaw recruit offer is really just a wanted poster with an ms paint sketch of the npc
Scatman's Last Stand 5 Mar, 2023 @ 4:56pm 
This is a really cool concept but i was kinda hoping it was gonna be something like you put up a job listing at a place in the outpost and after a while you can check back and it will give you a planet to fly to and a quest to follow and you have to make your way over to that system and planet and find the person who accepted the listing and then recruit them. IDK how possible that is with starbound modding but it sounds cool right?
Cookie Thug 28 Feb, 2023 @ 8:02pm 
sorry about stupid question can't believe i read right past where you said it was in basic crafting
Cookie Thug 28 Feb, 2023 @ 6:17am 
what do i use to craft job offers?
Fury FR 8 Jan, 2023 @ 2:54am 
@kyemera there is a patch here for FU https://sp.zhabite.com/sharedfiles/filedetails/?id=954995970
Asher 4 Jan, 2023 @ 7:26pm 
I wish it worked with custom races
Kyemera 29 Dec, 2022 @ 7:02pm 
This mod is so great, I wish it worked with FU :(
404_coffee.exe 3 Oct, 2022 @ 5:38am 
thank you for this mod which allows others to do more!
DarkVoid64 16 Jul, 2022 @ 9:43pm 
@Rio

Sorry to disappoint you, but I don't think this modder is going to do that, they haven't touched their mod in a long time. It says the last time they updated the mod was August 8, 2016.
Rio 16 Jul, 2022 @ 8:53pm 
Is there any chance you could make a version that makes the outpost and story NPCs not recruitable? I want to use this on my server, but I don't want people ruining the outpost, breaking the story, or otherwise messing with the meta. Also, removing the ability to craft them would be great.
Keyboard 27 May, 2022 @ 3:43pm 
POV: you go to a penguin - Penguin: Uhm?
Nildecanter 12 Apr, 2022 @ 12:24am 
Can you add a compatibility patch for Datebound? the mod author made one, but it doesn't work, and they appear to have gone inactive around 2019
strange botkiller queerfur 20 Mar, 2022 @ 6:55pm 
ok gman
Hundzigre 20 Dec, 2021 @ 9:23am 
I wish there's a version a bit like Elithian recruitment.
You put the contract on a designated trader then teleports you a crew.

So it avoids 'accidentally' recruiting outpost and any other npc that shouldn't be touched.

Regardless, this mod really works well as it says.
Its point and shoot, you now have a crew member.
Eric 25 Aug, 2021 @ 10:51pm 
Dude, you've got some conflicting mods, because it's working just fine for me.
ThePizzaBoy 15 Aug, 2021 @ 11:49am 
I think I've figured it out. I don't think this mod works with the bounty update.
ThePizzaBoy 14 Aug, 2021 @ 12:47pm 
For some reason this mod stopped working. Now it just says "This NPC can't understand you, they are not compatible with the Job Offers mod" or something like that. And no this isn't just with modded races it also does it for vanilla races too. It only works with guard NPCs now. Idk if it's an issue with the Mod or if I have another mod that's clashing with it. but it isn't working anymore.
Grand Poo-Bah de Canadiannaise 15 Jul, 2021 @ 6:52pm 
I love this mod largely because when I have a bugged npc/tenant that won't leave when I take down their colony deed, I offer them a job, then dismiss them....
that being said, I have an astronaut person who I can't offer a job.
Thought I'd point it out.
PS if anyone has that difficulty and taking down the furniture won't help spawning lava in admin mod will help and toast them into oblivion
累了直接睡觉 24 Jun, 2021 @ 7:03am 
This mod appears to cause hired penguins to cycle to death......
omee 13 Jun, 2021 @ 4:34pm 
could there be an additional pack for this, where you can only purchase the job offers from frogg's furnishings? being able to craft them on the go when you meet a npc that looks cool feels it makes it too easy, plus less clutter on the craft menu (what with already billion mods adding stuff there). if not, i understand! just figured to ask :)
DerFlammenwerfer 7 Jun, 2021 @ 5:37pm 
Can you make a compatibility patch for the Customizable Shuttlecraft NPCs?

Unrelated question, would it be possible to make a mod that lets you save an NPC into a colony deed of some kind, so that you can give the random NPCs you might find on a planet a proper home?
Derpzones 23 May, 2021 @ 7:14pm 
Are you supposed to be able to hire more than 10 npcs? I'm not complaining, I'm just asking
nouima 8 May, 2021 @ 9:05am 
you have just made starbound 100% perfect in the crew section
AvianHasNoDignity 30 Apr, 2021 @ 3:19pm 
i love this bc it allows you to hire outpost NPCs and ones in Peacekeeper stations :D grat job
__THE_INVINCIBLE_VULPE__ 24 Nov, 2020 @ 6:11pm 
"I'm gonna make him an offer he can't refuse"
Joker 15 Nov, 2020 @ 2:14pm 
does this break melee.lua from fu?
🎀Hara🎀 11 Nov, 2020 @ 1:49pm 
i almost lost this took forever to find it again
jss2a98aj 9 Nov, 2020 @ 2:06pm 
To add to my previous statement, frackin universe attempts to remove many T1 blueprints using test and remove operations. Almost none of those will apply if this mod loads before FU. This kind of thing happens with any mod that changes things at a specific index in the defaultBlueprints/tier1/ array. It is made worse when a mod does not use a test operation to validate what it is removing, causing unintended things to be removed.
jss2a98aj 9 Nov, 2020 @ 1:50pm 
The blueprints added in player.config.patch are not appended to the end of the blueprint list, and are instead inserted at specific points. For example "path": "/defaultBlueprints/tier1/6" inserts into index 6 rather than appending to the end. Using "path": "/defaultBlueprints/tier1/-" would append it to the end. Is the current behavior intended? All of the other patches append to the end of the list.
Zoiberg 25 Oct, 2020 @ 3:34am 
Incompatible with FU.
MiniQueenieGames 17 Aug, 2020 @ 5:31pm 
Oh now I understand. Ok thank you again for the info.
AnomNom 17 Aug, 2020 @ 5:24pm 
This mod is incompatible with most mods is what I mean. I don't mean it breaks them; I just mean it barely works with them. As I said, I reached a point where I couldn't recruit anybody at the Outpost, and had to search for vanilla settlements just to use it.
MiniQueenieGames 17 Aug, 2020 @ 5:14pm 
Not sure what you mean? now i'm confused haha!
AnomNom 17 Aug, 2020 @ 1:46pm 
All good, but a small correction; I meant "virtually nothing" when I mentioned compatability, my bad.
MiniQueenieGames 17 Aug, 2020 @ 1:35pm 
Ok thank you so much for the information! :D
AnomNom 17 Aug, 2020 @ 12:26pm 
No risks of uninstalling/installing, aside from the normal, one time crash if you had items from it on you. As for what it's compatible with, I'll be honest, virtually everything. At least in my experience. It got to the point where not a single npc at the outpost could be recruited, and I'd have to search for vanilla villages just to find people.
MiniQueenieGames 17 Aug, 2020 @ 9:38am 
I would like to install this mod again, I used to play with it a long time ago. But I have a new set of mods, how can I find out if this mod is compatible with what I have? is there any risk in installing/uninstalling?
Tcm 4 Aug, 2020 @ 6:11am 
@goldbrains he's not fat he's large
✦ Hool ✦ 3 Aug, 2020 @ 11:52am 
This mod actually does still work on its own by the way; if you're having issues, double-check to make sure you don't have any other mods installed that edit the scripts for base.npctype and merchant.npctype. (Credit to skolvolt90 on Reddit for helping me with that personally, by the way.)
Drecknath 15 Jul, 2020 @ 8:26am 
lol in the description about recruiting them right before they open a door
i know exactly the npc they are reffering to
im talking about the fat avian
bulut 13 Jul, 2020 @ 12:03pm 
Dude this is so useful!
convenience store 21 Jun, 2020 @ 7:54am 
From what i know, go into /admin and do "/entityeval npc.seed()" while pointing at NPC, copy the number it gives you, then do "/spawnnpc [race] crewmember[job] 1 [number]" you get a copy of your NPC with the job you want them to be. (No space on "crewmember[job]")
convenience store 21 Jun, 2020 @ 7:39am 
So this no longer works? Damn, i wanted a big birb holding a gun
It Has Passed 18 Jun, 2020 @ 3:21am 
Wish was updated but oh well.